3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
9 Rewritten for Kangband 2.8.3i using Kamband's version of\n
10 bldg.c as written by Ivan Tkatchev\n
12 Changed for ZAngband by Robert Ruehlmann\n
21 #include "cmd-magiceat.h"
23 #include "floor-events.h"
24 #include "floor-save.h"
26 #include "objectkind.h"
27 #include "object-boost.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
31 #include "monsterrace-hook.h"
43 #include "cmd-spell.h"
46 #include "spells-object.h"
47 #include "spells-status.h"
48 #include "realm-hex.h"
49 #include "dungeon-file.h"
52 #include "player-status.h"
53 #include "player-effects.h"
54 #include "player-class.h"
55 #include "player-personality.h"
56 #include "player-inventory.h"
59 #include "view-mainwindow.h"
60 #include "monsterrace.h"
67 building_type building[MAX_BLDG];
69 MONRACE_IDX battle_mon[4];
75 bool reinit_wilderness = FALSE;
76 MONSTER_IDX today_mon;
79 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
81 const arena_type arena_info[MAX_ARENA_MONS + 2] =
83 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
84 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
85 { MON_IMP, TV_POTION, SV_POTION_SPEED },
86 { MON_LION_HEART, 0, 0 },
87 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
88 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
89 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
90 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
91 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
92 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
93 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
94 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
95 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
96 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
97 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
98 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
99 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
100 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
101 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
102 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
103 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
104 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
105 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
106 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
107 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
108 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
109 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
110 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
111 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
112 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
113 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
114 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
115 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
116 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
117 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
118 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
119 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
120 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
121 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
122 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
123 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
124 { 0, 0, 0 }, /* Victory prizing */
125 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
129 * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
130 * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
131 * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
132 * @param bldg 施設構造体の参照ポインタ
133 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
135 static bool is_owner(building_type *bldg)
137 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
142 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
147 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
148 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
157 * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
159 * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
160 * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
161 * @param bldg 施設構造体の参照ポインタ
162 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
163 * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
165 static bool is_member(building_type *bldg)
167 if (bldg->member_class[p_ptr->pclass])
172 if (bldg->member_race[p_ptr->prace])
177 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
178 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
184 if (p_ptr->pclass == CLASS_SORCERER)
188 for (i = 0; i < MAX_MAGIC; i++)
190 if (bldg->member_realm[i+1]) OK = TRUE;
198 * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
199 * @details 消去は行毎にヌル文字列で行われる。
200 * @param min_row 開始行番号
201 * @param max_row 末尾行番号
204 void clear_bldg(int min_row, int max_row)
208 for (i = min_row; i <= max_row; i++)
216 static void building_prt_gold(void)
219 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
220 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
221 prt(tmp_str, 23, 68);
225 * @brief 施設のサービス一覧を表示する / Display a building.
226 * @param bldg 施設構造体の参照ポインタ
229 static void show_building(building_type* bldg)
237 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
241 for (i = 0; i < 8; i++)
243 if (bldg->letters[i])
245 if (bldg->action_restr[i] == 0)
247 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
248 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
250 action_color = TERM_WHITE;
253 else if (is_owner(bldg))
255 action_color = TERM_YELLOW;
256 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
260 action_color = TERM_YELLOW;
261 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
263 else if (bldg->action_restr[i] == 1)
265 if (!is_member(bldg))
267 action_color = TERM_L_DARK;
268 strcpy(buff, _("(閉店)", "(closed)"));
270 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
271 (is_member(bldg) && (bldg->other_costs[i] == 0)))
273 action_color = TERM_WHITE;
276 else if (is_owner(bldg))
278 action_color = TERM_YELLOW;
279 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
283 action_color = TERM_YELLOW;
284 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
291 action_color = TERM_L_DARK;
292 strcpy(buff, _("(閉店)", "(closed)"));
294 else if (bldg->member_costs[i] != 0)
296 action_color = TERM_YELLOW;
297 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
301 action_color = TERM_WHITE;
306 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
307 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
310 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
314 * @brief 闘技場に入るコマンドの処理 / arena commands
315 * @param cmd 闘技場処理のID
318 static void arena_comm(int cmd)
327 if (p_ptr->arena_number == MAX_ARENA_MONS)
330 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
331 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations! You have defeated all before you."), 7, 0);
332 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
336 p_ptr->au += 1000000L;
337 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
339 p_ptr->arena_number++;
341 else if (p_ptr->arena_number > MAX_ARENA_MONS)
343 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
345 msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
347 if (get_check(_("挑戦するかね?", "Do you fight? ")))
349 msg_print(_("死ぬがよい。", "Die, maggots."));
352 p_ptr->exit_bldg = FALSE;
353 reset_tim_flags(p_ptr);
355 /* Save the surface floor as saved floor */
356 prepare_change_floor_mode(CFM_SAVE_FLOORS);
358 p_ptr->inside_arena = TRUE;
359 p_ptr->leaving = TRUE;
360 p_ptr->leave_bldg = TRUE;
364 msg_print(_("残念だ。", "We are disappointed."));
369 msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
370 "You enter the arena briefly and bask in your glory."));
374 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
376 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
377 "You don't have permission to enter with pet."));
382 p_ptr->exit_bldg = FALSE;
383 reset_tim_flags(p_ptr);
385 /* Save the surface floor as saved floor */
386 prepare_change_floor_mode(CFM_SAVE_FLOORS);
388 p_ptr->inside_arena = TRUE;
389 p_ptr->leaving = TRUE;
390 p_ptr->leave_bldg = TRUE;
394 if (p_ptr->arena_number == MAX_ARENA_MONS)
395 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
396 "You are victorious. Enter the arena for the ceremony."));
398 else if (p_ptr->arena_number > MAX_ARENA_MONS)
400 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
404 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
405 name = (r_name + r_ptr->name);
406 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
408 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
409 p_ptr->window |= (PW_MONSTER);
414 case BACT_ARENA_RULES:
417 /* Peruse the arena help file */
418 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
426 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
427 * @param row シンボルを表示する行の上端
428 * @param col シンボルを表示する行の左端
429 * @param fruit 表示するシンボルID
432 static void display_fruit(int row, int col, int fruit)
437 c_put_str(TERM_YELLOW, " ####.", row, col);
438 c_put_str(TERM_YELLOW, " # #", row + 1, col);
439 c_put_str(TERM_YELLOW, " # #", row + 2, col);
440 c_put_str(TERM_YELLOW, "# #", row + 3, col);
441 c_put_str(TERM_YELLOW, "# #", row + 4, col);
442 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
443 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
444 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
446 " Lemon "), row + 8, col);
449 c_put_str(TERM_ORANGE, " ## ", row, col);
450 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
451 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
452 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
453 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
454 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
455 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
456 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
458 " Orange "), row + 8, col);
461 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
462 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
463 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
464 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
465 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
466 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
467 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
468 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
469 prt( _(" 剣 ", " Sword ") , row + 8, col);
472 c_put_str(TERM_SLATE, " ###### ", row, col);
473 c_put_str(TERM_SLATE, "# #", row + 1, col);
474 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
475 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
476 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
477 c_put_str(TERM_SLATE, " # # ", row + 5, col);
478 c_put_str(TERM_SLATE, " # # ", row + 6, col);
479 c_put_str(TERM_SLATE, " ## ", row + 7, col);
481 " Shield "), row + 8, col);
484 c_put_str(TERM_VIOLET, " ## ", row, col);
485 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
486 c_put_str(TERM_VIOLET, "########", row + 2, col);
487 c_put_str(TERM_VIOLET, "########", row + 3, col);
488 c_put_str(TERM_VIOLET, "########", row + 4, col);
489 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
490 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
491 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
493 " Plum "), row + 8, col);
496 c_put_str(TERM_RED, " ##", row, col);
497 c_put_str(TERM_RED, " ### ", row + 1, col);
498 c_put_str(TERM_RED, " #..# ", row + 2, col);
499 c_put_str(TERM_RED, " #..# ", row + 3, col);
500 c_put_str(TERM_RED, " ###### ", row + 4, col);
501 c_put_str(TERM_RED, "#..##..#", row + 5, col);
502 c_put_str(TERM_RED, "#..##..#", row + 6, col);
503 c_put_str(TERM_RED, " ## ## ", row + 7, col);
505 " Cherry "), row + 8, col);
511 * kpoker no (tyuto-hannpa na)pakuri desu...
512 * joker ha shineru node haitte masen.
514 * TODO: donataka! tsukutte!
515 * - agatta yaku no kiroku (like DQ).
516 * - kakkoii card no e.
517 * - sousa-sei no koujyo.
518 * - code wo wakariyasuku.
520 * - Joker... -- done.
