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[Refactor] #38997 dump_aux_*() にplayer_type * 引数を追加 / Added player_type * argument...
[hengband/hengband.git] / src / files.c
1 /*!
2  * @file files.c
3  * @brief ファイル入出力管理 / Purpose: code dealing with files (and death)
4  * @date 2014/01/28
5  * @author
6  * <pre>
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
12  * </pre>
13  */
14
15 #include "angband.h"
16 #include "util.h"
17 #include "files.h"
18 #include "core.h"
19
20 #include "birth.h"
21 #include "files.h"
22
23 #include "bldg.h"
24
25 #include "cmd-magiceat.h"
26 #include "cmd-dump.h"
27 #include "world.h"
28 #include "player-inventory.h"
29 #include "player-race.h"
30 #include "player-status.h"
31 #include "player-move.h"
32 #include "player-class.h"
33 #include "player-skill.h"
34 #include "player-personality.h"
35 #include "player-sex.h"
36 #include "player-effects.h"
37 #include "sort.h"
38 #include "mutation.h"
39 #include "quest.h"
40 #include "store.h"
41 #include "artifact.h"
42 #include "avatar.h"
43 #include "shoot.h"
44 #include "patron.h"
45 #include "monster.h"
46 #include "monster-process.h"
47 #include "monster-status.h"
48 #include "object-flavor.h"
49 #include "object-hook.h"
50 #include "realm.h"
51 #include "realm-hex.h"
52 #include "cmd-pet.h"
53 #include "spells.h"
54 #include "term.h"
55 #include "view-mainwindow.h"
56 #include "floor-events.h"
57 #include "floor-town.h"
58 #include "dungeon-file.h"
59 #include "init.h"
60 #include "monster-spell.h"
61 #include "floor.h"
62 #include "dungeon.h"
63 #include "melee.h"
64 #include "objectkind.h"
65 #include "autopick.h"
66 #include "save.h"
67 #include "realm-song.h"
68
69 concptr ANGBAND_DIR; //!< Path name: The main "lib" directory This variable is not actually used anywhere in the code
70 concptr ANGBAND_DIR_APEX; //!< High score files (binary) These files may be portable between platforms
71 concptr ANGBAND_DIR_BONE; //!< Bone files for player ghosts (ascii) These files are portable between platforms
72 concptr ANGBAND_DIR_DATA; //!< Binary image files for the "*_info" arrays (binary) These files are not portable between platforms
73 concptr ANGBAND_DIR_EDIT; //!< Textual template files for the "*_info" arrays (ascii) These files are portable between platforms
74 concptr ANGBAND_DIR_SCRIPT; //!< Script files These files are portable between platforms.
75 concptr ANGBAND_DIR_FILE; //!< Various extra files (ascii) These files may be portable between platforms
76 concptr ANGBAND_DIR_HELP; //!< Help files (normal) for the online help (ascii) These files are portable between platforms
77 concptr ANGBAND_DIR_INFO; //!< Help files (spoilers) for the online help (ascii) These files are portable between platforms
78 concptr ANGBAND_DIR_PREF; //!< Default user "preference" files (ascii) These files are rarely portable between platforms
79 concptr ANGBAND_DIR_SAVE; //!< Savefiles for current characters (binary)
80 concptr ANGBAND_DIR_USER; //!< User "preference" files (ascii) These files are rarely portable between platforms
81 concptr ANGBAND_DIR_XTRA; //!< Various extra files (binary) These files are rarely portable between platforms
82
83 s16b signal_count;              /* Hack -- Count interupts */
84
85 /*
86  * Buffer to hold the current savefile name
87  * 'savefile' holds full path name. 'savefile_base' holds only base name.
88  */
89 char savefile[1024];
90 char savefile_base[40];
91
92
93
94 /*
95  * You may or may not want to use the following "#undef".
96  */
97 /* #undef _POSIX_SAVED_IDS */
98
99
100 /*!
101  * @brief ファイルのドロップパーミッションチェック / Hack -- drop permissions
102  */
103 void safe_setuid_drop(void)
104 {
105
106 #ifdef SET_UID
107
108 # ifdef SAFE_SETUID
109
110 #  ifdef SAFE_SETUID_POSIX
111
112         if (setuid(getuid()) != 0)
113         {
114                 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
115         }
116         if (setgid(getgid()) != 0)
117         {
118                 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
119         }
120
121 #  else
122
123         if (setreuid(geteuid(), getuid()) != 0)
124         {
125                 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
126         }
127         if (setregid(getegid(), getgid()) != 0)
128         {
129                 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
130         }
131
132 #  endif
133
134 # endif
135
136 #endif
137
138 }
139
140
141 /*!
142  * @brief ファイルのグラブパーミッションチェック / Hack -- grab permissions
143  */
144 void safe_setuid_grab(void)
145 {
146
147 #ifdef SET_UID
148
149 # ifdef SAFE_SETUID
150
151 #  ifdef SAFE_SETUID_POSIX
152
153         if (setuid(p_ptr->player_egid) != 0)
154         {
155                 quit(_("setuid(): 正しく許可が取れません!", "setuid(): cannot set permissions correctly!"));
156         }
157         if (setgid(p_ptr->player_egid) != 0)
158         {
159                 quit(_("setgid(): 正しく許可が取れません!", "setgid(): cannot set permissions correctly!"));
160         }
161
162 #  else
163
164         if (setreuid(geteuid(), getuid()) != 0)
165         {
166                 quit(_("setreuid(): 正しく許可が取れません!", "setreuid(): cannot set permissions correctly!"));
167         }
168         if (setregid(getegid(), getgid()) != 0)
169         {
170                 quit(_("setregid(): 正しく許可が取れません!", "setregid(): cannot set permissions correctly!"));
171         }
172
173 #  endif /* SAFE_SETUID_POSIX */
174
175 # endif /* SAFE_SETUID */
176
177 #endif /* SET_UID */
178
179 }
180
181
182 /*!
183  * @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
184  * @param buf データテキストの参照ポインタ
185  * @param num トークンの数
186  * @param tokens トークンを保管する文字列参照ポインタ配列
187  * @param mode オプション
188  * @return 解釈した文字列数
189  * @details
190  * <pre>
191  * This function uses "colon" and "slash" as the delimeter characters.
192  * We never extract more than "num" tokens.  The "last" token may include
193  * "delimeter" characters, allowing the buffer to include a "string" token.
194  * We save pointers to the tokens in "tokens", and return the number found.
195  * Hack -- Attempt to handle the 'c' character formalism
196  * Hack -- An empty buffer, or a final delimeter, yields an "empty" token.
197  * Hack -- We will always extract at least one token
198  * </pre>
199  */
200 s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
201 {
202         s16b i = 0;
203
204         char *s = buf;
205
206
207         /* Process */
208         while (i < num - 1)
209         {
210                 char *t;
211
212                 /* Scan the string */
213                 for (t = s; *t; t++)
214                 {
215                         /* Found a delimiter */
216                         if ((*t == ':') || (*t == '/')) break;
217
218                         /* Handle single quotes */
219                         if ((mode & TOKENIZE_CHECKQUOTE) && (*t == '\''))
220                         {
221                                 /* Advance */
222                                 t++;
223
224                                 /* Handle backslash */
225                                 if (*t == '\\') t++;
226
227                                 /* Require a character */
228                                 if (!*t) break;
229
230                                 /* Advance */
231                                 t++;
232
233                                 /* Hack -- Require a close quote */
234                                 if (*t != '\'') *t = '\'';
235                         }
236
237                         /* Handle back-slash */
238                         if (*t == '\\') t++;
239                 }
240
241                 /* Nothing left */
242                 if (!*t) break;
243
244                 /* Nuke and advance */
245                 *t++ = '\0';
246
247                 /* Save the token */
248                 tokens[i++] = s;
249
250                 /* Advance */
251                 s = t;
252         }
253
254         /* Save the token */
255         tokens[i++] = s;
256
257         /* Number found */
258         return (i);
259 }
260
261
262 /* A number with a name */
263 typedef struct named_num named_num;
264
265 struct named_num
266 {
267         concptr name;           /* The name of this thing */
268         int num;                        /* A number associated with it */
269 };
270
271
272 /* Index of spell type names */
273 static named_num gf_desc[] =
274 {
275         {"GF_ELEC",                             GF_ELEC                         },
276         {"GF_POIS",                             GF_POIS                         },
277         {"GF_ACID",                             GF_ACID                         },
278         {"GF_COLD",                             GF_COLD                         },
279         {"GF_FIRE",                                     GF_FIRE                         },
280         {"GF_PSY_SPEAR",                        GF_PSY_SPEAR            },
281         {"GF_MISSILE",                          GF_MISSILE                      },
282         {"GF_ARROW",                            GF_ARROW                        },
283         {"GF_PLASMA",                           GF_PLASMA                       },
284         {"GF_WATER",                            GF_WATER                        },
285         {"GF_LITE",                                     GF_LITE                         },
286         {"GF_DARK",                                     GF_DARK                         },
287         {"GF_LITE_WEAK",                        GF_LITE_WEAK            },
288         {"GF_DARK_WEAK",                        GF_DARK_WEAK            },
289         {"GF_SHARDS",                           GF_SHARDS                       },
290         {"GF_SOUND",                            GF_SOUND                        },
291         {"GF_CONFUSION",                        GF_CONFUSION            },
292         {"GF_FORCE",                            GF_FORCE                        },
293         {"GF_INERTIA",                          GF_INERTIAL                     },
294         {"GF_MANA",                                     GF_MANA                         },
295         {"GF_METEOR",                           GF_METEOR                       },
296         {"GF_ICE",                                      GF_ICE                          },
297         {"GF_CHAOS",                            GF_CHAOS                        },
298         {"GF_NETHER",                           GF_NETHER                       },
299         {"GF_DISENCHANT",                       GF_DISENCHANT           },
300         {"GF_NEXUS",                            GF_NEXUS                        },
301         {"GF_TIME",                                     GF_TIME                         },
302         {"GF_GRAVITY",                          GF_GRAVITY                      },
303         {"GF_KILL_WALL",                        GF_KILL_WALL            },
304         {"GF_KILL_DOOR",                        GF_KILL_DOOR            },
305         {"GF_KILL_TRAP",                        GF_KILL_TRAP            },
306         {"GF_MAKE_WALL",                        GF_MAKE_WALL            },
307         {"GF_MAKE_DOOR",                        GF_MAKE_DOOR            },
308         {"GF_MAKE_TRAP",                        GF_MAKE_TRAP            },
309         {"GF_MAKE_TREE",                        GF_MAKE_TREE            },
310         {"GF_OLD_CLONE",                        GF_OLD_CLONE            },
311         {"GF_OLD_POLY",                         GF_OLD_POLY                     },
312         {"GF_OLD_HEAL",                         GF_OLD_HEAL                     },
313         {"GF_OLD_SPEED",                        GF_OLD_SPEED            },
314         {"GF_OLD_SLOW",                         GF_OLD_SLOW                     },
315         {"GF_OLD_CONF",                         GF_OLD_CONF                     },
316         {"GF_OLD_SLEEP",                        GF_OLD_SLEEP            },
317         {"GF_HYPODYNAMIA",                      GF_HYPODYNAMIA          },
318         {"GF_AWAY_UNDEAD",                      GF_AWAY_UNDEAD          },
319         {"GF_AWAY_EVIL",                        GF_AWAY_EVIL            },
320         {"GF_AWAY_ALL",                         GF_AWAY_ALL                     },
321         {"GF_TURN_UNDEAD",                      GF_TURN_UNDEAD          },
322         {"GF_TURN_EVIL",                        GF_TURN_EVIL            },
323         {"GF_TURN_ALL",                         GF_TURN_ALL                     },
324         {"GF_DISP_UNDEAD",                      GF_DISP_UNDEAD          },
325         {"GF_DISP_EVIL",                        GF_DISP_EVIL            },
326         {"GF_DISP_ALL",                         GF_DISP_ALL                     },
327         {"GF_DISP_DEMON",                       GF_DISP_DEMON           },
328         {"GF_DISP_LIVING",                      GF_DISP_LIVING          },
329         {"GF_ROCKET",                           GF_ROCKET                       },
330         {"GF_NUKE",                                     GF_NUKE                         },
331         {"GF_MAKE_GLYPH",                       GF_MAKE_GLYPH           },
332         {"GF_STASIS",                           GF_STASIS                       },
333         {"GF_STONE_WALL",                       GF_STONE_WALL           },
334         {"GF_DEATH_RAY",                        GF_DEATH_RAY            },
335         {"GF_STUN",                                     GF_STUN                         },
336         {"GF_HOLY_FIRE",                        GF_HOLY_FIRE            },
337         {"GF_HELL_FIRE",                        GF_HELL_FIRE            },
338         {"GF_DISINTEGRATE",                     GF_DISINTEGRATE         },
339         {"GF_CHARM",                            GF_CHARM                        },
340         {"GF_CONTROL_UNDEAD",           GF_CONTROL_UNDEAD       },
341         {"GF_CONTROL_ANIMAL",           GF_CONTROL_ANIMAL       },
342         {"GF_PSI",                                      GF_PSI                          },
343         {"GF_PSI_DRAIN",                        GF_PSI_DRAIN            },
344         {"GF_TELEKINESIS",                      GF_TELEKINESIS          },
345         {"GF_JAM_DOOR",                         GF_JAM_DOOR                     },
346         {"GF_DOMINATION",                       GF_DOMINATION           },
347         {"GF_DISP_GOOD",                        GF_DISP_GOOD            },
348         {"GF_DRAIN_MANA",                       GF_DRAIN_MANA           },
349         {"GF_MIND_BLAST",                       GF_MIND_BLAST           },
350         {"GF_BRAIN_SMASH",                      GF_BRAIN_SMASH          },
351         {"GF_CAUSE_1",                          GF_CAUSE_1                      },
352         {"GF_CAUSE_2",                          GF_CAUSE_2                      },
353         {"GF_CAUSE_3",                          GF_CAUSE_3                      },
354         {"GF_CAUSE_4",                          GF_CAUSE_4                      },
355         {"GF_HAND_DOOM",                        GF_HAND_DOOM            },
356         {"GF_CAPTURE",                          GF_CAPTURE                      },
357         {"GF_ANIM_DEAD",                        GF_ANIM_DEAD            },
358         {"GF_CHARM_LIVING",                     GF_CHARM_LIVING         },
359         {"GF_IDENTIFY",                         GF_IDENTIFY                     },
360         {"GF_ATTACK",                           GF_ATTACK                       },
361         {"GF_ENGETSU",                          GF_ENGETSU                      },
362         {"GF_GENOCIDE",                         GF_GENOCIDE                     },
363         {"GF_PHOTO",                            GF_PHOTO                        },
364         {"GF_CONTROL_DEMON",            GF_CONTROL_DEMON        },
365         {"GF_LAVA_FLOW",                        GF_LAVA_FLOW            },
366         {"GF_BLOOD_CURSE",                      GF_BLOOD_CURSE          },
367         {"GF_SEEKER",                           GF_SEEKER                       },
368         {"GF_SUPER_RAY",                        GF_SUPER_RAY            },
369         {"GF_STAR_HEAL",                        GF_STAR_HEAL            },
370         {"GF_WATER_FLOW",                       GF_WATER_FLOW           },
371         {"GF_CRUSADE",                          GF_CRUSADE                      },
372         {"GF_STASIS_EVIL",                      GF_STASIS_EVIL          },
373         {"GF_WOUNDS",                           GF_WOUNDS                       },
374         {NULL,                                          0                                       }
375 };
376
377
378 /*!
379  * @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 /
380  * Parse a sub-file of the "extra info" (format shown below)
381  * @param creature_ptr プレーヤーへの参照ポインタ
382  * @param buf データテキストの参照ポインタ
383  * @return エラーコード
384  * @details
385  * <pre>
386  * Each "action" line has an "action symbol" in the first column,
387  * followed by a colon, followed by some command specific info,
388  * usually in the form of "tokens" separated by colons or slashes.
389  * Blank lines, lines starting with white space, and lines starting
390  * with pound signs ("#") are ignored (as comments).
391  * Note the use of "tokenize()" to allow the use of both colons and
392  * slashes as delimeters, while still allowing final tokens which
393  * may contain any characters including "delimiters".
394  * Note the use of "strtol()" to allow all "integers" to be encoded
395  * in decimal, hexidecimal, or octal form.
396  * Note that "monster zero" is used for the "player" attr/char, "object
397  * zero" will be used for the "stack" attr/char, and "feature zero" is
398  * used for the "nothing" attr/char.
399  * Parse another file recursively, see below for details
400  *   %:\<filename\>
401  * Specify the attr/char values for "monsters" by race index
402  *   R:\<num\>:\<a\>:\<c\>
403  * Specify the attr/char values for "objects" by kind index
404  *   K:\<num\>:\<a\>:\<c\>
405  * Specify the attr/char values for "features" by feature index
406  *   F:\<num\>:\<a\>:\<c\>
407  * Specify the attr/char values for unaware "objects" by kind tval
408  *   U:\<tv\>:\<a\>:\<c\>
409  * Specify the attr/char values for inventory "objects" by kind tval
410  *   E:\<tv\>:\<a\>:\<c\>
411  * Define a macro action, given an encoded macro action
412  *   A:\<str\>
413  * Create a normal macro, given an encoded macro trigger
414  *   P:\<str\>
415  * Create a command macro, given an encoded macro trigger
416  *   C:\<str\>
417  * Create a keyset mapping
418  *   S:\<key\>:\<key\>:\<dir\>
419  * Turn an option off, given its name
420  *   X:\<str\>
421  * Turn an option on, given its name
422  *   Y:\<str\>
423  * Specify visual information, given an index, and some data
424  *   V:\<num\>:\<kv\>:\<rv\>:\<gv\>:\<bv\>
425  * Specify the set of colors to use when drawing a zapped spell
426  *   Z:\<type\>:\<str\>
427  * Specify a macro trigger template and macro trigger names.
428  *   T:\<template\>:\<modifier chr\>:\<modifier name1\>:\<modifier name2\>:...
429  *   T:\<trigger\>:\<keycode\>:\<shift-keycode\>
430  * </pre>
431  */
432 errr process_pref_file_command(player_type *creature_ptr, char *buf)
433 {
434         int i, j;
435         TERM_COLOR n1;
436         SYMBOL_CODE n2;
437
438
439         char *zz[16];
440
441
442         /* Require "?:*" format */
443         if (buf[1] != ':') return 1;
444
445
446         switch (buf[0])
447         {
448                 /* Mega-Hack -- read external player's history file */
449                 /* Process "H:<history>" */
450                 case 'H':
451                         add_history_from_pref_line(buf + 2);
452                         return 0;
453
454                 /* Process "R:<num>:<a>/<c>" -- attr/char for monster races */
455                 case 'R':
456                         if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
457                         {
458                                 monster_race *r_ptr;
459                                 i = (huge)strtol(zz[0], NULL, 0);
460                                 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
461                                 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
462                                 if (i >= max_r_idx) return 1;
463                                 r_ptr = &r_info[i];
464                                 if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
465                                 if (n2) r_ptr->x_char = n2;
466                                 return 0;
467                         }
468                         break;
469
470                 /* Process "K:<num>:<a>/<c>"  -- attr/char for object kinds */
471                 case 'K':
472                         if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
473                         {
474                                 object_kind *k_ptr;
475                                 i = (huge)strtol(zz[0], NULL, 0);
476                                 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
477                                 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
478                                 if (i >= max_k_idx) return 1;
479                                 k_ptr = &k_info[i];
480                                 if (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
481                                 if (n2) k_ptr->x_char = n2;
482                                 return 0;
483                         }
484                         break;
485
486                 /* Process "F:<num>:<a>/<c>" -- attr/char for terrain features */
487                 /* "F:<num>:<a>/<c>" */
488                 /* "F:<num>:<a>/<c>:LIT" */
489                 /* "F:<num>:<a>/<c>:<la>/<lc>:<da>/<dc>" */
490                 case 'F':
491                         {
492                                 feature_type *f_ptr;
493                                 int num = tokenize(buf + 2, F_LIT_MAX * 2 + 1, zz, TOKENIZE_CHECKQUOTE);
494
495                                 if ((num != 3) && (num != 4) && (num != F_LIT_MAX * 2 + 1)) return 1;
496                                 else if ((num == 4) && !streq(zz[3], "LIT")) return 1;
497
498                                 i = (huge)strtol(zz[0], NULL, 0);
499                                 if (i >= max_f_idx) return 1;
500                                 f_ptr = &f_info[i];
501
502                                 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
503                                 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
504                                 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
505                                 if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
506
507                                 /* Mega-hack -- feat supports lighting */
508                                 switch (num)
509                                 {
510                                 /* No lighting support */
511                                 case 3:
512                                         n1 = f_ptr->x_attr[F_LIT_STANDARD];
513                                         n2 = f_ptr->x_char[F_LIT_STANDARD];
514                                         for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
515                                         {
516                                                 f_ptr->x_attr[j] = n1;
517                                                 f_ptr->x_char[j] = n2;
518                                         }
519                                         break;
520
521                                 /* Use default lighting */
522                                 case 4:
523                                         apply_default_feat_lighting(f_ptr->x_attr, f_ptr->x_char);
524                                         break;
525
526                                 /* Use desired lighting */
527                                 case F_LIT_MAX * 2 + 1:
528                                         for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
529                                         {
530                                                 n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
531                                                 n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
532                                                 if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
533                                                 if (n2) f_ptr->x_char[j] = n2;
534                                         }
535                                         break;
536                                 }
537                         }
538                         return 0;
539
540                 /* Process "S:<num>:<a>/<c>" -- attr/char for special things */
541                 case 'S':
542                         if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
543                         {
544                                 j = (byte)strtol(zz[0], NULL, 0);
545                                 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
546                                 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
547                                 misc_to_attr[j] = n1;
548                                 misc_to_char[j] = n2;
549                                 return 0;
550                         }
551                         break;
552
553                 /* Process "U:<tv>:<a>/<c>" -- attr/char for unaware items */
554                 case 'U':
555                         if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
556                         {
557                                 j = (huge)strtol(zz[0], NULL, 0);
558                                 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
559                                 n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
560                                 for (i = 1; i < max_k_idx; i++)
561                                 {
562                                         object_kind *k_ptr = &k_info[i];
563                                         if (k_ptr->tval == j)
564                                         {
565                                                 if (n1) k_ptr->d_attr = n1;
566                                                 if (n2) k_ptr->d_char = n2;
567                                         }
568                                 }
569                                 return 0;
570                         }
571                         break;
572
573                 /* Process "E:<tv>:<a>" -- attribute for inventory objects */
574                 case 'E':
575                         if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
576                         {
577                                 j = (byte)strtol(zz[0], NULL, 0) % 128;
578                                 n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
579                                 if (n1) tval_to_attr[j] = n1;
580                                 return 0;
581                         }
582                         break;
583
584                 /* Process "A:<str>" -- save an "action" for later */
585                 case 'A':
586                         text_to_ascii(macro__buf, buf+2);
587                         return 0;
588
589                 /* Process "P:<str>" -- normal macro */
590                 case 'P':
591                 {
592                         char tmp[1024];
593
594                         text_to_ascii(tmp, buf+2);
595                         macro_add(tmp, macro__buf);
596                         return 0;
597                 }
598
599                 /* Process "C:<str>" -- create keymap */
600                 case 'C':
601                 {
602                         int mode;
603                         char tmp[1024];
604
605                         if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
606
607                         mode = strtol(zz[0], NULL, 0);
608                         if ((mode < 0) || (mode >= KEYMAP_MODES)) return 1;
609
610                         text_to_ascii(tmp, zz[1]);
611                         if (!tmp[0] || tmp[1]) return 1;
612                         i = (byte)(tmp[0]);
613
614                         string_free(keymap_act[mode][i]);
615
616                         keymap_act[mode][i] = string_make(macro__buf);
617
618                         return 0;
619                 }
620
621                 /* Process "V:<num>:<kv>:<rv>:<gv>:<bv>" -- visual info */
622                 case 'V':
623                         if (tokenize(buf+2, 5, zz, TOKENIZE_CHECKQUOTE) == 5)
624                         {
625                                 i = (byte)strtol(zz[0], NULL, 0);
626                                 angband_color_table[i][0] = (byte)strtol(zz[1], NULL, 0);
627                                 angband_color_table[i][1] = (byte)strtol(zz[2], NULL, 0);
628                                 angband_color_table[i][2] = (byte)strtol(zz[3], NULL, 0);
629                                 angband_color_table[i][3] = (byte)strtol(zz[4], NULL, 0);
630                                 return 0;
631                         }
632                         break;
633
634                 /* Process "X:<str>" -- turn option off */
635                 /* Process "Y:<str>" -- turn option on */
636                 case 'X':
637                 case 'Y':
638                         for (i = 0; option_info[i].o_desc; i++)
639                         {
640                                 if (option_info[i].o_var &&
641                                         option_info[i].o_text &&
642                                         streq(option_info[i].o_text, buf + 2))
643                                 {
644                                         int os = option_info[i].o_set;
645                                         int ob = option_info[i].o_bit;
646
647                                         if ((creature_ptr->playing || current_world_ptr->character_xtra) &&
648                                                 (OPT_PAGE_BIRTH == option_info[i].o_page) && !current_world_ptr->wizard)
649                                         {
650                                                 msg_format(_("初期オプションは変更できません! '%s'", "Birth options can not changed! '%s'"), buf);
651                                                 msg_print(NULL);
652                                                 return 0;
653                                         }
654
655                                         if (buf[0] == 'X')
656                                         {
657                                                 option_flag[os] &= ~(1L << ob);
658                                                 (*option_info[i].o_var) = FALSE;
659                                         }
660                                         else
661                                         {
662                                                 /* Set */
663                                                 option_flag[os] |= (1L << ob);
664                                                 (*option_info[i].o_var) = TRUE;
665                                         }
666                                         return 0;
667                                 }
668                         }
669
670                         /* don't know that option. ignore it.*/
671                         msg_format(_("オプションの名前が正しくありません: %s", "Ignored invalid option: %s"), buf);
672                         msg_print(NULL);
673                         return 0;
674
675                 /* Process "Z:<type>:<str>" -- set spell color */
676                 case 'Z':
677                 {
678                         /* Find the colon */
679                         char *t = my_strchr(buf + 2, ':');
680
681                         if (!t) return 1;
682
683                         /* Nuke the colon */
684                         *(t++) = '\0';
685
686                         for (i = 0; gf_desc[i].name; i++)
687                         {
688                                 /* Match this type */
689                                 if (streq(gf_desc[i].name, buf + 2))
690                                 {
691                                         /* Remember this color set */
692                                         gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
693
694                                         /* Success */
695                                         return 0;
696                                 }
697                         }
698
699                         break;
700                 }
701
702                 /* Initialize macro trigger names and a template */
703                 /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
704                 /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
705                 case 'T':
706                 {
707                         int tok = tokenize(buf+2, 2+MAX_MACRO_MOD, zz, 0);
708
709                         /* Process "T:<template>:<modifier chr>:<modifier name>:..." */
710                         if (tok >= 4)
711                         {
712                                 int num;
713
714                                 if (macro_template != NULL)
715                                 {
716                                         num = strlen(macro_modifier_chr);
717
718                                         /* Kill the template string */
719                                         string_free(macro_template);
720                                         macro_template = NULL;
721
722                                         /* Kill flag characters of modifier keys */
723                                         string_free(macro_modifier_chr);
724
725                                         /* Kill corresponding modifier names */
726                                         for (i = 0; i < num; i++)
727                                         {
728                                                 string_free(macro_modifier_name[i]);
729                                         }
730
731                                         /* Kill trigger name strings */
732                                         for (i = 0; i < max_macrotrigger; i++)
733                                         {
734                                                 string_free(macro_trigger_name[i]);
735                                                 string_free(macro_trigger_keycode[0][i]);
736                                                 string_free(macro_trigger_keycode[1][i]);
737                                         }
738
739                                         max_macrotrigger = 0;
740                                 }
741
742                                 if (*zz[0] == '\0') return 0; /* clear template */
743
744                                 /* Number of modifier flags */
745                                 num = strlen(zz[1]);
746
747                                 /* Limit the number */
748                                 num = MIN(MAX_MACRO_MOD, num);
749
750                                 /* Stop if number of modifier is not correct */
751                                 if (2 + num != tok) return 1;
752
753                                 /* Get a template string */
754                                 macro_template = string_make(zz[0]);
755
756                                 /* Get flag characters of modifier keys */
757                                 macro_modifier_chr = string_make(zz[1]);
758
759                                 /* Get corresponding modifier names */
760                                 for (i = 0; i < num; i++)
761                                 {
762                                         macro_modifier_name[i] = string_make(zz[2+i]);
763                                 }
764                         }
765
766                         /* Process "T:<trigger>:<keycode>:<shift-keycode>" */
767                         else if (tok >= 2)
768                         {
769                                 char buf_aux[1024];
770                                 int m;
771                                 char *t, *s;
772                                 if (max_macrotrigger >= MAX_MACRO_TRIG)
773                                 {
774                                         msg_print(_("マクロトリガーの設定が多すぎます!", "Too many macro triggers!"));
775                                         return 1;
776                                 }
777                                 m = max_macrotrigger;
778                                 max_macrotrigger++;
779
780                                 /* Take into account the escape character  */
781                                 t = buf_aux;
782                                 s = zz[0];
783                                 while (*s)
784                                 {
785                                         if ('\\' == *s) s++;
786                                         *t++ = *s++;
787                                 }
788                                 *t = '\0';
789
790                                 /* Get a trigger name */
791                                 macro_trigger_name[m] = string_make(buf_aux);
792
793                                 /* Get the corresponding key code */
794                                 macro_trigger_keycode[0][m] = string_make(zz[1]);
795
796                                 if (tok == 3)
797                                 {
798                                         /* Key code of a combination of it with the shift key */
799                                         macro_trigger_keycode[1][m] = string_make(zz[2]);
800                                 }
801                                 else
802                                 {
803                                         macro_trigger_keycode[1][m] = string_make(zz[1]);
804                                 }
805                         }
806
807                         /* No error */
808                         return 0;
809                 }
810         }
811
812         /* Failure */
813         return 1;
814 }
815
816
817 /*!
