3 * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
11 * 2014 Deskull rearranged comment for Doxygen.\n
20 * You may or may not want to use the following "#undef".
22 /* #undef _POSIX_SAVED_IDS */
26 * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
28 void safe_setuid_drop(void)
35 # ifdef SAFE_SETUID_POSIX
37 if (setuid(getuid()) != 0)
39 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
41 if (setgid(getgid()) != 0)
43 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
48 if (setreuid(geteuid(), getuid()) != 0)
50 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
52 if (setregid(getegid(), getgid()) != 0)
54 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
67 * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
69 void safe_setuid_grab(void)
76 # ifdef SAFE_SETUID_POSIX
78 if (setuid(player_euid) != 0)
80 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
82 if (setgid(player_egid) != 0)
84 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
89 if (setreuid(geteuid(), getuid()) != 0)
91 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
93 if (setregid(getegid(), getgid()) != 0)
95 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
98 # endif /* SAFE_SETUID_POSIX */
100 # endif /* SAFE_SETUID */
108 * @brief 各種データテキストをトークン単位に分解する / Extract the first few "tokens" from a buffer
109 * @param buf データテキストの参照ポインタ
111 * @param tokens トークンを保管する文字列参照ポインタ配列
116 * This function uses "colon" and "slash" as the delimeter characters.
117 * We never extract more than "num" tokens. The "last" token may include
118 * "delimeter" characters, allowing the buffer to include a "string" token.
119 * We save pointers to the tokens in "tokens", and return the number found.
120 * Hack -- Attempt to handle the 'c' character formalism
121 * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
122 * Hack -- We will always extract at least one token
125 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
137 /* Scan the string */
140 /* Found a delimiter */
141 if ((*t == ':') || (*t == '/')) break;
143 /* Handle single quotes */
144 if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
149 /* Handle backslash */
152 /* Require a character */
158 /* Hack -- Require a close quote */
159 if (*t != '\'') *t = '\'';
162 /* Handle back-slash */
169 /* Nuke and advance */
187 /* A number with a name */
188 typedef struct named_num named_num;
192 cptr name; /* The name of this thing */
193 int num; /* A number associated with it */
197 /* Index of spell type names */
198 static named_num gf_desc[] =
200 {"GF_ELEC", GF_ELEC },
201 {"GF_POIS", GF_POIS },
202 {"GF_ACID", GF_ACID },
203 {"GF_COLD", GF_COLD },
204 {"GF_FIRE", GF_FIRE },
205 {"GF_PSY_SPEAR", GF_PSY_SPEAR },
206 {"GF_MISSILE", GF_MISSILE },
207 {"GF_ARROW", GF_ARROW },
208 {"GF_PLASMA", GF_PLASMA },
209 {"GF_WATER", GF_WATER },
210 {"GF_LITE", GF_LITE },
211 {"GF_DARK", GF_DARK },
212 {"GF_LITE_WEAK", GF_LITE_WEAK },
213 {"GF_DARK_WEAK", GF_DARK_WEAK },
214 {"GF_SHARDS", GF_SHARDS },
215 {"GF_SOUND", GF_SOUND },
216 {"GF_CONFUSION", GF_CONFUSION },
217 {"GF_FORCE", GF_FORCE },
218 {"GF_INERTIA", GF_INERTIAL },
219 {"GF_MANA", GF_MANA },
220 {"GF_METEOR", GF_METEOR },
222 {"GF_CHAOS", GF_CHAOS },
223 {"GF_NETHER", GF_NETHER },
224 {"GF_DISENCHANT", GF_DISENCHANT },
225 {"GF_NEXUS", GF_NEXUS },
226 {"GF_TIME", GF_TIME },
227 {"GF_GRAVITY", GF_GRAVITY },
228 {"GF_KILL_WALL", GF_KILL_WALL },
229 {"GF_KILL_DOOR", GF_KILL_DOOR },
230 {"GF_KILL_TRAP", GF_KILL_TRAP },
231 {"GF_MAKE_WALL", GF_MAKE_WALL },
232 {"GF_MAKE_DOOR", GF_MAKE_DOOR },
233 {"GF_MAKE_TRAP", GF_MAKE_TRAP },
234 {"GF_MAKE_TREE", GF_MAKE_TREE },
235 {"GF_OLD_CLONE", GF_OLD_CLONE },
236 {"GF_OLD_POLY", GF_OLD_POLY },
237 {"GF_OLD_HEAL", GF_OLD_HEAL },
238 {"GF_OLD_SPEED", GF_OLD_SPEED },
239 {"GF_OLD_SLOW", GF_OLD_SLOW },
240 {"GF_OLD_CONF", GF_OLD_CONF },
241 {"GF_OLD_SLEEP", GF_OLD_SLEEP },
242 {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
243 {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
244 {"GF_AWAY_EVIL", GF_AWAY_EVIL },
245 {"GF_AWAY_ALL", GF_AWAY_ALL },
246 {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
247 {"GF_TURN_EVIL", GF_TURN_EVIL },
248 {"GF_TURN_ALL", GF_TURN_ALL },
249 {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
250 {"GF_DISP_EVIL", GF_DISP_EVIL },
251 {"GF_DISP_ALL", GF_DISP_ALL },
252 {"GF_DISP_DEMON", GF_DISP_DEMON },
253 {"GF_DISP_LIVING", GF_DISP_LIVING },
254 {"GF_ROCKET", GF_ROCKET },
255 {"GF_NUKE", GF_NUKE },
256 {"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
257 {"GF_STASIS", GF_STASIS },
258 {"GF_STONE_WALL", GF_STONE_WALL },
259 {"GF_DEATH_RAY", GF_DEATH_RAY },
260 {"GF_STUN", GF_STUN },
261 {"GF_HOLY_FIRE", GF_HOLY_FIRE },
262 {"GF_HELL_FIRE", GF_HELL_FIRE },
263 {"GF_DISINTEGRATE", GF_DISINTEGRATE },
264 {"GF_CHARM", GF_CHARM },
265 {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
266 {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
268 {"GF_PSI_DRAIN", GF_PSI_DRAIN },
269 {"GF_TELEKINESIS", GF_TELEKINESIS },
270 {"GF_JAM_DOOR", GF_JAM_DOOR },
271 {"GF_DOMINATION", GF_DOMINATION },
272 {"GF_DISP_GOOD", GF_DISP_GOOD },
273 {"GF_DRAIN_MANA", GF_DRAIN_MANA },
274 {"GF_MIND_BLAST", GF_MIND_BLAST },
275 {"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
276 {"GF_CAUSE_1", GF_CAUSE_1 },
277 {"GF_CAUSE_2", GF_CAUSE_2 },
278 {"GF_CAUSE_3", GF_CAUSE_3 },
279 {"GF_CAUSE_4", GF_CAUSE_4 },
280 {"GF_HAND_DOOM", GF_HAND_DOOM },
281 {"GF_CAPTURE", GF_CAPTURE },
282 {"GF_ANIM_DEAD", GF_ANIM_DEAD },
283 {"GF_CHARM_LIVING", GF_CHARM_LIVING },
284 {"GF_IDENTIFY", GF_IDENTIFY },
285 {"GF_ATTACK", GF_ATTACK },
286 {"GF_ENGETSU", GF_ENGETSU },
287 {"GF_GENOCIDE", GF_GENOCIDE },
288 {"GF_PHOTO", GF_PHOTO },
289 {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
290 {"GF_LAVA_FLOW", GF_LAVA_FLOW },
291 {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
292 {"GF_SEEKER", GF_SEEKER },
293 {"GF_SUPER_RAY", GF_SUPER_RAY },
294 {"GF_STAR_HEAL", GF_STAR_HEAL },
295 {"GF_WATER_FLOW", GF_WATER_FLOW },
296 {"GF_CRUSADE", GF_CRUSADE },
297 {"GF_STASIS_EVIL", GF_STASIS_EVIL },
298 {"GF_WOUNDS", GF_WOUNDS },
304 * @brief 設定ファイルの各行から各種テキスト情報を取得する /
305 * Parse a sub-file of the "extra info" (format shown below)
306 * @param buf データテキストの参照ポインタ
310 * Each "action" line has an "action symbol" in the first column,
311 * followed by a colon, followed by some command specific info,
312 * usually in the form of "tokens" separated by colons or slashes.
313 * Blank lines, lines starting with white space, and lines starting
314 * with pound signs ("#") are ignored (as comments).
315 * Note the use of "tokenize()" to allow the use of both colons and
316 * slashes as delimeters, while still allowing final tokens which
317 * may contain any characters including "delimiters".
318 * Note the use of "strtol()" to allow all "integers" to be encoded
319 * in decimal, hexidecimal, or octal form.
320 * Note that "monster zero" is used for the "player" attr/char, "object
321 * zero" will be used for the "stack" attr/char, and "feature zero" is
322 * used for the "nothing" attr/char.
323 * Parse another file recursively, see below for details
325 * Specify the attr/char values for "monsters" by race index
326 * R:\<num\>:\<a\>:\<c\>
327 * Specify the attr/char values for "objects" by kind index
328 * K:\<num\>:\<a\>:\<c\>
329 * Specify the attr/char values for "features" by feature index
330 * F:\<num\>:\<a\>:\<c\>
331 * Specify the attr/char values for unaware "objects" by kind tval
332 * U:\<tv\>:\<a\>:\<c\>
333 * Specify the attr/char values for inventory "objects" by kind tval
334 * E:\<tv\>:\<a\>:\<c\>
335 * Define a macro action, given an encoded macro action
337 * Create a normal macro, given an encoded macro trigger
339 * Create a command macro, given an encoded macro trigger
341 * Create a keyset mapping
342 * S:\<key\>:\<key\>:\<dir\>
343 * Turn an option off, given its name
345 * Turn an option on, given its name
347 * Specify visual information, given an index, and some data
348 * V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
349 * Specify the set of colors to use when drawing a zapped spell
351 * Specify a macro trigger template and macro trigger names.
352 * T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
353 * T:\<trigger\>:\<keycode\>:\<shift-keycode\>
356 errr process_pref_file_command(char *buf)
366 /* Require "?:*" format */
367 if (buf[1] != ':') return 1;
372 /* Mega-Hack -- read external player's history file */
373 /* Process "H:<history>" */
375 add_history_from_pref_line(buf + 2);
378 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
380 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
383 i = (huge)strtol(zz[0], NULL, 0);
384 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
385 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
386 if (i >= max_r_idx) return 1;
388 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
389 if (n2) r_ptr->x_char = n2;
394 /* Process "K:<num>:<a>/<c>" -- attr/char for object kinds */
396 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
399 i = (huge)strtol(zz[0], NULL, 0);
400 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
401 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
402 if (i >= max_k_idx) return 1;
404 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
405 if (n2) k_ptr->x_char = n2;
410 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
411 /* "F:<num>:<a>/<c>" */
412 /* "F:<num>:<a>/<c>:LIT" */
413 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
417 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
419 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
420 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
422 i = (huge)strtol(zz[0], NULL, 0);
423 if (i >= max_f_idx) return 1;
426 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
427 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
428 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
429 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
431 /* Mega-hack -- feat supports lighting */
434 /* No lighting support */
436 n1 = f_ptr->x_attr[F_LIT_STANDARD];
437 n2 = f_ptr->x_char[F_LIT_STANDARD];
438 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
440 f_ptr->x_attr[j] = n1;
441 f_ptr->x_char[j] = n2;
445 /* Use default lighting */
447 apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
450 /* Use desired lighting */
451 case F_LIT_MAX * 2 + 1:
452 for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
454 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
455 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
456 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
457 if (n2) f_ptr->x_char[j] = n2;
464 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
466 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
468 j = (byte)strtol(zz[0], NULL, 0);
469 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
470 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
471 misc_to_attr[j] = n1;
472 misc_to_char[j] = n2;
477 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
479 if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
481 j = (huge)strtol(zz[0], NULL, 0);
482 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
483 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
484 for (i = 1; i < max_k_idx; i++)
486 object_kind *k_ptr = &k_info[i];
487 if (k_ptr->tval == j)
489 if (n1) k_ptr->d_attr = n1;
490 if (n2) k_ptr->d_char = n2;
497 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
499 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
501 j = (byte)strtol(zz[0], NULL, 0) % 128;
502 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
503 if (n1) tval_to_attr[j] = n1;
508 /* Process "A:<str>" -- save an "action" for later */
510 text_to_ascii(macro__buf, buf+2);
513 /* Process "P:<str>" -- normal macro */
518 text_to_ascii(tmp, buf+2);
519 macro_add(tmp, macro__buf);
523 /* Process "C:<str>" -- create keymap */
529 if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
531 mode = strtol(zz[0], NULL, 0);
532 if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
534 text_to_ascii(tmp, zz[1]);
535 if (!tmp[0] || tmp[1]) return 1;
538 string_free(keymap_act[mode][i]);
540 keymap_act[mode][i] = string_make(macro__buf);
545 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
547 if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
549 i = (byte)strtol(zz[0], NULL, 0);
550 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
551 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
552 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
553 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
558 /* Process "X:<str>" -- turn option off */
559 /* Process "Y:<str>" -- turn option on */
562 for (i = 0; option_info[i].o_desc; i++)
564 if (option_info[i].o_var &&
565 option_info[i].o_text &&
566 streq(option_info[i].o_text, buf + 2))
568 int os = option_info[i].o_set;
569 int ob = option_info[i].o_bit;
571 if ((p_ptr->playing || character_xtra) &&
572 (OPT_PAGE_BIRTH == option_info[i].o_page) && !p_ptr->wizard)
574 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);
582 option_flag[os] &= ~(1L << ob);
583 (*option_info[i].o_var) = FALSE;
588 option_flag[os] |= (1L << ob);
589 (*option_info[i].o_var) = TRUE;
595 /* don't know that option. ignore it.*/
596 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);
600 /* Process "Z:<type>:<str>" -- set spell color */
604 char *t = my_strchr(buf + 2, ':');
611 for (i = 0; gf_desc[i].name; i++)
613 /* Match this type */
614 if (streq(gf_desc[i].name, buf + 2))
616 /* Remember this color set */
617 gf_color[gf_desc[i].num] = quark_add(t);
627 /* Initialize macro trigger names and a template */
628 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
629 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
632 int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
634 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
639 if (macro_template != NULL)
641 num = strlen(macro_modifier_chr);
643 /* Kill the template string */
644 string_free(macro_template);
645 macro_template = NULL;
647 /* Kill flag characters of modifier keys */
648 string_free(macro_modifier_chr);
650 /* Kill corresponding modifier names */
651 for (i = 0; i < num; i++)
653 string_free(macro_modifier_name[i]);
656 /* Kill trigger name strings */
657 for (i = 0; i < max_macrotrigger; i++)
659 string_free(macro_trigger_name[i]);
660 string_free(macro_trigger_keycode[0][i]);
661 string_free(macro_trigger_keycode[1][i]);
664 max_macrotrigger = 0;
667 if (*zz[0] == '\0') return 0; /* clear template */
669 /* Number of modifier flags */
672 /* Limit the number */
673 num = MIN(MAX_MACRO_MOD, num);
675 /* Stop if number of modifier is not correct */
676 if (2 + num != tok) return 1;
678 /* Get a template string */
679 macro_template = string_make(zz[0]);
681 /* Get flag characters of modifier keys */
682 macro_modifier_chr = string_make(zz[1]);
684 /* Get corresponding modifier names */
685 for (i = 0; i < num; i++)
687 macro_modifier_name[i] = string_make(zz[2+i]);
691 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
697 if (max_macrotrigger >= MAX_MACRO_TRIG)
699 msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
702 m = max_macrotrigger;
705 /* Take into account the escape character */
715 /* Get a trigger name */
716 macro_trigger_name[m] = string_make(buf_aux);
718 /* Get the corresponding key code */
719 macro_trigger_keycode[0][m] = string_make(zz[1]);
723 /* Key code of a combination of it with the shift key */
724 macro_trigger_keycode[1][m] = string_make(zz[2]);
728 macro_trigger_keycode[1][m] = string_make(zz[1]);
743 * @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 /
744 * Helper function for "process_pref_file()"
745 * @param sp テキスト文字列の参照ポインタ
746 * @param fp 再帰中のポインタ参照
751 * v: output buffer array
757 cptr process_pref_file_expr(char **sp, char *fp)
774 while (iswspace(*s)) s++;
792 t = process_pref_file_expr(&s, &f);
800 else if (streq(t, "IOR"))
803 while (*s && (f != b2))
805 t = process_pref_file_expr(&s, &f);
806 if (*t && !streq(t, "0")) v = "1";
811 else if (streq(t, "AND"))
814 while (*s && (f != b2))
816 t = process_pref_file_expr(&s, &f);
817 if (*t && streq(t, "0")) v = "0";
822 else if (streq(t, "NOT"))
825 while (*s && (f != b2))
827 t = process_pref_file_expr(&s, &f);
828 if (*t && streq(t, "1")) v = "0";
833 else if (streq(t, "EQU"))
838 t = process_pref_file_expr(&s, &f);
840 while (*s && (f != b2))
842 p = process_pref_file_expr(&s, &f);
843 if (streq(t, p)) v = "1";
848 else if (streq(t, "LEQ"))
853 t = process_pref_file_expr(&s, &f);
855 while (*s && (f != b2))
858 t = process_pref_file_expr(&s, &f);
859 if (*t && atoi(p) > atoi(t)) v = "0";
864 else if (streq(t, "GEQ"))
869 t = process_pref_file_expr(&s, &f);
871 while (*s && (f != b2))
874 t = process_pref_file_expr(&s, &f);
876 /* Compare two numbers instead of string */
877 if (*t && atoi(p) < atoi(t)) v = "0";
883 while (*s && (f != b2))
885 t = process_pref_file_expr(&s, &f);
890 if (f != b2) v = "?x?x?";
892 /* Extract final and Terminate */
893 if ((f = *s) != '\0') *s++ = '\0';
899 /* Accept all printables except spaces and brackets */
901 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
903 if (iskanji(*s)) s++;
907 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
910 /* Extract final and Terminate */
911 if ((f = *s) != '\0') *s++ = '\0';
917 if (streq(b+1, "SYS"))
922 else if (streq(b+1, "KEYBOARD"))
924 v = ANGBAND_KEYBOARD;
928 else if (streq(b+1, "GRAF"))
933 /* Monochrome mode */
934 else if (streq(b+1, "MONOCHROME"))
943 else if (streq(b+1, "RACE"))
953 else if (streq(b+1, "CLASS"))
963 else if (streq(b+1, "PLAYER"))
965 static char tmp_player_name[32];
967 for (pn = p_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
977 *tpn = my_strchr(" []", *pn) ? '_' : *pn;
984 else if (streq(b+1, "REALM1"))
987 v = E_realm_names[p_ptr->realm1];
989 v = realm_names[p_ptr->realm1];
994 else if (streq(b+1, "REALM2"))
997 v = E_realm_names[p_ptr->realm2];
999 v = realm_names[p_ptr->realm2];
1004 else if (streq(b+1, "LEVEL"))
1006 sprintf(tmp, "%02d", p_ptr->lev);
1010 /* Autopick auto-register is in-use or not? */
1011 else if (streq(b+1, "AUTOREGISTER"))
1013 if (p_ptr->autopick_autoregister)
1020 else if (streq(b+1, "MONEY"))
1022 sprintf(tmp, "%09ld", (long int)p_ptr->au);
1043 #define PREF_TYPE_NORMAL 0
1044 #define PREF_TYPE_AUTOPICK 1
1045 #define PREF_TYPE_HISTPREF 2
1048 * @brief process_pref_fileのサブルーチン /
1049 * Open the "user pref file" and parse it.
