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
17 #include "object-boost.h"
18 #include "object-hook.h"
20 #include "monsterrace-hook.h"
30 #include "cmd-spell.h"
32 #include "player-status.h"
33 #include "spells-status.h"
36 * ループ中で / hack as in leave_store in store.c
38 static bool leave_bldg = FALSE;
41 * @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。
42 * @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、
43 * 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。
44 * @param bldg 施設構造体の参照ポインタ
45 * @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。
47 static bool is_owner(building_type *bldg)
49 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
54 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
59 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
60 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
69 * @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。
71 * @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、
72 * 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。
73 * @param bldg 施設構造体の参照ポインタ
74 * @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。
75 * @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。
77 static bool is_member(building_type *bldg)
79 if (bldg->member_class[p_ptr->pclass])
84 if (bldg->member_race[p_ptr->prace])
89 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
90 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
96 if (p_ptr->pclass == CLASS_SORCERER)
100 for (i = 0; i < MAX_MAGIC; i++)
102 if (bldg->member_realm[i+1]) OK = TRUE;
110 * @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
111 * @details 消去は行毎にヌル文字列で行われる。
112 * @param min_row 開始行番号
113 * @param max_row 末尾行番号
116 static void clear_bldg(int min_row, int max_row)
120 for (i = min_row; i <= max_row; i++)
128 static void building_prt_gold(void)
131 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
132 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
133 prt(tmp_str, 23, 68);
137 * @brief 施設のサービス一覧を表示する / Display a building.
138 * @param bldg 施設構造体の参照ポインタ
141 static void show_building(building_type* bldg)
149 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
153 for (i = 0; i < 8; i++)
155 if (bldg->letters[i])
157 if (bldg->action_restr[i] == 0)
159 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
160 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
162 action_color = TERM_WHITE;
165 else if (is_owner(bldg))
167 action_color = TERM_YELLOW;
168 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
172 action_color = TERM_YELLOW;
173 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
175 else if (bldg->action_restr[i] == 1)
177 if (!is_member(bldg))
179 action_color = TERM_L_DARK;
180 strcpy(buff, _("(閉店)", "(closed)"));
182 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
183 (is_member(bldg) && (bldg->other_costs[i] == 0)))
185 action_color = TERM_WHITE;
188 else if (is_owner(bldg))
190 action_color = TERM_YELLOW;
191 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
195 action_color = TERM_YELLOW;
196 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
203 action_color = TERM_L_DARK;
204 strcpy(buff, _("(閉店)", "(closed)"));
206 else if (bldg->member_costs[i] != 0)
208 action_color = TERM_YELLOW;
209 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
213 action_color = TERM_WHITE;
218 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
219 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
222 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
226 * @brief 闘技場に入るコマンドの処理 / arena commands
227 * @param cmd 闘技場処理のID
230 static void arena_comm(int cmd)
239 if (p_ptr->arena_number == MAX_ARENA_MONS)
242 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
243 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);
244 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);
248 p_ptr->au += 1000000L;
249 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
251 p_ptr->arena_number++;
253 else if (p_ptr->arena_number > MAX_ARENA_MONS)
255 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
257 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."));
259 if (get_check(_("挑戦するかね?", "Do you fight? ")))
261 msg_print(_("死ぬがよい。", "Die, maggots."));
264 p_ptr->exit_bldg = FALSE;
267 /* Save the surface floor as saved floor */
268 prepare_change_floor_mode(CFM_SAVE_FLOORS);
270 p_ptr->inside_arena = TRUE;
271 p_ptr->leaving = TRUE;
276 msg_print(_("残念だ。", "We are disappointed."));
281 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。",
282 "You enter the arena briefly and bask in your glory."));
286 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
288 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。",
289 "You don't have permission to enter with pet."));
294 p_ptr->exit_bldg = FALSE;
297 /* Save the surface floor as saved floor */
298 prepare_change_floor_mode(CFM_SAVE_FLOORS);
300 p_ptr->inside_arena = TRUE;
301 p_ptr->leaving = TRUE;
306 if (p_ptr->arena_number == MAX_ARENA_MONS)
307 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。",
308 "You are victorious. Enter the arena for the ceremony."));
310 else if (p_ptr->arena_number > MAX_ARENA_MONS)
312 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
316 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
317 name = (r_name + r_ptr->name);
318 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
320 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
321 p_ptr->window |= (PW_MONSTER);
326 case BACT_ARENA_RULES:
329 /* Peruse the arena help file */
330 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
338 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
339 * @param row シンボルを表示する行の上端
340 * @param col シンボルを表示する行の左端
341 * @param fruit 表示するシンボルID
344 static void display_fruit(int row, int col, int fruit)
349 c_put_str(TERM_YELLOW, " ####.", row, col);
350 c_put_str(TERM_YELLOW, " # #", row + 1, col);
351 c_put_str(TERM_YELLOW, " # #", row + 2, col);
352 c_put_str(TERM_YELLOW, "# #", row + 3, col);
353 c_put_str(TERM_YELLOW, "# #", row + 4, col);
354 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
355 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
356 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
358 " Lemon "), row + 8, col);
361 c_put_str(TERM_ORANGE, " ## ", row, col);
362 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
363 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
364 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
365 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
366 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
367 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
368 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
370 " Orange "), row + 8, col);
373 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
374 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
375 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
376 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
377 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
378 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
379 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
380 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
381 prt( _(" 剣 ", " Sword ") , row + 8, col);
384 c_put_str(TERM_SLATE, " ###### ", row, col);
385 c_put_str(TERM_SLATE, "# #", row + 1, col);
386 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
387 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
388 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
389 c_put_str(TERM_SLATE, " # # ", row + 5, col);
390 c_put_str(TERM_SLATE, " # # ", row + 6, col);
391 c_put_str(TERM_SLATE, " ## ", row + 7, col);
393 " Shield "), row + 8, col);
396 c_put_str(TERM_VIOLET, " ## ", row, col);
397 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
398 c_put_str(TERM_VIOLET, "########", row + 2, col);
399 c_put_str(TERM_VIOLET, "########", row + 3, col);
400 c_put_str(TERM_VIOLET, "########", row + 4, col);
401 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
402 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
403 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
405 " Plum "), row + 8, col);
408 c_put_str(TERM_RED, " ##", row, col);
409 c_put_str(TERM_RED, " ### ", row + 1, col);
410 c_put_str(TERM_RED, " #..# ", row + 2, col);
411 c_put_str(TERM_RED, " #..# ", row + 3, col);
412 c_put_str(TERM_RED, " ###### ", row + 4, col);
413 c_put_str(TERM_RED, "#..##..#", row + 5, col);
414 c_put_str(TERM_RED, "#..##..#", row + 6, col);
415 c_put_str(TERM_RED, " ## ## ", row + 7, col);
417 " Cherry "), row + 8, col);
423 * kpoker no (tyuto-hannpa na)pakuri desu...
424 * joker ha shineru node haitte masen.
426 * TODO: donataka! tsukutte!
427 * - agatta yaku no kiroku (like DQ).
428 * - kakkoii card no e.
429 * - sousa-sei no koujyo.
430 * - code wo wakariyasuku.
432 * - Joker... -- done.