818  * @brief process_pref_fileのサブルーチンとして条件分岐処理の解釈と結果を返す /
819  * Helper function for "process_pref_file()"
820  * @param creature_ptr プレーヤーへの参照ポインタ
821  * @param sp テキスト文字列の参照ポインタ
822  * @param fp 再帰中のポインタ参照
823  * @return
824  * @details
825  * <pre>
826  * Input:
827  *   v: output buffer array
828  *   f: final character
829  * Output:
830  *   result
831  * </pre>
832  */
833 concptr process_pref_file_expr(player_type *creature_ptr, char **sp, char *fp)
834 {
835         concptr v;
836
837         char *b;
838         char *s;
839
840         char b1 = '[';
841         char b2 = ']';
842
843         char f = ' ';
844         static char tmp[16];
845
846         /* Initial */
847         s = (*sp);
848
849         /* Skip spaces */
850         while (iswspace(*s)) s++;
851
852         /* Save start */
853         b = s;
854
855         /* Default */
856         v = "?o?o?";
857
858         /* Analyze */
859         if (*s == b1)
860         {
861                 concptr p;
862                 concptr t;
863
864                 /* Skip b1 */
865                 s++;
866
867                 /* First */
868                 t = process_pref_file_expr(creature_ptr, &s, &f);
869
870                 if (!*t)
871                 {
872                         /* Nothing */
873                 }
874
875                 /* Function: IOR */
876                 else if (streq(t, "IOR"))
877                 {
878                         v = "0";
879                         while (*s && (f != b2))
880                         {
881                                 t = process_pref_file_expr(creature_ptr, &s, &f);
882                                 if (*t && !streq(t, "0")) v = "1";
883                         }
884                 }
885
886                 /* Function: AND */
887                 else if (streq(t, "AND"))
888                 {
889                         v = "1";
890                         while (*s && (f != b2))
891                         {
892                                 t = process_pref_file_expr(creature_ptr, &s, &f);
893                                 if (*t && streq(t, "0")) v = "0";
894                         }
895                 }
896
897                 /* Function: NOT */
898                 else if (streq(t, "NOT"))
899                 {
900                         v = "1";
901                         while (*s && (f != b2))
902                         {
903                                 t = process_pref_file_expr(creature_ptr, &s, &f);
904                                 if (*t && streq(t, "1")) v = "0";
905                         }
906                 }
907
908                 /* Function: EQU */
909                 else if (streq(t, "EQU"))
910                 {
911                         v = "0";
912                         if (*s && (f != b2))
913                         {
914                                 t = process_pref_file_expr(creature_ptr, &s, &f);
915                         }
916                         while (*s && (f != b2))
917                         {
918                                 p = process_pref_file_expr(creature_ptr, &s, &f);
919                                 if (streq(t, p)) v = "1";
920                         }
921                 }
922
923                 /* Function: LEQ */
924                 else if (streq(t, "LEQ"))
925                 {
926                         v = "1";
927                         if (*s && (f != b2))
928                         {
929                                 t = process_pref_file_expr(creature_ptr, &s, &f);
930                         }
931                         while (*s && (f != b2))
932                         {
933                                 p = t;
934                                 t = process_pref_file_expr(creature_ptr, &s, &f);
935                                 if (*t && atoi(p) > atoi(t)) v = "0";
936                         }
937                 }
938
939                 /* Function: GEQ */
940                 else if (streq(t, "GEQ"))
941                 {
942                         v = "1";
943                         if (*s && (f != b2))
944                         {
945                                 t = process_pref_file_expr(creature_ptr, &s, &f);
946                         }
947                         while (*s && (f != b2))
948                         {
949                                 p = t;
950                                 t = process_pref_file_expr(creature_ptr, &s, &f);
951
952                                 /* Compare two numbers instead of string */
953                                 if (*t && atoi(p) < atoi(t)) v = "0";
954                         }
955                 }
956
957                 else
958                 {
959                         while (*s && (f != b2))
960                         {
961                                 t = process_pref_file_expr(creature_ptr, &s, &f);
962                         }
963                 }
964
965                 /* Verify ending */
966                 if (f != b2) v = "?x?x?";
967
968                 /* Extract final and Terminate */
969                 if ((f = *s) != '\0') *s++ = '\0';
970         }
971
972         /* Other */
973         else
974         {
975                 /* Accept all printables except spaces and brackets */
976 #ifdef JP
977                 while (iskanji(*s) || (isprint(*s) && !my_strchr(" []", *s)))
978                 {
979                         if (iskanji(*s)) s++;
980                         s++;
981                 }
982 #else
983                 while (isprint(*s) && !my_strchr(" []", *s)) ++s;
984 #endif
985
986                 /* Extract final and Terminate */
987                 if ((f = *s) != '\0') *s++ = '\0';
988
989                 /* Variable */
990                 if (*b == '$')
991                 {
992                         /* System */
993                         if (streq(b+1, "SYS"))
994                         {
995                                 v = ANGBAND_SYS;
996                         }
997
998                         else if (streq(b+1, "KEYBOARD"))
999                         {
1000                                 v = ANGBAND_KEYBOARD;
1001                         }
1002
1003                         /* Graphics */
1004                         else if (streq(b+1, "GRAF"))
1005                         {
1006                                 v = ANGBAND_GRAF;
1007                         }
1008
1009                         /* Monochrome mode */
1010                         else if (streq(b+1, "MONOCHROME"))
1011                         {
1012                                 if (arg_monochrome)
1013                                         v = "ON";
1014                                 else
1015                                         v = "OFF";
1016                         }
1017
1018                         /* Race */
1019                         else if (streq(b+1, "RACE"))
1020                         {
1021 #ifdef JP
1022                                 v = rp_ptr->E_title;
1023 #else
1024                                 v = rp_ptr->title;
1025 #endif
1026                         }
1027
1028                         /* Class */
1029                         else if (streq(b+1, "CLASS"))
1030                         {
1031 #ifdef JP
1032                                 v = cp_ptr->E_title;
1033 #else
1034                                 v = cp_ptr->title;
1035 #endif
1036                         }
1037
1038                         /* Player */
1039                         else if (streq(b+1, "PLAYER"))
1040                         {
1041                                 static char tmp_player_name[32];
1042                                 char *pn, *tpn;
1043                                 for (pn = creature_ptr->name, tpn = tmp_player_name; *pn; pn++, tpn++)
1044                                 {
1045 #ifdef JP
1046                                         if (iskanji(*pn))
1047                                         {
1048                                                 *(tpn++) = *(pn++);
1049                                                 *tpn = *pn;
1050                                                 continue;
1051                                         }
1052 #endif
1053                                         *tpn = my_strchr(" []", *pn) ? '_' : *pn;
1054                                 }
1055                                 *tpn = '\0';
1056                                 v = tmp_player_name;
1057                         }
1058
1059                         /* First realm */
1060                         else if (streq(b+1, "REALM1"))
1061                         {
1062 #ifdef JP
1063                                 v = E_realm_names[creature_ptr->realm1];
1064 #else
1065                                 v = realm_names[creature_ptr->realm1];
1066 #endif
1067                         }
1068
1069                         /* Second realm */
1070                         else if (streq(b+1, "REALM2"))
1071                         {
1072 #ifdef JP
1073                                 v = E_realm_names[creature_ptr->realm2];
1074 #else
1075                                 v = realm_names[creature_ptr->realm2];
1076 #endif
1077                         }
1078
1079                         /* Level */
1080                         else if (streq(b+1, "LEVEL"))
1081                         {
1082                                 sprintf(tmp, "%02d", creature_ptr->lev);
1083                                 v = tmp;
1084                         }
1085
1086                         /* Autopick auto-register is in-use or not? */
1087                         else if (streq(b+1, "AUTOREGISTER"))
1088                         {
1089                                 if (creature_ptr->autopick_autoregister)
1090                                         v = "1";
1091                                 else
1092                                         v = "0";
1093                         }
1094
1095                         /* Money */
1096                         else if (streq(b+1, "MONEY"))
1097                         {
1098                                 sprintf(tmp, "%09ld", (long int)creature_ptr->au);
1099                                 v = tmp;
1100                         }
1101                 }
1102
1103                 /* Constant */
1104                 else
1105                 {
1106                         v = b;
1107                 }
1108         }
1109
1110         /* Save */
1111         (*fp) = f;
1112         (*sp) = s;
1113         return (v);
1114 }
1115
1116
1117 #define PREF_TYPE_NORMAL   0
1118 #define PREF_TYPE_AUTOPICK 1
1119 #define PREF_TYPE_HISTPREF 2
1120
1121 /*!
1122  * @brief process_pref_fileのサブルーチン /
1123  * Open the "user pref file" and parse it.
1124  * @param creature_ptr プレーヤーへの参照ポインタ
1125  * @param name 読み込むファイル名
1126  * @param preftype prefファイルのタイプ
1127  * @return エラーコード
1128  * @details
1129  * <pre>
1130  * Input:
1131  *   v: output buffer array
1132  *   f: final character
1133  * Output:
1134  *   result
1135  * </pre>
1136  */
1137 static errr process_pref_file_aux(player_type *creature_ptr, concptr name, int preftype)
1138 {
1139         FILE *fp;
1140
1141         char buf[1024];
1142
1143         char old[1024];
1144
1145         int line = -1;
1146
1147         errr err = 0;
1148
1149         bool bypass = FALSE;
1150
1151         fp = my_fopen(name, "r");
1152
1153         /* No such file */
1154         if (!fp) return (-1);
1155
1156         /* Process the file */
1157         while (0 == my_fgets(fp, buf, sizeof(buf)))
1158         {
1159                 /* Count lines */
1160                 line++;
1161
1162                 /* Skip "empty" lines */
1163                 if (!buf[0]) continue;
1164
1165                 /* Skip "blank" lines */
1166 #ifdef JP
1167                 if (!iskanji(buf[0]))
1168 #endif
1169                 if (iswspace(buf[0])) continue;
1170
1171                 /* Skip comments */
1172                 if (buf[0] == '#') continue;
1173
1174
1175                 /* Save a copy */
1176                 strcpy(old, buf);
1177
1178
1179                 /* Process "?:<expr>" */
1180                 if ((buf[0] == '?') && (buf[1] == ':'))
1181                 {
1182                         char f;
1183                         concptr v;
1184                         char *s;
1185
1186                         /* Start */
1187                         s = buf + 2;
1188
1189                         /* Parse the expr */
1190                         v = process_pref_file_expr(creature_ptr, &s, &f);
1191
1192                         /* Set flag */
1193                         bypass = (streq(v, "0") ? TRUE : FALSE);
1194                         continue;
1195                 }
1196
1197                 /* Apply conditionals */
1198                 if (bypass) continue;
1199
1200
1201                 /* Process "%:<file>" */
1202                 if (buf[0] == '%')
1203                 {
1204                         static int depth_count = 0;
1205
1206                         /* Ignore if deeper than 20 level */
1207                         if (depth_count > 20) continue;
1208
1209                         /* Count depth level */
1210                         depth_count++;
1211
1212                         /* Process that file if allowed */
1213                         switch (preftype)
1214                         {
1215                         case PREF_TYPE_AUTOPICK:
1216                                 (void)process_autopick_file(creature_ptr, buf + 2);
1217                                 break;
1218                         case PREF_TYPE_HISTPREF:
1219                                 (void)process_histpref_file(creature_ptr, buf + 2);
1220                                 break;
1221                         default:
1222                                 (void)process_pref_file(creature_ptr, buf + 2);
1223                                 break;
1224                         }
1225
1226                         /* Set back depth level */
1227                         depth_count--;
1228                         continue;
1229                 }
1230
1231
1232                 /* Process the line */
1233                 err = process_pref_file_command(creature_ptr, buf);
1234
1235                 /* This is not original pref line... */
1236                 if (err)
1237                 {
1238                         if (preftype != PREF_TYPE_AUTOPICK)
1239                                 break;
1240                         err = process_autopick_file_command(buf);
1241                 }
1242         }
1243
1244
1245         /* Error */
1246         if (err)
1247         {
1248                 /* Print error message */
1249                 /* ToDo: Add better error messages */
1250                 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'."), 
1251                                         _(name, err), line, _(err, name));
1252                 msg_format(_("('%s'を解析中)", "Parsing '%s'"), old);
1253                 msg_print(NULL);
1254         }
1255         my_fclose(fp);
1256         return (err);
1257 }
1258
1259
1260 /*!
1261  * @brief pref設定ファイルを読み込み設定を反映させる /
1262  * Process the "user pref file" with the given name
1263  * @param creature_ptr プレーヤーへの参照ポインタ
1264  * @param name 読み込むファイル名
1265  * @return エラーコード
1266  * @details
1267  * <pre>
1268  * See the functions above for a list of legal "commands".
1269  * We also accept the special "?" and "%" directives, which
1270  * allow conditional evaluation and filename inclusion.
1271  * </pre>
1272  */
1273 errr process_pref_file(player_type *creature_ptr, concptr name)
1274 {
1275         char buf[1024];
1276
1277         errr err1, err2;
1278         path_build(buf, sizeof(buf), ANGBAND_DIR_PREF, name);
1279
1280         /* Process the system pref file */
1281         err1 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1282
1283         /* Stop at parser errors, but not at non-existing file */
1284         if (err1 > 0) return err1;
1285
1286         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
1287         
1288         /* Process the user pref file */
1289         err2 = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_NORMAL);
1290
1291
1292         /* User file does not exist, but read system pref file */
1293         if (err2 < 0 && !err1)
1294                 return -2;
1295
1296         /* Result of user file processing */
1297         return err2;
1298 }
1299
1300
1301
1302 #ifdef CHECK_TIME
1303
1304 /*
1305  * Operating hours for ANGBAND (defaults to non-work hours)
1306  */
1307 static char days[7][29] =
1308 {
1309         "SUN:XXXXXXXXXXXXXXXXXXXXXXXX",
1310         "MON:XXXXXXXX.........XXXXXXX",
1311         "TUE:XXXXXXXX.........XXXXXXX",
1312         "WED:XXXXXXXX.........XXXXXXX",
1313         "THU:XXXXXXXX.........XXXXXXX",
1314         "FRI:XXXXXXXX.........XXXXXXX",
1315         "SAT:XXXXXXXXXXXXXXXXXXXXXXXX"
1316 };
1317
1318 /*
1319  * Restict usage (defaults to no restrictions)
1320  */
1321 static bool check_time_flag = FALSE;
1322
1323 #endif
1324
1325
1326 /*!
1327  * @brief Angbandプレイ禁止時刻をチェック /
1328  * Handle CHECK_TIME
1329  * @return エラーコード
1330  */
1331 errr check_time(void)
1332 {
1333
1334 #ifdef CHECK_TIME
1335
1336         time_t      c;
1337         struct tm   *tp;
1338
1339         /* No restrictions */
1340         if (!check_time_flag) return (0);
1341
1342         /* Check for time violation */
1343         c = time((time_t *)0);
1344         tp = localtime(&c);
1345
1346         /* Violation */
1347         if (days[tp->tm_wday][tp->tm_hour + 4] != 'X') return (1);
1348
1349 #endif
1350
1351         /* Success */
1352         return (0);
1353 }
1354
1355
1356 /*!
1357  * @brief Angbandプレイ禁止時刻の初期化 /
1358  * Initialize CHECK_TIME
1359  * @return エラーコード
1360  */
1361 errr check_time_init(void)
1362 {
1363
1364 #ifdef CHECK_TIME
1365
1366         FILE        *fp;
1367
1368         char    buf[1024];
1369
1370         path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "time.txt");
1371         fp = my_fopen(buf, "r");
1372
1373         /* No file, no restrictions */
1374         if (!fp) return (0);
1375
1376         /* Assume restrictions */
1377         check_time_flag = TRUE;
1378
1379         /* Parse the file */
1380         while (0 == my_fgets(fp, buf, sizeof(buf)))
1381         {
1382                 /* Skip comments and blank lines */
1383                 if (!buf[0] || (buf[0] == '#')) continue;
1384
1385                 /* Chop the buffer */
1386                 buf[29] = '\0';
1387
1388                 /* Extract the info */
1389                 if (prefix(buf, "SUN:")) strcpy(days[0], buf);
1390                 if (prefix(buf, "MON:")) strcpy(days[1], buf);
1391                 if (prefix(buf, "TUE:")) strcpy(days[2], buf);
1392                 if (prefix(buf, "WED:")) strcpy(days[3], buf);
1393                 if (prefix(buf, "THU:")) strcpy(days[4], buf);
1394                 if (prefix(buf, "FRI:")) strcpy(days[5], buf);
1395                 if (prefix(buf, "SAT:")) strcpy(days[6], buf);
1396         }
1397         my_fclose(fp);
1398
1399 #endif
1400
1401         /* Success */
1402         return (0);
1403 }
1404
1405
1406
1407 #ifdef CHECK_LOAD
1408
1409 #ifndef MAXHOSTNAMELEN
1410 # define MAXHOSTNAMELEN  64
1411 #endif
1412
1413 typedef struct statstime statstime;
1414
1415 struct statstime
1416 {
1417         int                 cp_time[4];
1418         int                 dk_xfer[4];
1419         unsigned int        v_pgpgin;
1420         unsigned int        v_pgpgout;
1421         unsigned int        v_pswpin;
1422         unsigned int        v_pswpout;
1423         unsigned int        v_intr;
1424         int                 if_ipackets;
1425         int                 if_ierrors;
1426         int                 if_opackets;
1427         int                 if_oerrors;
1428         int                 if_collisions;
1429         unsigned int        v_swtch;
1430         long                avenrun[3];
1431         struct timeval      boottime;
1432         struct timeval      curtime;
1433 };
1434
1435 /*
1436  * Maximal load (if any).
1437  */
1438 static int check_load_value = 0;
1439
1440 #endif
1441
1442
1443 /*!
1444  * @brief Angbandプレイ禁止ホストのチェック /
1445  * Handle CHECK_LOAD
1446  * @return エラーコード
1447  */
1448 errr check_load(void)
1449 {
1450
1451 #ifdef CHECK_LOAD
1452
1453         struct statstime    st;
1454
1455         /* Success if not checking */
1456         if (!check_load_value) return (0);
1457
1458         /* Check the load */
1459         if (0 == rstat("localhost", &st))
1460         {
1461                 long val1 = (long)(st.avenrun[2]);
1462                 long val2 = (long)(check_load_value) * FSCALE;
1463
1464                 /* Check for violation */
1465                 if (val1 >= val2) return (1);
1466         }
1467
1468 #endif
1469
1470         /* Success */
1471         return (0);
1472 }
1473
1474
1475 /*!
1476  * @brief Angbandプレイ禁止ホストの設定初期化 /
1477  * Initialize CHECK_LOAD
1478  * @return エラーコード
1479  */
1480 errr check_load_init(void)
1481 {
1482
1483 #ifdef CHECK_LOAD
1484
1485         FILE        *fp;
1486
1487         char    buf[1024];
1488
1489         char    temphost[MAXHOSTNAMELEN+1];
1490         char    thishost[MAXHOSTNAMELEN+1];
1491
1492         path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "load.txt");
1493
1494         /* Open the "load" file */
1495         fp = my_fopen(buf, "r");
1496
1497         /* No file, no restrictions */
1498         if (!fp) return (0);
1499
1500         /* Default load */
1501         check_load_value = 100;
1502
1503         /* Get the host name */
1504         (void)gethostname(thishost, (sizeof thishost) - 1);
1505
1506         /* Parse it */
1507         while (0 == my_fgets(fp, buf, sizeof(buf)))
1508         {
1509                 int value;
1510
1511                 /* Skip comments and blank lines */
1512                 if (!buf[0] || (buf[0] == '#')) continue;
1513
1514                 /* Parse, or ignore */
1515                 if (sscanf(buf, "%s%d", temphost, &value) != 2) continue;
1516
1517                 /* Skip other hosts */
1518                 if (!streq(temphost, thishost) &&
1519                     !streq(temphost, "localhost")) continue;
1520
1521                 /* Use that value */
1522                 check_load_value = value;
1523
1524                 break;
1525         }
1526         my_fclose(fp);
1527
1528 #endif
1529
1530         /* Success */
1531         return (0);
1532 }
1533
1534
1535 #define ENTRY_BARE_HAND 0
1536 #define ENTRY_TWO_HANDS 1
1537 #define ENTRY_RIGHT_HAND1 2
1538 #define ENTRY_LEFT_HAND1 3
1539 #define ENTRY_LEFT_HAND2 4
1540 #define ENTRY_RIGHT_HAND2 5
1541 #define ENTRY_POSTURE 6
1542 #define ENTRY_SHOOT_HIT_DAM 7
1543 #define ENTRY_SHOOT_POWER 8
1544 #define ENTRY_SPEED 9
1545 #define ENTRY_BASE_AC 10
1546 #define ENTRY_LEVEL 11
1547 #define ENTRY_CUR_EXP 12
1548 #define ENTRY_MAX_EXP 13
1549 #define ENTRY_EXP_TO_ADV 14
1550 #define ENTRY_GOLD 15
1551 #define ENTRY_DAY 16
1552 #define ENTRY_HP 17
1553 #define ENTRY_SP 18
1554 #define ENTRY_PLAY_TIME 19
1555 #define ENTRY_SKILL_FIGHT 20
1556 #define ENTRY_SKILL_SHOOT 21
1557 #define ENTRY_SKILL_SAVING 22
1558 #define ENTRY_SKILL_STEALTH 23
1559 #define ENTRY_SKILL_PERCEP 24
1560 #define ENTRY_SKILL_SEARCH 25
1561 #define ENTRY_SKILL_DISARM 26
1562 #define ENTRY_SKILL_DEVICE 27
1563 #define ENTRY_SKILL_DIG 45
1564
1565
1566 #define ENTRY_BLOWS 28
1567 #define ENTRY_SHOTS 29
1568 #define ENTRY_AVG_DMG 30
1569 #define ENTRY_INFRA 31
1570
1571 #define ENTRY_NAME 32
1572 #define ENTRY_SEX 33
1573 #define ENTRY_RACE 34
1574 #define ENTRY_CLASS 35
1575 #define ENTRY_REALM 36
1576 #define ENTRY_PATRON 37
1577 #define ENTRY_AGE 38
1578 #define ENTRY_HEIGHT 39
1579 #define ENTRY_WEIGHT 40
1580 #define ENTRY_SOCIAL 41
1581 #define ENTRY_ALIGN 42
1582
1583 #define ENTRY_EXP_ANDR 43
1584 #define ENTRY_EXP_TO_ADV_ANDR 44
1585
1586
1587 static struct
1588 {
1589         int col;
1590         int row;
1591         int len;
1592         char header[20];
1593 } disp_player_line[]
1594 #ifdef JP
1595 = {
1596         { 1, 10, 25, "打撃修正(格闘)"},
1597         { 1, 10, 25, "打撃修正(両手)"},
1598         { 1, 10, 25, "打撃修正(右手)"},
1599         { 1, 10, 25, "打撃修正(左手)"},
1600         { 1, 11, 25, "打撃修正(左手)"},
1601         { 1, 11, 25, "打撃修正(右手)"},
1602         { 1, 11, 25, ""},
1603         { 1, 15, 25, "射撃攻撃修正"},
1604         { 1, 16, 25, "射撃武器倍率"},
1605         { 1, 20, 25, "加速"},
1606         { 1, 19, 25, "AC"},
1607         {29, 13, 21, "レベル"},
1608         {29, 14, 21, "経験値"},
1609         {29, 15, 21, "最大経験"},
1610         {29, 16, 21, "次レベル"},
1611         {29, 17, 21, "所持金"},
1612         {29, 19, 21, "日付"},
1613         {29, 10, 21, "HP"},
1614         {29, 11, 21, "MP"},
1615         {29, 20, 21, "プレイ時間"},
1616         {53, 10, -1, "打撃命中  :"},
1617         {53, 11, -1, "射撃命中  :"},
1618         {53, 12, -1, "魔法防御  :"},
1619         {53, 13, -1, "隠密行動  :"},
1620         {53, 15, -1, "知覚      :"},
1621         {53, 16, -1, "探索      :"},
1622         {53, 17, -1, "解除      :"},
1623         {53, 18, -1, "魔法道具  :"},
1624         { 1, 12, 25, "打撃回数"},
1625         { 1, 17, 25, "射撃回数"},
1626         { 1, 13, 25, "平均ダメージ"},
1627         {53, 20, -1, "赤外線視力:"},
1628         {26,  1, -1, "名前  : "},
1629         { 1,  3, -1, "性別     : "},
1630         { 1,  4, -1, "種族     : "},
1631         { 1,  5, -1, "職業     : "},
1632         { 1,  6, -1, "魔法     : "},
1633         { 1,  7, -1, "守護魔神 : "},
1634         {29,  3, 21, "年齢"},
1635         {29,  4, 21, "身長"},
1636         {29,  5, 21, "体重"},
1637         {29,  6, 21, "社会的地位"},
1638         {29,  7, 21, "属性"},
1639         {29, 14, 21, "強化度"},
1640         {29, 16, 21, "次レベル"},
1641         {53, 19, -1, "掘削      :" },
1642 };
1643 #else
1644 = {
1645         { 1, 10, 25, "Bare hand"},
1646         { 1, 10, 25, "Two hands"},
1647         { 1, 10, 25, "Right hand"},
1648         { 1, 10, 25, "Left hand"},
1649         { 1, 11, 25, "Left hand"},
1650         { 1, 11, 25, "Right hand"},
1651         { 1, 11, 25, "Posture"},
1652         { 1, 15, 25, "Shooting"},
1653         { 1, 16, 25, "Multiplier"},
1654         { 1, 20, 25, "Speed"},
1655         { 1, 19, 25, "AC"},
1656         {29, 13, 21, "Level"},
1657         {29, 14, 21, "Experience"},
1658         {29, 15, 21, "Max Exp"},
1659         {29, 16, 21, "Exp to Adv"},
1660         {29, 17, 21, "Gold"},
1661         {29, 19, 21, "Time"},
1662         {29, 10, 21, "Hit point"},
1663         {29, 11, 21, "SP (Mana)"},
1664         {29, 20, 21, "Play time"},
1665         {53, 10, -1, "Fighting   : "},
1666         {53, 11, -1, "Bows/Throw : "},
1667         {53, 12, -1, "SavingThrow: "},
1668         {53, 13, -1, "Stealth    : "},
1669         {53, 15, -1, "Perception : "},
1670         {53, 16, -1, "Searching  : "},
1671         {53, 17, -1, "Disarming  : "},
1672         {53, 18, -1, "MagicDevice: "},
1673         { 1, 12, 25, "Blows/Round"},
1674         { 1, 17, 25, "Shots/Round"},
1675         { 1, 13, 25, "AverageDmg/Rnd"},
1676         {53, 20, -1, "Infra-Vision: "},
1677         {26,  1, -1, "Name  : "},
1678         { 1,  3, -1, "Sex      : "},
1679         { 1,  4, -1, "Race     : "},
1680         { 1,  5, -1, "Class    : "},
1681         { 1,  6, -1, "Magic    : "},
1682         { 1,  7, -1, "Patron   : "},
1683         {29,  3, 21, "Age"},
1684         {29,  4, 21, "Height"},
1685         {29,  5, 21, "Weight"},
1686         {29,  6, 21, "Social Class"},
1687         {29,  7, 21, "Align"},
1688         {29, 14, 21, "Construction"},
1689         {29, 16, 21, "Const to Adv"},
1690         {53, 19, -1, "Digging    :" },
1691 };
1692 #endif
1693
1694 /*!
1695  * @brief プレイヤーのステータス1種を出力する
1696  * @param entry 項目ID
1697  * @param val 値を保管した文字列ポインタ
1698  * @param attr 項目表示の色
1699  * @return なし
1700  */
1701 static void display_player_one_line(int entry, concptr val, TERM_COLOR attr)
1702 {
1703         char buf[40];
1704
1705         int row = disp_player_line[entry].row;
1706         int col = disp_player_line[entry].col;
1707         int len = disp_player_line[entry].len;
1708         concptr head = disp_player_line[entry].header;
1709
1710         int head_len = strlen(head);
1711
1712         Term_putstr(col, row, -1, TERM_WHITE, head);
1713
1714         if (!val)
1715                 return;
1716
1717         if (len > 0)
1718         {
1719                 int val_len = len - head_len;
1720                 sprintf(buf, "%*.*s", val_len, val_len, val);
1721                 Term_putstr(col + head_len, row, -1, attr, buf);
1722         }
1723         else
1724         {
1725                 Term_putstr(col + head_len, row, -1, attr, val);
1726         }
1727
1728         return;
1729 }
1730
1731 /*!
1732  * @brief プレイヤーの打撃能力修正を表示する
1733  * @param creature_ptr プレーヤーへの参照ポインタ
1734  * @param hand 武器の装備部位ID
1735  * @param hand_entry 項目ID
1736  * @return なし
1737  */
1738 static void display_player_melee_bonus(player_type *creature_ptr, int hand, int hand_entry)
1739 {
1740         char buf[160];
1741         HIT_PROB show_tohit = creature_ptr->dis_to_h[hand];
1742         HIT_POINT show_todam = creature_ptr->dis_to_d[hand];
1743         object_type *o_ptr = &creature_ptr->inventory_list[INVEN_RARM + hand];
1744
1745         /* Hack -- add in weapon info if known */
1746         if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1747         if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1748         
1749         show_tohit += creature_ptr->skill_thn / BTH_PLUS_ADJ;
1750         
1751         /* Melee attacks */
1752         sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
1753
1754         /* Dump the bonuses to hit/dam */
1755         if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
1756                 display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
1757         else if (creature_ptr->ryoute)
1758                 display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
1759         else
1760                 display_player_one_line(hand_entry, buf, TERM_L_BLUE);
1761 }
1762
1763
1764 /*!
1765  * @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
1766  * @param creature_ptr プレーヤーへの参照ポインタ
1767  * Prints the following information on the screen.
1768  * @return なし
1769  */
1770 static void display_player_middle(player_type *creature_ptr)
1771 {
1772         char buf[160];
1773
1774         /* Base skill */
1775         HIT_PROB show_tohit = creature_ptr->dis_to_h_b;
1776         HIT_POINT show_todam = 0;
1777
1778         /* Range weapon */
1779         object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
1780
1781         int tmul = 0;
1782         int e;
1783
1784         if (creature_ptr->migite)
1785         {
1786                 display_player_melee_bonus(creature_ptr, 0, left_hander ? ENTRY_LEFT_HAND1 : ENTRY_RIGHT_HAND1);
1787         }
1788
1789         if (creature_ptr->hidarite)
1790         {
1791                 display_player_melee_bonus(creature_ptr, 1, left_hander ? ENTRY_RIGHT_HAND2: ENTRY_LEFT_HAND2);
1792         }
1793         else if ((creature_ptr->pclass == CLASS_MONK) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
1794         {
1795                 int i;
1796                 if (creature_ptr->special_defense & KAMAE_MASK)
1797                 {
1798                         for (i = 0; i < MAX_KAMAE; i++)
1799                         {
1800                                 if ((creature_ptr->special_defense >> i) & KAMAE_GENBU) break;
1801                         }
1802                         if (i < MAX_KAMAE)
1803                                 display_player_one_line(ENTRY_POSTURE, format(_("%sの構え", "%s form"), kamae_shurui[i].desc), TERM_YELLOW);
1804                 }
1805                 else
1806                                 display_player_one_line(ENTRY_POSTURE, _("構えなし", "none"), TERM_YELLOW);
1807         }
1808
1809         /* Apply weapon bonuses */
1810         if (object_is_known(o_ptr)) show_tohit += o_ptr->to_h;
1811         if (object_is_known(o_ptr)) show_todam += o_ptr->to_d;
1812
1813         if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
1814                 show_tohit += creature_ptr->weapon_exp[0][o_ptr->sval] / 400;
1815         else
1816                 show_tohit += (creature_ptr->weapon_exp[0][o_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200;
1817         
1818         show_tohit += creature_ptr->skill_thb / BTH_PLUS_ADJ;
1819         
1820         /* Range attacks */
1821         display_player_one_line(ENTRY_SHOOT_HIT_DAM, format("(%+d,%+d)", show_tohit, show_todam), TERM_L_BLUE);
1822
1823         if (creature_ptr->inventory_list[INVEN_BOW].k_idx)
1824         {
1825                 tmul = bow_tmul(creature_ptr->inventory_list[INVEN_BOW].sval);
1826
1827                 /* Get extra "power" from "extra might" */
1828                 if (creature_ptr->xtra_might) tmul++;
1829
1830                 tmul = tmul * (100 + (int)(adj_str_td[creature_ptr->stat_ind[A_STR]]) - 128);
1831         }
1832
1833         /* shoot power */
1834         display_player_one_line(ENTRY_SHOOT_POWER, format("x%d.%02d", tmul/100, tmul%100), TERM_L_BLUE);
1835
1836         /* Dump the armor class */
1837         display_player_one_line(ENTRY_BASE_AC, format("[%d,%+d]", creature_ptr->dis_ac, creature_ptr->dis_to_a), TERM_L_BLUE);
1838
1839         /* Dump speed */
1840         {
1841                 int tmp_speed = 0;
1842                 TERM_COLOR attr;
1843                 int i;
1844
1845                 i = creature_ptr->pspeed-110;
1846
1847                 /* Hack -- Visually "undo" the Search Mode Slowdown */
1848                 if (creature_ptr->action == ACTION_SEARCH) i += 10;
1849
1850                 if (i > 0)
1851                 {
1852                         if (!creature_ptr->riding)
1853                                 attr = TERM_L_GREEN;
1854                         else
1855                                 attr = TERM_GREEN;
1856                 }
1857                 else if (i == 0)
1858                 {
1859                         if (!creature_ptr->riding)
1860                                 attr = TERM_L_BLUE;
1861                         else
1862                                 attr = TERM_GREEN;
1863                 }
1864                 else
1865                 {
1866                         if (!creature_ptr->riding)
1867                                 attr = TERM_L_UMBER;
1868                         else
1869                                 attr = TERM_RED;
1870                 }
1871
1872                 if (!creature_ptr->riding)
1873                 {
1874                         if (IS_FAST(creature_ptr)) tmp_speed += 10;
1875                         if (creature_ptr->slow) tmp_speed -= 10;
1876                         if (creature_ptr->lightspeed) tmp_speed = 99;
1877                 }
1878                 else
1879                 {
1880                         if (MON_FAST(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed += 10;
1881                         if (MON_SLOW(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) tmp_speed -= 10;
1882                 }
1883
1884                 if (tmp_speed)
1885                 {
1886                         if (!creature_ptr->riding)
1887                                 sprintf(buf, "(%+d%+d)", i-tmp_speed, tmp_speed);
1888                         else
1889                                 sprintf(buf, _("乗馬中 (%+d%+d)", "Riding (%+d%+d)"), i-tmp_speed, tmp_speed);
1890
1891                         if (tmp_speed > 0)
1892                                 attr = TERM_YELLOW;
1893                         else
1894                                 attr = TERM_VIOLET;
1895                 }
1896                 else
1897                 {
1898                         if (!creature_ptr->riding)
1899                                 sprintf(buf, "(%+d)", i);
1900                         else
1901                                 sprintf(buf, _("乗馬中 (%+d)", "Riding (%+d)"), i);
1902                 }
1903         
1904                 display_player_one_line(ENTRY_SPEED, buf, attr);
1905         }
1906
1907         /* Dump character level */
1908         display_player_one_line(ENTRY_LEVEL, format("%d", creature_ptr->lev), TERM_L_GREEN);
1909
1910         /* Dump experience */
1911         if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_ANDR;
1912         else e = ENTRY_CUR_EXP;
1913
1914         if (creature_ptr->exp >= creature_ptr->max_exp)
1915                 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_L_GREEN);
1916         else
1917                 display_player_one_line(e, format("%ld", creature_ptr->exp), TERM_YELLOW);
1918
1919         /* Dump max experience */
1920         if (creature_ptr->prace == RACE_ANDROID)
1921                 /* Nothing */;
1922         else
1923                 display_player_one_line(ENTRY_MAX_EXP, format("%ld", creature_ptr->max_exp), TERM_L_GREEN);
1924
1925         /* Dump exp to advance */
1926         if (creature_ptr->prace == RACE_ANDROID) e = ENTRY_EXP_TO_ADV_ANDR;
1927         else e = ENTRY_EXP_TO_ADV;
1928
1929         if (creature_ptr->lev >= PY_MAX_LEVEL)
1930                 display_player_one_line(e, "*****", TERM_L_GREEN);
1931         else if (creature_ptr->prace == RACE_ANDROID)
1932                 display_player_one_line(e, format("%ld", (s32b)(player_exp_a[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1933         else
1934                 display_player_one_line(e, format("%ld", (s32b)(player_exp[creature_ptr->lev - 1] * creature_ptr->expfact / 100L)), TERM_L_GREEN);
1935
1936         /* Dump gold */
1937         display_player_one_line(ENTRY_GOLD, format("%ld", creature_ptr->au), TERM_L_GREEN);
1938
1939         /* Dump Day */
1940         {
1941                 int day, hour, min;
1942                 extract_day_hour_min(&day, &hour, &min);
1943
1944                 if (day < MAX_DAYS) sprintf(buf, _("%d日目 %2d:%02d", "Day %d %2d:%02d"), day, hour, min);
1945                 else sprintf(buf, _("*****日目 %2d:%02d", "Day ***** %2d:%02d"), hour, min);
1946         }
1947         display_player_one_line(ENTRY_DAY, buf, TERM_L_GREEN);
1948
1949         /* Dump hit point */
1950         if (creature_ptr->chp >= creature_ptr->mhp) 
1951                 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp , creature_ptr->mhp), TERM_L_GREEN);
1952         else if (creature_ptr->chp > (creature_ptr->mhp * hitpoint_warn) / 10) 
1953                 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp , creature_ptr->mhp), TERM_YELLOW);
1954         else
1955                 display_player_one_line(ENTRY_HP, format("%4d/%4d", creature_ptr->chp , creature_ptr->mhp), TERM_RED);
1956
1957         /* Dump mana power */
1958         if (creature_ptr->csp >= creature_ptr->msp) 
1959                 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp , creature_ptr->msp), TERM_L_GREEN);
1960         else if (creature_ptr->csp > (creature_ptr->msp * mana_warn) / 10) 
1961                 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp , creature_ptr->msp), TERM_YELLOW);
1962         else
1963                 display_player_one_line(ENTRY_SP, format("%4d/%4d", creature_ptr->csp , creature_ptr->msp), TERM_RED);
1964
1965         /* Dump play time */
1966         display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", current_world_ptr->play_time/(60*60), (current_world_ptr->play_time/60)%60, current_world_ptr->play_time%60), TERM_L_GREEN);
1967 }
1968
1969
1970 /*
1971  * Hack -- pass color info around this file
1972  */
1973 static TERM_COLOR likert_color = TERM_WHITE;
1974
1975
1976 /*!
