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
16 #include "object-hook.h"
19 * ループ中で / hack as in leave_store in store.c
21 static bool leave_bldg = FALSE;
24 * @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。
25 * @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、
26 * 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。
27 * @param bldg 施設構造体の参照ポインタ
28 * @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。
30 static bool is_owner(building_type *bldg)
32 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
37 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
42 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
52 * @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。
54 * @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、
55 * 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。
56 * @param bldg 施設構造体の参照ポインタ
57 * @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。
58 * @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。
60 static bool is_member(building_type *bldg)
62 if (bldg->member_class[p_ptr->pclass])
67 if (bldg->member_race[p_ptr->prace])
72 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
79 if (p_ptr->pclass == CLASS_SORCERER)
83 for (i = 0; i < MAX_MAGIC; i++)
85 if (bldg->member_realm[i+1]) OK = TRUE;
93 * @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
94 * @details 消去は行毎にヌル文字列で行われる。
95 * @param min_row 開始行番号
96 * @param max_row 末尾行番号
99 static void clear_bldg(int min_row, int max_row)
103 for (i = min_row; i <= max_row; i++)
111 static void building_prt_gold(void)
114 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116 prt(tmp_str, 23, 68);
120 * @brief 施設のサービス一覧を表示する / Display a building.
121 * @param bldg 施設構造体の参照ポインタ
124 static void show_building(building_type* bldg)
132 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
136 for (i = 0; i < 8; i++)
138 if (bldg->letters[i])
140 if (bldg->action_restr[i] == 0)
142 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
145 action_color = TERM_WHITE;
148 else if (is_owner(bldg))
150 action_color = TERM_YELLOW;
151 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
155 action_color = TERM_YELLOW;
156 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
158 else if (bldg->action_restr[i] == 1)
160 if (!is_member(bldg))
162 action_color = TERM_L_DARK;
163 strcpy(buff, _("(閉店)", "(closed)"));
165 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166 (is_member(bldg) && (bldg->other_costs[i] == 0)))
168 action_color = TERM_WHITE;
171 else if (is_owner(bldg))
173 action_color = TERM_YELLOW;
174 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
178 action_color = TERM_YELLOW;
179 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
186 action_color = TERM_L_DARK;
187 strcpy(buff, _("(閉店)", "(closed)"));
189 else if (bldg->member_costs[i] != 0)
191 action_color = TERM_YELLOW;
192 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
196 action_color = TERM_WHITE;
201 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
205 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
209 * @brief 闘技場に入るコマンドの処理 / arena commands
210 * @param cmd 闘技場処理のID
213 static void arena_comm(int cmd)
222 if (p_ptr->arena_number == MAX_ARENA_MONS)
225 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
226 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);
227 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);
231 p_ptr->au += 1000000L;
232 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
234 p_ptr->arena_number++;
236 else if (p_ptr->arena_number > MAX_ARENA_MONS)
238 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
240 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."));
242 if (get_check(_("挑戦するかね?", "Do you fight? ")))
244 msg_print(_("死ぬがよい。", "Die, maggots."));
247 p_ptr->exit_bldg = FALSE;
250 /* Save the surface floor as saved floor */
251 prepare_change_floor_mode(CFM_SAVE_FLOORS);
253 p_ptr->inside_arena = TRUE;
254 p_ptr->leaving = TRUE;
259 msg_print(_("残念だ。", "We are disappointed."));
264 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。",
265 "You enter the arena briefly and bask in your glory."));
269 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
271 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。",
272 "You don't have permission to enter with pet."));
277 p_ptr->exit_bldg = FALSE;
280 /* Save the surface floor as saved floor */
281 prepare_change_floor_mode(CFM_SAVE_FLOORS);
283 p_ptr->inside_arena = TRUE;
284 p_ptr->leaving = TRUE;
289 if (p_ptr->arena_number == MAX_ARENA_MONS)
290 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。",
291 "You are victorious. Enter the arena for the ceremony."));
293 else if (p_ptr->arena_number > MAX_ARENA_MONS)
295 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
299 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300 name = (r_name + r_ptr->name);
301 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
303 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304 p_ptr->window |= (PW_MONSTER);
309 case BACT_ARENA_RULES:
312 /* Peruse the arena help file */
313 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
321 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
322 * @param row シンボルを表示する行の上端
323 * @param col シンボルを表示する行の左端
324 * @param fruit 表示するシンボルID
327 static void display_fruit(int row, int col, int fruit)
332 c_put_str(TERM_YELLOW, " ####.", row, col);
333 c_put_str(TERM_YELLOW, " # #", row + 1, col);
334 c_put_str(TERM_YELLOW, " # #", row + 2, col);
335 c_put_str(TERM_YELLOW, "# #", row + 3, col);
336 c_put_str(TERM_YELLOW, "# #", row + 4, col);
337 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
338 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
339 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
341 " Lemon "), row + 8, col);
344 c_put_str(TERM_ORANGE, " ## ", row, col);
345 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
346 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
347 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
348 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
349 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
350 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
351 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
353 " Orange "), row + 8, col);
356 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
357 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
358 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
359 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
360 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
361 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
362 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
363 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
364 prt( _(" 剣 ", " Sword ") , row + 8, col);
367 c_put_str(TERM_SLATE, " ###### ", row, col);
368 c_put_str(TERM_SLATE, "# #", row + 1, col);
369 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
370 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
371 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
372 c_put_str(TERM_SLATE, " # # ", row + 5, col);
373 c_put_str(TERM_SLATE, " # # ", row + 6, col);
374 c_put_str(TERM_SLATE, " ## ", row + 7, col);
376 " Shield "), row + 8, col);
379 c_put_str(TERM_VIOLET, " ## ", row, col);
380 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
381 c_put_str(TERM_VIOLET, "########", row + 2, col);
382 c_put_str(TERM_VIOLET, "########", row + 3, col);
383 c_put_str(TERM_VIOLET, "########", row + 4, col);
384 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
385 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
386 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
388 " Plum "), row + 8, col);
391 c_put_str(TERM_RED, " ##", row, col);
392 c_put_str(TERM_RED, " ### ", row + 1, col);
393 c_put_str(TERM_RED, " #..# ", row + 2, col);
394 c_put_str(TERM_RED, " #..# ", row + 3, col);
395 c_put_str(TERM_RED, " ###### ", row + 4, col);
396 c_put_str(TERM_RED, "#..##..#", row + 5, col);
397 c_put_str(TERM_RED, "#..##..#", row + 6, col);
398 c_put_str(TERM_RED, " ## ## ", row + 7, col);
400 " Cherry "), row + 8, col);
406 * kpoker no (tyuto-hannpa na)pakuri desu...
407 * joker ha shineru node haitte masen.
409 * TODO: donataka! tsukutte!
410 * - agatta yaku no kiroku (like DQ).
411 * - kakkoii card no e.
412 * - sousa-sei no koujyo.
413 * - code wo wakariyasuku.
415 * - Joker... -- done.