523 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
526 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
527 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
528 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
530 static int cards[5]; /*!< ポーカーの現在の手札ID */
537 static void reset_deck(int deck[])
540 for (i = 0; i < 53; i++) deck[i] = i;
543 for (i = 0; i < 53; i++){
544 int tmp1 = randint0(53 - i) + i;
546 deck[i] = deck[tmp1];
552 * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
553 * @return ジョーカーを持っているか。
555 static bool have_joker(void)
559 for (i = 0; i < 5; i++){
560 if(IS_JOKER(cards[i])) return TRUE;
566 * @brief ポーカーの手札に該当の番号の札があるかを返す。
567 * @param num 探したいカードの番号。
568 * @return 該当の番号が手札にあるか。
570 static bool find_card_num(int num)
573 for (i = 0; i < 5; i++)
574 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
579 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
582 static bool yaku_check_flush(void)
585 bool joker_is_used = FALSE;
587 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
588 for (i = 0; i < 5; i++){
589 if (SUIT_OF(cards[i]) != suit){
590 if(have_joker() && !joker_is_used)
591 joker_is_used = TRUE;
601 * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
602 * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
604 static int yaku_check_straight(void)
607 bool joker_is_used = FALSE;
608 bool straight = FALSE;
611 for (i = 0; i < 5; i++)
613 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
614 lowest = NUM_OF(cards[i]);
617 /* Check Royal Straight Flush */
618 if (yaku_check_flush())
621 for (i = 0; i < 4; i++)
623 if (!find_card_num(9 + i)){
624 if( have_joker() && !joker_is_used )
625 joker_is_used = TRUE;
630 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
633 for (i = 0; i < 3; i++)
635 if (!find_card_num(10 + i))
638 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
642 joker_is_used = FALSE;
644 /* Straight Only Check */
646 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
647 for (i = 0; i < 4; i++)
649 if (!find_card_num(9 + i)) {
650 if (have_joker() && !joker_is_used)
651 joker_is_used = TRUE;
656 if(i == 4) straight = TRUE;
659 joker_is_used = FALSE;
661 for (i = 0; i < 5; i++)
663 if(!find_card_num(lowest + i)){
664 if( have_joker() && !joker_is_used )
665 joker_is_used = TRUE;
670 if(i == 5) straight = TRUE;
672 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
673 else if(straight) return 1; /* Only Straight */
678 * @brief ポーカーのペア役の状態を返す。
679 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
681 static int yaku_check_pair(void)
683 int i, i2, matching = 0;
685 for (i = 0; i < 5; i++)
687 for (i2 = i+1; i2 < 5; i2++)
689 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
690 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
721 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
722 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
723 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
724 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
725 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
726 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
727 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
728 #define ODDS_ST 4 /*!< ストレートの役倍率 */
729 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
730 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
733 * @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
736 static int yaku_check(void)
740 switch(yaku_check_straight()){
742 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
745 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
748 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
751 /* Not straight -- fall through */
755 if (yaku_check_flush())
757 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
761 switch (yaku_check_pair())
764 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
767 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
770 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
773 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
776 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
779 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
781 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
786 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
796 * @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
797 * @param hoge カーソルの現在位置
798 * @param kaeruka カードの捨てる/残すフラグ配列
801 static void display_kaeruka(int hoge, int kaeruka[])
804 char col = TERM_WHITE;
805 for (i = 0; i < 5; i++)
807 if (i == hoge) col = TERM_YELLOW;
808 else if(kaeruka[i]) col = TERM_WHITE;
809 else col = TERM_L_BLUE;
812 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
814 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
816 if (hoge > 4) col = TERM_YELLOW;
817 else col = TERM_WHITE;
818 c_put_str(col, _("決定", "Sure"), 16, 38);
820 /* Hilite current option */
821 if (hoge < 5) move_cursor(14, 5+hoge*16);
822 else move_cursor(16, 38);
826 * @brief ポーカーの手札を表示する。
829 static void display_cards(void)
832 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
834 concptr suit[4] = {"★", "●", "¶", "†"};
835 concptr card_grph[13][7] = {{"A %s ",
926 concptr joker_grph[7] = { " ",
936 concptr suit[4] = {"[]", "qp", "<>", "db"};
937 concptr card_grph[13][7] = {{"A %s ",
1028 concptr joker_grph[7] = { " ",
1037 for (i = 0; i < 5; i++)
1039 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
1042 for (i = 0; i < 5; i++)
1044 for (j = 0; j < 7; j++)
1046 prt(_("┃", " |"), j+6, i*16);
1047 if(IS_JOKER(cards[i]))
1048 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
1050 c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]), j+6, 2+i*16);
1051 prt(_("┃", "| "), j+6, i*16+14);
1054 for (i = 0; i < 5; i++)
1056 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
1061 * @brief ポーカーの1プレイルーチン。
1064 static int do_poker(void)
1068 int deck[53]; /* yamafuda : 0...52 */
1070 int kaeruka[5]; /* 0:kaenai 1:kaeru */
1074 bool kakikae = TRUE;
1078 for (i = 0; i < 5; i++)
1080 cards[i] = deck[deck_ptr++];
1081 kaeruka[i] = 0; /* default:nokosu */
1084 /* suteruno wo kimeru */
1085 prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
1092 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1097 case '6': case 'l': case 'L': case KTRL('F'):
1098 if (!kettei) k = (k+1)%5;
1099 else {k = 0;kettei = FALSE;}
1102 case '4': case 'h': case 'H': case KTRL('B'):
1103 if (!kettei) k = (k+4)%5;
1104 else {k = 4;kettei = FALSE;}
1107 case '2': case 'j': case 'J': case KTRL('N'):
1108 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1110 case '8': case 'k': case 'K': case KTRL('P'):
1111 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1113 case ' ': case '\r':
1114 if (kettei) done = TRUE;
1115 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1124 for (i = 0; i < 5; i++)
1125 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1129 return yaku_check();
1134 /* end of poker codes --Koka */
1137 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1138 * @param cmd プレイするゲームID
1141 static bool gamble_comm(int cmd)
1144 int roll1, roll2, roll3, choice, odds, win;
1149 char out_val[160], tmp_str[80], again;
1154 if (cmd == BACT_GAMBLE_RULES)
1156 /* Peruse the gambling help file */
1157 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1164 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1165 "Hey! You don't have gold - get out of here!"));
1173 maxbet = p_ptr->lev * 200;
1175 /* We can't bet more than we have */
1176 maxbet = MIN(maxbet, p_ptr->au);
1179 strcpy(out_val, "");
1180 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1184 * Use get_string() because we may need more than
1185 * the s16b value returned by get_quantity().