1977  * @brief 技能ランクの表示基準を定める
1978  * Returns a "rating" of x depending on y
1979  * @param x 技能値
1980  * @param y 技能値に対するランク基準比
1981  * @return なし
1982  */
1983 static concptr likert(int x, int y)
1984 {
1985         static char dummy[20] = "", dummy2[20] = "";
1986         memset(dummy, 0, strlen(dummy));
1987         memset(dummy2, 0, strlen(dummy2));
1988         if (y <= 0) y = 1;
1989
1990         if(show_actual_value)
1991         {
1992                 sprintf(dummy, "%3d-", x);
1993         }
1994
1995         /* Negative value */
1996         if (x < 0)
1997         {
1998                 likert_color = TERM_L_DARK;
1999                 strcat(dummy, _("最低", "Very Bad"));
2000         }
2001         else
2002         {
2003
2004                 /* Analyze the value */
2005                 switch ((x / y))
2006                 {
2007                 case 0:
2008                 case 1:
2009                         likert_color = TERM_RED;
2010                         strcat(dummy, _("悪い", "Bad"));
2011                         break;
2012                 case 2:
2013                         likert_color = TERM_L_RED;
2014                         strcat(dummy, _("劣る", "Poor"));
2015                         break;
2016
2017                 case 3:
2018                 case 4:
2019                         likert_color = TERM_ORANGE;
2020                         strcat(dummy, _("普通", "Fair"));
2021                         break;
2022
2023                 case 5:
2024                         likert_color = TERM_YELLOW;
2025                         strcat(dummy, _("良い", "Good"));
2026                         break;
2027
2028                 case 6:
2029                         likert_color = TERM_YELLOW;
2030                         strcat(dummy, _("大変良い", "Very Good"));
2031                         break;
2032
2033                 case 7:
2034                 case 8:
2035                         likert_color = TERM_L_GREEN;
2036                         strcat(dummy, _("卓越", "Excellent"));
2037                         break;
2038
2039                 case 9:
2040                 case 10:
2041                 case 11:
2042                 case 12:
2043                 case 13:
2044                         likert_color = TERM_GREEN;
2045                         strcat(dummy, _("超越", "Superb"));
2046                         break;
2047
2048                 case 14:
2049                 case 15:
2050                 case 16:
2051                 case 17:
2052                         likert_color = TERM_BLUE;
2053                         strcat(dummy, _("英雄的", "Heroic"));
2054                         break;
2055
2056                 default:
2057                         likert_color = TERM_VIOLET;
2058                         sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
2059                                 (int)((((x / y) - 17) * 5) / 2));
2060                         strcat(dummy, dummy2);
2061
2062                         break;
2063                 }
2064         }
2065         return dummy;
2066
2067 }
2068
2069
2070 /*!
2071  * @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
2072  * Prints ratings on certain abilities
2073  * @param creature_ptr プレーヤーへの参照ポインタ
2074  * @return なし
2075  * @details
2076  * This code is "imitated" elsewhere to "dump" a character sheet.
2077  */
2078 static void display_player_various(player_type *creature_ptr)
2079 {
2080         int         tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
2081         int                     xthn, xthb, xfos, xsrh;
2082         int                     xdis, xdev, xsav, xstl;
2083         int                     xdig;
2084         concptr         desc;
2085         int         muta_att = 0;
2086         BIT_FLAGS flgs[TR_FLAG_SIZE];
2087         int             shots, shot_frac;
2088         bool dokubari;
2089
2090         object_type *o_ptr;
2091
2092         if (creature_ptr->muta2 & MUT2_HORNS)     muta_att++;
2093         if (creature_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
2094         if (creature_ptr->muta2 & MUT2_BEAK)      muta_att++;
2095         if (creature_ptr->muta2 & MUT2_TRUNK)     muta_att++;
2096         if (creature_ptr->muta2 & MUT2_TENTACLES) muta_att++;
2097
2098         xthn = creature_ptr->skill_thn + (creature_ptr->to_h_m * BTH_PLUS_ADJ);
2099
2100         /* Shooting Skill (with current bow and normal missile) */
2101         o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
2102         tmp = creature_ptr->to_h_b + o_ptr->to_h;
2103         xthb = creature_ptr->skill_thb + (tmp * BTH_PLUS_ADJ);
2104
2105         /* If the player is wielding one? */
2106         if (o_ptr->k_idx)
2107         {
2108                 ENERGY energy_fire = bow_energy(o_ptr->sval);
2109
2110                 /* Calculate shots per round */
2111                 shots = creature_ptr->num_fire * 100;
2112                 shot_frac = (shots * 100 / energy_fire) % 100;
2113                 shots = shots / energy_fire;
2114                 if (o_ptr->name1 == ART_CRIMSON)
2115                 {
2116                         shots = 1;
2117                         shot_frac = 0;
2118                         if (creature_ptr->pclass == CLASS_ARCHER)
2119                         {
2120                                 /* Extra shot at level 10 */
2121                                 if (creature_ptr->lev >= 10) shots++;
2122
2123                                 /* Extra shot at level 30 */
2124                                 if (creature_ptr->lev >= 30) shots++;
2125
2126                                 /* Extra shot at level 45 */
2127                                 if (creature_ptr->lev >= 45) shots++;
2128                         }
2129                 }
2130         }
2131         else
2132         {
2133                 shots = 0;
2134                 shot_frac = 0;
2135         }
2136
2137         for(i = 0; i < 2; i++)
2138         {
2139                 damage[i] = creature_ptr->dis_to_d[i] * 100;
2140                 if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
2141                 {
2142                         PLAYER_LEVEL level = creature_ptr->lev;
2143                         if (i)
2144                         {
2145                                 damage[i] = 0;
2146                                 break;
2147                         }
2148                         if (creature_ptr->pclass == CLASS_FORCETRAINER) level = MAX(1, level - 3);
2149                         if (creature_ptr->special_defense & KAMAE_BYAKKO)
2150                                 basedam = monk_ave_damage[level][1];
2151                         else if (creature_ptr->special_defense & (KAMAE_GENBU | KAMAE_SUZAKU))
2152                                 basedam = monk_ave_damage[level][2];
2153                         else
2154                                 basedam = monk_ave_damage[level][0];
2155                 }
2156                 else
2157                 {
2158                         o_ptr = &creature_ptr->inventory_list[INVEN_RARM + i];
2159
2160                         /* Average damage per round */
2161                         if (o_ptr->k_idx)
2162                         {
2163                                 to_h[i] = 0;
2164                                 dokubari = FALSE;                               
2165                                 
2166                                 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2167                                 if (object_is_known(o_ptr))
2168                                 { 
2169                                         damage[i] += o_ptr->to_d * 100;
2170                                         to_h[i] += o_ptr->to_h;
2171                                 }
2172                                 basedam = ((o_ptr->dd + creature_ptr->to_dd[i]) * (o_ptr->ds + creature_ptr->to_ds[i] + 1)) * 50;
2173                                 object_flags_known(o_ptr, flgs);
2174                                                                 
2175                                 basedam = calc_expect_crit(creature_ptr, o_ptr->weight, to_h[i], basedam, creature_ptr->dis_to_h[i], dokubari);
2176                                 if ((o_ptr->ident & IDENT_MENTAL) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)))
2177                                 {
2178                                         /* vorpal blade */
2179                                         basedam *= 5;
2180                                         basedam /= 3;
2181                                 }
2182                                 else if (have_flag(flgs, TR_VORPAL))
2183                                 {
2184                                         /* vorpal flag only */
2185                                         basedam *= 11;
2186                                         basedam /= 9;
2187                                 }
2188                                 if ((creature_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (creature_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2189                                         basedam = basedam * 7 / 2;
2190                         }
2191                         else basedam = 0;
2192                 }
2193                 damage[i] += basedam;
2194                 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) damage[i] = 1;
2195                 if (damage[i] < 0) damage[i] = 0;
2196         }
2197         blows1 = creature_ptr->migite ? creature_ptr->num_blow[0]: 0;
2198         blows2 = creature_ptr->hidarite ? creature_ptr->num_blow[1] : 0;
2199
2200         /* Basic abilities */
2201
2202         xdis = creature_ptr->skill_dis;
2203         xdev = creature_ptr->skill_dev;
2204         xsav = creature_ptr->skill_sav;
2205         xstl = creature_ptr->skill_stl;
2206         xsrh = creature_ptr->skill_srh;
2207         xfos = creature_ptr->skill_fos;
2208         xdig = creature_ptr->skill_dig;
2209
2210
2211         desc = likert(xthn, 12);
2212         display_player_one_line(ENTRY_SKILL_FIGHT, desc, likert_color);
2213
2214         desc = likert(xthb, 12);
2215         display_player_one_line(ENTRY_SKILL_SHOOT, desc, likert_color);
2216
2217         desc = likert(xsav, 7);
2218         display_player_one_line(ENTRY_SKILL_SAVING, desc, likert_color);
2219
2220         /* Hack -- 0 is "minimum stealth value", so print "Very Bad" */
2221         desc = likert((xstl > 0) ? xstl : -1, 1);
2222         display_player_one_line(ENTRY_SKILL_STEALTH, desc, likert_color);
2223
2224         desc = likert(xfos, 6);
2225         display_player_one_line(ENTRY_SKILL_PERCEP, desc, likert_color);
2226
2227         desc = likert(xsrh, 6);
2228         display_player_one_line(ENTRY_SKILL_SEARCH, desc, likert_color);
2229
2230         desc = likert(xdis, 8);
2231         display_player_one_line(ENTRY_SKILL_DISARM, desc, likert_color);
2232
2233         desc = likert(xdev, 6);
2234         display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2235
2236         desc = likert(xdev, 6);
2237         display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
2238
2239         desc = likert(xdig, 4);
2240         display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
2241
2242         if (!muta_att)
2243                 display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
2244         else
2245                 display_player_one_line(ENTRY_BLOWS, format("%d+%d+%d", blows1, blows2, muta_att), TERM_L_BLUE);
2246
2247         display_player_one_line(ENTRY_SHOTS, format("%d.%02d", shots, shot_frac), TERM_L_BLUE);
2248
2249
2250         if ((damage[0]+damage[1]) == 0)
2251                 desc = "nil!";
2252         else
2253                 desc = format("%d+%d", blows1 * damage[0] / 100, blows2 * damage[1] / 100);
2254
2255         display_player_one_line(ENTRY_AVG_DMG, desc, TERM_L_BLUE);
2256
2257         display_player_one_line(ENTRY_INFRA, format("%d feet", creature_ptr->see_infra * 10), TERM_WHITE);
2258 }
2259
2260
2261
2262 /*!
2263  * @brief プレイヤーの職業、種族に応じた耐性フラグを返す
2264  * Prints ratings on certain abilities
2265  * @param creature_ptr 参照元クリーチャーポインタ
2266  * @param flgs フラグを保管する配列
2267  * @return なし
2268  * @details
2269  * Obtain the "flags" for the player as if he was an item
2270  * @todo
2271  * xtra1.c周りと多重実装になっているのを何とかする
2272  */
2273 static void player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2274 {
2275         int i;
2276         for (i = 0; i < TR_FLAG_SIZE; i++)
2277                 flgs[i] = 0L;
2278
2279         /* Classes */
2280         switch (creature_ptr->pclass)
2281         {
2282         case CLASS_WARRIOR:
2283                 if (creature_ptr->lev > 44)
2284                         add_flag(flgs, TR_REGEN);
2285         case CLASS_SAMURAI:
2286                 if (creature_ptr->lev > 29)
2287                         add_flag(flgs, TR_RES_FEAR);
2288                 break;
2289         case CLASS_PALADIN:
2290                 if (creature_ptr->lev > 39)
2291                         add_flag(flgs, TR_RES_FEAR);
2292                 break;
2293         case CLASS_CHAOS_WARRIOR:
2294                 if (creature_ptr->lev > 29)
2295                         add_flag(flgs, TR_RES_CHAOS);
2296                 if (creature_ptr->lev > 39)
2297                         add_flag(flgs, TR_RES_FEAR);
2298                 break;
2299         case CLASS_MONK:
2300         case CLASS_FORCETRAINER:
2301                 if ((creature_ptr->lev > 9) && !heavy_armor(creature_ptr))
2302                         add_flag(flgs, TR_SPEED);
2303                 if ((creature_ptr->lev>24) && !heavy_armor(creature_ptr))
2304                         add_flag(flgs, TR_FREE_ACT);
2305                 break;
2306         case CLASS_NINJA:
2307                 if (heavy_armor(creature_ptr))
2308                         add_flag(flgs, TR_SPEED);
2309                 else
2310                 {
2311                         if ((!creature_ptr->inventory_list[INVEN_RARM].k_idx || creature_ptr->migite) &&
2312                             (!creature_ptr->inventory_list[INVEN_LARM].k_idx || creature_ptr->hidarite))
2313                                 add_flag(flgs, TR_SPEED);
2314                         if (creature_ptr->lev>24)
2315                                 add_flag(flgs, TR_FREE_ACT);
2316                 }
2317                 add_flag(flgs, TR_SLOW_DIGEST);
2318                 add_flag(flgs, TR_RES_FEAR);
2319                 if (creature_ptr->lev > 19) add_flag(flgs, TR_RES_POIS);
2320                 if (creature_ptr->lev > 24) add_flag(flgs, TR_SUST_DEX);
2321                 if (creature_ptr->lev > 29) add_flag(flgs, TR_SEE_INVIS);
2322                 break;
2323         case CLASS_MINDCRAFTER:
2324                 if (creature_ptr->lev > 9)
2325                         add_flag(flgs, TR_RES_FEAR);
2326                 if (creature_ptr->lev > 19)
2327                         add_flag(flgs, TR_SUST_WIS);
2328                 if (creature_ptr->lev > 29)
2329                         add_flag(flgs, TR_RES_CONF);
2330                 if (creature_ptr->lev > 39)
2331                         add_flag(flgs, TR_TELEPATHY);
2332                 break;
2333         case CLASS_BARD:
2334                 add_flag(flgs, TR_RES_SOUND);
2335                 break;
2336         case CLASS_BERSERKER:
2337                 add_flag(flgs, TR_SUST_STR);
2338                 add_flag(flgs, TR_SUST_DEX);
2339                 add_flag(flgs, TR_SUST_CON);
2340                 add_flag(flgs, TR_REGEN);
2341                 add_flag(flgs, TR_FREE_ACT);
2342                 add_flag(flgs, TR_SPEED);
2343                 if (creature_ptr->lev > 39) add_flag(flgs, TR_REFLECT);
2344                 break;
2345         case CLASS_MIRROR_MASTER:
2346                 if(creature_ptr->lev > 39)add_flag(flgs, TR_REFLECT);
2347                 break;
2348         default:
2349                 break; /* Do nothing */
2350         }
2351
2352         /* Races */
2353         if (creature_ptr->mimic_form)
2354         {
2355                 switch(creature_ptr->mimic_form)
2356                 {
2357                 case MIMIC_DEMON:
2358                         add_flag(flgs, TR_HOLD_EXP);
2359                         add_flag(flgs, TR_RES_CHAOS);
2360                         add_flag(flgs, TR_RES_NETHER);
2361                         add_flag(flgs, TR_RES_FIRE);
2362                         add_flag(flgs, TR_SEE_INVIS);
2363                         add_flag(flgs, TR_SPEED);
2364                         break;
2365                 case MIMIC_DEMON_LORD:
2366                         add_flag(flgs, TR_HOLD_EXP);
2367                         add_flag(flgs, TR_RES_CHAOS);
2368                         add_flag(flgs, TR_RES_NETHER);
2369                         add_flag(flgs, TR_RES_FIRE);
2370                         add_flag(flgs, TR_RES_COLD);
2371                         add_flag(flgs, TR_RES_ELEC);
2372                         add_flag(flgs, TR_RES_ACID);
2373                         add_flag(flgs, TR_RES_POIS);
2374                         add_flag(flgs, TR_RES_CONF);
2375                         add_flag(flgs, TR_RES_DISEN);
2376                         add_flag(flgs, TR_RES_NEXUS);
2377                         add_flag(flgs, TR_RES_FEAR);
2378                         add_flag(flgs, TR_IM_FIRE);
2379                         add_flag(flgs, TR_SH_FIRE);
2380                         add_flag(flgs, TR_SEE_INVIS);
2381                         add_flag(flgs, TR_TELEPATHY);
2382                         add_flag(flgs, TR_LEVITATION);
2383                         add_flag(flgs, TR_SPEED);
2384                         break;
2385                 case MIMIC_VAMPIRE:
2386                         add_flag(flgs, TR_HOLD_EXP);
2387                         add_flag(flgs, TR_RES_DARK);
2388                         add_flag(flgs, TR_RES_NETHER);
2389                         if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2390                         add_flag(flgs, TR_RES_POIS);
2391                         add_flag(flgs, TR_RES_COLD);
2392                         add_flag(flgs, TR_SEE_INVIS);
2393                         add_flag(flgs, TR_SPEED);
2394                         break;
2395                 }
2396         }
2397         else
2398         {
2399         switch (creature_ptr->prace)
2400         {
2401         case RACE_ELF:
2402                 add_flag(flgs, TR_RES_LITE);
2403                 break;
2404         case RACE_HOBBIT:
2405                 add_flag(flgs, TR_HOLD_EXP);
2406                 break;
2407         case RACE_GNOME:
2408                 add_flag(flgs, TR_FREE_ACT);
2409                 break;
2410         case RACE_DWARF:
2411                 add_flag(flgs, TR_RES_BLIND);
2412                 break;
2413         case RACE_HALF_ORC:
2414                 add_flag(flgs, TR_RES_DARK);
2415                 break;
2416         case RACE_HALF_TROLL:
2417                 add_flag(flgs, TR_SUST_STR);
2418                 if (creature_ptr->lev > 14)
2419                 {
2420                         add_flag(flgs, TR_REGEN);
2421                         if ((creature_ptr->pclass == CLASS_WARRIOR) || (creature_ptr->pclass == CLASS_BERSERKER))
2422                         {
2423                                 add_flag(flgs, TR_SLOW_DIGEST);
2424                                 /*
2425                                  * Let's not make Regeneration a disadvantage
2426                                  * for the poor warriors who can never learn
2427                                  * a spell that satisfies hunger (actually
2428                                  * neither can rogues, but half-trolls are not
2429                                  * supposed to play rogues)
2430                                  */
2431                         }
2432                 }
2433                 break;
2434         case RACE_AMBERITE:
2435                 add_flag(flgs, TR_SUST_CON);
2436                 add_flag(flgs, TR_REGEN); /* Amberites heal fast */
2437                 break;
2438         case RACE_HIGH_ELF:
2439                 add_flag(flgs, TR_RES_LITE);
2440                 add_flag(flgs, TR_SEE_INVIS);
2441                 break;
2442         case RACE_BARBARIAN:
2443                 add_flag(flgs, TR_RES_FEAR);
2444                 break;
2445         case RACE_HALF_OGRE:
2446                 add_flag(flgs, TR_SUST_STR);
2447                 add_flag(flgs, TR_RES_DARK);
2448                 break;
2449         case RACE_HALF_GIANT:
2450                 add_flag(flgs, TR_RES_SHARDS);
2451                 add_flag(flgs, TR_SUST_STR);
2452                 break;
2453         case RACE_HALF_TITAN:
2454                 add_flag(flgs, TR_RES_CHAOS);
2455                 break;
2456         case RACE_CYCLOPS:
2457                 add_flag(flgs, TR_RES_SOUND);
2458                 break;
2459         case RACE_YEEK:
2460                 add_flag(flgs, TR_RES_ACID);
2461                 if (creature_ptr->lev > 19)
2462                         add_flag(flgs, TR_IM_ACID);
2463                 break;
2464         case RACE_KLACKON:
2465                 add_flag(flgs, TR_RES_CONF);
2466                 add_flag(flgs, TR_RES_ACID);
2467                 if (creature_ptr->lev > 9)
2468                         add_flag(flgs, TR_SPEED);
2469                 break;
2470         case RACE_KOBOLD:
2471                 add_flag(flgs, TR_RES_POIS);
2472                 break;
2473         case RACE_NIBELUNG:
2474                 add_flag(flgs, TR_RES_DISEN);
2475                 add_flag(flgs, TR_RES_DARK);
2476                 break;
2477         case RACE_DARK_ELF:
2478                 add_flag(flgs, TR_RES_DARK);
2479                 if (creature_ptr->lev > 19)
2480                         add_flag(flgs, TR_SEE_INVIS);
2481                 break;
2482         case RACE_DRACONIAN:
2483                 add_flag(flgs, TR_LEVITATION);
2484                 if (creature_ptr->lev > 4)
2485                         add_flag(flgs, TR_RES_FIRE);
2486                 if (creature_ptr->lev > 9)
2487                         add_flag(flgs, TR_RES_COLD);
2488                 if (creature_ptr->lev > 14)
2489                         add_flag(flgs, TR_RES_ACID);
2490                 if (creature_ptr->lev > 19)
2491                         add_flag(flgs, TR_RES_ELEC);
2492                 if (creature_ptr->lev > 34)
2493                         add_flag(flgs, TR_RES_POIS);
2494                 break;
2495         case RACE_MIND_FLAYER:
2496                 add_flag(flgs, TR_SUST_INT);
2497                 add_flag(flgs, TR_SUST_WIS);
2498                 if (creature_ptr->lev > 14)
2499                         add_flag(flgs, TR_SEE_INVIS);
2500                 if (creature_ptr->lev > 29)
2501                         add_flag(flgs, TR_TELEPATHY);
2502                 break;
2503         case RACE_IMP:
2504                 add_flag(flgs, TR_RES_FIRE);
2505                 if (creature_ptr->lev > 9)
2506                         add_flag(flgs, TR_SEE_INVIS);
2507                 break;
2508         case RACE_GOLEM:
2509                 add_flag(flgs, TR_SEE_INVIS);
2510                 add_flag(flgs, TR_FREE_ACT);
2511                 add_flag(flgs, TR_RES_POIS);
2512                 add_flag(flgs, TR_SLOW_DIGEST);
2513                 if (creature_ptr->lev > 34)
2514                         add_flag(flgs, TR_HOLD_EXP);
2515                 break;
2516         case RACE_SKELETON:
2517                 add_flag(flgs, TR_SEE_INVIS);
2518                 add_flag(flgs, TR_RES_SHARDS);
2519                 add_flag(flgs, TR_HOLD_EXP);
2520                 add_flag(flgs, TR_RES_POIS);
2521                 if (creature_ptr->lev > 9)
2522                         add_flag(flgs, TR_RES_COLD);
2523                 break;
2524         case RACE_ZOMBIE:
2525                 add_flag(flgs, TR_SEE_INVIS);
2526                 add_flag(flgs, TR_HOLD_EXP);
2527                 add_flag(flgs, TR_RES_NETHER);
2528                 add_flag(flgs, TR_RES_POIS);
2529                 add_flag(flgs, TR_SLOW_DIGEST);
2530                 if (creature_ptr->lev > 4)
2531                         add_flag(flgs, TR_RES_COLD);
2532                 break;
2533         case RACE_VAMPIRE:
2534                 add_flag(flgs, TR_HOLD_EXP);
2535                 add_flag(flgs, TR_RES_DARK);
2536                 add_flag(flgs, TR_RES_NETHER);
2537                 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2538                 add_flag(flgs, TR_RES_POIS);
2539                 add_flag(flgs, TR_RES_COLD);
2540                 break;
2541         case RACE_SPECTRE:
2542                 add_flag(flgs, TR_LEVITATION);
2543                 add_flag(flgs, TR_FREE_ACT);
2544                 add_flag(flgs, TR_RES_COLD);
2545                 add_flag(flgs, TR_SEE_INVIS);
2546                 add_flag(flgs, TR_HOLD_EXP);
2547                 add_flag(flgs, TR_RES_NETHER);
2548                 add_flag(flgs, TR_RES_POIS);
2549                 add_flag(flgs, TR_SLOW_DIGEST);
2550                 /* XXX pass_wall */
2551                 if (creature_ptr->lev > 34)
2552                         add_flag(flgs, TR_TELEPATHY);
2553                 break;
2554         case RACE_SPRITE:
2555                 add_flag(flgs, TR_RES_LITE);
2556                 add_flag(flgs, TR_LEVITATION);
2557                 if (creature_ptr->lev > 9)
2558                         add_flag(flgs, TR_SPEED);
2559                 break;
2560         case RACE_BEASTMAN:
2561                 add_flag(flgs, TR_RES_SOUND);
2562                 add_flag(flgs, TR_RES_CONF);
2563                 break;
2564         case RACE_ANGEL:
2565                 add_flag(flgs, TR_LEVITATION);
2566                 add_flag(flgs, TR_SEE_INVIS);
2567                 break;
2568         case RACE_DEMON:
2569                 add_flag(flgs, TR_RES_FIRE);
2570                 add_flag(flgs, TR_RES_NETHER);
2571                 add_flag(flgs, TR_HOLD_EXP);
2572                 if (creature_ptr->lev > 9)
2573                         add_flag(flgs, TR_SEE_INVIS);
2574                 break;
2575         case RACE_DUNADAN:
2576                 add_flag(flgs, TR_SUST_CON);
2577                 break;
2578         case RACE_S_FAIRY:
2579                 add_flag(flgs, TR_LEVITATION);
2580                 break;
2581         case RACE_KUTAR:
2582                 add_flag(flgs, TR_RES_CONF);
2583                 break;
2584         case RACE_ANDROID:
2585                 add_flag(flgs, TR_FREE_ACT);
2586                 add_flag(flgs, TR_RES_POIS);
2587                 add_flag(flgs, TR_SLOW_DIGEST);
2588                 add_flag(flgs, TR_HOLD_EXP);
2589                 break;
2590         default:
2591                 ; /* Do nothing */
2592         }
2593         }
2594
2595         /* Mutations */
2596         if (creature_ptr->muta3)
2597         {
2598                 if (creature_ptr->muta3 & MUT3_FLESH_ROT)
2599                 {
2600                         remove_flag(flgs, TR_REGEN);
2601                 }
2602
2603                 if ((creature_ptr->muta3 & MUT3_XTRA_FAT) ||
2604                         (creature_ptr->muta3 & MUT3_XTRA_LEGS) ||
2605                         (creature_ptr->muta3 & MUT3_SHORT_LEG))
2606                 {
2607                         add_flag(flgs, TR_SPEED);
2608                 }
2609
2610                 if (creature_ptr->muta3  & MUT3_ELEC_TOUC)
2611                 {
2612                         add_flag(flgs, TR_SH_ELEC);
2613                 }
2614
2615                 if (creature_ptr->muta3 & MUT3_FIRE_BODY)
2616                 {
2617                         add_flag(flgs, TR_SH_FIRE);
2618                         add_flag(flgs, TR_LITE_1);
2619                 }
2620
2621                 if (creature_ptr->muta3 & MUT3_WINGS)
2622                 {
2623                         add_flag(flgs, TR_LEVITATION);
2624                 }
2625
2626                 if (creature_ptr->muta3 & MUT3_FEARLESS)
2627                 {
2628                         add_flag(flgs, TR_RES_FEAR);
2629                 }
2630
2631                 if (creature_ptr->muta3 & MUT3_REGEN)
2632                 {
2633                         add_flag(flgs, TR_REGEN);
2634                 }
2635
2636                 if (creature_ptr->muta3 & MUT3_ESP)
2637                 {
2638                         add_flag(flgs, TR_TELEPATHY);
2639                 }
2640
2641                 if (creature_ptr->muta3 & MUT3_MOTION)
2642                 {
2643                         add_flag(flgs, TR_FREE_ACT);
2644                 }
2645         }
2646
2647         if (creature_ptr->pseikaku == SEIKAKU_SEXY)
2648                 add_flag(flgs, TR_AGGRAVATE);
2649         if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2650                 add_flag(flgs, TR_RES_CONF);
2651         if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
2652         {
2653                 add_flag(flgs, TR_RES_BLIND);
2654                 add_flag(flgs, TR_RES_CONF);
2655                 add_flag(flgs, TR_HOLD_EXP);
2656                 if (creature_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
2657                 if (creature_ptr->lev > 9)
2658                         add_flag(flgs, TR_SPEED);
2659         }
2660         if (creature_ptr->special_defense & KATA_FUUJIN)
2661                 add_flag(flgs, TR_REFLECT);
2662         if (creature_ptr->special_defense & KAMAE_GENBU)
2663                 add_flag(flgs, TR_REFLECT);
2664         if (creature_ptr->special_defense & KAMAE_SUZAKU)
2665                 add_flag(flgs, TR_LEVITATION);
2666         if (creature_ptr->special_defense & KAMAE_SEIRYU)
2667         {
2668                 add_flag(flgs, TR_RES_FIRE);
2669                 add_flag(flgs, TR_RES_COLD);
2670                 add_flag(flgs, TR_RES_ACID);
2671                 add_flag(flgs, TR_RES_ELEC);
2672                 add_flag(flgs, TR_RES_POIS);
2673                 add_flag(flgs, TR_LEVITATION);
2674                 add_flag(flgs, TR_SH_FIRE);
2675                 add_flag(flgs, TR_SH_ELEC);
2676                 add_flag(flgs, TR_SH_COLD);
2677         }
2678         if (creature_ptr->special_defense & KATA_MUSOU)
2679         {
2680                 add_flag(flgs, TR_RES_FEAR);
2681                 add_flag(flgs, TR_RES_LITE);
2682                 add_flag(flgs, TR_RES_DARK);
2683                 add_flag(flgs, TR_RES_BLIND);
2684                 add_flag(flgs, TR_RES_CONF);
2685                 add_flag(flgs, TR_RES_SOUND);
2686                 add_flag(flgs, TR_RES_SHARDS);
2687                 add_flag(flgs, TR_RES_NETHER);
2688                 add_flag(flgs, TR_RES_NEXUS);
2689                 add_flag(flgs, TR_RES_CHAOS);
2690                 add_flag(flgs, TR_RES_DISEN);
2691                 add_flag(flgs, TR_REFLECT);
2692                 add_flag(flgs, TR_HOLD_EXP);
2693                 add_flag(flgs, TR_FREE_ACT);
2694                 add_flag(flgs, TR_SH_FIRE);
2695                 add_flag(flgs, TR_SH_ELEC);
2696                 add_flag(flgs, TR_SH_COLD);
2697                 add_flag(flgs, TR_LEVITATION);
2698                 add_flag(flgs, TR_LITE_1);
2699                 add_flag(flgs, TR_SEE_INVIS);
2700                 add_flag(flgs, TR_TELEPATHY);
2701                 add_flag(flgs, TR_SLOW_DIGEST);
2702                 add_flag(flgs, TR_REGEN);
2703                 add_flag(flgs, TR_SUST_STR);
2704                 add_flag(flgs, TR_SUST_INT);
2705                 add_flag(flgs, TR_SUST_WIS);
2706                 add_flag(flgs, TR_SUST_DEX);
2707                 add_flag(flgs, TR_SUST_CON);
2708                 add_flag(flgs, TR_SUST_CHR);
2709         }
2710 }
2711
2712 /*!