418 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
421 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
422 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
423 #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 */
425 static int cards[5]; /*!< ポーカーの現在の手札ID */
432 static void reset_deck(int deck[])
435 for (i = 0; i < 53; i++) deck[i] = i;
438 for (i = 0; i < 53; i++){
439 int tmp1 = randint0(53 - i) + i;
441 deck[i] = deck[tmp1];
447 * @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。
448 * @return ジョーカーを持っているか。
450 static bool have_joker(void)
454 for (i = 0; i < 5; i++){
455 if(IS_JOKER(cards[i])) return TRUE;
461 * @brief ポーカーの手札に該当の番号の札があるかを返す。
462 * @param num 探したいカードの番号。
463 * @return 該当の番号が手札にあるか。
465 static bool find_card_num(int num)
468 for (i = 0; i < 5; i++)
469 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
474 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
477 static bool yaku_check_flush(void)
480 bool joker_is_used = FALSE;
482 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
483 for (i = 0; i < 5; i++){
484 if (SUIT_OF(cards[i]) != suit){
485 if(have_joker() && !joker_is_used)
486 joker_is_used = TRUE;
496 * @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。
497 * @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
499 static int yaku_check_straight(void)
502 bool joker_is_used = FALSE;
503 bool straight = FALSE;
506 for (i = 0; i < 5; i++)
508 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
509 lowest = NUM_OF(cards[i]);
512 /* Check Royal Straight Flush */
513 if (yaku_check_flush())
516 for (i = 0; i < 4; i++)
518 if (!find_card_num(9 + i)){
519 if( have_joker() && !joker_is_used )
520 joker_is_used = TRUE;
525 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
528 for (i = 0; i < 3; i++)
530 if (!find_card_num(10 + i))
533 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
537 joker_is_used = FALSE;
539 /* Straight Only Check */
541 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
542 for (i = 0; i < 4; i++)
544 if (!find_card_num(9 + i)) {
545 if (have_joker() && !joker_is_used)
546 joker_is_used = TRUE;
551 if(i == 4) straight = TRUE;
554 joker_is_used = FALSE;
556 for (i = 0; i < 5; i++)
558 if(!find_card_num(lowest + i)){
559 if( have_joker() && !joker_is_used )
560 joker_is_used = TRUE;
565 if(i == 5) straight = TRUE;
567 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
568 else if(straight) return 1; /* Only Straight */
573 * @brief ポーカーのペア役の状態を返す。
574 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
576 static int yaku_check_pair(void)
578 int i, i2, matching = 0;
580 for (i = 0; i < 5; i++)
582 for (i2 = i+1; i2 < 5; i2++)
584 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
585 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
616 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
617 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
618 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
619 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
620 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
621 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
622 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
623 #define ODDS_ST 4 /*!< ストレートの役倍率 */
624 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
625 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
628 * @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。
631 static int yaku_check(void)
635 switch(yaku_check_straight()){
637 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
640 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
643 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
646 /* Not straight -- fall through */
650 if (yaku_check_flush())
652 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
656 switch (yaku_check_pair())
659 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
662 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
665 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
668 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
671 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
674 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
676 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
681 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
691 * @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。
692 * @param hoge カーソルの現在位置
693 * @param kaeruka カードの捨てる/残すフラグ配列
696 static void display_kaeruka(int hoge, int kaeruka[])
699 char col = TERM_WHITE;
700 for (i = 0; i < 5; i++)
702 if (i == hoge) col = TERM_YELLOW;
703 else if(kaeruka[i]) col = TERM_WHITE;
704 else col = TERM_L_BLUE;
707 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
709 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
711 if (hoge > 4) col = TERM_YELLOW;
712 else col = TERM_WHITE;
713 c_put_str(col, _("決定", "Sure"), 16, 38);
715 /* Hilite current option */
716 if (hoge < 5) move_cursor(14, 5+hoge*16);
717 else move_cursor(16, 38);
721 * @brief ポーカーの手札を表示する。
724 static void display_cards(void)
727 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
729 cptr suit[4] = {"★", "●", "¶", "†"};
730 cptr card_grph[13][7] = {{"A %s ",
821 cptr joker_grph[7] = { " ",
831 cptr suit[4] = {"[]", "qp", "<>", "db"};
832 cptr card_grph[13][7] = {{"A %s ",
923 cptr joker_grph[7] = { " ",
932 for (i = 0; i < 5; i++)
934 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
937 for (i = 0; i < 5; i++)
939 for (j = 0; j < 7; j++)
941 prt(_("┃", " |"), j+6, i*16);
942 if(IS_JOKER(cards[i]))
943 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
945 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);
946 prt(_("┃", "| "), j+6, i*16+14);
949 for (i = 0; i < 5; i++)
951 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
956 * @brief ポーカーの1プレイルーチン。
959 static int do_poker(void)
963 int deck[53]; /* yamafuda : 0...52 */
965 int kaeruka[5]; /* 0:kaenai 1:kaeru */
973 for (i = 0; i < 5; i++)
975 cards[i] = deck[deck_ptr++];
976 kaeruka[i] = 0; /* default:nokosu */
979 /* suteruno wo kimeru */
980 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);
987 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
992 case '6': case 'l': case 'L': case KTRL('F'):
993 if (!kettei) k = (k+1)%5;
994 else {k = 0;kettei = FALSE;}
997 case '4': case 'h': case 'H': case KTRL('B'):
998 if (!kettei) k = (k+4)%5;
999 else {k = 4;kettei = FALSE;}
1002 case '2': case 'j': case 'J': case KTRL('N'):
1003 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1005 case '8': case 'k': case 'K': case KTRL('P'):
1006 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1008 case ' ': case '\r':
1009 if (kettei) done = TRUE;
1010 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1019 for (i = 0; i < 5; i++)
1020 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1024 return yaku_check();
1029 /* end of poker codes --Koka */
1032 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1033 * @param cmd プレイするゲームID
1036 static bool gamble_comm(int cmd)
1039 int roll1, roll2, roll3, choice, odds, win;
1044 char out_val[160], tmp_str[80], again;
1049 if (cmd == BACT_GAMBLE_RULES)
1051 /* Peruse the gambling help file */
1052 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1059 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1060 "Hey! You don't have gold - get out of here!"));
1068 maxbet = p_ptr->lev * 200;
1070 /* We can't bet more than we have */
1071 maxbet = MIN(maxbet, p_ptr->au);
1074 strcpy(out_val, "");
1075 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1079 * Use get_string() because we may need more than
1080 * the s16b value returned by get_quantity().
1082 if (get_string(tmp_str, out_val, 32))
1085 for (p = out_val; *p == ' '; p++);
1090 if (wager > p_ptr->au)
1092 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!"));
1097 else if (wager > maxbet)
1099 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1100 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1105 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1111 oldgold = p_ptr->au;
1113 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1114 prt(tmp_str, 20, 2);
1115 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1116 prt(tmp_str, 21, 2);
1123 case BACT_IN_BETWEEN: /* Game of In-Between */
1124 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1128 roll1 = randint1(10);
1129 roll2 = randint1(10);
1130 choice = randint1(10);
1131 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1134 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1136 prt(tmp_str, 11, 14);
1137 if (((choice > roll1) && (choice < roll2)) ||
1138 ((choice < roll1) && (choice > roll2)))
1141 case BACT_CRAPS: /* Game of Craps */
1142 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1146 roll1 = randint1(6);
1147 roll2 = randint1(6);
1148 roll3 = roll1 + roll2;
1150 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1151 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1153 if ((roll3 == 7) || (roll3 == 11))
1155 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1160 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"));
1163 roll1 = randint1(6);
1164 roll2 = randint1(6);
1165 roll3 = roll1 + roll2;
1166 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1167 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1169 if (roll3 == choice)
1171 else if (roll3 == 7)
1173 } while ((win != TRUE) && (win != FALSE));
1176 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1179 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1181 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1182 prt("--------------------------------", 8, 3);
1183 strcpy(out_val, "");
1184 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1186 for (p = out_val; iswspace(*p); p++);
1190 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1193 else if (choice > 9)
1195 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1199 roll1 = randint0(10);
1200 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1201 "The wheel spins to a stop and the winner is %d"), roll1);
1202 prt(tmp_str, 13, 3);
1204 prt("*", 9, (3 * roll1 + 5));
1205 if (roll1 == choice)
1209 case BACT_DICE_SLOTS: /* The Dice Slots */
1210 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1211 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1212 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1213 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1214 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1215 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1216 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1217 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1220 roll1 = randint1(21);
1230 roll2 = randint1(21);
1240 choice = randint1(21);
1250 put_str("/--------------------------\\", 7, 2);
1251 prt("\\--------------------------/", 17, 2);
1252 display_fruit(8, 3, roll1 - 1);
1253 display_fruit(8, 12, roll2 - 1);
1254 display_fruit(8, 21, choice - 1);
1255 if ((roll1 == roll2) && (roll2 == choice))
1274 else if ((roll1 == 1) && (roll2 == 1))
1283 if (odds) win = TRUE;
1289 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1291 p_ptr->au += odds * wager;
1292 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1294 prt(tmp_str, 17, 37);
1298 prt(_("あなたの負け", "You Lost"), 16, 37);
1301 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1303 prt(tmp_str, 22, 2);
1304 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1306 move_cursor(18, 52);
1311 if (wager > p_ptr->au)
1313 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1314 "Hey! You don't have the gold - get out of here!"));
1320 } while ((again == 'y') || (again == 'Y'));
1323 if (p_ptr->au >= oldgold)
1325 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!」",
1326 "You came out a winner! We'll win next time, I'm sure."));
1327 chg_virtue(V_CHANCE, 3);
1331 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."));
1332 chg_virtue(V_CHANCE, -3);
1342 * @brief モンスター闘技場に参加できるモンスターの判定
1343 * @param r_idx モンスターID
1344 * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1345 * 自爆以外のなんらかのHP攻撃手段を持っていること。
1348 static bool vault_aux_battle(MONRACE_IDX r_idx)
1353 monster_race *r_ptr = &r_info[r_idx];
1355 /* Decline town monsters */
1356 /* if (!mon_hook_dungeon(r_idx)) return FALSE; */
1358 /* Decline unique monsters */
1359 /* if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1360 /* if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1362 if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1363 if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1364 if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1365 if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1366 if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1368 for (i = 0; i < 4; i++)
1370 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1371 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1373 if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1379 * @brief モンスター闘技場に参加するモンスターをリセットする。
1382 void battle_monsters(void)
1389 bool old_inside_battle = p_ptr->inside_battle;
1391 for (i = 0; i < max_d_idx; i++)
1392 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1394 mon_level = randint1(MIN(max_dl, 122))+5;
1395 if (randint0(100) < 60)
1397 i = randint1(MIN(max_dl, 122))+5;
1398 mon_level = MAX(i, mon_level);
1400 if (randint0(100) < 30)
1402 i = randint1(MIN(max_dl, 122))+5;
1403 mon_level = MAX(i, mon_level);
1410 for(i = 0; i < 4; i++)
1416 get_mon_num_prep(vault_aux_battle, NULL);
1417 p_ptr->inside_battle = TRUE;
1418 r_idx = get_mon_num(mon_level);
1419 p_ptr->inside_battle = old_inside_battle;
1420 if (!r_idx) continue;
1422 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1424 if ((r_info[r_idx].level + 10) > mon_level) continue;
1427 for (j = 0; j < i; j++)
1428 if(r_idx == battle_mon[j]) break;
1433 battle_mon[i] = r_idx;
1434 if (r_info[r_idx].level < 45) tekitou = TRUE;
1439 monster_race *r_ptr = &r_info[battle_mon[i]];
1440 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1442 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1443 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1445 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1446 power[i] = power[i] * (100 + r_ptr->level) / 100;
1447 if (r_ptr->speed > 110)
1448 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1449 if (r_ptr->speed < 110)
1450 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1452 power[i] = power[i] * (num_taisei*2+5) / 10;
1453 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1454 power[i] = power[i] * 4 / 3;
1455 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1456 power[i] = power[i] * 4 / 3;
1457 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1458 power[i] = power[i] * 11 / 10;
1459 if (r_ptr->flags1 & RF1_RAND_25)
1460 power[i] = power[i] * 9 / 10;
1461 if (r_ptr->flags1 & RF1_RAND_50)
1462 power[i] = power[i] * 9 / 10;
1463 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1464 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1471 power[i] = total*60/power[i];
1472 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1473 if ((power[i] < 160) && randint0(20)) break;
1474 if (power[i] < 101) power[i] = 100 + randint1(5);
1475 mon_odds[i] = power[i];
1482 * @brief モンスター闘技場のメインルーチン
1483 * @return 賭けを開始したか否か
1485 static bool kakutoujou(void)
1489 char out_val[160], tmp_str[80];
1492 if ((turn - old_battle) > TURNS_PER_TICK*250)
1503 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!"));
1515 "Monsters Odds"), 4, 4);
1519 monster_race *r_ptr = &r_info[battle_mon[i]];
1521 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1522 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1523 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1524 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1527 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1537 if (i >= '1' && i <= '4')
1539 sel_monster = i-'1';
1540 battle_odds = mon_odds[sel_monster];
1548 if (i !=sel_monster) clear_bldg(i+5,i+5);
1550 maxbet = p_ptr->lev * 200;
1552 /* We can't bet more than we have */
1553 maxbet = MIN(maxbet, p_ptr->au);
1556 strcpy(out_val, "");
1557 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1559 * Use get_string() because we may need more than
1560 * the s16b value returned by get_quantity().