1187 if (get_string(tmp_str, out_val, 32))
1190 for (p = out_val; *p == ' '; p++);
1195 if (wager > p_ptr->au)
1197 msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
1202 else if (wager > maxbet)
1204 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1205 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1210 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1216 oldgold = p_ptr->au;
1218 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1219 prt(tmp_str, 20, 2);
1220 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1221 prt(tmp_str, 21, 2);
1228 case BACT_IN_BETWEEN: /* Game of In-Between */
1229 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1233 roll1 = randint1(10);
1234 roll2 = randint1(10);
1235 choice = randint1(10);
1236 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1239 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1241 prt(tmp_str, 11, 14);
1242 if (((choice > roll1) && (choice < roll2)) ||
1243 ((choice < roll1) && (choice > roll2)))
1246 case BACT_CRAPS: /* Game of Craps */
1247 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1251 roll1 = randint1(6);
1252 roll2 = randint1(6);
1253 roll3 = roll1 + roll2;
1255 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1256 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1258 if ((roll3 == 7) || (roll3 == 11))
1260 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1265 msg_print(_("なにかキーを押すともう一回振ります。", "Hit any key to roll again"));
1268 roll1 = randint1(6);
1269 roll2 = randint1(6);
1270 roll3 = roll1 + roll2;
1271 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1272 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1274 if (roll3 == choice)
1276 else if (roll3 == 7)
1278 } while ((win != TRUE) && (win != FALSE));
1281 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1284 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1286 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1287 prt("--------------------------------", 8, 3);
1288 strcpy(out_val, "");
1289 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1291 for (p = out_val; iswspace(*p); p++);
1295 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1298 else if (choice > 9)
1300 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1304 roll1 = randint0(10);
1305 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1306 "The wheel spins to a stop and the winner is %d"), roll1);
1307 prt(tmp_str, 13, 3);
1309 prt("*", 9, (3 * roll1 + 5));
1310 if (roll1 == choice)
1314 case BACT_DICE_SLOTS: /* The Dice Slots */
1315 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1316 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1317 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1318 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1319 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1320 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1321 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1322 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1325 roll1 = randint1(21);
1335 roll2 = randint1(21);
1345 choice = randint1(21);
1355 put_str("/--------------------------\\", 7, 2);
1356 prt("\\--------------------------/", 17, 2);
1357 display_fruit(8, 3, roll1 - 1);
1358 display_fruit(8, 12, roll2 - 1);
1359 display_fruit(8, 21, choice - 1);
1360 if ((roll1 == roll2) && (roll2 == choice))
1379 else if ((roll1 == 1) && (roll2 == 1))
1388 if (odds) win = TRUE;
1394 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1396 p_ptr->au += odds * wager;
1397 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1399 prt(tmp_str, 17, 37);
1403 prt(_("あなたの負け", "You Lost"), 16, 37);
1406 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1408 prt(tmp_str, 22, 2);
1409 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1411 move_cursor(18, 52);
1416 if (wager > p_ptr->au)
1418 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1419 "Hey! You don't have the gold - get out of here!"));
1425 } while ((again == 'y') || (again == 'Y'));
1428 if (p_ptr->au >= oldgold)
1430 msg_print(_("「今回は儲けたな!でも次はこっちが勝ってやるからな、絶対に!」",
1431 "You came out a winner! We'll win next time, I'm sure."));
1432 chg_virtue(p_ptr, V_CHANCE, 3);
1436 msg_print(_("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」", "You lost gold! Haha, better head home."));
1437 chg_virtue(p_ptr, V_CHANCE, -3);
1447 * @brief モンスター闘技場に参加するモンスターを更新する。
1450 void update_gambling_monsters(void)
1457 bool old_inside_battle = p_ptr->phase_out;
1459 for (i = 0; i < current_world_ptr->max_d_idx; i++)
1460 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1462 mon_level = randint1(MIN(max_dl, 122)) + 5;
1463 if (randint0(100) < 60)
1465 i = randint1(MIN(max_dl, 122)) + 5;
1466 mon_level = MAX(i, mon_level);
1468 if (randint0(100) < 30)
1470 i = randint1(MIN(max_dl, 122)) + 5;
1471 mon_level = MAX(i, mon_level);
1478 for (i = 0; i < 4; i++)
1484 get_mon_num_prep(monster_can_entry_arena, NULL);
1485 p_ptr->phase_out = TRUE;
1486 r_idx = get_mon_num(mon_level);
1487 p_ptr->phase_out = old_inside_battle;
1488 if (!r_idx) continue;
1490 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1492 if ((r_info[r_idx].level + 10) > mon_level) continue;
1495 for (j = 0; j < i; j++)
1496 if (r_idx == battle_mon[j]) break;
1497 if (j < i) continue;
1501 battle_mon[i] = r_idx;
1502 if (r_info[r_idx].level < 45) tekitou = TRUE;
1505 for (i = 0; i < 4; i++)
1507 monster_race *r_ptr = &r_info[battle_mon[i]];
1508 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1510 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1511 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1513 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1514 power[i] = power[i] * (100 + r_ptr->level) / 100;
1515 if (r_ptr->speed > 110)
1516 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1517 if (r_ptr->speed < 110)
1518 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1520 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1521 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1522 power[i] = power[i] * 4 / 3;
1523 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1524 power[i] = power[i] * 4 / 3;
1525 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1526 power[i] = power[i] * 11 / 10;
1527 if (r_ptr->flags1 & RF1_RAND_25)
1528 power[i] = power[i] * 9 / 10;
1529 if (r_ptr->flags1 & RF1_RAND_50)
1530 power[i] = power[i] * 9 / 10;
1531 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1532 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1536 for (i = 0; i < 4; i++)
1538 if (power[i] <= 0) break;
1539 power[i] = total * 60 / power[i];
1540 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1541 if ((power[i] < 160) && randint0(20)) break;
1542 if (power[i] < 101) power[i] = 100 + randint1(5);
1543 mon_odds[i] = power[i];
1550 * @brief モンスター闘技場のメインルーチン
1551 * @return 賭けを開始したか否か
1553 static bool kakutoujou(void)
1557 char out_val[160], tmp_str[80];
1560 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1562 update_gambling_monsters();
1563 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1571 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", "Hey! You don't have gold - get out of here!"));
1583 "Monsters Odds"), 4, 4);
1587 monster_race *r_ptr = &r_info[battle_mon[i]];
1589 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1590 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1591 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1592 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1595 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1605 if (i >= '1' && i <= '4')
1607 sel_monster = i-'1';
1608 battle_odds = mon_odds[sel_monster];
1615 for (i = 0; i < 4; i++)
1616 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1618 maxbet = p_ptr->lev * 200;
1620 /* We can't bet more than we have */
1621 maxbet = MIN(maxbet, p_ptr->au);
1624 strcpy(out_val, "");
1625 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1627 * Use get_string() because we may need more than
1628 * the s16b value returned by get_quantity().
1630 if (get_string(tmp_str, out_val, 32))
1633 for (p = out_val; *p == ' '; p++);
1638 if (wager > p_ptr->au)
1640 msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
1646 else if (wager > maxbet)
1648 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。", "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1654 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1658 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1661 reset_tim_flags(p_ptr);
1663 /* Save the surface floor as saved floor */
1664 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1666 p_ptr->phase_out = TRUE;
1667 p_ptr->leaving = TRUE;
1668 p_ptr->leave_bldg = TRUE;
1681 * @brief 本日の賞金首情報を表示する。
1684 static void today_target(void)
1687 monster_race *r_ptr = &r_info[today_mon];
1690 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1691 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1692 c_put_str(TERM_YELLOW, buf, 6, 10);
1693 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1695 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1697 p_ptr->today_mon = today_mon;
1701 * @brief ツチノコの賞金首情報を表示する。
1704 static void tsuchinoko(void)
1707 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1708 c_put_str(TERM_YELLOW, _("ターゲット:幻の珍獣「ツチノコ」", "target: the rarest animal 'Tsuchinoko'"), 6, 10);
1709 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1710 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1711 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1715 * @brief 通常の賞金首情報を表示する。
1718 static void shoukinkubi(void)
1724 prt(_("死体を持ち帰れば報酬を差し上げます。", "Offer a prize when you bring a wanted monster's corpse"),4 ,10);
1725 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1727 for (i = 0; i < MAX_KUBI; i++)
1731 monster_race *r_ptr = &r_info[(current_world_ptr->bounty_r_idx[i] > 10000 ? current_world_ptr->bounty_r_idx[i] - 10000 : current_world_ptr->bounty_r_idx[i])];
1733 if (current_world_ptr->bounty_r_idx[i] > 10000)
1736 done_mark = _("(済)", "(done)");
1744 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1747 if (!y && (i < MAX_KUBI -1))
1749 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1760 * 賞金首の報酬テーブル / List of prize object
1763 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1764 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1765 } prize_list[MAX_KUBI] =
1767 {TV_POTION, SV_POTION_CURING},
1768 {TV_POTION, SV_POTION_SPEED},
1769 {TV_POTION, SV_POTION_SPEED},
1770 {TV_POTION, SV_POTION_RESISTANCE},
1771 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1773 {TV_POTION, SV_POTION_HEALING},
1774 {TV_POTION, SV_POTION_RESTORE_MANA},
1775 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1776 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1777 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1779 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1780 {TV_POTION, SV_POTION_STAR_HEALING},
1781 {TV_POTION, SV_POTION_STAR_HEALING},
1782 {TV_POTION, SV_POTION_NEW_LIFE},
1783 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1785 {TV_POTION, SV_POTION_LIFE},
1786 {TV_POTION, SV_POTION_LIFE},
1787 {TV_POTION, SV_POTION_AUGMENTATION},
1788 {TV_POTION, SV_POTION_INVULNERABILITY},
1789 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1793 * @brief 賞金首の引き換え処理 / Get prize
1794 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1796 static bool kankin(void)
1800 bool change = FALSE;
1801 GAME_TEXT o_name[MAX_NLEN];
1804 /* Loop for p_ptr->inventory_list and right/left arm */
1805 for (i = 0; i <= INVEN_LARM; i++)
1807 o_ptr = &p_ptr->inventory_list[i];
1809 /* Living Tsuchinoko worthes $1000000 */
1810 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1812 char buf[MAX_NLEN+20];
1813 object_desc(o_name, o_ptr, 0);
1814 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1817 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1818 p_ptr->au += 1000000L * o_ptr->number;
1819 p_ptr->redraw |= (PR_GOLD);
1820 inven_item_increase(i, -o_ptr->number);
1821 inven_item_describe(i);
1822 inven_item_optimize(i);
1828 for (i = 0; i < INVEN_PACK; i++)
1830 o_ptr = &p_ptr->inventory_list[i];
1832 /* Corpse of Tsuchinoko worthes $200000 */
1833 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1835 char buf[MAX_NLEN+20];
1836 object_desc(o_name, o_ptr, 0);
1837 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1840 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1841 p_ptr->au += 200000L * o_ptr->number;
1842 p_ptr->redraw |= (PR_GOLD);
1843 inven_item_increase(i, -o_ptr->number);
1844 inven_item_describe(i);
1845 inven_item_optimize(i);
1851 for (i = 0; i < INVEN_PACK; i++)
1853 o_ptr = &p_ptr->inventory_list[i];
1855 /* Bones of Tsuchinoko worthes $100000 */
1856 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1858 char buf[MAX_NLEN+20];
1859 object_desc(o_name, o_ptr, 0);
1860 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1863 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1864 p_ptr->au += 100000L * o_ptr->number;
1865 p_ptr->redraw |= (PR_GOLD);
1866 inven_item_increase(i, -o_ptr->number);
1867 inven_item_describe(i);
1868 inven_item_optimize(i);
1874 for (i = 0; i < INVEN_PACK; i++)
1876 o_ptr = &p_ptr->inventory_list[i];
1877 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1879 char buf[MAX_NLEN+20];
1880 object_desc(o_name, o_ptr, 0);
1881 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1884 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1885 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1886 p_ptr->redraw |= (PR_GOLD);
1887 inven_item_increase(i, -o_ptr->number);
1888 inven_item_describe(i);
1889 inven_item_optimize(i);
1895 for (i = 0; i < INVEN_PACK; i++)
1897 o_ptr = &p_ptr->inventory_list[i];
1899 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1901 char buf[MAX_NLEN+20];
1902 object_desc(o_name, o_ptr, 0);
1903 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1906 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1907 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1908 p_ptr->redraw |= (PR_GOLD);
1909 inven_item_increase(i, -o_ptr->number);
1910 inven_item_describe(i);
1911 inven_item_optimize(i);
1917 for (j = 0; j < MAX_KUBI; j++)
1919 /* Need reverse order --- Positions will be changed in the loop */
1920 for (i = INVEN_PACK-1; i >= 0; i--)
1922 o_ptr = &p_ptr->inventory_list[i];
1923 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1925 char buf[MAX_NLEN+20];
1927 INVENTORY_IDX item_new;
1930 object_desc(o_name, o_ptr, 0);
1931 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1932 if (!get_check(buf)) continue;
1934 #if 0 /* Obsoleted */
1935 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number);
1936 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1937 p_ptr->redraw |= (PR_GOLD);
1938 inven_item_increase(i, -o_ptr->number);
1939 inven_item_describe(i);
1940 inven_item_optimize(i);
1941 chg_virtue(p_ptr, V_JUSTICE, 5);
1942 current_world_ptr->bounty_r_idx[j] += 10000;
1945 #endif /* Obsoleted */
1948 inven_item_increase(i, -o_ptr->number);
1949 inven_item_describe(i);
1950 inven_item_optimize(i);
1952 chg_virtue(p_ptr, V_JUSTICE, 5);
1953 current_world_ptr->bounty_r_idx[j] += 10000;
1955 /* Count number of unique corpses already handed */
1956 for (num = 0, k = 0; k < MAX_KUBI; k++)
1958 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1960 msg_format(_("これで合計 %d ポイント獲得しました。" ,"You earned %d point%s total."), num, (num > 1 ? "s" : ""));
1962 /* Prepare to make a prize */
1963 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1964 apply_magic(&forge, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
1966 object_aware(&forge);
1967 object_known(&forge);
1970 * Hand it --- Assume there is an empty slot.