1050 * @param name 読み込むファイル名
1051 * @param preftype prefファイルのタイプ
1056 * v: output buffer array
1057 * f: final character
1062 static errr process_pref_file_aux(cptr name, int preftype)
1074 bool bypass = FALSE;
1078 fp = my_fopen(name, "r");
1081 if (!fp) return (-1);
1083 /* Process the file */
1084 while (0 == my_fgets(fp, buf, sizeof(buf)))
1089 /* Skip "empty" lines */
1090 if (!buf[0]) continue;
1092 /* Skip "blank" lines */
1094 if (!iskanji(buf[0]))
1096 if (iswspace(buf[0])) continue;
1099 if (buf[0] == '#') continue;
1106 /* Process "?:<expr>" */
1107 if ((buf[0] == '?') && (buf[1] == ':'))
1116 /* Parse the expr */
1117 v = process_pref_file_expr(&s, &f);
1120 bypass = (streq(v, "0") ? TRUE : FALSE);
1124 /* Apply conditionals */
1125 if (bypass) continue;
1128 /* Process "%:<file>" */
1131 static int depth_count = 0;
1133 /* Ignore if deeper than 20 level */
1134 if (depth_count > 20) continue;
1136 /* Count depth level */
1139 /* Process that file if allowed */
1142 case PREF_TYPE_AUTOPICK:
1143 (void)process_autopick_file(buf + 2);
1145 case PREF_TYPE_HISTPREF:
1146 (void)process_histpref_file(buf + 2);
1149 (void)process_pref_file(buf + 2);
1153 /* Set back depth level */
1159 /* Process the line */
1160 err = process_pref_file_command(buf);
1162 /* This is not original pref line... */
1165 if (preftype != PREF_TYPE_AUTOPICK)
1167 err = process_autopick_file_command(buf);
1175 /* Print error message */
1176 /* ToDo: Add better error messages */
1177 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'."),
1178 _(name, err), line, _(err, name));
1179 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1183 /* Close the file */
1190 * @brief pref設定ファイルを読み込み設定を反映させる /
1191 * Process the "user pref file" with the given name
1192 * @param name 読み込むファイル名
1196 * See the functions above for a list of legal "commands".
1197 * We also accept the special "?" and "%" directives, which
1198 * allow conditional evaluation and filename inclusion.
1201 errr process_pref_file(cptr name)
1207 /* Build the filename */
1208 path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1210 /* Process the system pref file */
1211 err1 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1213 /* Stop at parser errors, but not at non-existing file */
1214 if (err1 > 0) return err1;
1217 /* Build the filename */
1218 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1220 /* Process the user pref file */
1221 err2 = process_pref_file_aux(buf, PREF_TYPE_NORMAL);
1224 /* User file does not exist, but read system pref file */
1225 if (err2 < 0 && !err1)
1228 /* Result of user file processing */
1237 * Operating hours for ANGBAND (defaults to non-work hours)
1239 static char days[7][29] =
1241 "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1242 "MON:XXXXXXXX.........XXXXXXX",
1243 "TUE:XXXXXXXX.........XXXXXXX",
1244 "WED:XXXXXXXX.........XXXXXXX",
1245 "THU:XXXXXXXX.........XXXXXXX",
1246 "FRI:XXXXXXXX.........XXXXXXX",
1247 "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1251 * Restict usage (defaults to no restrictions)
1253 static bool check_time_flag = FALSE;
1259 * @brief Angbandプレイ禁止時刻をチェック /
1263 errr check_time(void)
1271 /* No restrictions */
1272 if (!check_time_flag) return (0);
1274 /* Check for time violation */
1275 c = time((time_t *)0);
1279 if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1289 * @brief Angbandプレイ禁止時刻の初期化 /
1290 * Initialize CHECK_TIME
1293 errr check_time_init(void)
1303 /* Build the filename */
1304 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1307 fp = my_fopen(buf, "r");
1309 /* No file, no restrictions */
1310 if (!fp) return (0);
1312 /* Assume restrictions */
1313 check_time_flag = TRUE;
1315 /* Parse the file */
1316 while (0 == my_fgets(fp, buf, sizeof(buf)))
1318 /* Skip comments and blank lines */
1319 if (!buf[0] || (buf[0] == '#')) continue;
1321 /* Chop the buffer */
1324 /* Extract the info */
1325 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1326 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1327 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1328 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1329 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1330 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1331 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1347 #ifndef MAXHOSTNAMELEN
1348 # define MAXHOSTNAMELEN 64
1351 typedef struct statstime statstime;
1357 unsigned int v_pgpgin;
1358 unsigned int v_pgpgout;
1359 unsigned int v_pswpin;
1360 unsigned int v_pswpout;
1361 unsigned int v_intr;
1367 unsigned int v_swtch;
1369 struct timeval boottime;
1370 struct timeval curtime;
1374 * Maximal load (if any).
1376 static int check_load_value = 0;
1382 * @brief Angbandプレイ禁止ホストのチェック /
1386 errr check_load(void)
1391 struct statstime st;
1393 /* Success if not checking */
1394 if (!check_load_value) return (0);
1396 /* Check the load */
1397 if (0 == rstat("localhost", &st))
1399 long val1 = (long)(st.avenrun[2]);
1400 long val2 = (long)(check_load_value) * FSCALE;
1402 /* Check for violation */
1403 if (val1 >= val2) return (1);
1414 * @brief Angbandプレイ禁止ホストの設定初期化 /
1415 * Initialize CHECK_LOAD
1418 errr check_load_init(void)
1427 char temphost[MAXHOSTNAMELEN+1];
1428 char thishost[MAXHOSTNAMELEN+1];
1431 /* Build the filename */
1432 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1434 /* Open the "load" file */
1435 fp = my_fopen(buf, "r");
1437 /* No file, no restrictions */
1438 if (!fp) return (0);
1441 check_load_value = 100;
1443 /* Get the host name */
1444 (void)gethostname(thishost, (sizeof thishost) - 1);
1447 while (0 == my_fgets(fp, buf, sizeof(buf)))
1451 /* Skip comments and blank lines */
1452 if (!buf[0] || (buf[0] == '#')) continue;
1454 /* Parse, or ignore */
1455 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1457 /* Skip other hosts */
1458 if (!streq(temphost, thishost) &&
1459 !streq(temphost, "localhost")) continue;
1461 /* Use that value */
1462 check_load_value = value;
1467 /* Close the file */
1477 #define ENTRY_BARE_HAND 0
1478 #define ENTRY_TWO_HANDS 1
1479 #define ENTRY_RIGHT_HAND1 2
1480 #define ENTRY_LEFT_HAND1 3
1481 #define ENTRY_LEFT_HAND2 4
1482 #define ENTRY_RIGHT_HAND2 5
1483 #define ENTRY_POSTURE 6
1484 #define ENTRY_SHOOT_HIT_DAM 7
1485 #define ENTRY_SHOOT_POWER 8
1486 #define ENTRY_SPEED 9
1487 #define ENTRY_BASE_AC 10
1488 #define ENTRY_LEVEL 11
1489 #define ENTRY_CUR_EXP 12
1490 #define ENTRY_MAX_EXP 13
1491 #define ENTRY_EXP_TO_ADV 14
1492 #define ENTRY_GOLD 15
1493 #define ENTRY_DAY 16
1496 #define ENTRY_PLAY_TIME 19
1497 #define ENTRY_SKILL_FIGHT 20
1498 #define ENTRY_SKILL_SHOOT 21
1499 #define ENTRY_SKILL_SAVING 22
1500 #define ENTRY_SKILL_STEALTH 23
1501 #define ENTRY_SKILL_PERCEP 24
1502 #define ENTRY_SKILL_SEARCH 25
1503 #define ENTRY_SKILL_DISARM 26
1504 #define ENTRY_SKILL_DEVICE 27
1505 #define ENTRY_SKILL_DIG 45
1508 #define ENTRY_BLOWS 28
1509 #define ENTRY_SHOTS 29
1510 #define ENTRY_AVG_DMG 30
1511 #define ENTRY_INFRA 31
1513 #define ENTRY_NAME 32
1514 #define ENTRY_SEX 33
1515 #define ENTRY_RACE 34
1516 #define ENTRY_CLASS 35
1517 #define ENTRY_REALM 36
1518 #define ENTRY_PATRON 37
1519 #define ENTRY_AGE 38
1520 #define ENTRY_HEIGHT 39
1521 #define ENTRY_WEIGHT 40
1522 #define ENTRY_SOCIAL 41
1523 #define ENTRY_ALIGN 42
1525 #define ENTRY_EXP_ANDR 43
1526 #define ENTRY_EXP_TO_ADV_ANDR 44
1535 } disp_player_line[]
1538 { 1, 10, 25, "打撃修正(格闘)"},
1539 { 1, 10, 25, "打撃修正(両手)"},
1540 { 1, 10, 25, "打撃修正(右手)"},
1541 { 1, 10, 25, "打撃修正(左手)"},
1542 { 1, 11, 25, "打撃修正(左手)"},
1543 { 1, 11, 25, "打撃修正(右手)"},
1545 { 1, 15, 25, "射撃攻撃修正"},
1546 { 1, 16, 25, "射撃武器倍率"},
1549 {29, 13, 21, "レベル"},
1550 {29, 14, 21, "経験値"},
1551 {29, 15, 21, "最大経験"},
1552 {29, 16, 21, "次レベル"},
1553 {29, 17, 21, "所持金"},
1557 {29, 20, 21, "プレイ時間"},
1558 {53, 10, -1, "打撃命中 :"},
1559 {53, 11, -1, "射撃命中 :"},
1560 {53, 12, -1, "魔法防御 :"},
1561 {53, 13, -1, "隠密行動 :"},
1562 {53, 15, -1, "知覚 :"},
1563 {53, 16, -1, "探索 :"},
1564 {53, 17, -1, "解除 :"},
1565 {53, 18, -1, "魔法道具 :"},
1566 { 1, 12, 25, "打撃回数"},
1567 { 1, 17, 25, "射撃回数"},
1568 { 1, 13, 25, "平均ダメージ"},
1569 {53, 20, -1, "赤外線視力:"},
1570 {26, 1, -1, "名前 : "},
1571 { 1, 3, -1, "性別 : "},
1572 { 1, 4, -1, "種族 : "},
1573 { 1, 5, -1, "職業 : "},
1574 { 1, 6, -1, "魔法 : "},
1575 { 1, 7, -1, "守護魔神 : "},
1579 {29, 6, 21, "社会的地位"},
1581 {29, 14, 21, "強化度"},
1582 {29, 16, 21, "次レベル"},
1583 {53, 19, -1, "掘削 :" },
1587 { 1, 10, 25, "Bare hand"},
1588 { 1, 10, 25, "Two hands"},
1589 { 1, 10, 25, "Right hand"},
1590 { 1, 10, 25, "Left hand"},
1591 { 1, 11, 25, "Left hand"},
1592 { 1, 11, 25, "Right hand"},
1593 { 1, 11, 25, "Posture"},
1594 { 1, 15, 25, "Shooting"},
1595 { 1, 16, 25, "Multiplier"},
1596 { 1, 20, 25, "Speed"},
1598 {29, 13, 21, "Level"},
1599 {29, 14, 21, "Experience"},
1600 {29, 15, 21, "Max Exp"},
1601 {29, 16, 21, "Exp to Adv"},
1602 {29, 17, 21, "Gold"},
1603 {29, 19, 21, "Time"},
1604 {29, 10, 21, "Hit point"},
1605 {29, 11, 21, "SP (Mana)"},
1606 {29, 20, 21, "Play time"},
1607 {53, 10, -1, "Fighting : "},
1608 {53, 11, -1, "Bows/Throw : "},
1609 {53, 12, -1, "SavingThrow: "},
1610 {53, 13, -1, "Stealth : "},
1611 {53, 15, -1, "Perception : "},
1612 {53, 16, -1, "Searching : "},
1613 {53, 17, -1, "Disarming : "},
1614 {53, 18, -1, "MagicDevice: "},
1615 { 1, 12, 25, "Blows/Round"},
1616 { 1, 17, 25, "Shots/Round"},
1617 { 1, 13, 25, "AverageDmg/Rnd"},
1618 {53, 20, -1, "Infra-Vision: "},
1619 {26, 1, -1, "Name : "},
1620 { 1, 3, -1, "Sex : "},
1621 { 1, 4, -1, "Race : "},
1622 { 1, 5, -1, "Class : "},
1623 { 1, 6, -1, "Magic : "},
1624 { 1, 7, -1, "Patron : "},
1626 {29, 4, 21, "Height"},
1627 {29, 5, 21, "Weight"},
1628 {29, 6, 21, "Social Class"},
1629 {29, 7, 21, "Align"},
1630 {29, 14, 21, "Construction"},
1631 {29, 16, 21, "Const to Adv"},
1632 {53, 19, -1, "Digging :" },
1637 * @brief プレイヤーのステータス1種を出力する
1639 * @param val 値を保管した文字列ポインタ
1640 * @param attr 項目表示の色
1643 static void display_player_one_line(int entry, cptr val, TERM_COLOR attr)
1647 int row = disp_player_line[entry].row;
1648 int col = disp_player_line[entry].col;
1649 int len = disp_player_line[entry].len;
1650 cptr head = disp_player_line[entry].header;
1652 int head_len = strlen(head);
1654 Term_putstr(col, row, -1, TERM_WHITE, head);
1661 int val_len = len - head_len;
1662 sprintf(buf, "%*.*s", val_len, val_len, val);
1663 Term_putstr(col + head_len, row, -1, attr, buf);
1667 Term_putstr(col + head_len, row, -1, attr, val);
1674 * @brief プレイヤーの打撃能力修正を表示する
1675 * @param hand 武器の装備部位ID
1676 * @param hand_entry 項目ID
1679 static void display_player_melee_bonus(int hand, int hand_entry)
1682 HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
1683 HIT_POINT show_todam = p_ptr->dis_to_d[hand];
1684 object_type *o_ptr = &inventory[INVEN_RARM + hand];
1686 /* Hack -- add in weapon info if known */
1687 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1688 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1690 show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
1693 sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1695 /* Dump the bonuses to hit/dam */
1696 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1697 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1698 else if (p_ptr->ryoute)
1699 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1701 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1706 * @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
1707 * Prints the following information on the screen.
1710 static void display_player_middle(void)
1715 HIT_PROB show_tohit = p_ptr->dis_to_h_b;
1716 HIT_POINT show_todam = 0;
1719 object_type *o_ptr = &inventory[INVEN_BOW];
1726 display_player_melee_bonus(0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1729 if (p_ptr->hidarite)
1731 display_player_melee_bonus(1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1733 else if ((p_ptr->pclass == CLASS_MONK) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
1736 if (p_ptr->special_defense & KAMAE_MASK)
1738 for (i = 0; i < MAX_KAMAE; i++)
1740 if ((p_ptr->special_defense >> i) & KAMAE_GENBU) break;
1743 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1746 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1749 /* Apply weapon bonuses */
1750 if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1751 if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1753 if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1754 show_tohit += p_ptr->weapon_exp[0][o_ptr->sval] / 400;
1756 show_tohit += (p_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1758 show_tohit += p_ptr->skill_thb / BTH_PLUS_ADJ;
1761 display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1763 if (inventory[INVEN_BOW].k_idx)
1765 tmul = bow_tmul(inventory[INVEN_BOW].sval);
1767 /* Get extra "power" from "extra might" */
1768 if (p_ptr->xtra_might) tmul++;
1770 tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
1774 display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1776 /* Dump the armor class */
1777 display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", p_ptr->dis_ac, p_ptr->dis_to_a), TERM_L_BLUE);
1785 i = p_ptr->pspeed-110;
1787 /* Hack -- Visually "undo" the Search Mode Slowdown */
1788 if (p_ptr->action == ACTION_SEARCH) i += 10;
1793 attr = TERM_L_GREEN;
1807 attr = TERM_L_UMBER;
1814 if (IS_FAST()) tmp_speed += 10;
1815 if (p_ptr->slow) tmp_speed -= 10;
1816 if (p_ptr->lightspeed) tmp_speed = 99;
1820 if (MON_FAST(&m_list[p_ptr->riding])) tmp_speed += 10;
1821 if (MON_SLOW(&m_list[p_ptr->riding])) tmp_speed -= 10;
1827 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1829 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1839 sprintf(buf, "(%+d)", i);
1841 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1844 display_player_one_line(ENTRY_SPEED, buf, attr);
1847 /* Dump character level */
1848 display_player_one_line(ENTRY_LEVEL, format("%d", p_ptr->lev), TERM_L_GREEN);
1850 /* Dump experience */
1851 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1852 else e = ENTRY_CUR_EXP;
1854 if (p_ptr->exp >= p_ptr->max_exp)
1855 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_L_GREEN);
1857 display_player_one_line(e, format("%ld", p_ptr->exp), TERM_YELLOW);
1859 /* Dump max experience */
1860 if (p_ptr->prace == RACE_ANDROID)
1863 display_player_one_line(ENTRY_MAX_EXP, format("%ld", p_ptr->max_exp), TERM_L_GREEN);
1865 /* Dump exp to advance */
1866 if (p_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1867 else e = ENTRY_EXP_TO_ADV;
1869 if (p_ptr->lev >= PY_MAX_LEVEL)
1870 display_player_one_line(e, "*****", TERM_L_GREEN);
1871 else if (p_ptr->prace == RACE_ANDROID)
1872 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1874 display_player_one_line(e, format("%ld", (s32b)(player_exp[p_ptr->lev - 1] * p_ptr->expfact / 100L)), TERM_L_GREEN);
1877 display_player_one_line(ENTRY_GOLD, format("%ld", p_ptr->au), TERM_L_GREEN);
1882 extract_day_hour_min(&day, &hour, &min);
1884 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1885 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1887 display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1889 /* Dump hit point */
1890 if (p_ptr->chp >= p_ptr->mhp)
1891 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_L_GREEN);
1892 else if (p_ptr->chp > (p_ptr->mhp * hitpoint_warn) / 10)
1893 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_YELLOW);
1895 display_player_one_line(ENTRY_HP, format("%4d/%4d", p_ptr->chp , p_ptr->mhp), TERM_RED);
1897 /* Dump mana power */
1898 if (p_ptr->csp >= p_ptr->msp)
1899 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_L_GREEN);
1900 else if (p_ptr->csp > (p_ptr->msp * mana_warn) / 10)
1901 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_YELLOW);
1903 display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
1905 /* Dump play time */
1906 display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", playtime/(60*60), (playtime/60)%60, playtime%60), TERM_L_GREEN);
1911 * Hack -- pass color info around this file
1913 static TERM_COLOR likert_color = TERM_WHITE;
1917 * @brief 技能ランクの表示基準を定める
1918 * Returns a "rating" of x depending on y
1920 * @param y 技能値に対するランク基準比
1923 static cptr likert(int x, int y)
1925 static char dummy[20] = "", dummy2[20] = "";
1926 memset(dummy, 0, strlen(dummy));
1927 memset(dummy2, 0, strlen(dummy2));
1932 if(show_actual_value)
1934 sprintf(dummy, "%3d-", x);
1937 /* Negative value */
1940 likert_color = TERM_L_DARK;
1941 strcat(dummy, _("最低", "Very Bad"));
1946 /* Analyze the value */
1951 likert_color = TERM_RED;
1952 strcat(dummy, _("悪い", "Bad"));
1955 likert_color = TERM_L_RED;
1956 strcat(dummy, _("劣る", "Poor"));
1961 likert_color = TERM_ORANGE;
1962 strcat(dummy, _("普通", "Fair"));
1966 likert_color = TERM_YELLOW;
1967 strcat(dummy, _("良い", "Good"));
1971 likert_color = TERM_YELLOW;
1972 strcat(dummy, _("大変良い", "Very Good"));
1977 likert_color = TERM_L_GREEN;
1978 strcat(dummy, _("卓越", "Excellent"));
1986 likert_color = TERM_GREEN;
1987 strcat(dummy, _("超越", "Superb"));
1994 likert_color = TERM_BLUE;
1995 strcat(dummy, _("英雄的", "Heroic"));
1999 likert_color = TERM_VIOLET;
2000 sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2001 (int)((((x / y) - 17) * 5) / 2));
2002 strcat(dummy, dummy2);
2013 * @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
2014 * Prints ratings on certain abilities
2017 * This code is "imitated" elsewhere to "dump" a character sheet.
