3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
9 Rewritten for Kangband 2.8.3i using Kamband's version of\n
10 bldg.c as written by Ivan Tkatchev\n
12 Changed for ZAngband by Robert Ruehlmann\n
21 #include "cmd-magiceat.h"
23 #include "floor-events.h"
24 #include "floor-save.h"
26 #include "objectkind.h"
27 #include "object-boost.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
31 #include "monsterrace-hook.h"
43 #include "cmd-spell.h"
46 #include "spells-object.h"
47 #include "spells-status.h"
48 #include "realm-hex.h"
49 #include "dungeon-file.h"
52 #include "player-status.h"
53 #include "player-effects.h"
54 #include "player-class.h"
55 #include "player-personality.h"
56 #include "player-inventory.h"
59 #include "view-mainwindow.h"
60 #include "monsterrace.h"
64 * todo MAX_BLDGが定義されていない旨のエラーが出る……がコンパイルには成功する
67 building_type building[MAX_BLDG];
69 MONRACE_IDX battle_mon[4];
75 bool reinit_wilderness = FALSE;
76 MONSTER_IDX today_mon;
79 * todo MAX_ARENA_MONSが定義されていない旨のエラーが出る……がコンパイルには成功する
80 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
82 const arena_type arena_info[MAX_ARENA_MONS + 2] =
84 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
85 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
86 { MON_IMP, TV_POTION, SV_POTION_SPEED },
87 { MON_LION_HEART, 0, 0 },
88 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
89 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
90 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
91 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
92 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
93 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
94 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
95 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
96 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
97 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
98 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
99 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
100 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
101 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
102 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
103 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
104 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
105 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
106 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
107 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
108 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
109 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
110 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
111 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
112 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
113 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
114 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
115 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
116 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
117 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
118 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
119 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
120 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
121 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
122 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
123 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
124 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
125 { 0, 0, 0 }, /* Victory prizing */
126 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
130 * todo グローバルである必要があるか?
135 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
136 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
137 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
138 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
139 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
140 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
141 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
142 #define ODDS_ST 4 /*!< ストレートの役倍率 */
143 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
144 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
147 * @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。
148 * @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、
149 * 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。
150 * @param player_ptr プレーヤーへの参照ポインタ
151 * @param bldg 施設構造体の参照ポインタ
152 * @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。
154 static bool is_owner(player_type *player_ptr, building_type *bldg)
156 if (bldg->member_class[player_ptr->pclass] == BUILDING_OWNER)
161 if (bldg->member_race[player_ptr->prace] == BUILDING_OWNER)
166 REALM_IDX realm1 = player_ptr->realm1;
167 REALM_IDX realm2 = player_ptr->realm2;
168 if ((is_magic(realm1) && (bldg->member_realm[realm1] == BUILDING_OWNER)) ||
169 (is_magic(realm2) && (bldg->member_realm[realm2] == BUILDING_OWNER)))
179 * @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。
181 * @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、
182 * 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。
183 * @param player_ptr プレーヤーへの参照ポインタ
184 * @param bldg 施設構造体の参照ポインタ
185 * @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。
186 * @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。
188 static bool is_member(player_type *player_ptr, building_type *bldg)
190 if (bldg->member_class[player_ptr->pclass])
195 if (bldg->member_race[player_ptr->prace])
200 REALM_IDX realm1 = player_ptr->realm1;
201 REALM_IDX realm2 = player_ptr->realm2;
202 if ((is_magic(realm1) && bldg->member_realm[realm1]) ||
203 (is_magic(realm2) && bldg->member_realm[realm2]))
208 if (player_ptr->pclass != CLASS_SORCERER) return FALSE;
210 for (int i = 0; i < MAX_MAGIC; i++)
212 if (bldg->member_realm[i + 1]) return TRUE;
220 * @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
221 * @details 消去は行毎にヌル文字列で行われる。
222 * @param min_row 開始行番号
223 * @param max_row 末尾行番号
226 void clear_bldg(int min_row, int max_row)
228 for (int i = min_row; i <= max_row; i++)
237 * @param player_ptr プレーヤーへの参照ポインタ
240 static void building_prt_gold(player_type *player_ptr)
243 prt(_("手持ちのお金: ", "Gold Remaining: "), 23, 53);
244 sprintf(tmp_str, "%9ld", (long)player_ptr->au);
245 prt(tmp_str, 23, 68);
250 * @brief 施設のサービス一覧を表示する / Display a building.
251 * @param player_ptr プレーヤーへの参照ポインタ
252 * @param bldg 施設構造体の参照ポインタ
255 static void show_building(player_type *player_ptr, building_type* bldg)
262 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
265 for (int i = 0; i < 8; i++)
267 if (!bldg->letters[i]) continue;
269 if (bldg->action_restr[i] == 0)
271 if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
272 (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
274 action_color = TERM_WHITE;
277 else if (is_owner(player_ptr, bldg))
279 action_color = TERM_YELLOW;
280 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
284 action_color = TERM_YELLOW;
285 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
288 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
289 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
293 if (bldg->action_restr[i] == 1)
295 if (!is_member(player_ptr, bldg))
297 action_color = TERM_L_DARK;
298 strcpy(buff, _("(閉店)", "(closed)"));
300 else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
301 (is_member(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
303 action_color = TERM_WHITE;
306 else if (is_owner(player_ptr, bldg))
308 action_color = TERM_YELLOW;
309 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
313 action_color = TERM_YELLOW;
314 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
317 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
318 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
322 if (!is_owner(player_ptr, bldg))
324 action_color = TERM_L_DARK;
325 strcpy(buff, _("(閉店)", "(closed)"));
327 else if (bldg->member_costs[i] != 0)
329 action_color = TERM_YELLOW;
330 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
334 action_color = TERM_WHITE;
338 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
339 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
342 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
347 * @brief 闘技場に入るコマンドの処理 / arena commands
348 * @param player_ptr プレーヤーへの参照ポインタ
349 * @param cmd 闘技場処理のID
352 static void arena_comm(player_type *player_ptr, int cmd)
360 if (player_ptr->arena_number == MAX_ARENA_MONS)
363 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
364 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);
365 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);
369 player_ptr->au += 1000000L;
370 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
372 player_ptr->arena_number++;
376 if (player_ptr->arena_number > MAX_ARENA_MONS)
378 if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
380 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."));
382 if (get_check(_("挑戦するかね?", "Do you fight? ")))
384 msg_print(_("死ぬがよい。", "Die, maggots."));
387 player_ptr->exit_bldg = FALSE;
388 reset_tim_flags(player_ptr);
390 /* Save the surface floor as saved floor */
391 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
393 player_ptr->current_floor_ptr->inside_arena = TRUE;
394 player_ptr->leaving = TRUE;
395 player_ptr->leave_bldg = TRUE;
399 msg_print(_("残念だ。", "We are disappointed."));
404 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。",
405 "You enter the arena briefly and bask in your glory."));
412 if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
414 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。",
415 "You don't have permission to enter with pet."));
420 player_ptr->exit_bldg = FALSE;
421 reset_tim_flags(player_ptr);
422 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
424 player_ptr->current_floor_ptr->inside_arena = TRUE;
425 player_ptr->leaving = TRUE;
426 player_ptr->leave_bldg = TRUE;
429 if (player_ptr->arena_number == MAX_ARENA_MONS)
431 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。",
432 "You are victorious. Enter the arena for the ceremony."));
436 if (player_ptr->arena_number > MAX_ARENA_MONS)
438 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
442 r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
443 name = (r_name + r_ptr->name);
444 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
446 player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
447 player_ptr->window |= (PW_MONSTER);
448 handle_stuff(player_ptr);
450 case BACT_ARENA_RULES:
453 /* Peruse the arena help file */
454 (void)show_file(player_ptr, TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
462 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
463 * @param row シンボルを表示する行の上端
464 * @param col シンボルを表示する行の左端
465 * @param fruit 表示するシンボルID
468 static void display_fruit(int row, int col, int fruit)
473 c_put_str(TERM_YELLOW, " ####.", row, col);
474 c_put_str(TERM_YELLOW, " # #", row + 1, col);
475 c_put_str(TERM_YELLOW, " # #", row + 2, col);
476 c_put_str(TERM_YELLOW, "# #", row + 3, col);
477 c_put_str(TERM_YELLOW, "# #", row + 4, col);
478 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
479 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
480 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
482 " Lemon "), row + 8, col);
485 c_put_str(TERM_ORANGE, " ## ", row, col);
486 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
487 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
488 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
489 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
490 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
491 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
492 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
494 " Orange "), row + 8, col);
497 c_put_str(TERM_SLATE, _(" Λ ", " /\\ "), row, col);
498 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 1, col);
499 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 2, col);
500 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 3, col);
501 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 4, col);
502 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 5, col);
503 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### "), row + 6, col);
504 c_put_str(TERM_UMBER, _(" 目 ", " ## "), row + 7, col);
505 prt(_(" 剣 ", " Sword "), row + 8, col);
508 c_put_str(TERM_SLATE, " ###### ", row, col);
509 c_put_str(TERM_SLATE, "# #", row + 1, col);
510 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
511 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
512 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
513 c_put_str(TERM_SLATE, " # # ", row + 5, col);
514 c_put_str(TERM_SLATE, " # # ", row + 6, col);
515 c_put_str(TERM_SLATE, " ## ", row + 7, col);
517 " Shield "), row + 8, col);
520 c_put_str(TERM_VIOLET, " ## ", row, col);
521 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
522 c_put_str(TERM_VIOLET, "########", row + 2, col);
523 c_put_str(TERM_VIOLET, "########", row + 3, col);
524 c_put_str(TERM_VIOLET, "########", row + 4, col);
525 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
526 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
527 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
529 " Plum "), row + 8, col);
532 c_put_str(TERM_RED, " ##", row, col);
533 c_put_str(TERM_RED, " ### ", row + 1, col);
534 c_put_str(TERM_RED, " #..# ", row + 2, col);
535 c_put_str(TERM_RED, " #..# ", row + 3, col);
536 c_put_str(TERM_RED, " ###### ", row + 4, col);
537 c_put_str(TERM_RED, "#..##..#", row + 5, col);
538 c_put_str(TERM_RED, "#..##..#", row + 6, col);
539 c_put_str(TERM_RED, " ## ## ", row + 7, col);
541 " Cherry "), row + 8, col);
548 * kpoker no (tyuto-hannpa na)pakuri desu...