2713  * @brief プレイヤーの一時的魔法効果による耐性を返す
2714  * Prints ratings on certain abilities
2715  * @param creature_ptr プレーヤーへの参照ポインタ
2716  * @param flgs フラグを保管する配列
2717  * @return なし
2718  * @todo
2719  * xtra1.c周りと多重実装になっているのを何とかする
2720  */
2721 static void tim_player_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2722 {
2723         int i;
2724         for (i = 0; i < TR_FLAG_SIZE; i++)
2725                 flgs[i] = 0L;
2726
2727         if (IS_HERO(creature_ptr) || creature_ptr->shero)
2728                 add_flag(flgs, TR_RES_FEAR);
2729         if (creature_ptr->tim_invis)
2730                 add_flag(flgs, TR_SEE_INVIS);
2731         if (creature_ptr->tim_regen)
2732                 add_flag(flgs, TR_REGEN);
2733         if (is_time_limit_esp(creature_ptr))
2734                 add_flag(flgs, TR_TELEPATHY);
2735         if (IS_FAST(creature_ptr) || creature_ptr->slow)
2736                 add_flag(flgs, TR_SPEED);
2737
2738         if (is_oppose_acid(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ACID) && !(PRACE_IS_(creature_ptr, RACE_YEEK) && (creature_ptr->lev > 19)))
2739                 add_flag(flgs, TR_RES_ACID);
2740         if (is_oppose_elec(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_ELEC))
2741                 add_flag(flgs, TR_RES_ELEC);
2742         if (is_oppose_fire(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_FIRE))
2743                 add_flag(flgs, TR_RES_FIRE);
2744         if (is_oppose_cold(creature_ptr) && !(creature_ptr->special_defense & DEFENSE_COLD))
2745                 add_flag(flgs, TR_RES_COLD);
2746         if (is_oppose_pois(creature_ptr))
2747                 add_flag(flgs, TR_RES_POIS);
2748
2749         if (creature_ptr->special_attack & ATTACK_ACID)
2750                 add_flag(flgs, TR_BRAND_ACID);
2751         if (creature_ptr->special_attack & ATTACK_ELEC)
2752                 add_flag(flgs, TR_BRAND_ELEC);
2753         if (creature_ptr->special_attack & ATTACK_FIRE)
2754                 add_flag(flgs, TR_BRAND_FIRE);
2755         if (creature_ptr->special_attack & ATTACK_COLD)
2756                 add_flag(flgs, TR_BRAND_COLD);
2757         if (creature_ptr->special_attack & ATTACK_POIS)
2758                 add_flag(flgs, TR_BRAND_POIS);
2759         if (creature_ptr->special_defense & DEFENSE_ACID)
2760                 add_flag(flgs, TR_IM_ACID);
2761         if (creature_ptr->special_defense & DEFENSE_ELEC)
2762                 add_flag(flgs, TR_IM_ELEC);
2763         if (creature_ptr->special_defense & DEFENSE_FIRE)
2764                 add_flag(flgs, TR_IM_FIRE);
2765         if (creature_ptr->special_defense & DEFENSE_COLD)
2766                 add_flag(flgs, TR_IM_COLD);
2767         if (creature_ptr->wraith_form)
2768                 add_flag(flgs, TR_REFLECT);
2769         /* by henkma */
2770         if (creature_ptr->tim_reflect)
2771                 add_flag(flgs, TR_REFLECT);
2772
2773         if (creature_ptr->magicdef)
2774         {
2775                 add_flag(flgs, TR_RES_BLIND);
2776                 add_flag(flgs, TR_RES_CONF);
2777                 add_flag(flgs, TR_REFLECT);
2778                 add_flag(flgs, TR_FREE_ACT);
2779                 add_flag(flgs, TR_LEVITATION);
2780         }
2781         if (creature_ptr->tim_res_nether)
2782         {
2783                 add_flag(flgs, TR_RES_NETHER);
2784         }
2785         if (creature_ptr->tim_sh_fire)
2786         {
2787                 add_flag(flgs, TR_SH_FIRE);
2788         }
2789         if (creature_ptr->ult_res)
2790         {
2791                 add_flag(flgs, TR_RES_FEAR);
2792                 add_flag(flgs, TR_RES_LITE);
2793                 add_flag(flgs, TR_RES_DARK);
2794                 add_flag(flgs, TR_RES_BLIND);
2795                 add_flag(flgs, TR_RES_CONF);
2796                 add_flag(flgs, TR_RES_SOUND);
2797                 add_flag(flgs, TR_RES_SHARDS);
2798                 add_flag(flgs, TR_RES_NETHER);
2799                 add_flag(flgs, TR_RES_NEXUS);
2800                 add_flag(flgs, TR_RES_CHAOS);
2801                 add_flag(flgs, TR_RES_DISEN);
2802                 add_flag(flgs, TR_REFLECT);
2803                 add_flag(flgs, TR_HOLD_EXP);
2804                 add_flag(flgs, TR_FREE_ACT);
2805                 add_flag(flgs, TR_SH_FIRE);
2806                 add_flag(flgs, TR_SH_ELEC);
2807                 add_flag(flgs, TR_SH_COLD);
2808                 add_flag(flgs, TR_LEVITATION);
2809                 add_flag(flgs, TR_LITE_1);
2810                 add_flag(flgs, TR_SEE_INVIS);
2811                 add_flag(flgs, TR_TELEPATHY);
2812                 add_flag(flgs, TR_SLOW_DIGEST);
2813                 add_flag(flgs, TR_REGEN);
2814                 add_flag(flgs, TR_SUST_STR);
2815                 add_flag(flgs, TR_SUST_INT);
2816                 add_flag(flgs, TR_SUST_WIS);
2817                 add_flag(flgs, TR_SUST_DEX);
2818                 add_flag(flgs, TR_SUST_CON);
2819                 add_flag(flgs, TR_SUST_CHR);
2820         }
2821
2822         /* Hex bonuses */
2823         if (creature_ptr->realm1 == REALM_HEX)
2824         {
2825                 if (hex_spelling(HEX_DEMON_AURA))
2826                 {
2827                         add_flag(flgs, TR_SH_FIRE);
2828                         add_flag(flgs, TR_REGEN);
2829                 }
2830                 if (hex_spelling(HEX_ICE_ARMOR)) add_flag(flgs, TR_SH_COLD);
2831                 if (hex_spelling(HEX_SHOCK_CLOAK)) add_flag(flgs, TR_SH_ELEC);
2832         }
2833 }
2834
2835
2836 /* Mode flags for displaying player flags */
2837 #define DP_CURSE   0x01
2838 #define DP_IMM     0x02
2839 #define DP_WP      0x08
2840
2841
2842 /*!
2843  * @brief プレイヤーの装備一覧をシンボルで並べる
2844  * Equippy chars
2845  * @param creature_ptr プレーヤーへの参照ポインタ
2846  * @param y 表示するコンソールの行
2847  * @param x 表示するコンソールの列
2848  * @param mode オプション
2849  * @return なし
2850  */
2851 void display_player_equippy(player_type *creature_ptr, TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
2852 {
2853         int i, max_i;
2854
2855         TERM_COLOR a;
2856         char c;
2857
2858         object_type *o_ptr;
2859
2860         /* Weapon flags need only two column */
2861         if (mode & DP_WP) max_i = INVEN_LARM + 1;
2862         else max_i = INVEN_TOTAL;
2863
2864         /* Dump equippy chars */
2865         for (i = INVEN_RARM; i < max_i; i++)
2866         {
2867                 /* Object */
2868                 o_ptr = &creature_ptr->inventory_list[i];
2869
2870                 a = object_attr(o_ptr);
2871                 c = object_char(o_ptr);
2872
2873                 /* Clear the part of the screen */
2874                 if (!equippy_chars || !o_ptr->k_idx)
2875                 {
2876                         c = ' ';
2877                         a = TERM_DARK;
2878                 }
2879
2880                 /* Dump */
2881                 Term_putch(x + i - INVEN_RARM, y, a, c);
2882         }
2883 }
2884
2885
2886 /*!
2887  * @brief プレイヤーの装備による免疫フラグを返す
2888  * @param creature_ptr プレーヤーへの参照ポインタ
2889  * @param flgs フラグを保管する配列
2890  * @return なし
2891  * @todo
2892  * xtra1.c周りと多重実装になっているのを何とかする
2893  */
2894 static void known_obj_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2895 {
2896         int i;
2897         for (i = 0; i < TR_FLAG_SIZE; i++)
2898                 flgs[i] = 0L;
2899
2900         /* Check equipment */
2901         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2902         {
2903                 u32b o_flgs[TR_FLAG_SIZE];
2904
2905                 object_type *o_ptr;
2906
2907                 /* Object */
2908                 o_ptr = &creature_ptr->inventory_list[i];
2909
2910                 if (!o_ptr->k_idx) continue;
2911
2912                 /* Known flags */
2913                 object_flags_known(o_ptr, o_flgs);
2914
2915                 if (have_flag(o_flgs, TR_IM_ACID)) add_flag(flgs, TR_RES_ACID);
2916                 if (have_flag(o_flgs, TR_IM_ELEC)) add_flag(flgs, TR_RES_ELEC);
2917                 if (have_flag(o_flgs, TR_IM_FIRE)) add_flag(flgs, TR_RES_FIRE);
2918                 if (have_flag(o_flgs, TR_IM_COLD)) add_flag(flgs, TR_RES_COLD);
2919         }
2920 }
2921
2922 /*!
2923  * @brief プレイヤーの種族による免疫フラグを返す
2924  * @param creature_ptr プレーヤーへの参照ポインタ
2925  * @param flgs フラグを保管する配列
2926  * @return なし
2927  * @todo
2928  * xtra1.c周りと多重実装になっているのを何とかする
2929  */
2930 static void player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2931 {
2932         int i;
2933         for (i = 0; i < TR_FLAG_SIZE; i++)
2934                 flgs[i] = 0L;
2935
2936         if (PRACE_IS_(creature_ptr, RACE_SPECTRE))
2937                 add_flag(flgs, TR_RES_NETHER);
2938         if (creature_ptr->mimic_form == MIMIC_VAMPIRE || PRACE_IS_(creature_ptr, RACE_VAMPIRE))
2939                 add_flag(flgs, TR_RES_DARK);
2940         if (creature_ptr->mimic_form == MIMIC_DEMON_LORD)
2941                 add_flag(flgs, TR_RES_FIRE);
2942         else if (PRACE_IS_(creature_ptr, RACE_YEEK) && creature_ptr->lev > 19)
2943                 add_flag(flgs, TR_RES_ACID);
2944 }
2945
2946 /*!
2947  * @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
2948  * @param creature_ptr プレーヤーへの参照ポインタ
2949  * @param flgs フラグを保管する配列
2950  * @return なし
2951  * @todo
2952  * xtra1.c周りと多重実装になっているのを何とかする
2953  */
2954 static void tim_player_immunity(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2955 {
2956         int i;
2957         for (i = 0; i < TR_FLAG_SIZE; i++)
2958                 flgs[i] = 0L;
2959
2960         if (creature_ptr->special_defense & DEFENSE_ACID)
2961                 add_flag(flgs, TR_RES_ACID);
2962         if (creature_ptr->special_defense & DEFENSE_ELEC)
2963                 add_flag(flgs, TR_RES_ELEC);
2964         if (creature_ptr->special_defense & DEFENSE_FIRE)
2965                 add_flag(flgs, TR_RES_FIRE);
2966         if (creature_ptr->special_defense & DEFENSE_COLD)
2967                 add_flag(flgs, TR_RES_COLD);
2968         if (creature_ptr->wraith_form)
2969                 add_flag(flgs, TR_RES_DARK);
2970 }
2971
2972 /*!
2973  * @brief プレイヤーの種族による弱点フラグを返す
2974  * @param creature_ptr プレーヤーへの参照ポインタ
2975  * @param flgs フラグを保管する配列
2976  * @return なし
2977  * @todo
2978  * xtra1.c周りと多重実装になっているのを何とかする
2979  */
2980 static void player_vuln_flags(player_type *creature_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
2981 {
2982         int i;
2983         for (i = 0; i < TR_FLAG_SIZE; i++)
2984                 flgs[i] = 0L;
2985
2986         if ((creature_ptr->muta3 & MUT3_VULN_ELEM) || (creature_ptr->special_defense & KATA_KOUKIJIN))
2987         {
2988                 add_flag(flgs, TR_RES_ACID);
2989                 add_flag(flgs, TR_RES_ELEC);
2990                 add_flag(flgs, TR_RES_FIRE);
2991                 add_flag(flgs, TR_RES_COLD);
2992         }
2993         if (PRACE_IS_(creature_ptr, RACE_ANDROID))
2994                 add_flag(flgs, TR_RES_ELEC);
2995         if (PRACE_IS_(creature_ptr, RACE_ENT))
2996                 add_flag(flgs, TR_RES_FIRE);
2997         if (PRACE_IS_(creature_ptr, RACE_VAMPIRE) || PRACE_IS_(creature_ptr, RACE_S_FAIRY) ||
2998             (creature_ptr->mimic_form == MIMIC_VAMPIRE))
2999                 add_flag(flgs, TR_RES_LITE);
3000 }
3001
3002
3003 /*
3004  * A struct for storing misc. flags
3005  */
3006 typedef struct {
3007         BIT_FLAGS player_flags[TR_FLAG_SIZE];
3008         BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
3009         BIT_FLAGS player_imm[TR_FLAG_SIZE];
3010         BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
3011         BIT_FLAGS player_vuln[TR_FLAG_SIZE];
3012         BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
3013 } all_player_flags;
3014
3015
3016 /*!
3017  * @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 /
3018  * Helper function, see below
3019  * @param creature_ptr プレーヤーへの参照ポインタ
3020  * @param row コンソール表示位置の左上行
3021  * @param col コンソール表示位置の左上列
3022  * @param header コンソール上で表示する特性名
3023  * @param flag1 参照する特性ID
3024  * @param f プレイヤーの特性情報構造体
3025  * @param mode 表示オプション
3026  * @return なし
3027  */
3028 static void display_flag_aux(player_type *creature_ptr, TERM_LEN row, TERM_LEN col, concptr header, int flag1, all_player_flags *f, u16b mode)
3029 {
3030         int     i;
3031         bool    vuln = FALSE;
3032         int max_i;
3033         byte header_color = TERM_L_DARK;
3034         int header_col = col;
3035
3036         if (have_flag(f->player_vuln, flag1) &&
3037             !(have_flag(f->known_obj_imm, flag1) ||
3038               have_flag(f->player_imm, flag1) ||
3039               have_flag(f->tim_player_imm, flag1)))
3040                 vuln = TRUE;
3041
3042         /* Advance */
3043         col += strlen(header) + 1;
3044
3045         /* Weapon flags need only two column */
3046         if (mode & DP_WP) max_i = INVEN_LARM + 1;
3047         else max_i = INVEN_TOTAL;
3048
3049         /* Check equipment */
3050         for (i = INVEN_RARM; i < max_i; i++)
3051         {
3052                 BIT_FLAGS flgs[TR_FLAG_SIZE];
3053                 object_type *o_ptr;
3054
3055                 /* Object */
3056                 o_ptr = &creature_ptr->inventory_list[i];
3057
3058                 /* Known flags */
3059                 object_flags_known(o_ptr, flgs);
3060
3061                 /* Default */
3062                 if (!(mode & DP_IMM))
3063                         c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3064
3065                 /* Check flags */
3066                 if (mode & DP_CURSE)
3067                 {
3068                         if (have_flag(flgs, TR_ADD_L_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
3069                         {
3070                                 c_put_str(TERM_L_DARK, "+", row, col);
3071                                 header_color = TERM_WHITE;
3072                         }
3073                         if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE))
3074                         {
3075                                 c_put_str(TERM_WHITE, "+", row, col);
3076                                 header_color = TERM_WHITE;
3077                         }
3078                         if (o_ptr->curse_flags & TRC_PERMA_CURSE)
3079                         {
3080                                 c_put_str(TERM_WHITE, "*", row, col);
3081                                 header_color = TERM_WHITE;
3082                         }
3083                 }
3084                 else if (flag1 == TR_LITE_1)
3085                 {
3086                         if (HAVE_DARK_FLAG(flgs))
3087                         {
3088                                 c_put_str(TERM_L_DARK, "+", row, col);
3089                                 header_color = TERM_WHITE;
3090                         }
3091                         else if (HAVE_LITE_FLAG(flgs))
3092                         {
3093                                 c_put_str(TERM_WHITE, "+", row, col);
3094                                 header_color = TERM_WHITE;
3095                         }
3096                 }
3097                 else
3098                 {
3099                         if (have_flag(flgs, flag1))
3100                         {
3101                                 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE),
3102                                           (mode & DP_IMM) ? "*" : "+", row, col);
3103                                 header_color = TERM_WHITE;
3104                         }
3105                 }
3106
3107                 /* Advance */
3108                 col++;
3109         }
3110
3111         /* Assume that player flag is already written */
3112         if (mode & DP_IMM)
3113         {
3114                 if (header_color != TERM_L_DARK)
3115                 {
3116                         /* Overwrite Header Color */
3117                         c_put_str(header_color, header, row, header_col);
3118                 }
3119                 return;
3120         }
3121
3122         /* Default */
3123         c_put_str((byte)(vuln ? TERM_RED : TERM_SLATE), ".", row, col);
3124
3125         /* Player flags */
3126         if (have_flag(f->player_flags, flag1))
3127         {
3128                 c_put_str((byte)(vuln ? TERM_L_RED : TERM_WHITE), "+", row, col);
3129                 header_color = TERM_WHITE;
3130         }
3131
3132         /* Timed player flags */
3133         if (have_flag(f->tim_player_flags, flag1))
3134         {
3135                 c_put_str((byte)(vuln ? TERM_ORANGE : TERM_YELLOW), "#", row, col);
3136                 header_color = TERM_WHITE;
3137         }
3138
3139         /* Immunity */
3140         if (have_flag(f->tim_player_imm, flag1))
3141         {
3142                 c_put_str(TERM_YELLOW, "*", row, col);
3143                 header_color = TERM_WHITE;
3144         }
3145         if (have_flag(f->player_imm, flag1))
3146         {
3147                 c_put_str(TERM_WHITE, "*", row, col);
3148                 header_color = TERM_WHITE;
3149         }
3150
3151         /* Vulnerability */
3152         if (vuln) c_put_str(TERM_RED, "v", row, col + 1);
3153
3154         /* Header */
3155         c_put_str(header_color, header, row, header_col);
3156 }
3157
3158
3159 /*!
3160  * @brief プレイヤーの特性フラグ一覧表示1 /
3161  * @param creature_ptr プレーヤーへの参照ポインタ
3162  * Special display, part 1
3163  * @return なし
3164  */
3165 static void display_player_flag_info(player_type *creature_ptr)
3166 {
3167         TERM_LEN row;
3168         TERM_LEN col;
3169
3170         all_player_flags f;
3171
3172         /* Extract flags and store */
3173         player_flags(creature_ptr, f.player_flags);
3174         tim_player_flags(creature_ptr, f.tim_player_flags);
3175         player_immunity(creature_ptr, f.player_imm);
3176         tim_player_immunity(creature_ptr, f.tim_player_imm);
3177         known_obj_immunity(creature_ptr, f.known_obj_imm);
3178         player_vuln_flags(creature_ptr, f.player_vuln);
3179
3180         /*** Set 1 ***/
3181
3182         row = 12;
3183         col = 1;
3184
3185         display_player_equippy(creature_ptr, row-2, col+8, 0);
3186         c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3187
3188 #ifdef JP
3189         display_flag_aux(creature_ptr, row+0, col, "耐酸  :", TR_RES_ACID, &f, 0);
3190         display_flag_aux(creature_ptr, row+0, col, "耐酸  :", TR_IM_ACID, &f, DP_IMM);
3191         display_flag_aux(creature_ptr, row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
3192         display_flag_aux(creature_ptr, row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
3193         display_flag_aux(creature_ptr, row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
3194         display_flag_aux(creature_ptr, row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
3195         display_flag_aux(creature_ptr, row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
3196         display_flag_aux(creature_ptr, row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
3197         display_flag_aux(creature_ptr, row+4, col, "耐毒  :", TR_RES_POIS, &f, 0);
3198         display_flag_aux(creature_ptr, row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
3199         display_flag_aux(creature_ptr, row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
3200         display_flag_aux(creature_ptr, row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
3201         display_flag_aux(creature_ptr, row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
3202         display_flag_aux(creature_ptr, row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
3203 #else
3204         display_flag_aux(creature_ptr, row+0, col, "Acid  :", TR_RES_ACID, &f, 0);
3205         display_flag_aux(creature_ptr, row+0, col, "Acid  :", TR_IM_ACID, &f, DP_IMM);
3206         display_flag_aux(creature_ptr, row+1, col, "Elec  :", TR_RES_ELEC, &f, 0);
3207         display_flag_aux(creature_ptr, row+1, col, "Elec  :", TR_IM_ELEC, &f, DP_IMM);
3208         display_flag_aux(creature_ptr, row+2, col, "Fire  :", TR_RES_FIRE, &f, 0);
3209         display_flag_aux(creature_ptr, row+2, col, "Fire  :", TR_IM_FIRE, &f, DP_IMM);
3210         display_flag_aux(creature_ptr, row+3, col, "Cold  :", TR_RES_COLD, &f, 0);
3211         display_flag_aux(creature_ptr, row+3, col, "Cold  :", TR_IM_COLD, &f, DP_IMM);
3212         display_flag_aux(creature_ptr, row+4, col, "Poison:", TR_RES_POIS, &f, 0);
3213         display_flag_aux(creature_ptr, row+5, col, "Light :", TR_RES_LITE, &f, 0);
3214         display_flag_aux(creature_ptr, row+6, col, "Dark  :", TR_RES_DARK, &f, 0);
3215         display_flag_aux(creature_ptr, row+7, col, "Shard :", TR_RES_SHARDS, &f, 0);
3216         display_flag_aux(creature_ptr, row+8, col, "Blind :", TR_RES_BLIND, &f, 0);
3217         display_flag_aux(creature_ptr, row+9, col, "Conf  :", TR_RES_CONF, &f, 0);
3218 #endif
3219
3220
3221         /*** Set 2 ***/
3222
3223         row = 12;
3224         col = 26;
3225
3226         display_player_equippy(creature_ptr, row-2, col+8, 0);
3227
3228         c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
3229
3230 #ifdef JP
3231         display_flag_aux(creature_ptr, row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
3232         display_flag_aux(creature_ptr, row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
3233         display_flag_aux(creature_ptr, row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
3234         display_flag_aux(creature_ptr, row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
3235         display_flag_aux(creature_ptr, row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
3236         display_flag_aux(creature_ptr, row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
3237         display_flag_aux(creature_ptr, row+6, col, "反射  :", TR_REFLECT, &f, 0);
3238         display_flag_aux(creature_ptr, row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
3239         display_flag_aux(creature_ptr, row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
3240         display_flag_aux(creature_ptr, row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
3241 #else
3242         display_flag_aux(creature_ptr, row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
3243         display_flag_aux(creature_ptr, row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
3244         display_flag_aux(creature_ptr, row+2, col, "Nexus :", TR_RES_NEXUS, &f, 0);
3245         display_flag_aux(creature_ptr, row+3, col, "Chaos :", TR_RES_CHAOS, &f, 0);
3246         display_flag_aux(creature_ptr, row+4, col, "Disnch:", TR_RES_DISEN, &f, 0);
3247         display_flag_aux(creature_ptr, row+5, col, "Fear  :", TR_RES_FEAR, &f, 0);
3248         display_flag_aux(creature_ptr, row+6, col, "Reflct:", TR_REFLECT, &f, 0);
3249         display_flag_aux(creature_ptr, row+7, col, "AuFire:", TR_SH_FIRE, &f, 0);
3250         display_flag_aux(creature_ptr, row+8, col, "AuElec:", TR_SH_ELEC, &f, 0);
3251         display_flag_aux(creature_ptr, row+9, col, "AuCold:", TR_SH_COLD, &f, 0);
3252 #endif
3253
3254
3255         /*** Set 3 ***/
3256
3257         row = 12;
3258         col = 51;
3259
3260         display_player_equippy(creature_ptr, row-2, col+12, 0);
3261
3262         c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
3263
3264 #ifdef JP
3265         display_flag_aux(creature_ptr, row+0, col, "加速      :", TR_SPEED, &f, 0);
3266         display_flag_aux(creature_ptr, row+1, col, "耐麻痺    :", TR_FREE_ACT, &f, 0);
3267         display_flag_aux(creature_ptr, row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
3268         display_flag_aux(creature_ptr, row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
3269         display_flag_aux(creature_ptr, row+4, col, "警告      :", TR_WARNING, &f, 0);
3270         display_flag_aux(creature_ptr, row+5, col, "遅消化    :", TR_SLOW_DIGEST, &f, 0);
3271         display_flag_aux(creature_ptr, row+6, col, "急回復    :", TR_REGEN, &f, 0);
3272         display_flag_aux(creature_ptr, row+7, col, "浮遊      :", TR_LEVITATION, &f, 0);
3273         display_flag_aux(creature_ptr, row+8, col, "永遠光源  :", TR_LITE_1, &f, 0);
3274         display_flag_aux(creature_ptr, row+9, col, "呪い      :", 0, &f, DP_CURSE);
3275 #else
3276         display_flag_aux(creature_ptr, row+0, col, "Speed     :", TR_SPEED, &f, 0);
3277         display_flag_aux(creature_ptr, row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
3278         display_flag_aux(creature_ptr, row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
3279         display_flag_aux(creature_ptr, row+3, col, "Hold Exp  :", TR_HOLD_EXP, &f, 0);
3280         display_flag_aux(creature_ptr, row+4, col, "Warning   :", TR_WARNING, &f, 0);
3281         display_flag_aux(creature_ptr, row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
3282         display_flag_aux(creature_ptr, row+6, col, "Regene.   :", TR_REGEN, &f, 0);
3283         display_flag_aux(creature_ptr, row+7, col, "Levitation:", TR_LEVITATION, &f, 0);
3284         display_flag_aux(creature_ptr, row+8, col, "Perm Lite :", TR_LITE_1, &f, 0);
3285         display_flag_aux(creature_ptr, row+9, col, "Cursed    :", 0, &f, DP_CURSE);
3286 #endif
3287
3288 }
3289
3290
3291 /*!
3292  * @brief プレイヤーの特性フラグ一覧表示2 /
3293  * @param creature_ptr プレーヤーへの参照ポインタ
3294  * Special display, part 2
3295  * @return なし
3296  */
3297 static void display_player_other_flag_info(player_type *creature_ptr)
3298 {
3299         TERM_LEN row;
3300         TERM_LEN col;
3301
3302         all_player_flags f;
3303
3304         /* Extract flags and store */
3305         player_flags(creature_ptr, f.player_flags);
3306         tim_player_flags(creature_ptr, f.tim_player_flags);
3307         player_immunity(creature_ptr, f.player_imm);
3308         tim_player_immunity(creature_ptr, f.tim_player_imm);
3309         known_obj_immunity(creature_ptr, f.known_obj_imm);
3310         player_vuln_flags(creature_ptr, f.player_vuln);
3311
3312         /*** Set 1 ***/
3313
3314         row = 3;
3315         col = 1;
3316
3317         display_player_equippy(creature_ptr, row-2, col+12, DP_WP);
3318
3319         c_put_str(TERM_WHITE, "ab@", row-1, col+12);
3320
3321 #ifdef JP
3322         display_flag_aux(creature_ptr, row+ 0, col, "邪悪 倍打 :", TR_SLAY_EVIL, &f, DP_WP);
3323         display_flag_aux(creature_ptr, row+ 0, col, "邪悪 倍打 :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3324         display_flag_aux(creature_ptr, row+ 1, col, "不死 倍打 :", TR_SLAY_UNDEAD, &f, DP_WP);
3325         display_flag_aux(creature_ptr, row+ 1, col, "不死 倍打 :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3326         display_flag_aux(creature_ptr, row+ 2, col, "悪魔 倍打 :", TR_SLAY_DEMON, &f, DP_WP);
3327         display_flag_aux(creature_ptr, row+ 2, col, "悪魔 倍打 :", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3328         display_flag_aux(creature_ptr, row+ 3, col, "龍 倍打   :", TR_SLAY_DRAGON, &f, DP_WP);
3329         display_flag_aux(creature_ptr, row+ 3, col, "龍 倍打   :", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3330         display_flag_aux(creature_ptr, row+ 4, col, "人間 倍打 :", TR_SLAY_HUMAN, &f, DP_WP);
3331         display_flag_aux(creature_ptr, row+ 4, col, "人間 倍打 :", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3332         display_flag_aux(creature_ptr, row+ 5, col, "動物 倍打 :", TR_SLAY_ANIMAL, &f, DP_WP);
3333         display_flag_aux(creature_ptr, row+ 5, col, "動物 倍打 :", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3334         display_flag_aux(creature_ptr, row+ 6, col, "オーク倍打:", TR_SLAY_ORC, &f, DP_WP);
3335         display_flag_aux(creature_ptr, row+ 6, col, "オーク倍打:", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3336         display_flag_aux(creature_ptr, row+ 7, col, "トロル倍打:", TR_SLAY_TROLL, &f, DP_WP);
3337         display_flag_aux(creature_ptr, row+ 7, col, "トロル倍打:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3338         display_flag_aux(creature_ptr, row+ 8, col, "巨人 倍打 :", TR_SLAY_GIANT, &f, DP_WP);
3339         display_flag_aux(creature_ptr, row+ 8, col, "巨人 倍打 :", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3340         display_flag_aux(creature_ptr, row+ 9, col, "溶解      :", TR_BRAND_ACID, &f, DP_WP);
3341         display_flag_aux(creature_ptr, row+10, col, "電撃      :", TR_BRAND_ELEC, &f, DP_WP);
3342         display_flag_aux(creature_ptr, row+11, col, "焼棄      :", TR_BRAND_FIRE, &f, DP_WP);
3343         display_flag_aux(creature_ptr, row+12, col, "凍結      :", TR_BRAND_COLD, &f, DP_WP);
3344         display_flag_aux(creature_ptr, row+13, col, "毒殺      :", TR_BRAND_POIS, &f, DP_WP);
3345         display_flag_aux(creature_ptr, row+14, col, "切れ味    :", TR_VORPAL, &f, DP_WP);
3346         display_flag_aux(creature_ptr, row+15, col, "地震      :", TR_IMPACT, &f, DP_WP);
3347         display_flag_aux(creature_ptr, row+16, col, "吸血      :", TR_VAMPIRIC, &f, DP_WP);
3348         display_flag_aux(creature_ptr, row+17, col, "カオス効果:", TR_CHAOTIC, &f, DP_WP);
3349         display_flag_aux(creature_ptr, row+18, col, "理力      :", TR_FORCE_WEAPON, &f, DP_WP);
3350 #else
3351         display_flag_aux(creature_ptr, row+ 0, col, "Slay Evil :", TR_SLAY_EVIL, &f, DP_WP);
3352         display_flag_aux(creature_ptr, row+ 0, col, "Slay Evil :", TR_KILL_EVIL, &f, (DP_WP|DP_IMM));
3353         display_flag_aux(creature_ptr, row+ 1, col, "Slay Und. :", TR_SLAY_UNDEAD, &f, DP_WP);
3354         display_flag_aux(creature_ptr, row+ 1, col, "Slay Und. :", TR_KILL_UNDEAD, &f, (DP_WP|DP_IMM));
3355         display_flag_aux(creature_ptr, row+ 2, col, "Slay Demon:", TR_SLAY_DEMON, &f, DP_WP);
3356         display_flag_aux(creature_ptr, row+ 2, col, "Slay Demon:", TR_KILL_DEMON, &f, (DP_WP|DP_IMM));
3357         display_flag_aux(creature_ptr, row+ 3, col, "Slay Drag.:", TR_SLAY_DRAGON, &f, DP_WP);
3358         display_flag_aux(creature_ptr, row+ 3, col, "Slay Drag.:", TR_KILL_DRAGON, &f, (DP_WP|DP_IMM));
3359         display_flag_aux(creature_ptr, row+ 4, col, "Slay Human:", TR_SLAY_HUMAN, &f, DP_WP);
3360         display_flag_aux(creature_ptr, row+ 4, col, "Slay Human:", TR_KILL_HUMAN, &f, (DP_WP|DP_IMM));
3361         display_flag_aux(creature_ptr, row+ 5, col, "Slay Anim.:", TR_SLAY_ANIMAL, &f, DP_WP);
3362         display_flag_aux(creature_ptr, row+ 5, col, "Slay Anim.:", TR_KILL_ANIMAL, &f, (DP_WP|DP_IMM));
3363         display_flag_aux(creature_ptr, row+ 6, col, "Slay Orc  :", TR_SLAY_ORC, &f, DP_WP);
3364         display_flag_aux(creature_ptr, row+ 6, col, "Slay Orc  :", TR_KILL_ORC, &f, (DP_WP|DP_IMM));
3365         display_flag_aux(creature_ptr, row+ 7, col, "Slay Troll:", TR_SLAY_TROLL, &f, DP_WP);
3366         display_flag_aux(creature_ptr, row+ 7, col, "Slay Troll:", TR_KILL_TROLL, &f, (DP_WP|DP_IMM));
3367         display_flag_aux(creature_ptr, row+ 8, col, "Slay Giant:", TR_SLAY_GIANT, &f, DP_WP);
3368         display_flag_aux(creature_ptr, row+ 8, col, "Slay Giant:", TR_KILL_GIANT, &f, (DP_WP|DP_IMM));
3369         display_flag_aux(creature_ptr, row+ 9, col, "Acid Brand:", TR_BRAND_ACID, &f, DP_WP);
3370         display_flag_aux(creature_ptr, row+10, col, "Elec Brand:", TR_BRAND_ELEC, &f, DP_WP);
3371         display_flag_aux(creature_ptr, row+11, col, "Fire Brand:", TR_BRAND_FIRE, &f, DP_WP);
3372         display_flag_aux(creature_ptr, row+12, col, "Cold Brand:", TR_BRAND_COLD, &f, DP_WP);
3373         display_flag_aux(creature_ptr, row+13, col, "Poison Brd:", TR_BRAND_POIS, &f, DP_WP);
3374         display_flag_aux(creature_ptr, row+14, col, "Sharpness :", TR_VORPAL, &f, DP_WP);
3375         display_flag_aux(creature_ptr, row+15, col, "Quake     :", TR_IMPACT, &f, DP_WP);
3376         display_flag_aux(creature_ptr, row+16, col, "Vampiric  :", TR_VAMPIRIC, &f, DP_WP);
3377         display_flag_aux(creature_ptr, row+17, col, "Chaotic   :", TR_CHAOTIC, &f, DP_WP);
3378         display_flag_aux(creature_ptr, row+18, col, "Force Wep.:", TR_FORCE_WEAPON, &f, DP_WP);
3379 #endif
3380
3381
3382         /*** Set 2 ***/
3383
3384         row = 3;
3385         col = col + 12 + 7;
3386
3387         display_player_equippy(creature_ptr, row-2, col+13, 0);
3388         c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+13);
3389
3390 #ifdef JP
3391         display_flag_aux(creature_ptr, row+ 0, col, "テレパシー :", TR_TELEPATHY, &f, 0);
3392         display_flag_aux(creature_ptr, row+ 1, col, "邪悪ESP    :", TR_ESP_EVIL, &f, 0);
3393         display_flag_aux(creature_ptr, row+ 2, col, "無生物ESP  :", TR_ESP_NONLIVING, &f, 0);
3394         display_flag_aux(creature_ptr, row+ 3, col, "善良ESP    :", TR_ESP_GOOD, &f, 0);
3395         display_flag_aux(creature_ptr, row+ 4, col, "不死ESP    :", TR_ESP_UNDEAD, &f, 0);
3396         display_flag_aux(creature_ptr, row+ 5, col, "悪魔ESP    :", TR_ESP_DEMON, &f, 0);
3397         display_flag_aux(creature_ptr, row+ 6, col, "龍ESP      :", TR_ESP_DRAGON, &f, 0);
3398         display_flag_aux(creature_ptr, row+ 7, col, "人間ESP    :", TR_ESP_HUMAN, &f, 0);
3399         display_flag_aux(creature_ptr, row+ 8, col, "動物ESP    :", TR_ESP_ANIMAL, &f, 0);
3400         display_flag_aux(creature_ptr, row+ 9, col, "オークESP  :", TR_ESP_ORC, &f, 0);
3401         display_flag_aux(creature_ptr, row+10, col, "トロルESP  :", TR_ESP_TROLL, &f, 0);
3402         display_flag_aux(creature_ptr, row+11, col, "巨人ESP    :", TR_ESP_GIANT, &f, 0);
3403         display_flag_aux(creature_ptr, row+12, col, "ユニークESP:", TR_ESP_UNIQUE, &f, 0);
3404         display_flag_aux(creature_ptr, row+13, col, "腕力維持   :", TR_SUST_STR, &f, 0);
3405         display_flag_aux(creature_ptr, row+14, col, "知力維持   :", TR_SUST_INT, &f, 0);
3406         display_flag_aux(creature_ptr, row+15, col, "賢さ維持   :", TR_SUST_WIS, &f, 0);
3407         display_flag_aux(creature_ptr, row+16, col, "器用維持   :", TR_SUST_DEX, &f, 0);
3408         display_flag_aux(creature_ptr, row+17, col, "耐久維持   :", TR_SUST_CON, &f, 0);
3409         display_flag_aux(creature_ptr, row+18, col, "魅力維持   :", TR_SUST_CHR, &f, 0);
3410 #else
3411         display_flag_aux(creature_ptr, row+ 0, col, "Telepathy  :", TR_TELEPATHY, &f, 0);
3412         display_flag_aux(creature_ptr, row+ 1, col, "ESP Evil   :", TR_ESP_EVIL, &f, 0);
3413         display_flag_aux(creature_ptr, row+ 2, col, "ESP Noliv. :", TR_ESP_NONLIVING, &f, 0);
3414         display_flag_aux(creature_ptr, row+ 3, col, "ESP Good   :", TR_ESP_GOOD, &f, 0);
3415         display_flag_aux(creature_ptr, row+ 4, col, "ESP Undead :", TR_ESP_UNDEAD, &f, 0);
3416         display_flag_aux(creature_ptr, row+ 5, col, "ESP Demon  :", TR_ESP_DEMON, &f, 0);
3417         display_flag_aux(creature_ptr, row+ 6, col, "ESP Dragon :", TR_ESP_DRAGON, &f, 0);
3418         display_flag_aux(creature_ptr, row+ 7, col, "ESP Human  :", TR_ESP_HUMAN, &f, 0);
3419         display_flag_aux(creature_ptr, row+ 8, col, "ESP Animal :", TR_ESP_ANIMAL, &f, 0);
3420         display_flag_aux(creature_ptr, row+ 9, col, "ESP Orc    :", TR_ESP_ORC, &f, 0);
3421         display_flag_aux(creature_ptr, row+10, col, "ESP Troll  :", TR_ESP_TROLL, &f, 0);
3422         display_flag_aux(creature_ptr, row+11, col, "ESP Giant  :", TR_ESP_GIANT, &f, 0);
3423         display_flag_aux(creature_ptr, row+12, col, "ESP Unique :", TR_ESP_UNIQUE, &f, 0);
3424         display_flag_aux(creature_ptr, row+13, col, "Sust Str   :", TR_SUST_STR, &f, 0);
3425         display_flag_aux(creature_ptr, row+14, col, "Sust Int   :", TR_SUST_INT, &f, 0);
3426         display_flag_aux(creature_ptr, row+15, col, "Sust Wis   :", TR_SUST_WIS, &f, 0);
3427         display_flag_aux(creature_ptr, row+16, col, "Sust Dex   :", TR_SUST_DEX, &f, 0);
3428         display_flag_aux(creature_ptr, row+17, col, "Sust Con   :", TR_SUST_CON, &f, 0);
3429         display_flag_aux(creature_ptr, row+18, col, "Sust Chr   :", TR_SUST_CHR, &f, 0);
3430 #endif
3431
3432
3433         /*** Set 3 ***/
3434
3435         row = 3;
3436         col = col + 12 + 17;
3437
3438         display_player_equippy(creature_ptr, row-2, col+14, 0);
3439
3440         c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+14);
3441
3442 #ifdef JP
3443         display_flag_aux(creature_ptr, row+ 0, col, "追加攻撃    :", TR_BLOWS, &f, 0);
3444         display_flag_aux(creature_ptr, row+ 1, col, "採掘        :", TR_TUNNEL, &f, 0);
3445         display_flag_aux(creature_ptr, row+ 2, col, "赤外線視力  :", TR_INFRA, &f, 0);
3446         display_flag_aux(creature_ptr, row+ 3, col, "魔法道具支配:", TR_MAGIC_MASTERY, &f, 0);
3447         display_flag_aux(creature_ptr, row+ 4, col, "隠密        :", TR_STEALTH, &f, 0);
3448         display_flag_aux(creature_ptr, row+ 5, col, "探索        :", TR_SEARCH, &f, 0);
3449
3450         display_flag_aux(creature_ptr, row+ 7, col, "乗馬        :", TR_RIDING, &f, 0);
3451         display_flag_aux(creature_ptr, row+ 8, col, "投擲        :", TR_THROW, &f, 0);
3452         display_flag_aux(creature_ptr, row+ 9, col, "祝福        :", TR_BLESSED, &f, 0);
3453         display_flag_aux(creature_ptr, row+10, col, "反テレポート:", TR_NO_TELE, &f, 0);
3454         display_flag_aux(creature_ptr, row+11, col, "反魔法      :", TR_NO_MAGIC, &f, 0);
3455         display_flag_aux(creature_ptr, row+12, col, "消費魔力減少:", TR_DEC_MANA, &f, 0);
3456
3457         display_flag_aux(creature_ptr, row+14, col, "経験値減少  :", TR_DRAIN_EXP, &f, 0);
3458         display_flag_aux(creature_ptr, row+15, col, "乱テレポート:", TR_TELEPORT, &f, 0);
3459         display_flag_aux(creature_ptr, row+16, col, "反感        :", TR_AGGRAVATE, &f, 0);
3460         display_flag_aux(creature_ptr, row+17, col, "太古の怨念  :", TR_TY_CURSE, &f, 0);
3461 #else
3462         display_flag_aux(creature_ptr, row+ 0, col, "Add Blows   :", TR_BLOWS, &f, 0);
3463         display_flag_aux(creature_ptr, row+ 1, col, "Add Tunnel  :", TR_TUNNEL, &f, 0);
3464         display_flag_aux(creature_ptr, row+ 2, col, "Add Infra   :", TR_INFRA, &f, 0);
3465         display_flag_aux(creature_ptr, row+ 3, col, "Add Device  :", TR_MAGIC_MASTERY, &f, 0);
3466         display_flag_aux(creature_ptr, row+ 4, col, "Add Stealth :", TR_STEALTH, &f, 0);
3467         display_flag_aux(creature_ptr, row+ 5, col, "Add Search  :", TR_SEARCH, &f, 0);
3468
3469         display_flag_aux(creature_ptr, row+ 7, col, "Riding      :", TR_RIDING, &f, 0);
3470         display_flag_aux(creature_ptr, row+ 8, col, "Throw       :", TR_THROW, &f, 0);
3471         display_flag_aux(creature_ptr, row+ 9, col, "Blessed     :", TR_BLESSED, &f, 0);
3472         display_flag_aux(creature_ptr, row+10, col, "No Teleport :", TR_NO_TELE, &f, 0);
3473         display_flag_aux(creature_ptr, row+11, col, "Anti Magic  :", TR_NO_MAGIC, &f, 0);
3474         display_flag_aux(creature_ptr, row+12, col, "Econom. Mana:", TR_DEC_MANA, &f, 0);
3475
3476         display_flag_aux(creature_ptr, row+14, col, "Drain Exp   :", TR_DRAIN_EXP, &f, 0);
3477         display_flag_aux(creature_ptr, row+15, col, "Rnd.Teleport:", TR_TELEPORT, &f, 0);
3478         display_flag_aux(creature_ptr, row+16, col, "Aggravate   :", TR_AGGRAVATE, &f, 0);
3479         display_flag_aux(creature_ptr, row+17, col, "TY Curse    :", TR_TY_CURSE, &f, 0);
3480 #endif
3481
3482 }
3483
3484
3485 /*!