1971 * Since a corpse is handed at first,
1972 * there is at least one empty slot.
1974 item_new = inven_carry(&forge);
1976 object_desc(o_name, &forge, 0);
1977 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1979 /* Auto-inscription */
1980 autopick_alter_item(item_new, FALSE);
1990 msg_print(_("賞金を得られそうなものは持っていなかった。", "You have nothing."));
1998 * @brief 宿屋の利用サブルーチン
1999 * @details inn commands\n
2000 * Note that resting for the night was a perfect way to avoid player\n
2001 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2002 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2003 * will not be that useful. I will keep it in the hopes the player\n
2004 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2005 * Resting at night is also a quick way to restock stores -KMW-\n
2006 * @param cmd 宿屋の利用施設ID
2007 * @return 施設の利用が実際に行われたか否か。
2009 static bool inn_comm(int cmd)
2013 case BACT_FOOD: /* Buy food & drink */
2014 if (p_ptr->food >= PY_FOOD_FULL)
2016 msg_print(_("今は満腹だ。", "You are full now."));
2019 msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
2020 (void)set_food(p_ptr, PY_FOOD_MAX - 1);
2023 case BACT_REST: /* Rest for the night */
2024 if ((p_ptr->poisoned) || (p_ptr->cut))
2026 msg_print(_("あなたに必要なのは部屋ではなく、治療者です。", "You need a healer, not a room."));
2028 msg_print(_("すみません、でもうちで誰かに死なれちゃ困りますんで。", "Sorry, but don't want anyone dying in here."));
2032 s32b oldturn = current_world_ptr->game_turn;
2033 int prev_day, prev_hour, prev_min;
2035 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2036 if ((prev_hour >= 6) && (prev_hour <= 17))
2037 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2039 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2041 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2042 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2044 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2045 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2048 prevent_turn_overflow();
2050 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(p_ptr, NIKKI_HIGAWARI, 0, NULL);
2051 p_ptr->chp = p_ptr->mhp;
2053 if (ironman_nightmare)
2055 msg_print(_("眠りに就くと恐ろしい光景が心をよぎった。", "Horrible visions flit through your mind as you sleep."));
2057 /* Have some nightmares */
2060 sanity_blast(p_ptr, NULL, FALSE);
2061 if (!one_in_(3)) break;
2064 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2065 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2069 set_blind(p_ptr, 0);
2070 set_confused(p_ptr, 0);
2072 p_ptr->chp = p_ptr->mhp;
2073 p_ptr->csp = p_ptr->msp;
2074 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2077 for (i = 0; i < 72; i++)
2079 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2081 for (; i < 108; i++)
2083 p_ptr->magic_num1[i] = 0;
2087 if ((prev_hour >= 6) && (prev_hour <= 17))
2089 msg_print(_("あなたはリフレッシュして目覚め、夕方を迎えた。", "You awake refreshed for the evening."));
2090 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2094 msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
2095 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2101 case BACT_RUMORS: /* Listen for rumors */
2103 display_rumor(TRUE);
2113 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2114 * @param questnum クエストのID
2115 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2118 static void get_questinfo(IDX questnum, bool do_init)
2121 QUEST_IDX old_quest;
2122 GAME_TEXT tmp_str[80];
2124 /* Clear the text */
2125 for (i = 0; i < 10; i++)
2127 quest_text[i][0] = '\0';
2130 quest_text_line = 0;
2132 /* Set the quest number temporary */
2133 old_quest = p_ptr->inside_quest;
2134 p_ptr->inside_quest = questnum;
2136 /* Get the quest text */
2137 init_flags = INIT_SHOW_TEXT;
2138 if (do_init) init_flags |= INIT_ASSIGN;
2140 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2142 /* Reset the old quest number */
2143 p_ptr->inside_quest = old_quest;
2145 /* Print the quest info */
2146 sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
2150 prt(quest[questnum].name, 7, 0);
2152 for (i = 0; i < 10; i++)
2154 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2159 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2162 static void castle_quest(void)
2164 QUEST_IDX q_index = 0;
2165 monster_race *r_ptr;
2172 /* Current quest of the building */
2173 q_index = p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2175 /* Is there a quest available at the building? */
2178 put_str(_("今のところクエストはありません。", "I don't have a quest for you at the moment."), 8, 0);
2182 q_ptr = &quest[q_index];
2184 /* Quest is completed */
2185 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2187 /* Rewarded quest */
2188 q_ptr->status = QUEST_STATUS_REWARDED;
2190 get_questinfo(q_index, FALSE);
2192 reinit_wilderness = TRUE;
2195 else if (q_ptr->status == QUEST_STATUS_FAILED)
2197 get_questinfo(q_index, FALSE);
2199 /* Mark quest as done (but failed) */
2200 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2202 reinit_wilderness = TRUE;
2204 /* Quest is still unfinished */
2205 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2207 put_str(_("あなたは現在のクエストを終了させていません!", "You have not completed your current quest yet!"), 8, 0);
2208 put_str(_("CTRL-Qを使えばクエストの状態がチェックできます。", "Use CTRL-Q to check the status of your quest."), 9, 0);
2209 put_str(_("クエストを終わらせたら戻って来て下さい。", "Return when you have completed your quest."), 12, 0);
2212 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2214 q_ptr->status = QUEST_STATUS_TAKEN;
2216 reinit_wilderness = TRUE;
2218 /* Assign a new quest */
2219 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2221 if (q_ptr->r_idx == 0)
2223 /* Random monster at least 5 - 10 levels out of deep */
2224 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2227 r_ptr = &r_info[q_ptr->r_idx];
2229 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2231 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2232 r_ptr = &r_info[q_ptr->r_idx];
2235 if (q_ptr->max_num == 0)
2237 /* Random monster number */
2238 if (randint1(10) > 7)
2241 q_ptr->max_num = randint1(3) + 1;
2245 name = (r_name + r_ptr->name);
2246 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2250 get_questinfo(q_index, TRUE);
2257 * @brief 町に関するヘルプを表示する / Display town history
2260 static void town_history(void)
2264 /* Peruse the building help file */
2265 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2270 * @brief 攻撃時スレイによるダメージ期待値修正計算 / critical happens at i / 10000
2272 * @param mult スレイ倍率(掛け算部分)
2273 * @param div スレイ倍率(割り算部分)
2274 * @param force 理力特別計算フラグ
2277 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2285 tmp += dam * 60 * 2;
2299 * @brief 攻撃時の期待値計算(スレイ→重量クリティカル→切れ味効果)
2301 * @param mult スレイ倍率(掛け算部分)
2302 * @param div スレイ倍率(割り算部分)
2303 * @param force 理力特別計算フラグ
2305 * @param plus 武器ダメージ修正
2306 * @param meichuu 命中値
2307 * @param dokubari 毒針処理か否か
2308 * @param vorpal_mult 切れ味倍率(掛け算部分)
2309 * @param vorpal_div 切れ味倍率(割り算部分)
2312 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2314 dam = calc_slaydam(dam, mult, div, force);
2315 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2316 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2322 * @brief 武器の各条件毎のダメージ期待値を表示する。
2325 * @param mindice ダイス部分最小値
2326 * @param maxdice ダイス部分最大値
2328 * @param dam_bonus ダメージ修正値
2330 * @param color 条件内容の表示色
2332 * Display the damage figure of an object\n
2333 * (used by compare_weapon_aux)\n
2335 * Only accurate for the current weapon, because it includes\n
2336 * the current +dam of the player.\n
2339 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2341 GAME_TEXT tmp_str[80];
2344 mindam = blows * (mindice + dam_bonus);
2345 maxdam = blows * (maxdice + dam_bonus);
2347 /* Print the intro text */
2348 c_put_str(color, attr, r, c);
2350 /* Calculate the min and max damage figures */
2351 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2353 /* Print the damage */
2354 put_str(tmp_str, r, c + 8);
2359 * @brief 武器一つ毎のダメージ情報を表示する。
2360 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2361 * @param col 表示する行の上端
2364 * Show the damage figures for the various monster types\n
2366 * Only accurate for the current weapon, because it includes\n
2367 * the current number of blows for the player.\n
2370 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2372 BIT_FLAGS flgs[TR_FLAG_SIZE];
2373 int blow = p_ptr->num_blow[0];
2375 bool dokubari = FALSE;
2377 /* Effective dices */
2378 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2379 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2381 int mindice = eff_dd;
2382 int maxdice = eff_ds * eff_dd;
2385 int vorpal_mult = 1;
2387 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2390 /* Get the flags of the weapon */
2391 object_flags(o_ptr, flgs);
2393 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2396 /* Show Critical Damage*/
2397 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2398 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2400 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2404 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2406 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2417 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2418 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2419 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2422 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2426 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2427 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2428 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2431 /* Print the relevant lines */
2432 if (have_flag(flgs, TR_KILL_ANIMAL))
2434 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2435 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2436 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2438 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2440 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2441 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2442 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2444 if (have_flag(flgs, TR_KILL_EVIL))
2446 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2447 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2448 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2450 else if (have_flag(flgs, TR_SLAY_EVIL))
2452 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2453 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2454 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2456 if (have_flag(flgs, TR_KILL_HUMAN))