549 * joker ha shineru node haitte masen.
551 * TODO: donataka! tsukutte!
552 * - agatta yaku no kiroku (like DQ).
553 * - kakkoii card no e.
554 * - sousa-sei no koujyo.
555 * - code wo wakariyasuku.
557 * - Joker... -- done.
560 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
563 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
564 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
565 #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 */
572 static void reset_deck(int deck[])
574 for (int i = 0; i < 53; i++)
579 for (int i = 0; i < 53; i++) {
580 int tmp1 = randint0(53 - i) + i;
582 deck[i] = deck[tmp1];
589 * @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。
590 * @return ジョーカーを持っているか。
592 static bool have_joker(void)
594 for (int i = 0; i < 5; i++)
596 if (IS_JOKER(cards[i])) return TRUE;
604 * @brief ポーカーの手札に該当の番号の札があるかを返す。
605 * @param num 探したいカードの番号。
606 * @return 該当の番号が手札にあるか。
608 static bool find_card_num(int num)
610 for (int i = 0; i < 5; i++)
612 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
620 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
623 static bool poker_hand_check_flush(void)
625 bool joker_is_used = FALSE;
627 int suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
628 for (int i = 0; i < 5; i++) {
629 if (SUIT_OF(cards[i]) == suit) continue;
631 if (have_joker() && !joker_is_used)
632 joker_is_used = TRUE;
642 * @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。
643 * @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
645 static int poker_hand_check_straight(void)
648 bool joker_is_used = FALSE;
649 bool straight = FALSE;
651 for (int i = 0; i < 5; i++)
653 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
654 lowest = NUM_OF(cards[i]);
657 if (poker_hand_check_flush())
662 for (i = 0; i < 4; i++)
664 if (!find_card_num(9 + i)) {
665 if (have_joker() && !joker_is_used)
666 joker_is_used = TRUE;
672 if (i == 4) return 3;
677 for (i = 0; i < 3; i++)
679 if (!find_card_num(10 + i))
683 if (i == 3 && have_joker()) return 3;
687 joker_is_used = FALSE;
692 for (i = 0; i < 4; i++)
694 if (!find_card_num(9 + i)) {
695 if (have_joker() && !joker_is_used)
696 joker_is_used = TRUE;
702 if (i == 4) straight = TRUE;
705 joker_is_used = FALSE;
708 for (i = 0; i < 5; i++)
710 if (!find_card_num(lowest + i))
712 if (have_joker() && !joker_is_used)
713 joker_is_used = TRUE;
719 if (i == 5) straight = TRUE;
721 if (straight && poker_hand_check_flush()) return 2; /* Straight Flush */
722 else if (straight) return 1; /* Only Straight */
728 * @brief ポーカーのペア役の状態を返す。
729 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
731 static int poker_hand_check_pair(void)
734 for (int i = 0; i < 5; i++)
736 for (int j = i + 1; j < 5; j++)
738 if (IS_JOKER(cards[i]) || IS_JOKER(cards[j])) continue;
739 if (NUM_OF(cards[i]) == NUM_OF(cards[j]))
773 * @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。
776 static int poker_hand_check(void)
780 switch (poker_hand_check_straight())
783 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
786 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
789 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
792 /* Not straight -- fall through */
796 if (poker_hand_check_flush())
798 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
802 switch (poker_hand_check_pair())
805 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
808 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
811 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
814 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
817 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
820 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
822 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
827 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
839 * @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。
840 * @param hoge カーソルの現在位置
841 * @param kaeruka カードの捨てる/残すフラグ配列
844 static void display_kaeruka(int hoge, int kaeruka[])
846 char col = TERM_WHITE;
847 for (int i = 0; i < 5; i++)
849 if (i == hoge) col = TERM_YELLOW;
850 else if (kaeruka[i]) col = TERM_WHITE;
851 else col = TERM_L_BLUE;
854 c_put_str(col, _("かえる", "Change"), 14, 5 + i * 16);
856 c_put_str(col, _("のこす", " Stay "), 14, 5 + i * 16);
859 if (hoge > 4) col = TERM_YELLOW;
860 else col = TERM_WHITE;
861 c_put_str(col, _("決定", "Sure"), 16, 38);
863 if (hoge < 5) move_cursor(14, 5 + hoge * 16);
864 else move_cursor(16, 38);
869 * @brief ポーカーの手札を表示する。
872 static void display_cards(void)
874 char suitcolor[4] = { TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN };
876 concptr suit[4] = { "★", "●", "¶", "†" };
877 concptr card_grph[13][7] = { {"A %s ",
968 concptr joker_grph[7] = { " ",
978 concptr suit[4] = { "[]", "qp", "<>", "db" };
979 concptr card_grph[13][7] = { {"A %s ",
1070 concptr joker_grph[7] = { " ",
1079 for (int i = 0; i < 5; i++)
1081 prt(_("┏━━━━━━┓", " +------------+ "), 5, i * 16);
1084 for (int i = 0; i < 5; i++)
1086 for (int j = 0; j < 7; j++)
1088 prt(_("┃", " |"), j + 6, i * 16);
1089 if (IS_JOKER(cards[i]))
1090 c_put_str(TERM_VIOLET, joker_grph[j], j + 6, 2 + i * 16);
1092 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);
1093 prt(_("┃", "| "), j + 6, i * 16 + 14);
1097 for (int i = 0; i < 5; i++)
1099 prt(_("┗━━━━━━┛", " +------------+ "), 13, i * 16);
1105 * @brief ポーカーの1プレイルーチン。
1108 static int do_poker(void)
1113 bool decision = TRUE;
1120 for (int i = 0; i < 5; i++)
1122 cards[i] = deck[deck_ptr++];
1126 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);
1137 display_kaeruka(k + decision * 5, is_put);
1144 case '6': case 'l': case 'L': case KTRL('F'):
1157 case '4': case 'h': case 'H': case KTRL('B'):
1170 case '2': case 'j': case 'J': case KTRL('N'):
1173 decision = TRUE; draw = TRUE;
1177 case '8': case 'k': case 'K': case KTRL('P'):
1180 decision = FALSE; draw = TRUE;
1184 case ' ': case '\r':
1191 is_put[k] = !is_put[k]; draw = TRUE;
1202 for (int i = 0; i < 5; i++)
1204 if (is_put[i] == 1) cards[i] = deck[deck_ptr++];
1209 return poker_hand_check();
1212 // todo このundefは必要か?
1216 /* end of poker codes --Koka */
1220 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1221 * @param player_ptr プレーヤーへの参照ポインタ
1222 * @param cmd プレイするゲームID
1225 static bool gamble_comm(player_type *player_ptr, int cmd)
1228 int roll1, roll2, roll3, choice, odds, win;
1233 char out_val[160], tmp_str[80], again;
1238 if (cmd == BACT_GAMBLE_RULES)
1240 (void)show_file(player_ptr, TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1245 if (player_ptr->au < 1)
1247 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1248 "Hey! You don't have gold - get out of here!"));
1255 maxbet = player_ptr->lev * 200;
1256 maxbet = MIN(maxbet, player_ptr->au);
1258 strcpy(out_val, "");
1259 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1263 * Use get_string() because we may need more than
1264 * the s16b value returned by get_quantity().