3486  * @brief プレイヤーの特性フラグ一覧表示2a /
3487  * @param creature_ptr プレーヤーへの参照ポインタ
3488  * Special display, part 2a
3489  * @return なし
3490  */
3491 static void display_player_misc_info(player_type *creature_ptr)
3492 {
3493         char    buf[80];
3494         char    tmp[80];
3495
3496         /* Display basics */
3497 #ifdef JP
3498 put_str("名前  :", 1, 26);
3499 put_str("性別  :", 3, 1);
3500 put_str("種族  :", 4, 1);
3501 put_str("職業  :", 5, 1);
3502 #else
3503         put_str("Name  :", 1, 26);
3504         put_str("Sex   :", 3, 1);
3505         put_str("Race  :", 4, 1);
3506         put_str("Class :", 5, 1);
3507 #endif
3508
3509         strcpy(tmp,ap_ptr->title);
3510 #ifdef JP
3511         if(ap_ptr->no == 1)
3512                 strcat(tmp,"の");
3513 #else
3514                 strcat(tmp," ");
3515 #endif
3516         strcat(tmp,creature_ptr->name);
3517
3518         c_put_str(TERM_L_BLUE, tmp, 1, 34);
3519         c_put_str(TERM_L_BLUE, sp_ptr->title, 3, 9);
3520         c_put_str(TERM_L_BLUE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), 4, 9);
3521         c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 9);
3522
3523         /* Display extras */
3524 #ifdef JP
3525 put_str("レベル:", 6, 1);
3526 put_str("HP  :", 7, 1);
3527 put_str("MP  :", 8, 1);
3528 #else
3529         put_str("Level :", 6, 1);
3530         put_str("Hits  :", 7, 1);
3531         put_str("Mana  :", 8, 1);
3532 #endif
3533
3534
3535         (void)sprintf(buf, "%d", (int)creature_ptr->lev);
3536         c_put_str(TERM_L_BLUE, buf, 6, 9);
3537         (void)sprintf(buf, "%d/%d", (int)creature_ptr->chp, (int)creature_ptr->mhp);
3538         c_put_str(TERM_L_BLUE, buf, 7, 9);
3539         (void)sprintf(buf, "%d/%d", (int)creature_ptr->csp, (int)creature_ptr->msp);
3540         c_put_str(TERM_L_BLUE, buf, 8, 9);
3541 }
3542
3543
3544 /*!
3545  * @brief プレイヤーの特性フラグ一覧表示2b /
3546  * Special display, part 2b
3547  * @param creature_ptr プレーヤーへの参照ポインタ
3548  * @return なし
3549  * @details
3550  * <pre>
3551  * How to print out the modifications and sustains.
3552  * Positive mods with no sustain will be light green.
3553  * Positive mods with a sustain will be dark green.
3554  * Sustains (with no modification) will be a dark green 's'.
3555  * Negative mods (from a curse) will be red.
3556  * Huge mods (>9), like from MICoMorgoth, will be a '*'
3557  * No mod, no sustain, will be a slate '.'
3558  * </pre>
3559  */
3560 static void display_player_stat_info(player_type *creature_ptr)
3561 {
3562         int i, e_adj;
3563         int stat_col, stat;
3564         int row, col;
3565
3566         object_type *o_ptr;
3567         BIT_FLAGS flgs[TR_FLAG_SIZE];
3568
3569         byte a;
3570         char c;
3571
3572         char buf[80];
3573
3574
3575         /* Column */
3576         stat_col = 22;
3577
3578         /* Row */
3579         row = 3;
3580
3581         /* Print out the labels for the columns */
3582         c_put_str(TERM_WHITE, _("能力", "Stat"), row, stat_col+1);
3583         c_put_str(TERM_BLUE, _("  基本", "  Base"), row, stat_col+7);
3584         c_put_str(TERM_L_BLUE, _(" 種 職 性 装 ", "RacClaPerMod"), row, stat_col+13);
3585         c_put_str(TERM_L_GREEN, _("合計", "Actual"), row, stat_col+28);
3586         c_put_str(TERM_YELLOW, _("現在", "Current"), row, stat_col+35);
3587
3588         /* Display the stats */
3589         for (i = 0; i < A_MAX; i++)
3590         {
3591                 int r_adj;
3592
3593                 if (creature_ptr->mimic_form) r_adj = mimic_info[creature_ptr->mimic_form].r_adj[i];
3594                 else r_adj = rp_ptr->r_adj[i];
3595
3596                 /* Calculate equipment adjustment */
3597                 e_adj = 0;
3598
3599                 /* Icky formula to deal with the 18 barrier */
3600                 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] > 18))
3601                         e_adj = (creature_ptr->stat_top[i] - creature_ptr->stat_max[i]) / 10;
3602                 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] <= 18))
3603                         e_adj = creature_ptr->stat_top[i] - creature_ptr->stat_max[i];
3604                 if ((creature_ptr->stat_max[i] <= 18) && (creature_ptr->stat_top[i] > 18))
3605                         e_adj = (creature_ptr->stat_top[i] - 18) / 10 - creature_ptr->stat_max[i] + 18;
3606
3607                 if ((creature_ptr->stat_max[i] > 18) && (creature_ptr->stat_top[i] <= 18))
3608                         e_adj = creature_ptr->stat_top[i] - (creature_ptr->stat_max[i] - 19) / 10 - 19;
3609
3610                 if (PRACE_IS_(creature_ptr, RACE_ENT))
3611                 {
3612                         switch (i)
3613                         {
3614                                 case A_STR:
3615                                 case A_CON:
3616                                         if (creature_ptr->lev > 25) r_adj++;
3617                                         if (creature_ptr->lev > 40) r_adj++;
3618                                         if (creature_ptr->lev > 45) r_adj++;
3619                                         break;
3620                                 case A_DEX:
3621                                         if (creature_ptr->lev > 25) r_adj--;
3622                                         if (creature_ptr->lev > 40) r_adj--;
3623                                         if (creature_ptr->lev > 45) r_adj--;
3624                                         break;
3625                         }
3626                 }
3627
3628                 e_adj -= r_adj;
3629                 e_adj -= cp_ptr->c_adj[i];
3630                 e_adj -= ap_ptr->a_adj[i];
3631
3632                 if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
3633                         /* Reduced name of stat */
3634                         c_put_str(TERM_WHITE, stat_names_reduced[i], row + i+1, stat_col+1);
3635                 else
3636                         c_put_str(TERM_WHITE, stat_names[i], row + i+1, stat_col+1);
3637
3638
3639                 /* Internal "natural" max value.  Maxes at 18/100 */
3640                 /* This is useful to see if you are maxed out */
3641                 cnv_stat(creature_ptr->stat_max[i], buf);
3642                 if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
3643                 {
3644                         c_put_str(TERM_WHITE, "!", row + i+1, _(stat_col + 6, stat_col + 4));
3645                 }
3646                 c_put_str(TERM_BLUE, buf, row + i+1, stat_col + 13 - strlen(buf));
3647
3648                 /* Race, class, and equipment modifiers */
3649                 (void)sprintf(buf, "%3d", r_adj);
3650                 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 13);
3651                 (void)sprintf(buf, "%3d", (int)cp_ptr->c_adj[i]);
3652                 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 16);
3653                 (void)sprintf(buf, "%3d", (int)ap_ptr->a_adj[i]);
3654                 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 19);
3655                 (void)sprintf(buf, "%3d", (int)e_adj);
3656                 c_put_str(TERM_L_BLUE, buf, row + i+1, stat_col + 22);
3657
3658                 /* Actual maximal modified value */
3659                 cnv_stat(creature_ptr->stat_top[i], buf);
3660                 c_put_str(TERM_L_GREEN, buf, row + i+1, stat_col + 26);
3661
3662                 /* Only display stat_use if not maximal */
3663                 if (creature_ptr->stat_use[i] < creature_ptr->stat_top[i])
3664                 {
3665                         cnv_stat(creature_ptr->stat_use[i], buf);
3666                         c_put_str(TERM_YELLOW, buf, row + i+1, stat_col + 33);
3667                 }
3668         }
3669
3670         /* Column */
3671         col = stat_col + 41;
3672
3673         /* Header and Footer */
3674         c_put_str(TERM_WHITE, "abcdefghijkl@", row, col);
3675         c_put_str(TERM_L_GREEN, _("能力修正", "Modification"), row - 1, col);
3676
3677         /* Process equipment */
3678         for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
3679         {
3680                 o_ptr = &creature_ptr->inventory_list[i];
3681
3682                 /* Acquire "known" flags */
3683                 object_flags_known(o_ptr, flgs);
3684
3685                 /* Initialize color based of sign of pval. */
3686                 for (stat = 0; stat < A_MAX; stat++)
3687                 {
3688                         /* Default */
3689                         a = TERM_SLATE;
3690                         c = '.';
3691
3692                         /* Boost */
3693                         if (have_flag(flgs, stat))
3694                         {
3695                                 /* Default */
3696                                 c = '*';
3697
3698                                 /* Good */
3699                                 if (o_ptr->pval > 0)
3700                                 {
3701                                         /* Good */
3702                                         a = TERM_L_GREEN;
3703
3704                                         /* Label boost */
3705                                         if (o_ptr->pval < 10) c = '0' + o_ptr->pval;
3706                                 }
3707
3708                                 if (have_flag(flgs, stat + TR_SUST_STR))
3709                                 {
3710                                         /* Dark green for sustained stats */
3711                                         a = TERM_GREEN;
3712                                 }
3713
3714                                 /* Bad */
3715                                 if (o_ptr->pval < 0)
3716                                 {
3717                                         /* Bad */
3718                                         a = TERM_RED;
3719
3720                                         /* Label boost */
3721                                         if (o_ptr->pval > -10) c = '0' - o_ptr->pval;
3722                                 }
3723                         }
3724
3725                         /* Sustain */
3726                         else if (have_flag(flgs, stat + TR_SUST_STR))
3727                         {
3728                                 /* Dark green "s" */
3729                                 a = TERM_GREEN;
3730                                 c = 's';
3731                         }
3732
3733                         /* Dump proper character */
3734                         Term_putch(col, row + stat+1, a, c);
3735                 }
3736
3737                 /* Advance */
3738                 col++;
3739         }
3740
3741         /* Player flags */
3742         player_flags(creature_ptr, flgs);
3743
3744         /* Check stats */
3745         for (stat = 0; stat < A_MAX; stat++)
3746         {
3747                 /* Default */
3748                 a = TERM_SLATE;
3749                 c = '.';
3750
3751                 /* Mutations ... */
3752                 if (creature_ptr->muta3 || creature_ptr->tsuyoshi)
3753                 {
3754                         int dummy = 0;
3755
3756                         if (stat == A_STR)
3757                         {
3758                                 if (creature_ptr->muta3 & MUT3_HYPER_STR) dummy += 4;
3759                                 if (creature_ptr->muta3 & MUT3_PUNY) dummy -= 4;
3760                                 if (creature_ptr->tsuyoshi) dummy += 4;
3761                         }
3762                         else if (stat == A_WIS || stat == A_INT)
3763                         {
3764                                 if (creature_ptr->muta3 & MUT3_HYPER_INT) dummy += 4;
3765                                 if (creature_ptr->muta3 & MUT3_MORONIC) dummy -= 4;
3766                         }
3767                         else if (stat == A_DEX)
3768                         {
3769                                 if (creature_ptr->muta3 & MUT3_IRON_SKIN) dummy -= 1;
3770                                 if (creature_ptr->muta3 & MUT3_LIMBER) dummy += 3;
3771                                 if (creature_ptr->muta3 & MUT3_ARTHRITIS) dummy -= 3;
3772                         }
3773                         else if (stat == A_CON)
3774                         {
3775                                 if (creature_ptr->muta3 & MUT3_RESILIENT) dummy += 4;
3776                                 if (creature_ptr->muta3 & MUT3_XTRA_FAT) dummy += 2;
3777                                 if (creature_ptr->muta3 & MUT3_ALBINO) dummy -= 4;
3778                                 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 2;
3779                                 if (creature_ptr->tsuyoshi) dummy += 4;
3780                         }
3781                         else if (stat == A_CHR)
3782                         {
3783                                 if (creature_ptr->muta3 & MUT3_SILLY_VOI) dummy -= 4;
3784                                 if (creature_ptr->muta3 & MUT3_BLANK_FAC) dummy -= 1;
3785                                 if (creature_ptr->muta3 & MUT3_FLESH_ROT) dummy -= 1;
3786                                 if (creature_ptr->muta3 & MUT3_SCALES) dummy -= 1;
3787                                 if (creature_ptr->muta3 & MUT3_WART_SKIN) dummy -= 2;
3788                                 if (creature_ptr->muta3 & MUT3_ILL_NORM) dummy = 0;
3789                         }
3790
3791                         /* Boost */
3792                         if (dummy)
3793                         {
3794                                 /* Default */
3795                                 c = '*';
3796
3797                                 /* Good */
3798                                 if (dummy > 0)
3799                                 {
3800                                         /* Good */
3801                                         a = TERM_L_GREEN;
3802
3803                                         /* Label boost */
3804                                         if (dummy < 10) c = '0' + dummy;
3805                                 }
3806
3807                                 /* Bad */
3808                                 if (dummy < 0)
3809                                 {
3810                                         /* Bad */
3811                                         a = TERM_RED;
3812
3813                                         /* Label boost */
3814                                         if (dummy > -10) c = '0' - dummy;
3815                                 }
3816                         }
3817                 }
3818
3819
3820                 /* Sustain */
3821                 if (have_flag(flgs, stat + TR_SUST_STR))
3822                 {
3823                         /* Dark green "s" */
3824                         a = TERM_GREEN;
3825                         c = 's';
3826                 }
3827
3828
3829                 /* Dump */
3830                 Term_putch(col, row + stat+1, a, c);
3831         }
3832 }
3833
3834
3835 /*!
3836  * @brief プレイヤーのステータス表示メイン処理
3837  * Display the character on the screen (various modes)
3838  * @param creature_ptr プレーヤーへの参照ポインタ
3839  * @param mode 表示モードID
3840  * @return なし
3841  * @details
3842  * <pre>
3843  * The top one and bottom two lines are left blank.
3844  * Mode 0 = standard display with skills
3845  * Mode 1 = standard display with history
3846  * Mode 2 = summary of various things
3847  * Mode 3 = summary of various things (part 2)
3848  * Mode 4 = mutations
3849  * </pre>
3850  */
3851 void display_player(player_type *creature_ptr, int mode)
3852 {
3853         int i;
3854         char buf[80];
3855         char tmp[64];
3856
3857         if ((creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3) && display_mutations)
3858                 mode = (mode % 5);
3859         else
3860                 mode = (mode % 4);
3861
3862         /* Erase screen */
3863         clear_from(0);
3864
3865         /* Standard */
3866         if ((mode == 0) || (mode == 1))
3867         {
3868                 /* Name, Sex, Race, Class */
3869 #ifdef JP
3870                 sprintf(tmp, "%s%s%s", ap_ptr->title, ap_ptr->no == 1 ? "の":"", creature_ptr->name);
3871 #else
3872                 sprintf(tmp, "%s %s", ap_ptr->title, creature_ptr->name);
3873 #endif
3874
3875                 display_player_one_line(ENTRY_NAME, tmp, TERM_L_BLUE);
3876                 display_player_one_line(ENTRY_SEX, sp_ptr->title, TERM_L_BLUE);
3877                 display_player_one_line(ENTRY_RACE, (creature_ptr->mimic_form ? mimic_info[creature_ptr->mimic_form].title : rp_ptr->title), TERM_L_BLUE);
3878                 display_player_one_line(ENTRY_CLASS, cp_ptr->title, TERM_L_BLUE);
3879
3880                 if (creature_ptr->realm1)
3881                 {
3882                         if (creature_ptr->realm2)
3883                                 sprintf(tmp, "%s, %s", realm_names[creature_ptr->realm1], realm_names[creature_ptr->realm2]);
3884                         else
3885                                 strcpy(tmp, realm_names[creature_ptr->realm1]);
3886                         display_player_one_line(ENTRY_REALM, tmp, TERM_L_BLUE);
3887                 }
3888
3889                 if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
3890                         display_player_one_line(ENTRY_PATRON, chaos_patrons[creature_ptr->chaos_patron], TERM_L_BLUE);
3891
3892                 /* Age, Height, Weight, Social */
3893                 /* 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 */
3894 #ifdef JP
3895                 display_player_one_line(ENTRY_AGE, format("%d才" ,(int)creature_ptr->age), TERM_L_BLUE);
3896                 display_player_one_line(ENTRY_HEIGHT, format("%dcm" ,(int)((creature_ptr->ht*254)/100)), TERM_L_BLUE);
3897                 display_player_one_line(ENTRY_WEIGHT, format("%dkg" ,(int)((creature_ptr->wt*4536)/10000)), TERM_L_BLUE);
3898                 display_player_one_line(ENTRY_SOCIAL, format("%d  " ,(int)creature_ptr->sc), TERM_L_BLUE);
3899 #else
3900                 display_player_one_line(ENTRY_AGE, format("%d" ,(int)creature_ptr->age), TERM_L_BLUE);
3901                 display_player_one_line(ENTRY_HEIGHT, format("%d" ,(int)creature_ptr->ht), TERM_L_BLUE);
3902                 display_player_one_line(ENTRY_WEIGHT, format("%d" ,(int)creature_ptr->wt), TERM_L_BLUE);
3903                 display_player_one_line(ENTRY_SOCIAL, format("%d" ,(int)creature_ptr->sc), TERM_L_BLUE);
3904 #endif
3905                 display_player_one_line(ENTRY_ALIGN, format("%s" ,your_alignment(creature_ptr)), TERM_L_BLUE);
3906
3907
3908                 /* Display the stats */
3909                 for (i = 0; i < A_MAX; i++)
3910                 {
3911                         /* Special treatment of "injured" stats */
3912                         if (creature_ptr->stat_cur[i] < creature_ptr->stat_max[i])
3913                         {
3914                                 int value;
3915
3916                                 /* Use lowercase stat name */
3917                                 put_str(stat_names_reduced[i], 3 + i, 53);
3918
3919                                 /* Get the current stat */
3920                                 value = creature_ptr->stat_use[i];
3921
3922                                 /* Obtain the current stat (modified) */
3923                                 cnv_stat(value, buf);
3924
3925                                 /* Display the current stat (modified) */
3926                                 c_put_str(TERM_YELLOW, buf, 3 + i, 60);
3927
3928                                 /* Acquire the max stat */
3929                                 value = creature_ptr->stat_top[i];
3930
3931                                 /* Obtain the maximum stat (modified) */
3932                                 cnv_stat(value, buf);
3933
3934                                 /* Display the maximum stat (modified) */
3935                                 c_put_str(TERM_L_GREEN, buf, 3 + i, 67);
3936                         }
3937
3938                         /* Normal treatment of "normal" stats */
3939                         else
3940                         {
3941                                 /* Assume uppercase stat name */
3942                                 put_str(stat_names[i], 3 + i, 53);
3943
3944                                 /* Obtain the current stat (modified) */
3945                                 cnv_stat(creature_ptr->stat_use[i], buf);
3946
3947                                 /* Display the current stat (modified) */
3948                                 c_put_str(TERM_L_GREEN, buf, 3 + i, 60);
3949                         }
3950
3951                         if (creature_ptr->stat_max[i] == creature_ptr->stat_max_max[i])
3952                         {
3953                                 c_put_str(TERM_WHITE, "!", 3 + i, _(58, 58-2));
3954                         }
3955                 }
3956
3957                 /* Display "history" info */
3958                 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
3959                 if (mode == 1)
3960                 {
3961                         char statmsg[1000];
3962                         put_str(_("(キャラクターの生い立ち)", "(Character Background)"), 11, 25);
3963
3964                         for (i = 0; i < 4; i++)
3965                         {
3966                                 put_str(creature_ptr->history[i], i + 12, 10);
3967                         }
3968
3969                         *statmsg = '\0';
3970
3971                         if (creature_ptr->is_dead)
3972                         {
3973                                 if (current_world_ptr->total_winner)
3974                                 {
3975 #ifdef JP
3976                                         sprintf(statmsg, "…あなたは勝利の後%sした。", streq(creature_ptr->died_from, "Seppuku") ? "切腹" : "引退");
3977 #else
3978                                         sprintf(statmsg, "...You %s after the winning.", streq(creature_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
3979 #endif
3980                                 }
3981                                 else if (!floor_ptr->dun_level)
3982                                 {
3983 #ifdef JP
3984                                         sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), creature_ptr->died_from);
3985 #else
3986                                         sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name());
3987 #endif
3988                                 }
3989                                 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
3990                                 {
3991                                         /* Get the quest text */
3992                                         /* Bewere that INIT_ASSIGN resets the cur_num. */
3993                                         init_flags = INIT_NAME_ONLY;
3994
3995                                         process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
3996
3997 #ifdef JP
3998                                         sprintf(statmsg, "…あなたは、クエスト「%s」で%sに殺された。", quest[floor_ptr->inside_quest].name, creature_ptr->died_from);
3999 #else
4000                                         sprintf(statmsg, "...You were killed by %s in the quest '%s'.", creature_ptr->died_from, quest[floor_ptr->inside_quest].name);
4001 #endif
4002                                 }
4003                                 else
4004                                 {
4005 #ifdef JP
4006                                         sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)floor_ptr->dun_level, creature_ptr->died_from);
4007 #else
4008                                         sprintf(statmsg, "...You were killed by %s on level %d of %s.", creature_ptr->died_from, floor_ptr->dun_level, map_name());
4009 #endif
4010                                 }
4011                         }
4012                         else if (current_world_ptr->character_dungeon)
4013                         {
4014                                 if (!floor_ptr->dun_level)
4015                                 {
4016                                         sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
4017                                 }
4018                                 else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
4019                                 {
4020                                         /* Clear the text */
4021                                         /* Must be done before doing INIT_SHOW_TEXT */
4022                                         for (i = 0; i < 10; i++)
4023                                         {
4024                                                 quest_text[i][0] = '\0';
4025                                         }
4026                                         quest_text_line = 0;
4027
4028                                         /* Get the quest text */
4029                                         init_flags = INIT_NAME_ONLY;
4030
4031                                         process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
4032
4033                                         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[floor_ptr->inside_quest].name);
4034                                 }
4035                                 else
4036                                 {
4037 #ifdef JP
4038                                         sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)floor_ptr->dun_level);
4039 #else
4040                                         sprintf(statmsg, "...Now, you are exploring level %d of %s.", floor_ptr->dun_level, map_name());
4041 #endif
4042                                 }
4043                         }
4044
4045                         if (*statmsg)
4046                         {
4047                                 char temp[64*2], *t;
4048                                 roff_to_buf(statmsg, 60, temp, sizeof(temp));
4049                                 t = temp;
4050                                 for(i=0 ; i<2 ; i++)
4051                                 {
4052                                         if(t[0]==0)
4053                                                 break; 
4054                                         else
4055                                         {
4056                                                 put_str(t, i + 5 + 12, 10);
4057                                                 t += strlen(t)+1;
4058                                         }
4059                                 }
4060                         }
4061
4062                 }
4063
4064                 /* Display "various" info */
4065                 else
4066                 {
4067                         display_player_middle(creature_ptr);
4068                         display_player_various(creature_ptr);
4069                 }
4070         }
4071
4072         /* Special */
4073         else if (mode == 2)
4074         {
4075                 /* See "http://www.cs.berkeley.edu/~davidb/angband.html" */
4076
4077                 /* Dump the info */
4078                 display_player_misc_info(creature_ptr);
4079                 display_player_stat_info(creature_ptr);
4080                 display_player_flag_info(creature_ptr);
4081         }
4082
4083         /* Special */
4084         else if (mode == 3)
4085         {
4086                 display_player_other_flag_info(creature_ptr);
4087         }
4088
4089         else if (mode == 4)
4090         {
4091                 do_cmd_knowledge_mutations(creature_ptr);
4092         }
4093 }
4094
4095 /*!