2019 static void display_player_various(void)
2021 int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2022 int xthn, xthb, xfos, xsrh;
2023 int xdis, xdev, xsav, xstl;
2027 BIT_FLAGS flgs[TR_FLAG_SIZE];
2028 int shots, shot_frac;
2033 if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
2034 if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2035 if (p_ptr->muta2 & MUT2_BEAK) muta_att++;
2036 if (p_ptr->muta2 & MUT2_TRUNK) muta_att++;
2037 if (p_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2039 xthn = p_ptr->skill_thn + (p_ptr->to_h_m * BTH_PLUS_ADJ);
2041 /* Shooting Skill (with current bow and normal missile) */
2042 o_ptr = &inventory[INVEN_BOW];
2043 tmp = p_ptr->to_h_b + o_ptr->to_h;
2044 xthb = p_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2046 /* If the player is wielding one? */
2049 ENERGY energy_fire = bow_energy(o_ptr->sval);
2051 /* Calculate shots per round */
2052 shots = p_ptr->num_fire * 100;
2053 shot_frac = (shots * 100 / energy_fire) % 100;
2054 shots = shots / energy_fire;
2055 if (o_ptr->name1 == ART_CRIMSON)
2059 if (p_ptr->pclass == CLASS_ARCHER)
2061 /* Extra shot at level 10 */
2062 if (p_ptr->lev >= 10) shots++;
2064 /* Extra shot at level 30 */
2065 if (p_ptr->lev >= 30) shots++;
2067 /* Extra shot at level 45 */
2068 if (p_ptr->lev >= 45) shots++;
2078 for(i = 0; i < 2; i++)
2080 damage[i] = p_ptr->dis_to_d[i] * 100;
2081 if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
2083 PLAYER_LEVEL level = p_ptr->lev;
2089 if (p_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2090 if (p_ptr->special_defense & KAMAE_BYAKKO)
2091 basedam = monk_ave_damage[level][1];
2092 else if (p_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2093 basedam = monk_ave_damage[level][2];
2095 basedam = monk_ave_damage[level][0];
2099 o_ptr = &inventory[INVEN_RARM + i];
2101 /* Average damage per round */
2107 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2108 if (object_is_known(o_ptr))
2110 damage[i] += o_ptr->to_d * 100;
2111 to_h[i] += o_ptr->to_h;
2113 basedam = ((o_ptr->dd + p_ptr->to_dd[i]) * (o_ptr->ds + p_ptr->to_ds[i] + 1)) * 50;
2114 object_flags_known(o_ptr, flgs);
2116 basedam = calc_expect_crit(o_ptr->weight, to_h[i], basedam, p_ptr->dis_to_h[i], dokubari);
2117 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2123 else if (have_flag(flgs, TR_VORPAL))
2125 /* vorpal flag only */
2129 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2130 basedam = basedam * 7 / 2;
2134 damage[i] += basedam;
2135 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2136 if (damage[i] < 0) damage[i] = 0;
2138 blows1 = p_ptr->migite ? p_ptr->num_blow[0]: 0;
2139 blows2 = p_ptr->hidarite ? p_ptr->num_blow[1] : 0;
2141 /* Basic abilities */
2143 xdis = p_ptr->skill_dis;
2144 xdev = p_ptr->skill_dev;
2145 xsav = p_ptr->skill_sav;
2146 xstl = p_ptr->skill_stl;
2147 xsrh = p_ptr->skill_srh;
2148 xfos = p_ptr->skill_fos;
2149 xdig = p_ptr->skill_dig;
2152 desc = likert(xthn, 12);
2153 display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2155 desc = likert(xthb, 12);
2156 display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2158 desc = likert(xsav, 7);
2159 display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2161 /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2162 desc = likert((xstl > 0) ? xstl : -1, 1);
2163 display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2165 desc = likert(xfos, 6);
2166 display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2168 desc = likert(xsrh, 6);
2169 display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2171 desc = likert(xdis, 8);
2172 display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2174 desc = likert(xdev, 6);
2175 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2177 desc = likert(xdev, 6);
2178 display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2180 desc = likert(xdig, 4);
2181 display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2184 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2186 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2188 display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2191 if ((damage[0]+damage[1]) == 0)
2194 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2196 display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2198 display_player_one_line(ENTRY_INFRA, format("%d feet", p_ptr->see_infra * 10), TERM_WHITE);
2204 * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2205 * Prints ratings on certain abilities
2206 * @param flgs フラグを保管する配列
2209 * Obtain the "flags" for the player as if he was an item
2211 * xtra1.c周りと多重実装になっているのを何とかする
2213 static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2218 for (i = 0; i < TR_FLAG_SIZE; i++)
2222 switch (p_ptr->pclass)
2225 if (p_ptr->lev > 44)
2226 add_flag(flgs, TR_REGEN);
2228 if (p_ptr->lev > 29)
2229 add_flag(flgs, TR_RES_FEAR);
2232 if (p_ptr->lev > 39)
2233 add_flag(flgs, TR_RES_FEAR);
2235 case CLASS_CHAOS_WARRIOR:
2236 if (p_ptr->lev > 29)
2237 add_flag(flgs, TR_RES_CHAOS);
2238 if (p_ptr->lev > 39)
2239 add_flag(flgs, TR_RES_FEAR);
2242 case CLASS_FORCETRAINER:
2243 if ((p_ptr->lev > 9) && !heavy_armor())
2244 add_flag(flgs, TR_SPEED);
2245 if ((p_ptr->lev>24) && !heavy_armor())
2246 add_flag(flgs, TR_FREE_ACT);
2250 add_flag(flgs, TR_SPEED);
2253 if ((!inventory[INVEN_RARM].k_idx || p_ptr->migite) &&
2254 (!inventory[INVEN_LARM].k_idx || p_ptr->hidarite))
2255 add_flag(flgs, TR_SPEED);
2257 add_flag(flgs, TR_FREE_ACT);
2259 add_flag(flgs, TR_SLOW_DIGEST);
2260 add_flag(flgs, TR_RES_FEAR);
2261 if (p_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2262 if (p_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2263 if (p_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2265 case CLASS_MINDCRAFTER:
2267 add_flag(flgs, TR_RES_FEAR);
2268 if (p_ptr->lev > 19)
2269 add_flag(flgs, TR_SUST_WIS);
2270 if (p_ptr->lev > 29)
2271 add_flag(flgs, TR_RES_CONF);
2272 if (p_ptr->lev > 39)
2273 add_flag(flgs, TR_TELEPATHY);
2276 add_flag(flgs, TR_RES_SOUND);
2278 case CLASS_BERSERKER:
2279 add_flag(flgs, TR_SUST_STR);
2280 add_flag(flgs, TR_SUST_DEX);
2281 add_flag(flgs, TR_SUST_CON);
2282 add_flag(flgs, TR_REGEN);
2283 add_flag(flgs, TR_FREE_ACT);
2284 add_flag(flgs, TR_SPEED);
2285 if (p_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2287 case CLASS_MIRROR_MASTER:
2288 if(p_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2291 break; /* Do nothing */
2295 if (p_ptr->mimic_form)
2297 switch(p_ptr->mimic_form)
2300 add_flag(flgs, TR_HOLD_EXP);
2301 add_flag(flgs, TR_RES_CHAOS);
2302 add_flag(flgs, TR_RES_NETHER);
2303 add_flag(flgs, TR_RES_FIRE);
2304 add_flag(flgs, TR_SEE_INVIS);
2305 add_flag(flgs, TR_SPEED);
2307 case MIMIC_DEMON_LORD:
2308 add_flag(flgs, TR_HOLD_EXP);
2309 add_flag(flgs, TR_RES_CHAOS);
2310 add_flag(flgs, TR_RES_NETHER);
2311 add_flag(flgs, TR_RES_FIRE);
2312 add_flag(flgs, TR_RES_COLD);
2313 add_flag(flgs, TR_RES_ELEC);
2314 add_flag(flgs, TR_RES_ACID);
2315 add_flag(flgs, TR_RES_POIS);
2316 add_flag(flgs, TR_RES_CONF);
2317 add_flag(flgs, TR_RES_DISEN);
2318 add_flag(flgs, TR_RES_NEXUS);
2319 add_flag(flgs, TR_RES_FEAR);
2320 add_flag(flgs, TR_IM_FIRE);
2321 add_flag(flgs, TR_SH_FIRE);
2322 add_flag(flgs, TR_SEE_INVIS);
2323 add_flag(flgs, TR_TELEPATHY);
2324 add_flag(flgs, TR_LEVITATION);
2325 add_flag(flgs, TR_SPEED);
2328 add_flag(flgs, TR_HOLD_EXP);
2329 add_flag(flgs, TR_RES_DARK);
2330 add_flag(flgs, TR_RES_NETHER);
2331 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2332 add_flag(flgs, TR_RES_POIS);
2333 add_flag(flgs, TR_RES_COLD);
2334 add_flag(flgs, TR_SEE_INVIS);
2335 add_flag(flgs, TR_SPEED);
2341 switch (p_ptr->prace)
2344 add_flag(flgs, TR_RES_LITE);
2347 add_flag(flgs, TR_HOLD_EXP);
2350 add_flag(flgs, TR_FREE_ACT);
2353 add_flag(flgs, TR_RES_BLIND);
2356 add_flag(flgs, TR_RES_DARK);
2358 case RACE_HALF_TROLL:
2359 add_flag(flgs, TR_SUST_STR);
2360 if (p_ptr->lev > 14)
2362 add_flag(flgs, TR_REGEN);
2363 if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
2365 add_flag(flgs, TR_SLOW_DIGEST);
2367 * Let's not make Regeneration a disadvantage
2368 * for the poor warriors who can never learn
2369 * a spell that satisfies hunger (actually
2370 * neither can rogues, but half-trolls are not
2371 * supposed to play rogues)
2377 add_flag(flgs, TR_SUST_CON);
2378 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2381 add_flag(flgs, TR_RES_LITE);
2382 add_flag(flgs, TR_SEE_INVIS);
2384 case RACE_BARBARIAN:
2385 add_flag(flgs, TR_RES_FEAR);
2387 case RACE_HALF_OGRE:
2388 add_flag(flgs, TR_SUST_STR);
2389 add_flag(flgs, TR_RES_DARK);
2391 case RACE_HALF_GIANT:
2392 add_flag(flgs, TR_RES_SHARDS);
2393 add_flag(flgs, TR_SUST_STR);
2395 case RACE_HALF_TITAN:
2396 add_flag(flgs, TR_RES_CHAOS);
2399 add_flag(flgs, TR_RES_SOUND);
2402 add_flag(flgs, TR_RES_ACID);
2403 if (p_ptr->lev > 19)
2404 add_flag(flgs, TR_IM_ACID);
2407 add_flag(flgs, TR_RES_CONF);
2408 add_flag(flgs, TR_RES_ACID);
2410 add_flag(flgs, TR_SPEED);
2413 add_flag(flgs, TR_RES_POIS);
2416 add_flag(flgs, TR_RES_DISEN);
2417 add_flag(flgs, TR_RES_DARK);
2420 add_flag(flgs, TR_RES_DARK);
2421 if (p_ptr->lev > 19)
2422 add_flag(flgs, TR_SEE_INVIS);
2424 case RACE_DRACONIAN:
2425 add_flag(flgs, TR_LEVITATION);
2427 add_flag(flgs, TR_RES_FIRE);
2429 add_flag(flgs, TR_RES_COLD);
2430 if (p_ptr->lev > 14)
2431 add_flag(flgs, TR_RES_ACID);
2432 if (p_ptr->lev > 19)
2433 add_flag(flgs, TR_RES_ELEC);
2434 if (p_ptr->lev > 34)
2435 add_flag(flgs, TR_RES_POIS);
2437 case RACE_MIND_FLAYER:
2438 add_flag(flgs, TR_SUST_INT);
2439 add_flag(flgs, TR_SUST_WIS);
2440 if (p_ptr->lev > 14)
2441 add_flag(flgs, TR_SEE_INVIS);
2442 if (p_ptr->lev > 29)
2443 add_flag(flgs, TR_TELEPATHY);
2446 add_flag(flgs, TR_RES_FIRE);
2448 add_flag(flgs, TR_SEE_INVIS);
2451 add_flag(flgs, TR_SEE_INVIS);
2452 add_flag(flgs, TR_FREE_ACT);
2453 add_flag(flgs, TR_RES_POIS);
2454 add_flag(flgs, TR_SLOW_DIGEST);
2455 if (p_ptr->lev > 34)
2456 add_flag(flgs, TR_HOLD_EXP);
2459 add_flag(flgs, TR_SEE_INVIS);
2460 add_flag(flgs, TR_RES_SHARDS);
2461 add_flag(flgs, TR_HOLD_EXP);
2462 add_flag(flgs, TR_RES_POIS);
2464 add_flag(flgs, TR_RES_COLD);
2467 add_flag(flgs, TR_SEE_INVIS);
2468 add_flag(flgs, TR_HOLD_EXP);
2469 add_flag(flgs, TR_RES_NETHER);
2470 add_flag(flgs, TR_RES_POIS);
2471 add_flag(flgs, TR_SLOW_DIGEST);
2473 add_flag(flgs, TR_RES_COLD);
2476 add_flag(flgs, TR_HOLD_EXP);
2477 add_flag(flgs, TR_RES_DARK);
2478 add_flag(flgs, TR_RES_NETHER);
2479 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2480 add_flag(flgs, TR_RES_POIS);
2481 add_flag(flgs, TR_RES_COLD);
2484 add_flag(flgs, TR_LEVITATION);
2485 add_flag(flgs, TR_FREE_ACT);
2486 add_flag(flgs, TR_RES_COLD);
2487 add_flag(flgs, TR_SEE_INVIS);
2488 add_flag(flgs, TR_HOLD_EXP);
2489 add_flag(flgs, TR_RES_NETHER);
2490 add_flag(flgs, TR_RES_POIS);
2491 add_flag(flgs, TR_SLOW_DIGEST);
2493 if (p_ptr->lev > 34)
2494 add_flag(flgs, TR_TELEPATHY);
2497 add_flag(flgs, TR_RES_LITE);
2498 add_flag(flgs, TR_LEVITATION);
2500 add_flag(flgs, TR_SPEED);
2503 add_flag(flgs, TR_RES_SOUND);
2504 add_flag(flgs, TR_RES_CONF);
2507 add_flag(flgs, TR_LEVITATION);
2508 add_flag(flgs, TR_SEE_INVIS);
2511 add_flag(flgs, TR_RES_FIRE);
2512 add_flag(flgs, TR_RES_NETHER);
2513 add_flag(flgs, TR_HOLD_EXP);
2515 add_flag(flgs, TR_SEE_INVIS);
2518 add_flag(flgs, TR_SUST_CON);
2521 add_flag(flgs, TR_LEVITATION);
2524 add_flag(flgs, TR_RES_CONF);
2527 add_flag(flgs, TR_FREE_ACT);
2528 add_flag(flgs, TR_RES_POIS);
2529 add_flag(flgs, TR_SLOW_DIGEST);
2530 add_flag(flgs, TR_HOLD_EXP);
2540 if (p_ptr->muta3 & MUT3_FLESH_ROT)
2542 remove_flag(flgs, TR_REGEN);
2545 if ((p_ptr->muta3 & MUT3_XTRA_FAT) ||
2546 (p_ptr->muta3 & MUT3_XTRA_LEGS) ||
2547 (p_ptr->muta3 & MUT3_SHORT_LEG))
2549 add_flag(flgs, TR_SPEED);
2552 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
2554 add_flag(flgs, TR_SH_ELEC);
2557 if (p_ptr->muta3 & MUT3_FIRE_BODY)
2559 add_flag(flgs, TR_SH_FIRE);
2560 add_flag(flgs, TR_LITE_1);
2563 if (p_ptr->muta3 & MUT3_WINGS)
2565 add_flag(flgs, TR_LEVITATION);
2568 if (p_ptr->muta3 & MUT3_FEARLESS)
2570 add_flag(flgs, TR_RES_FEAR);
2573 if (p_ptr->muta3 & MUT3_REGEN)
2575 add_flag(flgs, TR_REGEN);
2578 if (p_ptr->muta3 & MUT3_ESP)
2580 add_flag(flgs, TR_TELEPATHY);
2583 if (p_ptr->muta3 & MUT3_MOTION)
2585 add_flag(flgs, TR_FREE_ACT);
2589 if (p_ptr->pseikaku == SEIKAKU_SEXY)
2590 add_flag(flgs, TR_AGGRAVATE);
2591 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2593 add_flag(flgs, TR_RES_BLIND);
2594 add_flag(flgs, TR_RES_CONF);
2595 add_flag(flgs, TR_HOLD_EXP);
2596 if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2598 add_flag(flgs, TR_SPEED);
2600 if (p_ptr->special_defense & KATA_FUUJIN)
2601 add_flag(flgs, TR_REFLECT);
2602 if (p_ptr->special_defense & KAMAE_GENBU)
2603 add_flag(flgs, TR_REFLECT);
2604 if (p_ptr->special_defense & KAMAE_SUZAKU)
2605 add_flag(flgs, TR_LEVITATION);
2606 if (p_ptr->special_defense & KAMAE_SEIRYU)
2608 add_flag(flgs, TR_RES_FIRE);
2609 add_flag(flgs, TR_RES_COLD);
2610 add_flag(flgs, TR_RES_ACID);
2611 add_flag(flgs, TR_RES_ELEC);
2612 add_flag(flgs, TR_RES_POIS);
2613 add_flag(flgs, TR_LEVITATION);
2614 add_flag(flgs, TR_SH_FIRE);
2615 add_flag(flgs, TR_SH_ELEC);
2616 add_flag(flgs, TR_SH_COLD);
2618 if (p_ptr->special_defense & KATA_MUSOU)
2620 add_flag(flgs, TR_RES_FEAR);
2621 add_flag(flgs, TR_RES_LITE);
2622 add_flag(flgs, TR_RES_DARK);
2623 add_flag(flgs, TR_RES_BLIND);
2624 add_flag(flgs, TR_RES_CONF);
2625 add_flag(flgs, TR_RES_SOUND);
2626 add_flag(flgs, TR_RES_SHARDS);
2627 add_flag(flgs, TR_RES_NETHER);
2628 add_flag(flgs, TR_RES_NEXUS);
2629 add_flag(flgs, TR_RES_CHAOS);
2630 add_flag(flgs, TR_RES_DISEN);
2631 add_flag(flgs, TR_REFLECT);
2632 add_flag(flgs, TR_HOLD_EXP);
2633 add_flag(flgs, TR_FREE_ACT);
2634 add_flag(flgs, TR_SH_FIRE);
2635 add_flag(flgs, TR_SH_ELEC);
2636 add_flag(flgs, TR_SH_COLD);
2637 add_flag(flgs, TR_LEVITATION);
2638 add_flag(flgs, TR_LITE_1);
2639 add_flag(flgs, TR_SEE_INVIS);
2640 add_flag(flgs, TR_TELEPATHY);
2641 add_flag(flgs, TR_SLOW_DIGEST);
2642 add_flag(flgs, TR_REGEN);
2643 add_flag(flgs, TR_SUST_STR);
2644 add_flag(flgs, TR_SUST_INT);
2645 add_flag(flgs, TR_SUST_WIS);
2646 add_flag(flgs, TR_SUST_DEX);
2647 add_flag(flgs, TR_SUST_CON);
2648 add_flag(flgs, TR_SUST_CHR);
2653 * @brief プレイヤーの一時的魔法効果による耐性を返す
2654 * Prints ratings on certain abilities
2655 * @param flgs フラグを保管する配列
2658 * xtra1.c周りと多重実装になっているのを何とかする
2660 static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2665 for (i = 0; i < TR_FLAG_SIZE; i++)
2668 if (IS_HERO() || p_ptr->shero)
2669 add_flag(flgs, TR_RES_FEAR);
2670 if (p_ptr->tim_invis)
2671 add_flag(flgs, TR_SEE_INVIS);
2672 if (p_ptr->tim_regen)
2673 add_flag(flgs, TR_REGEN);
2675 add_flag(flgs, TR_TELEPATHY);
2676 if (IS_FAST() || p_ptr->slow)
2677 add_flag(flgs, TR_SPEED);
2679 if (IS_OPPOSE_ACID() && !(p_ptr->special_defense & DEFENSE_ACID) && !(prace_is_(RACE_YEEK) && (p_ptr->lev > 19)))
2680 add_flag(flgs, TR_RES_ACID);
2681 if (IS_OPPOSE_ELEC() && !(p_ptr->special_defense & DEFENSE_ELEC))
2682 add_flag(flgs, TR_RES_ELEC);
2683 if (IS_OPPOSE_FIRE() && !(p_ptr->special_defense & DEFENSE_FIRE))
2684 add_flag(flgs, TR_RES_FIRE);
2685 if (IS_OPPOSE_COLD() && !(p_ptr->special_defense & DEFENSE_COLD))
2686 add_flag(flgs, TR_RES_COLD);
2687 if (IS_OPPOSE_POIS())
2688 add_flag(flgs, TR_RES_POIS);
2690 if (p_ptr->special_attack & ATTACK_ACID)
2691 add_flag(flgs, TR_BRAND_ACID);
2692 if (p_ptr->special_attack & ATTACK_ELEC)
2693 add_flag(flgs, TR_BRAND_ELEC);
2694 if (p_ptr->special_attack & ATTACK_FIRE)
2695 add_flag(flgs, TR_BRAND_FIRE);
2696 if (p_ptr->special_attack & ATTACK_COLD)
2697 add_flag(flgs, TR_BRAND_COLD);
2698 if (p_ptr->special_attack & ATTACK_POIS)
2699 add_flag(flgs, TR_BRAND_POIS);
2700 if (p_ptr->special_defense & DEFENSE_ACID)
2701 add_flag(flgs, TR_IM_ACID);
2702 if (p_ptr->special_defense & DEFENSE_ELEC)
2703 add_flag(flgs, TR_IM_ELEC);
2704 if (p_ptr->special_defense & DEFENSE_FIRE)
2705 add_flag(flgs, TR_IM_FIRE);
2706 if (p_ptr->special_defense & DEFENSE_COLD)
2707 add_flag(flgs, TR_IM_COLD);
2708 if (p_ptr->wraith_form)
2709 add_flag(flgs, TR_REFLECT);
2711 if (p_ptr->tim_reflect)
2712 add_flag(flgs, TR_REFLECT);
2714 if (p_ptr->magicdef)
2716 add_flag(flgs, TR_RES_BLIND);
2717 add_flag(flgs, TR_RES_CONF);
2718 add_flag(flgs, TR_REFLECT);
2719 add_flag(flgs, TR_FREE_ACT);
2720 add_flag(flgs, TR_LEVITATION);
2722 if (p_ptr->tim_res_nether)
2724 add_flag(flgs, TR_RES_NETHER);
2726 if (p_ptr->tim_sh_fire)
2728 add_flag(flgs, TR_SH_FIRE);
2732 add_flag(flgs, TR_RES_FEAR);
2733 add_flag(flgs, TR_RES_LITE);
2734 add_flag(flgs, TR_RES_DARK);
2735 add_flag(flgs, TR_RES_BLIND);
2736 add_flag(flgs, TR_RES_CONF);
2737 add_flag(flgs, TR_RES_SOUND);
2738 add_flag(flgs, TR_RES_SHARDS);
2739 add_flag(flgs, TR_RES_NETHER);
2740 add_flag(flgs, TR_RES_NEXUS);
2741 add_flag(flgs, TR_RES_CHAOS);
2742 add_flag(flgs, TR_RES_DISEN);
2743 add_flag(flgs, TR_REFLECT);
2744 add_flag(flgs, TR_HOLD_EXP);
2745 add_flag(flgs, TR_FREE_ACT);
2746 add_flag(flgs, TR_SH_FIRE);
2747 add_flag(flgs, TR_SH_ELEC);
2748 add_flag(flgs, TR_SH_COLD);
2749 add_flag(flgs, TR_LEVITATION);
2750 add_flag(flgs, TR_LITE_1);
2751 add_flag(flgs, TR_SEE_INVIS);
2752 add_flag(flgs, TR_TELEPATHY);
2753 add_flag(flgs, TR_SLOW_DIGEST);
2754 add_flag(flgs, TR_REGEN);
2755 add_flag(flgs, TR_SUST_STR);
2756 add_flag(flgs, TR_SUST_INT);
2757 add_flag(flgs, TR_SUST_WIS);
2758 add_flag(flgs, TR_SUST_DEX);
2759 add_flag(flgs, TR_SUST_CON);
2760 add_flag(flgs, TR_SUST_CHR);
2764 if (p_ptr->realm1 == REALM_HEX)
2766 if (hex_spelling(HEX_DEMON_AURA))
2768 add_flag(flgs, TR_SH_FIRE);
2769 add_flag(flgs, TR_REGEN);
2771 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2772 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2777 /* Mode flags for displaying player flags */
2778 #define DP_CURSE 0x01
2784 * @brief プレイヤーの装備一覧をシンボルで並べる
2786 * @param y 表示するコンソールの行
2787 * @param x 表示するコンソールの列
2791 static void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2800 /* Weapon flags need only two column */
2801 if (mode & DP_WP) max_i = INVEN_LARM + 1;
2802 else max_i = INVEN_TOTAL;
2804 /* Dump equippy chars */