1266 if (!get_string(tmp_str, out_val, 32))
1273 for (p = out_val; *p == ' '; p++);
1276 if (wager > player_ptr->au)
1278 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!"));
1283 else if (wager > maxbet)
1285 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1286 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1291 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1297 oldgold = player_ptr->au;
1299 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1300 prt(tmp_str, 20, 2);
1301 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1302 prt(tmp_str, 21, 2);
1306 player_ptr->au -= wager;
1309 case BACT_IN_BETWEEN: /* Game of In-Between */
1310 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"), 5, 2);
1314 roll1 = randint1(10);
1315 roll2 = randint1(10);
1316 choice = randint1(10);
1317 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1320 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1322 prt(tmp_str, 11, 14);
1323 if (((choice > roll1) && (choice < roll2)) ||
1324 ((choice < roll1) && (choice > roll2)))
1327 case BACT_CRAPS: /* Game of Craps */
1328 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1332 roll1 = randint1(6);
1333 roll2 = randint1(6);
1334 roll3 = roll1 + roll2;
1336 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1337 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1339 if ((roll3 == 7) || (roll3 == 11))
1341 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1347 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"));
1350 roll1 = randint1(6);
1351 roll2 = randint1(6);
1352 roll3 = roll1 + roll2;
1353 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1354 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1356 if (roll3 == choice)
1358 else if (roll3 == 7)
1360 } while ((win != TRUE) && (win != FALSE));
1365 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1368 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1370 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1371 prt("--------------------------------", 8, 3);
1372 strcpy(out_val, "");
1373 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1375 for (p = out_val; iswspace(*p); p++);
1379 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1382 else if (choice > 9)
1384 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1388 roll1 = randint0(10);
1389 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1390 "The wheel spins to a stop and the winner is %d"), roll1);
1391 prt(tmp_str, 13, 3);
1393 prt("*", 9, (3 * roll1 + 5));
1394 if (roll1 == choice)
1398 case BACT_DICE_SLOTS: /* The Dice Slots */
1399 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1400 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1401 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1402 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1403 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1404 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1405 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1406 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1409 roll1 = randint1(21);
1410 for (i = 6; i > 0; i--)
1412 if ((roll1 - i) < 1)
1419 roll2 = randint1(21);
1420 for (i = 6; i > 0; i--)
1422 if ((roll2 - i) < 1)
1429 choice = randint1(21);
1430 for (i = 6; i > 0; i--)
1432 if ((choice - i) < 1)
1439 put_str("/--------------------------\\", 7, 2);
1440 prt("\\--------------------------/", 17, 2);
1441 display_fruit(8, 3, roll1 - 1);
1442 display_fruit(8, 12, roll2 - 1);
1443 display_fruit(8, 21, choice - 1);
1444 if ((roll1 == roll2) && (roll2 == choice))
1463 else if ((roll1 == 1) && (roll2 == 1))
1472 if (odds) win = TRUE;
1478 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1480 player_ptr->au += odds * wager;
1481 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1483 prt(tmp_str, 17, 37);
1487 prt(_("あなたの負け", "You Lost"), 16, 37);
1491 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)player_ptr->au);
1493 prt(tmp_str, 22, 2);
1494 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1496 move_cursor(18, 52);
1501 if (wager > player_ptr->au)
1503 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1504 "Hey! You don't have the gold - get out of here!"));
1510 } while ((again == 'y') || (again == 'Y'));
1513 if (player_ptr->au >= oldgold)
1515 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!」",
1516 "You came out a winner! We'll win next time, I'm sure."));
1517 chg_virtue(player_ptr, V_CHANCE, 3);
1521 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."));
1522 chg_virtue(player_ptr, V_CHANCE, -3);
1532 * @brief モンスター闘技場に参加するモンスターを更新する。
1533 * @param player_ptr プレーヤーへの参照ポインタ
1536 void update_gambling_monsters(player_type *player_ptr)
1543 bool old_inside_battle = player_ptr->phase_out;
1545 for (i = 0; i < current_world_ptr->max_d_idx; i++)
1547 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1550 mon_level = randint1(MIN(max_dl, 122)) + 5;
1551 if (randint0(100) < 60)
1553 i = randint1(MIN(max_dl, 122)) + 5;
1554 mon_level = MAX(i, mon_level);
1557 if (randint0(100) < 30)
1559 i = randint1(MIN(max_dl, 122)) + 5;
1560 mon_level = MAX(i, mon_level);
1567 for (i = 0; i < 4; i++)
1573 get_mon_num_prep(player_ptr, monster_can_entry_arena, NULL);
1574 player_ptr->phase_out = TRUE;
1575 r_idx = get_mon_num(player_ptr, mon_level);
1576 player_ptr->phase_out = old_inside_battle;
1577 if (!r_idx) continue;
1579 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1581 if ((r_info[r_idx].level + 10) > mon_level) continue;
1584 for (j = 0; j < i; j++)
1585 if (r_idx == battle_mon[j]) break;
1586 if (j < i) continue;
1590 battle_mon[i] = r_idx;
1591 if (r_info[r_idx].level < 45) tekitou = TRUE;
1594 for (i = 0; i < 4; i++)
1596 monster_race *r_ptr = &r_info[battle_mon[i]];
1597 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1599 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1600 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1602 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1603 power[i] = power[i] * (100 + r_ptr->level) / 100;
1604 if (r_ptr->speed > 110)
1605 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1606 if (r_ptr->speed < 110)
1607 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1609 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1610 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1611 power[i] = power[i] * 4 / 3;
1612 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1613 power[i] = power[i] * 4 / 3;
1614 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1615 power[i] = power[i] * 11 / 10;
1616 if (r_ptr->flags1 & RF1_RAND_25)
1617 power[i] = power[i] * 9 / 10;
1618 if (r_ptr->flags1 & RF1_RAND_50)
1619 power[i] = power[i] * 9 / 10;
1620 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1621 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1625 for (i = 0; i < 4; i++)
1627 if (power[i] <= 0) break;
1628 power[i] = total * 60 / power[i];
1629 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1630 if ((power[i] < 160) && randint0(20)) break;
1631 if (power[i] < 101) power[i] = 100 + randint1(5);
1632 mon_odds[i] = power[i];
1641 * @brief モンスター闘技場のメインルーチン
1642 * @param player_ptr プレーヤーへの参照ポインタ
1643 * @return 賭けを開始したか否か
1645 static bool kakutoujou(player_type *player_ptr)
1649 char out_val[160], tmp_str[80];
1652 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1654 update_gambling_monsters(player_ptr);
1655 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1661 if (player_ptr->au <= 1)
1663 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!"));
1672 "Monsters Odds"), 4, 4);
1673 for (int i = 0; i < 4; i++)
1676 monster_race *r_ptr = &r_info[battle_mon[i]];
1678 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i + 1,
1679 _(format("%s%s", r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1680 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1681 (long int)mon_odds[i] / 100, (long int)mon_odds[i] % 100);
1685 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1696 if (i >= '1' && i <= '4')
1698 sel_monster = i - '1';
1699 battle_odds = mon_odds[sel_monster];
1707 for (int i = 0; i < 4; i++)
1708 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1710 maxbet = player_ptr->lev * 200;
1712 /* We can't bet more than we have */
1713 maxbet = MIN(maxbet, player_ptr->au);
1716 strcpy(out_val, "");
1717 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1720 * Use get_string() because we may need more than
1721 * the s16b value returned by get_quantity().