1562 if (get_string(tmp_str, out_val, 32))
1565 for (p = out_val; *p == ' '; p++);
1570 if (wager > p_ptr->au)
1572 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!"));
1578 else if (wager > maxbet)
1580 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);
1586 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1590 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1595 /* Save the surface floor as saved floor */
1596 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1598 p_ptr->inside_battle = TRUE;
1599 p_ptr->leaving = TRUE;
1613 * @brief 本日の賞金首情報を表示する。
1616 static void today_target(void)
1619 monster_race *r_ptr = &r_info[today_mon];
1622 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1623 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1624 c_put_str(TERM_YELLOW, buf, 6, 10);
1625 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1627 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1629 p_ptr->today_mon = today_mon;
1633 * @brief ツチノコの賞金首情報を表示する。
1636 static void tsuchinoko(void)
1639 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1640 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);
1641 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1642 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1643 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1647 * @brief 通常の賞金首情報を表示する。
1650 static void shoukinkubi(void)
1656 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);
1657 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1659 for (i = 0; i < MAX_KUBI; i++)
1663 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1665 if (kubi_r_idx[i] > 10000)
1668 done_mark = _("(済)", "(done)");
1676 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1679 if (!y && (i < MAX_KUBI -1))
1681 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1692 * 賞金首の報酬テーブル / List of prize object
1695 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1696 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1697 } prize_list[MAX_KUBI] =
1699 {TV_POTION, SV_POTION_CURING},
1700 {TV_POTION, SV_POTION_SPEED},
1701 {TV_POTION, SV_POTION_SPEED},
1702 {TV_POTION, SV_POTION_RESISTANCE},
1703 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1705 {TV_POTION, SV_POTION_HEALING},
1706 {TV_POTION, SV_POTION_RESTORE_MANA},
1707 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1708 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1709 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1711 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1712 {TV_POTION, SV_POTION_STAR_HEALING},
1713 {TV_POTION, SV_POTION_STAR_HEALING},
1714 {TV_POTION, SV_POTION_NEW_LIFE},
1715 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1717 {TV_POTION, SV_POTION_LIFE},
1718 {TV_POTION, SV_POTION_LIFE},
1719 {TV_POTION, SV_POTION_AUGMENTATION},
1720 {TV_POTION, SV_POTION_INVULNERABILITY},
1721 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1725 * @brief 賞金首の引き換え処理 / Get prize
1726 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1728 static bool kankin(void)
1732 bool change = FALSE;
1733 char o_name[MAX_NLEN];
1736 /* Loop for inventory and right/left arm */
1737 for (i = 0; i <= INVEN_LARM; i++)
1739 o_ptr = &inventory[i];
1741 /* Living Tsuchinoko worthes $1000000 */
1742 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1744 char buf[MAX_NLEN+20];
1745 object_desc(o_name, o_ptr, 0);
1746 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1749 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1750 p_ptr->au += 1000000L * o_ptr->number;
1751 p_ptr->redraw |= (PR_GOLD);
1752 inven_item_increase(i, -o_ptr->number);
1753 inven_item_describe(i);
1754 inven_item_optimize(i);
1760 for (i = 0; i < INVEN_PACK; i++)
1762 o_ptr = &inventory[i];
1764 /* Corpse of Tsuchinoko worthes $200000 */
1765 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1767 char buf[MAX_NLEN+20];
1768 object_desc(o_name, o_ptr, 0);
1769 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1772 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1773 p_ptr->au += 200000L * o_ptr->number;
1774 p_ptr->redraw |= (PR_GOLD);
1775 inven_item_increase(i, -o_ptr->number);
1776 inven_item_describe(i);
1777 inven_item_optimize(i);
1783 for (i = 0; i < INVEN_PACK; i++)
1785 o_ptr = &inventory[i];
1787 /* Bones of Tsuchinoko worthes $100000 */
1788 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1790 char buf[MAX_NLEN+20];
1791 object_desc(o_name, o_ptr, 0);
1792 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1795 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1796 p_ptr->au += 100000L * o_ptr->number;
1797 p_ptr->redraw |= (PR_GOLD);
1798 inven_item_increase(i, -o_ptr->number);
1799 inven_item_describe(i);
1800 inven_item_optimize(i);
1806 for (i = 0; i < INVEN_PACK; i++)
1808 o_ptr = &inventory[i];
1809 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)))
1811 char buf[MAX_NLEN+20];
1812 object_desc(o_name, o_ptr, 0);
1813 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1816 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1817 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1818 p_ptr->redraw |= (PR_GOLD);
1819 inven_item_increase(i, -o_ptr->number);
1820 inven_item_describe(i);
1821 inven_item_optimize(i);
1827 for (i = 0; i < INVEN_PACK; i++)
1829 o_ptr = &inventory[i];
1831 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1833 char buf[MAX_NLEN+20];
1834 object_desc(o_name, o_ptr, 0);
1835 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1838 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1839 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1840 p_ptr->redraw |= (PR_GOLD);
1841 inven_item_increase(i, -o_ptr->number);
1842 inven_item_describe(i);
1843 inven_item_optimize(i);
1849 for (j = 0; j < MAX_KUBI; j++)
1851 /* Need reverse order --- Positions will be changed in the loop */
1852 for (i = INVEN_PACK-1; i >= 0; i--)
1854 o_ptr = &inventory[i];
1855 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1857 char buf[MAX_NLEN+20];
1859 INVENTORY_IDX item_new;
1862 object_desc(o_name, o_ptr, 0);
1863 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1864 if (!get_check(buf)) continue;
1866 #if 0 /* Obsoleted */
1867 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
1868 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1869 p_ptr->redraw |= (PR_GOLD);
1870 inven_item_increase(i, -o_ptr->number);
1871 inven_item_describe(i);
1872 inven_item_optimize(i);
1873 chg_virtue(V_JUSTICE, 5);
1874 kubi_r_idx[j] += 10000;
1877 #endif /* Obsoleted */
1880 inven_item_increase(i, -o_ptr->number);
1881 inven_item_describe(i);
1882 inven_item_optimize(i);
1884 chg_virtue(V_JUSTICE, 5);
1885 kubi_r_idx[j] += 10000;
1887 /* Count number of unique corpses already handed */
1888 for (num = 0, k = 0; k < MAX_KUBI; k++)
1890 if (kubi_r_idx[k] >= 10000) num++;
1892 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" : ""));
1894 /* Prepare to make a prize */
1895 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1896 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1898 /* Identify it fully */
1899 object_aware(&forge);
1900 object_known(&forge);
1903 * Hand it --- Assume there is an empty slot.
1904 * Since a corpse is handed at first,
1905 * there is at least one empty slot.