4096  * @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
4097  * @param creature_ptr プレーヤーへの参照ポインタ
4098  * @param fff ファイルポインタ
4099  * @return なし
4100  */
4101 static void dump_aux_display_player(player_type *creature_ptr, FILE *fff)
4102 {
4103         TERM_LEN x, y;
4104         TERM_COLOR a;
4105         char c;
4106         char buf[1024];
4107
4108         display_player(creature_ptr, 0);
4109
4110         /* Dump part of the screen */
4111         for (y = 1; y < 22; y++)
4112         {
4113                 /* Dump each row */
4114                 for (x = 0; x < 79; x++)
4115                 {
4116                         /* Get the attr/char */
4117                         (void)(Term_what(x, y, &a, &c));
4118
4119                         /* Dump it */
4120                         buf[x] = c;
4121                 }
4122
4123                 /* End the string */
4124                 buf[x] = '\0';
4125
4126                 /* Kill trailing spaces */
4127                 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4128
4129                 /* End the row */
4130                 fprintf(fff, _("%s\n", "%s\n"), buf);
4131         }
4132
4133         /* Display history */
4134         display_player(creature_ptr, 1);
4135
4136         /* Dump part of the screen */
4137         for (y = 10; y < 19; y++)
4138         {
4139                 /* Dump each row */
4140                 for (x = 0; x < 79; x++)
4141                 {
4142                         /* Get the attr/char */
4143                         (void)(Term_what(x, y, &a, &c));
4144
4145                         /* Dump it */
4146                         buf[x] = c;
4147                 }
4148
4149                 /* End the string */
4150                 buf[x] = '\0';
4151
4152                 /* Kill trailing spaces */
4153                 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4154
4155                 /* End the row */
4156                 fprintf(fff, "%s\n", buf);
4157         }
4158
4159         fprintf(fff, "\n");
4160
4161         /* Display flags (part 1) */
4162         display_player(creature_ptr, 2);
4163
4164         /* Dump part of the screen */
4165         for (y = 2; y < 22; y++)
4166         {
4167                 /* Dump each row */
4168                 for (x = 0; x < 79; x++)
4169                 {
4170                         /* Get the attr/char */
4171                         (void)(Term_what(x, y, &a, &c));
4172
4173                         /* Dump it (Ignore equippy tile graphic) */
4174                         if (a < 128)
4175                                 buf[x] = c;
4176                         else
4177                                 buf[x] = ' ';
4178                 }
4179
4180                 /* End the string */
4181                 buf[x] = '\0';
4182
4183                 /* Kill trailing spaces */
4184                 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4185
4186                 /* End the row */
4187                 fprintf(fff, "%s\n", buf);
4188         }
4189
4190         fprintf(fff, "\n");
4191
4192         /* Display flags (part 2) */
4193         display_player(creature_ptr, 3);
4194
4195         /* Dump part of the screen */
4196         for (y = 1; y < 22; y++)
4197         {
4198                 /* Dump each row */
4199                 for (x = 0; x < 79; x++)
4200                 {
4201                         /* Get the attr/char */
4202                         (void)(Term_what(x, y, &a, &c));
4203
4204                         /* Dump it (Ignore equippy tile graphic) */
4205                         if (a < 128)
4206                                 buf[x] = c;
4207                         else
4208                                 buf[x] = ' ';
4209                 }
4210
4211                 /* End the string */
4212                 buf[x] = '\0';
4213
4214                 /* Kill trailing spaces */
4215                 while ((x > 0) && (buf[x-1] == ' ')) buf[--x] = '\0';
4216
4217                 /* End the row */
4218                 fprintf(fff, "%s\n", buf);
4219         }
4220
4221         fprintf(fff, "\n");
4222 }
4223
4224
4225 /*!
4226  * @brief プレイヤーのペット情報をファイルにダンプする
4227  * @param creature_ptr プレーヤーへの参照ポインタ
4228  * @param fff ファイルポインタ
4229  * @return なし
4230  */
4231 static void dump_aux_pet(player_type *master_ptr, FILE *fff)
4232 {
4233         int i;
4234         bool pet = FALSE;
4235         bool pet_settings = FALSE;
4236         GAME_TEXT pet_name[MAX_NLEN];
4237
4238         for (i = master_ptr->current_floor_ptr->m_max - 1; i >= 1; i--)
4239         {
4240                 monster_type *m_ptr = &master_ptr->current_floor_ptr->m_list[i];
4241
4242                 if (!monster_is_valid(m_ptr)) continue;
4243                 if (!is_pet(m_ptr)) continue;
4244                 pet_settings = TRUE;
4245                 if (!m_ptr->nickname && (master_ptr->riding != i)) continue;
4246                 if (!pet)
4247                 {
4248                         fprintf(fff, _("\n\n  [主なペット]\n\n", "\n\n  [Leading Pets]\n\n"));
4249                         pet = TRUE;
4250                 }
4251                 monster_desc(pet_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
4252                 fprintf(fff, "%s\n", pet_name);
4253         }
4254
4255         if (pet_settings)
4256         {
4257                 fprintf(fff, _("\n\n  [ペットへの命令]\n", "\n\n  [Command for Pets]\n"));
4258
4259                 fprintf(fff, _("\n ドアを開ける:                       %s", "\n Pets open doors:                    %s"), 
4260                                         (master_ptr->pet_extra_flags & PF_OPEN_DOORS) ? "ON" : "OFF");
4261
4262                 fprintf(fff, _("\n アイテムを拾う:                     %s", "\n Pets pick up items:                 %s"),
4263                                         (master_ptr->pet_extra_flags & PF_PICKUP_ITEMS) ? "ON" : "OFF");
4264
4265                 fprintf(fff, _("\n テレポート系魔法を使う:             %s", "\n Allow teleport:                     %s"),
4266                                         (master_ptr->pet_extra_flags & PF_TELEPORT) ? "ON" : "OFF");
4267
4268                 fprintf(fff, _("\n 攻撃魔法を使う:                     %s", "\n Allow cast attack spell:            %s"),
4269                                         (master_ptr->pet_extra_flags & PF_ATTACK_SPELL) ? "ON" : "OFF");
4270
4271                 fprintf(fff, _("\n 召喚魔法を使う:                     %s", "\n Allow cast summon spell:            %s"),
4272                                         (master_ptr->pet_extra_flags & PF_SUMMON_SPELL) ? "ON" : "OFF");
4273
4274                 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"),
4275                                         (master_ptr->pet_extra_flags & PF_BALL_SPELL) ? "ON" : "OFF");
4276
4277                 fputc('\n', fff);
4278         }
4279 }
4280
4281
4282 /*!
4283  * @brief プレイヤーの職業能力情報をファイルにダンプする
4284  * @param creature_ptr プレーヤーへの参照ポインタ
4285  * @param fff ファイルポインタ
4286  * @return なし
4287  */
4288 static void dump_aux_class_special(player_type *creature_ptr, FILE *fff)
4289 {
4290         if (creature_ptr->pclass == CLASS_BLUE_MAGE)
4291         {
4292                 int i = 0;
4293                 int j = 0;
4294                 int l1 = 0;
4295                 int l2 = 0;
4296                 int num = 0;
4297                 int spellnum[MAX_MONSPELLS];
4298                 BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
4299                 char p[60][80];
4300                 int col = 0;
4301                 bool pcol = FALSE;
4302
4303                 for (i=0;i<60;i++) { p[i][0] = '\0'; }
4304
4305                 strcat(p[col], _("\n\n  [学習済みの青魔法]\n", "\n\n  [Learned Blue Magic]\n"));
4306
4307                 for (j=1;j<6;j++)
4308                 {
4309                         col++;
4310                         set_rf_masks(&f4, &f5, &f6, j);
4311                         switch(j)
4312                         {
4313                                 case MONSPELL_TYPE_BOLT:
4314                                         strcat(p[col], _("\n     [ボルト型]\n", "\n     [Bolt  Type]\n"));
4315                                         break;
4316
4317                                 case MONSPELL_TYPE_BALL:
4318                                         strcat(p[col], _("\n     [ボール型]\n", "\n     [Ball  Type]\n"));
4319                                         break;
4320
4321                                 case MONSPELL_TYPE_BREATH:
4322                                         strcat(p[col], _("\n     [ブレス型]\n", "\n     [  Breath  ]\n"));
4323                                         break;
4324
4325                                 case MONSPELL_TYPE_SUMMON:
4326                                         strcat(p[col], _("\n     [召喚魔法]\n", "\n     [Summonning]\n"));
4327                                         break;
4328
4329                                 case MONSPELL_TYPE_OTHER:
4330                                         strcat(p[col], _("\n     [ その他 ]\n", "\n     [Other Type]\n"));
4331                                         break;
4332                         }
4333
4334                         for (i = 0, num = 0; i < 32; i++)
4335                         {
4336                                 if ((0x00000001 << i) & f4) spellnum[num++] = i;
4337                         }
4338                         for (; i < 64; i++)
4339                         {
4340                                 if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
4341                         }
4342                         for (; i < 96; i++)
4343                         {
4344                                 if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
4345                         }
4346
4347                         col++;
4348                         pcol = FALSE;
4349                         strcat(p[col], "       ");
4350
4351                         for (i = 0; i < num; i++)
4352                         {
4353                                 if (creature_ptr->magic_num2[spellnum[i]])
4354                                 {
4355                                         pcol = TRUE;
4356                                         /* Dump blue magic */
4357                                         l1 = strlen(p[col]);
4358                                         l2 = strlen(monster_powers_short[spellnum[i]]);
4359                                         if ((l1 + l2) >= 75)
4360                                         {
4361                                                 strcat(p[col], "\n");
4362                                                 col++;
4363                                                 strcat(p[col], "       ");
4364                                         }
4365                                         strcat(p[col], monster_powers_short[spellnum[i]]);
4366                                         strcat(p[col], ", ");
4367                                 }
4368                         }
4369                         
4370                         if (!pcol)
4371                         {
4372                                 strcat(p[col], _("なし", "None"));
4373                         }
4374                         else
4375                         {
4376                                 if (p[col][strlen(p[col])-2] == ',')
4377                                 {
4378                                         p[col][strlen(p[col])-2] = '\0';
4379                                 }
4380                                 else
4381                                 {
4382                                         p[col][strlen(p[col])-10] = '\0';
4383                                 }
4384                         }
4385                         
4386                         strcat(p[col], "\n");
4387                 }
4388
4389                 for (i=0;i<=col;i++)
4390                 {
4391                         fputs(p[i], fff);
4392                 }
4393         }
4394         else if (creature_ptr->pclass == CLASS_MAGIC_EATER)
4395         {
4396                 char s[EATER_EXT][MAX_NLEN];
4397                 OBJECT_TYPE_VALUE tval = 0;
4398                 int ext;
4399                 KIND_OBJECT_IDX k_idx;
4400                 OBJECT_SUBTYPE_VALUE i;
4401                 int magic_num;
4402
4403                 fprintf(fff, _("\n\n  [取り込んだ魔法道具]\n", "\n\n  [Magic devices eaten]\n"));
4404
4405                 for (ext = 0; ext < 3; ext++)
4406                 {
4407                         int eat_num = 0;
4408
4409                         /* Dump an extent name */
4410                         switch (ext)
4411                         {
4412                         case 0:
4413                                 tval = TV_STAFF;
4414                                 fprintf(fff, _("\n[杖]\n", "\n[Staffs]\n"));
4415                                 break;
4416                         case 1:
4417                                 tval = TV_WAND;
4418                                 fprintf(fff, _("\n[魔法棒]\n", "\n[Wands]\n"));
4419                                 break;
4420                         case 2:
4421                                 tval = TV_ROD;
4422                                 fprintf(fff, _("\n[ロッド]\n", "\n[Rods]\n"));
4423                                 break;
4424                         }
4425
4426                         /* Get magic device names that were eaten */
4427                         for (i = 0; i < EATER_EXT; i++)
4428                         {
4429                                 int idx = EATER_EXT * ext + i;
4430
4431                                 magic_num = creature_ptr->magic_num2[idx];
4432                                 if (!magic_num) continue;
4433
4434                                 k_idx = lookup_kind(tval, i);
4435                                 if (!k_idx) continue;
4436                                 sprintf(s[eat_num], "%23s (%2d)", (k_name + k_info[k_idx].name), magic_num);
4437                                 eat_num++;
4438                         }
4439
4440                         /* Dump magic devices in this extent */
4441                         if (eat_num > 0)
4442                         {
4443                                 for (i = 0; i < eat_num; i++)
4444                                 {
4445                                         fputs(s[i], fff);
4446                                         if (i % 3 < 2) fputs("    ", fff);
4447                                         else fputs("\n", fff);
4448                                 }
4449
4450                                 if (i % 3 > 0) fputs("\n", fff);
4451                         }
4452                         else /* Not found */
4453                         {
4454                                 fputs(_("  (なし)\n", "  (none)\n"), fff);
4455                         }
4456                 }
4457         }
4458         else if (creature_ptr->pclass == CLASS_SMITH)
4459         {
4460                 int i, id[250], n = 0, row;
4461
4462                 fprintf(fff, _("\n\n  [手に入れたエッセンス]\n\n", "\n\n  [Get Essence]\n\n"));
4463                 fprintf(fff, _("エッセンス   個数     エッセンス   個数     エッセンス   個数", 
4464                                            "Essence      Num      Essence      Num      Essence      Num "));
4465                 for (i = 0; essence_name[i]; i++)
4466                 {
4467                         if (!essence_name[i][0]) continue;
4468                         id[n] = i;
4469                         n++;
4470                 }
4471
4472                 row = n / 3 + 1;
4473
4474                 for (i = 0; i < row; i++)
4475                 {
4476                         fprintf(fff, "\n");
4477                         fprintf(fff, "%-11s %5d     ", essence_name[id[i]], (int)creature_ptr->magic_num1[id[i]]);
4478                         if(i + row < n) fprintf(fff, "%-11s %5d     ", essence_name[id[i + row]], (int)creature_ptr->magic_num1[id[i + row]]);
4479                         if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)creature_ptr->magic_num1[id[i + row * 2]]);
4480                 }
4481
4482                 fputs("\n", fff);
4483
4484         }
4485 }
4486
4487
4488 /*!
4489  * @brief クエスト情報をファイルにダンプする
4490  * @param creature_ptr プレーヤーへの参照ポインタ
4491  * @param fff ファイルポインタ
4492  * @return なし
4493  */
4494 static void dump_aux_quest(player_type *creature_ptr, FILE *fff)
4495 {
4496         QUEST_IDX i;
4497         QUEST_IDX *quest_num;
4498         int dummy;
4499
4500         fprintf(fff, _("\n\n  [クエスト情報]\n", "\n\n  [Quest Information]\n"));
4501
4502         /* Allocate Memory */
4503         C_MAKE(quest_num, max_q_idx, QUEST_IDX);
4504
4505         /* Sort by compete level */
4506         for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
4507         ang_sort(quest_num, &dummy, max_q_idx, ang_sort_comp_quest_num, ang_sort_swap_quest_num);
4508
4509         /* Dump Quest Information */
4510         fputc('\n', fff);
4511         do_cmd_knowledge_quests_completed(creature_ptr, fff, quest_num);
4512         fputc('\n', fff);
4513         do_cmd_knowledge_quests_failed(creature_ptr, fff, quest_num);
4514         fputc('\n', fff);
4515
4516         /* Free Memory */
4517         C_KILL(quest_num, max_q_idx, QUEST_IDX);
4518 }
4519
4520
4521 /*!
4522  * @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
4523  * @param creature_ptr プレーヤーへの参照ポインタ
4524  * @param fff ファイルポインタ
4525  * @return なし
4526  */
4527 static void dump_aux_last_message(player_type *creature_ptr, FILE *fff)
4528 {
4529         if (creature_ptr->is_dead)
4530         {
4531                 if (!current_world_ptr->total_winner)
4532                 {
4533                         int i;
4534
4535                         fprintf(fff, _("\n  [死ぬ直前のメッセージ]\n\n", "\n  [Last Messages]\n\n"));
4536                         for (i = MIN(message_num(), 30); i >= 0; i--)
4537                         {
4538                                 fprintf(fff,"> %s\n",message_str((s16b)i));
4539                         }
4540                         fputc('\n', fff);
4541                 }
4542
4543                 /* Hack -- *Winning* message */
4544                 else if (creature_ptr->last_message)
4545                 {
4546                         fprintf(fff, _("\n  [*勝利*メッセージ]\n\n", "\n  [*Winning* Message]\n\n"));
4547                         fprintf(fff,"  %s\n", creature_ptr->last_message);
4548                         fputc('\n', fff);
4549                 }
4550         }
4551 }
4552
4553
4554 /*!
4555  * @brief 帰還場所情報をファイルにダンプする
4556  * @param fff ファイルポインタ
4557  * @return なし
4558  */
4559 static void dump_aux_recall(FILE *fff)
4560 {
4561         int y;
4562         fprintf(fff, _("\n  [帰還場所]\n\n", "\n  [Recall Depth]\n\n"));
4563
4564         for (y = 1; y < current_world_ptr->max_d_idx; y++)
4565         {
4566                 bool seiha = FALSE;
4567
4568                 if (!d_info[y].maxdepth) continue;
4569                 if (!max_dlv[y]) continue;
4570                 if (d_info[y].final_guardian)
4571                 {
4572                         if (!r_info[d_info[y].final_guardian].max_num) seiha = TRUE;
4573                 }
4574                 else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
4575
4576                 fprintf(fff, _("   %c%-12s: %3d 階\n", "   %c%-16s: level %3d\n"),
4577                         seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
4578         }
4579 }
4580
4581
4582 /*!
4583  * @brief オプション情報をファイルにダンプする
4584  * @param fff ファイルポインタ
4585  * @return なし
4586  */
4587 static void dump_aux_options(FILE *fff)
4588 {
4589         fprintf(fff, _("\n  [オプション設定]\n", "\n  [Option Settings]\n"));
4590
4591         if (preserve_mode)
4592                 fprintf(fff, _("\n 保存モード:         ON", "\n Preserve Mode:      ON"));
4593
4594         else
4595                 fprintf(fff, _("\n 保存モード:         OFF", "\n Preserve Mode:      OFF"));
4596
4597         if (ironman_small_levels)
4598                 fprintf(fff, _("\n 小さいダンジョン:   ALWAYS", "\n Small Levels:       ALWAYS"));
4599         else if (always_small_levels)
4600                 fprintf(fff, _("\n 小さいダンジョン:   ON", "\n Small Levels:       ON"));
4601         else if (small_levels)
4602                 fprintf(fff, _("\n 小さいダンジョン:   ENABLED", "\n Small Levels:       ENABLED"));
4603         else
4604                 fprintf(fff, _("\n 小さいダンジョン:   OFF", "\n Small Levels:       OFF"));
4605
4606
4607         if (vanilla_town)
4608                 fprintf(fff, _("\n 元祖の町のみ:       ON", "\n Vanilla Town:       ON"));
4609         else if (lite_town)
4610                 fprintf(fff, _("\n 小規模な町:         ON", "\n Lite Town:          ON"));
4611
4612
4613         if (ironman_shops)
4614                 fprintf(fff, _("\n 店なし:             ON", "\n No Shops:           ON"));
4615
4616         if (ironman_downward)
4617                 fprintf(fff, _("\n 階段を上がれない:   ON", "\n Diving Only:        ON"));
4618
4619         if (ironman_rooms)
4620                 fprintf(fff, _("\n 普通でない部屋:     ON", "\n Unusual Rooms:      ON"));
4621
4622         if (ironman_nightmare)
4623                 fprintf(fff, _("\n 悪夢モード:         ON", "\n Nightmare Mode:     ON"));
4624
4625
4626         if (ironman_empty_levels)
4627                 fprintf(fff, _("\n アリーナ:           ALWAYS", "\n Arena Levels:       ALWAYS"));
4628         else if (empty_levels)
4629                 fprintf(fff, _("\n アリーナ:           ENABLED", "\n Arena Levels:       ENABLED"));
4630         else
4631                 fprintf(fff, _("\n アリーナ:           OFF", "\n Arena Levels:       OFF"));
4632
4633         fputc('\n', fff);
4634
4635         if (current_world_ptr->noscore)
4636                 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"));
4637
4638         fputc('\n', fff);
4639 }
4640
4641
4642 /*!
4643  * @brief 闘技場の情報をファイルにダンプする
4644  * @param creature_ptr プレーヤーへの参照ポインタ
4645  * @param fff ファイルポインタ
4646  * @return なし
4647  */
4648 static void dump_aux_arena(player_type *creature_ptr, FILE *fff)
4649 {
4650         if (lite_town || vanilla_town) return;
4651
4652         if (creature_ptr->arena_number < 0)
4653         {
4654                 if (creature_ptr->arena_number <= ARENA_DEFEATED_OLD_VER)
4655                 {
4656                         fprintf(fff, _("\n 闘技場: 敗北\n", "\n Arena: Defeated\n"));
4657                 }
4658                 else
4659                 {
4660 #ifdef JP
4661                         fprintf(fff, "\n 闘技場: %d回戦で%sの前に敗北\n", -creature_ptr->arena_number,
4662                                 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name);
4663 #else
4664                         fprintf(fff, "\n Arena: Defeated by %s in the %d%s fight\n",
4665                                 r_name + r_info[arena_info[-1 - creature_ptr->arena_number].r_idx].name,
4666                                 -creature_ptr->arena_number, get_ordinal_number_suffix(-creature_ptr->arena_number));
4667 #endif
4668                 }
4669         }
4670         else if (creature_ptr->arena_number > MAX_ARENA_MONS + 2)
4671         {
4672                 fprintf(fff, _("\n 闘技場: 真のチャンピオン\n", "\n Arena: True Champion\n"));
4673         }
4674         else if (creature_ptr->arena_number > MAX_ARENA_MONS - 1)
4675         {
4676                 fprintf(fff, _("\n 闘技場: チャンピオン\n", "\n Arena: Champion\n"));
4677         }
4678         else
4679         {
4680 #ifdef JP
4681                 fprintf(fff, "\n 闘技場: %2d勝\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number));
4682 #else
4683                 fprintf(fff, "\n Arena: %2d Victor%s\n", (creature_ptr->arena_number > MAX_ARENA_MONS ? MAX_ARENA_MONS : creature_ptr->arena_number), (creature_ptr->arena_number > 1) ? "ies" : "y");
4684 #endif
4685         }
4686
4687         fprintf(fff, "\n");
4688 }
4689
4690
4691 /*!
4692  * @brief 撃破モンスターの情報をファイルにダンプする
4693  * @param fff ファイルポインタ
4694  * @return なし
4695  */
4696 static void dump_aux_monsters(FILE *fff)
4697 {
4698         /* Monsters slain */
4699
4700         IDX k;
4701         long uniq_total = 0;
4702         long norm_total = 0;
4703         MONRACE_IDX *who;
4704
4705         /* Sort by monster level */
4706         u16b why = 2;
4707
4708         fprintf(fff, _("\n  [倒したモンスター]\n\n", "\n  [Defeated Monsters]\n\n"));
4709
4710         /* Allocate the "who" array */
4711         C_MAKE(who, max_r_idx, MONRACE_IDX);
4712
4713         /* Count monster kills */
4714         for (k = 1; k < max_r_idx; k++)
4715         {
4716                 monster_race *r_ptr = &r_info[k];
4717
4718                 /* Ignore unused index */
4719                 if (!r_ptr->name) continue;
4720
4721                 if (r_ptr->flags1 & RF1_UNIQUE)
4722                 {
4723                         bool dead = (r_ptr->max_num == 0);
4724                         if (dead)
4725                         {
4726                                 norm_total++;
4727
4728                                 /* Add a unique monster to the list */
4729                                 who[uniq_total++] = k;
4730                         }
4731                 }
4732                 else
4733                 {
4734                         if (r_ptr->r_pkills > 0)
4735                         {
4736                                 norm_total += r_ptr->r_pkills;
4737                         }
4738                 }
4739         }
4740
4741
4742         /* No monsters is defeated */
4743         if (norm_total < 1)
4744         {
4745                 fprintf(fff,_("まだ敵を倒していません。\n", "You have defeated no enemies yet.\n"));
4746         }
4747
4748         /* Defeated more than one normal monsters */
4749         else if (uniq_total == 0)
4750         {
4751 #ifdef JP
4752                 fprintf(fff,"%ld体の敵を倒しています。\n", norm_total);
4753 #else
4754                 fprintf(fff,"You have defeated %ld %s.\n", norm_total, norm_total == 1 ? "enemy" : "enemies");
4755 #endif
4756         }
4757
4758         /* Defeated more than one unique monsters */
4759         else /* if (uniq_total > 0) */
4760         {
4761 #ifdef JP
4762                 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); 
4763 #else
4764                 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"));
4765 #endif
4766
4767                 /* Sort the array by dungeon depth of monsters */
4768                 ang_sort(who, &why, uniq_total, ang_sort_comp_hook, ang_sort_swap_hook);
4769                 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));
4770
4771                 /* Print top 10 */
4772                 for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
4773                 {
4774                         monster_race *r_ptr = &r_info[who[k]];
4775                         fprintf(fff, _("  %-40s (レベル%3d)\n", "  %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
4776                 }
4777
4778         }
4779
4780         /* Free the "who" array */
4781         C_KILL(who, max_r_idx, s16b);
4782 }
4783
4784
4785 /*!
4786  * @brief 元種族情報をファイルにダンプする
4787  * @param creature_ptr プレーヤーへの参照ポインタ
4788  * @param fff ファイルポインタ
4789  * @return なし
4790  */
4791 static void dump_aux_race_history(player_type *creature_ptr, FILE *fff)
4792 {
4793         if (creature_ptr->old_race1 || creature_ptr->old_race2)
4794         {
4795                 int i;
4796
4797                 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[creature_ptr->start_race].title);
4798                 for (i = 0; i < MAX_RACES; i++)
4799                 {
4800                         if (creature_ptr->start_race == i) continue;
4801                         if (i < 32)
4802                         {
4803                                 if (!(creature_ptr->old_race1 & 1L << i)) continue;
4804                         }
4805                         else
4806                         {
4807                                 if (!(creature_ptr->old_race2 & 1L << (i-32))) continue;
4808                         }
4809                         fprintf(fff, _("\n あなたはかつて%sだった。", "\n You were a %s before."), race_info[i].title);
4810                 }
4811
4812                 fputc('\n', fff);
4813         }
4814 }
4815
4816
4817 /*!
4818  * @brief 元魔法領域情報をファイルにダンプする
4819  * @param creature_ptr プレーヤーへの参照ポインタ
4820  * @param fff ファイルポインタ
4821  * @return なし
4822  */
4823 static void dump_aux_realm_history(player_type *creature_ptr, FILE *fff)
4824 {
4825         if (creature_ptr->old_realm)
4826         {
4827                 int i;
4828
4829                 fputc('\n', fff);
4830                 for (i = 0; i < MAX_MAGIC; i++)
4831                 {
4832                         if (!(creature_ptr->old_realm & 1L << i)) continue;
4833                         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]);
4834                 }
4835                 fputc('\n', fff);
4836         }
4837 }
4838
4839
4840 /*!
4841  * @brief 徳の情報をファイルにダンプする
4842  * @param creature_ptr プレーヤーへの参照ポインタ
4843  * @param fff ファイルポインタ
4844  * @return なし
4845  */
4846 static void dump_aux_virtues(player_type *creature_ptr, FILE *fff)
4847 {
4848         int v_nr, percent;
4849
4850         fprintf(fff, _("\n\n  [自分に関する情報]\n\n", "\n\n  [HP-rate & Max stat & Virtues]\n\n"));
4851
4852         percent = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
4853                 (2 * creature_ptr->hitdie +
4854                 ((PY_MAX_LEVEL - 1+3) * (creature_ptr->hitdie + 1))));
4855
4856 #ifdef JP
4857                 if (creature_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
4858                 else fprintf(fff, "現在の体力ランク : ???\n\n");
4859                 fprintf(fff, "能力の最大値\n");
4860 #else
4861                 if (creature_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
4862                 else fprintf(fff, "Your current Life Rating is ???.\n\n");
4863                 fprintf(fff, "Limits of maximum stats\n");
4864 #endif
4865                 for (v_nr = 0; v_nr < A_MAX; v_nr++)
4866                 {
4867                         if ((creature_ptr->knowledge & KNOW_STAT) || creature_ptr->stat_max[v_nr] == creature_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], creature_ptr->stat_max_max[v_nr]-18);
4868                         else fprintf(fff, "%s ???\n", stat_names[v_nr]);
4869                 }
4870
4871         fprintf(fff, _("\n属性 : %s\n", "\nYour alighnment : %s\n"), your_alignment(creature_ptr));
4872         fprintf(fff, "\n");
4873         dump_virtues(creature_ptr, fff);
4874 }
4875
4876
4877 /*!
4878  * @brief 突然変異の情報をファイルにダンプする
4879  * @param creature_ptr プレーヤーへの参照ポインタ
4880  * @param fff ファイルポインタ
4881  * @return なし
4882  */
4883 static void dump_aux_mutations(player_type *creature_ptr, FILE *fff)
4884 {
4885         if (creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3)
4886         {
4887                 fprintf(fff, _("\n\n  [突然変異]\n\n", "\n\n  [Mutations]\n\n"));
4888                 dump_mutations(creature_ptr, fff);
4889         }
4890 }
4891
4892
4893 /*!
4894  * @brief 所持品の情報をファイルにダンプする
4895  * @param creature_ptr プレーヤーへの参照ポインタ
4896  * @param fff ファイルポインタ
4897  * @return なし
4898  */
4899 static void dump_aux_equipment_inventory(player_type *creature_ptr, FILE *fff)
4900 {
4901         int i;
4902         GAME_TEXT o_name[MAX_NLEN];
4903
4904         /* Dump the equipment */
4905         if (creature_ptr->equip_cnt)
4906         {
4907                 fprintf(fff, _("  [キャラクタの装備]\n\n", "  [Character Equipment]\n\n"));
4908                 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
4909                 {
4910                         object_desc(o_name, &creature_ptr->inventory_list[i], 0);
4911                         if ((((i == INVEN_RARM) && creature_ptr->hidarite) || ((i == INVEN_LARM) && creature_ptr->migite)) && creature_ptr->ryoute)
4912                                 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
4913
4914                         fprintf(fff, "%c) %s\n",
4915                                 index_to_label(i), o_name);
4916                 }
4917                 fprintf(fff, "\n\n");
4918         }
4919
4920         fprintf(fff, _("  [キャラクタの持ち物]\n\n", "  [Character Inventory]\n\n"));
4921
4922         for (i = 0; i < INVEN_PACK; i++)
4923         {
4924                 /* Don't dump the empty slots */
4925                 if (!creature_ptr->inventory_list[i].k_idx) break;
4926
4927                 object_desc(o_name, &creature_ptr->inventory_list[i], 0);
4928                 fprintf(fff, "%c) %s\n", index_to_label(i), o_name);
4929         }
4930
4931         /* Add an empty line */
4932         fprintf(fff, "\n\n");
4933 }
4934
4935
4936 /*!
4937  * @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
4938  * @param fff ファイルポインタ
4939  * @return なし
4940  */
4941 static void dump_aux_home_museum(FILE *fff)
4942 {
4943         GAME_TEXT o_name[MAX_NLEN];
4944         store_type  *st_ptr;
4945
4946         /* Do we need it?? */
4947         /* process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x); */
4948
4949         /* Print the home */
4950         st_ptr = &town_info[1].store[STORE_HOME];
4951
4952         /* Home -- if anything there */
4953         if (st_ptr->stock_num)
4954         {
4955                 int i;
4956                 TERM_LEN x = 1;
4957
4958                 fprintf(fff, _("  [我が家のアイテム]\n", "  [Home Inventory]\n"));
4959
4960                 /* Dump all available items */
4961                 for (i = 0; i < st_ptr->stock_num; i++)
4962                 {
4963                         if ((i % 12) == 0)
4964                                 fprintf(fff, _("\n ( %d ページ )\n", "\n ( page %d )\n"), x++);
4965                         object_desc(o_name, &st_ptr->stock[i], 0);
4966                         fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4967                 }
4968
4969                 /* Add an empty line */
4970                 fprintf(fff, "\n\n");
4971         }
4972
4973
4974         /* Print the home */
4975         st_ptr = &town_info[1].store[STORE_MUSEUM];
4976
4977         /* Home -- if anything there */
4978         if (st_ptr->stock_num)
4979         {
4980                 int i;
4981                 TERM_LEN x = 1;
4982
4983                 fprintf(fff, _("  [博物館のアイテム]\n", "  [Museum]\n"));
4984
4985                 /* Dump all available items */
4986                 for (i = 0; i < st_ptr->stock_num; i++)
4987                 {
4988 #ifdef JP
4989                 if ((i % 12) == 0) fprintf(fff, "\n ( %d ページ )\n", x++);
4990                         object_desc(o_name, &st_ptr->stock[i], 0);
4991                         fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4992 #else
4993                 if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
4994                         object_desc(o_name, &st_ptr->stock[i], 0);
4995                         fprintf(fff, "%c) %s\n", I2A(i%12), o_name);
4996 #endif
4997
4998                 }
4999
5000                 /* Add an empty line */
5001                 fprintf(fff, "\n\n");
5002         }
5003 }
5004
5005
5006 /*!
5007  * @brief ダンプ出力のメインルーチン
5008  * Output the character dump to a file
5009  * @param creature_ptr プレーヤーへの参照ポインタ
5010  * @param fff ファイルポインタ
5011  * @return エラーコード
5012  */
5013 errr make_character_dump(player_type *creature_ptr, FILE *fff)
5014 {
5015 #ifdef JP
5016         fprintf(fff, "  [変愚蛮怒 %d.%d.%d キャラクタ情報]\n\n",
5017                 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
5018 #else
5019         fprintf(fff, "  [Hengband %d.%d.%d Character Dump]\n\n",
5020                 FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH);
5021 #endif
5022
5023         update_playtime();
5024
5025         dump_aux_display_player(creature_ptr, fff);
5026         dump_aux_last_message(creature_ptr, fff);
5027         dump_aux_options(fff);
5028         dump_aux_recall(fff);
5029         dump_aux_quest(creature_ptr, fff);
5030         dump_aux_arena(creature_ptr, fff);
5031         dump_aux_monsters(fff);
5032         dump_aux_virtues(creature_ptr, fff);
5033         dump_aux_race_history(creature_ptr, fff);
5034         dump_aux_realm_history(creature_ptr, fff);
5035         dump_aux_class_special(creature_ptr, fff);
5036         dump_aux_mutations(creature_ptr, fff);
5037         dump_aux_pet(creature_ptr, fff);
5038         fputs("\n\n", fff);
5039         dump_aux_equipment_inventory(creature_ptr, fff);
5040         dump_aux_home_museum(fff);
5041
5042         fprintf(fff, _("  [チェックサム: \"%s\"]\n\n", "  [Check Sum: \"%s\"]\n\n"), get_check_sum());
5043         return 0;
5044 }
5045
5046 /*!
5047  * @brief プレイヤーステータスをファイルダンプ出力する
5048  * Hack -- Dump a character description file
5049  * @param creature_ptr プレーヤーへの参照ポインタ
5050  * @param name 出力ファイル名
5051  * @return エラーコード
5052  * @details
5053  * Allow the "full" flag to dump additional info,
5054  * and trigger its usage from various places in the code.