1723 if (!get_string(tmp_str, out_val, 32))
1729 for (p = out_val; *p == ' '; p++);
1732 if (wager > player_ptr->au)
1734 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!"));
1740 else if (wager > maxbet)
1742 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);
1748 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1753 battle_odds = MAX(wager + 1, wager * battle_odds / 100);
1755 player_ptr->au -= wager;
1756 reset_tim_flags(player_ptr);
1758 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
1760 player_ptr->phase_out = TRUE;
1761 player_ptr->leaving = TRUE;
1762 player_ptr->leave_bldg = TRUE;
1770 * @brief 本日の賞金首情報を表示する。
1771 * @param player_ptr プレーヤーへの参照ポインタ
1774 static void today_target(player_type *player_ptr)
1777 monster_race *r_ptr = &r_info[today_mon];
1780 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1781 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
1782 c_put_str(TERM_YELLOW, buf, 6, 10);
1783 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1785 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1787 player_ptr->today_mon = today_mon;
1792 * @brief ツチノコの賞金首情報を表示する。
1795 static void tsuchinoko(void)
1798 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
1799 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);
1800 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1801 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1802 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1807 * @brief 通常の賞金首情報を表示する。
1810 static void show_bounty(void)
1815 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);
1816 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1818 for (int i = 0; i < MAX_BOUNTY; i++)
1822 monster_race *r_ptr = &r_info[(current_world_ptr->bounty_r_idx[i] > 10000 ? current_world_ptr->bounty_r_idx[i] - 10000 : current_world_ptr->bounty_r_idx[i])];
1824 if (current_world_ptr->bounty_r_idx[i] > 10000)
1827 done_mark = _("(済)", "(done)");
1835 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
1838 if (!y && (i < MAX_BOUNTY - 1))
1840 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1850 * 賞金首の報酬テーブル / List of prize object
1853 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1854 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1855 } prize_list[MAX_BOUNTY] =
1857 {TV_POTION, SV_POTION_CURING},
1858 {TV_POTION, SV_POTION_SPEED},
1859 {TV_POTION, SV_POTION_SPEED},
1860 {TV_POTION, SV_POTION_RESISTANCE},
1861 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1863 {TV_POTION, SV_POTION_HEALING},
1864 {TV_POTION, SV_POTION_RESTORE_MANA},
1865 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1866 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1867 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1869 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1870 {TV_POTION, SV_POTION_STAR_HEALING},
1871 {TV_POTION, SV_POTION_STAR_HEALING},
1872 {TV_POTION, SV_POTION_NEW_LIFE},
1873 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1875 {TV_POTION, SV_POTION_LIFE},
1876 {TV_POTION, SV_POTION_LIFE},
1877 {TV_POTION, SV_POTION_AUGMENTATION},
1878 {TV_POTION, SV_POTION_INVULNERABILITY},
1879 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1884 * @brief 賞金首の引き換え処理 / Get prize
1885 * @param player_ptr プレーヤーへの参照ポインタ
1886 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1888 static bool kankin(player_type *player_ptr)
1890 bool change = FALSE;
1891 GAME_TEXT o_name[MAX_NLEN];
1894 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++)
1896 o_ptr = &player_ptr->inventory_list[i];
1897 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1899 char buf[MAX_NLEN + 20];
1900 object_desc(player_ptr, o_name, o_ptr, 0);
1901 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1904 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1905 player_ptr->au += 1000000L * o_ptr->number;
1906 player_ptr->redraw |= (PR_GOLD);
1907 vary_item(player_ptr, i, -o_ptr->number);
1914 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1916 o_ptr = &player_ptr->inventory_list[i];
1917 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1919 char buf[MAX_NLEN + 20];
1920 object_desc(player_ptr, o_name, o_ptr, 0);
1921 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1924 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1925 player_ptr->au += 200000L * o_ptr->number;
1926 player_ptr->redraw |= (PR_GOLD);
1927 vary_item(player_ptr, i, -o_ptr->number);
1934 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1936 o_ptr = &player_ptr->inventory_list[i];
1937 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1939 char buf[MAX_NLEN + 20];
1940 object_desc(player_ptr, o_name, o_ptr, 0);
1941 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1944 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1945 player_ptr->au += 100000L * o_ptr->number;
1946 player_ptr->redraw |= (PR_GOLD);
1947 vary_item(player_ptr, i, -o_ptr->number);
1953 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1955 o_ptr = &player_ptr->inventory_list[i];
1956 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)))
1958 char buf[MAX_NLEN + 20];
1959 object_desc(player_ptr, o_name, o_ptr, 0);
1960 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1963 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1964 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1965 player_ptr->redraw |= (PR_GOLD);
1966 vary_item(player_ptr, i, -o_ptr->number);
1972 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1974 o_ptr = &player_ptr->inventory_list[i];
1976 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1978 char buf[MAX_NLEN + 20];
1979 object_desc(player_ptr, o_name, o_ptr, 0);
1980 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1983 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1984 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1985 player_ptr->redraw |= (PR_GOLD);
1986 vary_item(player_ptr, i, -o_ptr->number);
1993 for (int j = 0; j < MAX_BOUNTY; j++)
1995 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--)
1997 o_ptr = &player_ptr->inventory_list[i];
1998 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j])) continue;
2000 char buf[MAX_NLEN + 20];
2002 INVENTORY_IDX item_new;
2005 object_desc(player_ptr, o_name, o_ptr, 0);
2006 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
2007 if (!get_check(buf)) continue;
2009 vary_item(player_ptr, i, -o_ptr->number);
2010 chg_virtue(player_ptr, V_JUSTICE, 5);
2011 current_world_ptr->bounty_r_idx[j] += 10000;
2013 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
2015 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
2018 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" : ""));
2020 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
2021 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
2023 object_aware(player_ptr, &forge);
2024 object_known(&forge);
2027 * Hand it --- Assume there is an empty slot.
2028 * Since a corpse is handed at first,
2029 * there is at least one empty slot.
2031 item_new = inven_carry(player_ptr, &forge);
2032 object_desc(player_ptr, o_name, &forge, 0);
2033 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2035 autopick_alter_item(player_ptr, item_new, FALSE);
2036 handle_stuff(player_ptr);
2041 if (change) return TRUE;
2043 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."));
2050 * @brief 宿屋の利用サブルーチン
2051 * @details inn commands\n
2052 * Note that resting for the night was a perfect way to avoid player\n
2053 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2054 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2055 * will not be that useful. I will keep it in the hopes the player\n
2056 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2057 * Resting at night is also a quick way to restock stores -KMW-\n
2058 * @param cmd 宿屋の利用施設ID
2059 * @return 施設の利用が実際に行われたか否か。
2061 static bool inn_comm(player_type *customer_ptr, int cmd)
2065 case BACT_FOOD: /* Buy food & drink */
2066 if (customer_ptr->food >= PY_FOOD_FULL)
2068 msg_print(_("今は満腹だ。", "You are full now."));
2072 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."));
2073 (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
2076 case BACT_REST: /* Rest for the night */
2078 if ((customer_ptr->poisoned) || (customer_ptr->cut))
2080 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."));
2082 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."));
2086 s32b oldturn = current_world_ptr->game_turn;
2087 int prev_day, prev_hour, prev_min;
2089 extract_day_hour_min(customer_ptr, &prev_day, &prev_hour, &prev_min);
2090 if ((prev_hour >= 6) && (prev_hour <= 17))
2091 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2093 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2095 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2096 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2098 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2099 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2102 prevent_turn_overflow(customer_ptr);
2104 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, DIARY_DIALY, 0, NULL);
2105 customer_ptr->chp = customer_ptr->mhp;
2107 if (ironman_nightmare)
2109 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."));
2113 sanity_blast(customer_ptr, NULL, FALSE);
2114 if (!one_in_(3)) break;
2117 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2118 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2122 set_blind(customer_ptr, 0);
2123 set_confused(customer_ptr, 0);
2124 customer_ptr->stun = 0;
2125 customer_ptr->chp = customer_ptr->mhp;
2126 customer_ptr->csp = customer_ptr->msp;
2127 if (customer_ptr->pclass == CLASS_MAGIC_EATER)
2130 for (i = 0; i < 72; i++)
2132 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
2135 for (; i < 108; i++)
2137 customer_ptr->magic_num1[i] = 0;
2141 if ((prev_hour >= 6) && (prev_hour <= 17))
2143 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."));
2144 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("夕方を迎えた。", "awake refreshed."));
2148 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."));
2149 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2152 case BACT_RUMORS: /* Listen for rumors */
2154 display_rumor(customer_ptr, TRUE);
2164 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2165 * @param player_ptr プレーヤーへの参照ポインタ
2166 * @param questnum クエストのID
2167 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2170 static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
2172 for (int i = 0; i < 10; i++)
2174 quest_text[i][0] = '\0';
2177 quest_text_line = 0;
2179 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2180 QUEST_IDX old_quest = floor_ptr->inside_quest;
2181 floor_ptr->inside_quest = questnum;
2183 init_flags = INIT_SHOW_TEXT;
2184 if (do_init) init_flags |= INIT_ASSIGN;
2186 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
2187 floor_ptr->inside_quest = old_quest;
2189 GAME_TEXT tmp_str[80];
2190 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);
2192 prt(quest[questnum].name, 7, 0);