435 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
438 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
439 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
440 #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 */
442 static int cards[5]; /*!< ポーカーの現在の手札ID */
449 static void reset_deck(int deck[])
452 for (i = 0; i < 53; i++) deck[i] = i;
455 for (i = 0; i < 53; i++){
456 int tmp1 = randint0(53 - i) + i;
458 deck[i] = deck[tmp1];
464 * @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。
465 * @return ジョーカーを持っているか。
467 static bool have_joker(void)
471 for (i = 0; i < 5; i++){
472 if(IS_JOKER(cards[i])) return TRUE;
478 * @brief ポーカーの手札に該当の番号の札があるかを返す。
479 * @param num 探したいカードの番号。
480 * @return 該当の番号が手札にあるか。
482 static bool find_card_num(int num)
485 for (i = 0; i < 5; i++)
486 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
491 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
494 static bool yaku_check_flush(void)
497 bool joker_is_used = FALSE;
499 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
500 for (i = 0; i < 5; i++){
501 if (SUIT_OF(cards[i]) != suit){
502 if(have_joker() && !joker_is_used)
503 joker_is_used = TRUE;
513 * @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。
514 * @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
516 static int yaku_check_straight(void)
519 bool joker_is_used = FALSE;
520 bool straight = FALSE;
523 for (i = 0; i < 5; i++)
525 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
526 lowest = NUM_OF(cards[i]);
529 /* Check Royal Straight Flush */
530 if (yaku_check_flush())
533 for (i = 0; i < 4; i++)
535 if (!find_card_num(9 + i)){
536 if( have_joker() && !joker_is_used )
537 joker_is_used = TRUE;
542 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
545 for (i = 0; i < 3; i++)
547 if (!find_card_num(10 + i))
550 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
554 joker_is_used = FALSE;
556 /* Straight Only Check */
558 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
559 for (i = 0; i < 4; i++)
561 if (!find_card_num(9 + i)) {
562 if (have_joker() && !joker_is_used)
563 joker_is_used = TRUE;
568 if(i == 4) straight = TRUE;
571 joker_is_used = FALSE;
573 for (i = 0; i < 5; i++)
575 if(!find_card_num(lowest + i)){
576 if( have_joker() && !joker_is_used )
577 joker_is_used = TRUE;
582 if(i == 5) straight = TRUE;
584 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
585 else if(straight) return 1; /* Only Straight */
590 * @brief ポーカーのペア役の状態を返す。
591 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
593 static int yaku_check_pair(void)
595 int i, i2, matching = 0;
597 for (i = 0; i < 5; i++)
599 for (i2 = i+1; i2 < 5; i2++)
601 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
602 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
633 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
634 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
635 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
636 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
637 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
638 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
639 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
640 #define ODDS_ST 4 /*!< ストレートの役倍率 */
641 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
642 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
645 * @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。
648 static int yaku_check(void)
652 switch(yaku_check_straight()){
654 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
657 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
660 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
663 /* Not straight -- fall through */
667 if (yaku_check_flush())
669 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
673 switch (yaku_check_pair())
676 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
679 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
682 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
685 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
688 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
691 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
693 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
698 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
708 * @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。
709 * @param hoge カーソルの現在位置
710 * @param kaeruka カードの捨てる/残すフラグ配列
713 static void display_kaeruka(int hoge, int kaeruka[])
716 char col = TERM_WHITE;
717 for (i = 0; i < 5; i++)
719 if (i == hoge) col = TERM_YELLOW;
720 else if(kaeruka[i]) col = TERM_WHITE;
721 else col = TERM_L_BLUE;
724 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
726 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
728 if (hoge > 4) col = TERM_YELLOW;
729 else col = TERM_WHITE;
730 c_put_str(col, _("決定", "Sure"), 16, 38);
732 /* Hilite current option */
733 if (hoge < 5) move_cursor(14, 5+hoge*16);
734 else move_cursor(16, 38);
738 * @brief ポーカーの手札を表示する。
741 static void display_cards(void)
744 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
746 concptr suit[4] = {"★", "●", "¶", "†"};
747 concptr card_grph[13][7] = {{"A %s ",
838 concptr joker_grph[7] = { " ",
848 concptr suit[4] = {"[]", "qp", "<>", "db"};
849 concptr card_grph[13][7] = {{"A %s ",
940 concptr joker_grph[7] = { " ",
949 for (i = 0; i < 5; i++)
951 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
954 for (i = 0; i < 5; i++)
956 for (j = 0; j < 7; j++)
958 prt(_("┃", " |"), j+6, i*16);
959 if(IS_JOKER(cards[i]))
960 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
962 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);
963 prt(_("┃", "| "), j+6, i*16+14);
966 for (i = 0; i < 5; i++)
968 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
973 * @brief ポーカーの1プレイルーチン。
976 static int do_poker(void)
980 int deck[53]; /* yamafuda : 0...52 */
982 int kaeruka[5]; /* 0:kaenai 1:kaeru */
990 for (i = 0; i < 5; i++)
992 cards[i] = deck[deck_ptr++];
993 kaeruka[i] = 0; /* default:nokosu */
996 /* suteruno wo kimeru */
997 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);
1004 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1009 case '6': case 'l': case 'L': case KTRL('F'):
1010 if (!kettei) k = (k+1)%5;
1011 else {k = 0;kettei = FALSE;}
1014 case '4': case 'h': case 'H': case KTRL('B'):
1015 if (!kettei) k = (k+4)%5;
1016 else {k = 4;kettei = FALSE;}
1019 case '2': case 'j': case 'J': case KTRL('N'):
1020 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1022 case '8': case 'k': case 'K': case KTRL('P'):
1023 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1025 case ' ': case '\r':
1026 if (kettei) done = TRUE;
1027 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1036 for (i = 0; i < 5; i++)
1037 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1041 return yaku_check();
1046 /* end of poker codes --Koka */
1049 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1050 * @param cmd プレイするゲームID
1053 static bool gamble_comm(int cmd)
1056 int roll1, roll2, roll3, choice, odds, win;
1061 char out_val[160], tmp_str[80], again;
1066 if (cmd == BACT_GAMBLE_RULES)
1068 /* Peruse the gambling help file */
1069 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1076 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1077 "Hey! You don't have gold - get out of here!"));
1085 maxbet = p_ptr->lev * 200;
1087 /* We can't bet more than we have */
1088 maxbet = MIN(maxbet, p_ptr->au);
1091 strcpy(out_val, "");
1092 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1096 * Use get_string() because we may need more than
1097 * the s16b value returned by get_quantity().
1099 if (get_string(tmp_str, out_val, 32))
1102 for (p = out_val; *p == ' '; p++);
1107 if (wager > p_ptr->au)
1109 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!"));
1114 else if (wager > maxbet)
1116 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1117 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1122 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1128 oldgold = p_ptr->au;
1130 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1131 prt(tmp_str, 20, 2);
1132 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1133 prt(tmp_str, 21, 2);
1140 case BACT_IN_BETWEEN: /* Game of In-Between */
1141 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1145 roll1 = randint1(10);
1146 roll2 = randint1(10);
1147 choice = randint1(10);
1148 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1151 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1153 prt(tmp_str, 11, 14);
1154 if (((choice > roll1) && (choice < roll2)) ||
1155 ((choice < roll1) && (choice > roll2)))
1158 case BACT_CRAPS: /* Game of Craps */
1159 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1163 roll1 = randint1(6);
1164 roll2 = randint1(6);
1165 roll3 = roll1 + roll2;
1167 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1168 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1170 if ((roll3 == 7) || (roll3 == 11))
1172 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1177 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"));
1180 roll1 = randint1(6);
1181 roll2 = randint1(6);
1182 roll3 = roll1 + roll2;
1183 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1184 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1186 if (roll3 == choice)
1188 else if (roll3 == 7)
1190 } while ((win != TRUE) && (win != FALSE));
1193 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1196 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1198 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1199 prt("--------------------------------", 8, 3);
1200 strcpy(out_val, "");
1201 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1203 for (p = out_val; iswspace(*p); p++);
1207 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1210 else if (choice > 9)
1212 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1216 roll1 = randint0(10);
1217 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1218 "The wheel spins to a stop and the winner is %d"), roll1);
1219 prt(tmp_str, 13, 3);
1221 prt("*", 9, (3 * roll1 + 5));
1222 if (roll1 == choice)
1226 case BACT_DICE_SLOTS: /* The Dice Slots */
1227 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1228 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1229 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1230 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1231 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1232 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1233 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1234 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1237 roll1 = randint1(21);
1247 roll2 = randint1(21);
1257 choice = randint1(21);
1267 put_str("/--------------------------\\", 7, 2);
1268 prt("\\--------------------------/", 17, 2);
1269 display_fruit(8, 3, roll1 - 1);
1270 display_fruit(8, 12, roll2 - 1);
1271 display_fruit(8, 21, choice - 1);
1272 if ((roll1 == roll2) && (roll2 == choice))
1291 else if ((roll1 == 1) && (roll2 == 1))
1300 if (odds) win = TRUE;
1306 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1308 p_ptr->au += odds * wager;
1309 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1311 prt(tmp_str, 17, 37);
1315 prt(_("あなたの負け", "You Lost"), 16, 37);
1318 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1320 prt(tmp_str, 22, 2);