1907 item_new = inven_carry(&forge);
1909 object_desc(o_name, &forge, 0);
1910 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1912 /* Auto-inscription */
1913 autopick_alter_item(item_new, FALSE);
1923 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."));
1931 * @brief 悪夢の元凶となるモンスターかどうかを返す。
1932 * @param r_idx 判定対象となるモンスターのID
1933 * @return 悪夢の元凶となり得るか否か。
1935 bool get_nightmare(MONRACE_IDX r_idx)
1937 monster_race *r_ptr = &r_info[r_idx];
1939 /* Require eldritch horrors */
1940 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
1942 /* Require high level */
1943 if (r_ptr->level <= p_ptr->lev) return (FALSE);
1945 /* Accept this monster */
1950 * @brief 宿屋の利用サブルーチン
1951 * @details inn commands\n
1952 * Note that resting for the night was a perfect way to avoid player\n
1953 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1954 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1955 * will not be that useful. I will keep it in the hopes the player\n
1956 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1957 * Resting at night is also a quick way to restock stores -KMW-\n
1958 * @param cmd 宿屋の利用施設ID
1959 * @return 施設の利用が実際に行われたか否か。
1961 static bool inn_comm(int cmd)
1965 case BACT_FOOD: /* Buy food & drink */
1966 if (p_ptr->food >= PY_FOOD_FULL)
1968 msg_print(_("今は満腹だ。", "You are full now."));
1971 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."));
1972 (void)set_food(PY_FOOD_MAX - 1);
1975 case BACT_REST: /* Rest for the night */
1976 if ((p_ptr->poisoned) || (p_ptr->cut))
1978 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."));
1980 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."));
1984 s32b oldturn = turn;
1985 int prev_day, prev_hour, prev_min;
1987 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
1988 if ((prev_hour >= 6) && (prev_hour <= 17))
1989 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
1991 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
1993 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1994 if (dungeon_turn < dungeon_turn_limit)
1996 dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1997 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2000 prevent_turn_overflow();
2002 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2003 p_ptr->chp = p_ptr->mhp;
2005 if (ironman_nightmare)
2007 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."));
2009 /* Have some nightmares */
2012 sanity_blast(NULL, FALSE);
2013 if (!one_in_(3)) break;
2016 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2017 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2024 p_ptr->chp = p_ptr->mhp;
2025 p_ptr->csp = p_ptr->msp;
2026 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2029 for (i = 0; i < 72; i++)
2031 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2033 for (; i < 108; i++)
2035 p_ptr->magic_num1[i] = 0;
2039 if ((prev_hour >= 6) && (prev_hour <= 17))
2041 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."));
2042 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2046 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."));
2047 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2053 case BACT_RUMORS: /* Listen for rumors */
2055 display_rumor(TRUE);
2065 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2066 * @param questnum クエストのID
2067 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2070 static void get_questinfo(IDX questnum, bool do_init)
2076 /* Clear the text */
2077 for (i = 0; i < 10; i++)
2079 quest_text[i][0] = '\0';
2082 quest_text_line = 0;
2084 /* Set the quest number temporary */
2085 old_quest = p_ptr->inside_quest;
2086 p_ptr->inside_quest = questnum;
2088 /* Get the quest text */
2089 init_flags = INIT_SHOW_TEXT;
2090 if (do_init) init_flags |= INIT_ASSIGN;
2092 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2094 /* Reset the old quest number */
2095 p_ptr->inside_quest = old_quest;
2097 /* Print the quest info */
2098 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);
2102 prt(quest[questnum].name, 7, 0);
2104 for (i = 0; i < 10; i++)
2106 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2111 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2114 static void castle_quest(void)
2117 monster_race *r_ptr;
2124 /* Current quest of the building */
2125 q_index = cave[p_ptr->y][p_ptr->x].special;
2127 /* Is there a quest available at the building? */
2130 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);
2134 q_ptr = &quest[q_index];
2136 /* Quest is completed */
2137 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2139 /* Rewarded quest */
2140 q_ptr->status = QUEST_STATUS_REWARDED;
2142 get_questinfo(q_index, FALSE);
2144 reinit_wilderness = TRUE;
2147 else if (q_ptr->status == QUEST_STATUS_FAILED)
2149 get_questinfo(q_index, FALSE);
2151 /* Mark quest as done (but failed) */
2152 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2154 reinit_wilderness = TRUE;
2156 /* Quest is still unfinished */
2157 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2159 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);
2160 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);
2161 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);
2164 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2166 q_ptr->status = QUEST_STATUS_TAKEN;
2168 reinit_wilderness = TRUE;
2170 /* Assign a new quest */
2171 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2173 if (q_ptr->r_idx == 0)
2175 /* Random monster at least 5 - 10 levels out of deep */
2176 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2179 r_ptr = &r_info[q_ptr->r_idx];
2181 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2183 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2184 r_ptr = &r_info[q_ptr->r_idx];
2187 if (q_ptr->max_num == 0)
2189 /* Random monster number */
2190 if (randint1(10) > 7)
2193 q_ptr->max_num = randint1(3) + 1;
2197 name = (r_name + r_ptr->name);
2198 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2202 get_questinfo(q_index, TRUE);
2209 * @brief 町に関するヘルプを表示する / Display town history
2212 static void town_history(void)
2216 /* Peruse the building help file */
2217 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2222 * @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
2223 * @param plus_ammo 矢弾のダメージ修正
2224 * @param plus_bow 弓のダメージ修正
2226 * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
2228 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2231 object_type *j_ptr = &inventory[INVEN_BOW];
2233 /* Extract "shot" power */
2234 i = p_ptr->to_h_b + plus_ammo;
2236 if (p_ptr->tval_ammo == TV_BOLT)
2237 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2239 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2241 /* Snipers can shot more critically with crossbows */
2242 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2243 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2245 /* Good bow makes more critical */
2246 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2254 * @brief 射撃時クリティカルによるダメージ期待値修正計算(重量依存部分) / critical happens at i / 10000
2255 * @param weight 武器の重量
2256 * @param plus_ammo 矢弾のダメージ修正
2257 * @param plus_bow 弓のダメージ修正
2258 * @param dam 基本ダメージ量
2261 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
2265 i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2270 crit = MIN(500, 900/weight);
2271 num += dam * 3 /2 * crit;
2274 crit = MIN(500, 1350/weight);
2276 num += dam * 2 * crit;
2282 num += dam * 3 * crit;
2288 num += (10000 - i) * dam;
2295 * @brief 攻撃時クリティカルによるダメージ期待値修正計算(重量と毒針処理) / critical happens at i / 10000
2296 * @param weight 武器の重量
2297 * @param plus 武器のダメージ修正
2299 * @param meichuu 命中値
2300 * @param dokubari 毒針処理か否か
2303 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2308 if(dokubari) return dam;
2310 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2316 if (k < 400) num += (2 * dam + 5) * (400 - k);
2317 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2318 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2319 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2320 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2323 if(p_ptr->pclass == CLASS_NINJA)
2326 num += (4444 - i) * dam;
2332 num += (5000 - i) * dam;
2340 * @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
2342 * @param mult スレイ倍率(掛け算部分)
2343 * @param div スレイ倍率(割り算部分)
2344 * @param force 理力特別計算フラグ
2347 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2355 tmp += dam * 60 * 2;
2369 * @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)
2371 * @param mult スレイ倍率(掛け算部分)
2372 * @param div スレイ倍率(割り算部分)
2373 * @param force 理力特別計算フラグ
2375 * @param plus 武器ダメージ修正
2376 * @param meichuu 命中値
2377 * @param dokubari 毒針処理か否か
2378 * @param vorpal_mult 切れ味倍率(掛け算部分)
2379 * @param vorpal_div 切れ味倍率(割り算部分)
2382 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)
2384 dam = calc_slaydam(dam, mult, div, force);
2385 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2386 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2392 * @brief 武器の各条件毎のダメージ期待値を表示する。
2395 * @param mindice ダイス部分最小値
2396 * @param maxdice ダイス部分最大値
2398 * @param dam_bonus ダメージ修正値
2400 * @param color 条件内容の表示色
2402 * Display the damage figure of an object\n
2403 * (used by compare_weapon_aux)\n
2405 * Only accurate for the current weapon, because it includes\n
2406 * the current +dam of the player.\n
2409 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2414 mindam = blows * (mindice + dam_bonus);
2415 maxdam = blows * (maxdice + dam_bonus);
2417 /* Print the intro text */
2418 c_put_str(color, attr, r, c);
2420 /* Calculate the min and max damage figures */
2421 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2423 /* Print the damage */
2424 put_str(tmp_str, r, c + 8);
2429 * @brief 武器一つ毎のダメージ情報を表示する。
2430 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2431 * @param col 表示する行の上端
2434 * Show the damage figures for the various monster types\n
2436 * Only accurate for the current weapon, because it includes\n
2437 * the current number of blows for the player.\n
2440 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2442 BIT_FLAGS flgs[TR_FLAG_SIZE];
2443 int blow = p_ptr->num_blow[0];
2445 bool dokubari = FALSE;
2447 /* Effective dices */
2448 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2449 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2451 int mindice = eff_dd;
2452 int maxdice = eff_ds * eff_dd;
2455 int vorpal_mult = 1;
2457 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2460 /* Get the flags of the weapon */
2461 object_flags(o_ptr, flgs);
2463 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2466 /* Show Critical Damage*/
2467 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2468 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2470 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2474 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2476 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2487 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);
2488 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);
2489 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2492 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2496 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);
2497 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);
2498 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2501 /* Print the relevant lines */