2194 for (int i = 0; i < 10; i++)
2196 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2201 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2202 * @param player_ptr プレーヤーへの参照ポインタ
2205 static void castle_quest(player_type *player_ptr)
2208 QUEST_IDX q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
2212 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);
2217 q_ptr = &quest[q_index];
2218 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2220 q_ptr->status = QUEST_STATUS_REWARDED;
2221 get_questinfo(player_ptr, q_index, FALSE);
2222 reinit_wilderness = TRUE;
2226 if (q_ptr->status == QUEST_STATUS_FAILED)
2228 get_questinfo(player_ptr, q_index, FALSE);
2229 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2230 reinit_wilderness = TRUE;
2234 if (q_ptr->status == QUEST_STATUS_TAKEN)
2236 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);
2237 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);
2238 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);
2242 if (q_ptr->status != QUEST_STATUS_UNTAKEN) return;
2244 q_ptr->status = QUEST_STATUS_TAKEN;
2245 reinit_wilderness = TRUE;
2246 if (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL)
2248 get_questinfo(player_ptr, q_index, TRUE);
2252 if (q_ptr->r_idx == 0)
2254 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6));
2257 monster_race *r_ptr;
2258 r_ptr = &r_info[q_ptr->r_idx];
2259 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2261 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level) + 4 + randint1(6);
2262 r_ptr = &r_info[q_ptr->r_idx];
2265 if (q_ptr->max_num == 0)
2267 if (randint1(10) > 7)
2270 q_ptr->max_num = randint1(3) + 1;
2274 concptr name = (r_name + r_ptr->name);
2276 msg_format("クエスト: %sを %d体倒す", name, q_ptr->max_num);
2278 msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
2280 get_questinfo(player_ptr, q_index, TRUE);
2285 * @brief 町に関するヘルプを表示する / Display town history
2286 * @param player_ptr プレーヤーへの参照ポインタ
2289 static void town_history(player_type *player_ptr)
2292 (void)show_file(player_ptr, TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2298 * @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
2300 * @param mult スレイ倍率(掛け算部分)
2301 * @param div スレイ倍率(割り算部分)
2302 * @param force 理力特別計算フラグ
2305 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2313 tmp += dam * 60 * 2;
2327 * @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)
2328 * @param player_ptr プレーヤーへの参照ポインタ
2330 * @param mult スレイ倍率(掛け算部分)
2331 * @param div スレイ倍率(割り算部分)
2332 * @param force 理力特別計算フラグ
2334 * @param plus 武器ダメージ修正
2335 * @param meichuu 命中値
2336 * @param dokubari 毒針処理か否か
2337 * @param vorpal_mult 切れ味倍率(掛け算部分)
2338 * @param vorpal_div 切れ味倍率(割り算部分)
2341 static u32b calc_expect_dice(player_type *owner_ptr, u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2343 dam = calc_slaydam(dam, mult, div, force);
2344 dam = calc_expect_crit(owner_ptr, weight, plus, dam, meichuu, dokubari);
2345 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2351 * @brief 武器の各条件毎のダメージ期待値を表示する。
2354 * @param mindice ダイス部分最小値
2355 * @param maxdice ダイス部分最大値
2357 * @param dam_bonus ダメージ修正値
2359 * @param color 条件内容の表示色
2361 * Display the damage figure of an object\n
2362 * (used by compare_weapon_aux)\n
2364 * Only accurate for the current weapon, because it includes\n
2365 * the current +dam of the player.\n
2368 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2370 c_put_str(color, attr, r, c);
2371 GAME_TEXT tmp_str[80];
2372 int mindam = blows * (mindice + dam_bonus);
2373 int maxdam = blows * (maxdice + dam_bonus);
2374 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2375 put_str(tmp_str, r, c + 8);
2380 * @brief 武器一つ毎のダメージ情報を表示する。
2381 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2382 * @param col 表示する行の上端
2385 * Show the damage figures for the various monster types\n
2387 * Only accurate for the current weapon, because it includes\n
2388 * the current number of blows for the player.\n
2391 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
2393 BIT_FLAGS flgs[TR_FLAG_SIZE];
2394 int blow = owner_ptr->num_blow[0];
2396 bool dokubari = FALSE;
2398 int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
2399 int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
2401 int mindice = eff_dd;
2402 int maxdice = eff_ds * eff_dd;
2405 int vorpal_mult = 1;
2407 int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
2409 object_flags(o_ptr, flgs);
2410 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) dokubari = TRUE;
2412 mindam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
2413 maxdam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
2414 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2415 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(owner_ptr, HEX_RUNESWORD)))
2417 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2428 mindam = calc_expect_dice(owner_ptr, mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2429 maxdam = calc_expect_dice(owner_ptr, maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2430 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
2433 if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2437 mindam = calc_expect_dice(owner_ptr, mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2438 maxdam = calc_expect_dice(owner_ptr, maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2439 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2442 if (have_flag(flgs, TR_KILL_ANIMAL))
2444 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2445 maxdam = calc_expect_dice(owner_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2446 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2448 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2450 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2451 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2452 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2455 if (have_flag(flgs, TR_KILL_EVIL))
2457 mindam = calc_expect_dice(owner_ptr, mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2458 maxdam = calc_expect_dice(owner_ptr, maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2459 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2461 else if (have_flag(flgs, TR_SLAY_EVIL))
2463 mindam = calc_expect_dice(owner_ptr, mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2464 maxdam = calc_expect_dice(owner_ptr, maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2465 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2468 if (have_flag(flgs, TR_KILL_HUMAN))
2470 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2471 maxdam = calc_expect_dice(owner_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2472 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2474 else if (have_flag(flgs, TR_SLAY_HUMAN))
2476 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2477 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2478 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2481 if (have_flag(flgs, TR_KILL_UNDEAD))
2483 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2484 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2485 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2487 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2489 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2490 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2491 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2494 if (have_flag(flgs, TR_KILL_DEMON))
2496 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2497 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2498 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
2500 else if (have_flag(flgs, TR_SLAY_DEMON))
2502 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2503 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2504 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
2507 if (have_flag(flgs, TR_KILL_ORC))
2509 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2510 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2511 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2513 else if (have_flag(flgs, TR_SLAY_ORC))
2515 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2516 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2517 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2520 if (have_flag(flgs, TR_KILL_TROLL))
2522 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2523 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2524 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
2526 else if (have_flag(flgs, TR_SLAY_TROLL))
2528 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2529 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2530 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
2533 if (have_flag(flgs, TR_KILL_GIANT))
2535 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2536 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2537 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2539 else if (have_flag(flgs, TR_SLAY_GIANT))
2541 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2542 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2543 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2546 if (have_flag(flgs, TR_KILL_DRAGON))
2548 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2549 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2550 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2552 else if (have_flag(flgs, TR_SLAY_DRAGON))
2554 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2555 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2556 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2559 if (have_flag(flgs, TR_BRAND_ACID))
2561 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2562 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2563 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2566 if (have_flag(flgs, TR_BRAND_ELEC))
2568 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2569 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2570 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2573 if (have_flag(flgs, TR_BRAND_FIRE))
2575 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2576 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2577 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2580 if (have_flag(flgs, TR_BRAND_COLD))
2582 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2583 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2584 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2587 if (have_flag(flgs, TR_BRAND_POIS))
2589 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2590 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2591 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2597 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2598 * @param player_type プレーヤーへの参照ポインタ
2599 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2600 * @param row 表示する列の左端
2601 * @param col 表示する行の上端
2603 * Displays all info about a weapon
2605 * Only accurate for the current weapon, because it includes
2606 * various info about the player's +to_dam and number of blows.
