3 * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
11 * 2014 Deskull rearranged comment for Doxygen.\n
18 #include "player-status.h"
29 * You may or may not want to use the following "#undef".
31 /* #undef _POSIX_SAVED_IDS */
35 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
37 void safe_setuid_drop(void)
44 # ifdef SAFE_SETUID_POSIX
46 if (setuid(getuid()) != 0)
48 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
50 if (setgid(getgid()) != 0)
52 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
57 if (setreuid(geteuid(), getuid()) != 0)
59 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
61 if (setregid(getegid(), getgid()) != 0)
63 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
76 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
78 void safe_setuid_grab(void)
85 # ifdef SAFE_SETUID_POSIX
87 if (setuid(player_euid) != 0)
89 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
91 if (setgid(player_egid) != 0)
93 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
98 if (setreuid(geteuid(), getuid()) != 0)
100 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
102 if (setregid(getegid(), getgid()) != 0)
104 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
107 # endif /* SAFE_SETUID_POSIX */
109 # endif /* SAFE_SETUID */
117 * @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
118 * @param buf データテキストの参照ポインタ
120 * @param tokens トークンを保管する文字列参照ポインタ配列
125 * This function uses "colon" and "slash" as the delimeter characters.
126 * We never extract more than "num" tokens. The "last" token may include
127 * "delimeter" characters, allowing the buffer to include a "string" token.
128 * We save pointers to the tokens in "tokens", and return the number found.
129 * Hack -- Attempt to handle the 'c' character formalism
130 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
131 * Hack -- We will always extract at least one token
134 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
146 /* Scan the string */
149 /* Found a delimiter */
150 if ((*t == ':') || (*t == '/')) break;
152 /* Handle single quotes */
153 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
158 /* Handle backslash */
161 /* Require a character */
167 /* Hack -- Require a close quote */
168 if (*t != '\'') *t = '\'';
171 /* Handle back-slash */
178 /* Nuke and advance */
196 /* A number with a name */
197 typedef struct named_num named_num;
201 concptr name; /* The name of this thing */
202 int num; /* A number associated with it */
206 /* Index of spell type names */
207 static named_num gf_desc[] =
209 {"GF_ELEC", GF_ELEC },
210 {"GF_POIS", GF_POIS },
211 {"GF_ACID", GF_ACID },
212 {"GF_COLD", GF_COLD },
213 {"GF_FIRE", GF_FIRE },
214 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
215 {"GF_MISSILE", GF_MISSILE },
216 {"GF_ARROW", GF_ARROW },
217 {"GF_PLASMA", GF_PLASMA },
218 {"GF_WATER", GF_WATER },
219 {"GF_LITE", GF_LITE },
220 {"GF_DARK", GF_DARK },
221 {"GF_LITE_WEAK", GF_LITE_WEAK },
222 {"GF_DARK_WEAK", GF_DARK_WEAK },
223 {"GF_SHARDS", GF_SHARDS },
224 {"GF_SOUND", GF_SOUND },
225 {"GF_CONFUSION", GF_CONFUSION },
226 {"GF_FORCE", GF_FORCE },
227 {"GF_INERTIA", GF_INERTIAL },
228 {"GF_MANA", GF_MANA },
229 {"GF_METEOR", GF_METEOR },
231 {"GF_CHAOS", GF_CHAOS },
232 {"GF_NETHER", GF_NETHER },
233 {"GF_DISENCHANT", GF_DISENCHANT },
234 {"GF_NEXUS", GF_NEXUS },
235 {"GF_TIME", GF_TIME },
236 {"GF_GRAVITY", GF_GRAVITY },
237 {"GF_KILL_WALL", GF_KILL_WALL },
238 {"GF_KILL_DOOR", GF_KILL_DOOR },
239 {"GF_KILL_TRAP", GF_KILL_TRAP },
240 {"GF_MAKE_WALL", GF_MAKE_WALL },
241 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
242 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
243 {"GF_MAKE_TREE", GF_MAKE_TREE },
244 {"GF_OLD_CLONE", GF_OLD_CLONE },
245 {"GF_OLD_POLY", GF_OLD_POLY },
246 {"GF_OLD_HEAL", GF_OLD_HEAL },
247 {"GF_OLD_SPEED", GF_OLD_SPEED },
248 {"GF_OLD_SLOW", GF_OLD_SLOW },
249 {"GF_OLD_CONF", GF_OLD_CONF },
250 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
251 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
252 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
253 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
254 {"GF_AWAY_ALL", GF_AWAY_ALL },
255 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
256 {"GF_TURN_EVIL", GF_TURN_EVIL },
257 {"GF_TURN_ALL", GF_TURN_ALL },
258 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
259 {"GF_DISP_EVIL", GF_DISP_EVIL },
260 {"GF_DISP_ALL", GF_DISP_ALL },
261 {"GF_DISP_DEMON", GF_DISP_DEMON },
262 {"GF_DISP_LIVING", GF_DISP_LIVING },
263 {"GF_ROCKET", GF_ROCKET },
264 {"GF_NUKE", GF_NUKE },
265 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
266 {"GF_STASIS", GF_STASIS },
267 {"GF_STONE_WALL", GF_STONE_WALL },
268 {"GF_DEATH_RAY", GF_DEATH_RAY },
269 {"GF_STUN", GF_STUN },
270 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
271 {"GF_HELL_FIRE", GF_HELL_FIRE },
272 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
273 {"GF_CHARM", GF_CHARM },
274 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
275 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
277 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
278 {"GF_TELEKINESIS", GF_TELEKINESIS },
279 {"GF_JAM_DOOR", GF_JAM_DOOR },
280 {"GF_DOMINATION", GF_DOMINATION },
281 {"GF_DISP_GOOD", GF_DISP_GOOD },
282 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
283 {"GF_MIND_BLAST", GF_MIND_BLAST },
284 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
285 {"GF_CAUSE_1", GF_CAUSE_1 },
286 {"GF_CAUSE_2", GF_CAUSE_2 },
287 {"GF_CAUSE_3", GF_CAUSE_3 },
288 {"GF_CAUSE_4", GF_CAUSE_4 },
289 {"GF_HAND_DOOM", GF_HAND_DOOM },
290 {"GF_CAPTURE", GF_CAPTURE },
291 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
292 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
293 {"GF_IDENTIFY", GF_IDENTIFY },
294 {"GF_ATTACK", GF_ATTACK },
295 {"GF_ENGETSU", GF_ENGETSU },
296 {"GF_GENOCIDE", GF_GENOCIDE },
297 {"GF_PHOTO", GF_PHOTO },
298 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
299 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
300 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
301 {"GF_SEEKER", GF_SEEKER },
302 {"GF_SUPER_RAY", GF_SUPER_RAY },
303 {"GF_STAR_HEAL", GF_STAR_HEAL },
304 {"GF_WATER_FLOW", GF_WATER_FLOW },
305 {"GF_CRUSADE", GF_CRUSADE },
306 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
307 {"GF_WOUNDS", GF_WOUNDS },
313 * @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 /
314 * Parse a sub-file of the "extra info" (format shown below)
315 * @param buf データテキストの参照ポインタ
319 * Each "action" line has an "action symbol" in the first column,
320 * followed by a colon, followed by some command specific info,
321 * usually in the form of "tokens" separated by colons or slashes.
322 * Blank lines, lines starting with white space, and lines starting
323 * with pound signs ("#") are ignored (as comments).
324 * Note the use of "tokenize()" to allow the use of both colons and
325 * slashes as delimeters, while still allowing final tokens which
326 * may contain any characters including "delimiters".
327 * Note the use of "strtol()" to allow all "integers" to be encoded
328 * in decimal, hexidecimal, or octal form.
329 * Note that "monster zero" is used for the "player" attr/char, "object
330 * zero" will be used for the "stack" attr/char, and "feature zero" is
331 * used for the "nothing" attr/char.
332 * Parse another file recursively, see below for details
334 * Specify the attr/char values for "monsters" by race index
335 * R:\<num\>:\<a\>:\<c\>
336 * Specify the attr/char values for "objects" by kind index
337 * K:\<num\>:\<a\>:\<c\>
338 * Specify the attr/char values for "features" by feature index
339 * F:\<num\>:\<a\>:\<c\>
340 * Specify the attr/char values for unaware "objects" by kind tval
341 * U:\<tv\>:\<a\>:\<c\>
342 * Specify the attr/char values for inventory "objects" by kind tval
343 * E:\<tv\>:\<a\>:\<c\>
344 * Define a macro action, given an encoded macro action
346 * Create a normal macro, given an encoded macro trigger
348 * Create a command macro, given an encoded macro trigger
350 * Create a keyset mapping
351 * S:\<key\>:\<key\>:\<dir\>
352 * Turn an option off, given its name
354 * Turn an option on, given its name
356 * Specify visual information, given an index, and some data
357 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
358 * Specify the set of colors to use when drawing a zapped spell
360 * Specify a macro trigger template and macro trigger names.
361 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
362 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
365 errr process_pref_file_command(char *buf)
375 /* Require "?:*" format */
376 if (buf[1] != ':') return 1;
381 /* Mega-Hack -- read external player's history file */
382 /* Process "H:<history>" */
384 add_history_from_pref_line(buf + 2);
387 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
389 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
392 i = (huge)strtol(zz[0], NULL, 0);
393 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
394 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
395 if (i >= max_r_idx) return 1;
397 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
398 if (n2) r_ptr->x_char = n2;
403 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
405 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
408 i = (huge)strtol(zz[0], NULL, 0);
409 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
410 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
411 if (i >= max_k_idx) return 1;
413 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
414 if (n2) k_ptr->x_char = n2;
419 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
420 /* "F:<num>:<a>/<c>" */
421 /* "F:<num>:<a>/<c>:LIT" */
422 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
426 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
428 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
429 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
431 i = (huge)strtol(zz[0], NULL, 0);
432 if (i >= max_f_idx) return 1;
435 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
436 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
437 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
438 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
440 /* Mega-hack -- feat supports lighting */
443 /* No lighting support */
445 n1 = f_ptr->x_attr[F_LIT_STANDARD];
446 n2 = f_ptr->x_char[F_LIT_STANDARD];
447 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
449 f_ptr->x_attr[j] = n1;
450 f_ptr->x_char[j] = n2;
454 /* Use default lighting */
456 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
459 /* Use desired lighting */
460 case F_LIT_MAX * 2 + 1:
461 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
463 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
464 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
465 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
466 if (n2) f_ptr->x_char[j] = n2;
473 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
475 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
477 j = (byte)strtol(zz[0], NULL, 0);
478 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
479 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
480 misc_to_attr[j] = n1;
481 misc_to_char[j] = n2;
486 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
488 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
490 j = (huge)strtol(zz[0], NULL, 0);
491 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
492 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
493 for (i = 1; i < max_k_idx; i++)
495 object_kind *k_ptr = &k_info[i];
496 if (k_ptr->tval == j)
498 if (n1) k_ptr->d_attr = n1;
499 if (n2) k_ptr->d_char = n2;
506 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
508 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
510 j = (byte)strtol(zz[0], NULL, 0) % 128;
511 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
512 if (n1) tval_to_attr[j] = n1;
517 /* Process "A:<str>" -- save an "action" for later */
519 text_to_ascii(macro__buf, buf+2);
522 /* Process "P:<str>" -- normal macro */
527 text_to_ascii(tmp, buf+2);
528 macro_add(tmp, macro__buf);
532 /* Process "C:<str>" -- create keymap */
538 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
540 mode = strtol(zz[0], NULL, 0);
541 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
543 text_to_ascii(tmp, zz[1]);
544 if (!tmp[0] || tmp[1]) return 1;
547 string_free(keymap_act[mode][i]);
549 keymap_act[mode][i] = string_make(macro__buf);
554 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
556 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
558 i = (byte)strtol(zz[0], NULL, 0);
559 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
560 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
561 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
562 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
567 /* Process "X:<str>" -- turn option off */
568 /* Process "Y:<str>" -- turn option on */
571 for (i = 0; option_info[i].o_desc; i++)
573 if (option_info[i].o_var &&
574 option_info[i].o_text &&
575 streq(option_info[i].o_text, buf + 2))
577 int os = option_info[i].o_set;
578 int ob = option_info[i].o_bit;
580 if ((p_ptr->playing || character_xtra) &&
581 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
583 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);
591 option_flag[os] &= ~(1L << ob);
592 (*option_info[i].o_var) = FALSE;
597 option_flag[os] |= (1L << ob);
598 (*option_info[i].o_var) = TRUE;
604 /* don't know that option. ignore it.*/
605 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);
609 /* Process "Z:<type>:<str>" -- set spell color */
613 char *t = my_strchr(buf + 2, ':');
620 for (i = 0; gf_desc[i].name; i++)
622 /* Match this type */
623 if (streq(gf_desc[i].name, buf + 2))
625 /* Remember this color set */
626 gf_color[gf_desc[i].num] = quark_add(t);
636 /* Initialize macro trigger names and a template */
637 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
638 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
641 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
643 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
648 if (macro_template != NULL)
650 num = strlen(macro_modifier_chr);
652 /* Kill the template string */
653 string_free(macro_template);
654 macro_template = NULL;
656 /* Kill flag characters of modifier keys */
657 string_free(macro_modifier_chr);
659 /* Kill corresponding modifier names */
660 for (i = 0; i < num; i++)
662 string_free(macro_modifier_name[i]);
665 /* Kill trigger name strings */
666 for (i = 0; i < max_macrotrigger; i++)
668 string_free(macro_trigger_name[i]);
669 string_free(macro_trigger_keycode[0][i]);
670 string_free(macro_trigger_keycode[1][i]);
673 max_macrotrigger = 0;
676 if (*zz[0] == '\0') return 0; /* clear template */
678 /* Number of modifier flags */
681 /* Limit the number */
682 num = MIN(MAX_MACRO_MOD, num);
684 /* Stop if number of modifier is not correct */
685 if (2 + num != tok) return 1;
687 /* Get a template string */
688 macro_template = string_make(zz[0]);
690 /* Get flag characters of modifier keys */
691 macro_modifier_chr = string_make(zz[1]);
693 /* Get corresponding modifier names */
694 for (i = 0; i < num; i++)
696 macro_modifier_name[i] = string_make(zz[2+i]);
700 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
706 if (max_macrotrigger >= MAX_MACRO_TRIG)
708 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
711 m = max_macrotrigger;
714 /* Take into account the escape character */
724 /* Get a trigger name */
725 macro_trigger_name[m] = string_make(buf_aux);
727 /* Get the corresponding key code */
728 macro_trigger_keycode[0][m] = string_make(zz[1]);
732 /* Key code of a combination of it with the shift key */
733 macro_trigger_keycode[1][m] = string_make(zz[2]);
737 macro_trigger_keycode[1][m] = string_make(zz[1]);
752 * @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 /
753 * Helper function for "process_pref_file()"
754 * @param sp テキスト文字列の参照ポインタ
755 * @param fp 再帰中のポインタ参照
760 * v: output buffer array
766 concptr process_pref_file_expr(char **sp, char *fp)
783 while (iswspace(*s)) s++;
801 t = process_pref_file_expr(&s, &f);
809 else if (streq(t, "IOR"))
812 while (*s && (f != b2))
814 t = process_pref_file_expr(&s, &f);
815 if (*t && !streq(t, "0")) v = "1";
820 else if (streq(t, "AND"))
823 while (*s && (f != b2))
825 t = process_pref_file_expr(&s, &f);
826 if (*t && streq(t, "0")) v = "0";
831 else if (streq(t, "NOT"))
834 while (*s && (f != b2))
836 t = process_pref_file_expr(&s, &f);
837 if (*t && streq(t, "1")) v = "0";
842 else if (streq(t, "EQU"))
847 t = process_pref_file_expr(&s, &f);
849 while (*s && (f != b2))
851 p = process_pref_file_expr(&s, &f);
852 if (streq(t, p)) v = "1";
857 else if (streq(t, "LEQ"))
862 t = process_pref_file_expr(&s, &f);
864 while (*s && (f != b2))
867 t = process_pref_file_expr(&s, &f);
868 if (*t && atoi(p) > atoi(t)) v = "0";
873 else if (streq(t, "GEQ"))
878 t = process_pref_file_expr(&s, &f);
880 while (*s && (f != b2))
883 t = process_pref_file_expr(&s, &f);
885 /* Compare two numbers instead of string */
886 if (*t && atoi(p) < atoi(t)) v = "0";
892 while (*s && (f != b2))
894 t = process_pref_file_expr(&s, &f);
899 if (f != b2) v = "?x?x?";
901 /* Extract final and Terminate */
902 if ((f = *s) != '\0') *s++ = '\0';
908 /* Accept all printables except spaces and brackets */
910 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
912 if (iskanji(*s)) s++;
916 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
919 /* Extract final and Terminate */
920 if ((f = *s) != '\0') *s++ = '\0';
926 if (streq(b+1, "SYS"))
931 else if (streq(b+1, "KEYBOARD"))
933 v = ANGBAND_KEYBOARD;
937 else if (streq(b+1, "GRAF"))
942 /* Monochrome mode */
943 else if (streq(b+1, "MONOCHROME"))
952 else if (streq(b+1, "RACE"))
962 else if (streq(b+1, "CLASS"))
972 else if (streq(b+1, "PLAYER"))
974 static char tmp_player_name[32];
976 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
986 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
993 else if (streq(b+1, "REALM1"))
996 v = E_realm_names[p_ptr->realm1];
998 v = realm_names[p_ptr->realm1];
1003 else if (streq(b+1, "REALM2"))
1006 v = E_realm_names[p_ptr->realm2];
1008 v = realm_names[p_ptr->realm2];
1013 else if (streq(b+1, "LEVEL"))
1015 sprintf(tmp, "%02d", p_ptr->lev);
1019 /* Autopick auto-register is in-use or not? */
1020 else if (streq(b+1, "AUTOREGISTER"))
1022 if (p_ptr->autopick_autoregister)
1029 else if (streq(b+1, "MONEY"))
1031 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1050 #define PREF_TYPE_NORMAL 0
1051 #define PREF_TYPE_AUTOPICK 1
1052 #define PREF_TYPE_HISTPREF 2
1055 * @brief process_pref_fileのサブルーチン /
1056 * Open the "user pref file" and parse it.