1321 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1323 move_cursor(18, 52);
1328 if (wager > p_ptr->au)
1330 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1331 "Hey! You don't have the gold - get out of here!"));
1337 } while ((again == 'y') || (again == 'Y'));
1340 if (p_ptr->au >= oldgold)
1342 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!」",
1343 "You came out a winner! We'll win next time, I'm sure."));
1344 chg_virtue(V_CHANCE, 3);
1348 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."));
1349 chg_virtue(V_CHANCE, -3);
1359 * @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。
1362 void battle_monsters(void)
1369 bool old_inside_battle = p_ptr->inside_battle;
1371 for (i = 0; i < max_d_idx; i++)
1372 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1374 mon_level = randint1(MIN(max_dl, 122))+5;
1375 if (randint0(100) < 60)
1377 i = randint1(MIN(max_dl, 122))+5;
1378 mon_level = MAX(i, mon_level);
1380 if (randint0(100) < 30)
1382 i = randint1(MIN(max_dl, 122))+5;
1383 mon_level = MAX(i, mon_level);
1390 for(i = 0; i < 4; i++)
1396 get_mon_num_prep(monster_can_entry_arena, NULL);
1397 p_ptr->inside_battle = TRUE;
1398 r_idx = get_mon_num(mon_level);
1399 p_ptr->inside_battle = old_inside_battle;
1400 if (!r_idx) continue;
1402 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1404 if ((r_info[r_idx].level + 10) > mon_level) continue;
1407 for (j = 0; j < i; j++)
1408 if(r_idx == battle_mon[j]) break;
1413 battle_mon[i] = r_idx;
1414 if (r_info[r_idx].level < 45) tekitou = TRUE;
1419 monster_race *r_ptr = &r_info[battle_mon[i]];
1420 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1422 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1423 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1425 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1426 power[i] = power[i] * (100 + r_ptr->level) / 100;
1427 if (r_ptr->speed > 110)
1428 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1429 if (r_ptr->speed < 110)
1430 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1432 power[i] = power[i] * (num_taisei*2+5) / 10;
1433 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1434 power[i] = power[i] * 4 / 3;
1435 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1436 power[i] = power[i] * 4 / 3;
1437 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1438 power[i] = power[i] * 11 / 10;
1439 if (r_ptr->flags1 & RF1_RAND_25)
1440 power[i] = power[i] * 9 / 10;
1441 if (r_ptr->flags1 & RF1_RAND_50)
1442 power[i] = power[i] * 9 / 10;
1443 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1444 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1451 power[i] = total*60/power[i];
1452 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1453 if ((power[i] < 160) && randint0(20)) break;
1454 if (power[i] < 101) power[i] = 100 + randint1(5);
1455 mon_odds[i] = power[i];
1462 * @brief モンスター闘技場のメインルーチン
1463 * @return 賭けを開始したか否か
1465 static bool kakutoujou(void)
1469 char out_val[160], tmp_str[80];
1472 if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
1475 old_battle = current_world_ptr->game_turn;
1483 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!"));
1495 "Monsters Odds"), 4, 4);
1499 monster_race *r_ptr = &r_info[battle_mon[i]];
1501 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1502 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1503 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1504 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1507 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1517 if (i >= '1' && i <= '4')
1519 sel_monster = i-'1';
1520 battle_odds = mon_odds[sel_monster];
1527 for (i = 0; i < 4; i++)
1528 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1530 maxbet = p_ptr->lev * 200;
1532 /* We can't bet more than we have */
1533 maxbet = MIN(maxbet, p_ptr->au);
1536 strcpy(out_val, "");
1537 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1539 * Use get_string() because we may need more than
1540 * the s16b value returned by get_quantity().
1542 if (get_string(tmp_str, out_val, 32))
1545 for (p = out_val; *p == ' '; p++);
1550 if (wager > p_ptr->au)
1552 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!"));
1558 else if (wager > maxbet)
1560 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);
1566 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1570 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1575 /* Save the surface floor as saved floor */
1576 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1578 p_ptr->inside_battle = TRUE;
1579 p_ptr->leaving = TRUE;
1593 * @brief 本日の賞金首情報を表示する。
1596 static void today_target(void)
1599 monster_race *r_ptr = &r_info[today_mon];
1602 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1603 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1604 c_put_str(TERM_YELLOW, buf, 6, 10);
1605 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1607 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1609 p_ptr->today_mon = today_mon;
1613 * @brief ツチノコの賞金首情報を表示する。
1616 static void tsuchinoko(void)
1619 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1620 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);
1621 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1622 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1623 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1627 * @brief 通常の賞金首情報を表示する。
1630 static void shoukinkubi(void)
1636 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);
1637 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1639 for (i = 0; i < MAX_KUBI; i++)
1643 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])];
1645 if (current_world_ptr->bounty_r_idx[i] > 10000)
1648 done_mark = _("(済)", "(done)");
1656 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1659 if (!y && (i < MAX_KUBI -1))
1661 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1672 * 賞金首の報酬テーブル / List of prize object
1675 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1676 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1677 } prize_list[MAX_KUBI] =
1679 {TV_POTION, SV_POTION_CURING},
1680 {TV_POTION, SV_POTION_SPEED},
1681 {TV_POTION, SV_POTION_SPEED},
1682 {TV_POTION, SV_POTION_RESISTANCE},
1683 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1685 {TV_POTION, SV_POTION_HEALING},
1686 {TV_POTION, SV_POTION_RESTORE_MANA},
1687 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1688 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1689 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1691 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1692 {TV_POTION, SV_POTION_STAR_HEALING},
1693 {TV_POTION, SV_POTION_STAR_HEALING},
1694 {TV_POTION, SV_POTION_NEW_LIFE},
1695 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1697 {TV_POTION, SV_POTION_LIFE},
1698 {TV_POTION, SV_POTION_LIFE},
1699 {TV_POTION, SV_POTION_AUGMENTATION},
1700 {TV_POTION, SV_POTION_INVULNERABILITY},
1701 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1705 * @brief 賞金首の引き換え処理 / Get prize
1706 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1708 static bool kankin(void)
1712 bool change = FALSE;
1713 GAME_TEXT o_name[MAX_NLEN];
1716 /* Loop for inventory and right/left arm */
1717 for (i = 0; i <= INVEN_LARM; i++)
1719 o_ptr = &inventory[i];
1721 /* Living Tsuchinoko worthes $1000000 */
1722 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1724 char buf[MAX_NLEN+20];
1725 object_desc(o_name, o_ptr, 0);
1726 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1729 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1730 p_ptr->au += 1000000L * o_ptr->number;
1731 p_ptr->redraw |= (PR_GOLD);
1732 inven_item_increase(i, -o_ptr->number);
1733 inven_item_describe(i);
1734 inven_item_optimize(i);
1740 for (i = 0; i < INVEN_PACK; i++)
1742 o_ptr = &inventory[i];
1744 /* Corpse of Tsuchinoko worthes $200000 */
1745 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1747 char buf[MAX_NLEN+20];
1748 object_desc(o_name, o_ptr, 0);
1749 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1752 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1753 p_ptr->au += 200000L * o_ptr->number;
1754 p_ptr->redraw |= (PR_GOLD);
1755 inven_item_increase(i, -o_ptr->number);
1756 inven_item_describe(i);
1757 inven_item_optimize(i);
1763 for (i = 0; i < INVEN_PACK; i++)
1765 o_ptr = &inventory[i];
1767 /* Bones of Tsuchinoko worthes $100000 */
1768 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1770 char buf[MAX_NLEN+20];
1771 object_desc(o_name, o_ptr, 0);
1772 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1775 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1776 p_ptr->au += 100000L * o_ptr->number;
1777 p_ptr->redraw |= (PR_GOLD);
1778 inven_item_increase(i, -o_ptr->number);
1779 inven_item_describe(i);
1780 inven_item_optimize(i);
1786 for (i = 0; i < INVEN_PACK; i++)
1788 o_ptr = &inventory[i];
1789 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)))
1791 char buf[MAX_NLEN+20];
1792 object_desc(o_name, o_ptr, 0);
1793 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1796 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1797 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1798 p_ptr->redraw |= (PR_GOLD);
1799 inven_item_increase(i, -o_ptr->number);
1800 inven_item_describe(i);
1801 inven_item_optimize(i);
1807 for (i = 0; i < INVEN_PACK; i++)
1809 o_ptr = &inventory[i];
1811 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1813 char buf[MAX_NLEN+20];
1814 object_desc(o_name, o_ptr, 0);
1815 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1818 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1819 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1820 p_ptr->redraw |= (PR_GOLD);
1821 inven_item_increase(i, -o_ptr->number);
1822 inven_item_describe(i);
1823 inven_item_optimize(i);
1829 for (j = 0; j < MAX_KUBI; j++)
1831 /* Need reverse order --- Positions will be changed in the loop */
1832 for (i = INVEN_PACK-1; i >= 0; i--)
1834 o_ptr = &inventory[i];
1835 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1837 char buf[MAX_NLEN+20];
1839 INVENTORY_IDX item_new;
1842 object_desc(o_name, o_ptr, 0);
1843 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1844 if (!get_check(buf)) continue;
1846 #if 0 /* Obsoleted */
1847 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number);
1848 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1849 p_ptr->redraw |= (PR_GOLD);
1850 inven_item_increase(i, -o_ptr->number);
1851 inven_item_describe(i);
1852 inven_item_optimize(i);
1853 chg_virtue(V_JUSTICE, 5);
1854 current_world_ptr->bounty_r_idx[j] += 10000;
1857 #endif /* Obsoleted */
1860 inven_item_increase(i, -o_ptr->number);
1861 inven_item_describe(i);
1862 inven_item_optimize(i);
1864 chg_virtue(V_JUSTICE, 5);
1865 current_world_ptr->bounty_r_idx[j] += 10000;
1867 /* Count number of unique corpses already handed */
1868 for (num = 0, k = 0; k < MAX_KUBI; k++)
1870 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1872 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" : ""));
1874 /* Prepare to make a prize */
1875 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1876 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1878 object_aware(&forge);
1879 object_known(&forge);
1882 * Hand it --- Assume there is an empty slot.