2609 static void list_weapon(player_type *player_ptr, object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2611 GAME_TEXT o_name[MAX_NLEN];
2612 GAME_TEXT tmp_str[80];
2614 DICE_NUMBER eff_dd = o_ptr->dd + player_ptr->to_dd[0];
2615 DICE_SID eff_ds = o_ptr->ds + player_ptr->to_ds[0];
2616 HIT_RELIABILITY reli = player_ptr->skill_thn + (player_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2618 object_desc(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
2619 c_put_str(TERM_YELLOW, o_name, row, col);
2620 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), player_ptr->num_blow[0]);
2621 put_str(tmp_str, row + 1, col);
2623 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2624 put_str(tmp_str, row + 2, col);
2625 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2626 (int)hit_chance(player_ptr, reli, 0),
2627 (int)hit_chance(player_ptr, reli, 50),
2628 (int)hit_chance(player_ptr, reli, 100),
2629 (int)hit_chance(player_ptr, reli, 150),
2630 (int)hit_chance(player_ptr, reli, 200));
2631 put_str(tmp_str, row + 3, col);
2632 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
2634 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2635 (int)(eff_dd + o_ptr->to_d + player_ptr->to_d[0]),
2636 (int)(eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0]));
2637 put_str(tmp_str, row + 6, col + 1);
2639 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2640 (int)(player_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + player_ptr->to_d[0])),
2641 (int)(player_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0])));
2642 put_str(tmp_str, row + 7, col + 1);
2647 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2649 * Copies the weapons to compare into the weapon-slot and\n
2650 * compares the values for both weapons.\n
2651 * 武器1つだけで比較をしないなら費用は半額になる。
2652 * @param bcost 基本鑑定費用
2653 * @return 最終的にかかった費用
2655 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
2657 object_type *o_ptr[2];
2658 object_type orig_weapon;
2661 TERM_LEN wid = 38, mgn = 2;
2662 bool old_character_xtra = current_world_ptr->character_xtra;
2665 PRICE cost = 0; /* First time no price */
2669 i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
2670 object_copy(&orig_weapon, i_ptr);
2672 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2673 concptr q = _("第一の武器は?", "What is your first weapon? ");
2674 concptr s = _("比べるものがありません。", "You have nothing to compare.");
2677 o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2690 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2691 current_world_ptr->character_xtra = TRUE;
2692 for (int i = 0; i < n; i++)
2694 int col = (wid * i + mgn);
2695 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2697 customer_ptr->update |= PU_BONUS;
2698 handle_stuff(customer_ptr);
2700 list_weapon(customer_ptr, o_ptr[i], row, col);
2701 compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
2702 object_copy(i_ptr, &orig_weapon);
2705 customer_ptr->update |= PU_BONUS;
2706 handle_stuff(customer_ptr);
2708 current_world_ptr->character_xtra = old_character_xtra;
2710 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2711 put_str("(一番高いダメージが適用されます。複数の倍打効果は足し算されません。)", row + 4, 0);
2712 prt("現在の技量から判断すると、あなたの武器は以下のような威力を発揮します:", 0, 0);
2714 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), 1, (wid + mgn));
2715 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2716 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2721 if (ch != 's') break;
2723 if (total + cost > customer_ptr->au)
2725 msg_print(_("お金が足りません!", "You don't have enough money!"));
2730 q = _("第二の武器は?", "What is your second weapon? ");
2731 s = _("比べるものがありません。", "You have nothing to compare.");
2733 o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2734 if (!o_ptr[1]) continue;
2747 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2749 * Calculate and display the dodge-rate and the protection-rate
2751 * @param iAC プレイヤーのAC。
2752 * @return 常にTRUEを返す。
2754 static bool eval_ac(ARMOUR_CLASS iAC)
2758 "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"
2759 "何パーセント軽減するかを示します。\n"
2760 "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"
2761 "に対してのみ効果があります。\n \n"
2762 "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"
2763 "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"
2764 "敵のレベルとあなたのACによって決定されます。\n \n"
2765 "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"
2766 "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";
2769 "'Protection Rate' means how much damage is reduced by your armor.\n"
2770 "Note that the Protection rate is effective only against normal "
2771 "'attack' and 'shatter' type melee attacks, "
2772 "and has no effect against any other types such as 'poison'.\n \n"
2773 "'Dodge Rate' indicates the success rate on dodging the "
2774 "monster's melee attacks. "
2775 "It is depend on the level of the monster and your AC.\n \n"
2776 "'Average Damage' indicates the expected amount of damage "
2777 "when you are attacked by normal melee attacks with power=100.";
2781 TERM_LEN col, row = 2;
2783 char buf[80 * 20], *t;
2785 if (iAC < 0) iAC = 0;
2787 protection = 100 * MIN(iAC, 150) / 250;
2791 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2792 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2795 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2796 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2797 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2799 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2801 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2802 int dodge; /* 回避率(%) */
2803 int average; /* ダメージ期待値 */
2805 put_str(format("%3d", lvl), row + 0, col);
2808 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2809 put_str(format("%3d%%", dodge), row + 1, col);
2811 /* 100点の攻撃に対してのダメージ期待値を計算 */
2812 average = (100 - dodge) * (100 - protection) / 100;
2813 put_str(format("%3d", average), row + 2, col);
2816 roff_to_buf(memo, 70, buf, sizeof(buf));
2817 for (t = buf; t[0]; t += strlen(t) + 1)
2818 put_str(t, (row++) + 4, 4);
2820 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);
2831 * @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。
2832 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2833 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2834 * @return 修復対象になるならTRUEを返す。
2836 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2838 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2839 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2840 object_flags(to_ptr, to_flgs);
2841 object_flags(from_ptr, from_flgs);
2844 int cand[TR_FLAG_MAX];
2845 for (int i = 0; i < TR_FLAG_MAX; i++)
2849 case TR_IGNORE_ACID:
2850 case TR_IGNORE_ELEC:
2851 case TR_IGNORE_FIRE:
2852 case TR_IGNORE_COLD:
2861 case TR_FIXED_FLAVOR:
2864 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2866 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2873 int tr_idx = cand[randint0(n)];
2874 add_flag(to_ptr->art_flags, tr_idx);
2875 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2876 int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2877 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2878 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2883 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2884 * @param player_ptr プレーヤーへの参照ポインタ
2885 * @param bcost 基本修復費用
2888 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
2892 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);
2893 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);
2895 concptr q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2896 concptr s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2897 item_tester_hook = item_tester_hook_broken_weapon;
2901 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2902 if (!o_ptr) return 0;
2904 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2906 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2910 if (o_ptr->number > 1)
2912 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!"));
2916 char basenm[MAX_NLEN];
2917 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
2918 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
2920 q = _("材料となる武器は?", "Which weapon for material? ");
2921 s = _("材料となる武器がありません。", "You have no material to repair.");
2923 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2925 object_type *mo_ptr;
2926 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2927 if (!mo_ptr) return 0;
2930 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2934 object_desc(player_ptr, basenm, mo_ptr, OD_NAME_ONLY);
2935 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
2936 PRICE cost = bcost + object_value_real(o_ptr) * 2;
2937 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;
2939 if (player_ptr->au < cost)
2941 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
2942 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);
2947 player_ptr->total_weight -= o_ptr->weight;
2948 KIND_OBJECT_IDX k_idx;
2949 if (o_ptr->sval == SV_BROKEN_DAGGER)
2953 for (KIND_OBJECT_IDX j = 1; j < max_k_idx; j++)
2955 object_kind *k_aux_ptr = &k_info[j];
2957 if (k_aux_ptr->tval != TV_SWORD) continue;
2958 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2959 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2960 (k_aux_ptr->sval == SV_POISON_NEEDLE)) continue;
2961 if (k_aux_ptr->weight > 99) continue;
2972 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2975 object_kind *ck_ptr;
2976 k_idx = lookup_kind(tval, SV_ANY);
2977 ck_ptr = &k_info[k_idx];
2979 if (tval == TV_SWORD)
2981 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
2982 (ck_ptr->sval == SV_BROKEN_SWORD) ||
2983 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
2984 (ck_ptr->sval == SV_POISON_NEEDLE)) continue;
2986 if (tval == TV_POLEARM)
2988 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
2989 (ck_ptr->sval == SV_TSURIZAO)) continue;
2991 if (tval == TV_HAFTED)
2993 if ((ck_ptr->sval == SV_GROND) ||
2994 (ck_ptr->sval == SV_WIZSTAFF) ||
2995 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3002 int dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3003 int ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3004 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3005 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3008 k_ptr = &k_info[k_idx];
3009 o_ptr->k_idx = k_idx;
3010 o_ptr->weight = k_ptr->weight;
3011 o_ptr->tval = k_ptr->tval;
3012 o_ptr->sval = k_ptr->sval;
3013 o_ptr->dd = k_ptr->dd;
3014 o_ptr->ds = k_ptr->ds;
3016 for (int i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3017 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3018 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte)k_ptr->act_idx;
3023 for (int i = 1; i < dd_bonus; i++)
3025 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3032 for (int i = 1; i < ds_bonus; i++)
3034 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3038 if (have_flag(k_ptr->flags, TR_BLOWS))
3040 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3041 o_ptr->pval = MIN(o_ptr->pval, bmax);
3044 give_one_ability_of_object(o_ptr, mo_ptr);
3045 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3046 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3047 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3049 if ((o_ptr->name1 == ART_NARSIL) ||
3050 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3051 (object_is_ego(o_ptr) && one_in_(7)))
3053 if (object_is_ego(o_ptr))
3055 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3056 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3059 give_one_ability_of_object(o_ptr, mo_ptr);
3060 if (!activation_index(o_ptr)) one_activation(o_ptr);
3062 if (o_ptr->name1 == ART_NARSIL)
3064 one_high_resistance(o_ptr);
3068 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptional."));
3071 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
3073 msg_format("$%dで%sに修復しました。", cost, basenm);
3075 msg_format("Repaired into %s for %d gold.", basenm, cost);
3078 o_ptr->ident &= ~(IDENT_BROKEN);
3079 o_ptr->discount = 99;
3081 player_ptr->total_weight += o_ptr->weight;
3082 calc_android_exp(player_ptr);
3083 inven_item_increase(player_ptr, mater, -1);
3084 inven_item_optimize(player_ptr, mater);
3086 player_ptr->update |= PU_BONUS;
3087 handle_stuff(player_ptr);
3093 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3094 * @param player_ptr プレーヤーへの参照ポインタ
3095 * @param bcost 基本鑑定費用
3098 static int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
3102 cost = repair_broken_weapon_aux(player_ptr, bcost);
3109 * @brief アイテムの強化を行う。 / Enchant item
3110 * @param player_ptr プレーヤーへの参照ポインタ
3111 * @param cost 1回毎の費用
3112 * @param to_hit 命中をアップさせる量
3113 * @param to_dam ダメージをアップさせる量
3114 * @param to_ac ACをアップさせる量
3115 * @return 実際に行ったらTRUE
3117 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3120 int maxenchant = (player_ptr->lev / 5);
3121 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3122 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3124 concptr q = _("どのアイテムを改良しますか?", "Improve which item? ");
3125 concptr s = _("改良できるものがありません。", "You have nothing to improve.");
3129 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3130 if (!o_ptr) return FALSE;
3132 char tmp_str[MAX_NLEN];
3133 if (player_ptr->au < (cost * o_ptr->number))
3135 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
3136 msg_format(_("%sを改良するだけのゴールドがありません!", "You do not have the gold to improve %s!"), tmp_str);
3141 for (int i = 0; i < to_hit; i++)
3143 if ((o_ptr->to_h < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3150 for (int i = 0; i < to_dam; i++)
3152 if ((o_ptr->to_d < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3159 for (int i = 0; i < to_ac; i++)
3161 if ((o_ptr->to_a < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3170 if (flush_failure) flush();
3171 msg_print(_("改良に失敗した。", "The improvement failed."));
3175 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3177 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3179 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3182 player_ptr->au -= (cost * o_ptr->number);
3183 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
3189 * @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 staffs
3191 * The player can select the number of charges to add\n
3192 * (up to a limit), and the recharge never fails.\n
3194 * The cost for rods depends on the level of the rod. The prices\n
3195 * for recharging wands and staffs are dependent on the cost of\n
3197 * @param player_ptr プレーヤーへの参照ポインタ
3200 static void building_recharge(player_type *player_ptr)
3204 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);
3205 item_tester_hook = item_tester_hook_recharge;
3207 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3208 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3212 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
3216 k_ptr = &k_info[o_ptr->k_idx];
3219 * We don't want to give the player free info about
3220 * the level of the item or the number of charges.