1057 * @param name 読み込むファイル名
1058 * @param preftype prefファイルのタイプ
1063 * v: output buffer array
1064 * f: final character
1069 static errr process_pref_file_aux(concptr name, int preftype)
1081 bool bypass = FALSE;
1085 fp = my_fopen(name, "r");
1088 if (!fp) return (-1);
1090 /* Process the file */
1091 while (0 == my_fgets(fp, buf, sizeof(buf)))
1096 /* Skip "empty" lines */
1097 if (!buf[0]) continue;
1099 /* Skip "blank" lines */
1101 if (!iskanji(buf[0]))
1103 if (iswspace(buf[0])) continue;
1106 if (buf[0] == '#') continue;
1113 /* Process "?:<expr>" */
1114 if ((buf[0] == '?') && (buf[1] == ':'))
1123 /* Parse the expr */
1124 v = process_pref_file_expr(&s, &f);
1127 bypass = (streq(v, "0") ? TRUE : FALSE);
1131 /* Apply conditionals */
1132 if (bypass) continue;
1135 /* Process "%:<file>" */
1138 static int depth_count = 0;
1140 /* Ignore if deeper than 20 level */
1141 if (depth_count > 20) continue;
1143 /* Count depth level */
1146 /* Process that file if allowed */
1149 case PREF_TYPE_AUTOPICK:
1150 (void)process_autopick_file(buf + 2);
1152 case PREF_TYPE_HISTPREF:
1153 (void)process_histpref_file(buf + 2);
1156 (void)process_pref_file(buf + 2);
1160 /* Set back depth level */
1166 /* Process the line */
1167 err = process_pref_file_command(buf);
1169 /* This is not original pref line... */
1172 if (preftype != PREF_TYPE_AUTOPICK)
1174 err = process_autopick_file_command(buf);
1182 /* Print error message */
1183 /* ToDo: Add better error messages */
1184 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'."),
1185 _(name, err), line, _(err, name));
1186 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1195 * @brief pref設定ファイルを読み込み設定を反映させる /
1196 * Process the "user pref file" with the given name
1197 * @param name 読み込むファイル名
1201 * See the functions above for a list of legal "commands".
1202 * We also accept the special "?" and "%" directives, which
1203 * allow conditional evaluation and filename inclusion.
1206 errr process_pref_file(concptr name)
1212 /* Build the filename */
1213 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1215 /* Process the system pref file */
1216 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1218 /* Stop at parser errors, but not at non-existing file */
1219 if (err1 > 0) return err1;
1222 /* Build the filename */
1223 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1225 /* Process the user pref file */
1226 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1229 /* User file does not exist, but read system pref file */
1230 if (err2 < 0 && !err1)
1233 /* Result of user file processing */
1242 * Operating hours for ANGBAND (defaults to non-work hours)
1244 static char days[7][29] =
1246 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1247 "MON:XXXXXXXX.........XXXXXXX",
1248 "TUE:XXXXXXXX.........XXXXXXX",
1249 "WED:XXXXXXXX.........XXXXXXX",
1250 "THU:XXXXXXXX.........XXXXXXX",
1251 "FRI:XXXXXXXX.........XXXXXXX",
1252 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1256 * Restict usage (defaults to no restrictions)
1258 static bool check_time_flag = FALSE;
1264 * @brief Angbandプレイ禁止時刻をチェック /
1268 errr check_time(void)
1276 /* No restrictions */
1277 if (!check_time_flag) return (0);
1279 /* Check for time violation */
1280 c = time((time_t *)0);
1284 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1294 * @brief Angbandプレイ禁止時刻の初期化 /
1295 * Initialize CHECK_TIME
1298 errr check_time_init(void)
1308 /* Build the filename */
1309 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1312 fp = my_fopen(buf, "r");
1314 /* No file, no restrictions */
1315 if (!fp) return (0);
1317 /* Assume restrictions */
1318 check_time_flag = TRUE;
1320 /* Parse the file */
1321 while (0 == my_fgets(fp, buf, sizeof(buf)))
1323 /* Skip comments and blank lines */
1324 if (!buf[0] || (buf[0] == '#')) continue;
1326 /* Chop the buffer */
1329 /* Extract the info */
1330 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1331 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1332 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1333 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1334 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1335 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1336 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1352 #ifndef MAXHOSTNAMELEN
1353 # define MAXHOSTNAMELEN 64
1356 typedef struct statstime statstime;
1362 unsigned int v_pgpgin;
1363 unsigned int v_pgpgout;
1364 unsigned int v_pswpin;
1365 unsigned int v_pswpout;
1366 unsigned int v_intr;
1372 unsigned int v_swtch;
1374 struct timeval boottime;
1375 struct timeval curtime;
1379 * Maximal load (if any).
1381 static int check_load_value = 0;
1387 * @brief Angbandプレイ禁止ホストのチェック /
1391 errr check_load(void)
1396 struct statstime st;
1398 /* Success if not checking */
1399 if (!check_load_value) return (0);
1401 /* Check the load */
1402 if (0 == rstat("localhost", &st))
1404 long val1 = (long)(st.avenrun[2]);
1405 long val2 = (long)(check_load_value) * FSCALE;
1407 /* Check for violation */
1408 if (val1 >= val2) return (1);
1419 * @brief Angbandプレイ禁止ホストの設定初期化 /
1420 * Initialize CHECK_LOAD
1423 errr check_load_init(void)
1432 char temphost[MAXHOSTNAMELEN+1];
1433 char thishost[MAXHOSTNAMELEN+1];
1436 /* Build the filename */
1437 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1439 /* Open the "load" file */
1440 fp = my_fopen(buf, "r");
1442 /* No file, no restrictions */
1443 if (!fp) return (0);
1446 check_load_value = 100;
1448 /* Get the host name */
1449 (void)gethostname(thishost, (sizeof thishost) - 1);
1452 while (0 == my_fgets(fp, buf, sizeof(buf)))
1456 /* Skip comments and blank lines */
1457 if (!buf[0] || (buf[0] == '#')) continue;
1459 /* Parse, or ignore */
1460 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1462 /* Skip other hosts */
1463 if (!streq(temphost, thishost) &&
1464 !streq(temphost, "localhost")) continue;
1466 /* Use that value */
1467 check_load_value = value;
1480 #define ENTRY_BARE_HAND 0
1481 #define ENTRY_TWO_HANDS 1
1482 #define ENTRY_RIGHT_HAND1 2
1483 #define ENTRY_LEFT_HAND1 3
1484 #define ENTRY_LEFT_HAND2 4
1485 #define ENTRY_RIGHT_HAND2 5
1486 #define ENTRY_POSTURE 6
1487 #define ENTRY_SHOOT_HIT_DAM 7
1488 #define ENTRY_SHOOT_POWER 8
1489 #define ENTRY_SPEED 9
1490 #define ENTRY_BASE_AC 10
1491 #define ENTRY_LEVEL 11
1492 #define ENTRY_CUR_EXP 12
1493 #define ENTRY_MAX_EXP 13
1494 #define ENTRY_EXP_TO_ADV 14
1495 #define ENTRY_GOLD 15
1496 #define ENTRY_DAY 16
1499 #define ENTRY_PLAY_TIME 19
1500 #define ENTRY_SKILL_FIGHT 20
1501 #define ENTRY_SKILL_SHOOT 21
1502 #define ENTRY_SKILL_SAVING 22
1503 #define ENTRY_SKILL_STEALTH 23
1504 #define ENTRY_SKILL_PERCEP 24
1505 #define ENTRY_SKILL_SEARCH 25
1506 #define ENTRY_SKILL_DISARM 26
1507 #define ENTRY_SKILL_DEVICE 27
1508 #define ENTRY_SKILL_DIG 45
1511 #define ENTRY_BLOWS 28
1512 #define ENTRY_SHOTS 29
1513 #define ENTRY_AVG_DMG 30
1514 #define ENTRY_INFRA 31
1516 #define ENTRY_NAME 32
1517 #define ENTRY_SEX 33
1518 #define ENTRY_RACE 34
1519 #define ENTRY_CLASS 35
1520 #define ENTRY_REALM 36
1521 #define ENTRY_PATRON 37
1522 #define ENTRY_AGE 38
1523 #define ENTRY_HEIGHT 39
1524 #define ENTRY_WEIGHT 40
1525 #define ENTRY_SOCIAL 41
1526 #define ENTRY_ALIGN 42
1528 #define ENTRY_EXP_ANDR 43
1529 #define ENTRY_EXP_TO_ADV_ANDR 44
1538 } disp_player_line[]
1541 { 1, 10, 25, "打撃修正(格闘)"},
1542 { 1, 10, 25, "打撃修正(両手)"},
1543 { 1, 10, 25, "打撃修正(右手)"},
1544 { 1, 10, 25, "打撃修正(左手)"},
1545 { 1, 11, 25, "打撃修正(左手)"},
1546 { 1, 11, 25, "打撃修正(右手)"},
1548 { 1, 15, 25, "射撃攻撃修正"},
1549 { 1, 16, 25, "射撃武器倍率"},
1552 {29, 13, 21, "レベル"},
1553 {29, 14, 21, "経験値"},
1554 {29, 15, 21, "最大経験"},
1555 {29, 16, 21, "次レベル"},
1556 {29, 17, 21, "所持金"},
1560 {29, 20, 21, "プレイ時間"},
1561 {53, 10, -1, "打撃命中 :"},
1562 {53, 11, -1, "射撃命中 :"},
1563 {53, 12, -1, "魔法防御 :"},
1564 {53, 13, -1, "隠密行動 :"},
1565 {53, 15, -1, "知覚 :"},
1566 {53, 16, -1, "探索 :"},
1567 {53, 17, -1, "解除 :"},
1568 {53, 18, -1, "魔法道具 :"},
1569 { 1, 12, 25, "打撃回数"},
1570 { 1, 17, 25, "射撃回数"},
1571 { 1, 13, 25, "平均ダメージ"},
1572 {53, 20, -1, "赤外線視力:"},
1573 {26, 1, -1, "名前 : "},
1574 { 1, 3, -1, "性別 : "},
1575 { 1, 4, -1, "種族 : "},
1576 { 1, 5, -1, "職業 : "},
1577 { 1, 6, -1, "魔法 : "},
1578 { 1, 7, -1, "守護魔神 : "},
1582 {29, 6, 21, "社会的地位"},
1584 {29, 14, 21, "強化度"},
1585 {29, 16, 21, "次レベル"},
1586 {53, 19, -1, "掘削 :" },
1590 { 1, 10, 25, "Bare hand"},
1591 { 1, 10, 25, "Two hands"},
1592 { 1, 10, 25, "Right hand"},
1593 { 1, 10, 25, "Left hand"},
1594 { 1, 11, 25, "Left hand"},
1595 { 1, 11, 25, "Right hand"},
1596 { 1, 11, 25, "Posture"},
1597 { 1, 15, 25, "Shooting"},
1598 { 1, 16, 25, "Multiplier"},
1599 { 1, 20, 25, "Speed"},
1601 {29, 13, 21, "Level"},
1602 {29, 14, 21, "Experience"},
1603 {29, 15, 21, "Max Exp"},
1604 {29, 16, 21, "Exp to Adv"},
1605 {29, 17, 21, "Gold"},
1606 {29, 19, 21, "Time"},
1607 {29, 10, 21, "Hit point"},
1608 {29, 11, 21, "SP (Mana)"},
1609 {29, 20, 21, "Play time"},
1610 {53, 10, -1, "Fighting : "},
1611 {53, 11, -1, "Bows/Throw : "},
1612 {53, 12, -1, "SavingThrow: "},
1613 {53, 13, -1, "Stealth : "},
1614 {53, 15, -1, "Perception : "},
1615 {53, 16, -1, "Searching : "},
1616 {53, 17, -1, "Disarming : "},
1617 {53, 18, -1, "MagicDevice: "},
1618 { 1, 12, 25, "Blows/Round"},
1619 { 1, 17, 25, "Shots/Round"},
1620 { 1, 13, 25, "AverageDmg/Rnd"},
1621 {53, 20, -1, "Infra-Vision: "},
1622 {26, 1, -1, "Name : "},
1623 { 1, 3, -1, "Sex : "},
1624 { 1, 4, -1, "Race : "},
1625 { 1, 5, -1, "Class : "},
1626 { 1, 6, -1, "Magic : "},
1627 { 1, 7, -1, "Patron : "},
1629 {29, 4, 21, "Height"},
1630 {29, 5, 21, "Weight"},
1631 {29, 6, 21, "Social Class"},
1632 {29, 7, 21, "Align"},
1633 {29, 14, 21, "Construction"},
1634 {29, 16, 21, "Const to Adv"},
1635 {53, 19, -1, "Digging :" },
1640 * @brief プレイヤーのステータス1種を出力する
1642 * @param val 値を保管した文字列ポインタ
1643 * @param attr 項目表示の色
1646 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1650 int row = disp_player_line[entry].row;
1651 int col = disp_player_line[entry].col;
1652 int len = disp_player_line[entry].len;
1653 concptr head = disp_player_line[entry].header;
1655 int head_len = strlen(head);
1657 Term_putstr(col, row, -1, TERM_WHITE, head);
1664 int val_len = len - head_len;
1665 sprintf(buf, "%*.*s", val_len, val_len, val);
1666 Term_putstr(col + head_len, row, -1, attr, buf);
1670 Term_putstr(col + head_len, row, -1, attr, val);
1677 * @brief プレイヤーの打撃能力修正を表示する
1678 * @param hand 武器の装備部位ID
1679 * @param hand_entry 項目ID
1682 static void display_player_melee_bonus(int hand, int hand_entry)
1685 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1686 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1687 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1689 /* Hack -- add in weapon info if known */
1690 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1691 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1693 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1696 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1698 /* Dump the bonuses to hit/dam */
1699 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
1700 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1701 else if (p_ptr->ryoute)
1702 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1704 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1709 * @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
1710 * Prints the following information on the screen.