2458 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2459 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2460 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2462 else if (have_flag(flgs, TR_SLAY_HUMAN))
2464 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2465 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2466 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2468 if (have_flag(flgs, TR_KILL_UNDEAD))
2470 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2471 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2472 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2474 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2476 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2477 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2478 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2480 if (have_flag(flgs, TR_KILL_DEMON))
2482 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2483 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2484 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2486 else if (have_flag(flgs, TR_SLAY_DEMON))
2488 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2489 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2490 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2492 if (have_flag(flgs, TR_KILL_ORC))
2494 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2495 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2496 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2498 else if (have_flag(flgs, TR_SLAY_ORC))
2500 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2501 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2502 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2504 if (have_flag(flgs, TR_KILL_TROLL))
2506 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2507 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2508 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2510 else if (have_flag(flgs, TR_SLAY_TROLL))
2512 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2513 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2514 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2516 if (have_flag(flgs, TR_KILL_GIANT))
2518 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2519 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2520 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2522 else if (have_flag(flgs, TR_SLAY_GIANT))
2524 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2525 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2526 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2528 if (have_flag(flgs, TR_KILL_DRAGON))
2530 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2531 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2532 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2534 else if (have_flag(flgs, TR_SLAY_DRAGON))
2536 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2537 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2538 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2540 if (have_flag(flgs, TR_BRAND_ACID))
2542 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2543 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2544 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2546 if (have_flag(flgs, TR_BRAND_ELEC))
2548 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2549 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2550 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2552 if (have_flag(flgs, TR_BRAND_FIRE))
2554 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2555 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2556 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2558 if (have_flag(flgs, TR_BRAND_COLD))
2560 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2561 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2562 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2564 if (have_flag(flgs, TR_BRAND_POIS))
2566 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2567 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2568 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2573 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2574 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2575 * @param row 表示する列の左端
2576 * @param col 表示する行の上端
2578 * Displays all info about a weapon
2580 * Only accurate for the current weapon, because it includes
2581 * various info about the player's +to_dam and number of blows.
2584 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2586 GAME_TEXT o_name[MAX_NLEN];
2587 GAME_TEXT tmp_str[80];
2589 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2590 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2591 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2593 /* Print the weapon name */
2594 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2595 c_put_str(TERM_YELLOW, o_name, row, col);
2597 /* Print the player's number of blows */
2598 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2599 put_str(tmp_str, row+1, col);
2601 /* Print to_hit and to_dam of the weapon */
2602 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2603 put_str(tmp_str, row+2, col);
2605 /* Print the weapons base damage dice */
2606 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2607 (int)hit_chance(reli, 0),
2608 (int)hit_chance(reli, 50),
2609 (int)hit_chance(reli, 100),
2610 (int)hit_chance(reli, 150),
2611 (int)hit_chance(reli, 200));
2612 put_str(tmp_str, row+3, col);
2613 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2615 /* Damage for one blow (if it hits) */
2616 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2617 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2618 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2619 put_str(tmp_str, row+6, col+1);
2621 /* Damage for the complete attack (if all blows hit) */
2622 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2623 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2624 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2625 put_str(tmp_str, row+7, col+1);
2629 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2631 * Copies the weapons to compare into the weapon-slot and\n
2632 * compares the values for both weapons.\n
2633 * 武器1つだけで比較をしないなら費用は半額になる。
2634 * @param bcost 基本鑑定費用
2635 * @return 最終的にかかった費用
2637 static PRICE compare_weapons(PRICE bcost)
2640 OBJECT_IDX item, item2;
2641 object_type *o_ptr[2];
2642 object_type orig_weapon;
2646 TERM_LEN wid = 38, mgn = 2;
2647 bool old_character_xtra = current_world_ptr->character_xtra;
2650 PRICE cost = 0; /* First time no price */
2655 /* Store copy of original wielded weapon */
2656 i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2657 object_copy(&orig_weapon, i_ptr);
2659 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2661 /* Get the first weapon */
2662 q = _("第一の武器は?", "What is your first weapon? ");
2663 s = _("比べるものがありません。", "You have nothing to compare.");
2665 o_ptr[0] = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2679 /* Only compare melee weapons */
2680 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2682 /* Hack -- prevent "icky" message */
2683 current_world_ptr->character_xtra = TRUE;
2685 /* Diaplay selected weapon's infomation */
2686 for (i = 0; i < n; i++)
2688 int col = (wid * i + mgn);
2690 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2691 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2693 p_ptr->update |= PU_BONUS;
2696 /* List the new values */
2697 list_weapon(o_ptr[i], row, col);
2698 compare_weapon_aux(o_ptr[i], col, row + 8);
2700 /* Copy back the original weapon into the weapon slot */
2701 object_copy(i_ptr, &orig_weapon);
2704 /* Reset the values for the old weapon */
2705 p_ptr->update |= PU_BONUS;
2708 current_world_ptr->character_xtra = old_character_xtra;
2711 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2712 put_str("(一番高いダメージが適用されます。複数の倍打効果は足し算されません。)", row + 4, 0);
2713 prt("現在の技量から判断すると、あなたの武器は以下のような威力を発揮します:", 0, 0);
2715 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2716 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2717 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2725 if (total + cost > p_ptr->au)
2727 msg_print(_("お金が足りません!", "You don't have enough money!"));
2732 q = _("第二の武器は?", "What is your second weapon? ");
2733 s = _("比べるものがありません。", "You have nothing to compare.");
2735 /* Get the second weapon */
2736 o_ptr[1] = choose_object(p_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2737 if (!o_ptr[1]) continue;
2755 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2757 * Calculate and display the dodge-rate and the protection-rate
2759 * @param iAC プレイヤーのAC。
2760 * @return 常にTRUEを返す。
2762 static bool eval_ac(ARMOUR_CLASS iAC)
2766 "ダメージ軽減率とは、敵の攻撃が当たった時そのダメージを\n"
2767 "何パーセント軽減するかを示します。\n"
2768 "ダメージ軽減は通常の直接攻撃(種類が「攻撃する」と「粉砕する」の物)\n"
2769 "に対してのみ効果があります。\n \n"
2770 "敵のレベルとは、その敵が通常何階に現れるかを示します。\n \n"
2771 "回避率は敵の直接攻撃を何パーセントの確率で避けるかを示し、\n"
2772 "敵のレベルとあなたのACによって決定されます。\n \n"
2773 "ダメージ期待値とは、敵の100ポイントの通常攻撃に対し、\n"
2774 "回避率とダメージ軽減率を考慮したダメージの期待値を示します。\n";
2777 "'Protection Rate' means how much damage is reduced by your armor.\n"
2778 "Note that the Protection rate is effective only against normal "
2779 "'attack' and 'shatter' type melee attacks, "
2780 "and has no effect against any other types such as 'poison'.\n \n"
2781 "'Dodge Rate' indicates the success rate on dodging the "
2782 "monster's melee attacks. "
2783 "It is depend on the level of the monster and your AC.\n \n"
2784 "'Average Damage' indicates the expected amount of damage "
2785 "when you are attacked by normal melee attacks with power=100.";
2789 TERM_LEN col, row = 2;
2791 char buf[80*20], *t;
2793 /* AC lower than zero has no effect */
2794 if (iAC < 0) iAC = 0;
2797 protection = 100 * MIN(iAC, 150) / 250;
2802 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2803 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2806 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2807 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2808 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2810 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2812 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2813 int dodge; /* 回避率(%) */
2814 int average; /* ダメージ期待値 */