1883 * Since a corpse is handed at first,
1884 * there is at least one empty slot.
1886 item_new = inven_carry(&forge);
1888 object_desc(o_name, &forge, 0);
1889 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1891 /* Auto-inscription */
1892 autopick_alter_item(item_new, FALSE);
1902 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."));
1910 * @brief 宿屋の利用サブルーチン
1911 * @details inn commands\n
1912 * Note that resting for the night was a perfect way to avoid player\n
1913 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1914 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1915 * will not be that useful. I will keep it in the hopes the player\n
1916 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1917 * Resting at night is also a quick way to restock stores -KMW-\n
1918 * @param cmd 宿屋の利用施設ID
1919 * @return 施設の利用が実際に行われたか否か。
1921 static bool inn_comm(int cmd)
1925 case BACT_FOOD: /* Buy food & drink */
1926 if (p_ptr->food >= PY_FOOD_FULL)
1928 msg_print(_("今は満腹だ。", "You are full now."));
1931 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."));
1932 (void)set_food(PY_FOOD_MAX - 1);
1935 case BACT_REST: /* Rest for the night */
1936 if ((p_ptr->poisoned) || (p_ptr->cut))
1938 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."));
1940 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."));
1944 s32b oldturn = current_world_ptr->game_turn;
1945 int prev_day, prev_hour, prev_min;
1947 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
1948 if ((prev_hour >= 6) && (prev_hour <= 17))
1949 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
1951 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
1953 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1954 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
1956 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1957 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
1960 prevent_turn_overflow();
1962 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
1963 p_ptr->chp = p_ptr->mhp;
1965 if (ironman_nightmare)
1967 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."));
1969 /* Have some nightmares */
1972 sanity_blast(NULL, FALSE);
1973 if (!one_in_(3)) break;
1976 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
1977 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."));
1984 p_ptr->chp = p_ptr->mhp;
1985 p_ptr->csp = p_ptr->msp;
1986 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1989 for (i = 0; i < 72; i++)
1991 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
1993 for (; i < 108; i++)
1995 p_ptr->magic_num1[i] = 0;
1999 if ((prev_hour >= 6) && (prev_hour <= 17))
2001 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."));
2002 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2006 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."));
2007 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2013 case BACT_RUMORS: /* Listen for rumors */
2015 display_rumor(TRUE);
2025 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2026 * @param questnum クエストのID
2027 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2030 static void get_questinfo(IDX questnum, bool do_init)
2033 QUEST_IDX old_quest;
2034 GAME_TEXT tmp_str[80];
2036 /* Clear the text */
2037 for (i = 0; i < 10; i++)
2039 quest_text[i][0] = '\0';
2042 quest_text_line = 0;
2044 /* Set the quest number temporary */
2045 old_quest = p_ptr->inside_quest;
2046 p_ptr->inside_quest = questnum;
2048 /* Get the quest text */
2049 init_flags = INIT_SHOW_TEXT;
2050 if (do_init) init_flags |= INIT_ASSIGN;
2052 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2054 /* Reset the old quest number */
2055 p_ptr->inside_quest = old_quest;
2057 /* Print the quest info */
2058 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);
2062 prt(quest[questnum].name, 7, 0);
2064 for (i = 0; i < 10; i++)
2066 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2071 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2074 static void castle_quest(void)
2076 QUEST_IDX q_index = 0;
2077 monster_race *r_ptr;
2084 /* Current quest of the building */
2085 q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2087 /* Is there a quest available at the building? */
2090 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);
2094 q_ptr = &quest[q_index];
2096 /* Quest is completed */
2097 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2099 /* Rewarded quest */
2100 q_ptr->status = QUEST_STATUS_REWARDED;
2102 get_questinfo(q_index, FALSE);
2104 reinit_wilderness = TRUE;
2107 else if (q_ptr->status == QUEST_STATUS_FAILED)
2109 get_questinfo(q_index, FALSE);
2111 /* Mark quest as done (but failed) */
2112 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2114 reinit_wilderness = TRUE;
2116 /* Quest is still unfinished */
2117 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2119 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);
2120 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);
2121 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);
2124 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2126 q_ptr->status = QUEST_STATUS_TAKEN;
2128 reinit_wilderness = TRUE;
2130 /* Assign a new quest */
2131 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2133 if (q_ptr->r_idx == 0)
2135 /* Random monster at least 5 - 10 levels out of deep */
2136 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2139 r_ptr = &r_info[q_ptr->r_idx];
2141 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2143 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2144 r_ptr = &r_info[q_ptr->r_idx];
2147 if (q_ptr->max_num == 0)
2149 /* Random monster number */
2150 if (randint1(10) > 7)
2153 q_ptr->max_num = randint1(3) + 1;
2157 name = (r_name + r_ptr->name);
2159 msg_format("クエスト: %sを %d体倒す", name, q_ptr->max_num);
2161 msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
2166 get_questinfo(q_index, TRUE);
2173 * @brief 町に関するヘルプを表示する / Display town history
2176 static void town_history(void)
2180 /* Peruse the building help file */
2181 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2186 * @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
2187 * @param plus_ammo 矢弾のダメージ修正
2188 * @param plus_bow 弓のダメージ修正
2190 * @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。
2192 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2195 object_type *j_ptr = &inventory[INVEN_BOW];
2197 /* Extract "shot" power */
2198 i = p_ptr->to_h_b + plus_ammo;
2200 if (p_ptr->tval_ammo == TV_BOLT)
2201 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2203 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2205 /* Snipers can shot more critically with crossbows */
2206 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2207 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2209 /* Good bow makes more critical */
2210 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2218 * @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
2219 * @param weight 武器の重量
2220 * @param plus_ammo 矢弾のダメージ修正
2221 * @param plus_bow 弓のダメージ修正
2222 * @param dam 基本ダメージ量
2225 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
2229 i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2234 crit = MIN(500, 900/weight);
2235 num += dam * 3 /2 * crit;
2238 crit = MIN(500, 1350/weight);
2240 num += dam * 2 * crit;
2246 num += dam * 3 * crit;
2252 num += (10000 - i) * dam;
2259 * @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
2260 * @param weight 武器の重量
2261 * @param plus 武器のダメージ修正
2263 * @param meichuu 命中値
2264 * @param dokubari 毒針処理か否か
2267 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2272 if(dokubari) return dam;
2274 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2280 if (k < 400) num += (2 * dam + 5) * (400 - k);
2281 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2282 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2283 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2284 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2287 if(p_ptr->pclass == CLASS_NINJA)
2290 num += (4444 - i) * dam;
2296 num += (5000 - i) * dam;
2304 * @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
2306 * @param mult スレイ倍率(掛け算部分)
2307 * @param div スレイ倍率(割り算部分)
2308 * @param force 理力特別計算フラグ
2311 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2319 tmp += dam * 60 * 2;
2333 * @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)
2335 * @param mult スレイ倍率(掛け算部分)
2336 * @param div スレイ倍率(割り算部分)
2337 * @param force 理力特別計算フラグ
2339 * @param plus 武器ダメージ修正
2340 * @param meichuu 命中値
2341 * @param dokubari 毒針処理か否か
2342 * @param vorpal_mult 切れ味倍率(掛け算部分)
2343 * @param vorpal_div 切れ味倍率(割り算部分)
2346 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)
2348 dam = calc_slaydam(dam, mult, div, force);
2349 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2350 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2356 * @brief 武器の各条件毎のダメージ期待値を表示する。
2359 * @param mindice ダイス部分最小値
2360 * @param maxdice ダイス部分最大値
2362 * @param dam_bonus ダメージ修正値
2364 * @param color 条件内容の表示色
2366 * Display the damage figure of an object\n
2367 * (used by compare_weapon_aux)\n
2369 * Only accurate for the current weapon, because it includes\n
2370 * the current +dam of the player.\n
2373 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2375 GAME_TEXT tmp_str[80];
2378 mindam = blows * (mindice + dam_bonus);
2379 maxdam = blows * (maxdice + dam_bonus);
2381 /* Print the intro text */
2382 c_put_str(color, attr, r, c);
2384 /* Calculate the min and max damage figures */
2385 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2387 /* Print the damage */
2388 put_str(tmp_str, r, c + 8);
2393 * @brief 武器一つ毎のダメージ情報を表示する。
2394 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2395 * @param col 表示する行の上端
2398 * Show the damage figures for the various monster types\n
2400 * Only accurate for the current weapon, because it includes\n
2401 * the current number of blows for the player.\n
2404 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2406 BIT_FLAGS flgs[TR_FLAG_SIZE];
2407 int blow = p_ptr->num_blow[0];
2409 bool dokubari = FALSE;
2411 /* Effective dices */
2412 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2413 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2415 int mindice = eff_dd;
2416 int maxdice = eff_ds * eff_dd;
2419 int vorpal_mult = 1;
2421 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2424 /* Get the flags of the weapon */
2425 object_flags(o_ptr, flgs);
2427 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2430 /* Show Critical Damage*/
2431 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2432 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2434 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2438 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2440 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2451 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);