1713 static void display_player_middle(void)
1718 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1719 HIT_POINT show_todam = 0;
1722 object_type *o_ptr = &inventory[INVEN_BOW];
1729 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1732 if (p_ptr->hidarite)
1734 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1736 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1739 if (p_ptr->special_defense & KAMAE_MASK)
1741 for (i = 0; i < MAX_KAMAE; i++)
1743 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1746 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1749 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1752 /* Apply weapon bonuses */
1753 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1754 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1756 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1757 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1759 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1761 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1764 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1766 if (inventory[INVEN_BOW].k_idx)
1768 tmul = bow_tmul(inventory[INVEN_BOW].sval);
1770 /* Get extra "power" from "extra might" */
1771 if (p_ptr->xtra_might) tmul++;
1773 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1777 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1779 /* Dump the armor class */
1780 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1788 i = p_ptr->pspeed-110;
1790 /* Hack -- Visually "undo" the Search Mode Slowdown */
1791 if (p_ptr->action == ACTION_SEARCH) i += 10;
1796 attr = TERM_L_GREEN;
1810 attr = TERM_L_UMBER;
1817 if (IS_FAST()) tmp_speed += 10;
1818 if (p_ptr->slow) tmp_speed -= 10;
1819 if (p_ptr->lightspeed) tmp_speed = 99;
1823 if (MON_FAST(&m_list[p_ptr->riding])) tmp_speed += 10;
1824 if (MON_SLOW(&m_list[p_ptr->riding])) tmp_speed -= 10;
1830 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1832 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1842 sprintf(buf, "(%+d)", i);
1844 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1847 display_player_one_line(ENTRY_SPEED, buf, attr);
1850 /* Dump character level */
1851 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1853 /* Dump experience */
1854 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1855 else e = ENTRY_CUR_EXP;
1857 if (p_ptr->exp >= p_ptr->max_exp)
1858 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1860 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1862 /* Dump max experience */
1863 if (p_ptr->prace == RACE_ANDROID)
1866 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1868 /* Dump exp to advance */
1869 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1870 else e = ENTRY_EXP_TO_ADV;
1872 if (p_ptr->lev >= PY_MAX_LEVEL)
1873 display_player_one_line(e, "*****", TERM_L_GREEN);
1874 else if (p_ptr->prace == RACE_ANDROID)
1875 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1877 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1880 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1885 extract_day_hour_min(&day, &hour, &min);
1887 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1888 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1890 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1892 /* Dump hit point */
1893 if (p_ptr->chp >= p_ptr->mhp)
1894 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1895 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1896 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1898 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1900 /* Dump mana power */
1901 if (p_ptr->csp >= p_ptr->msp)
1902 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1903 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1904 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1906 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1908 /* Dump play time */
1909 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", playtime/(60*60), (playtime/60)%60, playtime%60), TERM_L_GREEN);
1914 * Hack -- pass color info around this file
1916 static TERM_COLOR likert_color = TERM_WHITE;
1920 * @brief 技能ランクの表示基準を定める
1921 * Returns a "rating" of x depending on y
1923 * @param y 技能値に対するランク基準比
1926 static concptr likert(int x, int y)
1928 static char dummy[20] = "", dummy2[20] = "";
1929 memset(dummy, 0, strlen(dummy));
1930 memset(dummy2, 0, strlen(dummy2));
1935 if(show_actual_value)
1937 sprintf(dummy, "%3d-", x);
1940 /* Negative value */
1943 likert_color = TERM_L_DARK;
1944 strcat(dummy, _("最低", "Very Bad"));
1949 /* Analyze the value */
1954 likert_color = TERM_RED;
1955 strcat(dummy, _("悪い", "Bad"));
1958 likert_color = TERM_L_RED;
1959 strcat(dummy, _("劣る", "Poor"));
1964 likert_color = TERM_ORANGE;
1965 strcat(dummy, _("普通", "Fair"));
1969 likert_color = TERM_YELLOW;
1970 strcat(dummy, _("良い", "Good"));
1974 likert_color = TERM_YELLOW;
1975 strcat(dummy, _("大変良い", "Very Good"));
1980 likert_color = TERM_L_GREEN;
1981 strcat(dummy, _("卓越", "Excellent"));
1989 likert_color = TERM_GREEN;
1990 strcat(dummy, _("超越", "Superb"));
1997 likert_color = TERM_BLUE;
1998 strcat(dummy, _("英雄的", "Heroic"));
2002 likert_color = TERM_VIOLET;
2003 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2004 (int)((((x / y) - 17) * 5) / 2));
2005 strcat(dummy, dummy2);
2016 * @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
2017 * Prints ratings on certain abilities
2020 * This code is "imitated" elsewhere to "dump" a character sheet.
2022 static void display_player_various(void)
2024 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2025 int xthn, xthb, xfos, xsrh;
2026 int xdis, xdev, xsav, xstl;
2030 BIT_FLAGS flgs[TR_FLAG_SIZE];
2031 int shots, shot_frac;
2036 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2037 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2038 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2039 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2040 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2042 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2044 /* Shooting Skill (with current bow and normal missile) */
2045 o_ptr = &inventory[INVEN_BOW];
2046 tmp = p_ptr->to_h_b + o_ptr->to_h;
2047 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2049 /* If the player is wielding one? */
2052 ENERGY energy_fire = bow_energy(o_ptr->sval);
2054 /* Calculate shots per round */
2055 shots = p_ptr->num_fire * 100;
2056 shot_frac = (shots * 100 / energy_fire) % 100;
2057 shots = shots / energy_fire;
2058 if (o_ptr->name1 == ART_CRIMSON)
2062 if (p_ptr->pclass == CLASS_ARCHER)
2064 /* Extra shot at level 10 */
2065 if (p_ptr->lev >= 10) shots++;
2067 /* Extra shot at level 30 */
2068 if (p_ptr->lev >= 30) shots++;
2070 /* Extra shot at level 45 */
2071 if (p_ptr->lev >= 45) shots++;
2081 for(i = 0; i < 2; i++)
2083 damage[i] = p_ptr->dis_to_d[i] * 100;
2084 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2086 PLAYER_LEVEL level = p_ptr->lev;
2092 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2093 if (p_ptr->special_defense & KAMAE_BYAKKO)
2094 basedam = monk_ave_damage[level][1];
2095 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2096 basedam = monk_ave_damage[level][2];
2098 basedam = monk_ave_damage[level][0];
2102 o_ptr = &inventory[INVEN_RARM + i];
2104 /* Average damage per round */
2110 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2111 if (object_is_known(o_ptr))
2113 damage[i] += o_ptr->to_d * 100;
2114 to_h[i] += o_ptr->to_h;
2116 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2117 object_flags_known(o_ptr, flgs);
2119 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2120 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2126 else if (have_flag(flgs, TR_VORPAL))
2128 /* vorpal flag only */
2132 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2133 basedam = basedam * 7 / 2;
2137 damage[i] += basedam;
2138 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2139 if (damage[i] < 0) damage[i] = 0;
2141 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2142 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2144 /* Basic abilities */
2146 xdis = p_ptr->skill_dis;
2147 xdev = p_ptr->skill_dev;
2148 xsav = p_ptr->skill_sav;
2149 xstl = p_ptr->skill_stl;
2150 xsrh = p_ptr->skill_srh;
2151 xfos = p_ptr->skill_fos;
2152 xdig = p_ptr->skill_dig;
2155 desc = likert(xthn, 12);
2156 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2158 desc = likert(xthb, 12);
2159 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2161 desc = likert(xsav, 7);
2162 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2164 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2165 desc = likert((xstl > 0) ? xstl : -1, 1);
2166 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2168 desc = likert(xfos, 6);
2169 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2171 desc = likert(xsrh, 6);
2172 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2174 desc = likert(xdis, 8);
2175 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2177 desc = likert(xdev, 6);
2178 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2180 desc = likert(xdev, 6);
2181 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2183 desc = likert(xdig, 4);
2184 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2187 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2189 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2191 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2194 if ((damage[0]+damage[1]) == 0)
2197 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2199 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2201 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2207 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2208 * Prints ratings on certain abilities
2209 * @param flgs フラグを保管する配列
2212 * Obtain the "flags" for the player as if he was an item
2214 * xtra1.c周りと多重実装になっているのを何とかする
2216 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2221 for (i = 0; i < TR_FLAG_SIZE; i++)
2225 switch (p_ptr->pclass)
2228 if (p_ptr->lev > 44)
2229 add_flag(flgs, TR_REGEN);
2231 if (p_ptr->lev > 29)
2232 add_flag(flgs, TR_RES_FEAR);
2235 if (p_ptr->lev > 39)
2236 add_flag(flgs, TR_RES_FEAR);
2238 case CLASS_CHAOS_WARRIOR:
2239 if (p_ptr->lev > 29)
2240 add_flag(flgs, TR_RES_CHAOS);
2241 if (p_ptr->lev > 39)
2242 add_flag(flgs, TR_RES_FEAR);
2245 case CLASS_FORCETRAINER:
2246 if ((p_ptr->lev > 9) && !heavy_armor())
2247 add_flag(flgs, TR_SPEED);
2248 if ((p_ptr->lev>24) && !heavy_armor())
2249 add_flag(flgs, TR_FREE_ACT);
2253 add_flag(flgs, TR_SPEED);
2256 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
2257 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
2258 add_flag(flgs, TR_SPEED);
2260 add_flag(flgs, TR_FREE_ACT);
2262 add_flag(flgs, TR_SLOW_DIGEST);
2263 add_flag(flgs, TR_RES_FEAR);
2264 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2265 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2266 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2268 case CLASS_MINDCRAFTER:
2270 add_flag(flgs, TR_RES_FEAR);
2271 if (p_ptr->lev > 19)
2272 add_flag(flgs, TR_SUST_WIS);
2273 if (p_ptr->lev > 29)
2274 add_flag(flgs, TR_RES_CONF);
2275 if (p_ptr->lev > 39)
2276 add_flag(flgs, TR_TELEPATHY);
2279 add_flag(flgs, TR_RES_SOUND);
2281 case CLASS_BERSERKER:
2282 add_flag(flgs, TR_SUST_STR);
2283 add_flag(flgs, TR_SUST_DEX);
2284 add_flag(flgs, TR_SUST_CON);
2285 add_flag(flgs, TR_REGEN);
2286 add_flag(flgs, TR_FREE_ACT);
2287 add_flag(flgs, TR_SPEED);
2288 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2290 case CLASS_MIRROR_MASTER:
2291 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2294 break; /* Do nothing */
2298 if (p_ptr->mimic_form)
2300 switch(p_ptr->mimic_form)
2303 add_flag(flgs, TR_HOLD_EXP);
2304 add_flag(flgs, TR_RES_CHAOS);
2305 add_flag(flgs, TR_RES_NETHER);
2306 add_flag(flgs, TR_RES_FIRE);
2307 add_flag(flgs, TR_SEE_INVIS);
2308 add_flag(flgs, TR_SPEED);
2310 case MIMIC_DEMON_LORD:
2311 add_flag(flgs, TR_HOLD_EXP);
2312 add_flag(flgs, TR_RES_CHAOS);
2313 add_flag(flgs, TR_RES_NETHER);
2314 add_flag(flgs, TR_RES_FIRE);
2315 add_flag(flgs, TR_RES_COLD);
2316 add_flag(flgs, TR_RES_ELEC);
2317 add_flag(flgs, TR_RES_ACID);
2318 add_flag(flgs, TR_RES_POIS);
2319 add_flag(flgs, TR_RES_CONF);
2320 add_flag(flgs, TR_RES_DISEN);
2321 add_flag(flgs, TR_RES_NEXUS);
2322 add_flag(flgs, TR_RES_FEAR);
2323 add_flag(flgs, TR_IM_FIRE);
2324 add_flag(flgs, TR_SH_FIRE);
2325 add_flag(flgs, TR_SEE_INVIS);
2326 add_flag(flgs, TR_TELEPATHY);
2327 add_flag(flgs, TR_LEVITATION);
2328 add_flag(flgs, TR_SPEED);
2331 add_flag(flgs, TR_HOLD_EXP);
2332 add_flag(flgs, TR_RES_DARK);
2333 add_flag(flgs, TR_RES_NETHER);
2334 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2335 add_flag(flgs, TR_RES_POIS);
2336 add_flag(flgs, TR_RES_COLD);
2337 add_flag(flgs, TR_SEE_INVIS);
2338 add_flag(flgs, TR_SPEED);
2344 switch (p_ptr->prace)
2347 add_flag(flgs, TR_RES_LITE);
2350 add_flag(flgs, TR_HOLD_EXP);
2353 add_flag(flgs, TR_FREE_ACT);
2356 add_flag(flgs, TR_RES_BLIND);
2359 add_flag(flgs, TR_RES_DARK);
2361 case RACE_HALF_TROLL:
2362 add_flag(flgs, TR_SUST_STR);
2363 if (p_ptr->lev > 14)
2365 add_flag(flgs, TR_REGEN);
2366 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2368 add_flag(flgs, TR_SLOW_DIGEST);
2370 * Let's not make Regeneration a disadvantage
2371 * for the poor warriors who can never learn
2372 * a spell that satisfies hunger (actually
2373 * neither can rogues, but half-trolls are not
2374 * supposed to play rogues)
2380 add_flag(flgs, TR_SUST_CON);
2381 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2384 add_flag(flgs, TR_RES_LITE);
2385 add_flag(flgs, TR_SEE_INVIS);
2387 case RACE_BARBARIAN:
2388 add_flag(flgs, TR_RES_FEAR);
2390 case RACE_HALF_OGRE:
2391 add_flag(flgs, TR_SUST_STR);
2392 add_flag(flgs, TR_RES_DARK);
2394 case RACE_HALF_GIANT:
2395 add_flag(flgs, TR_RES_SHARDS);
2396 add_flag(flgs, TR_SUST_STR);
2398 case RACE_HALF_TITAN:
2399 add_flag(flgs, TR_RES_CHAOS);
2402 add_flag(flgs, TR_RES_SOUND);
2405 add_flag(flgs, TR_RES_ACID);
2406 if (p_ptr->lev > 19)
2407 add_flag(flgs, TR_IM_ACID);
2410 add_flag(flgs, TR_RES_CONF);
2411 add_flag(flgs, TR_RES_ACID);
2413 add_flag(flgs, TR_SPEED);
2416 add_flag(flgs, TR_RES_POIS);
2419 add_flag(flgs, TR_RES_DISEN);
2420 add_flag(flgs, TR_RES_DARK);
2423 add_flag(flgs, TR_RES_DARK);
2424 if (p_ptr->lev > 19)
2425 add_flag(flgs, TR_SEE_INVIS);
2427 case RACE_DRACONIAN:
2428 add_flag(flgs, TR_LEVITATION);
2430 add_flag(flgs, TR_RES_FIRE);
2432 add_flag(flgs, TR_RES_COLD);
2433 if (p_ptr->lev > 14)
2434 add_flag(flgs, TR_RES_ACID);
2435 if (p_ptr->lev > 19)
2436 add_flag(flgs, TR_RES_ELEC);
2437 if (p_ptr->lev > 34)
2438 add_flag(flgs, TR_RES_POIS);
2440 case RACE_MIND_FLAYER:
2441 add_flag(flgs, TR_SUST_INT);
2442 add_flag(flgs, TR_SUST_WIS);
2443 if (p_ptr->lev > 14)
2444 add_flag(flgs, TR_SEE_INVIS);
2445 if (p_ptr->lev > 29)
2446 add_flag(flgs, TR_TELEPATHY);
2449 add_flag(flgs, TR_RES_FIRE);
2451 add_flag(flgs, TR_SEE_INVIS);
2454 add_flag(flgs, TR_SEE_INVIS);
2455 add_flag(flgs, TR_FREE_ACT);
2456 add_flag(flgs, TR_RES_POIS);
2457 add_flag(flgs, TR_SLOW_DIGEST);
2458 if (p_ptr->lev > 34)
2459 add_flag(flgs, TR_HOLD_EXP);
2462 add_flag(flgs, TR_SEE_INVIS);
2463 add_flag(flgs, TR_RES_SHARDS);
2464 add_flag(flgs, TR_HOLD_EXP);
2465 add_flag(flgs, TR_RES_POIS);
2467 add_flag(flgs, TR_RES_COLD);
2470 add_flag(flgs, TR_SEE_INVIS);
2471 add_flag(flgs, TR_HOLD_EXP);
2472 add_flag(flgs, TR_RES_NETHER);
2473 add_flag(flgs, TR_RES_POIS);
2474 add_flag(flgs, TR_SLOW_DIGEST);
2476 add_flag(flgs, TR_RES_COLD);
2479 add_flag(flgs, TR_HOLD_EXP);
2480 add_flag(flgs, TR_RES_DARK);
2481 add_flag(flgs, TR_RES_NETHER);
2482 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2483 add_flag(flgs, TR_RES_POIS);
2484 add_flag(flgs, TR_RES_COLD);
2487 add_flag(flgs, TR_LEVITATION);
2488 add_flag(flgs, TR_FREE_ACT);
2489 add_flag(flgs, TR_RES_COLD);
2490 add_flag(flgs, TR_SEE_INVIS);
2491 add_flag(flgs, TR_HOLD_EXP);
2492 add_flag(flgs, TR_RES_NETHER);
2493 add_flag(flgs, TR_RES_POIS);
2494 add_flag(flgs, TR_SLOW_DIGEST);
2496 if (p_ptr->lev > 34)
2497 add_flag(flgs, TR_TELEPATHY);
2500 add_flag(flgs, TR_RES_LITE);
2501 add_flag(flgs, TR_LEVITATION);
2503 add_flag(flgs, TR_SPEED);
2506 add_flag(flgs, TR_RES_SOUND);
2507 add_flag(flgs, TR_RES_CONF);
2510 add_flag(flgs, TR_LEVITATION);
2511 add_flag(flgs, TR_SEE_INVIS);
2514 add_flag(flgs, TR_RES_FIRE);
2515 add_flag(flgs, TR_RES_NETHER);
2516 add_flag(flgs, TR_HOLD_EXP);
2518 add_flag(flgs, TR_SEE_INVIS);
2521 add_flag(flgs, TR_SUST_CON);
2524 add_flag(flgs, TR_LEVITATION);
2527 add_flag(flgs, TR_RES_CONF);
2530 add_flag(flgs, TR_FREE_ACT);
2531 add_flag(flgs, TR_RES_POIS);
2532 add_flag(flgs, TR_SLOW_DIGEST);
2533 add_flag(flgs, TR_HOLD_EXP);
2543 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2545 remove_flag(flgs, TR_REGEN);
2548 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2549 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2550 (p_ptr->muta3 & MUT3_SHORT_LEG))
2552 add_flag(flgs, TR_SPEED);
2555 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2557 add_flag(flgs, TR_SH_ELEC);
2560 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2562 add_flag(flgs, TR_SH_FIRE);
2563 add_flag(flgs, TR_LITE_1);
2566 if (p_ptr->muta3 & MUT3_WINGS)
2568 add_flag(flgs, TR_LEVITATION);
2571 if (p_ptr->muta3 & MUT3_FEARLESS)
2573 add_flag(flgs, TR_RES_FEAR);
2576 if (p_ptr->muta3 & MUT3_REGEN)
2578 add_flag(flgs, TR_REGEN);
2581 if (p_ptr->muta3 & MUT3_ESP)
2583 add_flag(flgs, TR_TELEPATHY);
2586 if (p_ptr->muta3 & MUT3_MOTION)
2588 add_flag(flgs, TR_FREE_ACT);
2592 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2593 add_flag(flgs, TR_AGGRAVATE);
2594 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2595 add_flag(flgs, TR_RES_CONF);
2596 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2598 add_flag(flgs, TR_RES_BLIND);
2599 add_flag(flgs, TR_RES_CONF);
2600 add_flag(flgs, TR_HOLD_EXP);
2601 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2603 add_flag(flgs, TR_SPEED);
2605 if (p_ptr->special_defense & KATA_FUUJIN)
2606 add_flag(flgs, TR_REFLECT);
2607 if (p_ptr->special_defense & KAMAE_GENBU)
2608 add_flag(flgs, TR_REFLECT);
2609 if (p_ptr->special_defense & KAMAE_SUZAKU)
2610 add_flag(flgs, TR_LEVITATION);
2611 if (p_ptr->special_defense & KAMAE_SEIRYU)
2613 add_flag(flgs, TR_RES_FIRE);
2614 add_flag(flgs, TR_RES_COLD);
2615 add_flag(flgs, TR_RES_ACID);
2616 add_flag(flgs, TR_RES_ELEC);
2617 add_flag(flgs, TR_RES_POIS);
2618 add_flag(flgs, TR_LEVITATION);
2619 add_flag(flgs, TR_SH_FIRE);
2620 add_flag(flgs, TR_SH_ELEC);
2621 add_flag(flgs, TR_SH_COLD);
2623 if (p_ptr->special_defense & KATA_MUSOU)
2625 add_flag(flgs, TR_RES_FEAR);
2626 add_flag(flgs, TR_RES_LITE);
2627 add_flag(flgs, TR_RES_DARK);
2628 add_flag(flgs, TR_RES_BLIND);
2629 add_flag(flgs, TR_RES_CONF);
2630 add_flag(flgs, TR_RES_SOUND);
2631 add_flag(flgs, TR_RES_SHARDS);
2632 add_flag(flgs, TR_RES_NETHER);
2633 add_flag(flgs, TR_RES_NEXUS);
2634 add_flag(flgs, TR_RES_CHAOS);
2635 add_flag(flgs, TR_RES_DISEN);
2636 add_flag(flgs, TR_REFLECT);
2637 add_flag(flgs, TR_HOLD_EXP);
2638 add_flag(flgs, TR_FREE_ACT);
2639 add_flag(flgs, TR_SH_FIRE);
2640 add_flag(flgs, TR_SH_ELEC);
2641 add_flag(flgs, TR_SH_COLD);
2642 add_flag(flgs, TR_LEVITATION);
2643 add_flag(flgs, TR_LITE_1);
2644 add_flag(flgs, TR_SEE_INVIS);
2645 add_flag(flgs, TR_TELEPATHY);
2646 add_flag(flgs, TR_SLOW_DIGEST);
2647 add_flag(flgs, TR_REGEN);
2648 add_flag(flgs, TR_SUST_STR);
2649 add_flag(flgs, TR_SUST_INT);
2650 add_flag(flgs, TR_SUST_WIS);
2651 add_flag(flgs, TR_SUST_DEX);
2652 add_flag(flgs, TR_SUST_CON);
2653 add_flag(flgs, TR_SUST_CHR);
2658 * @brief プレイヤーの一時的魔法効果による耐性を返す
2659 * Prints ratings on certain abilities
2660 * @param flgs フラグを保管する配列
2663 * xtra1.c周りと多重実装になっているのを何とかする
2665 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2670 for (i = 0; i < TR_FLAG_SIZE; i++)
2673 if (IS_HERO() || p_ptr->shero)
2674 add_flag(flgs, TR_RES_FEAR);
2675 if (p_ptr->tim_invis)
2676 add_flag(flgs, TR_SEE_INVIS);
2677 if (p_ptr->tim_regen)
2678 add_flag(flgs, TR_REGEN);
2680 add_flag(flgs, TR_TELEPATHY);
2681 if (IS_FAST() || p_ptr->slow)
2682 add_flag(flgs, TR_SPEED);
2684 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2685 add_flag(flgs, TR_RES_ACID);
2686 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2687 add_flag(flgs, TR_RES_ELEC);
2688 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2689 add_flag(flgs, TR_RES_FIRE);
2690 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2691 add_flag(flgs, TR_RES_COLD);
2692 if (IS_OPPOSE_POIS())
2693 add_flag(flgs, TR_RES_POIS);
2695 if (p_ptr->special_attack & ATTACK_ACID)
2696 add_flag(flgs, TR_BRAND_ACID);
2697 if (p_ptr->special_attack & ATTACK_ELEC)
2698 add_flag(flgs, TR_BRAND_ELEC);
2699 if (p_ptr->special_attack & ATTACK_FIRE)
2700 add_flag(flgs, TR_BRAND_FIRE);
2701 if (p_ptr->special_attack & ATTACK_COLD)
2702 add_flag(flgs, TR_BRAND_COLD);
2703 if (p_ptr->special_attack & ATTACK_POIS)
2704 add_flag(flgs, TR_BRAND_POIS);
2705 if (p_ptr->special_defense & DEFENSE_ACID)
2706 add_flag(flgs, TR_IM_ACID);
2707 if (p_ptr->special_defense & DEFENSE_ELEC)
2708 add_flag(flgs, TR_IM_ELEC);
2709 if (p_ptr->special_defense & DEFENSE_FIRE)
2710 add_flag(flgs, TR_IM_FIRE);
2711 if (p_ptr->special_defense & DEFENSE_COLD)
2712 add_flag(flgs, TR_IM_COLD);
2713 if (p_ptr->wraith_form)
2714 add_flag(flgs, TR_REFLECT);
2716 if (p_ptr->tim_reflect)
2717 add_flag(flgs, TR_REFLECT);
2719 if (p_ptr->magicdef)
2721 add_flag(flgs, TR_RES_BLIND);
2722 add_flag(flgs, TR_RES_CONF);
2723 add_flag(flgs, TR_REFLECT);
2724 add_flag(flgs, TR_FREE_ACT);
2725 add_flag(flgs, TR_LEVITATION);
2727 if (p_ptr->tim_res_nether)