2502 if (have_flag(flgs, TR_KILL_ANIMAL))
2504 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);
2505 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);
2506 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2508 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2510 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);
2511 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);
2512 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2514 if (have_flag(flgs, TR_KILL_EVIL))
2516 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);
2517 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);
2518 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2520 else if (have_flag(flgs, TR_SLAY_EVIL))
2522 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);
2523 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);
2524 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2526 if (have_flag(flgs, TR_KILL_HUMAN))
2528 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);
2529 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);
2530 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2532 else if (have_flag(flgs, TR_SLAY_HUMAN))
2534 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);
2535 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);
2536 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2538 if (have_flag(flgs, TR_KILL_UNDEAD))
2540 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);
2541 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);
2542 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2544 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2546 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);
2547 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);
2548 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2550 if (have_flag(flgs, TR_KILL_DEMON))
2552 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);
2553 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);
2554 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2556 else if (have_flag(flgs, TR_SLAY_DEMON))
2558 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);
2559 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);
2560 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2562 if (have_flag(flgs, TR_KILL_ORC))
2564 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);
2565 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);
2566 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2568 else if (have_flag(flgs, TR_SLAY_ORC))
2570 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);
2571 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);
2572 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2574 if (have_flag(flgs, TR_KILL_TROLL))
2576 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);
2577 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);
2578 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2580 else if (have_flag(flgs, TR_SLAY_TROLL))
2582 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);
2583 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);
2584 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2586 if (have_flag(flgs, TR_KILL_GIANT))
2588 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);
2589 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);
2590 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2592 else if (have_flag(flgs, TR_SLAY_GIANT))
2594 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);
2595 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);
2596 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2598 if (have_flag(flgs, TR_KILL_DRAGON))
2600 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);
2601 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);
2602 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2604 else if (have_flag(flgs, TR_SLAY_DRAGON))
2606 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);
2607 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);
2608 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2610 if (have_flag(flgs, TR_BRAND_ACID))
2612 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);
2613 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);
2614 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2616 if (have_flag(flgs, TR_BRAND_ELEC))
2618 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);
2619 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);
2620 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2622 if (have_flag(flgs, TR_BRAND_FIRE))
2624 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);
2625 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);
2626 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2628 if (have_flag(flgs, TR_BRAND_COLD))
2630 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);
2631 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);
2632 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2634 if (have_flag(flgs, TR_BRAND_POIS))
2636 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);
2637 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);
2638 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2643 * @brief モンスターへの命中率の計算
2648 static PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
2650 PERCENTAGE chance = 0;
2651 int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2653 if (meichuu <= 0) return 5;
2655 chance = 100 - ((ac * 75) / meichuu);
2657 if (chance > 95) chance = 95;
2658 if (chance < 5) chance = 5;
2659 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2660 chance = (chance * 19 + 9) / 20;
2665 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2666 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2667 * @param row 表示する列の左端
2668 * @param col 表示する行の上端
2670 * Displays all info about a weapon
2672 * Only accurate for the current weapon, because it includes
2673 * various info about the player's +to_dam and number of blows.
2676 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2678 char o_name[MAX_NLEN];
2681 /* Effective dices */
2682 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2683 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2685 /* Print the weapon name */
2686 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2687 c_put_str(TERM_YELLOW, o_name, row, col);
2689 /* Print the player's number of blows */
2690 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2691 put_str(tmp_str, row+1, col);
2693 /* Print to_hit and to_dam of the weapon */
2694 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2695 put_str(tmp_str, row+2, col);
2697 /* Print the weapons base damage dice */
2698 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2699 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2700 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2701 put_str(tmp_str, row+3, col);
2702 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2704 /* Damage for one blow (if it hits) */
2705 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2706 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2707 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2708 put_str(tmp_str, row+6, col+1);
2710 /* Damage for the complete attack (if all blows hit) */
2711 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2712 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2713 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2714 put_str(tmp_str, row+7, col+1);
2718 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2720 * Copies the weapons to compare into the weapon-slot and\n
2721 * compares the values for both weapons.\n
2722 * 武器1つだけで比較をしないなら費用は半額になる。
2723 * @param bcost 基本鑑定費用
2724 * @return 最終的にかかった費用
2726 static PRICE compare_weapons(PRICE bcost)
2729 OBJECT_IDX item, item2;
2730 object_type *o_ptr[2];
2731 object_type orig_weapon;
2735 TERM_LEN wid = 38, mgn = 2;
2736 bool old_character_xtra = character_xtra;
2739 PRICE cost = 0; /* First time no price */
2741 /* Save the screen */
2744 /* Clear the screen */
2747 /* Store copy of original wielded weapon */
2748 i_ptr = &inventory[INVEN_RARM];
2749 object_copy(&orig_weapon, i_ptr);
2751 /* Only compare melee weapons */
2752 item_tester_no_ryoute = TRUE;
2753 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2755 /* Get the first weapon */
2756 q = _("第一の武器は?", "What is your first weapon? ");
2757 s = _("比べるものがありません。", "You have nothing to compare.");
2759 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2765 /* Get the item (in the pack) */
2766 o_ptr[0] = &inventory[item];
2772 /* Clear the screen */
2775 /* Only compare melee weapons */
2776 item_tester_no_ryoute = TRUE;
2777 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2779 /* Hack -- prevent "icky" message */
2780 character_xtra = TRUE;
2782 /* Diaplay selected weapon's infomation */
2783 for (i = 0; i < n; i++)
2785 int col = (wid * i + mgn);
2787 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2788 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2790 p_ptr->update |= PU_BONUS;
2793 /* List the new values */
2794 list_weapon(o_ptr[i], row, col);
2795 compare_weapon_aux(o_ptr[i], col, row + 8);
2797 /* Copy back the original weapon into the weapon slot */
2798 object_copy(i_ptr, &orig_weapon);
2801 /* Reset the values for the old weapon */
2802 p_ptr->update |= PU_BONUS;
2805 character_xtra = old_character_xtra;
2808 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2809 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);
2810 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);
2812 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2813 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2814 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2822 if (total + cost > p_ptr->au)
2824 msg_print(_("お金が足りません!", "You don't have enough money!"));
2829 q = _("第二の武器は?", "What is your second weapon? ");
2830 s = _("比べるものがありません。", "You have nothing to compare.");
2832 /* Get the second weapon */
2833 if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2838 /* Get the item (in the pack) */
2839 o_ptr[1] = &inventory[item2];
2848 /* Restore the screen */
2856 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2858 * Calculate and display the dodge-rate and the protection-rate
2860 * @param iAC プレイヤーのAC。
2861 * @return 常にTRUEを返す。
2863 static bool eval_ac(ARMOUR_CLASS iAC)
2867 "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"
2868 "何パーセント軽減するかを示します。\n"
2869 "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"
2870 "に対してのみ効果があります。\n \n"
2871 "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"
2872 "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"
2873 "敵のレベルとあなたのACによって決定されます。\n \n"
2874 "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"
2875 "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";
2878 "'Protection Rate' means how much damage is reduced by your armor.\n"
2879 "Note that the Protection rate is effective only against normal "
2880 "'attack' and 'shatter' type melee attacks, "
2881 "and has no effect against any other types such as 'poison'.\n \n"
2882 "'Dodge Rate' indicates the success rate on dodging the "
2883 "monster's melee attacks. "
2884 "It is depend on the level of the monster and your AC.\n \n"
2885 "'Average Damage' indicates the expected amount of damage "
2886 "when you are attacked by normal melee attacks with power=100.";
2890 TERM_LEN col, row = 2;