3222 /* The item must be "known" */
3223 char tmp_str[MAX_NLEN];
3224 if (!object_is_known(o_ptr))
3226 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!"));
3229 if ((player_ptr->au >= 50) &&
3230 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3233 player_ptr->au -= 50;
3234 identify_item(player_ptr, o_ptr);
3235 object_desc(player_ptr, tmp_str, o_ptr, 0);
3236 msg_format(_("%s です。", "You have: %s."), tmp_str);
3238 autopick_alter_item(player_ptr, item, FALSE);
3239 building_prt_gold(player_ptr);
3245 DEPTH lev = k_info[o_ptr->k_idx].level;
3247 if (o_ptr->tval == TV_ROD)
3249 if (o_ptr->timeout > 0)
3251 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3256 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3260 else if (o_ptr->tval == TV_STAFF)
3262 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3263 price = MAX(10, price);
3267 price = (k_info[o_ptr->k_idx].cost / 10);
3268 price = MAX(10, price);
3271 if (o_ptr->tval == TV_WAND
3272 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3274 if (o_ptr->number > 1)
3276 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3280 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3285 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3287 if (o_ptr->number > 1)
3289 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3293 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3299 if (player_ptr->au < price)
3301 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
3303 msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
3305 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3310 PARAMETER_VALUE charges;
3311 if (o_ptr->tval == TV_ROD)
3314 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3316 if (get_check(format("Recharge the %s for %d gold? ",
3317 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3331 if (o_ptr->tval == TV_STAFF)
3332 max_charges = k_ptr->pval - o_ptr->pval;
3334 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3336 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3337 MIN(player_ptr->au / price, max_charges));
3339 if (charges < 1) return;
3342 o_ptr->pval += charges;
3343 o_ptr->ident &= ~(IDENT_EMPTY);
3346 object_desc(player_ptr, tmp_str, o_ptr, 0);
3348 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3350 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3352 player_ptr->update |= (PU_COMBINE | PU_REORDER);
3353 player_ptr->window |= (PW_INVEN);
3354 player_ptr->au -= price;
3359 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staffs
3361 * The player can select the number of charges to add\n
3362 * (up to a limit), and the recharge never fails.\n
3364 * The cost for rods depends on the level of the rod. The prices\n
3365 * for recharging wands and staffs are dependent on the cost of\n
3367 * @param player_ptr プレーヤーへの参照ポインタ
3370 static void building_recharge_all(player_type *player_ptr)
3374 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
3377 PRICE total_cost = 0;
3378 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
3381 o_ptr = &player_ptr->inventory_list[i];
3383 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3384 if (!object_is_known(o_ptr)) total_cost += 50;
3386 DEPTH lev = k_info[o_ptr->k_idx].level;
3388 k_ptr = &k_info[o_ptr->k_idx];
3390 switch (o_ptr->tval)
3393 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3397 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3398 price = MAX(10, price);
3399 price = (k_ptr->pval - o_ptr->pval) * price;
3403 price = (k_info[o_ptr->k_idx].cost / 10);
3404 price = MAX(10, price);
3405 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3409 if (price > 0) total_cost += price;
3414 msg_print(_("充填する必要はありません。", "No need to recharge."));
3419 if (player_ptr->au < total_cost)
3421 msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost);
3426 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3428 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
3431 o_ptr = &player_ptr->inventory_list[i];
3433 k_ptr = &k_info[o_ptr->k_idx];
3435 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3437 if (!object_is_known(o_ptr))
3439 identify_item(player_ptr, o_ptr);
3440 autopick_alter_item(player_ptr, i, FALSE);
3443 switch (o_ptr->tval)
3449 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3451 o_ptr->ident &= ~(IDENT_EMPTY);
3454 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3455 o_ptr->pval = o_ptr->number * k_ptr->pval;
3457 o_ptr->ident &= ~(IDENT_EMPTY);
3462 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3464 player_ptr->update |= (PU_COMBINE | PU_REORDER);
3465 player_ptr->window |= (PW_INVEN);
3466 player_ptr->au -= total_cost;
3471 * @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-
3472 * @param player_ptr プレーヤーへの参照ポインタ
3473 * @return 常にTRUEを返す。
3474 * @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。
3476 static bool research_mon(player_type *player_ptr)
3480 bool recall = FALSE;
3489 static int old_sym = '\0';
3490 static IDX old_i = 0;
3494 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):",
3495 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3503 for (i = 0; ident_info[i]; ++i)
3505 if (sym == ident_info[i][0]) break;
3508 /* XTRA HACK WHATSEARCH */
3509 if (sym == KTRL('A'))
3512 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3514 else if (sym == KTRL('U'))
3517 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3519 else if (sym == KTRL('N'))
3522 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3524 else if (sym == KTRL('M'))
3527 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"), temp, 70))
3535 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
3537 else if (ident_info[i])
3539 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3543 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3546 /* Display the result */
3549 /* Allocate the "who" array */
3550 C_MAKE(who, max_r_idx, MONRACE_IDX);
3552 /* Collect matching monsters */
3554 for (i = 1; i < max_r_idx; i++)
3556 monster_race *r_ptr = &r_info[i];
3559 if (!r_ptr->name) continue;
3561 /* XTRA HACK WHATSEARCH */
3562 /* Require non-unique monsters if needed */
3563 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3565 /* Require unique monsters if needed */
3566 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3571 for (int xx = 0; temp[xx] && xx < 80; xx++)
3574 if (iskanji(temp[xx]))
3580 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3585 strcpy(temp2, r_name + r_ptr->E_name);
3587 strcpy(temp2, r_name + r_ptr->name);
3589 for (int xx = 0; temp2[xx] && xx < 80; xx++)
3591 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3595 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3597 if (my_strstr(temp2, temp))
3601 else if (all || (r_ptr->d_char == sym))
3609 C_KILL(who, max_r_idx, MONRACE_IDX);
3620 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3623 if (old_sym == sym && old_i < n) i = old_i;
3632 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3637 lore_do_probe(player_ptr, r_idx);
3638 monster_race_track(player_ptr, r_idx);
3639 handle_stuff(player_ptr);
3640 screen_roff(player_ptr, r_idx, 0x01);
3647 if (query != 'r') break;
3652 if (query == ESCAPE) break;
3659 if (!expand_list) break;
3668 if (!expand_list) break;
3672 C_KILL(who, max_r_idx, MONRACE_IDX);
3679 * @brief 施設の処理実行メインルーチン / Execute a building command
3680 * @param player_ptr プレーヤーへの参照ポインタ
3681 * @param bldg 施設構造体の参照ポインタ
3682 * @param i 実行したい施設のサービステーブルの添字
3685 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
3691 if (is_owner(player_ptr, bldg))
3692 bcost = bldg->member_costs[i];
3694 bcost = bldg->other_costs[i];
3696 /* action restrictions */
3697 if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) ||
3698 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
3700 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3704 BACT_IDX bact = bldg->actions[i];
3705 if ((bact != BACT_RECHARGE) &&