2729 add_flag(flgs, TR_RES_NETHER);
2731 if (p_ptr->tim_sh_fire)
2733 add_flag(flgs, TR_SH_FIRE);
2737 add_flag(flgs, TR_RES_FEAR);
2738 add_flag(flgs, TR_RES_LITE);
2739 add_flag(flgs, TR_RES_DARK);
2740 add_flag(flgs, TR_RES_BLIND);
2741 add_flag(flgs, TR_RES_CONF);
2742 add_flag(flgs, TR_RES_SOUND);
2743 add_flag(flgs, TR_RES_SHARDS);
2744 add_flag(flgs, TR_RES_NETHER);
2745 add_flag(flgs, TR_RES_NEXUS);
2746 add_flag(flgs, TR_RES_CHAOS);
2747 add_flag(flgs, TR_RES_DISEN);
2748 add_flag(flgs, TR_REFLECT);
2749 add_flag(flgs, TR_HOLD_EXP);
2750 add_flag(flgs, TR_FREE_ACT);
2751 add_flag(flgs, TR_SH_FIRE);
2752 add_flag(flgs, TR_SH_ELEC);
2753 add_flag(flgs, TR_SH_COLD);
2754 add_flag(flgs, TR_LEVITATION);
2755 add_flag(flgs, TR_LITE_1);
2756 add_flag(flgs, TR_SEE_INVIS);
2757 add_flag(flgs, TR_TELEPATHY);
2758 add_flag(flgs, TR_SLOW_DIGEST);
2759 add_flag(flgs, TR_REGEN);
2760 add_flag(flgs, TR_SUST_STR);
2761 add_flag(flgs, TR_SUST_INT);
2762 add_flag(flgs, TR_SUST_WIS);
2763 add_flag(flgs, TR_SUST_DEX);
2764 add_flag(flgs, TR_SUST_CON);
2765 add_flag(flgs, TR_SUST_CHR);
2769 if (p_ptr->realm1 == REALM_HEX)
2771 if (hex_spelling(HEX_DEMON_AURA))
2773 add_flag(flgs, TR_SH_FIRE);
2774 add_flag(flgs, TR_REGEN);
2776 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2777 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2782 /* Mode flags for displaying player flags */
2783 #define DP_CURSE 0x01
2789 * @brief プレイヤーの装備一覧をシンボルで並べる
2791 * @param y 表示するコンソールの行
2792 * @param x 表示するコンソールの列
2796 static void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2805 /* Weapon flags need only two column */
2806 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2807 else max_i = INVEN_TOTAL;
2809 /* Dump equippy chars */
2810 for (i = INVEN_RARM; i < max_i; i++)
2813 o_ptr = &inventory[i];
2815 a = object_attr(o_ptr);
2816 c = object_char(o_ptr);
2818 /* Clear the part of the screen */
2819 if (!equippy_chars || !o_ptr->k_idx)
2826 Term_putch(x + i - INVEN_RARM, y, a, c);
2832 * @brief プレイヤーの装備一覧シンボルを固定位置に表示する
2835 void print_equippy(void)
2837 display_player_equippy(ROW_EQUIPPY, COL_EQUIPPY, 0);
2841 * @brief プレイヤーの装備による免疫フラグを返す
2842 * @param flgs フラグを保管する配列
2845 * xtra1.c周りと多重実装になっているのを何とかする
2847 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2852 for (i = 0; i < TR_FLAG_SIZE; i++)
2855 /* Check equipment */
2856 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2858 u32b o_flgs[TR_FLAG_SIZE];
2863 o_ptr = &inventory[i];
2865 if (!o_ptr->k_idx) continue;
2868 object_flags_known(o_ptr, o_flgs);
2870 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2871 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2872 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2873 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2878 * @brief プレイヤーの種族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 player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2889 for (i = 0; i < TR_FLAG_SIZE; i++)
2892 if (prace_is_(RACE_SPECTRE))
2893 add_flag(flgs, TR_RES_NETHER);
2894 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2895 add_flag(flgs, TR_RES_DARK);
2896 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2897 add_flag(flgs, TR_RES_FIRE);
2898 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2899 add_flag(flgs, TR_RES_ACID);
2903 * @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
2904 * @param flgs フラグを保管する配列
2907 * xtra1.c周りと多重実装になっているのを何とかする
2909 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2914 for (i = 0; i < TR_FLAG_SIZE; i++)
2917 if (p_ptr->special_defense & DEFENSE_ACID)
2918 add_flag(flgs, TR_RES_ACID);
2919 if (p_ptr->special_defense & DEFENSE_ELEC)
2920 add_flag(flgs, TR_RES_ELEC);
2921 if (p_ptr->special_defense & DEFENSE_FIRE)
2922 add_flag(flgs, TR_RES_FIRE);
2923 if (p_ptr->special_defense & DEFENSE_COLD)
2924 add_flag(flgs, TR_RES_COLD);
2925 if (p_ptr->wraith_form)
2926 add_flag(flgs, TR_RES_DARK);
2930 * @brief プレイヤーの種族による弱点フラグを返す
2931 * @param flgs フラグを保管する配列
2934 * xtra1.c周りと多重実装になっているのを何とかする
2936 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2941 for (i = 0; i < TR_FLAG_SIZE; i++)
2944 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2946 add_flag(flgs, TR_RES_ACID);
2947 add_flag(flgs, TR_RES_ELEC);
2948 add_flag(flgs, TR_RES_FIRE);
2949 add_flag(flgs, TR_RES_COLD);
2951 if (prace_is_(RACE_ANDROID))
2952 add_flag(flgs, TR_RES_ELEC);
2953 if (prace_is_(RACE_ENT))
2954 add_flag(flgs, TR_RES_FIRE);
2955 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2956 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2957 add_flag(flgs, TR_RES_LITE);
2962 * A struct for storing misc. flags
2965 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2966 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2967 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2968 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2969 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2970 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2975 * @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 /
2976 * Helper function, see below
2977 * @param row コンソール表示位置の左上行
2978 * @param col コンソール表示位置の左上列
2979 * @param header コンソール上で表示する特性名
2980 * @param flag1 参照する特性ID
2981 * @param f プレイヤーの特性情報構造体
2982 * @param mode 表示オプション
2985 static void display_flag_aux(TERM_LEN row, TERM_LEN col, concptr header,
2986 int flag1, all_player_flags *f, u16b mode)
2991 byte header_color = TERM_L_DARK;
2992 int header_col = col;
2994 if (have_flag(f->player_vuln, flag1) &&
2995 !(have_flag(f->known_obj_imm, flag1) ||
2996 have_flag(f->player_imm, flag1) ||
2997 have_flag(f->tim_player_imm, flag1)))
3001 col += strlen(header) + 1;
3003 /* Weapon flags need only two column */
3004 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3005 else max_i = INVEN_TOTAL;
3007 /* Check equipment */
3008 for (i = INVEN_RARM; i < max_i; i++)
3010 BIT_FLAGS flgs[TR_FLAG_SIZE];
3014 o_ptr = &inventory[i];
3017 object_flags_known(o_ptr, flgs);
3020 if (!(mode & DP_IMM))
3021 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3024 if (mode & DP_CURSE)
3026 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3028 c_put_str(TERM_L_DARK, "+", row, col);
3029 header_color = TERM_WHITE;
3031 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3033 c_put_str(TERM_WHITE, "+", row, col);
3034 header_color = TERM_WHITE;
3036 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3038 c_put_str(TERM_WHITE, "*", row, col);
3039 header_color = TERM_WHITE;
3042 else if (flag1 == TR_LITE_1)
3044 if (have_dark_flag(flgs))
3046 c_put_str(TERM_L_DARK, "+", row, col);
3047 header_color = TERM_WHITE;
3049 else if (have_lite_flag(flgs))
3051 c_put_str(TERM_WHITE, "+", row, col);
3052 header_color = TERM_WHITE;
3057 if (have_flag(flgs, flag1))
3059 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3060 (mode & DP_IMM) ? "*" : "+", row, col);
3061 header_color = TERM_WHITE;
3069 /* Assume that player flag is already written */
3072 if (header_color != TERM_L_DARK)
3074 /* Overwrite Header Color */
3075 c_put_str(header_color, header, row, header_col);
3081 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3084 if (have_flag(f->player_flags, flag1))
3086 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3087 header_color = TERM_WHITE;
3090 /* Timed player flags */
3091 if (have_flag(f->tim_player_flags, flag1))
3093 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3094 header_color = TERM_WHITE;
3098 if (have_flag(f->tim_player_imm, flag1))
3100 c_put_str(TERM_YELLOW, "*", row, col);
3101 header_color = TERM_WHITE;
3103 if (have_flag(f->player_imm, flag1))
3105 c_put_str(TERM_WHITE, "*", row, col);
3106 header_color = TERM_WHITE;
3110 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3113 c_put_str(header_color, header, row, header_col);
3118 * @brief プレイヤーの特性フラグ一覧表示1 /
3119 * Special display, part 1
3122 static void display_player_flag_info(void)
3129 /* Extract flags and store */
3130 player_flags(f.player_flags);
3131 tim_player_flags(f.tim_player_flags);
3132 player_immunity(f.player_imm);
3133 tim_player_immunity(f.tim_player_imm);
3134 known_obj_immunity(f.known_obj_imm);
3135 player_vuln_flags(f.player_vuln);
3142 display_player_equippy(row-2, col+8, 0);
3143 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3146 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3147 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3148 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3149 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3150 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3151 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3152 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3153 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3154 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3155 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3156 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3157 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3158 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3159 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3161 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3162 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3163 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3164 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3165 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3166 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3167 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3168 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3169 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3170 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3171 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3172 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3173 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3174 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3183 display_player_equippy(row-2, col+8, 0);
3185 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3188 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3189 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3190 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3191 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3192 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3193 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3194 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3195 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3196 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3197 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3199 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3200 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3201 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3202 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3203 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3204 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3205 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3206 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3207 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3208 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3217 display_player_equippy(row-2, col+12, 0);
3219 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3222 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3223 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3224 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3225 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3226 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3227 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3228 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3229 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3230 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3231 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3233 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3234 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3235 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3236 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3237 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3238 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3239 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3240 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3241 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3242 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3249 * @brief プレイヤーの特性フラグ一覧表示2 /
3250 * Special display, part 2
3253 static void display_player_other_flag_info(void)
3260 /* Extract flags and store */
3261 player_flags(f.player_flags);
3262 tim_player_flags(f.tim_player_flags);
3263 player_immunity(f.player_imm);
3264 tim_player_immunity(f.tim_player_imm);
3265 known_obj_immunity(f.known_obj_imm);
3266 player_vuln_flags(f.player_vuln);
3273 display_player_equippy(row-2, col+12, DP_WP);
3275 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3278 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3279 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3280 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3281 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3282 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3283 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3284 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3285 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3286 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3287 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3288 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3289 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3290 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3291 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3292 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3293 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3294 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3295 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3296 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3297 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3298 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3299 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3300 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3301 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3302 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3303 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3304 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3305 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3307 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3308 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3309 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3310 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3311 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3312 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3313 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3314 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3315 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3316 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3317 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3318 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3319 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3320 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3321 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3322 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3323 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3324 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3325 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3326 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3327 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3328 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3329 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3330 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3331 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3332 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3333 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3334 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3343 display_player_equippy(row-2, col+13, 0);
3344 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3347 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3348 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3349 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3350 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3351 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3352 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3353 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3354 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3355 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3356 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3357 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3358 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3359 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3360 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3361 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3362 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3363 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3364 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3365 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3367 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3368 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3369 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3370 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3371 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3372 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3373 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3374 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3375 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3376 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3377 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3378 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3379 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3380 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3381 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3382 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3383 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3384 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3385 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3392 col = col + 12 + 17;
3394 display_player_equippy(row-2, col+14, 0);
3396 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3399 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3400 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3401 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3402 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3403 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3404 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3406 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3407 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3408 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3409 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3410 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3411 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3413 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3414 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3415 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3416 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3418 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3419 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3420 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3421 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3422 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3423 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3425 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3426 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3427 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3428 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3429 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3430 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3432 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3433 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3434 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3435 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3442 * @brief プレイヤーの特性フラグ一覧表示2a /
3443 * Special display, part 2a
3446 static void display_player_misc_info(void)
3451 /* Display basics */
3453 put_str("名前 :", 1, 26);
3454 put_str("性別 :", 3, 1);
3455 put_str("種族 :", 4, 1);
3456 put_str("職業 :", 5, 1);
3458 put_str("Name :", 1, 26);
3459 put_str("Sex :", 3, 1);
3460 put_str("Race :", 4, 1);
3461 put_str("Class :", 5, 1);
3464 strcpy(tmp,ap_ptr->title);
3471 strcat(tmp,p_ptr->name);
3473 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3474 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3475 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3476 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3478 /* Display extras */
3480 put_str("レベル:", 6, 1);
3481 put_str("HP :", 7, 1);
3482 put_str("MP :", 8, 1);
3484 put_str("Level :", 6, 1);
3485 put_str("Hits :", 7, 1);
3486 put_str("Mana :", 8, 1);
3490 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3491 c_put_str(TERM_L_BLUE, buf, 6, 9);
3492 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3493 c_put_str(TERM_L_BLUE, buf, 7, 9);
3494 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3495 c_put_str(TERM_L_BLUE, buf, 8, 9);
3500 * @brief プレイヤーの特性フラグ一覧表示2b /
3501 * Special display, part 2b
3505 * How to print out the modifications and sustains.