2805 for (i = INVEN_RARM; i < max_i; i++)
2808 o_ptr = &inventory[i];
2810 a = object_attr(o_ptr);
2811 c = object_char(o_ptr);
2813 /* Clear the part of the screen */
2814 if (!equippy_chars || !o_ptr->k_idx)
2821 Term_putch(x + i - INVEN_RARM, y, a, c);
2827 * @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
2830 void print_equippy(void)
2832 display_player_equippy(ROW_EQUIPPY, COL_EQUIPPY, 0);
2836 * @brief プレイヤーの装備による免疫フラグを返す
2837 * @param flgs フラグを保管する配列
2840 * xtra1.c周りと多重実装になっているのを何とかする
2842 static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2847 for (i = 0; i < TR_FLAG_SIZE; i++)
2850 /* Check equipment */
2851 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2853 u32b o_flgs[TR_FLAG_SIZE];
2858 o_ptr = &inventory[i];
2860 if (!o_ptr->k_idx) continue;
2863 object_flags_known(o_ptr, o_flgs);
2865 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2866 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2867 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2868 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2873 * @brief プレイヤーの種族による免疫フラグを返す
2874 * @param flgs フラグを保管する配列
2877 * xtra1.c周りと多重実装になっているのを何とかする
2879 static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2884 for (i = 0; i < TR_FLAG_SIZE; i++)
2887 if (prace_is_(RACE_SPECTRE))
2888 add_flag(flgs, TR_RES_NETHER);
2889 if (p_ptr->mimic_form == MIMIC_VAMPIRE || prace_is_(RACE_VAMPIRE))
2890 add_flag(flgs, TR_RES_DARK);
2891 if (p_ptr->mimic_form == MIMIC_DEMON_LORD)
2892 add_flag(flgs, TR_RES_FIRE);
2893 else if (prace_is_(RACE_YEEK) && p_ptr->lev > 19)
2894 add_flag(flgs, TR_RES_ACID);
2898 * @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
2899 * @param flgs フラグを保管する配列
2902 * xtra1.c周りと多重実装になっているのを何とかする
2904 static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
2909 for (i = 0; i < TR_FLAG_SIZE; i++)
2912 if (p_ptr->special_defense & DEFENSE_ACID)
2913 add_flag(flgs, TR_RES_ACID);
2914 if (p_ptr->special_defense & DEFENSE_ELEC)
2915 add_flag(flgs, TR_RES_ELEC);
2916 if (p_ptr->special_defense & DEFENSE_FIRE)
2917 add_flag(flgs, TR_RES_FIRE);
2918 if (p_ptr->special_defense & DEFENSE_COLD)
2919 add_flag(flgs, TR_RES_COLD);
2920 if (p_ptr->wraith_form)
2921 add_flag(flgs, TR_RES_DARK);
2925 * @brief プレイヤーの種族による弱点フラグを返す
2926 * @param flgs フラグを保管する配列
2929 * xtra1.c周りと多重実装になっているのを何とかする
2931 static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
2936 for (i = 0; i < TR_FLAG_SIZE; i++)
2939 if ((p_ptr->muta3 & MUT3_VULN_ELEM) || (p_ptr->special_defense & KATA_KOUKIJIN))
2941 add_flag(flgs, TR_RES_ACID);
2942 add_flag(flgs, TR_RES_ELEC);
2943 add_flag(flgs, TR_RES_FIRE);
2944 add_flag(flgs, TR_RES_COLD);
2946 if (prace_is_(RACE_ANDROID))
2947 add_flag(flgs, TR_RES_ELEC);
2948 if (prace_is_(RACE_ENT))
2949 add_flag(flgs, TR_RES_FIRE);
2950 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) ||
2951 (p_ptr->mimic_form == MIMIC_VAMPIRE))
2952 add_flag(flgs, TR_RES_LITE);
2957 * A struct for storing misc. flags
2960 BIT_FLAGS player_flags[TR_FLAG_SIZE];
2961 BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
2962 BIT_FLAGS player_imm[TR_FLAG_SIZE];
2963 BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
2964 BIT_FLAGS player_vuln[TR_FLAG_SIZE];
2965 BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
2970 * @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 /
2971 * Helper function, see below
2972 * @param row コンソール表示位置の左上行
2973 * @param col コンソール表示位置の左上列
2974 * @param header コンソール上で表示する特性名
2975 * @param flag1 参照する特性ID
2976 * @param f プレイヤーの特性情報構造体
2977 * @param mode 表示オプション
2980 static void display_flag_aux(TERM_LEN row, TERM_LEN col, cptr header,
2981 int flag1, all_player_flags *f, u16b mode)
2986 byte header_color = TERM_L_DARK;
2987 int header_col = col;
2989 if (have_flag(f->player_vuln, flag1) &&
2990 !(have_flag(f->known_obj_imm, flag1) ||
2991 have_flag(f->player_imm, flag1) ||
2992 have_flag(f->tim_player_imm, flag1)))
2996 col += strlen(header) + 1;
2998 /* Weapon flags need only two column */
2999 if (mode & DP_WP) max_i = INVEN_LARM + 1;
3000 else max_i = INVEN_TOTAL;
3002 /* Check equipment */
3003 for (i = INVEN_RARM; i < max_i; i++)
3005 BIT_FLAGS flgs[TR_FLAG_SIZE];
3009 o_ptr = &inventory[i];
3012 object_flags_known(o_ptr, flgs);
3015 if (!(mode & DP_IMM))
3016 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3019 if (mode & DP_CURSE)
3021 if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3023 c_put_str(TERM_L_DARK, "+", row, col);
3024 header_color = TERM_WHITE;
3026 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3028 c_put_str(TERM_WHITE, "+", row, col);
3029 header_color = TERM_WHITE;
3031 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3033 c_put_str(TERM_WHITE, "*", row, col);
3034 header_color = TERM_WHITE;
3037 else if (flag1 == TR_LITE_1)
3039 if (have_dark_flag(flgs))
3041 c_put_str(TERM_L_DARK, "+", row, col);
3042 header_color = TERM_WHITE;
3044 else if (have_lite_flag(flgs))
3046 c_put_str(TERM_WHITE, "+", row, col);
3047 header_color = TERM_WHITE;
3052 if (have_flag(flgs, flag1))
3054 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3055 (mode & DP_IMM) ? "*" : "+", row, col);
3056 header_color = TERM_WHITE;
3064 /* Assume that player flag is already written */
3067 if (header_color != TERM_L_DARK)
3069 /* Overwrite Header Color */
3070 c_put_str(header_color, header, row, header_col);
3076 c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3079 if (have_flag(f->player_flags, flag1))
3081 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3082 header_color = TERM_WHITE;
3085 /* Timed player flags */
3086 if (have_flag(f->tim_player_flags, flag1))
3088 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3089 header_color = TERM_WHITE;
3093 if (have_flag(f->tim_player_imm, flag1))
3095 c_put_str(TERM_YELLOW, "*", row, col);
3096 header_color = TERM_WHITE;
3098 if (have_flag(f->player_imm, flag1))
3100 c_put_str(TERM_WHITE, "*", row, col);
3101 header_color = TERM_WHITE;
3105 if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3108 c_put_str(header_color, header, row, header_col);
3113 * @brief プレイヤーの特性フラグ一覧表示1 /
3114 * Special display, part 1
3117 static void display_player_flag_info(void)
3124 /* Extract flags and store */
3125 player_flags(f.player_flags);
3126 tim_player_flags(f.tim_player_flags);
3127 player_immunity(f.player_imm);
3128 tim_player_immunity(f.tim_player_imm);
3129 known_obj_immunity(f.known_obj_imm);
3130 player_vuln_flags(f.player_vuln);
3137 display_player_equippy(row-2, col+8, 0);
3138 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3141 display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
3142 display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
3143 display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3144 display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3145 display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3146 display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3147 display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3148 display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3149 display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
3150 display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3151 display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3152 display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3153 display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3154 display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3156 display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
3157 display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
3158 display_flag_aux(row+1, col, "Elec :", TR_RES_ELEC, &f, 0);
3159 display_flag_aux(row+1, col, "Elec :", TR_IM_ELEC, &f, DP_IMM);
3160 display_flag_aux(row+2, col, "Fire :", TR_RES_FIRE, &f, 0);
3161 display_flag_aux(row+2, col, "Fire :", TR_IM_FIRE, &f, DP_IMM);
3162 display_flag_aux(row+3, col, "Cold :", TR_RES_COLD, &f, 0);
3163 display_flag_aux(row+3, col, "Cold :", TR_IM_COLD, &f, DP_IMM);
3164 display_flag_aux(row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3165 display_flag_aux(row+5, col, "Light :", TR_RES_LITE, &f, 0);
3166 display_flag_aux(row+6, col, "Dark :", TR_RES_DARK, &f, 0);
3167 display_flag_aux(row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3168 display_flag_aux(row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3169 display_flag_aux(row+9, col, "Conf :", TR_RES_CONF, &f, 0);
3178 display_player_equippy(row-2, col+8, 0);
3180 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3183 display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3184 display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3185 display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3186 display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3187 display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3188 display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3189 display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
3190 display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3191 display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3192 display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3194 display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3195 display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3196 display_flag_aux(row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3197 display_flag_aux(row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3198 display_flag_aux(row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3199 display_flag_aux(row+5, col, "Fear :", TR_RES_FEAR, &f, 0);
3200 display_flag_aux(row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3201 display_flag_aux(row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3202 display_flag_aux(row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3203 display_flag_aux(row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3212 display_player_equippy(row-2, col+12, 0);
3214 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3217 display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
3218 display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
3219 display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3220 display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3221 display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
3222 display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
3223 display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
3224 display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
3225 display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
3226 display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
3228 display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
3229 display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3230 display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3231 display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
3232 display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
3233 display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3234 display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
3235 display_flag_aux(row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3236 display_flag_aux(row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3237 display_flag_aux(row+9, col, "Cursed :", 0, &f, DP_CURSE);
3244 * @brief プレイヤーの特性フラグ一覧表示2 /
3245 * Special display, part 2
3248 static void display_player_other_flag_info(void)
3255 /* Extract flags and store */
3256 player_flags(f.player_flags);
3257 tim_player_flags(f.tim_player_flags);
3258 player_immunity(f.player_imm);
3259 tim_player_immunity(f.tim_player_imm);
3260 known_obj_immunity(f.known_obj_imm);
3261 player_vuln_flags(f.player_vuln);
3268 display_player_equippy(row-2, col+12, DP_WP);
3270 c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3273 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3274 display_flag_aux(row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3275 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3276 display_flag_aux(row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3277 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3278 display_flag_aux(row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3279 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_SLAY_DRAGON, &f, DP_WP);
3280 display_flag_aux(row+ 3, col, "龍 倍打 :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3281 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3282 display_flag_aux(row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3283 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3284 display_flag_aux(row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3285 display_flag_aux(row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3286 display_flag_aux(row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3287 display_flag_aux(row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3288 display_flag_aux(row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3289 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3290 display_flag_aux(row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3291 display_flag_aux(row+ 9, col, "溶解 :", TR_BRAND_ACID, &f, DP_WP);
3292 display_flag_aux(row+10, col, "電撃 :", TR_BRAND_ELEC, &f, DP_WP);
3293 display_flag_aux(row+11, col, "焼棄 :", TR_BRAND_FIRE, &f, DP_WP);
3294 display_flag_aux(row+12, col, "凍結 :", TR_BRAND_COLD, &f, DP_WP);
3295 display_flag_aux(row+13, col, "毒殺 :", TR_BRAND_POIS, &f, DP_WP);
3296 display_flag_aux(row+14, col, "切れ味 :", TR_VORPAL, &f, DP_WP);
3297 display_flag_aux(row+15, col, "地震 :", TR_IMPACT, &f, DP_WP);
3298 display_flag_aux(row+16, col, "吸血 :", TR_VAMPIRIC, &f, DP_WP);
3299 display_flag_aux(row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3300 display_flag_aux(row+18, col, "理力 :", TR_FORCE_WEAPON, &f, DP_WP);
3302 display_flag_aux(row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3303 display_flag_aux(row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3304 display_flag_aux(row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3305 display_flag_aux(row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3306 display_flag_aux(row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3307 display_flag_aux(row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3308 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3309 display_flag_aux(row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3310 display_flag_aux(row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3311 display_flag_aux(row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3312 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3313 display_flag_aux(row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3314 display_flag_aux(row+ 6, col, "Slay Orc :", TR_SLAY_ORC, &f, DP_WP);
3315 display_flag_aux(row+ 6, col, "Slay Orc :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3316 display_flag_aux(row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3317 display_flag_aux(row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3318 display_flag_aux(row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3319 display_flag_aux(row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3320 display_flag_aux(row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3321 display_flag_aux(row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3322 display_flag_aux(row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3323 display_flag_aux(row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3324 display_flag_aux(row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3325 display_flag_aux(row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3326 display_flag_aux(row+15, col, "Quake :", TR_IMPACT, &f, DP_WP);
3327 display_flag_aux(row+16, col, "Vampiric :", TR_VAMPIRIC, &f, DP_WP);
3328 display_flag_aux(row+17, col, "Chaotic :", TR_CHAOTIC, &f, DP_WP);
3329 display_flag_aux(row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3338 display_player_equippy(row-2, col+13, 0);
3339 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3342 display_flag_aux(row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3343 display_flag_aux(row+ 1, col, "邪悪ESP :", TR_ESP_EVIL, &f, 0);
3344 display_flag_aux(row+ 2, col, "無生物ESP :", TR_ESP_NONLIVING, &f, 0);
3345 display_flag_aux(row+ 3, col, "善良ESP :", TR_ESP_GOOD, &f, 0);
3346 display_flag_aux(row+ 4, col, "不死ESP :", TR_ESP_UNDEAD, &f, 0);
3347 display_flag_aux(row+ 5, col, "悪魔ESP :", TR_ESP_DEMON, &f, 0);
3348 display_flag_aux(row+ 6, col, "龍ESP :", TR_ESP_DRAGON, &f, 0);
3349 display_flag_aux(row+ 7, col, "人間ESP :", TR_ESP_HUMAN, &f, 0);
3350 display_flag_aux(row+ 8, col, "動物ESP :", TR_ESP_ANIMAL, &f, 0);
3351 display_flag_aux(row+ 9, col, "オークESP :", TR_ESP_ORC, &f, 0);
3352 display_flag_aux(row+10, col, "トロルESP :", TR_ESP_TROLL, &f, 0);
3353 display_flag_aux(row+11, col, "巨人ESP :", TR_ESP_GIANT, &f, 0);
3354 display_flag_aux(row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3355 display_flag_aux(row+13, col, "腕力維持 :", TR_SUST_STR, &f, 0);
3356 display_flag_aux(row+14, col, "知力維持 :", TR_SUST_INT, &f, 0);
3357 display_flag_aux(row+15, col, "賢さ維持 :", TR_SUST_WIS, &f, 0);
3358 display_flag_aux(row+16, col, "器用維持 :", TR_SUST_DEX, &f, 0);
3359 display_flag_aux(row+17, col, "耐久維持 :", TR_SUST_CON, &f, 0);
3360 display_flag_aux(row+18, col, "魅力維持 :", TR_SUST_CHR, &f, 0);
3362 display_flag_aux(row+ 0, col, "Telepathy :", TR_TELEPATHY, &f, 0);
3363 display_flag_aux(row+ 1, col, "ESP Evil :", TR_ESP_EVIL, &f, 0);
3364 display_flag_aux(row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3365 display_flag_aux(row+ 3, col, "ESP Good :", TR_ESP_GOOD, &f, 0);
3366 display_flag_aux(row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3367 display_flag_aux(row+ 5, col, "ESP Demon :", TR_ESP_DEMON, &f, 0);
3368 display_flag_aux(row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3369 display_flag_aux(row+ 7, col, "ESP Human :", TR_ESP_HUMAN, &f, 0);
3370 display_flag_aux(row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3371 display_flag_aux(row+ 9, col, "ESP Orc :", TR_ESP_ORC, &f, 0);