2816 put_str(format("%3d", lvl), row + 0, col);
2819 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2820 put_str(format("%3d%%", dodge), row + 1, col);
2822 /* 100点の攻撃に対してのダメージ期待値を計算 */
2823 average = (100 - dodge) * (100 - protection) / 100;
2824 put_str(format("%3d", average), row + 2, col);
2828 roff_to_buf(memo, 70, buf, sizeof(buf));
2829 for (t = buf; t[0]; t += strlen(t) + 1)
2830 put_str(t, (row++) + 4, 4);
2832 prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
2844 * @brief 修復材料のオブジェクトから修復対象に特性を移植する。
2845 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2846 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2847 * @return 修復対象になるならTRUEを返す。
2849 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2852 int cand[TR_FLAG_MAX];
2853 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2854 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2856 object_flags(to_ptr, to_flgs);
2857 object_flags(from_ptr, from_flgs);
2859 for (i = 0; i < TR_FLAG_MAX; i++)
2863 case TR_IGNORE_ACID:
2864 case TR_IGNORE_ELEC:
2865 case TR_IGNORE_FIRE:
2866 case TR_IGNORE_COLD:
2875 case TR_FIXED_FLAVOR:
2878 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2880 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2888 int tr_idx = cand[randint0(n)];
2889 add_flag(to_ptr->art_flags, tr_idx);
2890 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2891 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2892 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2893 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2900 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2901 * @param bcost 基本修復費用
2904 static PRICE repair_broken_weapon_aux(PRICE bcost)
2907 OBJECT_IDX item, mater;
2908 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2910 int i, dd_bonus, ds_bonus;
2911 KIND_OBJECT_IDX k_idx;
2912 char basenm[MAX_NLEN];
2917 prt(_("修復には材料となるもう1つの武器が必要です。", "Hand one material weapon to repair a broken weapon."), row, 2);
2918 prt(_("材料に使用した武器はなくなります!", "The material weapon will disappear after repairing!!"), row+1, 2);
2920 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2921 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2923 /* Only forge broken weapons */
2924 item_tester_hook = item_tester_hook_broken_weapon;
2926 o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2927 if (!o_ptr) return (0);
2929 /* It is worthless */
2930 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2932 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2936 /* They are too many */
2937 if (o_ptr->number > 1)
2939 msg_format(_("一度に複数を修復することはできません!", "They are too many to repair at once!"));
2943 /* Display item name */
2944 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2945 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2947 q = _("材料となる武器は?", "Which weapon for material? ");
2948 s = _("材料となる武器がありません。", "You have no material to repair.");
2950 /* Only forge broken weapons */
2951 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2953 mo_ptr = choose_object(p_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2954 if (!mo_ptr) return (0);
2957 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2961 /* Display item name */
2962 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2963 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2965 /* Get the value of one of the items (except curses) */
2966 cost = bcost + object_value_real(o_ptr) * 2;
2968 if (!get_check(format(_("$%dかかりますがよろしいですか? ", "Costs %d gold, okay? "), cost))) return (0);
2970 /* Check if the player has enough money */
2971 if (p_ptr->au < cost)
2973 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2974 msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
2979 p_ptr->total_weight -= o_ptr->weight;
2981 if (o_ptr->sval == SV_BROKEN_DAGGER)
2986 /* Suppress compiler warning */
2989 for (j = 1; j < max_k_idx; j++)
2991 object_kind *k_aux_ptr = &k_info[j];
2993 if (k_aux_ptr->tval != TV_SWORD) continue;
2994 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2995 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2996 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2997 if (k_aux_ptr->weight > 99) continue;
3006 else /* TV_BROKEN_SWORD */
3008 /* Repair to a sword or sometimes material's type weapon */
3009 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3013 object_kind *ck_ptr;
3015 k_idx = lookup_kind(tval, SV_ANY);
3016 ck_ptr = &k_info[k_idx];
3018 if (tval == TV_SWORD)
3020 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3021 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3022 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3023 (ck_ptr->sval == SV_DOKUBARI)) continue;
3025 if (tval == TV_POLEARM)
3027 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3028 (ck_ptr->sval == SV_TSURIZAO)) continue;
3030 if (tval == TV_HAFTED)
3032 if ((ck_ptr->sval == SV_GROND) ||
3033 (ck_ptr->sval == SV_WIZSTAFF) ||
3034 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3041 /* Calculate dice bonuses */
3042 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3043 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3044 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3045 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3047 /* Change base object */
3048 k_ptr = &k_info[k_idx];
3049 o_ptr->k_idx = k_idx;
3050 o_ptr->weight = k_ptr->weight;
3051 o_ptr->tval = k_ptr->tval;
3052 o_ptr->sval = k_ptr->sval;
3053 o_ptr->dd = k_ptr->dd;
3054 o_ptr->ds = k_ptr->ds;
3056 /* Copy base object's ability */
3057 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3058 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3059 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3065 for (i = 1; i < dd_bonus; i++)
3067 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3073 for (i = 1; i < ds_bonus; i++)
3075 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3079 if (have_flag(k_ptr->flags, TR_BLOWS))
3081 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3082 o_ptr->pval = MIN(o_ptr->pval, bmax);
3085 /* Add one random ability from material weapon */
3086 give_one_ability_of_object(o_ptr, mo_ptr);
3088 /* Add to-dam, to-hit and to-ac from material weapon */
3089 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3090 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3091 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3093 if ((o_ptr->name1 == ART_NARSIL) ||
3094 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3095 (object_is_ego(o_ptr) && one_in_(7)))
3098 if (object_is_ego(o_ptr))
3100 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3101 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3104 /* Add one random ability from material weapon */
3105 give_one_ability_of_object(o_ptr, mo_ptr);
3107 /* Add one random activation */
3108 if (!activation_index(o_ptr)) one_activation(o_ptr);
3111 if (o_ptr->name1 == ART_NARSIL)
3113 one_high_resistance(o_ptr);
3117 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3120 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3122 msg_format("$%dで%sに修復しました。", cost, basenm);
3124 msg_format("Repaired into %s for %d gold.", basenm, cost);
3128 /* Remove BROKEN flag */
3129 o_ptr->ident &= ~(IDENT_BROKEN);
3131 /* Add repaired flag */
3132 o_ptr->discount = 99;
3134 p_ptr->total_weight += o_ptr->weight;
3135 calc_android_exp(p_ptr);
3137 /* Decrease material object */
3138 inven_item_increase(mater, -1);
3139 inven_item_optimize(mater);
3142 p_ptr->update |= PU_BONUS;
3145 /* Something happened */
3150 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3151 * @param bcost 基本鑑定費用
3154 static int repair_broken_weapon(PRICE bcost)
3158 cost = repair_broken_weapon_aux(bcost);
3165 * @brief アイテムの強化を行う。 / Enchant item
3166 * @param cost 1回毎の費用
3167 * @param to_hit 命中をアップさせる量
3168 * @param to_dam ダメージをアップさせる量
3169 * @param to_ac ACをアップさせる量
3170 * @return 実際に行ったらTRUE
3172 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3179 int maxenchant = (p_ptr->lev / 5);
3180 char tmp_str[MAX_NLEN];
3183 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3184 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3186 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3187 s = _("改良できるものがありません。", "You have nothing to improve.");
3189 o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3190 if (!o_ptr) return (FALSE);
3192 /* Check if the player has enough money */
3193 if (p_ptr->au < (cost * o_ptr->number))
3195 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3196 msg_format(_("%sを改良するだけのゴールドがありません!", "You do not have the gold to improve %s!"), tmp_str);
3200 /* Enchant to hit */
3201 for (i = 0; i < to_hit; i++)
3203 if (o_ptr->to_h < maxenchant)
3205 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3213 /* Enchant to damage */
3214 for (i = 0; i < to_dam; i++)
3216 if (o_ptr->to_d < maxenchant)
3218 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3227 for (i = 0; i < to_ac; i++)
3229 if (o_ptr->to_a < maxenchant)
3231 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3242 if (flush_failure) flush();
3243 msg_print(_("改良に失敗した。", "The improvement failed."));
3248 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3250 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3252 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3255 /* Charge the money */
3256 p_ptr->au -= (cost * o_ptr->number);
3258 if (item >= INVEN_RARM) calc_android_exp(p_ptr);
3260 /* Something happened */
3267 * @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staves
3269 * The player can select the number of charges to add\n
3270 * (up to a limit), and the recharge never fails.\n
3272 * The cost for rods depends on the level of the rod. The prices\n
3273 * for recharging wands and staves are dependent on the cost of\n
3277 static void building_recharge(void)
3285 PARAMETER_VALUE charges;
3287 char tmp_str[MAX_NLEN];
3291 /* Display some info */
3293 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
3296 /* Only accept legal items */
3297 item_tester_hook = item_tester_hook_recharge;
3299 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3300 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3302 o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
3305 k_ptr = &k_info[o_ptr->k_idx];
3308 * We don't want to give the player free info about
3309 * the level of the item or the number of charges.