3506 * Positive mods with no sustain will be light green.
3507 * Positive mods with a sustain will be dark green.
3508 * Sustains (with no modification) will be a dark green 's'.
3509 * Negative mods (from a curse) will be red.
3510 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3511 * No mod, no sustain, will be a slate '.'
3514 static void display_player_stat_info(void)
3521 BIT_FLAGS flgs[TR_FLAG_SIZE];
3535 /* Print out the labels for the columns */
3536 c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3537 c_put_str(TERM_BLUE, _(" 基本", " Base"), row, stat_col+7);
3538 c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3539 c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3540 c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3542 /* Display the stats */
3543 for (i = 0; i < A_MAX; i++)
3547 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3548 else r_adj = rp_ptr->r_adj[i];
3550 /* Calculate equipment adjustment */
3553 /* Icky formula to deal with the 18 barrier */
3554 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3555 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3556 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3557 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3558 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3559 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3561 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3562 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3564 if (prace_is_(RACE_ENT))
3570 if (p_ptr->lev > 25) r_adj++;
3571 if (p_ptr->lev > 40) r_adj++;
3572 if (p_ptr->lev > 45) r_adj++;
3575 if (p_ptr->lev > 25) r_adj--;
3576 if (p_ptr->lev > 40) r_adj--;
3577 if (p_ptr->lev > 45) r_adj--;
3583 e_adj -= cp_ptr->c_adj[i];
3584 e_adj -= ap_ptr->a_adj[i];
3586 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3587 /* Reduced name of stat */
3588 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3590 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3593 /* Internal "natural" max value. Maxes at 18/100 */
3594 /* This is useful to see if you are maxed out */
3595 cnv_stat(p_ptr->stat_max[i], buf);
3596 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3598 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3600 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3602 /* Race, class, and equipment modifiers */
3603 (void)sprintf(buf, "%3d", r_adj);
3604 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3605 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3606 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3607 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3608 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3609 (void)sprintf(buf, "%3d", (int)e_adj);
3610 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3612 /* Actual maximal modified value */
3613 cnv_stat(p_ptr->stat_top[i], buf);
3614 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3616 /* Only display stat_use if not maximal */
3617 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3619 cnv_stat(p_ptr->stat_use[i], buf);
3620 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3625 col = stat_col + 41;
3627 /* Header and Footer */
3628 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3629 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3631 /* Process equipment */
3632 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3634 o_ptr = &inventory[i];
3636 /* Acquire "known" flags */
3637 object_flags_known(o_ptr, flgs);
3639 /* Initialize color based of sign of pval. */
3640 for (stat = 0; stat < A_MAX; stat++)
3647 if (have_flag(flgs, stat))
3653 if (o_ptr->pval > 0)
3659 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3662 if (have_flag(flgs, stat + TR_SUST_STR))
3664 /* Dark green for sustained stats */
3669 if (o_ptr->pval < 0)
3675 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3680 else if (have_flag(flgs, stat + TR_SUST_STR))
3682 /* Dark green "s" */
3687 /* Dump proper character */
3688 Term_putch(col, row + stat+1, a, c);
3699 for (stat = 0; stat < A_MAX; stat++)
3706 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3712 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3713 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3714 if (p_ptr->tsuyoshi) dummy += 4;
3716 else if (stat == A_WIS || stat == A_INT)
3718 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3719 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3721 else if (stat == A_DEX)
3723 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3724 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3725 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3727 else if (stat == A_CON)
3729 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3730 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3731 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3732 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3733 if (p_ptr->tsuyoshi) dummy += 4;
3735 else if (stat == A_CHR)
3737 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3738 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3739 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3740 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3741 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3742 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3758 if (dummy < 10) c = '0' + dummy;
3768 if (dummy > -10) c = '0' - dummy;
3775 if (have_flag(flgs, stat + TR_SUST_STR))
3777 /* Dark green "s" */
3784 Term_putch(col, row + stat+1, a, c);
3790 * @brief プレイヤーのステータス表示メイン処理
3791 * Display the character on the screen (various modes)
3792 * @param mode 表示モードID
3796 * The top one and bottom two lines are left blank.
3797 * Mode 0 = standard display with skills
3798 * Mode 1 = standard display with history
3799 * Mode 2 = summary of various things
3800 * Mode 3 = summary of various things (part 2)
3801 * Mode 4 = mutations
3804 void display_player(int mode)
3810 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3819 if ((mode == 0) || (mode == 1))
3821 /* Name, Sex, Race, Class */
3823 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3825 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3828 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3829 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3830 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3831 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3836 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3838 strcpy(tmp, realm_names[p_ptr->realm1]);
3839 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3842 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3843 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3845 /* Age, Height, Weight, Social */
3846 /* 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 */
3848 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3849 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3850 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3851 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3853 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3854 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3855 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3856 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3858 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3861 /* Display the stats */
3862 for (i = 0; i < A_MAX; i++)
3864 /* Special treatment of "injured" stats */
3865 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3869 /* Use lowercase stat name */
3870 put_str(stat_names_reduced[i], 3 + i, 53);
3872 /* Get the current stat */
3873 value = p_ptr->stat_use[i];
3875 /* Obtain the current stat (modified) */
3876 cnv_stat(value, buf);
3878 /* Display the current stat (modified) */
3879 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3881 /* Acquire the max stat */
3882 value = p_ptr->stat_top[i];
3884 /* Obtain the maximum stat (modified) */
3885 cnv_stat(value, buf);
3887 /* Display the maximum stat (modified) */
3888 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3891 /* Normal treatment of "normal" stats */
3894 /* Assume uppercase stat name */
3895 put_str(stat_names[i], 3 + i, 53);
3897 /* Obtain the current stat (modified) */
3898 cnv_stat(p_ptr->stat_use[i], buf);
3900 /* Display the current stat (modified) */
3901 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3904 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3906 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3910 /* Display "history" info */
3914 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3916 for (i = 0; i < 4; i++)
3918 put_str(p_ptr->history[i], i + 12, 10);
3925 if (p_ptr->total_winner)
3928 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3930 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3933 else if (!dun_level)
3936 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3938 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3941 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3943 /* Get the quest text */
3944 /* Bewere that INIT_ASSIGN resets the cur_num. */
3945 init_flags = INIT_NAME_ONLY;
3947 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3950 sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[p_ptr->inside_quest].name, p_ptr->died_from);
3952 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3958 sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)dun_level, p_ptr->died_from);
3960 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, dun_level, map_name());
3964 else if (character_dungeon)
3968 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3970 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3972 /* Clear the text */
3973 /* Must be done before doing INIT_SHOW_TEXT */
3974 for (i = 0; i < 10; i++)
3976 quest_text[i][0] = '\0';
3978 quest_text_line = 0;
3980 /* Get the quest text */
3981 init_flags = INIT_NAME_ONLY;
3983 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3985 sprintf(statmsg, _("…あなたは現在、 クエスト「%s」を遂行中だ。", "...Now, you are in the quest '%s'."), quest[p_ptr->inside_quest].name);
3990 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)dun_level);
3992 sprintf(statmsg, "...Now, you are exploring level %d of %s.", dun_level, map_name());
3999 char temp[64*2], *t;
4000 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4002 for(i=0 ; i<2 ; i++)
4008 put_str(t, i + 5 + 12, 10);
4016 /* Display "various" info */
4019 display_player_middle();
4020 display_player_various();
4027 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4030 display_player_misc_info();
4031 display_player_stat_info();
4032 display_player_flag_info();
4038 display_player_other_flag_info();
4043 do_cmd_knowledge_mutations();
4048 * @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
4049 * @param fff ファイルポインタ
4052 static void dump_aux_display_player(FILE *fff)
4061 /* Dump part of the screen */
4062 for (y = 1; y < 22; y++)
4065 for (x = 0; x < 79; x++)
4067 /* Get the attr/char */
4068 (void)(Term_what(x, y, &a, &c));
4074 /* End the string */
4077 /* Kill trailing spaces */
4078 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4081 fprintf(fff, _("%s\n", "%s\n"), buf);
4084 /* Display history */
4087 /* Dump part of the screen */
4088 for (y = 10; y < 19; y++)
4091 for (x = 0; x < 79; x++)
4093 /* Get the attr/char */
4094 (void)(Term_what(x, y, &a, &c));
4100 /* End the string */
4103 /* Kill trailing spaces */
4104 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4107 fprintf(fff, "%s\n", buf);
4112 /* Display flags (part 1) */
4115 /* Dump part of the screen */
4116 for (y = 2; y < 22; y++)
4119 for (x = 0; x < 79; x++)
4121 /* Get the attr/char */
4122 (void)(Term_what(x, y, &a, &c));
4124 /* Dump it (Ignore equippy tile graphic) */
4131 /* End the string */
4134 /* Kill trailing spaces */
4135 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4138 fprintf(fff, "%s\n", buf);
4143 /* Display flags (part 2) */
4146 /* Dump part of the screen */
4147 for (y = 1; y < 22; y++)
4150 for (x = 0; x < 79; x++)
4152 /* Get the attr/char */
4153 (void)(Term_what(x, y, &a, &c));
4155 /* Dump it (Ignore equippy tile graphic) */
4162 /* End the string */
4165 /* Kill trailing spaces */
4166 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4169 fprintf(fff, "%s\n", buf);
4177 * @brief プレイヤーのペット情報をファイルにダンプする
4178 * @param fff ファイルポインタ
4181 static void dump_aux_pet(FILE *fff)
4185 bool pet_settings = FALSE;
4186 GAME_TEXT pet_name[MAX_NLEN];
4188 for (i = m_max - 1; i >= 1; i--)
4190 monster_type *m_ptr = &m_list[i];
4192 if (!m_ptr->r_idx) continue;
4193 if (!is_pet(m_ptr)) continue;
4194 pet_settings = TRUE;
4195 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4198 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4201 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4202 fprintf(fff, "%s\n", pet_name);
4207 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4209 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4210 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4212 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4213 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4215 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4216 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4218 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4219 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4221 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4222 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4224 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"),
4225 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4233 * @brief プレイヤーの職業能力情報をファイルにダンプする
4234 * @param fff ファイルポインタ
4237 static void dump_aux_class_special(FILE *fff)
4239 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4246 int spellnum[MAX_MONSPELLS];
4247 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4252 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4254 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4259 set_rf_masks(&f4, &f5, &f6, j);
4262 case MONSPELL_TYPE_BOLT:
4263 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4266 case MONSPELL_TYPE_BALL:
4267 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4270 case MONSPELL_TYPE_BREATH:
4271 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4274 case MONSPELL_TYPE_SUMMON:
4275 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4278 case MONSPELL_TYPE_OTHER:
4279 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4283 for (i = 0, num = 0; i < 32; i++)
4285 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4289 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4293 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4298 strcat(p[col], " ");
4300 for (i = 0; i < num; i++)
4302 if (p_ptr->magic_num2[spellnum[i]])
4305 /* Dump blue magic */
4306 l1 = strlen(p[col]);
4307 l2 = strlen(monster_powers_short[spellnum[i]]);
4308 if ((l1 + l2) >= 75)
4310 strcat(p[col], "\n");
4312 strcat(p[col], " ");
4314 strcat(p[col], monster_powers_short[spellnum[i]]);
4315 strcat(p[col], ", ");
4321 strcat(p[col], _("なし", "None"));
4325 if (p[col][strlen(p[col])-2] == ',')
4327 p[col][strlen(p[col])-2] = '\0';
4331 p[col][strlen(p[col])-10] = '\0';
4335 strcat(p[col], "\n");
4338 for (i=0;i<=col;i++)
4343 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4345 char s[EATER_EXT][MAX_NLEN];
4346 OBJECT_TYPE_VALUE tval = 0;
4348 KIND_OBJECT_IDX k_idx;
4349 OBJECT_SUBTYPE_VALUE i;
4352 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4354 for (ext = 0; ext < 3; ext++)
4358 /* Dump an extent name */
4363 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4367 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4371 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4375 /* Get magic device names that were eaten */
4376 for (i = 0; i < EATER_EXT; i++)
4378 int idx = EATER_EXT * ext + i;
4380 magic_num = p_ptr->magic_num2[idx];
4381 if (!magic_num) continue;
4383 k_idx = lookup_kind(tval, i);
4384 if (!k_idx) continue;
4385 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4389 /* Dump magic devices in this extent */
4392 for (i = 0; i < eat_num; i++)
4395 if (i % 3 < 2) fputs(" ", fff);
4396 else fputs("\n", fff);
4399 if (i % 3 > 0) fputs("\n", fff);
4401 else /* Not found */
4403 fputs(_(" (なし)\n", " (none)\n"), fff);
4407 else if (p_ptr->pclass == CLASS_SMITH)
4409 int i, id[250], n = 0, row;
4411 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4412 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4413 "Essence Num Essence Num Essence Num "));
4414 for (i = 0; essence_name[i]; i++)
4416 if (!essence_name[i][0]) continue;
4423 for (i = 0; i < row; i++)
4426 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4427 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4428 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4438 * @brief クエスト情報をファイルにダンプする
4439 * @param fff ファイルポインタ
4442 static void dump_aux_quest(FILE *fff)
4445 QUEST_IDX *quest_num;
4448 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4450 /* Allocate Memory */
4451 C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4453 /* Sort by compete level */
4454 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4455 ang_sort_comp = ang_sort_comp_quest_num;
4456 ang_sort_swap = ang_sort_swap_quest_num;
4457 ang_sort(quest_num, &dummy, max_q_idx);
4459 /* Dump Quest Information */
4461 do_cmd_knowledge_quests_completed(fff, quest_num);
4463 do_cmd_knowledge_quests_failed(fff, quest_num);
4467 C_KILL(quest_num, max_q_idx, QUEST_IDX);
4472 * @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
4473 * @param fff ファイルポインタ
4476 static void dump_aux_last_message(FILE *fff)
4480 if (!p_ptr->total_winner)
4484 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4485 for (i = MIN(message_num(), 30); i >= 0; i--)
4487 fprintf(fff,"> %s\n",message_str((s16b)i));
4492 /* Hack -- *Winning* message */
4493 else if (p_ptr->last_message)
4495 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4496 fprintf(fff," %s\n", p_ptr->last_message);
4503 * @brief 帰還場所情報をファイルにダンプする
4504 * @param fff ファイルポインタ
4507 static void dump_aux_recall(FILE *fff)
4510 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4512 for (y = 1; y < max_d_idx; y++)
4516 if (!d_info[y].maxdepth) continue;
4517 if (!max_dlv[y]) continue;
4518 if (d_info[y].final_guardian)
4520 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4522 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4524 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4525 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4531 * @brief オプション情報をファイルにダンプする
4532 * @param fff ファイルポインタ
4535 static void dump_aux_options(FILE *fff)
4537 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4540 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4543 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4545 if (ironman_small_levels)
4546 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4547 else if (always_small_levels)
4548 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4549 else if (small_levels)
4550 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4552 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4556 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4558 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4562 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4564 if (ironman_downward)