3372 display_flag_aux(row+10, col, "ESP Troll :", TR_ESP_TROLL, &f, 0);
3373 display_flag_aux(row+11, col, "ESP Giant :", TR_ESP_GIANT, &f, 0);
3374 display_flag_aux(row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3375 display_flag_aux(row+13, col, "Sust Str :", TR_SUST_STR, &f, 0);
3376 display_flag_aux(row+14, col, "Sust Int :", TR_SUST_INT, &f, 0);
3377 display_flag_aux(row+15, col, "Sust Wis :", TR_SUST_WIS, &f, 0);
3378 display_flag_aux(row+16, col, "Sust Dex :", TR_SUST_DEX, &f, 0);
3379 display_flag_aux(row+17, col, "Sust Con :", TR_SUST_CON, &f, 0);
3380 display_flag_aux(row+18, col, "Sust Chr :", TR_SUST_CHR, &f, 0);
3387 col = col + 12 + 17;
3389 display_player_equippy(row-2, col+14, 0);
3391 c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3394 display_flag_aux(row+ 0, col, "追加攻撃 :", TR_BLOWS, &f, 0);
3395 display_flag_aux(row+ 1, col, "採掘 :", TR_TUNNEL, &f, 0);
3396 display_flag_aux(row+ 2, col, "赤外線視力 :", TR_INFRA, &f, 0);
3397 display_flag_aux(row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3398 display_flag_aux(row+ 4, col, "隠密 :", TR_STEALTH, &f, 0);
3399 display_flag_aux(row+ 5, col, "探索 :", TR_SEARCH, &f, 0);
3401 display_flag_aux(row+ 7, col, "乗馬 :", TR_RIDING, &f, 0);
3402 display_flag_aux(row+ 8, col, "投擲 :", TR_THROW, &f, 0);
3403 display_flag_aux(row+ 9, col, "祝福 :", TR_BLESSED, &f, 0);
3404 display_flag_aux(row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3405 display_flag_aux(row+11, col, "反魔法 :", TR_NO_MAGIC, &f, 0);
3406 display_flag_aux(row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3408 display_flag_aux(row+14, col, "経験値減少 :", TR_DRAIN_EXP, &f, 0);
3409 display_flag_aux(row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3410 display_flag_aux(row+16, col, "反感 :", TR_AGGRAVATE, &f, 0);
3411 display_flag_aux(row+17, col, "太古の怨念 :", TR_TY_CURSE, &f, 0);
3413 display_flag_aux(row+ 0, col, "Add Blows :", TR_BLOWS, &f, 0);
3414 display_flag_aux(row+ 1, col, "Add Tunnel :", TR_TUNNEL, &f, 0);
3415 display_flag_aux(row+ 2, col, "Add Infra :", TR_INFRA, &f, 0);
3416 display_flag_aux(row+ 3, col, "Add Device :", TR_MAGIC_MASTERY, &f, 0);
3417 display_flag_aux(row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3418 display_flag_aux(row+ 5, col, "Add Search :", TR_SEARCH, &f, 0);
3420 display_flag_aux(row+ 7, col, "Riding :", TR_RIDING, &f, 0);
3421 display_flag_aux(row+ 8, col, "Throw :", TR_THROW, &f, 0);
3422 display_flag_aux(row+ 9, col, "Blessed :", TR_BLESSED, &f, 0);
3423 display_flag_aux(row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3424 display_flag_aux(row+11, col, "Anti Magic :", TR_NO_MAGIC, &f, 0);
3425 display_flag_aux(row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3427 display_flag_aux(row+14, col, "Drain Exp :", TR_DRAIN_EXP, &f, 0);
3428 display_flag_aux(row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3429 display_flag_aux(row+16, col, "Aggravate :", TR_AGGRAVATE, &f, 0);
3430 display_flag_aux(row+17, col, "TY Curse :", TR_TY_CURSE, &f, 0);
3437 * @brief プレイヤーの特性フラグ一覧表示2a /
3438 * Special display, part 2a
3441 static void display_player_misc_info(void)
3446 /* Display basics */
3448 put_str("名前 :", 1, 26);
3449 put_str("性別 :", 3, 1);
3450 put_str("種族 :", 4, 1);
3451 put_str("職業 :", 5, 1);
3453 put_str("Name :", 1, 26);
3454 put_str("Sex :", 3, 1);
3455 put_str("Race :", 4, 1);
3456 put_str("Class :", 5, 1);
3459 strcpy(tmp,ap_ptr->title);
3466 strcat(tmp,p_ptr->name);
3468 c_put_str(TERM_L_BLUE, tmp, 1, 34);
3469 c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3470 c_put_str(TERM_L_BLUE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3471 c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3473 /* Display extras */
3475 put_str("レベル:", 6, 1);
3476 put_str("HP :", 7, 1);
3477 put_str("MP :", 8, 1);
3479 put_str("Level :", 6, 1);
3480 put_str("Hits :", 7, 1);
3481 put_str("Mana :", 8, 1);
3485 (void)sprintf(buf, "%d", (int)p_ptr->lev);
3486 c_put_str(TERM_L_BLUE, buf, 6, 9);
3487 (void)sprintf(buf, "%d/%d", (int)p_ptr->chp, (int)p_ptr->mhp);
3488 c_put_str(TERM_L_BLUE, buf, 7, 9);
3489 (void)sprintf(buf, "%d/%d", (int)p_ptr->csp, (int)p_ptr->msp);
3490 c_put_str(TERM_L_BLUE, buf, 8, 9);
3495 * @brief プレイヤーの特性フラグ一覧表示2b /
3496 * Special display, part 2b
3500 * How to print out the modifications and sustains.
3501 * Positive mods with no sustain will be light green.
3502 * Positive mods with a sustain will be dark green.
3503 * Sustains (with no modification) will be a dark green 's'.
3504 * Negative mods (from a curse) will be red.
3505 * Huge mods (>9), like from MICoMorgoth, will be a '*'
3506 * No mod, no sustain, will be a slate '.'
3509 static void display_player_stat_info(void)
3516 BIT_FLAGS flgs[TR_FLAG_SIZE];
3530 /* Print out the labels for the columns */
3532 c_put_str(TERM_WHITE, "能力", row, stat_col+1);
3533 c_put_str(TERM_BLUE, " 基本", row, stat_col+7);
3534 c_put_str(TERM_L_BLUE, " 種 職 性 装 ", row, stat_col+13);
3535 c_put_str(TERM_L_GREEN, "合計", row, stat_col+28);
3536 c_put_str(TERM_YELLOW, "現在", row, stat_col+35);
3538 c_put_str(TERM_WHITE, "Stat", row, stat_col+1);
3539 c_put_str(TERM_BLUE, " Base", row, stat_col+7);
3540 c_put_str(TERM_L_BLUE, "RacClaPerMod", row, stat_col+13);
3541 c_put_str(TERM_L_GREEN, "Actual", row, stat_col+26);
3542 c_put_str(TERM_YELLOW, "Current", row, stat_col+32);
3546 /* Display the stats */
3547 for (i = 0; i < 6; i++)
3551 if (p_ptr->mimic_form) r_adj = mimic_info[p_ptr->mimic_form].r_adj[i];
3552 else r_adj = rp_ptr->r_adj[i];
3554 /* Calculate equipment adjustment */
3557 /* Icky formula to deal with the 18 barrier */
3558 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] > 18))
3559 e_adj = (p_ptr->stat_top[i] - p_ptr->stat_max[i]) / 10;
3560 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] <= 18))
3561 e_adj = p_ptr->stat_top[i] - p_ptr->stat_max[i];
3562 if ((p_ptr->stat_max[i] <= 18) && (p_ptr->stat_top[i] > 18))
3563 e_adj = (p_ptr->stat_top[i] - 18) / 10 - p_ptr->stat_max[i] + 18;
3565 if ((p_ptr->stat_max[i] > 18) && (p_ptr->stat_top[i] <= 18))
3566 e_adj = p_ptr->stat_top[i] - (p_ptr->stat_max[i] - 19) / 10 - 19;
3568 if (prace_is_(RACE_ENT))
3574 if (p_ptr->lev > 25) r_adj++;
3575 if (p_ptr->lev > 40) r_adj++;
3576 if (p_ptr->lev > 45) r_adj++;
3579 if (p_ptr->lev > 25) r_adj--;
3580 if (p_ptr->lev > 40) r_adj--;
3581 if (p_ptr->lev > 45) r_adj--;
3587 e_adj -= cp_ptr->c_adj[i];
3588 e_adj -= ap_ptr->a_adj[i];
3590 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3591 /* Reduced name of stat */
3592 c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3594 c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3597 /* Internal "natural" max value. Maxes at 18/100 */
3598 /* This is useful to see if you are maxed out */
3599 cnv_stat(p_ptr->stat_max[i], buf);
3600 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3602 c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3604 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3606 /* Race, class, and equipment modifiers */
3607 (void)sprintf(buf, "%3d", r_adj);
3608 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3609 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3610 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3611 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3612 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3613 (void)sprintf(buf, "%3d", (int)e_adj);
3614 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3616 /* Actual maximal modified value */
3617 cnv_stat(p_ptr->stat_top[i], buf);
3618 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3620 /* Only display stat_use if not maximal */
3621 if (p_ptr->stat_use[i] < p_ptr->stat_top[i])
3623 cnv_stat(p_ptr->stat_use[i], buf);
3624 c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3629 col = stat_col + 41;
3631 /* Header and Footer */
3632 c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3633 c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3635 /* Process equipment */
3636 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3639 o_ptr = &inventory[i];
3641 /* Acquire "known" flags */
3642 object_flags_known(o_ptr, flgs);
3644 /* Initialize color based of sign of pval. */
3645 for (stat = 0; stat < 6; stat++)
3652 if (have_flag(flgs, stat))
3658 if (o_ptr->pval > 0)
3664 if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3667 if (have_flag(flgs, stat + TR_SUST_STR))
3669 /* Dark green for sustained stats */
3674 if (o_ptr->pval < 0)
3680 if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3685 else if (have_flag(flgs, stat + TR_SUST_STR))
3687 /* Dark green "s" */
3692 /* Dump proper character */
3693 Term_putch(col, row + stat+1, a, c);
3704 for (stat = 0; stat < 6; stat++)
3711 if (p_ptr->muta3 || p_ptr->tsuyoshi)
3717 if (p_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3718 if (p_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3719 if (p_ptr->tsuyoshi) dummy += 4;
3721 else if (stat == A_WIS || stat == A_INT)
3723 if (p_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3724 if (p_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3726 else if (stat == A_DEX)
3728 if (p_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3729 if (p_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3730 if (p_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3732 else if (stat == A_CON)
3734 if (p_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3735 if (p_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3736 if (p_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3737 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3738 if (p_ptr->tsuyoshi) dummy += 4;
3740 else if (stat == A_CHR)
3742 if (p_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3743 if (p_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3744 if (p_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3745 if (p_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3746 if (p_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3747 if (p_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3763 if (dummy < 10) c = '0' + dummy;
3773 if (dummy > -10) c = '0' - dummy;
3780 if (have_flag(flgs, stat + TR_SUST_STR))
3782 /* Dark green "s" */
3789 Term_putch(col, row + stat+1, a, c);
3795 * @brief プレイヤーのステータス表示メイン処理
3796 * Display the character on the screen (various modes)
3797 * @param mode 表示モードID
3801 * The top one and bottom two lines are left blank.
3802 * Mode 0 = standard display with skills
3803 * Mode 1 = standard display with history
3804 * Mode 2 = summary of various things
3805 * Mode 3 = summary of various things (part 2)
3806 * Mode 4 = mutations
3809 void display_player(BIT_FLAGS mode)
3817 if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
3826 if ((mode == 0) || (mode == 1))
3828 /* Name, Sex, Race, Class */
3830 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", p_ptr->name);
3832 sprintf(tmp, "%s %s", ap_ptr->title, p_ptr->name);
3835 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3836 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3837 display_player_one_line(ENTRY_RACE, (p_ptr->mimic_form ? mimic_info[p_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3838 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3843 sprintf(tmp, "%s, %s", realm_names[p_ptr->realm1], realm_names[p_ptr->realm2]);
3845 strcpy(tmp, realm_names[p_ptr->realm1]);
3846 display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3849 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3850 display_player_one_line(ENTRY_PATRON, chaos_patrons[p_ptr->chaos_patron], TERM_L_BLUE);
3852 /* Age, Height, Weight, Social */
3853 /* 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 */
3855 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)p_ptr->age), TERM_L_BLUE);
3856 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((p_ptr->ht*254)/100)), TERM_L_BLUE);
3857 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((p_ptr->wt*4536)/10000)), TERM_L_BLUE);
3858 display_player_one_line(ENTRY_SOCIAL, format("%d " ,(int)p_ptr->sc), TERM_L_BLUE);
3860 display_player_one_line(ENTRY_AGE, format("%d" ,(int)p_ptr->age), TERM_L_BLUE);
3861 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)p_ptr->ht), TERM_L_BLUE);
3862 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)p_ptr->wt), TERM_L_BLUE);
3863 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)p_ptr->sc), TERM_L_BLUE);
3865 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment()), TERM_L_BLUE);
3868 /* Display the stats */
3869 for (i = 0; i < 6; i++)
3871 /* Special treatment of "injured" stats */
3872 if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
3876 /* Use lowercase stat name */
3877 put_str(stat_names_reduced[i], 3 + i, 53);
3879 /* Get the current stat */
3880 value = p_ptr->stat_use[i];
3882 /* Obtain the current stat (modified) */
3883 cnv_stat(value, buf);
3885 /* Display the current stat (modified) */
3886 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3888 /* Acquire the max stat */
3889 value = p_ptr->stat_top[i];
3891 /* Obtain the maximum stat (modified) */
3892 cnv_stat(value, buf);
3894 /* Display the maximum stat (modified) */
3895 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3898 /* Normal treatment of "normal" stats */
3901 /* Assume uppercase stat name */
3902 put_str(stat_names[i], 3 + i, 53);
3904 /* Obtain the current stat (modified) */
3905 cnv_stat(p_ptr->stat_use[i], buf);
3907 /* Display the current stat (modified) */
3908 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3911 if (p_ptr->stat_max[i] == p_ptr->stat_max_max[i])
3913 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3917 /* Display "history" info */
3921 put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3923 for (i = 0; i < 4; i++)
3925 put_str(p_ptr->history[i], i + 12, 10);
3932 if (p_ptr->total_winner)
3935 sprintf(statmsg, "…あなたは勝利の後%sした。", streq(p_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3937 sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3940 else if (!dun_level)
3943 sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
3945 sprintf(statmsg, "...You were killed by %s in %s.", p_ptr->died_from, map_name());
3948 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3950 /* Get the quest text */
3951 /* Bewere that INIT_ASSIGN resets the cur_num. */
3952 init_flags = INIT_NAME_ONLY;
3954 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3957 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);
3959 sprintf(statmsg, "...You were killed by %s in the quest '%s'.", p_ptr->died_from, quest[p_ptr->inside_quest].name);
3965 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);
3967 sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, dun_level, map_name());
3971 else if (character_dungeon)
3975 sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
3977 else if (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest))
3979 /* Clear the text */
3980 /* Must be done before doing INIT_SHOW_TEXT */
3981 for (i = 0; i < 10; i++)
3983 quest_text[i][0] = '\0';
3985 quest_text_line = 0;
3987 /* Get the quest text */
3988 init_flags = INIT_NAME_ONLY;
3990 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3992 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);
3997 sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)dun_level);
3999 sprintf(statmsg, "...Now, you are exploring level %d of %s.", dun_level, map_name());
4006 char temp[64*2], *t;
4007 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4009 for(i=0 ; i<2 ; i++)
4015 put_str(t, i + 5 + 12, 10);
4023 /* Display "various" info */
4026 display_player_middle();
4027 display_player_various();
4034 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4037 display_player_misc_info();
4038 display_player_stat_info();
4039 display_player_flag_info();
4045 display_player_other_flag_info();
4050 do_cmd_knowledge_mutations();
4055 * @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
4056 * @param fff ファイルポインタ
4059 static void dump_aux_display_player(FILE *fff)
4066 /* Display player */
4069 /* Dump part of the screen */
4070 for (y = 1; y < 22; y++)
4073 for (x = 0; x < 79; x++)
4075 /* Get the attr/char */
4076 (void)(Term_what(x, y, &a, &c));
4082 /* End the string */
4085 /* Kill trailing spaces */
4086 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4089 fprintf(fff, _("%s\n", "%s\n"), buf);
4092 /* Display history */
4095 /* Dump part of the screen */
4096 for (y = 10; y < 19; y++)
4099 for (x = 0; x < 79; x++)
4101 /* Get the attr/char */
4102 (void)(Term_what(x, y, &a, &c));
4108 /* End the string */
4111 /* Kill trailing spaces */
4112 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4115 fprintf(fff, "%s\n", buf);
4120 /* Display flags (part 1) */
4123 /* Dump part of the screen */
4124 for (y = 2; y < 22; y++)
4127 for (x = 0; x < 79; x++)
4129 /* Get the attr/char */
4130 (void)(Term_what(x, y, &a, &c));
4132 /* Dump it (Ignore equippy tile graphic) */
4139 /* End the string */
4142 /* Kill trailing spaces */
4143 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4146 fprintf(fff, "%s\n", buf);
4151 /* Display flags (part 2) */
4154 /* Dump part of the screen */
4155 for (y = 1; y < 22; y++)
4158 for (x = 0; x < 79; x++)
4160 /* Get the attr/char */
4161 (void)(Term_what(x, y, &a, &c));
4163 /* Dump it (Ignore equippy tile graphic) */
4170 /* End the string */
4173 /* Kill trailing spaces */
4174 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4177 fprintf(fff, "%s\n", buf);
4185 * @brief プレイヤーのペット情報をファイルにダンプする
4186 * @param fff ファイルポインタ
4189 static void dump_aux_pet(FILE *fff)
4193 bool pet_settings = FALSE;
4196 for (i = m_max - 1; i >= 1; i--)
4198 monster_type *m_ptr = &m_list[i];
4200 if (!m_ptr->r_idx) continue;
4201 if (!is_pet(m_ptr)) continue;
4202 pet_settings = TRUE;
4203 if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
4206 fprintf(fff, _("\n\n [主なペット]\n\n", "\n\n [Leading Pets]\n\n"));
4209 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4210 fprintf(fff, "%s\n", pet_name);
4215 fprintf(fff, _("\n\n [ペットへの命令]\n", "\n\n [Command for Pets]\n"));
4217 fprintf(fff, _("\n ドアを開ける: %s", "\n Pets open doors: %s"),
4218 (p_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4220 fprintf(fff, _("\n アイテムを拾う: %s", "\n Pets pick up items: %s"),