3311 /* The item must be "known" */
3312 if (!object_is_known(o_ptr))
3314 msg_format(_("充填する前に鑑定されている必要があります!", "The item must be identified first!"));
3317 if ((p_ptr->au >= 50) &&
3318 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3322 identify_item(o_ptr);
3323 object_desc(tmp_str, o_ptr, 0);
3324 msg_format(_("%s です。", "You have: %s."), tmp_str);
3326 /* Auto-inscription */
3327 autopick_alter_item(item, FALSE);
3329 /* Update the gold display */
3330 building_prt_gold();
3338 /* Extract the object "level" */
3339 lev = k_info[o_ptr->k_idx].level;
3341 /* Price for a rod */
3342 if (o_ptr->tval == TV_ROD)
3344 if (o_ptr->timeout > 0)
3346 /* Fully recharge */
3347 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3351 /* No recharge necessary */
3353 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3357 else if (o_ptr->tval == TV_STAFF)
3359 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3360 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3362 /* Pay at least 10 gold per charge */
3363 price = MAX(10, price);
3367 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3368 price = (k_info[o_ptr->k_idx].cost / 10);
3370 /* Pay at least 10 gold per charge */
3371 price = MAX(10, price);
3374 /* Limit the number of charges for wands and staffs */
3375 if (o_ptr->tval == TV_WAND
3376 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3378 if (o_ptr->number > 1)
3380 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3384 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3388 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3390 if (o_ptr->number > 1)
3392 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3396 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3401 /* Check if the player has enough money */
3402 if (p_ptr->au < price)
3404 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3406 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3408 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3414 if (o_ptr->tval == TV_ROD)
3417 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3419 if (get_check(format("Recharge the %s for %d gold? ",
3420 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3424 /* Recharge fully */
3434 if (o_ptr->tval == TV_STAFF)
3435 max_charges = k_ptr->pval - o_ptr->pval;
3437 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3439 /* Get the quantity for staves and wands */
3440 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3441 MIN(p_ptr->au / price, max_charges));
3444 if (charges < 1) return;
3446 /* Get the new price */
3450 o_ptr->pval += charges;
3452 /* We no longer think the item is empty */
3453 o_ptr->ident &= ~(IDENT_EMPTY);
3457 object_desc(tmp_str, o_ptr, 0);
3459 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3461 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3463 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3465 p_ptr->window |= (PW_INVEN);
3476 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staves
3478 * The player can select the number of charges to add\n
3479 * (up to a limit), and the recharge never fails.\n
3481 * The cost for rods depends on the level of the rod. The prices\n
3482 * for recharging wands and staves are dependent on the cost of\n
3486 static void building_recharge_all(void)
3493 PRICE total_cost = 0;
3496 /* Display some info */
3499 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
3501 /* Calculate cost */
3502 for ( i = 0; i < INVEN_PACK; i++)
3504 o_ptr = &p_ptr->inventory_list[i];
3506 /* skip non magic device */
3507 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3509 /* need identified */
3510 if (!object_is_known(o_ptr)) total_cost += 50;
3512 /* Extract the object "level" */
3513 lev = k_info[o_ptr->k_idx].level;
3515 k_ptr = &k_info[o_ptr->k_idx];
3517 switch (o_ptr->tval)
3520 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3524 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3525 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3527 /* Pay at least 10 gold per charge */
3528 price = MAX(10, price);
3531 price = (k_ptr->pval - o_ptr->pval) * price;
3535 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3536 price = (k_info[o_ptr->k_idx].cost / 10);
3538 /* Pay at least 10 gold per charge */
3539 price = MAX(10, price);
3542 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3546 /* if price <= 0 then item have enough charge */
3547 if (price > 0) total_cost += price;
3552 msg_print(_("充填する必要はありません。", "No need to recharge."));
3557 /* Check if the player has enough money */
3558 if (p_ptr->au < total_cost)
3560 msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost );
3564 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3566 for (i = 0; i < INVEN_PACK; i++)
3568 o_ptr = &p_ptr->inventory_list[i];
3569 k_ptr = &k_info[o_ptr->k_idx];
3571 /* skip non magic device */
3572 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3574 if (!object_is_known(o_ptr))
3576 identify_item(o_ptr);
3578 /* Auto-inscription */
3579 autopick_alter_item(i, FALSE);
3583 switch (o_ptr->tval)
3589 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3590 /* We no longer think the item is empty */
3591 o_ptr->ident &= ~(IDENT_EMPTY);
3594 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3595 o_ptr->pval = o_ptr->number * k_ptr->pval;
3596 /* We no longer think the item is empty */
3597 o_ptr->ident &= ~(IDENT_EMPTY);
3603 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3605 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3607 p_ptr->window |= (PW_INVEN);
3610 p_ptr->au -= total_cost;
3617 * @brief 施設でモンスターの情報を知るメインルーチン / research_mon -KMW-
3618 * @return 常にTRUEを返す。
3619 * @todo 返り値が意味不明なので直した方が良いかもしれない。
3621 static bool research_mon(void)
3629 bool recall = FALSE;
3633 /* XTRA HACK WHATSEARCH */
3639 /* XTRA HACK REMEMBER_IDX */
3640 static int old_sym = '\0';
3641 static IDX old_i = 0;
3645 /* Get a character, or abort */
3646 if (!get_com(_("モンスターの文字を入力して下さい(記号 or ^A全,^Uユ,^N非ユ,^M名前):",
3647 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3655 /* Find that character info, and describe it */
3656 for (i = 0; ident_info[i]; ++i)
3658 if (sym == ident_info[i][0]) break;
3661 /* XTRA HACK WHATSEARCH */
3662 if (sym == KTRL('A'))
3665 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3667 else if (sym == KTRL('U'))
3670 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3672 else if (sym == KTRL('N'))
3675 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3677 else if (sym == KTRL('M'))
3680 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3687 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3689 else if (ident_info[i])
3691 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3695 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3698 /* Display the result */
3701 /* Allocate the "who" array */
3702 C_MAKE(who, max_r_idx, MONRACE_IDX);
3704 /* Collect matching monsters */
3705 for (n = 0, i = 1; i < max_r_idx; i++)
3707 monster_race *r_ptr = &r_info[i];
3710 if (!r_ptr->name) continue;
3712 /* XTRA HACK WHATSEARCH */
3713 /* Require non-unique monsters if needed */
3714 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3716 /* Require unique monsters if needed */
3717 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3725 for (xx = 0; temp[xx] && xx < 80; xx++)
3728 if (iskanji(temp[xx]))
3734 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3738 strcpy(temp2, r_name + r_ptr->E_name);
3740 strcpy(temp2, r_name + r_ptr->name);
3742 for (xx = 0; temp2[xx] && xx < 80; xx++)
3743 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3746 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3748 if (my_strstr(temp2, temp))
3752 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3755 /* Nothing to recall */
3758 /* Free the "who" array */
3759 C_KILL(who, max_r_idx, MONRACE_IDX);
3769 /* Sort if needed */
3772 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3776 /* Start at the end */
3777 /* XTRA HACK REMEMBER_IDX */
3778 if (old_sym == sym && old_i < n) i = old_i;
3783 /* Scan the monster memory */
3788 /* Hack -- Begin the prompt */
3791 /* Hack -- Complete the prompt */
3792 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3799 /*** Recall on screen ***/
3801 /* Get maximal info about this monster */
3802 lore_do_probe(r_idx);
3804 /* Save this monster ID */