4565 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4568 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4570 if (ironman_nightmare)
4571 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4574 if (ironman_empty_levels)
4575 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4576 else if (empty_levels)
4577 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4579 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4584 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"));
4591 * @brief 闘技場の情報をファイルにダンプする
4592 * @param fff ファイルポインタ
4595 static void dump_aux_arena(FILE *fff)
4597 if (lite_town || vanilla_town) return;
4599 if (p_ptr->arena_number < 0)
4601 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4603 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4608 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4609 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4611 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4612 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4613 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4617 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4619 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4621 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4623 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4628 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4630 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");
4639 * @brief 撃破モンスターの情報をファイルにダンプする
4640 * @param fff ファイルポインタ
4643 static void dump_aux_monsters(FILE *fff)
4645 /* Monsters slain */
4648 long uniq_total = 0;
4649 long norm_total = 0;
4652 /* Sort by monster level */
4655 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4657 /* Allocate the "who" array */
4658 C_MAKE(who, max_r_idx, MONRACE_IDX);
4660 /* Count monster kills */
4661 for (k = 1; k < max_r_idx; k++)
4663 monster_race *r_ptr = &r_info[k];
4665 /* Ignore unused index */
4666 if (!r_ptr->name) continue;
4668 /* Unique monsters */
4669 if (r_ptr->flags1 & RF1_UNIQUE)
4671 bool dead = (r_ptr->max_num == 0);
4676 /* Add a unique monster to the list */
4677 who[uniq_total++] = k;
4681 /* Normal monsters */
4684 if (r_ptr->r_pkills > 0)
4686 norm_total += r_ptr->r_pkills;
4692 /* No monsters is defeated */
4695 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4698 /* Defeated more than one normal monsters */
4699 else if (uniq_total == 0)
4702 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4704 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4708 /* Defeated more than one unique monsters */
4709 else /* if (uniq_total > 0) */
4712 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);
4714 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"));
4718 /* Select the sort method */
4719 ang_sort_comp = ang_sort_comp_hook;
4720 ang_sort_swap = ang_sort_swap_hook;
4722 /* Sort the array by dungeon depth of monsters */
4723 ang_sort(who, &why, uniq_total);
4724 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));
4727 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4729 monster_race *r_ptr = &r_info[who[k]];
4730 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4735 /* Free the "who" array */
4736 C_KILL(who, max_r_idx, s16b);
4741 * @brief 元種族情報をファイルにダンプする
4742 * @param fff ファイルポインタ
4745 static void dump_aux_race_history(FILE *fff)
4747 if (p_ptr->old_race1 || p_ptr->old_race2)
4751 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);
4752 for (i = 0; i < MAX_RACES; i++)
4754 if (p_ptr->start_race == i) continue;
4757 if (!(p_ptr->old_race1 & 1L << i)) continue;
4761 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4763 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4772 * @brief 元魔法領域情報をファイルにダンプする
4773 * @param fff ファイルポインタ
4776 static void dump_aux_realm_history(FILE *fff)
4778 if (p_ptr->old_realm)
4783 for (i = 0; i < MAX_MAGIC; i++)
4785 if (!(p_ptr->old_realm & 1L << i)) continue;
4786 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]);
4794 * @brief 徳の情報をファイルにダンプする
4795 * @param fff ファイルポインタ
4798 static void dump_aux_virtues(FILE *fff)
4802 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4804 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4805 (2 * p_ptr->hitdie +
4806 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4809 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4810 else fprintf(fff, "現在の体力ランク : ???\n\n");
4811 fprintf(fff, "能力の最大値\n");
4813 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4814 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4815 fprintf(fff, "Limits of maximum stats\n");
4817 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4819 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);
4820 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4823 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4830 * @brief 突然変異の情報をファイルにダンプする
4831 * @param fff ファイルポインタ
4834 static void dump_aux_mutations(FILE *fff)
4836 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4838 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4839 dump_mutations(fff);
4845 * @brief 所持品の情報をファイルにダンプする
4846 * @param fff ファイルポインタ
4849 static void dump_aux_equipment_inventory(FILE *fff)
4852 GAME_TEXT o_name[MAX_NLEN];
4854 /* Dump the equipment */
4857 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4858 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4860 object_desc(o_name, &inventory[i], 0);
4861 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4862 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4864 fprintf(fff, "%c) %s\n",
4865 index_to_label(i), o_name);
4867 fprintf(fff, "\n\n");
4870 /* Dump the inventory */
4871 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4873 for (i = 0; i < INVEN_PACK; i++)
4875 /* Don't dump the empty slots */
4876 if (!inventory[i].k_idx) break;
4878 /* Dump the inventory slots */
4879 object_desc(o_name, &inventory[i], 0);
4880 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4883 /* Add an empty line */
4884 fprintf(fff, "\n\n");
4889 * @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
4890 * @param fff ファイルポインタ
4893 static void dump_aux_home_museum(FILE *fff)
4895 GAME_TEXT o_name[MAX_NLEN];
4898 /* Do we need it?? */
4899 /* process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x); */
4901 /* Print the home */
4902 st_ptr = &town[1].store[STORE_HOME];
4904 /* Home -- if anything there */
4905 if (st_ptr->stock_num)
4910 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4912 /* Dump all available items */
4913 for (i = 0; i < st_ptr->stock_num; i++)
4916 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4917 object_desc(o_name, &st_ptr->stock[i], 0);
4918 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4921 /* Add an empty line */
4922 fprintf(fff, "\n\n");
4926 /* Print the home */
4927 st_ptr = &town[1].store[STORE_MUSEUM];
4929 /* Home -- if anything there */
4930 if (st_ptr->stock_num)
4935 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4937 /* Dump all available items */
4938 for (i = 0; i < st_ptr->stock_num; i++)
4941 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4942 object_desc(o_name, &st_ptr->stock[i], 0);
4943 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4945 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4946 object_desc(o_name, &st_ptr->stock[i], 0);
4947 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4952 /* Add an empty line */
4953 fprintf(fff, "\n\n");
4959 * @brief ダンプ出力のメインルーチン
4960 * Output the character dump to a file
4961 * @param fff ファイルポインタ
4964 errr make_character_dump(FILE *fff)
4967 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4968 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4970 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4971 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4976 dump_aux_display_player(fff);
4977 dump_aux_last_message(fff);
4978 dump_aux_options(fff);
4979 dump_aux_recall(fff);
4980 dump_aux_quest(fff);
4981 dump_aux_arena(fff);
4982 dump_aux_monsters(fff);
4983 dump_aux_virtues(fff);
4984 dump_aux_race_history(fff);
4985 dump_aux_realm_history(fff);
4986 dump_aux_class_special(fff);
4987 dump_aux_mutations(fff);
4990 dump_aux_equipment_inventory(fff);
4991 dump_aux_home_museum(fff);
4993 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
4998 * @brief プレイヤーステータスをファイルダンプ出力する
4999 * Hack -- Dump a character description file
5000 * @param name 出力ファイル名
5003 * Allow the "full" flag to dump additional info,
5004 * and trigger its usage from various places in the code.
5006 errr file_character(concptr name)
5012 /* Build the filename */
5013 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5015 /* File type is "TEXT" */
5016 FILE_TYPE(FILE_TYPE_TEXT);
5018 /* Check for existing file */
5019 fd = fd_open(buf, O_RDONLY);
5028 (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);
5031 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5034 /* Open the non-existing file */
5035 if (fd < 0) fff = my_fopen(buf, "w");
5040 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);
5048 (void)make_character_dump(fff);
5054 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."));
5063 * @brief ファイル内容の一行をコンソールに出力する
5064 * Display single line of on-line help file
5065 * @param str 出力する文字列
5071 * You can insert some special color tag to change text color.
5073 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5074 * A colored segment is between "[[[[y|" and the last "|".
5075 * You can use any single character in place of the "|".
5078 static void show_file_aux_line(concptr str, int cy, concptr shower)
5080 static const char tag_str[] = "[[[[";
5081 byte color = TERM_WHITE;
5089 /* Make a lower case version of str for searching */
5094 /* Initial cursor position */
5095 Term_gotoxy(cx, cy);
5097 for (i = 0; str[i];)
5099 int len = strlen(&str[i]);
5100 int showercol = len + 1;
5101 int bracketcol = len + 1;
5105 /* Search for a shower string in the line */
5108 ptr = my_strstr(&lcstr[i], shower);
5109 if (ptr) showercol = ptr - &lcstr[i];
5112 /* Search for a color segment tag */
5113 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5114 if (ptr) bracketcol = ptr - &str[i];
5116 /* A color tag is found */
5117 if (bracketcol < endcol) endcol = bracketcol;
5119 /* The shower string is found before the color tag */
5120 if (showercol < endcol) endcol = showercol;
5122 /* Print a segment of the line */
5123 Term_addstr(endcol, color, &str[i]);
5127 /* Shower string? */
5128 if (endcol == showercol)
5130 int showerlen = strlen(shower);
5132 /* Print the shower string in yellow */
5133 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5138 /* Colored segment? */
5139 else if (endcol == bracketcol)
5143 /* Found the end of colored segment */
5146 /* Now looking for an another tag_str */
5149 /* Set back to the default color */
5154 /* Found a tag_str, and get a tag color */
5155 i += sizeof(tag_str)-1;
5158 color = color_char_to_attr(str[i]);
5160 /* Illegal color tag */
5161 if (color == 255 || str[i+1] == '\0')
5163 /* Illegal color tag */
5166 /* Print the broken tag as a string */
5167 Term_addstr(-1, TERM_WHITE, tag_str);
5168 cx += sizeof(tag_str)-1;
5172 /* Skip the color tag */
5175 /* Now looking for a close tag */
5178 /* Skip the close-tag-indicator */
5184 } /* for (i = 0; str[i];) */
5186 /* Clear rest of line */
5187 Term_erase(cx, cy, 255);
5192 * @brief ファイル内容をコンソールに出力する
5193 * Recursive file perusal.
5194 * @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
5195 * @param name ファイル名の文字列
5196 * @param what 内容キャプションの文字列
5197 * @param line 表示の現在行
5202 * Process various special text in the input file, including
5203 * the "menu" structures used by the "help file" system.
5204 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5207 bool show_file(bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5211 /* Number of "real" lines passed by */
5214 /* Number of "real" lines in the file */
5217 /* Backup value for "line" */
5220 /* This screen has sub-screens */
5223 /* Current help file */
5226 /* Find this string (if any) */
5227 concptr find = NULL;
5229 /* Jump to this tag */
5232 /* Hold strings to find/show */
5233 char finder_str[81];
5234 char shower_str[81];
5237 /* String to show */
5238 concptr shower = NULL;
5241 char filename[1024];
5243 /* Describe this thing */
5249 /* General buffer */
5252 /* Sub-menu information */
5255 bool reverse = (line < 0);
5259 Term_get_size(&wid, &hgt);
5263 strcpy(finder_str, "");
5266 strcpy(shower_str, "");
5269 strcpy(caption, "");
5271 /* Wipe the hooks */
5272 for (i = 0; i < 68; i++)
5277 /* Copy the filename */
5278 strcpy(filename, name);
5280 n = strlen(filename);
5282 /* Extract the tag from the filename */
5283 for (i = 0; i < n; i++)
5285 if (filename[i] == '#')
5288 tag = filename + i + 1;
5293 /* Redirect the name */
5300 strcpy(caption, what);
5302 /* Access the "file" */
5306 fff = my_fopen(path, "r");
5309 /* Look in "help" */
5313 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5315 /* Build the filename */
5316 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5319 fff = my_fopen(path, "r");
5322 /* Look in "info" */
5326 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5328 /* Build the filename */
5329 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5332 fff = my_fopen(path, "r");
5335 /* Look in "info" */
5338 /* Build the filename */
5339 path_build(path, sizeof(path), ANGBAND_DIR, name);
5341 for (i = 0; path[i]; i++)
5342 if ('\\' == path[i])
5343 path[i] = PATH_SEP[0];
5346 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5349 fff = my_fopen(path, "r");
5354 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5361 /* Pre-Parse the file */
5366 /* Read a line or stop */
5367 if (my_fgets(fff, buf, sizeof(buf))) break;
5369 /* XXX Parse "menu" items */
5370 if (prefix(str, "***** "))
5372 /* Notice "menu" requests */
5373 if ((str[6] == '[') && isalpha(str[7]))
5375 /* Extract the menu item */
5376 int k = str[7] - 'A';
5378 /* This is a menu file */
5381 if ((str[8] == ']') && (str[9] == ' '))
5383 /* Extract the menu item */
5384 strncpy(hook[k], str + 10, 31);
5386 /* Make sure it's null-terminated */
5390 /* Notice "tag" requests */
5391 else if (str[6] == '<')
5393 size_t len = strlen(str);
5395 if (str[len - 1] == '>')
5397 str[len - 1] = '\0';
5398 if (tag && streq(str + 7, tag)) line = next;
5406 /* Count the "real" lines */
5410 /* Save the number of "real" lines */
5413 /* start from bottom when reverse mode */
5414 if (line == -1) line = ((size-1)/rows)*rows;
5417 /* Display the file */
5420 /* Restart when necessary */
5421 if (line >= size - rows) line = size - rows;
5422 if (line < 0) line = 0;
5424 /* Re-open the file if needed */
5430 /* Hack -- Re-Open the file */
5431 fff = my_fopen(path, "r");
5433 if (!fff) return (FALSE);
5435 /* File has been restarted */
5439 /* Goto the selected line */
5443 if (my_fgets(fff, buf, sizeof(buf))) break;
5445 /* Skip tags/links */
5446 if (prefix(buf, "***** ")) continue;
5448 /* Count the lines */
5452 /* Dump the next 20, or rows, lines of the file */
5453 for (i = 0; i < rows; )
5457 /* Hack -- track the "first" line */
5458 if (!i) line = next;
5460 /* Get a line of the file or stop */
5461 if (my_fgets(fff, buf, sizeof(buf))) break;
5463 /* Hack -- skip "special" lines */
5464 if (prefix(buf, "***** ")) continue;
5466 /* Count the "real" lines */
5469 /* Hack -- keep searching */
5474 /* Make a lower case version of str for searching */
5475 strcpy(lc_buf, str);
5476 str_tolower(lc_buf);
5478 if (!my_strstr(lc_buf, find)) continue;
5481 /* Hack -- stop searching */
5485 show_file_aux_line(str, i + 2, shower);
5487 /* Count the printed lines */
5493 /* Clear rest of line */
5494 Term_erase(0, i + 2, 255);
5499 /* Hack -- failed search */
5509 /* Show a general "title" */
5512 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5513 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5514 caption, line, size), 0, 0);
5518 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5519 caption, line, size), 0, 0);
5522 /* Prompt -- small files */
5526 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5529 /* Prompt -- large files */
5534 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5536 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5538 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5542 /* Get a special key code */
5543 skey = inkey_special(TRUE);
5547 /* Show the help for the help */
5549 /* Hack - prevent silly recursion */
5550 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5551 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5554 /* Hack -- try showing */
5557 prt(_("強調: ", "Show: "), hgt - 1, 0);
5559 strcpy(back_str, shower_str);
5560 if (askfor(shower_str, 80))
5564 /* Make it lowercase */
5565 str_tolower(shower_str);
5568 shower = shower_str;
5570 else shower = NULL; /* Stop showing */
5572 else strcpy(shower_str, back_str);
5575 /* Hack -- try finding */
5579 prt(_("検索: ", "Find: "), hgt - 1, 0);
5581 strcpy(back_str, finder_str);
5582 if (askfor(finder_str, 80))
5591 /* Make finder lowercase */
5592 str_tolower(finder_str);
5595 shower = finder_str;
5597 else shower = NULL; /* Stop showing */
5599 else strcpy(finder_str, back_str);
5602 /* Hack -- go to a specific line */
5606 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5609 if (askfor(tmp, 80)) line = atoi(tmp);
5613 /* Hack -- go to the top line */
5618 /* Hack -- go to the bottom line */
5620 line = ((size - 1) / rows) * rows;
5623 /* Hack -- go to a specific file */
5627 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5628 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5630 if (askfor(tmp, 80))
5632 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5637 /* Allow backing up */
5639 line = line + (reverse ? rows : -rows);
5640 if (line < 0) line = 0;
5646 if (line < 0) line = 0;
5649 /* Advance a single line */
5652 line = line + (reverse ? -1 : 1);
5653 if (line < 0) line = 0;
5656 /* Move up / down */
5660 if (line < 0) line = 0;
5668 /* Advance one page */
5670 line = line + (reverse ? -rows : rows);
5671 if (line < 0) line = 0;
5680 /* Recurse on numbers */
5685 if (!(skey & SKEY_MASK) && isalpha(skey))
5688 if ((key > -1) && hook[key][0])
5690 /* Recurse on that file */
5691 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5696 /* Hack, dump to file */
5705 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5710 /* Build the filename */
5711 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5713 /* Hack -- Re-Open the file */
5714 fff = my_fopen(path, "r");
5716 ffp = my_fopen(buff, "w");
5720 msg_print(_("ファイルを開けません。", "Failed to open file."));
5725 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5726 my_fputs(ffp, xtmp, 80);
5727 my_fputs(ffp, "\n", 80);
5729 while (!my_fgets(fff, buff, sizeof(buff)))
5730 my_fputs(ffp, buff, 80);
5736 /* Hack -- Re-Open the file */
5737 fff = my_fopen(path, "r");
5740 /* Return to last screen */
5741 if ((skey == ESCAPE) || (skey == '<')) break;
5743 /* Exit on the ^q */
5744 if (skey == KTRL('q')) skey = 'q';
5746 /* Exit on the q key */
5747 if (skey == 'q') break;
5752 if (skey == 'q') return (FALSE);
5760 * @brief ヘルプを表示するコマンドのメインルーチン
5761 * Peruse the On-Line-Help
5765 void do_cmd_help(void)
5769 /* Peruse the main help file */
5770 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5776 * @brief プレイヤーの名前をチェックして修正する
5777 * Process the player name.