4221 (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4223 fprintf(fff, _("\n テレポート系魔法を使う: %s", "\n Allow teleport: %s"),
4224 (p_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4226 fprintf(fff, _("\n 攻撃魔法を使う: %s", "\n Allow cast attack spell: %s"),
4227 (p_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4229 fprintf(fff, _("\n 召喚魔法を使う: %s", "\n Allow cast summon spell: %s"),
4230 (p_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4232 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"),
4233 (p_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4241 * @brief プレイヤーの職業能力情報をファイルにダンプする
4242 * @param fff ファイルポインタ
4245 static void dump_aux_class_special(FILE *fff)
4247 if (p_ptr->pclass == CLASS_BLUE_MAGE)
4254 int spellnum[MAX_MONSPELLS];
4255 s32b f4 = 0, f5 = 0, f6 = 0;
4260 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4262 strcat(p[col], _("\n\n [学習済みの青魔法]\n", "\n\n [Learned Blue Magic]\n"));
4267 set_rf_masks(&f4, &f5, &f6, j);
4270 case MONSPELL_TYPE_BOLT:
4271 strcat(p[col], _("\n [ボルト型]\n", "\n [Bolt Type]\n"));
4274 case MONSPELL_TYPE_BALL:
4275 strcat(p[col], _("\n [ボール型]\n", "\n [Ball Type]\n"));
4278 case MONSPELL_TYPE_BREATH:
4279 strcat(p[col], _("\n [ブレス型]\n", "\n [ Breath ]\n"));
4282 case MONSPELL_TYPE_SUMMON:
4283 strcat(p[col], _("\n [召喚魔法]\n", "\n [Summonning]\n"));
4286 case MONSPELL_TYPE_OTHER:
4287 strcat(p[col], _("\n [ その他 ]\n", "\n [Other Type]\n"));
4291 for (i = 0, num = 0; i < 32; i++)
4293 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4297 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4301 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4306 strcat(p[col], " ");
4308 for (i = 0; i < num; i++)
4310 if (p_ptr->magic_num2[spellnum[i]])
4313 /* Dump blue magic */
4314 l1 = strlen(p[col]);
4315 l2 = strlen(monster_powers_short[spellnum[i]]);
4316 if ((l1 + l2) >= 75)
4318 strcat(p[col], "\n");
4320 strcat(p[col], " ");
4322 strcat(p[col], monster_powers_short[spellnum[i]]);
4323 strcat(p[col], ", ");
4329 strcat(p[col], _("なし", "None"));
4333 if (p[col][strlen(p[col])-2] == ',')
4335 p[col][strlen(p[col])-2] = '\0';
4339 p[col][strlen(p[col])-10] = '\0';
4343 strcat(p[col], "\n");
4346 for (i=0;i<=col;i++)
4351 else if (p_ptr->pclass == CLASS_MAGIC_EATER)
4353 char s[EATER_EXT][MAX_NLEN];
4354 OBJECT_TYPE_VALUE tval;
4356 KIND_OBJECT_IDX k_idx;
4357 OBJECT_SUBTYPE_VALUE i;
4360 fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
4362 for (ext = 0; ext < 3; ext++)
4366 /* Dump an extent name */
4371 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4375 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4379 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4383 /* Get magic device names that were eaten */
4384 for (i = 0; i < EATER_EXT; i++)
4386 int idx = EATER_EXT * ext + i;
4388 magic_num = p_ptr->magic_num2[idx];
4389 if (!magic_num) continue;
4391 k_idx = lookup_kind(tval, i);
4392 if (!k_idx) continue;
4393 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4397 /* Dump magic devices in this extent */
4400 for (i = 0; i < eat_num; i++)
4403 if (i % 3 < 2) fputs(" ", fff);
4404 else fputs("\n", fff);
4407 if (i % 3 > 0) fputs("\n", fff);
4409 else /* Not found */
4411 fputs(_(" (なし)\n", " (none)\n"), fff);
4415 else if (p_ptr->pclass == CLASS_SMITH)
4417 int i, id[250], n = 0, row;
4419 fprintf(fff, _("\n\n [手に入れたエッセンス]\n\n", "\n\n [Get Essence]\n\n"));
4420 fprintf(fff, _("エッセンス 個数 エッセンス 個数 エッセンス 個数",
4421 "Essence Num Essence Num Essence Num "));
4422 for (i = 0; essence_name[i]; i++)
4424 if (!essence_name[i][0]) continue;
4431 for (i = 0; i < row; i++)
4434 fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
4435 if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
4436 if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
4446 * @brief クエスト情報をファイルにダンプする
4447 * @param fff ファイルポインタ
4450 static void dump_aux_quest(FILE *fff)
4456 fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
4458 /* Allocate Memory */
4459 C_MAKE(quest_num, max_q_idx, IDX);
4461 /* Sort by compete level */
4462 for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4463 ang_sort_comp = ang_sort_comp_quest_num;
4464 ang_sort_swap = ang_sort_swap_quest_num;
4465 ang_sort(quest_num, &dummy, max_q_idx);
4467 /* Dump Quest Information */
4469 do_cmd_knowledge_quests_completed(fff, quest_num);
4471 do_cmd_knowledge_quests_failed(fff, quest_num);
4475 C_KILL(quest_num, max_q_idx, IDX);
4480 * @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
4481 * @param fff ファイルポインタ
4484 static void dump_aux_last_message(FILE *fff)
4488 if (!p_ptr->total_winner)
4492 fprintf(fff, _("\n [死ぬ直前のメッセージ]\n\n", "\n [Last Messages]\n\n"));
4493 for (i = MIN(message_num(), 30); i >= 0; i--)
4495 fprintf(fff,"> %s\n",message_str((s16b)i));
4500 /* Hack -- *Winning* message */
4501 else if (p_ptr->last_message)
4503 fprintf(fff, _("\n [*勝利*メッセージ]\n\n", "\n [*Winning* Message]\n\n"));
4504 fprintf(fff," %s\n", p_ptr->last_message);
4511 * @brief 帰還場所情報をファイルにダンプする
4512 * @param fff ファイルポインタ
4515 static void dump_aux_recall(FILE *fff)
4518 fprintf(fff, _("\n [帰還場所]\n\n", "\n [Recall Depth]\n\n"));
4520 for (y = 1; y < max_d_idx; y++)
4524 if (!d_info[y].maxdepth) continue;
4525 if (!max_dlv[y]) continue;
4526 if (d_info[y].final_guardian)
4528 if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4530 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4532 fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
4533 seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4539 * @brief オプション情報をファイルにダンプする
4540 * @param fff ファイルポインタ
4543 static void dump_aux_options(FILE *fff)
4545 fprintf(fff, _("\n [オプション設定]\n", "\n [Option Settings]\n"));
4548 fprintf(fff, _("\n 保存モード: ON", "\n Preserve Mode: ON"));
4551 fprintf(fff, _("\n 保存モード: OFF", "\n Preserve Mode: OFF"));
4553 if (ironman_small_levels)
4554 fprintf(fff, _("\n 小さいダンジョン: ALWAYS", "\n Small Levels: ALWAYS"));
4555 else if (always_small_levels)
4556 fprintf(fff, _("\n 小さいダンジョン: ON", "\n Small Levels: ON"));
4557 else if (small_levels)
4558 fprintf(fff, _("\n 小さいダンジョン: ENABLED", "\n Small Levels: ENABLED"));
4560 fprintf(fff, _("\n 小さいダンジョン: OFF", "\n Small Levels: OFF"));
4564 fprintf(fff, _("\n 元祖の町のみ: ON", "\n Vanilla Town: ON"));
4566 fprintf(fff, _("\n 小規模な町: ON", "\n Lite Town: ON"));
4570 fprintf(fff, _("\n 店なし: ON", "\n No Shops: ON"));
4572 if (ironman_downward)
4573 fprintf(fff, _("\n 階段を上がれない: ON", "\n Diving Only: ON"));
4576 fprintf(fff, _("\n 普通でない部屋: ON", "\n Unusual Rooms: ON"));
4578 if (ironman_nightmare)
4579 fprintf(fff, _("\n 悪夢モード: ON", "\n Nightmare Mode: ON"));
4582 if (ironman_empty_levels)
4583 fprintf(fff, _("\n アリーナ: ALWAYS", "\n Arena Levels: ALWAYS"));
4584 else if (empty_levels)
4585 fprintf(fff, _("\n アリーナ: ENABLED", "\n Arena Levels: ENABLED"));
4587 fprintf(fff, _("\n アリーナ: OFF", "\n Arena Levels: OFF"));
4592 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"));
4599 * @brief 闘技場の情報をファイルにダンプする
4600 * @param fff ファイルポインタ
4603 static void dump_aux_arena(FILE *fff)
4605 if (lite_town || vanilla_town) return;
4607 if (p_ptr->arena_number < 0)
4609 if (p_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4611 fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4616 fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -p_ptr->arena_number,
4617 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name);
4619 fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4620 r_name + r_info[arena_info[-1 - p_ptr->arena_number].r_idx].name,
4621 -p_ptr->arena_number, get_ordinal_number_suffix(-p_ptr->arena_number));
4625 else if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
4627 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4629 else if (p_ptr->arena_number > MAX_ARENA_MONS - 1)
4631 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4636 fprintf(fff, "\n 闘技場: %2d勝\n", (p_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : p_ptr->arena_number));
4638 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");
4647 * @brief 撃破モンスターの情報をファイルにダンプする
4648 * @param fff ファイルポインタ
4651 static void dump_aux_monsters(FILE *fff)
4653 /* Monsters slain */
4656 long uniq_total = 0;
4657 long norm_total = 0;
4660 /* Sort by monster level */
4663 fprintf(fff, _("\n [倒したモンスター]\n\n", "\n [Defeated Monsters]\n\n"));
4665 /* Allocate the "who" array */
4666 C_MAKE(who, max_r_idx, s16b);
4668 /* Count monster kills */
4669 for (k = 1; k < max_r_idx; k++)
4671 monster_race *r_ptr = &r_info[k];
4673 /* Ignore unused index */
4674 if (!r_ptr->name) continue;
4676 /* Unique monsters */
4677 if (r_ptr->flags1 & RF1_UNIQUE)
4679 bool dead = (r_ptr->max_num == 0);
4684 /* Add a unique monster to the list */
4685 who[uniq_total++] = k;
4689 /* Normal monsters */
4692 if (r_ptr->r_pkills > 0)
4694 norm_total += r_ptr->r_pkills;
4700 /* No monsters is defeated */
4703 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4706 /* Defeated more than one normal monsters */
4707 else if (uniq_total == 0)
4710 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4712 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4716 /* Defeated more than one unique monsters */
4717 else /* if (uniq_total > 0) */
4720 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);
4722 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"));
4726 /* Select the sort method */
4727 ang_sort_comp = ang_sort_comp_hook;
4728 ang_sort_swap = ang_sort_swap_hook;
4730 /* Sort the array by dungeon depth of monsters */
4731 ang_sort(who, &why, uniq_total);
4732 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));
4735 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4737 monster_race *r_ptr = &r_info[who[k]];
4738 fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4743 /* Free the "who" array */
4744 C_KILL(who, max_r_idx, s16b);
4749 * @brief 元種族情報をファイルにダンプする
4750 * @param fff ファイルポインタ
4753 static void dump_aux_race_history(FILE *fff)
4755 if (p_ptr->old_race1 || p_ptr->old_race2)
4759 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);
4760 for (i = 0; i < MAX_RACES; i++)
4762 if (p_ptr->start_race == i) continue;
4765 if (!(p_ptr->old_race1 & 1L << i)) continue;
4769 if (!(p_ptr->old_race2 & 1L << (i-32))) continue;
4771 fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4780 * @brief 元魔法領域情報をファイルにダンプする
4781 * @param fff ファイルポインタ
4784 static void dump_aux_realm_history(FILE *fff)
4786 if (p_ptr->old_realm)
4791 for (i = 0; i < MAX_MAGIC; i++)
4793 if (!(p_ptr->old_realm & 1L << i)) continue;
4794 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]);
4802 * @brief 徳の情報をファイルにダンプする
4803 * @param fff ファイルポインタ
4806 static void dump_aux_virtues(FILE *fff)
4810 fprintf(fff, _("\n\n [自分に関する情報]\n\n", "\n\n [HP-rate & Max stat & Virtues]\n\n"));
4812 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4813 (2 * p_ptr->hitdie +
4814 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
4817 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4818 else fprintf(fff, "現在の体力ランク : ???\n\n");
4819 fprintf(fff, "能力の最大値\n");
4821 if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4822 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4823 fprintf(fff, "Limits of maximum stats\n");
4825 for (v_nr = 0; v_nr < 6; v_nr++)
4827 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);
4828 else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4831 fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment());
4838 * @brief 突然変異の情報をファイルにダンプする
4839 * @param fff ファイルポインタ
4842 static void dump_aux_mutations(FILE *fff)
4844 if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
4846 fprintf(fff, _("\n\n [突然変異]\n\n", "\n\n [Mutations]\n\n"));
4847 dump_mutations(fff);
4853 * @brief 所持品の情報をファイルにダンプする
4854 * @param fff ファイルポインタ
4857 static void dump_aux_equipment_inventory(FILE *fff)
4860 char o_name[MAX_NLEN];
4862 /* Dump the equipment */
4865 fprintf(fff, _(" [キャラクタの装備]\n\n", " [Character Equipment]\n\n"));
4866 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4868 object_desc(o_name, &inventory[i], 0);
4869 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
4870 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4872 fprintf(fff, "%c) %s\n",
4873 index_to_label(i), o_name);
4875 fprintf(fff, "\n\n");
4878 /* Dump the inventory */
4879 fprintf(fff, _(" [キャラクタの持ち物]\n\n", " [Character Inventory]\n\n"));
4881 for (i = 0; i < INVEN_PACK; i++)
4883 /* Don't dump the empty slots */
4884 if (!inventory[i].k_idx) break;
4886 /* Dump the inventory slots */
4887 object_desc(o_name, &inventory[i], 0);
4888 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4891 /* Add an empty line */
4892 fprintf(fff, "\n\n");
4897 * @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
4898 * @param fff ファイルポインタ
4901 static void dump_aux_home_museum(FILE *fff)
4903 char o_name[MAX_NLEN];
4906 /* Do we need it?? */
4907 /* process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x); */
4909 /* Print the home */
4910 st_ptr = &town[1].store[STORE_HOME];
4912 /* Home -- if anything there */
4913 if (st_ptr->stock_num)
4918 fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
4920 /* Dump all available items */
4921 for (i = 0; i < st_ptr->stock_num; i++)
4924 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4925 object_desc(o_name, &st_ptr->stock[i], 0);
4926 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4929 /* Add an empty line */
4930 fprintf(fff, "\n\n");
4934 /* Print the home */
4935 st_ptr = &town[1].store[STORE_MUSEUM];
4937 /* Home -- if anything there */
4938 if (st_ptr->stock_num)
4943 fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
4945 /* Dump all available items */
4946 for (i = 0; i < st_ptr->stock_num; i++)
4949 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4950 object_desc(o_name, &st_ptr->stock[i], 0);
4951 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4953 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4954 object_desc(o_name, &st_ptr->stock[i], 0);
4955 fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4960 /* Add an empty line */
4961 fprintf(fff, "\n\n");
4967 * @brief ダンプ出力のメインルーチン
4968 * Output the character dump to a file
4969 * @param fff ファイルポインタ
4972 errr make_character_dump(FILE *fff)
4975 fprintf(fff, " [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
4976 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4978 fprintf(fff, " [Hengband %d.%d.%d Character Dump]\n\n",
4979 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
4984 dump_aux_display_player(fff);
4985 dump_aux_last_message(fff);
4986 dump_aux_options(fff);
4987 dump_aux_recall(fff);
4988 dump_aux_quest(fff);
4989 dump_aux_arena(fff);
4990 dump_aux_monsters(fff);
4991 dump_aux_virtues(fff);
4992 dump_aux_race_history(fff);
4993 dump_aux_realm_history(fff);
4994 dump_aux_class_special(fff);
4995 dump_aux_mutations(fff);
4998 dump_aux_equipment_inventory(fff);
4999 dump_aux_home_museum(fff);
5001 fprintf(fff, _(" [チェックサム: \"%s\"]\n\n", " [Check Sum: \"%s\"]\n\n"), get_check_sum());
5006 * @brief プレイヤーステータスをファイルダンプ出力する
5007 * Hack -- Dump a character description file
5008 * @param name 出力ファイル名
5011 * Allow the "full" flag to dump additional info,
5012 * and trigger its usage from various places in the code.
5014 errr file_character(cptr name)
5020 /* Build the filename */
5021 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5023 /* File type is "TEXT" */
5024 FILE_TYPE(FILE_TYPE_TEXT);
5026 /* Check for existing file */
5027 fd = fd_open(buf, O_RDONLY);
5034 /* Close the file */
5038 (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);
5041 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5044 /* Open the non-existing file */
5045 if (fd < 0) fff = my_fopen(buf, "w");
5050 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);
5058 (void)make_character_dump(fff);
5064 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."));
5073 * @brief ファイル内容の一行をコンソールに出力する
5074 * Display single line of on-line help file
5075 * @param str 出力する文字列
5081 * You can insert some special color tag to change text color.
5083 * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5084 * A colored segment is between "[[[[y|" and the last "|".
5085 * You can use any single character in place of the "|".
5088 static void show_file_aux_line(cptr str, int cy, cptr shower)
5090 static const char tag_str[] = "[[[[";
5091 byte color = TERM_WHITE;
5099 /* Make a lower case version of str for searching */
5104 /* Initial cursor position */
5105 Term_gotoxy(cx, cy);
5107 for (i = 0; str[i];)
5109 int len = strlen(&str[i]);
5110 int showercol = len + 1;
5111 int bracketcol = len + 1;
5115 /* Search for a shower string in the line */
5118 ptr = my_strstr(&lcstr[i], shower);
5119 if (ptr) showercol = ptr - &lcstr[i];
5122 /* Search for a color segment tag */
5123 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5124 if (ptr) bracketcol = ptr - &str[i];
5126 /* A color tag is found */
5127 if (bracketcol < endcol) endcol = bracketcol;
5129 /* The shower string is found before the color tag */
5130 if (showercol < endcol) endcol = showercol;
5132 /* Print a segment of the line */
5133 Term_addstr(endcol, color, &str[i]);
5137 /* Shower string? */
5138 if (endcol == showercol)
5140 int showerlen = strlen(shower);
5142 /* Print the shower string in yellow */
5143 Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5148 /* Colored segment? */
5149 else if (endcol == bracketcol)
5153 /* Found the end of colored segment */
5156 /* Now looking for an another tag_str */
5159 /* Set back to the default color */
5164 /* Found a tag_str, and get a tag color */
5165 i += sizeof(tag_str)-1;
5168 color = color_char_to_attr(str[i]);
5170 /* Illegal color tag */
5171 if (color == 255 || str[i+1] == '\0')
5173 /* Illegal color tag */
5176 /* Print the broken tag as a string */
5177 Term_addstr(-1, TERM_WHITE, tag_str);
5178 cx += sizeof(tag_str)-1;
5182 /* Skip the color tag */
5185 /* Now looking for a close tag */
5188 /* Skip the close-tag-indicator */
5194 } /* for (i = 0; str[i];) */
5196 /* Clear rest of line */
5197 Term_erase(cx, cy, 255);
5202 * @brief ファイル内容をコンソールに出力する
5203 * Recursive file perusal.
