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)
212 for (i = 0; i < MAX_MAGIC; i++)
214 if (bldg->member_realm[i + 1]) OK = TRUE;
224 * @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
225 * @details 消去は行毎にヌル文字列で行われる。
226 * @param min_row 開始行番号
227 * @param max_row 末尾行番号
230 void clear_bldg(int min_row, int max_row)
234 for (i = min_row; i <= max_row; i++)
241 * @param player_ptr プレーヤーへの参照ポインタ
244 static void building_prt_gold(player_type *player_ptr)
247 prt(_("手持ちのお金: ", "Gold Remaining: "), 23, 53);
248 sprintf(tmp_str, "%9ld", (long)player_ptr->au);
249 prt(tmp_str, 23, 68);
254 * @brief 施設のサービス一覧を表示する / Display a building.
255 * @param player_ptr プレーヤーへの参照ポインタ
256 * @param bldg 施設構造体の参照ポインタ
259 static void show_building(player_type *player_ptr, building_type* bldg)
267 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
271 for (i = 0; i < 8; i++)
273 if (bldg->letters[i])
275 if (bldg->action_restr[i] == 0)
277 if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
278 (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
280 action_color = TERM_WHITE;
283 else if (is_owner(player_ptr, bldg))
285 action_color = TERM_YELLOW;
286 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
290 action_color = TERM_YELLOW;
291 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
294 else if (bldg->action_restr[i] == 1)
296 if (!is_member(player_ptr, bldg))
298 action_color = TERM_L_DARK;
299 strcpy(buff, _("(閉店)", "(closed)"));
301 else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
302 (is_member(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
304 action_color = TERM_WHITE;
307 else if (is_owner(player_ptr, bldg))
309 action_color = TERM_YELLOW;
310 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
314 action_color = TERM_YELLOW;
315 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
320 if (!is_owner(player_ptr, bldg))
322 action_color = TERM_L_DARK;
323 strcpy(buff, _("(閉店)", "(closed)"));
325 else if (bldg->member_costs[i] != 0)
327 action_color = TERM_YELLOW;
328 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
332 action_color = TERM_WHITE;
337 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
338 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++;
374 else if (player_ptr->arena_number > MAX_ARENA_MONS)
376 if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
378 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."));
380 if (get_check(_("挑戦するかね?", "Do you fight? ")))
382 msg_print(_("死ぬがよい。", "Die, maggots."));
385 player_ptr->exit_bldg = FALSE;
386 reset_tim_flags(player_ptr);
388 /* Save the surface floor as saved floor */
389 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
391 player_ptr->current_floor_ptr->inside_arena = TRUE;
392 player_ptr->leaving = TRUE;
393 player_ptr->leave_bldg = TRUE;
397 msg_print(_("残念だ。", "We are disappointed."));
402 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。",
403 "You enter the arena briefly and bask in your glory."));
407 else if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
409 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。",
410 "You don't have permission to enter with pet."));
415 player_ptr->exit_bldg = FALSE;
416 reset_tim_flags(player_ptr);
418 /* Save the surface floor as saved floor */
419 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
421 player_ptr->current_floor_ptr->inside_arena = TRUE;
422 player_ptr->leaving = TRUE;
423 player_ptr->leave_bldg = TRUE;
427 if (player_ptr->arena_number == MAX_ARENA_MONS)
428 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。",
429 "You are victorious. Enter the arena for the ceremony."));
431 else if (player_ptr->arena_number > MAX_ARENA_MONS)
433 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
437 r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
438 name = (r_name + r_ptr->name);
439 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
441 player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
442 player_ptr->window |= (PW_MONSTER);
443 handle_stuff(player_ptr);
447 case BACT_ARENA_RULES:
450 /* Peruse the arena help file */
451 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
460 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
461 * @param row シンボルを表示する行の上端
462 * @param col シンボルを表示する行の左端
463 * @param fruit 表示するシンボルID
466 static void display_fruit(int row, int col, int fruit)
471 c_put_str(TERM_YELLOW, " ####.", row, col);
472 c_put_str(TERM_YELLOW, " # #", row + 1, col);
473 c_put_str(TERM_YELLOW, " # #", row + 2, col);
474 c_put_str(TERM_YELLOW, "# #", row + 3, col);
475 c_put_str(TERM_YELLOW, "# #", row + 4, col);
476 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
477 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
478 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
480 " Lemon "), row + 8, col);
483 c_put_str(TERM_ORANGE, " ## ", row, col);
484 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
485 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
486 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
487 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
488 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
489 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
490 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
492 " Orange "), row + 8, col);
495 c_put_str(TERM_SLATE, _(" Λ ", " /\\ "), row, col);
496 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 1, col);
497 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 2, col);
498 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 3, col);
499 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 4, col);
500 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 5, col);
501 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### "), row + 6, col);
502 c_put_str(TERM_UMBER, _(" 目 ", " ## "), row + 7, col);
503 prt(_(" 剣 ", " Sword "), row + 8, col);
506 c_put_str(TERM_SLATE, " ###### ", row, col);
507 c_put_str(TERM_SLATE, "# #", row + 1, col);
508 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
509 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
510 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
511 c_put_str(TERM_SLATE, " # # ", row + 5, col);
512 c_put_str(TERM_SLATE, " # # ", row + 6, col);
513 c_put_str(TERM_SLATE, " ## ", row + 7, col);
515 " Shield "), row + 8, col);
518 c_put_str(TERM_VIOLET, " ## ", row, col);
519 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
520 c_put_str(TERM_VIOLET, "########", row + 2, col);
521 c_put_str(TERM_VIOLET, "########", row + 3, col);
522 c_put_str(TERM_VIOLET, "########", row + 4, col);
523 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
524 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
525 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
527 " Plum "), row + 8, col);
530 c_put_str(TERM_RED, " ##", row, col);
531 c_put_str(TERM_RED, " ### ", row + 1, col);
532 c_put_str(TERM_RED, " #..# ", row + 2, col);
533 c_put_str(TERM_RED, " #..# ", row + 3, col);
534 c_put_str(TERM_RED, " ###### ", row + 4, col);
535 c_put_str(TERM_RED, "#..##..#", row + 5, col);
536 c_put_str(TERM_RED, "#..##..#", row + 6, col);
537 c_put_str(TERM_RED, " ## ## ", row + 7, col);
539 " Cherry "), row + 8, col);
546 * kpoker no (tyuto-hannpa na)pakuri desu...