5778 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5781 * Extract a clean "base name".
5782 * Build the savefile name if needed.
5784 void process_player_name(bool sf)
5787 char old_player_base[32] = "";
5789 if (character_generated) strcpy(old_player_base, player_base);
5791 /* Cannot be too long */
5792 #if defined(MACINTOSH) || defined(ACORN)
5793 if (strlen(p_ptr->name) > 15)
5796 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5800 /* Cannot contain "icky" characters */
5801 for (i = 0; p_ptr->name[i]; i++)
5803 /* No control characters */
5805 if (iskanji(p_ptr->name[i])){i++;continue;}
5806 if (iscntrl( (unsigned char)p_ptr->name[i]))
5808 if (iscntrl(p_ptr->name[i]))
5812 /* Illegal characters */
5813 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);
5820 /* Extract "useful" letters */
5821 for (i = 0; p_ptr->name[i]; i++)
5824 unsigned char c = p_ptr->name[i];
5826 char c = p_ptr->name[i];
5830 /* Convert "dot" to "underscore" */
5831 if (c == '.') c = '_';
5833 /* Accept all the letters */
5834 player_base[k++] = c;
5839 /* Extract "useful" letters */
5840 for (i = 0; p_ptr->name[i]; i++)
5843 unsigned char c = p_ptr->name[i];
5845 char c = p_ptr->name[i];
5848 /* Accept some letters */
5851 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5852 player_base[k++] = c;
5854 player_base[k++] = p_ptr->name[i];
5857 else if (iskana(c)) player_base[k++] = c;
5861 /* Convert path separator to underscore */
5862 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5863 player_base[k++] = '_';
5864 i += strlen(PATH_SEP);
5866 /* Convert some characters to underscore */
5867 #if defined(WINDOWS)
5868 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5870 else if (isprint(c)) player_base[k++] = c;
5876 player_base[k] = '\0';
5878 /* Require a "base" name */
5879 if (!player_base[0]) strcpy(player_base, "PLAYER");
5882 #ifdef SAVEFILE_MUTABLE
5888 if (!savefile_base[0] && savefile[0])
5895 t = my_strstr(s, PATH_SEP);
5900 strcpy(savefile_base, s);
5903 if (!savefile_base[0] || !savefile[0])
5906 /* Change the savefile name */
5911 strcpy(savefile_base, player_base);
5913 #ifdef SAVEFILE_USE_UID
5914 /* Rename the savefile, using the player_uid and player_base */
5915 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5917 /* Rename the savefile, using the player_base */
5918 (void)sprintf(temp, "%s", player_base);
5921 /* Build the filename */
5922 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5925 /* Load an autopick preference file */
5926 if (character_generated)
5928 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5934 * @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
5935 * Gets a name for the character, reacting to name changes.
5939 * Assumes that "display_player(0)" has just been called
5940 * Perhaps we should NOT ask for a name (at "birth()") on
5941 * Unix machines? XXX XXX
5942 * What a horrible name for a global function.
5949 /* Save the player name */
5950 strcpy(tmp, p_ptr->name);
5952 /* Prompt for a new name */
5953 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))
5956 strcpy(p_ptr->name, tmp);
5959 if (0 == strlen(p_ptr->name))
5961 /* Use default name */
5962 strcpy(p_ptr->name, "PLAYER");
5965 strcpy(tmp,ap_ptr->title);
5972 strcat(tmp,p_ptr->name);
5974 /* Re-Draw the name (in light blue) */
5975 Term_erase(34, 1, 255);
5976 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5978 /* Erase the prompt, etc */
5985 * @brief 自殺するコマンドのメインルーチン
5986 * Hack -- commit suicide
5990 void do_cmd_suicide(void)
5997 /* Verify Retirement */
5998 if (p_ptr->total_winner)
6001 if (!get_check_strict(_("引退しますか? ", "Do you want to retire? "), CHECK_NO_HISTORY)) return;
6004 /* Verify Suicide */
6008 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return;
6012 if (!p_ptr->noscore)
6014 /* Special Verification for suicide */
6015 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
6020 if (i != '@') return;
6022 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
6025 /* Initialize "last message" buffer */
6026 if (p_ptr->last_message) string_free(p_ptr->last_message);
6027 p_ptr->last_message = NULL;
6029 /* Hack -- Note *winning* message */
6030 if (p_ptr->total_winner && last_words)
6032 char buf[1024] = "";
6033 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_WINNER);
6036 while (!get_string(_("*勝利*メッセージ: ", "*Winning* message: "), buf, sizeof buf)) ;
6038 while (!get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
6042 p_ptr->last_message = string_make(buf);
6043 msg_print(p_ptr->last_message);
6048 p_ptr->playing = FALSE;
6050 /* Kill the player */
6051 p_ptr->is_dead = TRUE;
6054 p_ptr->leaving = TRUE;
6056 if (!p_ptr->total_winner)
6058 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ダンジョンの探索に絶望して自殺した。", "give up all hope to commit suicide."));
6059 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
6060 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
6063 /* Cause of death */
6064 (void)strcpy(p_ptr->died_from, _("途中終了", "Quitting"));
6069 * @brief セーブするコマンドのメインルーチン
6071 * @param is_autosave オートセーブ中の処理ならばTRUE
6075 void do_cmd_save_game(int is_autosave)
6077 /* Autosaves do not disturb */
6080 msg_print(_("自動セーブ中", "Autosaving the game..."));
6084 disturb(TRUE, TRUE);
6087 /* Clear messages */
6091 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6095 /* The player is not dead */
6096 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6098 /* Forbid suspend */
6099 signals_ignore_tstp();
6101 /* Save the player */
6104 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6107 /* Save failed (oops) */
6110 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6113 /* Allow suspend again */
6114 signals_handle_tstp();
6118 /* Note that the player is not dead */
6119 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6121 /* HACK -- don't get sanity blast on updating view */
6122 is_loading_now = FALSE;
6124 update_creature(p_ptr);
6126 /* Initialize monster process */
6129 /* HACK -- reset the hackish flag */
6130 is_loading_now = TRUE;
6135 * @brief セーブ後にゲーム中断フラグを立てる/
6136 * Save the game and exit
6140 void do_cmd_save_and_exit(void)
6142 p_ptr->playing = FALSE;
6145 p_ptr->leaving = TRUE;
6146 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6152 * Hack -- Calculates the total number of points earned -JWT-
6156 long total_points(void)
6160 u32b point, point_h, point_l;
6161 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
6163 if (!preserve_mode) mult += 10;
6164 if (!autoroller) mult += 10;
6165 if (!smart_learn) mult -= 20;
6166 if (smart_cheat) mult += 30;
6167 if (ironman_shops) mult += 50;
6168 if (ironman_small_levels) mult += 10;
6169 if (ironman_empty_levels) mult += 20;
6170 if (!powerup_home) mult += 50;
6171 if (ironman_rooms) mult += 100;
6172 if (ironman_nightmare) mult += 100;
6174 if (mult < 5) mult = 5;
6176 for (i = 0; i < max_d_idx; i++)
6177 if(max_dlv[i] > max_dl)
6178 max_dl = max_dlv[i];
6180 point_l = (p_ptr->max_max_exp + (100 * max_dl));
6181 point_h = point_l / 0x10000L;
6182 point_l = point_l % 0x10000L;
6185 point_h += point_l / 0x10000L;
6186 point_l %= 0x10000L;
6188 point_l += ((point_h % 100) << 16);
6192 point = (point_h << 16) + (point_l);
6193 if (p_ptr->arena_number >= 0)
6194 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
6196 if (ironman_downward) point *= 2;
6197 if (p_ptr->pclass == CLASS_BERSERKER)
6199 if ( p_ptr->prace == RACE_SPECTRE )
6203 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
6206 if (p_ptr->total_winner) point = 2;
6208 if (easy_band) point = (0 - point);
6214 #define GRAVE_LINE_WIDTH 31
6217 * @brief 墓石の真ん中に文字列を書き込む /
6218 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6222 static void center_string(char *buf, concptr str)
6229 /* Necessary border */
6230 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6233 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6240 * Save a "bones" file for a dead character
6243 * Note that we will not use these files until Angband 2.8.0, and
6244 * then we will only use the name and level on which death occured.
6245 * Should probably attempt some form of locking...
6248 static void make_bones(void)
6255 /* Ignore wizards and borgs */
6256 if (!(p_ptr->noscore & 0x00FF))
6258 /* Ignore people who die in town */
6264 sprintf(tmp, "bone.%03d", dun_level);
6266 /* Build the filename */
6267 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6269 /* Attempt to open the bones file */
6270 fp = my_fopen(str, "r");
6272 /* Close it right away */
6273 if (fp) my_fclose(fp);
6275 /* Do not over-write a previous ghost */
6278 /* File type is "TEXT" */
6279 FILE_TYPE(FILE_TYPE_TEXT);
6281 /* Grab permissions */
6284 /* Try to write a new "Bones File" */
6285 fp = my_fopen(str, "w");
6287 /* Drop permissions */
6290 /* Not allowed to write it? Weird. */
6294 fprintf(fp, "%s\n", p_ptr->name);
6295 fprintf(fp, "%d\n", p_ptr->mhp);
6296 fprintf(fp, "%d\n", p_ptr->prace);
6297 fprintf(fp, "%d\n", p_ptr->pclass);
6299 /* Close and save the Bones file */
6308 * Redefinable "print_tombstone" action
6310 bool (*tombstone_aux)(void) = NULL;
6314 * @brief 墓石のアスキーアート表示 /
6315 * Display a "tomb-stone"
6318 static void print_tomb(void)
6322 /* Do we use a special tombstone ? */
6325 /* Use tombstone hook */
6326 done = (*tombstone_aux)();
6329 /* Print the text-tombstone */
6338 time_t ct = time((time_t)0);
6344 /* Build the filename */
6345 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6347 /* Open the News file */
6348 fp = my_fopen(buf, "r");
6355 /* Dump the file to the screen */
6356 while (0 == my_fgets(fp, buf, sizeof(buf)))
6358 /* Display and advance */
6359 put_str(buf, i++, 0);
6367 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6380 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6383 center_string(buf, p_ptr->name);
6384 put_str(buf, 6, 11);
6387 center_string(buf, "the");
6388 put_str(buf, 7, 11);
6391 center_string(buf, p);
6392 put_str(buf, 8, 11);
6394 center_string(buf, cp_ptr->title);
6395 put_str(buf, 10, 11);
6397 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6398 center_string(buf, tmp);
6399 put_str(buf, 11, 11);
6401 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6402 center_string(buf, tmp);
6403 put_str(buf, 12, 11);
6405 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6406 center_string(buf, tmp);
6407 put_str(buf, 13, 11);
6410 /* 墓に刻む言葉をオリジナルより細かく表示 */
6411 if (streq(p_ptr->died_from, "途中終了"))
6413 strcpy(tmp, "<自殺>");
6415 else if (streq(p_ptr->died_from, "ripe"))
6417 strcpy(tmp, "引退後に天寿を全う");
6419 else if (streq(p_ptr->died_from, "Seppuku"))
6421 strcpy(tmp, "勝利の後、切腹");
6425 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6426 t = tmp + strlen(tmp) + 1;
6429 strcpy(dummy, t); /* 2nd line */
6430 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6432 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6435 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6438 char *name_head = my_strstr(tmp, "『");
6439 sprintf(dummy2, "%s%s", name_head, dummy);
6440 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6442 strcpy(dummy, dummy2);
6446 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6449 char *name_head = my_strstr(tmp, "「");
6450 sprintf(dummy2, "%s%s", name_head, dummy);
6451 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6453 strcpy(dummy, dummy2);
6457 center_string(buf, dummy);
6458 put_str(buf, 15, 11);
6462 center_string(buf, tmp);
6463 put_str(buf, 14, 11);
6465 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6469 concptr field_name = p_ptr->town_num ? "街" : "荒野";
6470 if (streq(p_ptr->died_from, "途中終了"))
6472 sprintf(tmp, "%sで死んだ", field_name);
6476 sprintf(tmp, "に%sで殺された", field_name);
6481 if (streq(p_ptr->died_from, "途中終了"))
6483 sprintf(tmp, "地下 %d 階で死んだ", (int)dun_level);
6487 sprintf(tmp, "に地下 %d 階で殺された", (int)dun_level);
6490 center_string(buf, tmp);
6491 put_str(buf, 15 + extra_line, 11);
6494 (void)sprintf(tmp, "Killed on Level %d", dun_level);
6495 center_string(buf, tmp);
6496 put_str(buf, 14, 11);
6498 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6499 center_string(buf, tmp);
6500 put_str(buf, 15, 11);
6501 t = tmp + strlen(tmp) + 1;
6504 strcpy(dummy, t); /* 2nd line */
6505 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6507 int dummy_len = strlen(dummy);
6508 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6510 center_string(buf, dummy);
6511 put_str(buf, 16, 11);
6515 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6516 center_string(buf, tmp);
6517 put_str(buf, 17, 11);
6518 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6524 * @brief 死亡、引退時の簡易ステータス表示 /
6525 * Display some character info
6528 static void show_info(void)
6534 /* Hack -- Know everything in the inven/equip */
6535 for (i = 0; i < INVEN_TOTAL; i++)
6537 o_ptr = &inventory[i];
6539 /* Skip non-objects */
6540 if (!o_ptr->k_idx) continue;
6542 /* Aware and Known */
6543 object_aware(o_ptr);
6544 object_known(o_ptr);
6547 for (i = 1; i < max_towns; i++)
6549 st_ptr = &town[i].store[STORE_HOME];
6551 /* Hack -- Know everything in the home */
6552 for (j = 0; j < st_ptr->stock_num; j++)
6554 o_ptr = &st_ptr->stock[j];
6556 /* Skip non-objects */
6557 if (!o_ptr->k_idx) continue;
6559 /* Aware and Known */
6560 object_aware(o_ptr);
6561 object_known(o_ptr);
6565 /* Hack -- Recalculate bonuses */
6566 p_ptr->update |= (PU_BONUS);
6569 /* Flush all input keys */
6575 /* Describe options */
6576 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);
6577 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);
6579 /* Dump character records as requested */
6585 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6588 strcpy(out_val, "");
6590 /* Ask for filename (or abort) */
6591 if (!askfor(out_val, 60)) return;
6593 /* Return means "show on screen" */
6594 if (!out_val[0]) break;
6597 /* Dump a character file */
6598 (void)file_character(out_val);
6605 /* Prompt for inventory */
6606 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);
6608 /* Allow abort at this point */
6609 if (inkey() == ESCAPE) return;
6612 /* Show equipment and inventory */
6614 /* Equipment -- if any */
6618 (void)show_equip(0, USE_FULL);
6619 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6621 if (inkey() == ESCAPE) return;
6624 /* Inventory -- if any */
6628 (void)show_inven(0, USE_FULL);
6629 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6631 if (inkey() == ESCAPE) return;
6634 /* Homes in the different towns */
6635 for (l = 1; l < max_towns; l++)
6637 st_ptr = &town[l].store[STORE_HOME];
6639 /* Home -- if anything there */
6640 if (st_ptr->stock_num)
6642 /* Display contents of the home */
6643 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6648 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6650 GAME_TEXT o_name[MAX_NLEN];
6654 o_ptr = &st_ptr->stock[i];
6656 /* Print header, clear line */
6657 sprintf(tmp_val, "%c) ", I2A(j));
6658 prt(tmp_val, j+2, 4);
6660 /* Display object description */
6661 object_desc(o_name, o_ptr, 0);
6662 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6666 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);
6669 if (inkey() == ESCAPE) return;
6677 * Display some character info
6680 static bool check_score(void)
6685 if (highscore_fd < 0)
6687 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6692 #ifndef SCORE_WIZARDS
6693 /* Wizard-mode pre-empts scoring */
6694 if (p_ptr->noscore & 0x000F)
6696 msg_print(_("ウィザード・モードではスコアが記録されません。", "Score not registered for wizards."));
6703 /* Borg-mode pre-empts scoring */
6704 if (p_ptr->noscore & 0x00F0)
6706 msg_print(_("ボーグ・モードではスコアが記録されません。", "Score not registered for borgs."));
6712 #ifndef SCORE_CHEATERS
6713 /* Cheaters are not scored */
6714 if (p_ptr->noscore & 0xFF00)
6716 msg_print(_("詐欺をやった人はスコアが記録されません。", "Score not registered for cheaters."));
6723 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6725 msg_print(_("強制終了のためスコアが記録されません。", "Score not registered due to interruption."));
6731 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6733 msg_print(_("途中終了のためスコアが記録されません。", "Score not registered due to quitting."));
6742 * Close up the current game (player may or may not be dead)
6746 * This function is called only from "main.c" and "signals.c".