3805 monster_race_track(r_idx);
3808 /* know every thing mode */
3809 screen_roff(r_idx, 0x01);
3812 /* XTRA HACK REMEMBER_IDX */
3819 /* Normal commands */
3820 if (query != 'r') break;
3826 if (query == ESCAPE) break;
3828 /* Move to "prev" monster */
3834 if (!expand_list) break;
3838 /* Move to "next" monster */
3844 if (!expand_list) break;
3850 /* Re-display the identity */
3851 /* prt(buf, 5, 5);*/
3853 /* Free the "who" array */
3854 C_KILL(who, max_r_idx, MONRACE_IDX);
3857 return (!notpicked);
3862 * @brief 施設の処理実行メインルーチン / Execute a building command
3863 * @param bldg 施設構造体の参照ポインタ
3864 * @param i 実行したい施設のサービステーブルの添字
3867 static void bldg_process_command(building_type *bldg, int i)
3869 BACT_IDX bact = bldg->actions[i];
3877 bcost = bldg->member_costs[i];
3879 bcost = bldg->other_costs[i];
3881 /* action restrictions */
3882 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3883 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3885 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3889 /* check gold (HACK - Recharge uses variable costs) */
3890 if ((bact != BACT_RECHARGE) &&
3891 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3892 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3894 msg_print(_("お金が足りません!", "You do not have the gold!"));
3903 case BACT_RESEARCH_ITEM:
3904 paid = identify_fully(FALSE);
3906 case BACT_TOWN_HISTORY:
3909 case BACT_RACE_LEGENDS:
3915 case BACT_KING_LEGENDS:
3916 case BACT_ARENA_LEGENDS:
3921 case BACT_ARENA_RULES:
3925 case BACT_IN_BETWEEN:
3927 case BACT_SPIN_WHEEL:
3928 case BACT_DICE_SLOTS:
3929 case BACT_GAMBLE_RULES:
3936 paid = inn_comm(bact);
3938 case BACT_RESEARCH_MONSTER:
3939 paid = research_mon();
3941 case BACT_COMPARE_WEAPONS:
3943 bcost = compare_weapons(bcost);
3945 case BACT_ENCHANT_WEAPON:
3946 item_tester_hook = object_allow_enchant_melee_weapon;
3947 enchant_item(bcost, 1, 1, 0);
3949 case BACT_ENCHANT_ARMOR:
3950 item_tester_hook = object_is_armour;
3951 enchant_item(bcost, 0, 0, 1);
3954 building_recharge();
3956 case BACT_RECHARGE_ALL:
3957 building_recharge_all();
3959 case BACT_IDENTS: /* needs work */
3960 if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
3962 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3965 case BACT_IDENT_ONE: /* needs work */
3966 paid = ident_spell(FALSE);
3969 do_cmd_study(p_ptr);
3971 case BACT_HEALING: /* needs work */
3972 paid = cure_critical_wounds(p_ptr, 200);
3974 case BACT_RESTORE: /* needs work */
3975 paid = restore_all_status(p_ptr);
3977 case BACT_ENCHANT_ARROWS:
3978 item_tester_hook = item_tester_hook_ammo;
3979 enchant_item(bcost, 1, 1, 0);
3981 case BACT_ENCHANT_BOW:
3982 item_tester_tval = TV_BOW;
3983 enchant_item(bcost, 1, 1, 0);
3987 if (recall_player(p_ptr, 1)) paid = TRUE;
3990 case BACT_TELEPORT_LEVEL:
3992 paid = free_level_recall(p_ptr);
3995 case BACT_LOSE_MUTATION:
3996 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3997 (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3999 while(!lose_mutation(p_ptr, 0));
4004 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4013 case BACT_TSUCHINOKO:
4030 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4031 set_virtue(p_ptr, V_COMPASSION, 0);
4032 set_virtue(p_ptr, V_HONOUR, 0);
4033 set_virtue(p_ptr, V_JUSTICE, 0);
4034 set_virtue(p_ptr, V_SACRIFICE, 0);
4035 set_virtue(p_ptr, V_KNOWLEDGE, 0);
4036 set_virtue(p_ptr, V_FAITH, 0);
4037 set_virtue(p_ptr, V_ENLIGHTEN, 0);
4038 set_virtue(p_ptr, V_ENCHANT, 0);
4039 set_virtue(p_ptr, V_CHANCE, 0);
4040 set_virtue(p_ptr, V_NATURE, 0);
4041 set_virtue(p_ptr, V_HARMONY, 0);
4042 set_virtue(p_ptr, V_VITALITY, 0);
4043 set_virtue(p_ptr, V_UNLIFE, 0);
4044 set_virtue(p_ptr, V_PATIENCE, 0);
4045 set_virtue(p_ptr, V_TEMPERANCE, 0);
4046 set_virtue(p_ptr, V_DILIGENCE, 0);
4047 set_virtue(p_ptr, V_VALOUR, 0);
4048 set_virtue(p_ptr, V_INDIVIDUALISM, 0);
4053 case BACT_TELE_TOWN:
4058 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4061 case BACT_BROKEN_WEAPON:
4063 bcost = repair_broken_weapon(bcost);
4074 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4077 void do_cmd_bldg(void)
4082 building_type *bldg;
4084 if(p_ptr->wild_mode) return;
4086 take_turn(p_ptr, 100);
4088 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4090 msg_print(_("ここには建物はない。", "You see no building here."));
4094 which = f_info[p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4096 bldg = &building[which];
4098 /* Don't re-init the wilderness */
4099 reinit_wilderness = FALSE;
4101 if ((which == 2) && (p_ptr->arena_number < 0))
4103 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4106 else if ((which == 2) && p_ptr->inside_arena)
4108 if (!p_ptr->exit_bldg && p_ptr->current_floor_ptr->m_cnt > 0)
4110 prt(_("ゲートは閉まっている。モンスターがあなたを待っている!", "The gates are closed. The monster awaits!"), 0, 0);
4114 /* Don't save the arena as saved floor */
4115 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4117 p_ptr->inside_arena = FALSE;
4118 p_ptr->leaving = TRUE;
4120 /* Re-enter the arena */
4121 command_new = SPECIAL_KEY_BUILDING;
4123 /* No energy needed to re-enter the arena */
4129 else if (p_ptr->phase_out)
4131 /* Don't save the arena as saved floor */
4132 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4134 p_ptr->leaving = TRUE;
4135 p_ptr->phase_out = FALSE;
4137 /* Re-enter the monster arena */
4138 command_new = SPECIAL_KEY_BUILDING;
4140 /* No energy needed to re-enter the arena */
4147 p_ptr->oldpy = p_ptr->y;
4148 p_ptr->oldpx = p_ptr->x;
4151 forget_lite(p_ptr->current_floor_ptr);
4154 /* Hack -- Increase "icky" depth */
4155 current_world_ptr->character_icky++;
4161 show_building(bldg);
4162 p_ptr->leave_bldg = FALSE;
4164 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4166 while (!p_ptr->leave_bldg)
4171 building_prt_gold();
4175 if (command == ESCAPE)
4177 p_ptr->leave_bldg = TRUE;
4178 p_ptr->inside_arena = FALSE;
4179 p_ptr->phase_out = FALSE;
4183 for (i = 0; i < 8; i++)
4185 if (bldg->letters[i])
4187 if (bldg->letters[i] == command)
4195 if(validcmd) bldg_process_command(bldg, i);
4200 select_floor_music(p_ptr);
4205 /* Reinit wilderness to activate quests ... */
4206 if (reinit_wilderness)
4208 p_ptr->leaving = TRUE;
4211 /* Hack -- Decrease "icky" depth */
4212 current_world_ptr->character_icky--;
4216 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4217 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4218 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4223 * @brief 今日の賞金首を確定する / Determine today's bounty monster
4225 * @note conv_old is used if loaded 0.0.3 or older save file
4227 void determine_today_mon(bool conv_old)
4230 bool old_inside_battle = p_ptr->phase_out;
4231 monster_race *r_ptr;
4235 for (i = 0; i < current_world_ptr->max_d_idx; i++)
4237 if (max_dlv[i] < d_info[i].mindepth) continue;
4238 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4241 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4243 p_ptr->phase_out = TRUE;
4244 get_mon_num_prep(NULL, NULL);
4248 today_mon = get_mon_num(max_dl);
4249 r_ptr = &r_info[today_mon];
4251 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4252 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4253 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4254 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4255 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4256 if (r_ptr->rarity > 10) continue;
4260 p_ptr->today_mon = 0;
4261 p_ptr->phase_out = old_inside_battle;
4267 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4270 void determine_bounty_uniques(void)
4274 monster_race *r_ptr;
4276 get_mon_num_prep(NULL, NULL);
4277 for (i = 0; i < MAX_KUBI; i++)
4281 current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4282 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4284 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4286 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4288 if (r_ptr->rarity > 100) continue;
4290 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4292 for (j = 0; j < i; j++)
4293 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4300 for (i = 0; i < MAX_KUBI - 1; i++)
4302 for (j = i; j < MAX_KUBI; j++)
4304 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4306 tmp = current_world_ptr->bounty_r_idx[i];
4307 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4308 current_world_ptr->bounty_r_idx[j] = tmp;