5204 * @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
5205 * @param name ファイル名の文字列
5206 * @param what 内容キャプションの文字列
5207 * @param line 表示の現在行
5212 * Process various special text in the input file, including
5213 * the "menu" structures used by the "help file" system.
5214 * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5217 bool show_file(bool show_version, cptr name, cptr what, int line, BIT_FLAGS mode)
5221 /* Number of "real" lines passed by */
5224 /* Number of "real" lines in the file */
5227 /* Backup value for "line" */
5230 /* This screen has sub-screens */
5233 /* Current help file */
5236 /* Find this string (if any) */
5239 /* Jump to this tag */
5242 /* Hold strings to find/show */
5243 char finder_str[81];
5244 char shower_str[81];
5247 /* String to show */
5251 char filename[1024];
5253 /* Describe this thing */
5259 /* General buffer */
5262 /* Sub-menu information */
5265 bool reverse = (line < 0);
5269 Term_get_size(&wid, &hgt);
5273 strcpy(finder_str, "");
5276 strcpy(shower_str, "");
5279 strcpy(caption, "");
5281 /* Wipe the hooks */
5282 for (i = 0; i < 68; i++)
5287 /* Copy the filename */
5288 strcpy(filename, name);
5290 n = strlen(filename);
5292 /* Extract the tag from the filename */
5293 for (i = 0; i < n; i++)
5295 if (filename[i] == '#')
5298 tag = filename + i + 1;
5303 /* Redirect the name */
5310 strcpy(caption, what);
5312 /* Access the "file" */
5316 fff = my_fopen(path, "r");
5319 /* Look in "help" */
5323 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5325 /* Build the filename */
5326 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5329 fff = my_fopen(path, "r");
5332 /* Look in "info" */
5336 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5338 /* Build the filename */
5339 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5342 fff = my_fopen(path, "r");
5345 /* Look in "info" */
5348 /* Build the filename */
5349 path_build(path, sizeof(path), ANGBAND_DIR, name);
5351 for (i = 0; path[i]; i++)
5352 if ('\\' == path[i])
5353 path[i] = PATH_SEP[0];
5356 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5359 fff = my_fopen(path, "r");
5364 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5371 /* Pre-Parse the file */
5376 /* Read a line or stop */
5377 if (my_fgets(fff, buf, sizeof(buf))) break;
5379 /* XXX Parse "menu" items */
5380 if (prefix(str, "***** "))
5382 /* Notice "menu" requests */
5383 if ((str[6] == '[') && isalpha(str[7]))
5385 /* Extract the menu item */
5386 int k = str[7] - 'A';
5388 /* This is a menu file */
5391 if ((str[8] == ']') && (str[9] == ' '))
5393 /* Extract the menu item */
5394 strncpy(hook[k], str + 10, 31);
5396 /* Make sure it's null-terminated */
5400 /* Notice "tag" requests */
5401 else if (str[6] == '<')
5403 size_t len = strlen(str);
5405 if (str[len - 1] == '>')
5407 str[len - 1] = '\0';
5408 if (tag && streq(str + 7, tag)) line = next;
5416 /* Count the "real" lines */
5420 /* Save the number of "real" lines */
5423 /* start from bottom when reverse mode */
5424 if (line == -1) line = ((size-1)/rows)*rows;
5429 /* Display the file */
5432 /* Restart when necessary */
5433 if (line >= size - rows) line = size - rows;
5434 if (line < 0) line = 0;
5436 /* Re-open the file if needed */
5442 /* Hack -- Re-Open the file */
5443 fff = my_fopen(path, "r");
5445 if (!fff) return (FALSE);
5447 /* File has been restarted */
5451 /* Goto the selected line */
5455 if (my_fgets(fff, buf, sizeof(buf))) break;
5457 /* Skip tags/links */
5458 if (prefix(buf, "***** ")) continue;
5460 /* Count the lines */
5464 /* Dump the next 20, or rows, lines of the file */
5465 for (i = 0; i < rows; )
5469 /* Hack -- track the "first" line */
5470 if (!i) line = next;
5472 /* Get a line of the file or stop */
5473 if (my_fgets(fff, buf, sizeof(buf))) break;
5475 /* Hack -- skip "special" lines */
5476 if (prefix(buf, "***** ")) continue;
5478 /* Count the "real" lines */
5481 /* Hack -- keep searching */
5486 /* Make a lower case version of str for searching */
5487 strcpy(lc_buf, str);
5488 str_tolower(lc_buf);
5490 if (!my_strstr(lc_buf, find)) continue;
5493 /* Hack -- stop searching */
5497 show_file_aux_line(str, i + 2, shower);
5499 /* Count the printed lines */
5505 /* Clear rest of line */
5506 Term_erase(0, i + 2, 255);
5511 /* Hack -- failed search */
5521 /* Show a general "title" */
5524 prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5525 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5526 caption, line, size), 0, 0);
5530 prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5531 caption, line, size), 0, 0);
5534 /* Prompt -- small files */
5538 prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5541 /* Prompt -- large files */
5546 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5548 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5550 prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5554 /* Get a special key code */
5555 skey = inkey_special(TRUE);
5559 /* Show the help for the help */
5561 /* Hack - prevent silly recursion */
5562 if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5563 show_file(TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5566 /* Hack -- try showing */
5569 prt(_("強調: ", "Show: "), hgt - 1, 0);
5571 strcpy(back_str, shower_str);
5572 if (askfor(shower_str, 80))
5576 /* Make it lowercase */
5577 str_tolower(shower_str);
5580 shower = shower_str;
5582 else shower = NULL; /* Stop showing */
5584 else strcpy(shower_str, back_str);
5587 /* Hack -- try finding */
5591 prt(_("検索: ", "Find: "), hgt - 1, 0);
5593 strcpy(back_str, finder_str);
5594 if (askfor(finder_str, 80))
5603 /* Make finder lowercase */
5604 str_tolower(finder_str);
5607 shower = finder_str;
5609 else shower = NULL; /* Stop showing */
5611 else strcpy(finder_str, back_str);
5614 /* Hack -- go to a specific line */
5618 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5621 if (askfor(tmp, 80)) line = atoi(tmp);
5625 /* Hack -- go to the top line */
5630 /* Hack -- go to the bottom line */
5632 line = ((size - 1) / rows) * rows;
5635 /* Hack -- go to a specific file */
5639 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5640 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5642 if (askfor(tmp, 80))
5644 if (!show_file(TRUE, tmp, NULL, 0, mode)) skey = 'q';
5649 /* Allow backing up */
5651 line = line + (reverse ? rows : -rows);
5652 if (line < 0) line = 0;
5658 if (line < 0) line = 0;
5661 /* Advance a single line */
5664 line = line + (reverse ? -1 : 1);
5665 if (line < 0) line = 0;
5668 /* Move up / down */
5672 if (line < 0) line = 0;
5680 /* Advance one page */
5682 line = line + (reverse ? -rows : rows);
5683 if (line < 0) line = 0;
5692 /* Recurse on numbers */
5697 if (!(skey & SKEY_MASK) && isalpha(skey))
5700 if ((key > -1) && hook[key][0])
5702 /* Recurse on that file */
5703 if (!show_file(TRUE, hook[key], NULL, 0, mode))
5708 /* Hack, dump to file */
5717 if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5722 /* Build the filename */
5723 path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5725 /* Hack -- Re-Open the file */
5726 fff = my_fopen(path, "r");
5728 ffp = my_fopen(buff, "w");
5732 msg_print(_("ファイルを開けません。", "Failed to open file."));
5737 sprintf(xtmp, "%s: %s", p_ptr->name, what ? what : caption);
5738 my_fputs(ffp, xtmp, 80);
5739 my_fputs(ffp, "\n", 80);
5741 while (!my_fgets(fff, buff, sizeof(buff)))
5742 my_fputs(ffp, buff, 80);
5748 /* Hack -- Re-Open the file */
5749 fff = my_fopen(path, "r");
5752 /* Return to last screen */
5753 if ((skey == ESCAPE) || (skey == '<')) break;
5755 /* Exit on the ^q */
5756 if (skey == KTRL('q')) skey = 'q';
5758 /* Exit on the q key */
5759 if (skey == 'q') break;
5762 /* Close the file */
5766 if (skey == 'q') return (FALSE);
5774 * @brief ヘルプを表示するコマンドのメインルーチン
5775 * Peruse the On-Line-Help
5779 void do_cmd_help(void)
5783 /* Peruse the main help file */
5784 (void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5790 * @brief プレイヤーの名前をチェックして修正する
5791 * Process the player name.
5792 * @param sf セーブファイル名に合わせた修正を行うならばTRUE
5795 * Extract a clean "base name".
5796 * Build the savefile name if needed.
5798 void process_player_name(bool sf)
5801 char old_player_base[32] = "";
5803 if (character_generated) strcpy(old_player_base, player_base);
5805 /* Cannot be too long */
5806 #if defined(MACINTOSH) || defined(ACORN)
5807 if (strlen(p_ptr->name) > 15)
5810 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), p_ptr->name);
5814 /* Cannot contain "icky" characters */
5815 for (i = 0; p_ptr->name[i]; i++)
5817 /* No control characters */
5819 if (iskanji(p_ptr->name[i])){i++;continue;}
5820 if (iscntrl( (unsigned char)p_ptr->name[i]))
5822 if (iscntrl(p_ptr->name[i]))
5826 /* Illegal characters */
5827 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);
5834 /* Extract "useful" letters */
5835 for (i = 0; p_ptr->name[i]; i++)
5838 unsigned char c = p_ptr->name[i];
5840 char c = p_ptr->name[i];
5844 /* Convert "dot" to "underscore" */
5845 if (c == '.') c = '_';
5847 /* Accept all the letters */
5848 player_base[k++] = c;
5853 /* Extract "useful" letters */
5854 for (i = 0; p_ptr->name[i]; i++)
5857 unsigned char c = p_ptr->name[i];
5859 char c = p_ptr->name[i];
5862 /* Accept some letters */
5865 if(k + 2 >= sizeof(player_base) || !p_ptr->name[i+1]) break;
5866 player_base[k++] = c;
5868 player_base[k++] = p_ptr->name[i];
5871 else if (iskana(c)) player_base[k++] = c;
5875 /* Convert path separator to underscore */
5876 if (!strncmp(PATH_SEP, p_ptr->name+i, strlen(PATH_SEP))){
5877 player_base[k++] = '_';
5878 i += strlen(PATH_SEP);
5880 /* Convert some characters to underscore */
5881 #if defined(WINDOWS)
5882 else if (my_strchr("\"*,/:;<>?\\|", c)) player_base[k++] = '_';
5884 else if (isprint(c)) player_base[k++] = c;
5890 player_base[k] = '\0';
5892 /* Require a "base" name */
5893 if (!player_base[0]) strcpy(player_base, "PLAYER");
5896 #ifdef SAVEFILE_MUTABLE
5902 if (!savefile_base[0] && savefile[0])
5909 t = my_strstr(s, PATH_SEP);
5914 strcpy(savefile_base, s);
5917 if (!savefile_base[0] || !savefile[0])
5920 /* Change the savefile name */
5925 strcpy(savefile_base, player_base);
5927 #ifdef SAVEFILE_USE_UID
5928 /* Rename the savefile, using the player_uid and player_base */
5929 (void)sprintf(temp, "%d.%s", player_uid, player_base);
5931 /* Rename the savefile, using the player_base */
5932 (void)sprintf(temp, "%s", player_base);
5935 /* Build the filename */
5936 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5939 /* Load an autopick preference file */
5940 if (character_generated)
5942 if (!streq(old_player_base, player_base)) autopick_load_pref(FALSE);
5948 * @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
5949 * Gets a name for the character, reacting to name changes.
5953 * Assumes that "display_player(0)" has just been called
5954 * Perhaps we should NOT ask for a name (at "birth()") on
5955 * Unix machines? XXX XXX
5956 * What a horrible name for a global function.
5963 /* Save the player name */
5964 strcpy(tmp, p_ptr->name);
5966 /* Prompt for a new name */
5967 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))
5970 strcpy(p_ptr->name, tmp);
5973 if (0 == strlen(p_ptr->name))
5975 /* Use default name */
5976 strcpy(p_ptr->name, "PLAYER");
5979 strcpy(tmp,ap_ptr->title);
5986 strcat(tmp,p_ptr->name);
5988 /* Re-Draw the name (in light blue) */
5989 Term_erase(34, 1, 255);
5990 c_put_str(TERM_L_BLUE, tmp, 1, 34);
5992 /* Erase the prompt, etc */
5999 * @brief 自殺するコマンドのメインルーチン
6000 * Hack -- commit suicide
6004 void do_cmd_suicide(void)
6011 /* Verify Retirement */
6012 if (p_ptr->total_winner)
6015 if (!get_check_strict(_("引退しますか? ", "Do you want to retire? "), CHECK_NO_HISTORY)) return;
6018 /* Verify Suicide */
6022 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return;
6026 if (!p_ptr->noscore)
6028 /* Special Verification for suicide */
6029 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
6034 if (i != '@') return;
6036 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
6039 /* Initialize "last message" buffer */
6040 if (p_ptr->last_message) string_free(p_ptr->last_message);
6041 p_ptr->last_message = NULL;
6043 /* Hack -- Note *winning* message */
6044 if (p_ptr->total_winner && last_words)
6046 char buf[1024] = "";
6047 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_WINNER);
6050 while (!get_string(_("*勝利*メッセージ: ", "*Winning* message: "), buf, sizeof buf)) ;
6052 while (!get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
6056 p_ptr->last_message = string_make(buf);
6057 msg_print(p_ptr->last_message);
6062 p_ptr->playing = FALSE;
6064 /* Kill the player */
6065 p_ptr->is_dead = TRUE;
6068 p_ptr->leaving = TRUE;
6070 if (!p_ptr->total_winner)
6072 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."));
6073 do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
6074 do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
6077 /* Cause of death */
6078 (void)strcpy(p_ptr->died_from, _("途中終了", "Quitting"));
6083 * @brief セーブするコマンドのメインルーチン
6085 * @param is_autosave オートセーブ中の処理ならばTRUE
6089 void do_cmd_save_game(int is_autosave)
6091 /* Autosaves do not disturb */
6094 msg_print(_("自動セーブ中", "Autosaving the game..."));
6098 disturb(TRUE, TRUE);
6101 /* Clear messages */
6105 prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6110 /* The player is not dead */
6111 (void)strcpy(p_ptr->died_from, _("(セーブ)", "(saved)"));
6113 /* Forbid suspend */
6114 signals_ignore_tstp();
6116 /* Save the player */
6119 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6122 /* Save failed (oops) */
6125 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6128 /* Allow suspend again */
6129 signals_handle_tstp();
6134 /* Note that the player is not dead */
6135 (void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6137 /* HACK -- don't get sanity blast on updating view */
6138 is_loading_now = FALSE;
6142 /* Initialize monster process */
6145 /* HACK -- reset the hackish flag */
6146 is_loading_now = TRUE;
6151 * @brief セーブ後にゲーム中断フラグを立てる/
6152 * Save the game and exit
6156 void do_cmd_save_and_exit(void)
6158 p_ptr->playing = FALSE;
6161 p_ptr->leaving = TRUE;
6162 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6168 * Hack -- Calculates the total number of points earned -JWT-
6172 long total_points(void)
6176 u32b point, point_h, point_l;
6177 int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
6179 if (!preserve_mode) mult += 10;
6180 if (!autoroller) mult += 10;
6181 if (!smart_learn) mult -= 20;
6182 if (smart_cheat) mult += 30;
6183 if (ironman_shops) mult += 50;
6184 if (ironman_small_levels) mult += 10;
6185 if (ironman_empty_levels) mult += 20;
6186 if (!powerup_home) mult += 50;
6187 if (ironman_rooms) mult += 100;
6188 if (ironman_nightmare) mult += 100;
6190 if (mult < 5) mult = 5;
6192 for (i = 0; i < max_d_idx; i++)
6193 if(max_dlv[i] > max_dl)
6194 max_dl = max_dlv[i];
6196 point_l = (p_ptr->max_max_exp + (100 * max_dl));
6197 point_h = point_l / 0x10000L;
6198 point_l = point_l % 0x10000L;
6201 point_h += point_l / 0x10000L;
6202 point_l %= 0x10000L;
6204 point_l += ((point_h % 100) << 16);
6208 point = (point_h << 16) + (point_l);
6209 if (p_ptr->arena_number >= 0)
6210 point += (arena_win * arena_win * (arena_win > 29 ? 1000 : 100));
6212 if (ironman_downward) point *= 2;
6213 if (p_ptr->pclass == CLASS_BERSERKER)
6215 if ( p_ptr->prace == RACE_SPECTRE )
6219 if ((p_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
6222 if (p_ptr->total_winner) point = 2;
6224 if (easy_band) point = (0 - point);
6230 #define GRAVE_LINE_WIDTH 31
6233 * @brief 墓石の真ん中に文字列を書き込む /
6234 * Centers a string within a GRAVE_LINE_WIDTH character string -JWT-
6238 static void center_string(char *buf, cptr str)
6245 /* Necessary border */
6246 j = GRAVE_LINE_WIDTH / 2 - i / 2;
6249 (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6256 * Save a "bones" file for a dead character
6259 * Note that we will not use these files until Angband 2.8.0, and
6260 * then we will only use the name and level on which death occured.
6261 * Should probably attempt some form of locking...