6749 void close_game(void)
6752 bool do_send = TRUE;
6754 /* concptr p = "[i:キャラクタの情報, f:ファイル書き出し, t:スコア, x:*鑑定*, ESC:ゲーム終了]"; */
6757 /* Flush the messages */
6760 /* Flush the input */
6764 /* No suspending now */
6765 signals_ignore_tstp();
6768 /* Hack -- Character is now "icky" */
6769 character_icky = TRUE;
6772 /* Build the filename */
6773 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6775 /* Grab permissions */
6778 /* Open the high score file, for reading/writing */
6779 highscore_fd = fd_open(buf, O_RDWR);
6781 /* Drop permissions */
6787 /* Handle retirement */
6788 if (p_ptr->total_winner) kingly();
6791 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
6793 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6795 else do_send = FALSE;
6802 /* Show more info */
6808 if ((!send_world_score(do_send)))
6810 if (get_check_strict(_("後でスコアを登録するために待機しますか?", "Stand by for later score registration? "),
6811 (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
6813 p_ptr->wait_report_score = TRUE;
6814 p_ptr->is_dead = FALSE;
6815 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6818 if (!p_ptr->wait_report_score)
6821 else if (highscore_fd >= 0)
6823 display_scores_aux(0, 10, -1, NULL);
6826 /* Dump bones file */
6835 do_cmd_save_game(FALSE);
6837 /* Prompt for scores */
6838 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
6839 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
6841 /* Predict score (or ESCAPE) */
6842 if (inkey() != ESCAPE) predict_score();
6846 /* Shut the high score file */
6847 (void)fd_close(highscore_fd);
6849 /* Forget the high score fd */
6852 /* Kill all temporal files */
6853 clear_saved_floor_files();
6855 /* Allow suspending now */
6856 signals_handle_tstp();
6861 * @brief 異常発生時のゲーム緊急終了処理 /
6862 * Handle abrupt death of the visual system
6866 * This routine is called only in very rare situations, and only
6867 * by certain visual systems, when they experience fatal errors.
6868 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6869 * save file so that player can see tombstone when restart.
6872 void exit_game_panic(void)
6874 /* If nothing important has happened, just quit */
6875 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6877 /* Mega-Hack -- see "msg_print()" */
6880 /* Clear the top line */
6883 /* Hack -- turn off some things */
6884 disturb(TRUE, TRUE);
6886 /* Mega-Hack -- Delay death */
6887 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6889 /* Hardcode panic save */
6890 p_ptr->panic_save = 1;
6892 /* Forbid suspend */
6893 signals_ignore_tstp();
6895 /* Indicate panic save */
6896 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6898 /* Panic save, or get worried */
6899 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6901 /* Successful panic save */
6902 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6907 * @brief ファイルからランダムに行を一つ取得する /
6908 * Get a random line from a file
6909 * @param file_name ファイル名
6910 * @param entry 特定条件時のN:タグヘッダID
6911 * @param output 出力先の文字列参照ポインタ
6915 * Based on the monster speech patch by Matt Graham,
6918 errr get_rnd_line(concptr file_name, int entry, char *output)
6926 /* Build the filename */
6927 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6930 fp = my_fopen(buf, "r");
6935 /* Find the entry of the monster */
6938 /* Get a line from the file */
6939 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6941 /* Count the lines */
6944 /* Look for lines starting with 'N:' */
6945 if ((buf[0] == 'N') && (buf[1] == ':'))
6947 /* Allow default lines */
6953 else if (buf[2] == 'M')
6955 if (r_info[entry].flags1 & RF1_MALE) break;
6957 else if (buf[2] == 'F')
6959 if (r_info[entry].flags1 & RF1_FEMALE) break;
6961 /* Get the monster number */
6962 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6964 /* Is it the right number? */
6965 if (test == entry) break;
6969 /* Error while converting the number */
6970 msg_format("Error in line %d of %s!", line_num, file_name);
6978 /* Reached end of file */
6984 /* Get the random line */
6985 for (counter = 0; ; counter++)
6989 test = my_fgets(fp, buf, sizeof(buf));
6991 /* Count the lines */
6992 /* line_num++; No more needed */
6996 /* Ignore lines starting with 'N:' */
6997 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6999 if (buf[0] != '#') break;
7008 if (one_in_(counter + 1)) strcpy(output, buf);
7013 return counter ? 0 : -1;
7019 * @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) /
7020 * @param file_name ファイル名
7021 * @param entry 特定条件時のN:タグヘッダID
7022 * @param output 出力先の文字列参照ポインタ
7027 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
7032 for (i = 0; i < count; i++)
7034 result = get_rnd_line(file_name, entry, output);
7037 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
7045 * @brief 自動拾いファイルを読み込む /
7049 errr process_autopick_file(concptr name)
7055 /* Build the filename */
7056 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7058 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
7064 * @brief プレイヤーの生い立ちファイルを読み込む /
7065 * Process file for player's history editor.
7070 errr process_histpref_file(concptr name)
7074 bool old_character_xtra = character_xtra;
7076 /* Build the filename */
7077 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7079 /* Hack -- prevent modification birth options in this file */
7080 character_xtra = TRUE;
7082 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
7084 character_xtra = old_character_xtra;
7089 * @brief ファイル位置をシーク /
7090 * @param fd ファイルディスクリプタ
7091 * @param where ファイルバイト位置
7092 * @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
7096 static errr counts_seek(int fd, u32b where, bool flag)
7099 char temp1[128], temp2[128];
7100 u32b zero_header[3] = {0L, 0L, 0L};
7103 #ifdef SAVEFILE_USE_UID
7104 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7106 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7108 for (i = 0; temp1[i]; i++)
7109 temp1[i] ^= (i+1) * 63;
7114 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
7116 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
7121 fd_seek(fd, seekpoint);
7122 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
7123 fd_write(fd, (char*)(temp1), sizeof(temp1));
7127 if (strcmp(temp1, temp2) == 0)
7130 seekpoint += 128 + 3 * sizeof(u32b);
7133 return fd_seek(fd, seekpoint + where * sizeof(u32b));
7137 * @brief ファイル位置を読み込む
7138 * @param where ファイルバイト位置
7142 u32b counts_read(int where)
7148 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7149 fd = fd_open(buf, O_RDONLY);
7151 if (counts_seek(fd, where, FALSE) ||
7152 fd_read(fd, (char*)(&count), sizeof(u32b)))
7161 * @brief ファイル位置に書き込む /
7162 * @param where ファイルバイト位置
7163 * @param count 書き込む値
7167 errr counts_write(int where, u32b count)
7173 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7175 /* Grab permissions */
7178 fd = fd_open(buf, O_RDWR);
7180 /* Drop permissions */
7185 /* File type is "DATA" */
7186 FILE_TYPE(FILE_TYPE_DATA);
7188 /* Grab permissions */
7191 /* Create a new high score file */
7192 fd = fd_make(buf, 0644);
7194 /* Drop permissions */
7198 /* Grab permissions */
7201 err = fd_lock(fd, F_WRLCK);
7203 /* Drop permissions */
7208 counts_seek(fd, where, TRUE);
7209 fd_write(fd, (char*)(&count), sizeof(u32b));
7211 /* Grab permissions */
7214 err = fd_lock(fd, F_UNLCK);
7216 /* Drop permissions */
7227 #ifdef HANDLE_SIGNALS
7234 * @brief OSからのシグナルを受けてサスペンド状態に入る /
7235 * Handle signals -- suspend
7236 * @param sig 受け取ったシグナル
7238 * Actually suspend the game, and then resume cleanly
7240 static void handle_signal_suspend(int sig)
7242 /* Disable handler */
7243 (void)signal(sig, SIG_IGN);
7250 /* Suspend the "Term" */
7251 Term_xtra(TERM_XTRA_ALIVE, 0);
7253 /* Suspend ourself */
7254 (void)kill(0, SIGSTOP);
7256 /* Resume the "Term" */
7257 Term_xtra(TERM_XTRA_ALIVE, 1);
7259 /* Redraw the term */
7262 /* Flush the term */
7267 /* Restore handler */
7268 (void)signal(sig, handle_signal_suspend);
7273 * @brief OSからのシグナルを受けて中断、終了する /
7274 * Handle signals -- simple (interrupt and quit)
7275 * @param sig 受け取ったシグナル
7278 * This function was causing a *huge* number of problems, so it has
7279 * been simplified greatly. We keep a global variable which counts
7280 * the number of times the user attempts to kill the process, and
7281 * we commit suicide if the user does this a certain number of times.
7282 * We attempt to give "feedback" to the user as he approaches the
7283 * suicide thresh-hold, but without penalizing accidental keypresses.
7284 * To prevent messy accidents, we should reset this global variable
7285 * whenever the user enters a keypress, or something like that.
7288 static void handle_signal_simple(int sig)
7290 /* Disable handler */
7291 (void)signal(sig, SIG_IGN);
7294 /* Nothing to save, just quit */
7295 if (!character_generated || character_saved) quit(NULL);
7298 /* Count the signals */
7302 /* Terminate dead characters */
7305 /* Mark the savefile */
7306 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7316 quit(_("強制終了", "interrupt"));
7319 /* Allow suicide (after 5) */
7320 else if (signal_count >= 5)
7322 /* Cause of "death" */
7323 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7330 p_ptr->playing = FALSE;
7333 p_ptr->is_dead = TRUE;
7336 p_ptr->leaving = TRUE;
7342 quit(_("強制終了", "interrupt"));
7345 /* Give warning (after 4) */
7346 else if (signal_count >= 4)
7349 Term_xtra(TERM_XTRA_NOISE, 0);
7351 /* Clear the top line */
7352 Term_erase(0, 0, 255);
7354 /* Display the cause */
7355 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7360 /* Give warning (after 2) */
7361 else if (signal_count >= 2)
7364 Term_xtra(TERM_XTRA_NOISE, 0);
7367 /* Restore handler */
7368 (void)signal(sig, handle_signal_simple);
7373 * @brief OSからのシグナルを受けて強制終了する /
7374 * Handle signal -- abort, kill, etc
7375 * @param sig 受け取ったシグナル
7379 * This function was causing a *huge* number of problems, so it has
7380 * been simplified greatly. We keep a global variable which counts
7381 * the number of times the user attempts to kill the process, and
7382 * we commit suicide if the user does this a certain number of times.
7383 * We attempt to give "feedback" to the user as he approaches the
7384 * suicide thresh-hold, but without penalizing accidental keypresses.
7385 * To prevent messy accidents, we should reset this global variable
7386 * whenever the user enters a keypress, or something like that.
7389 static void handle_signal_abort(int sig)
7393 Term_get_size(&wid, &hgt);
7395 /* Disable handler */
7396 (void)signal(sig, SIG_IGN);
7399 /* Nothing to save, just quit */
7400 if (!character_generated || character_saved) quit(NULL);
7407 /* Clear the bottom line */
7408 Term_erase(0, hgt - 1, 255);
7410 /* Give a warning */
7411 Term_putstr(0, hgt - 1, -1, TERM_RED,
7412 _("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!"));
7415 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7417 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7423 p_ptr->panic_save = 1;
7426 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7428 /* Forbid suspend */
7429 signals_ignore_tstp();
7431 /* Attempt to save */
7434 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7440 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7447 quit(_("ソフトのバグ", "software bug"));
7451 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7452 * Ignore SIGTSTP signals (keyboard suspend)
7456 void signals_ignore_tstp(void)
7460 (void)signal(SIGTSTP, SIG_IGN);
7466 * @brief OSからのSIGTSTPシグナルハンドラ /
7467 * Handle SIGTSTP signals (keyboard suspend)
7471 void signals_handle_tstp(void)
7475 (void)signal(SIGTSTP, handle_signal_suspend);
7482 * @brief OSからのシグナルハンドルを初期化する /
7483 * Prepare to handle the relevant signals
7487 void signals_init(void)
7491 (void)signal(SIGHUP, SIG_IGN);
7496 (void)signal(SIGTSTP, handle_signal_suspend);
7501 (void)signal(SIGINT, handle_signal_simple);
7505 (void)signal(SIGQUIT, handle_signal_simple);
7510 (void)signal(SIGFPE, handle_signal_abort);
7514 (void)signal(SIGILL, handle_signal_abort);
7518 (void)signal(SIGTRAP, handle_signal_abort);
7522 (void)signal(SIGIOT, handle_signal_abort);
7526 (void)signal(SIGKILL, handle_signal_abort);
7530 (void)signal(SIGBUS, handle_signal_abort);
7534 (void)signal(SIGSEGV, handle_signal_abort);
7538 (void)signal(SIGTERM, handle_signal_abort);
7542 (void)signal(SIGPIPE, handle_signal_abort);
7546 (void)signal(SIGEMT, handle_signal_abort);
7550 (void)signal(SIGDANGER, handle_signal_abort);
7554 (void)signal(SIGSYS, handle_signal_abort);
7558 (void)signal(SIGXCPU, handle_signal_abort);
7562 (void)signal(SIGPWR, handle_signal_abort);
7568 #else /* HANDLE_SIGNALS */
7575 void signals_ignore_tstp(void)
7583 void signals_handle_tstp(void)
7591 void signals_init(void)
7594 #endif /* HANDLE_SIGNALS */