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[Refactor] #39962 Separated process-name.c/h from files.c
[hengband/hengband.git] / src / files.c
index bfc5d31..77f4d96 100644 (file)
@@ -976,166 +976,6 @@ bool show_file(player_type *creature_ptr, bool show_version, concptr name, concp
 
 
 /*!
- * @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