6264 static void make_bones(void)
6271 /* Ignore wizards and borgs */
6272 if (!(p_ptr->noscore & 0x00FF))
6274 /* Ignore people who die in town */
6280 sprintf(tmp, "bone.%03d", dun_level);
6282 /* Build the filename */
6283 path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6285 /* Attempt to open the bones file */
6286 fp = my_fopen(str, "r");
6288 /* Close it right away */
6289 if (fp) my_fclose(fp);
6291 /* Do not over-write a previous ghost */
6294 /* File type is "TEXT" */
6295 FILE_TYPE(FILE_TYPE_TEXT);
6297 /* Grab permissions */
6300 /* Try to write a new "Bones File" */
6301 fp = my_fopen(str, "w");
6303 /* Drop permissions */
6306 /* Not allowed to write it? Weird. */
6310 fprintf(fp, "%s\n", p_ptr->name);
6311 fprintf(fp, "%d\n", p_ptr->mhp);
6312 fprintf(fp, "%d\n", p_ptr->prace);
6313 fprintf(fp, "%d\n", p_ptr->pclass);
6315 /* Close and save the Bones file */
6324 * Redefinable "print_tombstone" action
6326 bool (*tombstone_aux)(void) = NULL;
6330 * @brief 墓石のアスキーアート表示 /
6331 * Display a "tomb-stone"
6334 static void print_tomb(void)
6338 /* Do we use a special tombstone ? */
6341 /* Use tombstone hook */
6342 done = (*tombstone_aux)();
6345 /* Print the text-tombstone */
6354 time_t ct = time((time_t)0);
6362 /* Build the filename */
6363 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6365 /* Open the News file */
6366 fp = my_fopen(buf, "r");
6373 /* Dump the file to the screen */
6374 while (0 == my_fgets(fp, buf, sizeof(buf)))
6376 /* Display and advance */
6377 put_str(buf, i++, 0);
6385 if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
6398 p = player_title[p_ptr->pclass][(p_ptr->lev - 1) / 5];
6401 center_string(buf, p_ptr->name);
6402 put_str(buf, 6, 11);
6405 center_string(buf, "the");
6406 put_str(buf, 7, 11);
6409 center_string(buf, p);
6410 put_str(buf, 8, 11);
6412 center_string(buf, cp_ptr->title);
6413 put_str(buf, 10, 11);
6415 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)p_ptr->lev);
6416 center_string(buf, tmp);
6417 put_str(buf, 11, 11);
6419 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)p_ptr->exp);
6420 center_string(buf, tmp);
6421 put_str(buf, 12, 11);
6423 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)p_ptr->au);
6424 center_string(buf, tmp);
6425 put_str(buf, 13, 11);
6428 /* 墓に刻む言葉をオリジナルより細かく表示 */
6429 if (streq(p_ptr->died_from, "途中終了"))
6431 strcpy(tmp, "<自殺>");
6433 else if (streq(p_ptr->died_from, "ripe"))
6435 strcpy(tmp, "引退後に天寿を全う");
6437 else if (streq(p_ptr->died_from, "Seppuku"))
6439 strcpy(tmp, "勝利の後、切腹");
6443 roff_to_buf(p_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6444 t = tmp + strlen(tmp) + 1;
6447 strcpy(dummy, t); /* 2nd line */
6448 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6450 for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6453 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6456 char *name_head = my_strstr(tmp, "『");
6457 sprintf(dummy2, "%s%s", name_head, dummy);
6458 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6460 strcpy(dummy, dummy2);
6464 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6467 char *name_head = my_strstr(tmp, "「");
6468 sprintf(dummy2, "%s%s", name_head, dummy);
6469 if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6471 strcpy(dummy, dummy2);
6475 center_string(buf, dummy);
6476 put_str(buf, 15, 11);
6480 center_string(buf, tmp);
6481 put_str(buf, 14, 11);
6483 if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
6487 cptr field_name = p_ptr->town_num ? "街" : "荒野";
6488 if (streq(p_ptr->died_from, "途中終了"))
6490 sprintf(tmp, "%sで死んだ", field_name);
6494 sprintf(tmp, "に%sで殺された", field_name);
6499 if (streq(p_ptr->died_from, "途中終了"))
6501 sprintf(tmp, "地下 %d 階で死んだ", (int)dun_level);
6505 sprintf(tmp, "に地下 %d 階で殺された", (int)dun_level);
6508 center_string(buf, tmp);
6509 put_str(buf, 15 + extra_line, 11);
6512 (void)sprintf(tmp, "Killed on Level %d", dun_level);
6513 center_string(buf, tmp);
6514 put_str(buf, 14, 11);
6516 roff_to_buf(format("by %s.", p_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6517 center_string(buf, tmp);
6518 put_str(buf, 15, 11);
6519 t = tmp + strlen(tmp) + 1;
6522 strcpy(dummy, t); /* 2nd line */
6523 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6525 int dummy_len = strlen(dummy);
6526 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6528 center_string(buf, dummy);
6529 put_str(buf, 16, 11);
6533 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6534 center_string(buf, tmp);
6535 put_str(buf, 17, 11);
6536 msg_format(_("さようなら、%s!", "Goodbye, %s!"), p_ptr->name);
6542 * @brief 死亡、引退時の簡易ステータス表示 /
6543 * Display some character info
6546 static void show_info(void)
6552 /* Hack -- Know everything in the inven/equip */
6553 for (i = 0; i < INVEN_TOTAL; i++)
6555 o_ptr = &inventory[i];
6557 /* Skip non-objects */
6558 if (!o_ptr->k_idx) continue;
6560 /* Aware and Known */
6561 object_aware(o_ptr);
6562 object_known(o_ptr);
6565 for (i = 1; i < max_towns; i++)
6567 st_ptr = &town[i].store[STORE_HOME];
6569 /* Hack -- Know everything in the home */
6570 for (j = 0; j < st_ptr->stock_num; j++)
6572 o_ptr = &st_ptr->stock[j];
6574 /* Skip non-objects */
6575 if (!o_ptr->k_idx) continue;
6577 /* Aware and Known */
6578 object_aware(o_ptr);
6579 object_known(o_ptr);
6583 /* Hack -- Recalculate bonuses */
6584 p_ptr->update |= (PU_BONUS);
6587 /* Flush all input keys */
6590 /* Flush messages */
6594 /* Describe options */
6595 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);
6596 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);
6598 /* Dump character records as requested */
6604 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6607 strcpy(out_val, "");
6609 /* Ask for filename (or abort) */
6610 if (!askfor(out_val, 60)) return;
6612 /* Return means "show on screen" */
6613 if (!out_val[0]) break;
6616 /* Dump a character file */
6617 (void)file_character(out_val);
6623 /* Display player */
6626 /* Prompt for inventory */
6627 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);
6629 /* Allow abort at this point */
6630 if (inkey() == ESCAPE) return;
6633 /* Show equipment and inventory */
6635 /* Equipment -- if any */
6639 item_tester_full = TRUE;
6640 (void)show_equip(0);
6641 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6643 if (inkey() == ESCAPE) return;
6646 /* Inventory -- if any */
6650 item_tester_full = TRUE;
6651 (void)show_inven(0);
6652 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6654 if (inkey() == ESCAPE) return;
6657 /* Homes in the different towns */
6658 for (l = 1; l < max_towns; l++)
6660 st_ptr = &town[l].store[STORE_HOME];
6662 /* Home -- if anything there */
6663 if (st_ptr->stock_num)
6665 /* Display contents of the home */
6666 for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6672 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6674 char o_name[MAX_NLEN];
6678 o_ptr = &st_ptr->stock[i];
6680 /* Print header, clear line */
6681 sprintf(tmp_val, "%c) ", I2A(j));
6682 prt(tmp_val, j+2, 4);
6684 /* Display object description */
6685 object_desc(o_name, o_ptr, 0);
6686 c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6690 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);
6693 if (inkey() == ESCAPE) return;
6701 * Display some character info
6704 static bool check_score(void)
6710 if (highscore_fd < 0)
6712 msg_print(_("スコア・ファイルが使用できません。", "Score file unavailable."));
6717 #ifndef SCORE_WIZARDS
6718 /* Wizard-mode pre-empts scoring */
6719 if (p_ptr->noscore & 0x000F)
6721 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."));
6728 /* Borg-mode pre-empts scoring */
6729 if (p_ptr->noscore & 0x00F0)
6731 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."));
6737 #ifndef SCORE_CHEATERS
6738 /* Cheaters are not scored */
6739 if (p_ptr->noscore & 0xFF00)
6741 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."));
6748 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("強制終了", "Interrupting")))
6750 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."));
6756 if (!p_ptr->total_winner && streq(p_ptr->died_from, _("途中終了", "Quitting")))
6758 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."));
6767 * Close up the current game (player may or may not be dead)
6771 * This function is called only from "main.c" and "signals.c".
6774 void close_game(void)
6777 bool do_send = TRUE;
6779 /* cptr p = "[i:キャラクタの情報, f:ファイル書き出し, t:スコア, x:*鑑定*, ESC:ゲーム終了]"; */
6782 /* Flush the messages */
6785 /* Flush the input */
6789 /* No suspending now */
6790 signals_ignore_tstp();
6793 /* Hack -- Character is now "icky" */
6794 character_icky = TRUE;
6797 /* Build the filename */
6798 path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
6800 /* Grab permissions */
6803 /* Open the high score file, for reading/writing */
6804 highscore_fd = fd_open(buf, O_RDWR);
6806 /* Drop permissions */
6812 /* Handle retirement */
6813 if (p_ptr->total_winner) kingly();
6816 if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
6818 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6820 else do_send = FALSE;
6827 /* Show more info */
6835 if ((!send_world_score(do_send)))
6837 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? "),
6838 (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
6840 p_ptr->wait_report_score = TRUE;
6841 p_ptr->is_dead = FALSE;
6842 if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
6845 if (!p_ptr->wait_report_score)
6848 else if (highscore_fd >= 0)
6850 display_scores_aux(0, 10, -1, NULL);
6853 /* Dump bones file */
6862 do_cmd_save_game(FALSE);
6864 /* Prompt for scores */
6865 prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
6866 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
6868 /* Predict score (or ESCAPE) */
6869 if (inkey() != ESCAPE) predict_score();
6873 /* Shut the high score file */
6874 (void)fd_close(highscore_fd);
6876 /* Forget the high score fd */
6879 /* Kill all temporal files */
6880 clear_saved_floor_files();
6882 /* Allow suspending now */
6883 signals_handle_tstp();
6888 * @brief 異常発生時のゲーム緊急終了処理 /
6889 * Handle abrupt death of the visual system
6893 * This routine is called only in very rare situations, and only
6894 * by certain visual systems, when they experience fatal errors.
6895 * XXX XXX Hack -- clear the death flag when creating a HANGUP
6896 * save file so that player can see tombstone when restart.
6899 void exit_game_panic(void)
6901 /* If nothing important has happened, just quit */
6902 if (!character_generated || character_saved) quit(_("緊急事態", "panic"));
6904 /* Mega-Hack -- see "msg_print()" */
6907 /* Clear the top line */
6910 /* Hack -- turn off some things */
6911 disturb(TRUE, TRUE);
6913 /* Mega-Hack -- Delay death */
6914 if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
6916 /* Hardcode panic save */
6917 p_ptr->panic_save = 1;
6919 /* Forbid suspend */
6920 signals_ignore_tstp();
6922 /* Indicate panic save */
6923 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6925 /* Panic save, or get worried */
6926 if (!save_player()) quit(_("緊急セーブ失敗!", "panic save failed!"));
6928 /* Successful panic save */
6929 quit(_("緊急セーブ成功!", "panic save succeeded!"));
6934 * @brief ファイルからランダムに行を一つ取得する /
6935 * Get a random line from a file
6936 * @param file_name ファイル名
6937 * @param entry 特定条件時のN:タグヘッダID
6938 * @param output 出力先の文字列参照ポインタ
6942 * Based on the monster speech patch by Matt Graham,
6945 errr get_rnd_line(cptr file_name, int entry, char *output)
6953 /* Build the filename */
6954 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6957 fp = my_fopen(buf, "r");
6962 /* Find the entry of the monster */
6965 /* Get a line from the file */
6966 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6968 /* Count the lines */
6971 /* Look for lines starting with 'N:' */
6972 if ((buf[0] == 'N') && (buf[1] == ':'))
6974 /* Allow default lines */
6980 else if (buf[2] == 'M')
6982 if (r_info[entry].flags1 & RF1_MALE) break;
6984 else if (buf[2] == 'F')
6986 if (r_info[entry].flags1 & RF1_FEMALE) break;
6988 /* Get the monster number */
6989 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6991 /* Is it the right number? */
6992 if (test == entry) break;
6996 /* Error while converting the number */
6997 msg_format("Error in line %d of %s!", line_num, file_name);
7005 /* Reached end of file */
7011 /* Get the random line */
7012 for (counter = 0; ; counter++)
7016 test = my_fgets(fp, buf, sizeof(buf));
7018 /* Count the lines */
7019 /* line_num++; No more needed */
7023 /* Ignore lines starting with 'N:' */
7024 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
7026 if (buf[0] != '#') break;
7035 if (one_in_(counter + 1)) strcpy(output, buf);
7038 /* Close the file */
7042 return counter ? 0 : -1;
7048 * @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) /
7049 * @param file_name ファイル名
7050 * @param entry 特定条件時のN:タグヘッダID
7051 * @param output 出力先の文字列参照ポインタ
7056 errr get_rnd_line_jonly(cptr file_name, int entry, char *output, int count)
7061 for (i = 0; i < count; i++)
7063 result = get_rnd_line(file_name, entry, output);
7066 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
7074 * @brief 自動拾いファイルを読み込む /
7078 errr process_autopick_file(cptr name)
7084 /* Build the filename */
7085 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7087 err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
7093 * @brief プレイヤーの生い立ちファイルを読み込む /
7094 * Process file for player's history editor.
7099 errr process_histpref_file(cptr name)
7103 bool old_character_xtra = character_xtra;
7105 /* Build the filename */
7106 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
7108 /* Hack -- prevent modification birth options in this file */
7109 character_xtra = TRUE;
7111 err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
7113 character_xtra = old_character_xtra;
7118 * @brief ファイル位置をシーク /
7119 * @param fd ファイルディスクリプタ
7120 * @param where ファイルバイト位置
7121 * @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
7125 static errr counts_seek(int fd, u32b where, bool flag)
7128 char temp1[128], temp2[128];
7129 u32b zero_header[3] = {0L, 0L, 0L};
7132 #ifdef SAVEFILE_USE_UID
7133 (void)sprintf(temp1, "%d.%s.%d%d%d", player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7135 (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
7137 for (i = 0; temp1[i]; i++)
7138 temp1[i] ^= (i+1) * 63;
7143 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
7145 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
7150 fd_seek(fd, seekpoint);
7151 fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
7152 fd_write(fd, (char*)(temp1), sizeof(temp1));
7156 if (strcmp(temp1, temp2) == 0)
7159 seekpoint += 128 + 3 * sizeof(u32b);
7162 return fd_seek(fd, seekpoint + where * sizeof(u32b));
7166 * @brief ファイル位置を読み込む
7167 * @param where ファイルバイト位置
7171 u32b counts_read(int where)
7177 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7178 fd = fd_open(buf, O_RDONLY);
7180 if (counts_seek(fd, where, FALSE) ||
7181 fd_read(fd, (char*)(&count), sizeof(u32b)))
7190 * @brief ファイル位置に書き込む /
7191 * @param where ファイルバイト位置
7192 * @param count 書き込む値
7196 errr counts_write(int where, u32b count)
7202 path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
7204 /* Grab permissions */
7207 fd = fd_open(buf, O_RDWR);
7209 /* Drop permissions */
7214 /* File type is "DATA" */
7215 FILE_TYPE(FILE_TYPE_DATA);
7217 /* Grab permissions */
7220 /* Create a new high score file */
7221 fd = fd_make(buf, 0644);
7223 /* Drop permissions */
7227 /* Grab permissions */
7230 err = fd_lock(fd, F_WRLCK);
7232 /* Drop permissions */
7237 counts_seek(fd, where, TRUE);
7238 fd_write(fd, (char*)(&count), sizeof(u32b));
7240 /* Grab permissions */
7243 err = fd_lock(fd, F_UNLCK);
7245 /* Drop permissions */
7256 #ifdef HANDLE_SIGNALS
7263 * @brief OSからのシグナルを受けてサスペンド状態に入る /
7264 * Handle signals -- suspend
7265 * @param sig 受け取ったシグナル
7267 * Actually suspend the game, and then resume cleanly
7269 static void handle_signal_suspend(int sig)
7271 /* Disable handler */
7272 (void)signal(sig, SIG_IGN);
7279 /* Suspend the "Term" */
7280 Term_xtra(TERM_XTRA_ALIVE, 0);
7282 /* Suspend ourself */
7283 (void)kill(0, SIGSTOP);
7285 /* Resume the "Term" */
7286 Term_xtra(TERM_XTRA_ALIVE, 1);
7288 /* Redraw the term */
7291 /* Flush the term */
7296 /* Restore handler */
7297 (void)signal(sig, handle_signal_suspend);
7302 * @brief OSからのシグナルを受けて中断、終了する /
7303 * Handle signals -- simple (interrupt and quit)
7304 * @param sig 受け取ったシグナル
7307 * This function was causing a *huge* number of problems, so it has
7308 * been simplified greatly. We keep a global variable which counts
7309 * the number of times the user attempts to kill the process, and
7310 * we commit suicide if the user does this a certain number of times.
7311 * We attempt to give "feedback" to the user as he approaches the
7312 * suicide thresh-hold, but without penalizing accidental keypresses.
7313 * To prevent messy accidents, we should reset this global variable
7314 * whenever the user enters a keypress, or something like that.
7317 static void handle_signal_simple(int sig)
7319 /* Disable handler */
7320 (void)signal(sig, SIG_IGN);
7323 /* Nothing to save, just quit */
7324 if (!character_generated || character_saved) quit(NULL);
7327 /* Count the signals */
7331 /* Terminate dead characters */
7334 /* Mark the savefile */
7335 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
7345 quit(_("強制終了", "interrupt"));
7348 /* Allow suicide (after 5) */
7349 else if (signal_count >= 5)
7351 /* Cause of "death" */
7352 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
7359 p_ptr->playing = FALSE;
7362 p_ptr->is_dead = TRUE;
7365 p_ptr->leaving = TRUE;
7371 quit(_("強制終了", "interrupt"));
7374 /* Give warning (after 4) */
7375 else if (signal_count >= 4)
7378 Term_xtra(TERM_XTRA_NOISE, 0);
7380 /* Clear the top line */
7381 Term_erase(0, 0, 255);
7383 /* Display the cause */
7384 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7389 /* Give warning (after 2) */
7390 else if (signal_count >= 2)
7393 Term_xtra(TERM_XTRA_NOISE, 0);
7396 /* Restore handler */
7397 (void)signal(sig, handle_signal_simple);
7402 * @brief OSからのシグナルを受けて強制終了する /
7403 * Handle signal -- abort, kill, etc
7404 * @param sig 受け取ったシグナル
7408 * This function was causing a *huge* number of problems, so it has
7409 * been simplified greatly. We keep a global variable which counts
7410 * the number of times the user attempts to kill the process, and
7411 * we commit suicide if the user does this a certain number of times.
7412 * We attempt to give "feedback" to the user as he approaches the
7413 * suicide thresh-hold, but without penalizing accidental keypresses.
7414 * To prevent messy accidents, we should reset this global variable
7415 * whenever the user enters a keypress, or something like that.
7418 static void handle_signal_abort(int sig)
7422 Term_get_size(&wid, &hgt);
7424 /* Disable handler */
7425 (void)signal(sig, SIG_IGN);
7428 /* Nothing to save, just quit */
7429 if (!character_generated || character_saved) quit(NULL);
7436 /* Clear the bottom line */
7437 Term_erase(0, hgt - 1, 255);
7439 /* Give a warning */
7440 Term_putstr(0, hgt - 1, -1, TERM_RED,
7441 _("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!"));
7444 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7446 do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7452 p_ptr->panic_save = 1;
7455 (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7457 /* Forbid suspend */
7458 signals_ignore_tstp();
7460 /* Attempt to save */
7463 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7469 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7476 quit(_("ソフトのバグ", "software bug"));
7480 * @brief OSからのSIGTSTPシグナルを無視する関数 /
7481 * Ignore SIGTSTP signals (keyboard suspend)
7485 void signals_ignore_tstp(void)
7489 (void)signal(SIGTSTP, SIG_IGN);
7495 * @brief OSからのSIGTSTPシグナルハンドラ /
7496 * Handle SIGTSTP signals (keyboard suspend)
7500 void signals_handle_tstp(void)
7504 (void)signal(SIGTSTP, handle_signal_suspend);
7511 * @brief OSからのシグナルハンドルを初期化する /
7512 * Prepare to handle the relevant signals
7516 void signals_init(void)
7520 (void)signal(SIGHUP, SIG_IGN);
7525 (void)signal(SIGTSTP, handle_signal_suspend);
7530 (void)signal(SIGINT, handle_signal_simple);
7534 (void)signal(SIGQUIT, handle_signal_simple);
7539 (void)signal(SIGFPE, handle_signal_abort);
7543 (void)signal(SIGILL, handle_signal_abort);
7547 (void)signal(SIGTRAP, handle_signal_abort);
7551 (void)signal(SIGIOT, handle_signal_abort);
7555 (void)signal(SIGKILL, handle_signal_abort);
7559 (void)signal(SIGBUS, handle_signal_abort);
7563 (void)signal(SIGSEGV, handle_signal_abort);
7567 (void)signal(SIGTERM, handle_signal_abort);
7571 (void)signal(SIGPIPE, handle_signal_abort);
7575 (void)signal(SIGEMT, handle_signal_abort);
7579 (void)signal(SIGDANGER, handle_signal_abort);
7583 (void)signal(SIGSYS, handle_signal_abort);
7587 (void)signal(SIGXCPU, handle_signal_abort);
7591 (void)signal(SIGPWR, handle_signal_abort);
7597 #else /* HANDLE_SIGNALS */
7604 void signals_ignore_tstp(void)
7612 void signals_handle_tstp(void)
7620 void signals_init(void)
7623 #endif /* HANDLE_SIGNALS */