547 * joker ha shineru node haitte masen.
549 * TODO: donataka! tsukutte!
550 * - agatta yaku no kiroku (like DQ).
551 * - kakkoii card no e.
552 * - sousa-sei no koujyo.
553 * - code wo wakariyasuku.
555 * - Joker... -- done.
558 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
561 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
562 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
563 #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 */
570 static void reset_deck(int deck[])
573 for (i = 0; i < 53; i++) deck[i] = i;
576 for (i = 0; i < 53; i++) {
577 int tmp1 = randint0(53 - i) + i;
579 deck[i] = deck[tmp1];
586 * @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。
587 * @return ジョーカーを持っているか。
589 static bool have_joker(void)
593 for (i = 0; i < 5; i++) {
594 if (IS_JOKER(cards[i])) return TRUE;
601 * @brief ポーカーの手札に該当の番号の札があるかを返す。
602 * @param num 探したいカードの番号。
603 * @return 該当の番号が手札にあるか。
605 static bool find_card_num(int num)
608 for (i = 0; i < 5; i++)
609 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
615 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
618 static bool yaku_check_flush(void)
621 bool joker_is_used = FALSE;
623 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
624 for (i = 0; i < 5; i++) {
625 if (SUIT_OF(cards[i]) != suit) {
626 if (have_joker() && !joker_is_used)
627 joker_is_used = TRUE;
638 * @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。
639 * @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
641 static int yaku_check_straight(void)
644 bool joker_is_used = FALSE;
645 bool straight = FALSE;
648 for (i = 0; i < 5; i++)
650 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
651 lowest = NUM_OF(cards[i]);
654 /* Check Royal Straight Flush */
655 if (yaku_check_flush())
658 for (i = 0; i < 4; i++)
660 if (!find_card_num(9 + i)) {
661 if (have_joker() && !joker_is_used)
662 joker_is_used = TRUE;
667 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
670 for (i = 0; i < 3; i++)
672 if (!find_card_num(10 + i))
675 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
679 joker_is_used = FALSE;
681 /* Straight Only Check */
683 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
684 for (i = 0; i < 4; i++)
686 if (!find_card_num(9 + i)) {
687 if (have_joker() && !joker_is_used)
688 joker_is_used = TRUE;
693 if (i == 4) straight = TRUE;
696 joker_is_used = FALSE;
698 for (i = 0; i < 5; i++)
700 if (!find_card_num(lowest + i)) {
701 if (have_joker() && !joker_is_used)
702 joker_is_used = TRUE;
707 if (i == 5) straight = TRUE;
709 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
710 else if (straight) return 1; /* Only Straight */
716 * @brief ポーカーのペア役の状態を返す。
717 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
719 static int yaku_check_pair(void)
721 int i, i2, matching = 0;
723 for (i = 0; i < 5; i++)
725 for (i2 = i + 1; i2 < 5; i2++)
727 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
728 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
761 * @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。
764 static int yaku_check(void)
768 switch (yaku_check_straight()) {
770 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
773 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
776 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
779 /* Not straight -- fall through */
783 if (yaku_check_flush())
785 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
789 switch (yaku_check_pair())
792 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
795 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
798 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
801 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
804 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
807 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
809 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
814 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
826 * @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。
827 * @param hoge カーソルの現在位置
828 * @param kaeruka カードの捨てる/残すフラグ配列
831 static void display_kaeruka(int hoge, int kaeruka[])
834 char col = TERM_WHITE;
835 for (i = 0; i < 5; i++)
837 if (i == hoge) col = TERM_YELLOW;
838 else if (kaeruka[i]) col = TERM_WHITE;
839 else col = TERM_L_BLUE;
842 c_put_str(col, _("かえる", "Change"), 14, 5 + i * 16);
844 c_put_str(col, _("のこす", " Stay "), 14, 5 + i * 16);
846 if (hoge > 4) col = TERM_YELLOW;
847 else col = TERM_WHITE;
848 c_put_str(col, _("決定", "Sure"), 16, 38);