2452 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);
2453 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2456 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2460 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);
2461 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);
2462 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2465 /* Print the relevant lines */
2466 if (have_flag(flgs, TR_KILL_ANIMAL))
2468 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);
2469 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);
2470 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2472 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2474 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);
2475 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);
2476 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2478 if (have_flag(flgs, TR_KILL_EVIL))
2480 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);
2481 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);
2482 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2484 else if (have_flag(flgs, TR_SLAY_EVIL))
2486 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);
2487 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);
2488 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2490 if (have_flag(flgs, TR_KILL_HUMAN))
2492 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);
2493 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);
2494 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2496 else if (have_flag(flgs, TR_SLAY_HUMAN))
2498 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);
2499 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);
2500 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2502 if (have_flag(flgs, TR_KILL_UNDEAD))
2504 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);
2505 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);
2506 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2508 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2510 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);
2511 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);
2512 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2514 if (have_flag(flgs, TR_KILL_DEMON))
2516 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);
2517 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);
2518 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2520 else if (have_flag(flgs, TR_SLAY_DEMON))
2522 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);
2523 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);
2524 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2526 if (have_flag(flgs, TR_KILL_ORC))
2528 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);
2529 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);
2530 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2532 else if (have_flag(flgs, TR_SLAY_ORC))
2534 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);
2535 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);
2536 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2538 if (have_flag(flgs, TR_KILL_TROLL))
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, _("トロル:", "Trolls:") , TERM_YELLOW);
2544 else if (have_flag(flgs, TR_SLAY_TROLL))
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, _("トロル:", "Trolls:") , TERM_YELLOW);
2550 if (have_flag(flgs, TR_KILL_GIANT))
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, _("巨人:", "Giants:"), TERM_YELLOW);
2556 else if (have_flag(flgs, TR_SLAY_GIANT))
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, _("巨人:", "Giants:"), TERM_YELLOW);
2562 if (have_flag(flgs, TR_KILL_DRAGON))
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, _("竜:", "Dragons:"), TERM_YELLOW);
2568 else if (have_flag(flgs, TR_SLAY_DRAGON))
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, _("竜:", "Dragons:"), TERM_YELLOW);
2574 if (have_flag(flgs, TR_BRAND_ACID))
2576 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);
2577 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);
2578 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2580 if (have_flag(flgs, TR_BRAND_ELEC))
2582 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);
2583 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);
2584 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2586 if (have_flag(flgs, TR_BRAND_FIRE))
2588 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);
2589 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);
2590 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2592 if (have_flag(flgs, TR_BRAND_COLD))
2594 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);
2595 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);
2596 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2598 if (have_flag(flgs, TR_BRAND_POIS))
2600 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);
2601 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);
2602 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2607 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2608 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2609 * @param row 表示する列の左端
2610 * @param col 表示する行の上端
2612 * Displays all info about a weapon
2614 * Only accurate for the current weapon, because it includes
2615 * various info about the player's +to_dam and number of blows.
2618 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2620 GAME_TEXT o_name[MAX_NLEN];
2621 GAME_TEXT tmp_str[80];
2623 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2624 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2625 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2627 /* Print the weapon name */
2628 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2629 c_put_str(TERM_YELLOW, o_name, row, col);
2631 /* Print the player's number of blows */
2632 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2633 put_str(tmp_str, row+1, col);
2635 /* Print to_hit and to_dam of the weapon */
2636 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2637 put_str(tmp_str, row+2, col);
2639 /* Print the weapons base damage dice */
2640 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2641 (int)hit_chance(reli, 0),
2642 (int)hit_chance(reli, 50),
2643 (int)hit_chance(reli, 100),
2644 (int)hit_chance(reli, 150),
2645 (int)hit_chance(reli, 200));
2646 put_str(tmp_str, row+3, col);
2647 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2649 /* Damage for one blow (if it hits) */
2650 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2651 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2652 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2653 put_str(tmp_str, row+6, col+1);
2655 /* Damage for the complete attack (if all blows hit) */
2656 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2657 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2658 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2659 put_str(tmp_str, row+7, col+1);
2663 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2665 * Copies the weapons to compare into the weapon-slot and\n
2666 * compares the values for both weapons.\n
2667 * 武器1つだけで比較をしないなら費用は半額になる。
2668 * @param bcost 基本鑑定費用
2669 * @return 最終的にかかった費用
2671 static PRICE compare_weapons(PRICE bcost)
2674 OBJECT_IDX item, item2;
2675 object_type *o_ptr[2];
2676 object_type orig_weapon;
2680 TERM_LEN wid = 38, mgn = 2;
2681 bool old_character_xtra = character_xtra;
2684 PRICE cost = 0; /* First time no price */
2689 /* Store copy of original wielded weapon */
2690 i_ptr = &inventory[INVEN_RARM];
2691 object_copy(&orig_weapon, i_ptr);
2693 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2695 /* Get the first weapon */
2696 q = _("第一の武器は?", "What is your first weapon? ");
2697 s = _("比べるものがありません。", "You have nothing to compare.");
2699 o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2713 /* Only compare melee weapons */
2714 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2716 /* Hack -- prevent "icky" message */
2717 character_xtra = TRUE;
2719 /* Diaplay selected weapon's infomation */
2720 for (i = 0; i < n; i++)
2722 int col = (wid * i + mgn);
2724 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2725 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2727 p_ptr->update |= PU_BONUS;
2730 /* List the new values */
2731 list_weapon(o_ptr[i], row, col);
2732 compare_weapon_aux(o_ptr[i], col, row + 8);
2734 /* Copy back the original weapon into the weapon slot */
2735 object_copy(i_ptr, &orig_weapon);
2738 /* Reset the values for the old weapon */
2739 p_ptr->update |= PU_BONUS;
2742 character_xtra = old_character_xtra;
2745 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2746 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);
2747 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);
2749 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2750 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2751 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2759 if (total + cost > p_ptr->au)
2761 msg_print(_("お金が足りません!", "You don't have enough money!"));
2766 q = _("第二の武器は?", "What is your second weapon? ");
2767 s = _("比べるものがありません。", "You have nothing to compare.");
2769 /* Get the second weapon */
2770 o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2771 if (!o_ptr[1]) continue;
2789 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2791 * Calculate and display the dodge-rate and the protection-rate
2793 * @param iAC プレイヤーのAC。
2794 * @return 常にTRUEを返す。
2796 static bool eval_ac(ARMOUR_CLASS iAC)
2800 "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"
2801 "何パーセント軽減するかを示します。\n"
2802 "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"
2803 "に対してのみ効果があります。\n \n"
2804 "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"
2805 "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"
2806 "敵のレベルとあなたのACによって決定されます。\n \n"
2807 "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"
2808 "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";
2811 "'Protection Rate' means how much damage is reduced by your armor.\n"
2812 "Note that the Protection rate is effective only against normal "
2813 "'attack' and 'shatter' type melee attacks, "
2814 "and has no effect against any other types such as 'poison'.\n \n"
2815 "'Dodge Rate' indicates the success rate on dodging the "
2816 "monster's melee attacks. "
2817 "It is depend on the level of the monster and your AC.\n \n"
2818 "'Average Damage' indicates the expected amount of damage "
2819 "when you are attacked by normal melee attacks with power=100.";
2823 TERM_LEN col, row = 2;
2825 char buf[80*20], *t;