5055  */
5056 errr file_character(player_type *creature_ptr, concptr name)
5057 {
5058         int             fd = -1;
5059         FILE            *fff = NULL;
5060         char            buf[1024];
5061         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
5062
5063         /* File type is "TEXT" */
5064         FILE_TYPE(FILE_TYPE_TEXT);
5065
5066         /* Check for existing file */
5067         fd = fd_open(buf, O_RDONLY);
5068
5069         /* Existing file */
5070         if (fd >= 0)
5071         {
5072                 char out_val[160];
5073                 (void)fd_close(fd);
5074
5075                 /* Build query */
5076                 (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);
5077
5078                 /* Ask */
5079                 if (get_check_strict(out_val, CHECK_NO_HISTORY)) fd = -1;
5080         }
5081
5082         /* Open the non-existing file */
5083         if (fd < 0) fff = my_fopen(buf, "w");
5084
5085         /* Invalid file */
5086         if (!fff)
5087         {
5088                 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);
5089
5090                 (void)inkey();
5091
5092                 /* Error */
5093                 return (-1);
5094         }
5095
5096         (void)make_character_dump(creature_ptr, fff);
5097         my_fclose(fff);
5098
5099
5100         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."));
5101         msg_print(NULL);
5102
5103         /* Success */
5104         return (0);
5105 }
5106
5107
5108 /*!
5109  * @brief ファイル内容の一行をコンソールに出力する
5110  * Display single line of on-line help file
5111  * @param str 出力する文字列
5112  * @param cy コンソールの行
5113  * @param shower 確認中
5114  * @return なし
5115  * @details
5116  * <pre>
5117  * You can insert some special color tag to change text color.
5118  * Such as...
5119  * WHITETEXT [[[[y|SOME TEXT WHICH IS DISPLAYED IN YELLOW| WHITETEXT
5120  * A colored segment is between "[[[[y|" and the last "|".
5121  * You can use any single character in place of the "|".
5122  * </pre>
5123  */
5124 static void show_file_aux_line(concptr str, int cy, concptr shower)
5125 {
5126         static const char tag_str[] = "[[[[";
5127         byte color = TERM_WHITE;
5128         char in_tag = '\0';
5129         int cx = 0;
5130         int i;
5131         char lcstr[1024];
5132
5133         if (shower)
5134         {
5135                 /* Make a lower case version of str for searching */
5136                 strcpy(lcstr, str);
5137                 str_tolower(lcstr);
5138         }
5139
5140         /* Initial cursor position */
5141         Term_gotoxy(cx, cy);
5142
5143         for (i = 0; str[i];)
5144         {
5145                 int len = strlen(&str[i]);
5146                 int showercol = len + 1;
5147                 int bracketcol = len + 1;
5148                 int endcol = len;
5149                 concptr ptr;
5150
5151                 /* Search for a shower string in the line */
5152                 if (shower)
5153                 {
5154                         ptr = my_strstr(&lcstr[i], shower);
5155                         if (ptr) showercol = ptr - &lcstr[i];
5156                 }
5157
5158                 /* Search for a color segment tag */
5159                 ptr = in_tag ? my_strchr(&str[i], in_tag) : my_strstr(&str[i], tag_str);
5160                 if (ptr) bracketcol = ptr - &str[i];
5161
5162                 /* A color tag is found */
5163                 if (bracketcol < endcol) endcol = bracketcol;
5164
5165                 /* The shower string is found before the color tag */
5166                 if (showercol < endcol) endcol = showercol;
5167
5168                 /* Print a segment of the line */
5169                 Term_addstr(endcol, color, &str[i]);
5170                 cx += endcol;
5171                 i += endcol;
5172
5173                 /* Shower string? */
5174                 if (endcol == showercol)
5175                 {
5176                         int showerlen = strlen(shower);
5177
5178                         /* Print the shower string in yellow */
5179                         Term_addstr(showerlen, TERM_YELLOW, &str[i]);
5180                         cx += showerlen;
5181                         i += showerlen;
5182                 }
5183
5184                 /* Colored segment? */
5185                 else if (endcol == bracketcol)
5186                 {
5187                         if (in_tag)
5188                         {
5189                                 /* Found the end of colored segment */
5190                                 i++;
5191
5192                                 /* Now looking for an another tag_str */
5193                                 in_tag = '\0';
5194
5195                                 /* Set back to the default color */
5196                                 color = TERM_WHITE;
5197                         }
5198                         else
5199                         {
5200                                 /* Found a tag_str, and get a tag color */
5201                                 i += sizeof(tag_str)-1;
5202
5203                                 /* Get tag color */
5204                                 color = color_char_to_attr(str[i]);
5205
5206                                 /* Illegal color tag */
5207                                 if (color == 255 || str[i+1] == '\0')
5208                                 {
5209                                         /* Illegal color tag */
5210                                         color = TERM_WHITE;
5211
5212                                         /* Print the broken tag as a string */
5213                                         Term_addstr(-1, TERM_WHITE, tag_str);
5214                                         cx += sizeof(tag_str)-1;
5215                                 }
5216                                 else
5217                                 {
5218                                         /* Skip the color tag */
5219                                         i++;
5220
5221                                         /* Now looking for a close tag */
5222                                         in_tag = str[i];
5223
5224                                         /* Skip the close-tag-indicator */
5225                                         i++;
5226                                 }
5227                         }
5228                 }
5229
5230         } /* for (i = 0; str[i];) */
5231
5232         /* Clear rest of line */
5233         Term_erase(cx, cy, 255);
5234 }
5235
5236
5237 /*!
5238  * @brief ファイル内容をコンソールに出力する
5239  * Recursive file perusal.
5240  * @param creature_ptr プレーヤーへの参照ポインタ
5241  * @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
5242  * @param name ファイル名の文字列
5243  * @param what 内容キャプションの文字列
5244  * @param line 表示の現在行
5245  * @param mode オプション
5246  * @return なし
5247  * @details
5248  * <pre>
5249  * Process various special text in the input file, including
5250  * the "menu" structures used by the "help file" system.
5251  * Return FALSE on 'q' to exit from a deep, otherwise TRUE.
5252  * </pre>
5253  */
5254 bool show_file(player_type *creature_ptr, bool show_version, concptr name, concptr what, int line, BIT_FLAGS mode)
5255 {
5256         int i, n, skey;
5257
5258         /* Number of "real" lines passed by */
5259         int next = 0;
5260
5261         /* Number of "real" lines in the file */
5262         int size = 0;
5263
5264         /* Backup value for "line" */
5265         int back = 0;
5266
5267         /* This screen has sub-screens */
5268         bool menu = FALSE;
5269
5270         /* Current help file */
5271         FILE *fff = NULL;
5272
5273         /* Find this string (if any) */
5274         concptr find = NULL;
5275
5276         /* Jump to this tag */
5277         concptr tag = NULL;
5278
5279         /* Hold strings to find/show */
5280         char finder_str[81];
5281         char shower_str[81];
5282         char back_str[81];
5283
5284         /* String to show */
5285         concptr shower = NULL;
5286
5287         /* Filename */
5288         char filename[1024];
5289
5290         /* Describe this thing */
5291         char caption[128];
5292
5293         /* Path buffer */
5294         char path[1024];
5295
5296         /* General buffer */
5297         char buf[1024];
5298
5299         /* Sub-menu information */
5300         char hook[68][32];
5301
5302         bool reverse = (line < 0);
5303
5304         int wid, hgt, rows;
5305
5306         Term_get_size(&wid, &hgt);
5307         rows = hgt - 4;
5308
5309         strcpy(finder_str, "");
5310         strcpy(shower_str, "");
5311         strcpy(caption, "");
5312         for (i = 0; i < 68; i++)
5313         {
5314                 hook[i][0] = '\0';
5315         }
5316
5317         strcpy(filename, name);
5318
5319         n = strlen(filename);
5320
5321         /* Extract the tag from the filename */
5322         for (i = 0; i < n; i++)
5323         {
5324                 if (filename[i] == '#')
5325                 {
5326                         filename[i] = '\0';
5327                         tag = filename + i + 1;
5328                         break;
5329                 }
5330         }
5331
5332         /* Redirect the name */
5333         name = filename;
5334
5335         if (what)
5336         {
5337                 strcpy(caption, what);
5338                 strcpy(path, name);
5339                 fff = my_fopen(path, "r");
5340         }
5341
5342         /* Look in "help" */
5343         if (!fff)
5344         {
5345                 sprintf(caption, _("ヘルプ・ファイル'%s'", "Help file '%s'"), name);
5346                 path_build(path, sizeof(path), ANGBAND_DIR_HELP, name);
5347                 fff = my_fopen(path, "r");
5348         }
5349
5350         /* Look in "info" */
5351         if (!fff)
5352         {
5353                 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5354                 path_build(path, sizeof(path), ANGBAND_DIR_INFO, name);
5355                 fff = my_fopen(path, "r");
5356         }
5357
5358         /* Look in "info" */
5359         if (!fff)
5360         {
5361                 path_build(path, sizeof(path), ANGBAND_DIR, name);
5362
5363                 for (i = 0; path[i]; i++)
5364                         if ('\\' == path[i])
5365                                 path[i] = PATH_SEP[0];
5366
5367                 sprintf(caption, _("スポイラー・ファイル'%s'", "Info file '%s'"), name);
5368                 fff = my_fopen(path, "r");
5369         }
5370
5371         if (!fff)
5372         {
5373                 msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
5374                 msg_print(NULL);
5375
5376                 return TRUE;
5377         }
5378
5379
5380         /* Pre-Parse the file */
5381         while (TRUE)
5382         {
5383                 char *str = buf;
5384
5385                 /* Read a line or stop */
5386                 if (my_fgets(fff, buf, sizeof(buf))) break;
5387
5388                 /* XXX Parse "menu" items */
5389                 if (prefix(str, "***** "))
5390                 {
5391                         /* Notice "menu" requests */
5392                         if ((str[6] == '[') && isalpha(str[7]))
5393                         {
5394                                 /* Extract the menu item */
5395                                 int k = str[7] - 'A';
5396
5397                                 /* This is a menu file */
5398                                 menu = TRUE;
5399
5400                                 if ((str[8] == ']') && (str[9] == ' '))
5401                                 {
5402                                         /* Extract the menu item */
5403                                         strncpy(hook[k], str + 10, 31);
5404
5405                                         /* Make sure it's null-terminated */
5406                                         hook[k][31] = '\0';
5407                                 }
5408                         }
5409                         /* Notice "tag" requests */
5410                         else if (str[6] == '<')
5411                         {
5412                                 size_t len = strlen(str);
5413
5414                                 if (str[len - 1] == '>')
5415                                 {
5416                                         str[len - 1] = '\0';
5417                                         if (tag && streq(str + 7, tag)) line = next;
5418                                 }
5419                         }
5420
5421                         /* Skip this */
5422                         continue;
5423                 }
5424
5425                 /* Count the "real" lines */
5426                 next++;
5427         }
5428
5429         /* Save the number of "real" lines */
5430         size = next;
5431
5432         /* start from bottom when reverse mode */
5433         if (line == -1) line = ((size-1)/rows)*rows;
5434         Term_clear();
5435
5436         /* Display the file */
5437         while (TRUE)
5438         {
5439                 /* Restart when necessary */
5440                 if (line >= size - rows) line = size - rows;
5441                 if (line < 0) line = 0;
5442
5443                 /* Re-open the file if needed */
5444                 if (next > line)
5445                 {
5446                         my_fclose(fff);
5447
5448                         /* Hack -- Re-Open the file */
5449                         fff = my_fopen(path, "r");
5450
5451                         if (!fff) return FALSE;
5452
5453                         /* File has been restarted */
5454                         next = 0;
5455                 }
5456
5457                 /* Goto the selected line */
5458                 while (next < line)
5459                 {
5460                         /* Get a line */
5461                         if (my_fgets(fff, buf, sizeof(buf))) break;
5462
5463                         /* Skip tags/links */
5464                         if (prefix(buf, "***** ")) continue;
5465
5466                         /* Count the lines */
5467                         next++;
5468                 }
5469
5470                 /* Dump the next 20, or rows, lines of the file */
5471                 for (i = 0; i < rows; )
5472                 {
5473                         concptr str = buf;
5474
5475                         /* Hack -- track the "first" line */
5476                         if (!i) line = next;
5477
5478                         /* Get a line of the file or stop */
5479                         if (my_fgets(fff, buf, sizeof(buf))) break;
5480
5481                         /* Hack -- skip "special" lines */
5482                         if (prefix(buf, "***** ")) continue;
5483
5484                         /* Count the "real" lines */
5485                         next++;
5486
5487                         /* Hack -- keep searching */
5488                         if (find && !i)
5489                         {
5490                                 char lc_buf[1024];
5491
5492                                 /* Make a lower case version of str for searching */
5493                                 strcpy(lc_buf, str);
5494                                 str_tolower(lc_buf);
5495
5496                                 if (!my_strstr(lc_buf, find)) continue;
5497                         }
5498
5499                         /* Hack -- stop searching */
5500                         find = NULL;
5501
5502                         /* Dump the line */
5503                         show_file_aux_line(str, i + 2, shower);
5504
5505                         /* Count the printed lines */
5506                         i++;
5507                 }
5508
5509                 while (i < rows)
5510                 {
5511                         /* Clear rest of line */
5512                         Term_erase(0, i + 2, 255);
5513
5514                         i++;
5515                 }
5516
5517                 /* Hack -- failed search */
5518                 if (find)
5519                 {
5520                         bell();
5521                         line = back;
5522                         find = NULL;
5523                         continue;
5524                 }
5525
5526
5527                 /* Show a general "title" */
5528                 if (show_version)
5529                 {
5530                         prt(format(_("[変愚蛮怒 %d.%d.%d, %s, %d/%d]", "[Hengband %d.%d.%d, %s, Line %d/%d]"),
5531                            FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH,
5532                            caption, line, size), 0, 0);
5533                 }
5534                 else
5535                 {
5536                         prt(format(_("[%s, %d/%d]", "[%s, Line %d/%d]"),
5537                                 caption, line, size), 0, 0);
5538                 }
5539
5540                 /* Prompt -- small files */
5541                 if (size <= rows)
5542                 {
5543                         /* Wait for it */
5544                         prt(_("[キー:(?)ヘルプ (ESC)終了]", "[Press ESC to exit.]"), hgt - 1, 0);
5545                 }
5546
5547                 /* Prompt -- large files */
5548                 else
5549                 {
5550 #ifdef JP
5551                         if(reverse)
5552                                 prt("[キー:(RET/スペース)↑ (-)↓ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5553                         else
5554                                 prt("[キー:(RET/スペース)↓ (-)↑ (?)ヘルプ (ESC)終了]", hgt - 1, 0);
5555 #else
5556                         prt("[Press Return, Space, -, =, /, |, or ESC to exit.]", hgt - 1, 0);
5557 #endif
5558                 }
5559
5560                 /* Get a special key code */
5561                 skey = inkey_special(TRUE);
5562
5563                 switch (skey)
5564                 {
5565                 /* Show the help for the help */
5566                 case '?':
5567                         /* Hack - prevent silly recursion */
5568                         if (strcmp(name, _("jhelpinfo.txt", "helpinfo.txt")) != 0)
5569                                 show_file(creature_ptr, TRUE, _("jhelpinfo.txt", "helpinfo.txt"), NULL, 0, mode);
5570                         break;
5571
5572                 /* Hack -- try showing */
5573                 case '=':
5574                         /* Get "shower" */
5575                         prt(_("強調: ", "Show: "), hgt - 1, 0);
5576
5577                         strcpy(back_str, shower_str);
5578                         if (askfor(shower_str, 80))
5579                         {
5580                                 if (shower_str[0])
5581                                 {
5582                                         /* Make it lowercase */
5583                                         str_tolower(shower_str);
5584
5585                                         /* Show it */
5586                                         shower = shower_str;
5587                                 }
5588                                 else shower = NULL; /* Stop showing */
5589                         }
5590                         else strcpy(shower_str, back_str);
5591                         break;
5592
5593                 /* Hack -- try finding */
5594                 case '/':
5595                 case KTRL('s'):
5596                         /* Get "finder" */
5597                         prt(_("検索: ", "Find: "), hgt - 1, 0);
5598
5599                         strcpy(back_str, finder_str);
5600                         if (askfor(finder_str, 80))
5601                         {
5602                                 if (finder_str[0])
5603                                 {
5604                                         /* Find it */
5605                                         find = finder_str;
5606                                         back = line;
5607                                         line = line + 1;
5608
5609                                         /* Make finder lowercase */
5610                                         str_tolower(finder_str);
5611
5612                                         /* Show it */
5613                                         shower = finder_str;
5614                                 }
5615                                 else shower = NULL; /* Stop showing */
5616                         }
5617                         else strcpy(finder_str, back_str);
5618                         break;
5619
5620                 /* Hack -- go to a specific line */
5621                 case '#':
5622                         {
5623                                 char tmp[81];
5624                                 prt(_("行: ", "Goto Line: "), hgt - 1, 0);
5625                                 strcpy(tmp, "0");
5626
5627                                 if (askfor(tmp, 80)) line = atoi(tmp);
5628                         }
5629                         break;
5630
5631                 /* Hack -- go to the top line */
5632                 case SKEY_TOP:
5633                         line = 0;
5634                         break;
5635
5636                 /* Hack -- go to the bottom line */
5637                 case SKEY_BOTTOM:
5638                         line = ((size - 1) / rows) * rows;
5639                         break;
5640
5641                 /* Hack -- go to a specific file */
5642                 case '%':
5643                         {
5644                                 char tmp[81];
5645                                 prt(_("ファイル・ネーム: ", "Goto File: "), hgt - 1, 0);
5646                                 strcpy(tmp, _("jhelp.hlp", "help.hlp"));
5647
5648                                 if (askfor(tmp, 80))
5649                                 {
5650                                         if (!show_file(creature_ptr, TRUE, tmp, NULL, 0, mode)) skey = 'q';
5651                                 }
5652                         }
5653                         break;
5654
5655                 /* Allow backing up */
5656                 case '-':
5657                         line = line + (reverse ? rows : -rows);
5658                         if (line < 0) line = 0;
5659                         break;
5660
5661                 /* One page up */
5662                 case SKEY_PGUP:
5663                         line = line - rows;
5664                         if (line < 0) line = 0;
5665                         break;
5666
5667                 /* Advance a single line */
5668                 case '\n':
5669                 case '\r':
5670                         line = line + (reverse ? -1 : 1);
5671                         if (line < 0) line = 0;
5672                         break;
5673
5674                 /* Move up / down */
5675                 case '8':
5676                 case SKEY_UP:
5677                         line--;
5678                         if (line < 0) line = 0;
5679                         break;
5680
5681                 case '2':
5682                 case SKEY_DOWN:
5683                         line++;
5684                         break;
5685
5686                 /* Advance one page */
5687                 case ' ':
5688                         line = line + (reverse ? -rows : rows);
5689                         if (line < 0) line = 0;
5690                         break;
5691
5692                 /* One page down */
5693                 case SKEY_PGDOWN:
5694                         line = line + rows;
5695                         break;
5696                 }
5697
5698                 /* Recurse on numbers */
5699                 if (menu)
5700                 {
5701                         int key = -1;
5702
5703                         if (!(skey & SKEY_MASK) && isalpha(skey))
5704                                 key = skey - 'A';
5705
5706                         if ((key > -1) && hook[key][0])
5707                         {
5708                                 /* Recurse on that file */
5709                                 if (!show_file(creature_ptr, TRUE, hook[key], NULL, 0, mode))
5710                                         skey = 'q';
5711                         }
5712                 }
5713
5714                 /* Hack, dump to file */
5715                 if (skey == '|')
5716                 {
5717                         FILE *ffp;
5718                         char buff[1024];
5719                         char xtmp[82];
5720
5721                         strcpy (xtmp, "");
5722
5723                         if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
5724                         my_fclose(fff);
5725                         path_build(buff, sizeof(buff), ANGBAND_DIR_USER, xtmp);
5726
5727                         /* Hack -- Re-Open the file */
5728                         fff = my_fopen(path, "r");
5729
5730                         ffp = my_fopen(buff, "w");
5731
5732                         if (!(fff && ffp))
5733                         {
5734                                 msg_print(_("ファイルを開けません。", "Failed to open file."));
5735                                 skey = ESCAPE;
5736                                 break;
5737                         }
5738
5739                         sprintf(xtmp, "%s: %s", creature_ptr->name, what ? what : caption);
5740                         my_fputs(ffp, xtmp, 80);
5741                         my_fputs(ffp, "\n", 80);
5742
5743                         while (!my_fgets(fff, buff, sizeof(buff)))
5744                                 my_fputs(ffp, buff, 80);
5745                         my_fclose(fff);
5746                         my_fclose(ffp);
5747
5748                         /* Hack -- Re-Open the file */
5749                         fff = my_fopen(path, "r");
5750                 }
5751
5752                 /* Return to last screen */
5753                 if ((skey == ESCAPE) || (skey == '<')) break;
5754
5755                 /* Exit on the ^q */
5756                 if (skey == KTRL('q')) skey = 'q';
5757
5758                 /* Exit on the q key */
5759                 if (skey == 'q') break;
5760         }
5761         my_fclose(fff);
5762
5763         /* Escape */
5764         if (skey == 'q') return FALSE;
5765
5766         /* Normal return */
5767         return TRUE;
5768 }
5769
5770
5771 /*!
5772  * @brief ヘルプを表示するコマンドのメインルーチン
5773  * Peruse the On-Line-Help
5774  * @param creature_ptr プレーヤーへの参照ポインタ
5775  * @return なし
5776  * @details
5777  */
5778 void do_cmd_help(player_type *creature_ptr)
5779 {
5780         screen_save();
5781
5782         /* Peruse the main help file */
5783         (void)show_file(creature_ptr, TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
5784         screen_load();
5785 }
5786
5787
5788 /*!
5789  * @brief プレイヤーの名前をチェックして修正する
5790  * Process the player name.
5791  * @param player_ptr プレーヤーへの参照ポインタ
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
5793  * @return なし
5794  * @details
5795  * Extract a clean "base name".
5796  * Build the savefile name if needed.
5797  */
5798 void process_player_name(player_type *creature_ptr, bool sf)
5799 {
5800         int i, k = 0;
5801         char old_player_base[32] = "";
5802
5803         if (current_world_ptr->character_generated) strcpy(old_player_base, creature_ptr->base_name);
5804
5805         /* Cannot be too long */
5806 #if defined(MACINTOSH) || defined(ACORN)
5807         if (strlen(creature_ptr->name) > 15)
5808         {
5809                 /* Name too long */
5810                 quit_fmt(_("'%s'という名前は長すぎます!", "The name '%s' is too long!"), creature_ptr->name);
5811         }
5812 #endif
5813
5814         /* Cannot contain "icky" characters */
5815         for (i = 0; creature_ptr->name[i]; i++)
5816         {
5817                 /* No control characters */
5818 #ifdef JP
5819                 if (iskanji(creature_ptr->name[i])){i++;continue;}
5820                 if (iscntrl( (unsigned char)creature_ptr->name[i]))
5821 #else
5822                 if (iscntrl(creature_ptr->name[i]))
5823 #endif
5824
5825                 {
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!"), creature_ptr->name);
5828                 }
5829         }
5830
5831
5832 #ifdef MACINTOSH
5833
5834         /* Extract "useful" letters */
5835         for (i = 0; creature_ptr->name[i]; i++)
5836         {
5837 #ifdef JP
5838                 unsigned char c = creature_ptr->name[i];
5839 #else
5840                 char c = creature_ptr->name[i];
5841 #endif
5842
5843
5844                 /* Convert "dot" to "underscore" */
5845                 if (c == '.') c = '_';
5846
5847                 /* Accept all the letters */
5848                 creature_ptr->base_name[k++] = c;
5849         }
5850
5851 #else
5852
5853         /* Extract "useful" letters */
5854         for (i = 0; creature_ptr->name[i]; i++)
5855         {
5856 #ifdef JP
5857                 unsigned char c = creature_ptr->name[i];
5858 #else
5859                 char c = creature_ptr->name[i];
5860 #endif
5861
5862                 /* Accept some letters */
5863 #ifdef JP
5864                 if(iskanji(c)){
5865                   if(k + 2 >= sizeof(creature_ptr->base_name) || !creature_ptr->name[i+1]) break;
5866                   creature_ptr->base_name[k++] = c;
5867                   i++;
5868                   creature_ptr->base_name[k++] = creature_ptr->name[i];
5869                 }
5870 #ifdef SJIS
5871                 else if (iskana(c)) creature_ptr->base_name[k++] = c;
5872 #endif
5873                 else
5874 #endif
5875                 /* Convert path separator to underscore */
5876                 if (!strncmp(PATH_SEP, creature_ptr->name+i, strlen(PATH_SEP))){
5877                         creature_ptr->base_name[k++] = '_';
5878                         i += strlen(PATH_SEP);
5879                 }
5880                 /* Convert some characters to underscore */
5881 #if defined(WINDOWS)
5882                 else if (my_strchr("\"*,/:;<>?\\|", c)) creature_ptr->base_name[k++] = '_';
5883 #endif
5884                 else if (isprint(c)) creature_ptr->base_name[k++] = c;
5885         }
5886
5887 #endif
5888
5889         /* Terminate */
5890         creature_ptr->base_name[k] = '\0';
5891
5892         /* Require a "base" name */
5893         if (!creature_ptr->base_name[0]) strcpy(creature_ptr->base_name, "PLAYER");
5894
5895
5896 #ifdef SAVEFILE_MUTABLE
5897
5898         /* Accept */
5899         sf = TRUE;
5900
5901 #endif
5902         if (!savefile_base[0] && savefile[0])
5903         {
5904                 concptr s;
5905                 s = savefile;
5906                 while (TRUE)
5907                 {
5908                         concptr t;
5909                         t = my_strstr(s, PATH_SEP);
5910                         if (!t)
5911                                 break;
5912                         s = t+1;
5913                 }
5914                 strcpy(savefile_base, s);
5915         }
5916
5917         if (!savefile_base[0] || !savefile[0])
5918                 sf = TRUE;
5919
5920         /* Change the savefile name */
5921         if (sf)
5922         {
5923                 char temp[128];
5924
5925                 strcpy(savefile_base, creature_ptr->base_name);
5926
5927 #ifdef SAVEFILE_USE_UID
5928                 /* Rename the savefile, using the creature_ptr->player_uid and creature_ptr->base_name */
5929                 (void)sprintf(temp, "%d.%s", creature_ptr->player_uid, creature_ptr->base_name);
5930 #else
5931                 /* Rename the savefile, using the creature_ptr->base_name */
5932                 (void)sprintf(temp, "%s", creature_ptr->base_name);
5933 #endif
5934                 path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
5935         }
5936
5937         /* Load an autopick preference file */
5938         if (current_world_ptr->character_generated)
5939         {
5940                 if (!streq(old_player_base, creature_ptr->base_name)) autopick_load_pref(creature_ptr, FALSE);
5941         }
5942 }
5943
5944
5945 /*!
5946  * @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
5947  * Gets a name for the character, reacting to name changes.
5948  * @param creature_ptr プレーヤーへの参照ポインタ
5949  * @return なし
5950  * @details
5951  * <pre>
5952  * Assumes that "display_player()" has just been called
5953  * Perhaps we should NOT ask for a name (at "birth()") on
5954  * Unix machines?  XXX XXX
5955  * What a horrible name for a global function.  
5956  * </pre>
5957  */
5958 void get_name(player_type *creature_ptr)
5959 {
5960         char tmp[64];
5961
5962         /* Save the player name */
5963         strcpy(tmp, creature_ptr->name);
5964
5965         /* Prompt for a new name */
5966         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))
5967         {
5968                 /* Use the name */
5969                 strcpy(creature_ptr->name, tmp);
5970         }
5971
5972         if (0 == strlen(creature_ptr->name))
5973         {
5974                 /* Use default name */
5975                 strcpy(creature_ptr->name, "PLAYER");
5976         }
5977
5978         strcpy(tmp,ap_ptr->title);
5979 #ifdef JP
5980         if(ap_ptr->no == 1)
5981                 strcat(tmp,"の");
5982 #else
5983         strcat(tmp, " ");
5984 #endif
5985         strcat(tmp,creature_ptr->name);
5986
5987         /* Re-Draw the name (in light blue) */
5988         Term_erase(34, 1, 255);
5989         c_put_str(TERM_L_BLUE, tmp, 1, 34);
5990
5991         /* Erase the prompt, etc */
5992         clear_from(22);
5993 }
5994
5995
5996
5997 /*!
5998  * @brief セーブするコマンドのメインルーチン
5999  * Save the game
6000  * @param creature_ptr プレーヤーへの参照ポインタ
6001  * @param is_autosave オートセーブ中の処理ならばTRUE
6002  * @return なし
6003  * @details
6004  */
6005 void do_cmd_save_game(player_type *creature_ptr, int is_autosave)
6006 {
6007         /* Autosaves do not disturb */
6008         if (is_autosave)
6009         {
6010                 msg_print(_("自動セーブ中", "Autosaving the game..."));
6011         }
6012         else
6013         {
6014                 disturb(creature_ptr, TRUE, TRUE);
6015         }
6016
6017         /* Clear messages */
6018         msg_print(NULL);
6019         handle_stuff(creature_ptr);
6020
6021         prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
6022
6023         Term_fresh();
6024
6025         /* The player is not dead */
6026         (void)strcpy(creature_ptr->died_from, _("(セーブ)", "(saved)"));
6027
6028         /* Forbid suspend */
6029         signals_ignore_tstp();
6030
6031         /* Save the player */
6032         if (save_player(creature_ptr))
6033         {
6034                 prt(_("ゲームをセーブしています... 終了", "Saving game... done."), 0, 0);
6035         }
6036
6037         /* Save failed (oops) */
6038         else
6039         {
6040                 prt(_("ゲームをセーブしています... 失敗!", "Saving game... failed!"), 0, 0);
6041         }
6042
6043         /* Allow suspend again */
6044         signals_handle_tstp();
6045
6046         Term_fresh();
6047
6048         /* Note that the player is not dead */
6049         (void)strcpy(creature_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
6050
6051         /* HACK -- don't get sanity blast on updating view */
6052         current_world_ptr->is_loading_now = FALSE;
6053
6054         update_creature(creature_ptr);
6055
6056         /* Initialize monster process */
6057         mproc_init();
6058
6059         /* HACK -- reset the hackish flag */
6060         current_world_ptr->is_loading_now = TRUE;
6061 }
6062
6063
6064 /*!
6065  * @brief セーブ後にゲーム中断フラグを立てる/
6066  * Save the game and exit
6067  * @return なし
6068  * @details
6069  */
6070 void do_cmd_save_and_exit(void)
6071 {
6072         p_ptr->playing = FALSE;
6073         p_ptr->leaving = TRUE;
6074         exe_write_diary(p_ptr, NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
6075 }
6076
6077
6078 #define GRAVE_LINE_WIDTH 31
6079
6080 /*!
6081  * @brief 墓石の真ん中に文字列を書き込む /
6082  * Centers a string within a GRAVE_LINE_WIDTH character string          -JWT-
6083  * @return なし
6084  * @details
6085  */
6086 static void center_string(char *buf, concptr str)
6087 {
6088         int i, j;
6089
6090         /* Total length */
6091         i = strlen(str);
6092
6093         /* Necessary border */
6094         j = GRAVE_LINE_WIDTH / 2 - i / 2;
6095
6096         /* Mega-Hack */
6097         (void)sprintf(buf, "%*s%s%*s", j, "", str, GRAVE_LINE_WIDTH - i - j, "");
6098 }
6099
6100
6101 #if 0
6102 /*!
6103  * @brief 骨ファイル出力 /
6104  * Save a "bones" file for a dead character
6105  * @details
6106  * <pre>
6107  * Note that we will not use these files until Angband 2.8.0, and
6108  * then we will only use the name and level on which death occured.
6109  * Should probably attempt some form of locking...
6110  * </pre>
6111  */
6112 static void make_bones(void)
6113 {
6114         FILE                *fp;
6115
6116         char                str[1024];
6117
6118
6119         /* Ignore wizards and borgs */
6120         if (!(current_world_ptr->noscore & 0x00FF))
6121         {
6122                 /* Ignore people who die in town */
6123                 if (p_ptr->current_floor_ptr->dun_level)
6124                 {
6125                         char tmp[128];
6126
6127                         /* "Bones" name */
6128                         sprintf(tmp, "bone.%03d", p_ptr->current_floor_ptr->dun_level);
6129                         path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
6130
6131                         /* Attempt to open the bones file */
6132                         fp = my_fopen(str, "r");
6133
6134                         /* Close it right away */
6135                         if (fp) my_fclose(fp);
6136
6137                         /* Do not over-write a previous ghost */
6138                         if (fp) return;
6139
6140                         /* File type is "TEXT" */
6141                         FILE_TYPE(FILE_TYPE_TEXT);
6142
6143                         /* Grab permissions */
6144                         safe_setuid_grab();
6145
6146                         /* Try to write a new "Bones File" */
6147                         fp = my_fopen(str, "w");
6148
6149                         /* Drop permissions */
6150                         safe_setuid_drop();
6151
6152                         /* Not allowed to write it?  Weird. */
6153                         if (!fp) return;
6154
6155                         /* Save the info */
6156                         fprintf(fp, "%s\n", p_ptr->name);
6157                         fprintf(fp, "%d\n", p_ptr->mhp);
6158                         fprintf(fp, "%d\n", p_ptr->prace);
6159                         fprintf(fp, "%d\n", p_ptr->pclass);
6160
6161                         /* Close and save the Bones file */
6162                         my_fclose(fp);
6163                 }
6164         }
6165 }
6166 #endif
6167
6168
6169 /*
6170  * Redefinable "print_tombstone" action
6171  */
6172 bool (*tombstone_aux)(void) = NULL;
6173
6174
6175 /*!