2892 char buf[80*20], *t;
2894 /* AC lower than zero has no effect */
2895 if (iAC < 0) iAC = 0;
2898 protection = 100 * MIN(iAC, 150) / 250;
2904 put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2905 put_str(format("ダメージ軽減率 : %3d%%", protection), row++, 0);
2908 put_str("敵のレベル :", row + 0, 0);
2909 put_str("回避率 :", row + 1, 0);
2910 put_str("ダメージ期待値 :", row + 2, 0);
2912 put_str(format("Your current AC : %3d", iAC), row++, 0);
2913 put_str(format("Protection rate : %3d%%", protection), row++, 0);
2916 put_str("Level of Monster:", row + 0, 0);
2917 put_str("Dodge Rate :", row + 1, 0);
2918 put_str("Average Damage :", row + 2, 0);
2921 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2923 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2924 int dodge; /* 回避率(%) */
2925 int average; /* ダメージ期待値 */
2927 put_str(format("%3d", lvl), row + 0, col);
2930 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2931 put_str(format("%3d%%", dodge), row + 1, col);
2933 /* 100点の攻撃に対してのダメージ期待値を計算 */
2934 average = (100 - dodge) * (100 - protection) / 100;
2935 put_str(format("%3d", average), row + 2, col);
2939 roff_to_buf(memo, 70, buf, sizeof(buf));
2940 for (t = buf; t[0]; t += strlen(t) + 1)
2941 put_str(t, (row++) + 4, 4);
2943 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);
2955 * @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。
2956 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2957 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2958 * @return 修復対象になるならTRUEを返す。
2960 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2963 int cand[TR_FLAG_MAX];
2964 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2965 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2967 object_flags(to_ptr, to_flgs);
2968 object_flags(from_ptr, from_flgs);
2970 for (i = 0; i < TR_FLAG_MAX; i++)
2974 case TR_IGNORE_ACID:
2975 case TR_IGNORE_ELEC:
2976 case TR_IGNORE_FIRE:
2977 case TR_IGNORE_COLD:
2986 case TR_FIXED_FLAVOR:
2989 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2991 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2999 int tr_idx = cand[randint0(n)];
3000 add_flag(to_ptr->art_flags, tr_idx);
3001 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3002 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3003 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3004 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3011 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3012 * @param bcost 基本修復費用
3015 static PRICE repair_broken_weapon_aux(PRICE bcost)
3018 OBJECT_IDX item, mater;
3019 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3021 int i, dd_bonus, ds_bonus;
3022 KIND_OBJECT_IDX k_idx;
3023 char basenm[MAX_NLEN];
3024 cptr q, s; /* For get_item prompt */
3030 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);
3031 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);
3033 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3034 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3036 /* Only forge broken weapons */
3037 item_tester_hook = item_tester_hook_broken_weapon;
3039 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3041 /* Get the item (in the pack) */
3042 o_ptr = &inventory[item];
3044 /* It is worthless */
3045 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3047 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3051 /* They are too many */
3052 if (o_ptr->number > 1)
3054 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!"));
3058 /* Display item name */
3059 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3060 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3062 q = _("材料となる武器は?", "Which weapon for material? ");
3063 s = _("材料となる武器がありません。", "You have no material to repair.");
3065 /* Only forge broken weapons */
3066 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
3068 if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3071 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3075 /* Get the item (in the pack) */
3076 mo_ptr = &inventory[mater];
3078 /* Display item name */
3079 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3080 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3082 /* Get the value of one of the items (except curses) */
3083 cost = bcost + object_value_real(o_ptr) * 2;
3085 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);
3087 /* Check if the player has enough money */
3088 if (p_ptr->au < cost)
3090 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3091 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);
3096 if (o_ptr->sval == SV_BROKEN_DAGGER)
3101 /* Suppress compiler warning */
3104 for (j = 1; j < max_k_idx; j++)
3106 object_kind *k_aux_ptr = &k_info[j];
3108 if (k_aux_ptr->tval != TV_SWORD) continue;
3109 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3110 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3111 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3112 if (k_aux_ptr->weight > 99) continue;
3121 else /* TV_BROKEN_SWORD */
3123 /* Repair to a sword or sometimes material's type weapon */
3124 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3128 object_kind *ck_ptr;
3130 k_idx = lookup_kind(tval, SV_ANY);
3131 ck_ptr = &k_info[k_idx];
3133 if (tval == TV_SWORD)
3135 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3136 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3137 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3138 (ck_ptr->sval == SV_DOKUBARI)) continue;
3140 if (tval == TV_POLEARM)
3142 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3143 (ck_ptr->sval == SV_TSURIZAO)) continue;
3145 if (tval == TV_HAFTED)
3147 if ((ck_ptr->sval == SV_GROND) ||
3148 (ck_ptr->sval == SV_WIZSTAFF) ||
3149 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3156 /* Calculate dice bonuses */
3157 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3158 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3159 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3160 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3162 /* Change base object */
3163 k_ptr = &k_info[k_idx];
3164 o_ptr->k_idx = k_idx;
3165 o_ptr->weight = k_ptr->weight;
3166 o_ptr->tval = k_ptr->tval;
3167 o_ptr->sval = k_ptr->sval;
3168 o_ptr->dd = k_ptr->dd;
3169 o_ptr->ds = k_ptr->ds;
3171 /* Copy base object's ability */
3172 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3173 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3174 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3180 for (i = 1; i < dd_bonus; i++)
3182 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3188 for (i = 1; i < ds_bonus; i++)
3190 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3195 if (have_flag(k_ptr->flags, TR_BLOWS))
3197 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3198 o_ptr->pval = MIN(o_ptr->pval, bmax);
3201 /* Add one random ability from material weapon */
3202 give_one_ability_of_object(o_ptr, mo_ptr);
3204 /* Add to-dam, to-hit and to-ac from material weapon */
3205 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3206 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3207 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3209 if ((o_ptr->name1 == ART_NARSIL) ||
3210 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3211 (object_is_ego(o_ptr) && one_in_(7)))
3214 if (object_is_ego(o_ptr))
3216 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3217 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3220 /* Add one random ability from material weapon */
3221 give_one_ability_of_object(o_ptr, mo_ptr);
3223 /* Add one random activation */
3224 if (!activation_index(o_ptr)) one_activation(o_ptr);
3227 if (o_ptr->name1 == ART_NARSIL)
3229 one_high_resistance(o_ptr);
3233 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3236 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3238 msg_format("$%dで%sに修復しました。", cost, basenm);
3240 msg_format("Repaired into %s for %d gold.", basenm, cost);
3244 /* Remove BROKEN flag */
3245 o_ptr->ident &= ~(IDENT_BROKEN);
3247 /* Add repaired flag */
3248 o_ptr->discount = 99;
3250 /* Decrease material object */
3251 inven_item_increase(mater, -1);
3252 inven_item_optimize(mater);
3255 p_ptr->update |= PU_BONUS;
3258 /* Something happened */
3263 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3264 * @param bcost 基本鑑定費用
3267 static int repair_broken_weapon(PRICE bcost)
3271 cost = repair_broken_weapon_aux(bcost);
3278 * @brief アイテムの強化を行う。 / Enchant item
3279 * @param cost 1回毎の費用
3280 * @param to_hit 命中をアップさせる量
3281 * @param to_dam ダメージをアップさせる量
3282 * @param to_ac ACをアップさせる量
3283 * @return 実際に行ったらTRUE
3285 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3292 int maxenchant = (p_ptr->lev / 5);
3293 char tmp_str[MAX_NLEN];
3297 prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3298 prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3300 prt(format(" Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3301 prt(format(" The price for the service is %d gold per item.", cost), 7, 0);
3304 item_tester_no_ryoute = TRUE;
3306 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3307 s = _("改良できるものがありません。", "You have nothing to improve.");
3309 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3311 /* Get the item (in the pack) */
3312 o_ptr = &inventory[item];
3314 /* Check if the player has enough money */
3315 if (p_ptr->au < (cost * o_ptr->number))
3317 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3318 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);
3322 /* Enchant to hit */
3323 for (i = 0; i < to_hit; i++)
3325 if (o_ptr->to_h < maxenchant)
3327 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3335 /* Enchant to damage */
3336 for (i = 0; i < to_dam; i++)
3338 if (o_ptr->to_d < maxenchant)
3340 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3349 for (i = 0; i < to_ac; i++)
3351 if (o_ptr->to_a < maxenchant)
3353 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3364 if (flush_failure) flush();
3365 msg_print(_("改良に失敗した。", "The improvement failed."));
3370 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3372 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3374 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3377 /* Charge the money */
3378 p_ptr->au -= (cost * o_ptr->number);
3380 if (item >= INVEN_RARM) calc_android_exp();
3382 /* Something happened */
3389 * @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
3391 * The player can select the number of charges to add\n
3392 * (up to a limit), and the recharge never fails.\n
3394 * The cost for rods depends on the level of the rod. The prices\n
3395 * for recharging wands and staves are dependent on the cost of\n
3399 static void building_recharge(void)
3407 PARAMETER_VALUE charges;
3409 char tmp_str[MAX_NLEN];
3413 /* Display some info */
3415 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);
3418 /* Only accept legal items */
3419 item_tester_hook = item_tester_hook_recharge;
3421 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3422 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3423 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3425 /* Get the item (in the pack) */
3428 o_ptr = &inventory[item];
3431 /* Get the item (on the floor) */
3434 o_ptr = &o_list[0 - item];
3437 k_ptr = &k_info[o_ptr->k_idx];
3440 * We don't want to give the player free info about
3441 * the level of the item or the number of charges.