2827 /* AC lower than zero has no effect */
2828 if (iAC < 0) iAC = 0;
2831 protection = 100 * MIN(iAC, 150) / 250;
2836 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2837 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2840 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2841 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2842 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2844 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2846 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2847 int dodge; /* 回避率(%) */
2848 int average; /* ダメージ期待値 */
2850 put_str(format("%3d", lvl), row + 0, col);
2853 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2854 put_str(format("%3d%%", dodge), row + 1, col);
2856 /* 100点の攻撃に対してのダメージ期待値を計算 */
2857 average = (100 - dodge) * (100 - protection) / 100;
2858 put_str(format("%3d", average), row + 2, col);
2862 roff_to_buf(memo, 70, buf, sizeof(buf));
2863 for (t = buf; t[0]; t += strlen(t) + 1)
2864 put_str(t, (row++) + 4, 4);
2866 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);
2878 * @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。
2879 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2880 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2881 * @return 修復対象になるならTRUEを返す。
2883 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2886 int cand[TR_FLAG_MAX];
2887 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2888 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2890 object_flags(to_ptr, to_flgs);
2891 object_flags(from_ptr, from_flgs);
2893 for (i = 0; i < TR_FLAG_MAX; i++)
2897 case TR_IGNORE_ACID:
2898 case TR_IGNORE_ELEC:
2899 case TR_IGNORE_FIRE:
2900 case TR_IGNORE_COLD:
2909 case TR_FIXED_FLAVOR:
2912 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2914 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2922 int tr_idx = cand[randint0(n)];
2923 add_flag(to_ptr->art_flags, tr_idx);
2924 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2925 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2926 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2927 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2934 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2935 * @param bcost 基本修復費用
2938 static PRICE repair_broken_weapon_aux(PRICE bcost)
2941 OBJECT_IDX item, mater;
2942 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2944 int i, dd_bonus, ds_bonus;
2945 KIND_OBJECT_IDX k_idx;
2946 char basenm[MAX_NLEN];
2951 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);
2952 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);
2954 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2955 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2957 /* Only forge broken weapons */
2958 item_tester_hook = item_tester_hook_broken_weapon;
2960 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2961 if (!o_ptr) return (0);
2963 /* It is worthless */
2964 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2966 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2970 /* They are too many */
2971 if (o_ptr->number > 1)
2973 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!"));
2977 /* Display item name */
2978 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2979 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2981 q = _("材料となる武器は?", "Which weapon for material? ");
2982 s = _("材料となる武器がありません。", "You have no material to repair.");
2984 /* Only forge broken weapons */
2985 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2987 mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2988 if (!mo_ptr) return (0);
2991 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2995 /* Display item name */
2996 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2997 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2999 /* Get the value of one of the items (except curses) */
3000 cost = bcost + object_value_real(o_ptr) * 2;
3002 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);
3004 /* Check if the player has enough money */
3005 if (p_ptr->au < cost)
3007 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3008 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);
3013 p_ptr->total_weight -= o_ptr->weight;
3015 if (o_ptr->sval == SV_BROKEN_DAGGER)
3020 /* Suppress compiler warning */
3023 for (j = 1; j < max_k_idx; j++)
3025 object_kind *k_aux_ptr = &k_info[j];
3027 if (k_aux_ptr->tval != TV_SWORD) continue;
3028 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3029 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3030 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3031 if (k_aux_ptr->weight > 99) continue;
3040 else /* TV_BROKEN_SWORD */
3042 /* Repair to a sword or sometimes material's type weapon */
3043 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3047 object_kind *ck_ptr;
3049 k_idx = lookup_kind(tval, SV_ANY);
3050 ck_ptr = &k_info[k_idx];
3052 if (tval == TV_SWORD)
3054 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3055 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3056 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3057 (ck_ptr->sval == SV_DOKUBARI)) continue;
3059 if (tval == TV_POLEARM)
3061 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3062 (ck_ptr->sval == SV_TSURIZAO)) continue;
3064 if (tval == TV_HAFTED)
3066 if ((ck_ptr->sval == SV_GROND) ||
3067 (ck_ptr->sval == SV_WIZSTAFF) ||
3068 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3075 /* Calculate dice bonuses */
3076 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3077 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3078 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3079 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3081 /* Change base object */
3082 k_ptr = &k_info[k_idx];
3083 o_ptr->k_idx = k_idx;
3084 o_ptr->weight = k_ptr->weight;
3085 o_ptr->tval = k_ptr->tval;
3086 o_ptr->sval = k_ptr->sval;
3087 o_ptr->dd = k_ptr->dd;
3088 o_ptr->ds = k_ptr->ds;
3090 /* Copy base object's ability */
3091 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3092 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3093 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3099 for (i = 1; i < dd_bonus; i++)
3101 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3107 for (i = 1; i < ds_bonus; i++)
3109 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3113 if (have_flag(k_ptr->flags, TR_BLOWS))
3115 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3116 o_ptr->pval = MIN(o_ptr->pval, bmax);
3119 /* Add one random ability from material weapon */
3120 give_one_ability_of_object(o_ptr, mo_ptr);
3122 /* Add to-dam, to-hit and to-ac from material weapon */
3123 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3124 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3125 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3127 if ((o_ptr->name1 == ART_NARSIL) ||
3128 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3129 (object_is_ego(o_ptr) && one_in_(7)))
3132 if (object_is_ego(o_ptr))
3134 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3135 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3138 /* Add one random ability from material weapon */
3139 give_one_ability_of_object(o_ptr, mo_ptr);
3141 /* Add one random activation */
3142 if (!activation_index(o_ptr)) one_activation(o_ptr);
3145 if (o_ptr->name1 == ART_NARSIL)
3147 one_high_resistance(o_ptr);
3151 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptional."));
3154 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3156 msg_format("$%dで%sに修復しました。", cost, basenm);
3158 msg_format("Repaired into %s for %d gold.", basenm, cost);
3162 /* Remove BROKEN flag */
3163 o_ptr->ident &= ~(IDENT_BROKEN);
3165 /* Add repaired flag */
3166 o_ptr->discount = 99;
3168 p_ptr->total_weight += o_ptr->weight;
3171 /* Decrease material object */
3172 inven_item_increase(mater, -1);
3173 inven_item_optimize(mater);
3176 p_ptr->update |= PU_BONUS;
3179 /* Something happened */
3184 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3185 * @param bcost 基本鑑定費用
3188 static int repair_broken_weapon(PRICE bcost)
3192 cost = repair_broken_weapon_aux(bcost);
3199 * @brief アイテムの強化を行う。 / Enchant item
3200 * @param cost 1回毎の費用
3201 * @param to_hit 命中をアップさせる量
3202 * @param to_dam ダメージをアップさせる量
3203 * @param to_ac ACをアップさせる量
3204 * @return 実際に行ったらTRUE
3206 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3213 int maxenchant = (p_ptr->lev / 5);
3214 char tmp_str[MAX_NLEN];
3217 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3218 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3220 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3221 s = _("改良できるものがありません。", "You have nothing to improve.");
3223 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3224 if (!o_ptr) return (FALSE);
3226 /* Check if the player has enough money */
3227 if (p_ptr->au < (cost * o_ptr->number))
3229 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3230 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);
3234 /* Enchant to hit */
3235 for (i = 0; i < to_hit; i++)
3237 if (o_ptr->to_h < maxenchant)
3239 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3247 /* Enchant to damage */
3248 for (i = 0; i < to_dam; i++)
3250 if (o_ptr->to_d < maxenchant)
3252 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3261 for (i = 0; i < to_ac; i++)
3263 if (o_ptr->to_a < maxenchant)
3265 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3276 if (flush_failure) flush();
3277 msg_print(_("改良に失敗した。", "The improvement failed."));
3282 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3284 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3286 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3289 /* Charge the money */
3290 p_ptr->au -= (cost * o_ptr->number);
3292 if (item >= INVEN_RARM) calc_android_exp();
3294 /* Something happened */
3301 * @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
3303 * The player can select the number of charges to add\n
3304 * (up to a limit), and the recharge never fails.\n
3306 * The cost for rods depends on the level of the rod. The prices\n
3307 * for recharging wands and staves are dependent on the cost of\n
3311 static void building_recharge(void)
3319 PARAMETER_VALUE charges;
3321 char tmp_str[MAX_NLEN];
3325 /* Display some info */
3327 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);
3330 /* Only accept legal items */
3331 item_tester_hook = item_tester_hook_recharge;
3333 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3334 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3336 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3339 k_ptr = &k_info[o_ptr->k_idx];
3342 * We don't want to give the player free info about
3343 * the level of the item or the number of charges.