3706 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
3707 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
3709 msg_print(_("お金が足りません!", "You do not have the gold!"));
3719 case BACT_RESEARCH_ITEM:
3720 paid = identify_fully(player_ptr, FALSE);
3722 case BACT_TOWN_HISTORY:
3723 town_history(player_ptr);
3725 case BACT_RACE_LEGENDS:
3726 race_legends(player_ptr);
3729 castle_quest(player_ptr);
3731 case BACT_KING_LEGENDS:
3732 case BACT_ARENA_LEGENDS:
3734 show_highclass(player_ptr);
3737 case BACT_ARENA_RULES:
3739 arena_comm(player_ptr, bact);
3741 case BACT_IN_BETWEEN:
3743 case BACT_SPIN_WHEEL:
3744 case BACT_DICE_SLOTS:
3745 case BACT_GAMBLE_RULES:
3747 gamble_comm(player_ptr, bact);
3752 paid = inn_comm(player_ptr, bact);
3754 case BACT_RESEARCH_MONSTER:
3755 paid = research_mon(player_ptr);
3757 case BACT_COMPARE_WEAPONS:
3759 bcost = compare_weapons(player_ptr, bcost);
3761 case BACT_ENCHANT_WEAPON:
3762 item_tester_hook = object_allow_enchant_melee_weapon;
3763 enchant_item(player_ptr, bcost, 1, 1, 0);
3765 case BACT_ENCHANT_ARMOR:
3766 item_tester_hook = object_is_armour;
3767 enchant_item(player_ptr, bcost, 0, 0, 1);
3770 building_recharge(player_ptr);
3772 case BACT_RECHARGE_ALL:
3773 building_recharge_all(player_ptr);
3776 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;
3777 identify_pack(player_ptr);
3778 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3781 case BACT_IDENT_ONE:
3782 paid = ident_spell(player_ptr, FALSE);
3785 do_cmd_study(player_ptr);
3788 paid = cure_critical_wounds(player_ptr, 200);
3791 paid = restore_all_status(player_ptr);
3793 case BACT_ENCHANT_ARROWS:
3794 item_tester_hook = item_tester_hook_ammo;
3795 enchant_item(player_ptr, bcost, 1, 1, 0);
3797 case BACT_ENCHANT_BOW:
3798 item_tester_tval = TV_BOW;
3799 enchant_item(player_ptr, bcost, 1, 1, 0);
3803 if (recall_player(player_ptr, 1)) paid = TRUE;
3806 case BACT_TELEPORT_LEVEL:
3808 paid = free_level_recall(player_ptr);
3811 case BACT_LOSE_MUTATION:
3812 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3813 (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
3815 while (!lose_mutation(player_ptr, 0));
3820 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3825 kakutoujou(player_ptr);
3828 case BACT_TSUCHINOKO:
3837 today_target(player_ptr);
3845 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
3846 set_virtue(player_ptr, V_COMPASSION, 0);
3847 set_virtue(player_ptr, V_HONOUR, 0);
3848 set_virtue(player_ptr, V_JUSTICE, 0);
3849 set_virtue(player_ptr, V_SACRIFICE, 0);
3850 set_virtue(player_ptr, V_KNOWLEDGE, 0);
3851 set_virtue(player_ptr, V_FAITH, 0);
3852 set_virtue(player_ptr, V_ENLIGHTEN, 0);
3853 set_virtue(player_ptr, V_ENCHANT, 0);
3854 set_virtue(player_ptr, V_CHANCE, 0);
3855 set_virtue(player_ptr, V_NATURE, 0);
3856 set_virtue(player_ptr, V_HARMONY, 0);
3857 set_virtue(player_ptr, V_VITALITY, 0);
3858 set_virtue(player_ptr, V_UNLIFE, 0);
3859 set_virtue(player_ptr, V_PATIENCE, 0);
3860 set_virtue(player_ptr, V_TEMPERANCE, 0);
3861 set_virtue(player_ptr, V_DILIGENCE, 0);
3862 set_virtue(player_ptr, V_VALOUR, 0);
3863 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
3864 get_virtues(player_ptr);
3868 case BACT_TELE_TOWN:
3869 paid = tele_town(player_ptr);
3873 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
3876 case BACT_BROKEN_WEAPON:
3878 bcost = repair_broken_weapon(player_ptr, bcost);
3882 if (paid) player_ptr->au -= bcost;
3887 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
3888 * @param プレーヤーへの参照ポインタ
3891 void do_cmd_bldg(player_type *player_ptr)
3893 if (player_ptr->wild_mode) return;
3895 take_turn(player_ptr, 100);
3897 if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
3899 msg_print(_("ここには建物はない。", "You see no building here."));
3903 int which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
3905 building_type *bldg;
3906 bldg = &building[which];
3908 reinit_wilderness = FALSE;
3910 if ((which == 2) && (player_ptr->arena_number < 0))
3912 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
3915 else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
3917 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
3919 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);
3923 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
3924 player_ptr->current_floor_ptr->inside_arena = FALSE;
3925 player_ptr->leaving = TRUE;
3926 command_new = SPECIAL_KEY_BUILDING;
3927 free_turn(player_ptr);
3932 else if (player_ptr->phase_out)
3934 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
3935 player_ptr->leaving = TRUE;
3936 player_ptr->phase_out = FALSE;
3937 command_new = SPECIAL_KEY_BUILDING;
3938 free_turn(player_ptr);
3943 player_ptr->oldpy = player_ptr->y;
3944 player_ptr->oldpx = player_ptr->x;
3947 forget_lite(player_ptr->current_floor_ptr);
3948 forget_view(player_ptr->current_floor_ptr);
3949 current_world_ptr->character_icky++;
3955 show_building(player_ptr, bldg);
3956 player_ptr->leave_bldg = FALSE;
3957 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
3960 while (!player_ptr->leave_bldg)
3965 building_prt_gold(player_ptr);
3967 char command = inkey();
3969 if (command == ESCAPE)
3971 player_ptr->leave_bldg = TRUE;
3972 player_ptr->current_floor_ptr->inside_arena = FALSE;
3973 player_ptr->phase_out = FALSE;
3978 for (i = 0; i < 8; i++)
3980 if (bldg->letters[i] && (bldg->letters[i] == command))
3987 if (validcmd) bldg_process_command(player_ptr, bldg, i);
3989 handle_stuff(player_ptr);
3992 select_floor_music(player_ptr);
3997 if (reinit_wilderness) player_ptr->leaving = TRUE;
3999 current_world_ptr->character_icky--;
4002 player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4003 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4004 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4009 * @brief 今日の賞金首を確定する / Determine today's bounty monster
4010 * @param player_type プレーヤーへの参照ポインタ
4012 * @note conv_old is used if loaded 0.0.3 or older save file
4014 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
4019 for (i = 0; i < current_world_ptr->max_d_idx; i++)
4021 if (max_dlv[i] < d_info[i].mindepth) continue;
4022 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4027 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4030 player_ptr->phase_out = TRUE;
4031 get_mon_num_prep(player_ptr, NULL, NULL);
4035 today_mon = get_mon_num(player_ptr, max_dl);
4036 monster_race *r_ptr;
4037 r_ptr = &r_info[today_mon];
4039 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4040 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4041 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4042 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4043 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4044 if (r_ptr->rarity > 10) continue;
4048 player_ptr->today_mon = 0;
4049 bool old_inside_battle = player_ptr->phase_out;
4050 player_ptr->phase_out = old_inside_battle;
4055 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4056 * @param player_ptr プレーヤーへの参照ポインタ
4059 void determine_bounty_uniques(player_type *player_ptr)
4061 get_mon_num_prep(player_ptr, NULL, NULL);
4062 for (int i = 0; i < MAX_BOUNTY; i++)
4066 current_world_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, MAX_DEPTH - 1);
4067 monster_race *r_ptr;
4068 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4070 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4072 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
4075 if (r_ptr->rarity > 100) continue;
4077 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
4081 for (j = 0; j < i; j++)
4083 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
4091 for (int i = 0; i < MAX_BOUNTY - 1; i++)
4093 for (int j = i; j < MAX_BOUNTY; j++)
4096 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4098 tmp = current_world_ptr->bounty_r_idx[i];
4099 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4100 current_world_ptr->bounty_r_idx[j] = tmp;