/*!
- * @brief プレイヤーの名前をチェックして修正する
- * Process the player name.
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param sf セーブファイル名に合わせた修正を行うならばTRUE
- * @return なし
- * @details
- * Extract a clean "base name".
- * Build the savefile name if needed.
- */
-void process_player_name(player_type *creature_ptr, bool sf)
-{
- char old_player_base[32] = "";
- if (current_world_ptr->character_generated)
- strcpy(old_player_base, creature_ptr->base_name);
-
- for (int i = 0; creature_ptr->name[i]; i++)
- {
-#ifdef JP
- if (iskanji(creature_ptr->name[i]))
- {
- i++;
- continue;
- }
-
- if (iscntrl((unsigned char)creature_ptr->name[i]))
-#else
- if (iscntrl(creature_ptr->name[i]))
-#endif
- {
- 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);
- }
- }
-
- int k = 0;
- for (int i = 0; creature_ptr->name[i]; i++)
- {
-#ifdef JP
- unsigned char c = creature_ptr->name[i];
-#else
- char c = creature_ptr->name[i];
-#endif
-
-#ifdef JP
- if (iskanji(c)) {
- if (k + 2 >= sizeof(creature_ptr->base_name) || !creature_ptr->name[i + 1])
- break;
-
- creature_ptr->base_name[k++] = c;
- i++;
- creature_ptr->base_name[k++] = creature_ptr->name[i];
- }
-#ifdef SJIS
- else if (iskana(c)) creature_ptr->base_name[k++] = c;
-#endif
- else
-#endif
- if (!strncmp(PATH_SEP, creature_ptr->name + i, strlen(PATH_SEP)))
- {
- creature_ptr->base_name[k++] = '_';
- i += strlen(PATH_SEP);
- }
-#if defined(WINDOWS)
- else if (my_strchr("\"*,/:;<>?\\|", c))
- creature_ptr->base_name[k++] = '_';
-#endif
- else if (isprint(c))
- creature_ptr->base_name[k++] = c;
- }
-
- creature_ptr->base_name[k] = '\0';
- if (!creature_ptr->base_name[0])
- strcpy(creature_ptr->base_name, "PLAYER");
-
-#ifdef SAVEFILE_MUTABLE
- sf = TRUE;
-#endif
- if (!savefile_base[0] && savefile[0])
- {
- concptr s = savefile;
- while (TRUE)
- {
- concptr t;
- t = my_strstr(s, PATH_SEP);
- if (!t)
- break;
- s = t + 1;
- }
-
- strcpy(savefile_base, s);
- }
-
- if (!savefile_base[0] || !savefile[0])
- sf = TRUE;
-
- if (sf)
- {
- char temp[128];
- strcpy(savefile_base, creature_ptr->base_name);
-
-#ifdef SAVEFILE_USE_UID
- /* Rename the savefile, using the creature_ptr->player_uid and creature_ptr->base_name */
- (void)sprintf(temp, "%d.%s", creature_ptr->player_uid, creature_ptr->base_name);
-#else
- /* Rename the savefile, using the creature_ptr->base_name */
- (void)sprintf(temp, "%s", creature_ptr->base_name);
-#endif
- path_build(savefile, sizeof(savefile), ANGBAND_DIR_SAVE, temp);
- }
-
- if (current_world_ptr->character_generated && !streq(old_player_base, creature_ptr->base_name))
- {
- autopick_load_pref(creature_ptr, FALSE);
- }
-}
-
-
-/*!
- * @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
- * Gets a name for the character, reacting to name changes.
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @return なし
- * @details
- * <pre>
- * Assumes that "display_player()" has just been called
- * Perhaps we should NOT ask for a name (at "birth()") on
- * Unix machines? XXX XXX
- * What a horrible name for a global function.
- * </pre>
- */
-void get_name(player_type *creature_ptr)
-{
- char tmp[64];
- strcpy(tmp, creature_ptr->name);
-
- 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))
- {
- strcpy(creature_ptr->name, tmp);
- }
-
- if (strlen(creature_ptr->name) == 0)
- {
- strcpy(creature_ptr->name, "PLAYER");
- }
-
- strcpy(tmp, ap_ptr->title);
-#ifdef JP
- if (ap_ptr->no == 1)
- strcat(tmp, "の");
-#else
- strcat(tmp, " ");
-#endif
- strcat(tmp, creature_ptr->name);
-
- Term_erase(34, 1, 255);
- c_put_str(TERM_L_BLUE, tmp, 1, 34);
- clear_from(22);
-}
-
-
-/*!
* @brief セーブするコマンドのメインルーチン
* Save the game
* @param creature_ptr プレーヤーへの参照ポインタ