3345 /* The item must be "known" */
3346 if (!object_is_known(o_ptr))
3348 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!"));
3351 if ((p_ptr->au >= 50) &&
3352 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3356 identify_item(o_ptr);
3357 object_desc(tmp_str, o_ptr, 0);
3358 msg_format(_("%s です。", "You have: %s."), tmp_str);
3360 /* Auto-inscription */
3361 autopick_alter_item(item, FALSE);
3363 /* Update the gold display */
3364 building_prt_gold();
3372 /* Extract the object "level" */
3373 lev = k_info[o_ptr->k_idx].level;
3375 /* Price for a rod */
3376 if (o_ptr->tval == TV_ROD)
3378 if (o_ptr->timeout > 0)
3380 /* Fully recharge */
3381 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3385 /* No recharge necessary */
3387 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3391 else if (o_ptr->tval == TV_STAFF)
3393 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3394 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3396 /* Pay at least 10 gold per charge */
3397 price = MAX(10, price);
3401 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3402 price = (k_info[o_ptr->k_idx].cost / 10);
3404 /* Pay at least 10 gold per charge */
3405 price = MAX(10, price);
3408 /* Limit the number of charges for wands and staffs */
3409 if (o_ptr->tval == TV_WAND
3410 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3412 if (o_ptr->number > 1)
3414 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3418 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3422 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3424 if (o_ptr->number > 1)
3426 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3430 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3435 /* Check if the player has enough money */
3436 if (p_ptr->au < price)
3438 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3440 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3442 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3448 if (o_ptr->tval == TV_ROD)
3451 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3453 if (get_check(format("Recharge the %s for %d gold? ",
3454 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3458 /* Recharge fully */
3468 if (o_ptr->tval == TV_STAFF)
3469 max_charges = k_ptr->pval - o_ptr->pval;
3471 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3473 /* Get the quantity for staves and wands */
3474 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3475 MIN(p_ptr->au / price, max_charges));
3478 if (charges < 1) return;
3480 /* Get the new price */
3484 o_ptr->pval += charges;
3486 /* We no longer think the item is empty */
3487 o_ptr->ident &= ~(IDENT_EMPTY);
3491 object_desc(tmp_str, o_ptr, 0);
3493 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3495 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3497 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3499 p_ptr->window |= (PW_INVEN);
3510 * @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
3512 * The player can select the number of charges to add\n
3513 * (up to a limit), and the recharge never fails.\n
3515 * The cost for rods depends on the level of the rod. The prices\n
3516 * for recharging wands and staves are dependent on the cost of\n
3520 static void building_recharge_all(void)
3527 PRICE total_cost = 0;
3530 /* Display some info */
3533 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);
3535 /* Calculate cost */
3536 for ( i = 0; i < INVEN_PACK; i++)
3538 o_ptr = &inventory[i];
3540 /* skip non magic device */
3541 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3543 /* need identified */
3544 if (!object_is_known(o_ptr)) total_cost += 50;
3546 /* Extract the object "level" */
3547 lev = k_info[o_ptr->k_idx].level;
3549 k_ptr = &k_info[o_ptr->k_idx];
3551 switch (o_ptr->tval)
3554 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3558 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3559 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3561 /* Pay at least 10 gold per charge */
3562 price = MAX(10, price);
3565 price = (k_ptr->pval - o_ptr->pval) * price;
3569 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3570 price = (k_info[o_ptr->k_idx].cost / 10);
3572 /* Pay at least 10 gold per charge */
3573 price = MAX(10, price);
3576 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3580 /* if price <= 0 then item have enough charge */
3581 if (price > 0) total_cost += price;
3586 msg_print(_("充填する必要はありません。", "No need to recharge."));
3591 /* Check if the player has enough money */
3592 if (p_ptr->au < total_cost)
3594 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 );
3598 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3600 for (i = 0; i < INVEN_PACK; i++)
3602 o_ptr = &inventory[i];
3603 k_ptr = &k_info[o_ptr->k_idx];
3605 /* skip non magic device */
3606 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3608 if (!object_is_known(o_ptr))
3610 identify_item(o_ptr);
3612 /* Auto-inscription */
3613 autopick_alter_item(i, FALSE);
3617 switch (o_ptr->tval)
3623 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3624 /* We no longer think the item is empty */
3625 o_ptr->ident &= ~(IDENT_EMPTY);
3628 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3629 o_ptr->pval = o_ptr->number * k_ptr->pval;
3630 /* We no longer think the item is empty */
3631 o_ptr->ident &= ~(IDENT_EMPTY);
3637 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3639 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3641 p_ptr->window |= (PW_INVEN);
3644 p_ptr->au -= total_cost;
3651 * @brief 町間のテレポートを行うメインルーチン。
3652 * @return テレポート処理を決定したか否か
3654 bool tele_town(void)
3660 if (current_floor_ptr->dun_level)
3662 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!"));
3666 if (p_ptr->inside_arena || p_ptr->inside_battle)
3668 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3675 for (i = 1; i < max_towns; i++)
3679 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3681 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
3688 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3694 prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
3704 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3705 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;
3709 for (y = 0; y < current_world_ptr->max_wild_y; y++)
3711 for (x = 0; x < current_world_ptr->max_wild_x; x++)
3713 if(wilderness[y][x].town == (i-'a'+1))
3715 p_ptr->wilderness_y = y;
3716 p_ptr->wilderness_x = x;
3721 p_ptr->leaving = TRUE;
3723 p_ptr->teleport_town = TRUE;
3729 * @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-
3730 * @return 常にTRUEを返す。
3731 * @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。
3733 static bool research_mon(void)
3741 bool recall = FALSE;
3745 /* XTRA HACK WHATSEARCH */
3751 /* XTRA HACK REMEMBER_IDX */
3752 static int old_sym = '\0';
3753 static IDX old_i = 0;
3757 /* Get a character, or abort */
3758 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):",
3759 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3767 /* Find that character info, and describe it */
3768 for (i = 0; ident_info[i]; ++i)
3770 if (sym == ident_info[i][0]) break;
3773 /* XTRA HACK WHATSEARCH */
3774 if (sym == KTRL('A'))
3777 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3779 else if (sym == KTRL('U'))
3782 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3784 else if (sym == KTRL('N'))
3787 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3789 else if (sym == KTRL('M'))
3792 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3799 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3801 else if (ident_info[i])
3803 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3807 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3810 /* Display the result */
3813 /* Allocate the "who" array */
3814 C_MAKE(who, max_r_idx, MONRACE_IDX);
3816 /* Collect matching monsters */
3817 for (n = 0, i = 1; i < max_r_idx; i++)
3819 monster_race *r_ptr = &r_info[i];
3822 if (!r_ptr->name) continue;
3824 /* XTRA HACK WHATSEARCH */
3825 /* Require non-unique monsters if needed */