6176  * @brief 墓石のアスキーアート表示 /
6177  * Display a "tomb-stone"
6178  * @param creature_ptr プレーヤーへの参照ポインタ
6179  * @return なし
6180  */
6181 void print_tomb(player_type *dead_ptr)
6182 {
6183         bool done = FALSE;
6184
6185         /* Do we use a special tombstone ? */
6186         if (tombstone_aux)
6187         {
6188                 /* Use tombstone hook */
6189                 done = (*tombstone_aux)();
6190         }
6191
6192         /* Print the text-tombstone */
6193         if (!done)
6194         {
6195                 concptr   p;
6196                 char   tmp[160];
6197                 char   buf[1024];
6198                 char   dummy[80];
6199                 char   *t;
6200                 FILE   *fp;
6201                 time_t ct = time((time_t)0);
6202 #ifdef JP
6203                 int    extra_line = 0;
6204 #endif
6205                 Term_clear();
6206                 path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("dead_j.txt", "dead.txt"));
6207
6208                 /* Open the News file */
6209                 fp = my_fopen(buf, "r");
6210
6211                 /* Dump */
6212                 if (fp)
6213                 {
6214                         int i = 0;
6215
6216                         /* Dump the file to the screen */
6217                         while (0 == my_fgets(fp, buf, sizeof(buf)))
6218                         {
6219                                 /* Display and advance */
6220                                 put_str(buf, i++, 0);
6221                         }
6222
6223                         /* Close */
6224                         my_fclose(fp);
6225                 }
6226
6227                 /* King or Queen */
6228                 if (current_world_ptr->total_winner || (dead_ptr->lev > PY_MAX_LEVEL))
6229                 {
6230 #ifdef JP
6231                         /* 英日切り替え */
6232                         p= "偉大なる者";
6233 #else
6234                         p = "Magnificent";
6235 #endif
6236                 }
6237
6238                 /* Normal */
6239                 else
6240                 {
6241                         p =  player_title[dead_ptr->pclass][(dead_ptr->lev - 1) / 5];
6242                 }
6243
6244                 center_string(buf, dead_ptr->name);
6245                 put_str(buf, 6, 11);
6246
6247 #ifndef JP
6248                 center_string(buf, "the");
6249                 put_str(buf, 7, 11);
6250 #endif
6251
6252                 center_string(buf, p);
6253                 put_str(buf, 8, 11);
6254
6255                 center_string(buf, cp_ptr->title);
6256                 put_str(buf, 10, 11);
6257
6258                 (void)sprintf(tmp, _("レベル: %d", "Level: %d"), (int)dead_ptr->lev);
6259                 center_string(buf, tmp);
6260                 put_str(buf, 11, 11);
6261
6262                 (void)sprintf(tmp, _("経験値: %ld", "Exp: %ld"), (long)dead_ptr->exp);
6263                 center_string(buf, tmp);
6264                 put_str(buf, 12, 11);
6265
6266                 (void)sprintf(tmp, _("所持金: %ld", "AU: %ld"), (long)dead_ptr->au);
6267                 center_string(buf, tmp);
6268                 put_str(buf, 13, 11);
6269
6270 #ifdef JP
6271                 /* 墓に刻む言葉をオリジナルより細かく表示 */
6272                 if (streq(dead_ptr->died_from, "途中終了"))
6273                 {
6274                         strcpy(tmp, "<自殺>");
6275                 }
6276                 else if (streq(dead_ptr->died_from, "ripe"))
6277                 {
6278                         strcpy(tmp, "引退後に天寿を全う");
6279                 }
6280                 else if (streq(dead_ptr->died_from, "Seppuku"))
6281                 {
6282                         strcpy(tmp, "勝利の後、切腹");
6283                 }
6284                 else
6285                 {
6286                         roff_to_buf(dead_ptr->died_from, GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6287                         t = tmp + strlen(tmp) + 1;
6288                         if (*t)
6289                         {
6290                                 strcpy(dummy, t); /* 2nd line */
6291                                 if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6292                                 {
6293                                         for (t = dummy + strlen(dummy) - 2; iskanji(*(t - 1)); t--) /* Loop */;
6294                                         strcpy(t, "…");
6295                                 }
6296                                 else if (my_strstr(tmp, "『") && suffix(dummy, "』"))
6297                                 {
6298                                         char dummy2[80];
6299                                         char *name_head = my_strstr(tmp, "『");
6300                                         sprintf(dummy2, "%s%s", name_head, dummy);
6301                                         if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6302                                         {
6303                                                 strcpy(dummy, dummy2);
6304                                                 *name_head = '\0';
6305                                         }
6306                                 }
6307                                 else if (my_strstr(tmp, "「") && suffix(dummy, "」"))
6308                                 {
6309                                         char dummy2[80];
6310                                         char *name_head = my_strstr(tmp, "「");
6311                                         sprintf(dummy2, "%s%s", name_head, dummy);
6312                                         if (strlen(dummy2) <= GRAVE_LINE_WIDTH)
6313                                         {
6314                                                 strcpy(dummy, dummy2);
6315                                                 *name_head = '\0';
6316                                         }
6317                                 }
6318                                 center_string(buf, dummy);
6319                                 put_str(buf, 15, 11);
6320                                 extra_line = 1;
6321                         }
6322                 }
6323                 center_string(buf, tmp);
6324                 put_str(buf, 14, 11);
6325
6326                 if (!streq(dead_ptr->died_from, "ripe") && !streq(dead_ptr->died_from, "Seppuku"))
6327                 {
6328                         if (dead_ptr->current_floor_ptr->dun_level == 0)
6329                         {
6330                                 concptr field_name = dead_ptr->town_num ? "街" : "荒野";
6331                                 if (streq(dead_ptr->died_from, "途中終了"))
6332                                 {
6333                                         sprintf(tmp, "%sで死んだ", field_name);
6334                                 }
6335                                 else
6336                                 {
6337                                         sprintf(tmp, "に%sで殺された", field_name);
6338                                 }
6339                         }
6340                         else
6341                         {
6342                                 if (streq(dead_ptr->died_from, "途中終了"))
6343                                 {
6344                                         sprintf(tmp, "地下 %d 階で死んだ", (int)dead_ptr->current_floor_ptr->dun_level);
6345                                 }
6346                                 else
6347                                 {
6348                                         sprintf(tmp, "に地下 %d 階で殺された", (int)dead_ptr->current_floor_ptr->dun_level);
6349                                 }
6350                         }
6351                         center_string(buf, tmp);
6352                         put_str(buf, 15 + extra_line, 11);
6353                 }
6354 #else
6355                 (void)sprintf(tmp, "Killed on Level %d", dead_ptr->current_floor_ptr->dun_level);
6356                 center_string(buf, tmp);
6357                 put_str(buf, 14, 11);
6358
6359                 roff_to_buf(format("by %s.", dead_ptr->died_from), GRAVE_LINE_WIDTH + 1, tmp, sizeof tmp);
6360                 center_string(buf, tmp);
6361                 put_str(buf, 15, 11);
6362                 t = tmp + strlen(tmp) + 1;
6363                 if (*t)
6364                 {
6365                         strcpy(dummy, t); /* 2nd line */
6366                         if (*(t + strlen(t) + 1)) /* Does 3rd line exist? */
6367                         {
6368                                 int dummy_len = strlen(dummy);
6369                                 strcpy(dummy + MIN(dummy_len, GRAVE_LINE_WIDTH - 3), "...");
6370                         }
6371                         center_string(buf, dummy);
6372                         put_str(buf, 16, 11);
6373                 }
6374 #endif
6375
6376                 (void)sprintf(tmp, "%-.24s", ctime(&ct));
6377                 center_string(buf, tmp);
6378                 put_str(buf, 17, 11);
6379                 msg_format(_("さようなら、%s!", "Goodbye, %s!"), dead_ptr->name);
6380         }
6381 }
6382
6383
6384 /*!
6385  * @brief 死亡、引退時の簡易ステータス表示 /
6386  * Display some character info
6387  * @param creature_ptr プレーヤーへの参照ポインタ
6388  * @return なし
6389  */
6390 void show_info(player_type *creature_ptr)
6391 {
6392         int             i, j, k, l;
6393         object_type *o_ptr;
6394         store_type              *st_ptr;
6395
6396         /* Hack -- Know everything in the inven/equip */
6397         for (i = 0; i < INVEN_TOTAL; i++)
6398         {
6399                 o_ptr = &creature_ptr->inventory_list[i];
6400                 if (!o_ptr->k_idx) continue;
6401
6402                 /* Aware and Known */
6403                 object_aware(creature_ptr, o_ptr);
6404                 object_known(o_ptr);
6405         }
6406
6407         for (i = 1; i < max_towns; i++)
6408         {
6409                 st_ptr = &town_info[i].store[STORE_HOME];
6410
6411                 /* Hack -- Know everything in the home */
6412                 for (j = 0; j < st_ptr->stock_num; j++)
6413                 {
6414                         o_ptr = &st_ptr->stock[j];
6415                         if (!o_ptr->k_idx) continue;
6416
6417                         /* Aware and Known */
6418                         object_aware(creature_ptr, o_ptr);
6419                         object_known(o_ptr);
6420                 }
6421         }
6422
6423         /* Hack -- Recalculate bonuses */
6424         creature_ptr->update |= (PU_BONUS);
6425         handle_stuff(creature_ptr);
6426
6427         /* Flush all input keys */
6428         flush();
6429
6430         msg_erase();
6431
6432
6433         /* Describe options */
6434         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);
6435         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);
6436
6437         /* Dump character records as requested */
6438         while (TRUE)
6439         {
6440                 char out_val[160];
6441
6442                 /* Prompt */
6443                 put_str(_("ファイルネーム: ", "Filename: "), 23, 0);
6444
6445                 /* Default */
6446                 strcpy(out_val, "");
6447
6448                 /* Ask for filename (or abort) */
6449                 if (!askfor(out_val, 60)) return;
6450
6451                 /* Return means "show on screen" */
6452                 if (!out_val[0]) break;
6453                 screen_save();
6454
6455                 /* Dump a character file */
6456                 (void)file_character(creature_ptr, out_val);
6457                 screen_load();
6458         }
6459
6460         update_playtime();
6461         display_player(creature_ptr, 0);
6462
6463         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);
6464
6465         /* Allow abort at this point */
6466         if (inkey() == ESCAPE) return;
6467
6468         /* Equipment -- if any */
6469         if (creature_ptr->equip_cnt)
6470         {
6471                 Term_clear();
6472                 (void)show_equip(creature_ptr, 0, USE_FULL, 0);
6473                 prt(_("装備していたアイテム: -続く-", "You are using: -more-"), 0, 0);
6474
6475                 if (inkey() == ESCAPE) return;
6476         }
6477
6478         /* Inventory -- if any */
6479         if (creature_ptr->inven_cnt)
6480         {
6481                 Term_clear();
6482                 (void)show_inven(creature_ptr, 0, USE_FULL, 0);
6483                 prt(_("持っていたアイテム: -続く-", "You are carrying: -more-"), 0, 0);
6484
6485                 if (inkey() == ESCAPE) return;
6486         }
6487
6488         /* Homes in the different towns */
6489         for (l = 1; l < max_towns; l++)
6490         {
6491                 st_ptr = &town_info[l].store[STORE_HOME];
6492
6493                 /* Home -- if anything there */
6494                 if (st_ptr->stock_num)
6495                 {
6496                         /* Display contents of the home */
6497                         for (k = 0, i = 0; i < st_ptr->stock_num; k++)
6498                         {
6499                                 Term_clear();
6500
6501                                 /* Show 12 items */
6502                                 for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
6503                                 {
6504                                         GAME_TEXT o_name[MAX_NLEN];
6505                                         char tmp_val[80];
6506
6507                                         /* Acquire item */
6508                                         o_ptr = &st_ptr->stock[i];
6509
6510                                         /* Print header, clear line */
6511                                         sprintf(tmp_val, "%c) ", I2A(j));
6512                                         prt(tmp_val, j+2, 4);
6513
6514                                         /* Display object description */
6515                                         object_desc(o_name, o_ptr, 0);
6516                                         c_put_str(tval_to_attr[o_ptr->tval], o_name, j+2, 7);
6517                                 }
6518
6519                                 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);
6520
6521                                 /* Wait for it */
6522                                 if (inkey() == ESCAPE) return;
6523                         }
6524                 }
6525         }
6526 }
6527
6528
6529 /*!
6530  * @brief 異常発生時のゲーム緊急終了処理 /
6531  * Handle abrupt death of the visual system
6532  * @param creature_ptr プレーヤーへの参照ポインタ
6533  * @return なし
6534  * @details
6535  * <pre>
6536  * This routine is called only in very rare situations, and only
6537  * by certain visual systems, when they experience fatal errors.
6538  * XXX XXX Hack -- clear the death flag when creating a HANGUP
6539  * save file so that player can see tombstone when restart.
6540  * </pre>
6541  */
6542 void exit_game_panic(player_type *creature_ptr)
6543 {
6544         /* If nothing important has happened, just quit */
6545         if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(_("緊急事態", "panic"));
6546
6547         /* Mega-Hack -- see "msg_print()" */
6548         msg_flag = FALSE;
6549
6550         /* Clear the top line */
6551         prt("", 0, 0);
6552
6553         /* Hack -- turn off some things */
6554         disturb(creature_ptr, TRUE, TRUE);
6555
6556         /* Mega-Hack -- Delay death */
6557         if (creature_ptr->chp < 0) creature_ptr->is_dead = FALSE;
6558
6559         /* Hardcode panic save */
6560         creature_ptr->panic_save = 1;
6561
6562         /* Forbid suspend */
6563         signals_ignore_tstp();
6564
6565         /* Indicate panic save */
6566         (void)strcpy(creature_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
6567
6568         /* Panic save, or get worried */
6569         if (!save_player(creature_ptr)) quit(_("緊急セーブ失敗!", "panic save failed!"));
6570
6571         /* Successful panic save */
6572         quit(_("緊急セーブ成功!", "panic save succeeded!"));
6573 }
6574
6575
6576 /*!
6577  * @brief ファイルからランダムに行を一つ取得する /
6578  * Get a random line from a file
6579  * @param file_name ファイル名
6580  * @param entry 特定条件時のN:タグヘッダID
6581  * @param output 出力先の文字列参照ポインタ
6582  * @return エラーコード
6583  * @details
6584  * <pre>
6585  * Based on the monster speech patch by Matt Graham,
6586  * </pre>
6587  */
6588 errr get_rnd_line(concptr file_name, int entry, char *output)
6589 {
6590         FILE    *fp;
6591         char    buf[1024];
6592         int     counter, test;
6593         int     line_num = 0;
6594
6595         path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, file_name);
6596         fp = my_fopen(buf, "r");
6597
6598         /* Failed */
6599         if (!fp) return -1;
6600
6601         /* Find the entry of the monster */
6602         while (TRUE)
6603         {
6604                 /* Get a line from the file */
6605                 if (my_fgets(fp, buf, sizeof(buf)) == 0)
6606                 {
6607                         /* Count the lines */
6608                         line_num++;
6609
6610                         /* Look for lines starting with 'N:' */
6611                         if ((buf[0] == 'N') && (buf[1] == ':'))
6612                         {
6613                                 /* Allow default lines */
6614                                 if (buf[2] == '*')
6615                                 {
6616                                         /* Default lines */
6617                                         break;
6618                                 }
6619                                 else if (buf[2] == 'M')
6620                                 {
6621                                         if (r_info[entry].flags1 & RF1_MALE) break;
6622                                 }
6623                                 else if (buf[2] == 'F')
6624                                 {
6625                                         if (r_info[entry].flags1 & RF1_FEMALE) break;
6626                                 }
6627                                 /* Get the monster number */
6628                                 else if (sscanf(&(buf[2]), "%d", &test) != EOF)
6629                                 {
6630                                         /* Is it the right number? */
6631                                         if (test == entry) break;
6632                                 }
6633                                 else
6634                                 {
6635                                         /* Error while converting the number */
6636                                         msg_format("Error in line %d of %s!", line_num, file_name);
6637                                         my_fclose(fp);
6638                                         return -1;
6639                                 }
6640                         }
6641                 }
6642                 else
6643                 {
6644                         /* Reached end of file */
6645                         my_fclose(fp);
6646                         return -1;
6647                 }
6648         }
6649
6650         /* Get the random line */
6651         for (counter = 0; ; counter++)
6652         {
6653                 while (TRUE)
6654                 {
6655                         test = my_fgets(fp, buf, sizeof(buf));
6656
6657                         /* Count the lines */
6658                         /* line_num++; No more needed */
6659
6660                         if (!test)
6661                         {
6662                                 /* Ignore lines starting with 'N:' */
6663                                 if ((buf[0] == 'N') && (buf[1] == ':')) continue;
6664
6665                                 if (buf[0] != '#') break;
6666                         }
6667                         else break;
6668                 }
6669
6670                 /* Abort */
6671                 if (!buf[0]) break;
6672
6673                 /* Copy the line */
6674                 if (one_in_(counter + 1)) strcpy(output, buf);
6675         }
6676         my_fclose(fp);
6677
6678         /* Success */
6679         return counter ? 0 : -1;
6680 }
6681
6682
6683 #ifdef JP
6684 /*!
6685  * @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) /
6686  * @param file_name ファイル名
6687  * @param entry 特定条件時のN:タグヘッダID
6688  * @param output 出力先の文字列参照ポインタ
6689  * @param count 試行回数
6690  * @return エラーコード
6691  * @details
6692  */
6693 errr get_rnd_line_jonly(concptr file_name, int entry, char *output, int count)
6694 {
6695         int  i, j, kanji;
6696         errr result = 1;
6697
6698         for (i = 0; i < count; i++)
6699         {
6700                 result = get_rnd_line(file_name, entry, output);
6701                 if (result) break;
6702                 kanji = 0;
6703                 for (j = 0; output[j]; j++) kanji |= iskanji(output[j]);
6704                 if (kanji) break;
6705         }
6706         return result;
6707 }
6708 #endif
6709
6710 /*!
6711  * @brief 自動拾いファイルを読み込む /
6712  * @param creature_ptr プレーヤーへの参照ポインタ
6713  * @param name ファイル名
6714  * @details
6715  */
6716 errr process_autopick_file(player_type *creature_ptr, concptr name)
6717 {
6718         char buf[1024];
6719
6720         errr err = 0;
6721         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6722
6723         err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_AUTOPICK);
6724         return (err);
6725 }
6726
6727
6728 /*!
6729  * @brief プレイヤーの生い立ちファイルを読み込む /
6730  * Process file for player's history editor.
6731  * @param creature_ptr プレーヤーへの参照ポインタ
6732  * @param name ファイル名
6733  * @return エラーコード
6734  * @details
6735  */
6736 errr process_histpref_file(player_type *creature_ptr, concptr name)
6737 {
6738         char buf[1024];
6739         errr err = 0;
6740         bool old_character_xtra = current_world_ptr->character_xtra;
6741         path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
6742
6743         /* Hack -- prevent modification birth options in this file */
6744         current_world_ptr->character_xtra = TRUE;
6745
6746         err = process_pref_file_aux(creature_ptr, buf, PREF_TYPE_HISTPREF);
6747
6748         current_world_ptr->character_xtra = old_character_xtra;
6749         return (err);
6750 }
6751
6752 /*!
6753  * @brief ファイル位置をシーク /
6754  * @param fd ファイルディスクリプタ
6755  * @param where ファイルバイト位置
6756  * @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
6757  * @return エラーコード
6758  * @details
6759  */
6760 static errr counts_seek(int fd, u32b where, bool flag)
6761 {
6762         huge seekpoint;
6763         char temp1[128], temp2[128];
6764         u32b zero_header[3] = {0L, 0L, 0L};
6765         int i;
6766
6767 #ifdef SAVEFILE_USE_UID
6768         (void)sprintf(temp1, "%d.%s.%d%d%d", p_ptr->player_uid, savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6769 #else
6770         (void)sprintf(temp1, "%s.%d%d%d", savefile_base, p_ptr->pclass, p_ptr->pseikaku, p_ptr->age);
6771 #endif
6772         for (i = 0; temp1[i]; i++)
6773                 temp1[i] ^= (i+1) * 63;
6774
6775         seekpoint = 0;
6776         while (TRUE)
6777         {
6778                 if (fd_seek(fd, seekpoint + 3 * sizeof(u32b)))
6779                         return 1;
6780                 if (fd_read(fd, (char*)(temp2), sizeof(temp2)))
6781                 {
6782                         if (!flag)
6783                                 return 1;
6784                         /* add new name */
6785                         fd_seek(fd, seekpoint);
6786                         fd_write(fd, (char*)zero_header, 3*sizeof(u32b));
6787                         fd_write(fd, (char*)(temp1), sizeof(temp1));
6788                         break;
6789                 }
6790
6791                 if (strcmp(temp1, temp2) == 0)
6792                         break;
6793
6794                 seekpoint += 128 + 3 * sizeof(u32b);
6795         }
6796
6797         return fd_seek(fd, seekpoint + where * sizeof(u32b));
6798 }
6799
6800 /*!
6801  * @brief ファイル位置を読み込む
6802  * @param where ファイルバイト位置
6803  * @return エラーコード
6804  * @details
6805  */
6806 u32b counts_read(int where)
6807 {
6808         int fd;
6809         u32b count = 0;
6810         char buf[1024];
6811
6812         path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6813         fd = fd_open(buf, O_RDONLY);
6814
6815         if (counts_seek(fd, where, FALSE) ||
6816             fd_read(fd, (char*)(&count), sizeof(u32b)))
6817                 count = 0;
6818
6819         (void)fd_close(fd);
6820
6821         return count;
6822 }
6823
6824 /*!
6825  * @brief ファイル位置に書き込む /
6826  * @param where ファイルバイト位置
6827  * @param count 書き込む値
6828  * @return エラーコード
6829  * @details
6830  */
6831 errr counts_write(int where, u32b count)
6832 {
6833         int fd;
6834         char buf[1024];
6835         errr err;
6836
6837         path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, _("z_info_j.raw", "z_info.raw"));
6838
6839         /* Grab permissions */
6840         safe_setuid_grab();
6841
6842         fd = fd_open(buf, O_RDWR);
6843
6844         /* Drop permissions */
6845         safe_setuid_drop();
6846
6847         if (fd < 0)
6848         {
6849                 /* File type is "DATA" */
6850                 FILE_TYPE(FILE_TYPE_DATA);
6851
6852                 /* Grab permissions */
6853                 safe_setuid_grab();
6854
6855                 /* Create a new high score file */
6856                 fd = fd_make(buf, 0644);
6857
6858                 /* Drop permissions */
6859                 safe_setuid_drop();
6860         }
6861
6862         /* Grab permissions */
6863         safe_setuid_grab();
6864
6865         err = fd_lock(fd, F_WRLCK);
6866
6867         /* Drop permissions */
6868         safe_setuid_drop();
6869
6870         if (err) return 1;
6871
6872         counts_seek(fd, where, TRUE);
6873         fd_write(fd, (char*)(&count), sizeof(u32b));
6874
6875         /* Grab permissions */
6876         safe_setuid_grab();
6877
6878         err = fd_lock(fd, F_UNLCK);
6879
6880         /* Drop permissions */
6881         safe_setuid_drop();
6882
6883         if (err) return 1;
6884
6885         (void)fd_close(fd);
6886
6887         return 0;
6888 }
6889
6890
6891 #ifdef HANDLE_SIGNALS
6892
6893
6894 #include <signal.h>
6895
6896
6897 /*!
6898  * @brief OSからのシグナルを受けてサスペンド状態に入る /
6899  * Handle signals -- suspend
6900  * @param sig 受け取ったシグナル
6901  * @details
6902  * Actually suspend the game, and then resume cleanly
6903  */
6904 static void handle_signal_suspend(int sig)
6905 {
6906         /* Disable handler */
6907         (void)signal(sig, SIG_IGN);
6908
6909 #ifdef SIGSTOP
6910
6911         /* Flush output */
6912         Term_fresh();
6913
6914         /* Suspend the "Term" */
6915         Term_xtra(TERM_XTRA_ALIVE, 0);
6916
6917         /* Suspend ourself */
6918         (void)kill(0, SIGSTOP);
6919
6920         /* Resume the "Term" */
6921         Term_xtra(TERM_XTRA_ALIVE, 1);
6922
6923         /* Redraw the term */
6924         Term_redraw();
6925
6926         /* Flush the term */
6927         Term_fresh();
6928
6929 #endif
6930
6931         /* Restore handler */
6932         (void)signal(sig, handle_signal_suspend);
6933 }
6934
6935
6936 /*!
6937  * @brief OSからのシグナルを受けて中断、終了する /
6938  * Handle signals -- simple (interrupt and quit)
6939  * @param sig 受け取ったシグナル
6940  * @details
6941  * <pre>
6942  * This function was causing a *huge* number of problems, so it has
6943  * been simplified greatly.  We keep a global variable which counts
6944  * the number of times the user attempts to kill the process, and
6945  * we commit suicide if the user does this a certain number of times.
6946  * We attempt to give "feedback" to the user as he approaches the
6947  * suicide thresh-hold, but without penalizing accidental keypresses.
6948  * To prevent messy accidents, we should reset this global variable
6949  * whenever the user enters a keypress, or something like that.
6950  * </pre>
6951  */
6952 static void handle_signal_simple(int sig)
6953 {
6954         /* Disable handler */
6955         (void)signal(sig, SIG_IGN);
6956
6957
6958         /* Nothing to save, just quit */
6959         if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
6960
6961
6962         /* Count the signals */
6963         signal_count++;
6964
6965
6966         /* Terminate dead characters */
6967         if (p_ptr->is_dead)
6968         {
6969                 /* Mark the savefile */
6970                 (void)strcpy(p_ptr->died_from, _("強制終了", "Abortion"));
6971
6972                 forget_lite(p_ptr->current_floor_ptr);
6973                 forget_view(p_ptr->current_floor_ptr);
6974                 clear_mon_lite(p_ptr->current_floor_ptr);
6975
6976                 /* Close stuff */
6977                 close_game(p_ptr);
6978
6979                 /* Quit */
6980                 quit(_("強制終了", "interrupt"));
6981         }
6982
6983         /* Allow suicide (after 5) */
6984         else if (signal_count >= 5)
6985         {
6986                 /* Cause of "death" */
6987                 (void)strcpy(p_ptr->died_from, _("強制終了中", "Interrupting"));
6988
6989                 forget_lite(p_ptr->current_floor_ptr);
6990                 forget_view(p_ptr->current_floor_ptr);
6991                 clear_mon_lite(p_ptr->current_floor_ptr);
6992
6993                 /* Stop playing */
6994                 p_ptr->playing = FALSE;
6995
6996                 /* Suicide */
6997                 p_ptr->is_dead = TRUE;
6998                 p_ptr->leaving = TRUE;
6999
7000                 /* Close stuff */
7001                 close_game(p_ptr);
7002
7003                 /* Quit */
7004                 quit(_("強制終了", "interrupt"));
7005         }
7006
7007         /* Give warning (after 4) */
7008         else if (signal_count >= 4)
7009         {
7010                 /* Make a noise */
7011                 Term_xtra(TERM_XTRA_NOISE, 0);
7012
7013                 /* Clear the top line */
7014                 Term_erase(0, 0, 255);
7015
7016                 /* Display the cause */
7017                 Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
7018
7019                 Term_fresh();
7020         }
7021
7022         /* Give warning (after 2) */
7023         else if (signal_count >= 2)
7024         {
7025                 /* Make a noise */
7026                 Term_xtra(TERM_XTRA_NOISE, 0);
7027         }
7028
7029         /* Restore handler */
7030         (void)signal(sig, handle_signal_simple);
7031 }
7032
7033
7034 /*!
7035  * @brief OSからのシグナルを受けて強制終了する /
7036  * Handle signal -- abort, kill, etc
7037  * @param sig 受け取ったシグナル
7038  * @return なし
7039  * @details
7040  * <pre>
7041  * This function was causing a *huge* number of problems, so it has
7042  * been simplified greatly.  We keep a global variable which counts
7043  * the number of times the user attempts to kill the process, and
7044  * we commit suicide if the user does this a certain number of times.
7045  * We attempt to give "feedback" to the user as he approaches the
7046  * suicide thresh-hold, but without penalizing accidental keypresses.
7047  * To prevent messy accidents, we should reset this global variable
7048  * whenever the user enters a keypress, or something like that.
7049  * </pre>
7050  */
7051 static void handle_signal_abort(int sig)
7052 {
7053         int wid, hgt;
7054
7055         Term_get_size(&wid, &hgt);
7056
7057         /* Disable handler */
7058         (void)signal(sig, SIG_IGN);
7059
7060
7061         /* Nothing to save, just quit */
7062         if (!current_world_ptr->character_generated || current_world_ptr->character_saved) quit(NULL);
7063
7064
7065         forget_lite(p_ptr->current_floor_ptr);
7066         forget_view(p_ptr->current_floor_ptr);
7067         clear_mon_lite(p_ptr->current_floor_ptr);
7068
7069         /* Clear the bottom line */
7070         Term_erase(0, hgt - 1, 255);
7071
7072         /* Give a warning */
7073         Term_putstr(0, hgt - 1, -1, TERM_RED,
7074         _("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!"));
7075
7076
7077         Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
7078
7079         exe_write_diary(p_ptr, NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));
7080
7081         /* Flush output */
7082         Term_fresh();
7083
7084         /* Panic Save */
7085         p_ptr->panic_save = 1;
7086
7087         /* Panic save */
7088         (void)strcpy(p_ptr->died_from, _("(緊急セーブ)", "(panic save)"));
7089
7090         /* Forbid suspend */
7091         signals_ignore_tstp();
7092
7093         /* Attempt to save */
7094         if (save_player(p_ptr))
7095         {
7096                 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ成功!", "Panic save succeeded!"));
7097         }
7098
7099         /* Save failed */
7100         else
7101         {
7102                 Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ失敗!", "Panic save failed!"));
7103         }
7104
7105         /* Flush output */
7106         Term_fresh();
7107
7108         /* Quit */
7109         quit(_("ソフトのバグ", "software bug"));
7110 }
7111
7112 /*!
7113  * @brief OSからのSIGTSTPシグナルを無視する関数 /
7114  * Ignore SIGTSTP signals (keyboard suspend)
7115  * @return なし
7116  * @details
7117  */
7118 void signals_ignore_tstp(void)
7119 {
7120
7121 #ifdef SIGTSTP
7122         (void)signal(SIGTSTP, SIG_IGN);
7123 #endif
7124
7125 }
7126
7127 /*!
7128  * @brief OSからのSIGTSTPシグナルハンドラ /
7129  * Handle SIGTSTP signals (keyboard suspend)
7130  * @return なし
7131  * @details
7132  */
7133 void signals_handle_tstp(void)
7134 {
7135
7136 #ifdef SIGTSTP
7137         (void)signal(SIGTSTP, handle_signal_suspend);
7138 #endif
7139
7140 }
7141
7142
7143 /*!
7144  * @brief OSからのシグナルハンドルを初期化する /
7145  * Prepare to handle the relevant signals
7146  * @return なし
7147  * @details
7148  */
7149 void signals_init(void)
7150 {
7151
7152 #ifdef SIGHUP
7153         (void)signal(SIGHUP, SIG_IGN);
7154 #endif
7155
7156
7157 #ifdef SIGTSTP
7158         (void)signal(SIGTSTP, handle_signal_suspend);
7159 #endif
7160
7161
7162 #ifdef SIGINT
7163         (void)signal(SIGINT, handle_signal_simple);
7164 #endif
7165
7166 #ifdef SIGQUIT
7167         (void)signal(SIGQUIT, handle_signal_simple);
7168 #endif
7169
7170
7171 #ifdef SIGFPE
7172         (void)signal(SIGFPE, handle_signal_abort);
7173 #endif
7174
7175 #ifdef SIGILL
7176         (void)signal(SIGILL, handle_signal_abort);
7177 #endif
7178
7179 #ifdef SIGTRAP
7180         (void)signal(SIGTRAP, handle_signal_abort);
7181 #endif
7182
7183 #ifdef SIGIOT
7184         (void)signal(SIGIOT, handle_signal_abort);
7185 #endif
7186
7187 #ifdef SIGKILL
7188         (void)signal(SIGKILL, handle_signal_abort);
7189 #endif
7190
7191 #ifdef SIGBUS
7192         (void)signal(SIGBUS, handle_signal_abort);
7193 #endif
7194
7195 #ifdef SIGSEGV
7196         (void)signal(SIGSEGV, handle_signal_abort);
7197 #endif
7198
7199 #ifdef SIGTERM
7200         (void)signal(SIGTERM, handle_signal_abort);
7201 #endif
7202
7203 #ifdef SIGPIPE
7204         (void)signal(SIGPIPE, handle_signal_abort);
7205 #endif
7206
7207 #ifdef SIGEMT
7208         (void)signal(SIGEMT, handle_signal_abort);
7209 #endif
7210
7211 #ifdef SIGDANGER
7212         (void)signal(SIGDANGER, handle_signal_abort);
7213 #endif
7214
7215 #ifdef SIGSYS
7216         (void)signal(SIGSYS, handle_signal_abort);
7217 #endif
7218
7219 #ifdef SIGXCPU
7220         (void)signal(SIGXCPU, handle_signal_abort);
7221 #endif
7222
7223 #ifdef SIGPWR
7224         (void)signal(SIGPWR, handle_signal_abort);
7225 #endif
7226
7227 }
7228
7229
7230 #else   /* HANDLE_SIGNALS */
7231
7232
7233 /*!
7234  * @brief ダミー /
7235  * Do nothing
7236  */
7237 void signals_ignore_tstp(void)
7238 {
7239 }
7240
7241 /*!
7242  * @brief ダミー /
7243  * Do nothing
7244  */
7245 void signals_handle_tstp(void)
7246 {
7247 }
7248
7249 /*!
7250  * @brief ダミー /
7251  * Do nothing
7252  */
7253 void signals_init(void)
7254 {
7255 }
7256 #endif  /* HANDLE_SIGNALS */