3443 /* The item must be "known" */
3444 if (!object_is_known(o_ptr))
3446 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!"));
3449 if ((p_ptr->au >= 50) &&
3450 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3457 identify_item(o_ptr);
3460 object_desc(tmp_str, o_ptr, 0);
3461 msg_format(_("%s です。", "You have: %s."), tmp_str);
3463 /* Auto-inscription */
3464 autopick_alter_item(item, FALSE);
3466 /* Update the gold display */
3467 building_prt_gold();
3475 /* Extract the object "level" */
3476 lev = k_info[o_ptr->k_idx].level;
3478 /* Price for a rod */
3479 if (o_ptr->tval == TV_ROD)
3481 if (o_ptr->timeout > 0)
3483 /* Fully recharge */
3484 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3488 /* No recharge necessary */
3490 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3494 else if (o_ptr->tval == TV_STAFF)
3496 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3497 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3499 /* Pay at least 10 gold per charge */
3500 price = MAX(10, price);
3504 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3505 price = (k_info[o_ptr->k_idx].cost / 10);
3507 /* Pay at least 10 gold per charge */
3508 price = MAX(10, price);
3511 /* Limit the number of charges for wands and staffs */
3512 if (o_ptr->tval == TV_WAND
3513 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3515 if (o_ptr->number > 1)
3517 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3521 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3525 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3527 if (o_ptr->number > 1)
3529 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3533 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3538 /* Check if the player has enough money */
3539 if (p_ptr->au < price)
3541 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3543 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3545 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3551 if (o_ptr->tval == TV_ROD)
3554 if (get_check(format("そのロッドを$%d で再充填しますか?",
3557 if (get_check(format("Recharge the %s for %d gold? ",
3558 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3562 /* Recharge fully */
3572 if (o_ptr->tval == TV_STAFF)
3573 max_charges = k_ptr->pval - o_ptr->pval;
3575 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3577 /* Get the quantity for staves and wands */
3578 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3579 MIN(p_ptr->au / price, max_charges));
3582 if (charges < 1) return;
3584 /* Get the new price */
3588 o_ptr->pval += charges;
3590 /* We no longer think the item is empty */
3591 o_ptr->ident &= ~(IDENT_EMPTY);
3595 object_desc(tmp_str, o_ptr, 0);
3597 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3599 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3602 /* Combine / Reorder the pack (later) */
3603 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3605 p_ptr->window |= (PW_INVEN);
3616 * @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
3618 * The player can select the number of charges to add\n
3619 * (up to a limit), and the recharge never fails.\n
3621 * The cost for rods depends on the level of the rod. The prices\n
3622 * for recharging wands and staves are dependent on the cost of\n
3626 static void building_recharge_all(void)
3633 PRICE total_cost = 0;
3636 /* Display some info */
3639 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);
3641 /* Calculate cost */
3642 for ( i = 0; i < INVEN_PACK; i++)
3644 o_ptr = &inventory[i];
3646 /* skip non magic device */
3647 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3649 /* need identified */
3650 if (!object_is_known(o_ptr)) total_cost += 50;
3652 /* Extract the object "level" */
3653 lev = k_info[o_ptr->k_idx].level;
3655 k_ptr = &k_info[o_ptr->k_idx];
3657 switch (o_ptr->tval)
3660 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3664 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3665 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3667 /* Pay at least 10 gold per charge */
3668 price = MAX(10, price);
3671 price = (k_ptr->pval - o_ptr->pval) * price;
3675 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3676 price = (k_info[o_ptr->k_idx].cost / 10);
3678 /* Pay at least 10 gold per charge */
3679 price = MAX(10, price);
3682 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3686 /* if price <= 0 then item have enough charge */
3687 if (price > 0) total_cost += price;
3692 msg_print(_("充填する必要はありません。", "No need to recharge."));
3697 /* Check if the player has enough money */
3698 if (p_ptr->au < total_cost)
3700 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 );
3704 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3706 for (i = 0; i < INVEN_PACK; i++)
3708 o_ptr = &inventory[i];
3709 k_ptr = &k_info[o_ptr->k_idx];
3711 /* skip non magic device */
3712 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3715 if (!object_is_known(o_ptr))
3717 identify_item(o_ptr);
3719 /* Auto-inscription */
3720 autopick_alter_item(i, FALSE);
3724 switch (o_ptr->tval)
3730 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3731 /* We no longer think the item is empty */
3732 o_ptr->ident &= ~(IDENT_EMPTY);
3735 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3736 o_ptr->pval = o_ptr->number * k_ptr->pval;
3737 /* We no longer think the item is empty */
3738 o_ptr->ident &= ~(IDENT_EMPTY);
3744 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3747 /* Combine / Reorder the pack (later) */
3748 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3750 p_ptr->window |= (PW_INVEN);
3753 p_ptr->au -= total_cost;
3760 * @brief 町間のテレポートを行うメインルーチン。
3761 * @return テレポート処理を決定したか否か
3763 bool tele_town(void)
3770 msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
3774 if (p_ptr->inside_arena || p_ptr->inside_battle)
3776 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3783 for (i = 1; i < max_towns; i++)
3787 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3789 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3796 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3802 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3812 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3813 else if (((i-'a'+1) == p_ptr->town_num) || ((i-'a'+1) == NO_TOWN) || ((i-'a'+1) == SECRET_TOWN) || !(p_ptr->visit & (1L << (i-'a')))) continue;
3817 for (y = 0; y < max_wild_y; y++)
3819 for (x = 0; x < max_wild_x; x++)
3821 if(wilderness[y][x].town == (i-'a'+1))
3823 p_ptr->wilderness_y = y;
3824 p_ptr->wilderness_x = x;
3829 p_ptr->leaving = TRUE;
3831 p_ptr->teleport_town = TRUE;
3837 * @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-
3838 * @return 常にTRUEを返す。
3839 * @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。
3841 static bool research_mon(void)
3849 bool recall = FALSE;
3853 /* XTRA HACK WHATSEARCH */
3859 /* XTRA HACK REMEMBER_IDX */
3860 static int old_sym = '\0';
3861 static IDX old_i = 0;
3864 /* Save the screen */
3867 /* Get a character, or abort */
3868 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):",
3869 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3878 /* Find that character info, and describe it */
3879 for (i = 0; ident_info[i]; ++i)
3881 if (sym == ident_info[i][0]) break;
3884 /* XTRA HACK WHATSEARCH */
3885 if (sym == KTRL('A'))
3888 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3890 else if (sym == KTRL('U'))
3893 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3895 else if (sym == KTRL('N'))
3898 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3900 else if (sym == KTRL('M'))
3903 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3912 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3914 else if (ident_info[i])
3916 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3920 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3923 /* Display the result */
3927 /* Allocate the "who" array */
3928 C_MAKE(who, max_r_idx, IDX);
3930 /* Collect matching monsters */
3931 for (n = 0, i = 1; i < max_r_idx; i++)
3933 monster_race *r_ptr = &r_info[i];
3936 if (!r_ptr->name) continue;
3938 /* XTRA HACK WHATSEARCH */
3939 /* Require non-unique monsters if needed */
3940 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3942 /* Require unique monsters if needed */
3943 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3951 for (xx = 0; temp[xx] && xx < 80; xx++)
3954 if (iskanji(temp[xx]))
3960 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3964 strcpy(temp2, r_name + r_ptr->E_name);
3966 strcpy(temp2, r_name + r_ptr->name);
3968 for (xx = 0; temp2[xx] && xx < 80; xx++)
3969 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3972 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3974 if (my_strstr(temp2, temp))
3978 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3981 /* Nothing to recall */
3984 /* Free the "who" array */
3985 C_KILL(who, max_r_idx, IDX);
3997 /* Sort if needed */
4000 /* Select the sort method */
4001 ang_sort_comp = ang_sort_comp_hook;
4002 ang_sort_swap = ang_sort_swap_hook;
4004 /* Sort the array */
4005 ang_sort(who, &why, n);
4009 /* Start at the end */
4010 /* XTRA HACK REMEMBER_IDX */
4011 if (old_sym == sym && old_i < n) i = old_i;
4016 /* Scan the monster memory */
4019 /* Extract a race */
4022 /* Hack -- Begin the prompt */
4025 /* Hack -- Complete the prompt */
4026 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4034 /*** Recall on screen ***/
4036 /* Get maximal info about this monster */
4037 lore_do_probe(r_idx);
4039 /* Save this monster ID */
4040 monster_race_track(r_idx);
4043 /* know every thing mode */
4044 screen_roff(r_idx, 0x01);
4047 /* XTRA HACK REMEMBER_IDX */
4055 /* Normal commands */
4056 if (query != 'r') break;
4063 if (query == ESCAPE) break;
4065 /* Move to "prev" monster */