3826 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3828 /* Require unique monsters if needed */
3829 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3837 for (xx = 0; temp[xx] && xx < 80; xx++)
3840 if (iskanji(temp[xx]))
3846 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3850 strcpy(temp2, r_name + r_ptr->E_name);
3852 strcpy(temp2, r_name + r_ptr->name);
3854 for (xx = 0; temp2[xx] && xx < 80; xx++)
3855 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3858 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3860 if (my_strstr(temp2, temp))
3864 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3867 /* Nothing to recall */
3870 /* Free the "who" array */
3871 C_KILL(who, max_r_idx, MONRACE_IDX);
3881 /* Sort if needed */
3884 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3888 /* Start at the end */
3889 /* XTRA HACK REMEMBER_IDX */
3890 if (old_sym == sym && old_i < n) i = old_i;
3895 /* Scan the monster memory */
3898 /* Extract a race */
3901 /* Hack -- Begin the prompt */
3904 /* Hack -- Complete the prompt */
3905 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3913 /*** Recall on screen ***/
3915 /* Get maximal info about this monster */
3916 lore_do_probe(r_idx);
3918 /* Save this monster ID */
3919 monster_race_track(r_idx);
3922 /* know every thing mode */
3923 screen_roff(r_idx, 0x01);
3926 /* XTRA HACK REMEMBER_IDX */
3934 /* Normal commands */
3935 if (query != 'r') break;
3942 if (query == ESCAPE) break;
3944 /* Move to "prev" monster */
3950 if (!expand_list) break;
3954 /* Move to "next" monster */
3960 if (!expand_list) break;
3966 /* Re-display the identity */
3967 /* prt(buf, 5, 5);*/
3969 /* Free the "who" array */
3970 C_KILL(who, max_r_idx, MONRACE_IDX);
3973 return (!notpicked);
3978 * @brief 施設の処理実行メインルーチン / Execute a building command
3979 * @param bldg 施設構造体の参照ポインタ
3980 * @param i 実行したい施設のサービステーブルの添字
3983 static void bldg_process_command(building_type *bldg, int i)
3985 BACT_IDX bact = bldg->actions[i];
3993 bcost = bldg->member_costs[i];
3995 bcost = bldg->other_costs[i];
3997 /* action restrictions */
3998 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3999 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4001 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4005 /* check gold (HACK - Recharge uses variable costs) */
4006 if ((bact != BACT_RECHARGE) &&
4007 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4008 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4010 msg_print(_("お金が足りません!", "You do not have the gold!"));
4019 case BACT_RESEARCH_ITEM:
4020 paid = identify_fully(FALSE);
4022 case BACT_TOWN_HISTORY:
4025 case BACT_RACE_LEGENDS:
4031 case BACT_KING_LEGENDS:
4032 case BACT_ARENA_LEGENDS:
4037 case BACT_ARENA_RULES:
4041 case BACT_IN_BETWEEN:
4043 case BACT_SPIN_WHEEL:
4044 case BACT_DICE_SLOTS:
4045 case BACT_GAMBLE_RULES:
4052 paid = inn_comm(bact);
4054 case BACT_RESEARCH_MONSTER:
4055 paid = research_mon();
4057 case BACT_COMPARE_WEAPONS:
4059 bcost = compare_weapons(bcost);
4061 case BACT_ENCHANT_WEAPON:
4062 item_tester_hook = object_allow_enchant_melee_weapon;
4063 enchant_item(bcost, 1, 1, 0);
4065 case BACT_ENCHANT_ARMOR:
4066 item_tester_hook = object_is_armour;
4067 enchant_item(bcost, 0, 0, 1);
4070 building_recharge();
4072 case BACT_RECHARGE_ALL:
4073 building_recharge_all();
4075 case BACT_IDENTS: /* needs work */
4076 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;
4078 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4081 case BACT_IDENT_ONE: /* needs work */
4082 paid = ident_spell(FALSE);
4087 case BACT_HEALING: /* needs work */
4088 paid = cure_critical_wounds(200);
4090 case BACT_RESTORE: /* needs work */
4091 paid = restore_all_status();
4093 case BACT_ENCHANT_ARROWS:
4094 item_tester_hook = item_tester_hook_ammo;
4095 enchant_item(bcost, 1, 1, 0);
4097 case BACT_ENCHANT_BOW:
4098 item_tester_tval = TV_BOW;
4099 enchant_item(bcost, 1, 1, 0);
4103 if (recall_player(p_ptr, 1)) paid = TRUE;
4106 case BACT_TELEPORT_LEVEL:
4108 paid = free_level_recall(p_ptr);
4111 case BACT_LOSE_MUTATION:
4112 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4113 (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4115 while(!lose_mutation(0));
4120 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4129 case BACT_TSUCHINOKO:
4146 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4147 set_virtue(V_COMPASSION, 0);
4148 set_virtue(V_HONOUR, 0);
4149 set_virtue(V_JUSTICE, 0);
4150 set_virtue(V_SACRIFICE, 0);
4151 set_virtue(V_KNOWLEDGE, 0);
4152 set_virtue(V_FAITH, 0);
4153 set_virtue(V_ENLIGHTEN, 0);
4154 set_virtue(V_ENCHANT, 0);
4155 set_virtue(V_CHANCE, 0);
4156 set_virtue(V_NATURE, 0);
4157 set_virtue(V_HARMONY, 0);
4158 set_virtue(V_VITALITY, 0);
4159 set_virtue(V_UNLIFE, 0);
4160 set_virtue(V_PATIENCE, 0);
4161 set_virtue(V_TEMPERANCE, 0);
4162 set_virtue(V_DILIGENCE, 0);
4163 set_virtue(V_VALOUR, 0);
4164 set_virtue(V_INDIVIDUALISM, 0);
4169 case BACT_TELE_TOWN:
4174 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4177 case BACT_BROKEN_WEAPON:
4179 bcost = repair_broken_weapon(bcost);
4190 * @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
4193 void do_cmd_quest(void)
4195 if(p_ptr->wild_mode) return;
4197 take_turn(p_ptr, 100);
4199 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4201 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4206 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."));
4207 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4208 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4209 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4210 else if(p_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
4212 /* Player enters a new quest */
4216 leave_quest_check();
4218 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) current_floor_ptr->dun_level = 1;
4219 p_ptr->inside_quest = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
4221 p_ptr->leaving = TRUE;
4227 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4230 void do_cmd_bldg(void)
4235 building_type *bldg;
4237 if(p_ptr->wild_mode) return;
4239 take_turn(p_ptr, 100);
4241 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4243 msg_print(_("ここには建物はない。", "You see no building here."));
4247 which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4249 bldg = &building[which];
4251 /* Don't re-init the wilderness */
4252 reinit_wilderness = FALSE;
4254 if ((which == 2) && (p_ptr->arena_number < 0))
4256 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4259 else if ((which == 2) && p_ptr->inside_arena)
4261 if (!p_ptr->exit_bldg && m_cnt > 0)
4263 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);
4267 /* Don't save the arena as saved floor */
4268 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4270 p_ptr->inside_arena = FALSE;
4271 p_ptr->leaving = TRUE;
4273 /* Re-enter the arena */
4274 command_new = SPECIAL_KEY_BUILDING;
4276 /* No energy needed to re-enter the arena */
4282 else if (p_ptr->inside_battle)
4284 /* Don't save the arena as saved floor */
4285 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4287 p_ptr->leaving = TRUE;
4288 p_ptr->inside_battle = FALSE;
4290 /* Re-enter the monster arena */
4291 command_new = SPECIAL_KEY_BUILDING;
4293 /* No energy needed to re-enter the arena */
4300 p_ptr->oldpy = p_ptr->y;
4301 p_ptr->oldpx = p_ptr->x;
4307 /* Hack -- Increase "icky" depth */
4314 show_building(bldg);
4317 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4324 building_prt_gold();
4328 if (command == ESCAPE)
4331 p_ptr->inside_arena = FALSE;
4332 p_ptr->inside_battle = FALSE;
4336 for (i = 0; i < 8; i++)
4338 if (bldg->letters[i])
4340 if (bldg->letters[i] == command)
4348 if(validcmd) bldg_process_command(bldg, i);
4353 select_floor_music();
4358 /* Reinit wilderness to activate quests ... */
4359 if (reinit_wilderness)
4361 p_ptr->leaving = TRUE;
4364 /* Hack -- Decrease "icky" depth */
4369 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4370 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4371 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);