4071 if (!expand_list) break;
4075 /* Move to "next" monster */
4081 if (!expand_list) break;
4087 /* Re-display the identity */
4088 /* prt(buf, 5, 5);*/
4090 /* Free the "who" array */
4091 C_KILL(who, max_r_idx, IDX);
4096 return (!notpicked);
4101 * @brief 施設の処理実行メインルーチン / Execute a building command
4102 * @param bldg 施設構造体の参照ポインタ
4103 * @param i 実行したい施設のサービステーブルの添字
4106 static void bldg_process_command(building_type *bldg, int i)
4108 BACT_IDX bact = bldg->actions[i];
4113 /* Flush messages */
4118 bcost = bldg->member_costs[i];
4120 bcost = bldg->other_costs[i];
4122 /* action restrictions */
4123 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4124 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4126 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4130 /* check gold (HACK - Recharge uses variable costs) */
4131 if ((bact != BACT_RECHARGE) &&
4132 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4133 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4135 msg_print(_("お金が足りません!", "You do not have the gold!"));
4144 case BACT_RESEARCH_ITEM:
4145 paid = identify_fully(FALSE);
4147 case BACT_TOWN_HISTORY:
4150 case BACT_RACE_LEGENDS:
4156 case BACT_KING_LEGENDS:
4157 case BACT_ARENA_LEGENDS:
4162 case BACT_ARENA_RULES:
4166 case BACT_IN_BETWEEN:
4168 case BACT_SPIN_WHEEL:
4169 case BACT_DICE_SLOTS:
4170 case BACT_GAMBLE_RULES:
4177 paid = inn_comm(bact);
4179 case BACT_RESEARCH_MONSTER:
4180 paid = research_mon();
4182 case BACT_COMPARE_WEAPONS:
4184 bcost = compare_weapons(bcost);
4186 case BACT_ENCHANT_WEAPON:
4187 item_tester_hook = object_allow_enchant_melee_weapon;
4188 enchant_item(bcost, 1, 1, 0);
4190 case BACT_ENCHANT_ARMOR:
4191 item_tester_hook = object_is_armour;
4192 enchant_item(bcost, 0, 0, 1);
4195 building_recharge();
4197 case BACT_RECHARGE_ALL:
4198 building_recharge_all();
4200 case BACT_IDENTS: /* needs work */
4201 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;
4203 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4206 case BACT_IDENT_ONE: /* needs work */
4207 paid = ident_spell(FALSE);
4212 case BACT_HEALING: /* needs work */
4213 paid = cure_critical_wounds(200);
4215 case BACT_RESTORE: /* needs work */
4216 paid = restore_all_status();
4218 case BACT_ENCHANT_ARROWS:
4219 item_tester_hook = item_tester_hook_ammo;
4220 enchant_item(bcost, 1, 1, 0);
4222 case BACT_ENCHANT_BOW:
4223 item_tester_tval = TV_BOW;
4224 enchant_item(bcost, 1, 1, 0);
4227 if (recall_player(1)) paid = TRUE;
4229 case BACT_TELEPORT_LEVEL:
4235 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4236 show_building(bldg);
4237 if (!select_dungeon) return;
4239 max_depth = d_info[select_dungeon].maxdepth;
4241 /* Limit depth in Angband */
4242 if (select_dungeon == DUNGEON_ANGBAND)
4244 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4245 else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4247 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
4248 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
4252 p_ptr->word_recall = 1;
4253 p_ptr->recall_dungeon = select_dungeon;
4254 max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4255 if (record_maxdepth)
4256 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4258 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4261 p_ptr->redraw |= (PR_STATUS);
4265 case BACT_LOSE_MUTATION:
4266 if (p_ptr->muta1 || p_ptr->muta2 ||
4267 (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4268 (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4269 (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4271 while(!lose_mutation(0));
4276 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4283 case BACT_TSUCHINOKO:
4296 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4297 set_virtue(V_COMPASSION, 0);
4298 set_virtue(V_HONOUR, 0);
4299 set_virtue(V_JUSTICE, 0);
4300 set_virtue(V_SACRIFICE, 0);
4301 set_virtue(V_KNOWLEDGE, 0);
4302 set_virtue(V_FAITH, 0);
4303 set_virtue(V_ENLIGHTEN, 0);
4304 set_virtue(V_ENCHANT, 0);
4305 set_virtue(V_CHANCE, 0);
4306 set_virtue(V_NATURE, 0);
4307 set_virtue(V_HARMONY, 0);
4308 set_virtue(V_VITALITY, 0);
4309 set_virtue(V_UNLIFE, 0);
4310 set_virtue(V_PATIENCE, 0);
4311 set_virtue(V_TEMPERANCE, 0);
4312 set_virtue(V_DILIGENCE, 0);
4313 set_virtue(V_VALOUR, 0);
4314 set_virtue(V_INDIVIDUALISM, 0);
4318 case BACT_TELE_TOWN:
4322 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4324 case BACT_BROKEN_WEAPON:
4326 bcost = repair_broken_weapon(bcost);
4337 * @brief クエスト入り口にプレイヤーが乗った際の処理 / Do building commands
4340 void do_cmd_quest(void)
4342 p_ptr->energy_use = 100;
4344 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4346 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4351 msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
4352 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4353 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4354 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4356 /* Player enters a new quest */
4360 leave_quest_check();
4362 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4363 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4365 p_ptr->leaving = TRUE;
4371 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4374 void do_cmd_bldg(void)
4379 building_type *bldg;
4382 p_ptr->energy_use = 100;
4384 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4386 msg_print(_("ここには建物はない。", "You see no building here."));
4390 which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4392 bldg = &building[which];
4394 /* Don't re-init the wilderness */
4395 reinit_wilderness = FALSE;
4397 if ((which == 2) && (p_ptr->arena_number < 0))
4399 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4402 else if ((which == 2) && p_ptr->inside_arena)
4404 if (!p_ptr->exit_bldg && m_cnt > 0)
4406 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);
4410 /* Don't save the arena as saved floor */
4411 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4413 p_ptr->inside_arena = FALSE;
4414 p_ptr->leaving = TRUE;
4416 /* Re-enter the arena */
4417 command_new = SPECIAL_KEY_BUILDING;
4419 /* No energy needed to re-enter the arena */
4420 p_ptr->energy_use = 0;
4425 else if (p_ptr->inside_battle)
4427 /* Don't save the arena as saved floor */
4428 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4430 p_ptr->leaving = TRUE;
4431 p_ptr->inside_battle = FALSE;
4433 /* Re-enter the monster arena */
4434 command_new = SPECIAL_KEY_BUILDING;
4436 /* No energy needed to re-enter the arena */
4437 p_ptr->energy_use = 0;
4443 p_ptr->oldpy = p_ptr->y;
4444 p_ptr->oldpx = p_ptr->x;
4447 /* Forget the lite */
4450 /* Forget the view */
4453 /* Hack -- Increase "icky" depth */
4460 show_building(bldg);
4463 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4470 building_prt_gold();
4474 if (command == ESCAPE)
4477 p_ptr->inside_arena = FALSE;
4478 p_ptr->inside_battle = FALSE;
4482 for (i = 0; i < 8; i++)
4484 if (bldg->letters[i])
4486 if (bldg->letters[i] == command)
4494 if(validcmd) bldg_process_command(bldg, i);
4500 select_floor_music();
4502 /* Flush messages */
4506 /* Reinit wilderness to activate quests ... */
4507 if (reinit_wilderness)
4509 p_ptr->leaving = TRUE;
4512 /* Hack -- Decrease "icky" depth */
4515 /* Clear the screen */
4518 /* Update the visuals */
4519 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4521 /* Redraw entire screen */
4522 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4524 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4529 * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4531 static cptr find_quest[] =
4533 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4534 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4535 _("メッセージを見つけた:", "There is a sign saying"),
4536 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4537 _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4542 * @brief クエストの導入メッセージを表示する / Discover quest
4543 * @param q_idx 開始されたクエストのID
4545 void quest_discovery(QUEST_IDX q_idx)
4547 quest_type *q_ptr = &quest[q_idx];
4548 monster_race *r_ptr = &r_info[q_ptr->r_idx];
4549 int q_num = q_ptr->max_num;
4552 /* No quest index */
4555 strcpy(name, (r_name + r_ptr->name));
4557 msg_print(find_quest[rand_range(0, 4)]);
4564 /* Hack -- "unique" monsters must be "unique" */
4565 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4566 (0 == r_ptr->max_num))
4568 msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4569 /* The unique is already dead */
4570 quest[q_idx].status = QUEST_STATUS_FINISHED;
4573 q_ptr->comptime = playtime;
4577 msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4582 /* Normal monsters */
4586 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4593 * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4594 * / Hack -- Check if a level is a "quest" level
4595 * @param level 検索対象になる階
4596 * @return クエストIDを返す。該当がない場合0を返す。
4598 QUEST_IDX quest_number(DEPTH level)
4603 if (p_ptr->inside_quest)
4604 return (p_ptr->inside_quest);
4606 for (i = 0; i < max_q_idx; i++)
4608 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4610 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4611 !(quest[i].flags & QUEST_FLAG_PRESET) &&
4612 (quest[i].level == level) &&
4613 (quest[i].dungeon == dungeon_type))
4617 /* Check for random quest */
4618 return (random_quest_number(level));
4622 * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4623 * @param level 検索対象になる階
4624 * @return クエストIDを返す。該当がない場合0を返す。
4626 QUEST_IDX random_quest_number(DEPTH level)
4630 if (dungeon_type != DUNGEON_ANGBAND) return 0;
4632 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4634 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4635 (quest[i].status == QUEST_STATUS_TAKEN) &&
4636 (quest[i].level == level) &&
4637 (quest[i].dungeon == DUNGEON_ANGBAND))