850 /* Hilite current option */
851 if (hoge < 5) move_cursor(14, 5 + hoge * 16);
852 else move_cursor(16, 38);
857 * @brief ポーカーの手札を表示する。
860 static void display_cards(void)
863 char suitcolor[4] = { TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN };
865 concptr suit[4] = { "★", "●", "¶", "†" };
866 concptr card_grph[13][7] = { {"A %s ",
957 concptr joker_grph[7] = { " ",
967 concptr suit[4] = { "[]", "qp", "<>", "db" };
968 concptr card_grph[13][7] = { {"A %s ",
1059 concptr joker_grph[7] = { " ",
1068 for (i = 0; i < 5; i++)
1070 prt(_("┏━━━━━━┓", " +------------+ "), 5, i * 16);
1073 for (i = 0; i < 5; i++)
1075 for (j = 0; j < 7; j++)
1077 prt(_("┃", " |"), j + 6, i * 16);
1078 if (IS_JOKER(cards[i]))
1079 c_put_str(TERM_VIOLET, joker_grph[j], j + 6, 2 + i * 16);
1081 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);
1082 prt(_("┃", "| "), j + 6, i * 16 + 14);
1085 for (i = 0; i < 5; i++)
1087 prt(_("┗━━━━━━┛", " +------------+ "), 13, i * 16);
1093 * @brief ポーカーの1プレイルーチン。
1096 static int do_poker(void)
1100 int deck[53]; /* yamafuda : 0...52 */
1102 int kaeruka[5]; /* 0:kaenai 1:kaeru */
1106 bool kakikae = TRUE;
1110 for (i = 0; i < 5; i++)
1112 cards[i] = deck[deck_ptr++];
1113 kaeruka[i] = 0; /* default:nokosu */
1116 /* suteruno wo kimeru */
1117 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);
1124 if (kakikae) display_kaeruka(k + kettei * 5, kaeruka);
1129 case '6': case 'l': case 'L': case KTRL('F'):
1130 if (!kettei) k = (k + 1) % 5;
1131 else { k = 0; kettei = FALSE; }
1134 case '4': case 'h': case 'H': case KTRL('B'):
1135 if (!kettei) k = (k + 4) % 5;
1136 else { k = 4; kettei = FALSE; }
1139 case '2': case 'j': case 'J': case KTRL('N'):
1140 if (!kettei) { kettei = TRUE; kakikae = TRUE; }
1142 case '8': case 'k': case 'K': case KTRL('P'):
1143 if (kettei) { kettei = FALSE; kakikae = TRUE; }
1145 case ' ': case '\r':
1146 if (kettei) done = TRUE;
1147 else { kaeruka[k] = !kaeruka[k]; kakikae = TRUE; }
1156 for (i = 0; i < 5; i++)
1157 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1161 return yaku_check();
1164 // todo このundefは必要か?
1168 /* end of poker codes --Koka */
1172 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1173 * @param player_ptr プレーヤーへの参照ポインタ
1174 * @param cmd プレイするゲームID
1177 static bool gamble_comm(int cmd)
1180 int roll1, roll2, roll3, choice, odds, win;
1185 char out_val[160], tmp_str[80], again;
1190 if (cmd == BACT_GAMBLE_RULES)
1192 /* Peruse the gambling help file */
1193 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1200 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1201 "Hey! You don't have gold - get out of here!"));
1209 maxbet = p_ptr->lev * 200;
1211 /* We can't bet more than we have */
1212 maxbet = MIN(maxbet, p_ptr->au);
1215 strcpy(out_val, "");
1216 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1220 * Use get_string() because we may need more than
1221 * the s16b value returned by get_quantity().
1223 if (get_string(tmp_str, out_val, 32))
1226 for (p = out_val; *p == ' '; p++);
1231 if (wager > p_ptr->au)
1233 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!"));
1238 else if (wager > maxbet)
1240 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1241 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1246 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1252 oldgold = p_ptr->au;
1254 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1255 prt(tmp_str, 20, 2);
1256 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1257 prt(tmp_str, 21, 2);
1264 case BACT_IN_BETWEEN: /* Game of In-Between */
1265 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"), 5, 2);
1269 roll1 = randint1(10);
1270 roll2 = randint1(10);
1271 choice = randint1(10);
1272 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1275 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1277 prt(tmp_str, 11, 14);
1278 if (((choice > roll1) && (choice < roll2)) ||
1279 ((choice < roll1) && (choice > roll2)))
1282 case BACT_CRAPS: /* Game of Craps */
1283 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1287 roll1 = randint1(6);
1288 roll2 = randint1(6);
1289 roll3 = roll1 + roll2;
1291 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1292 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1294 if ((roll3 == 7) || (roll3 == 11))
1296 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1301 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"));
1304 roll1 = randint1(6);
1305 roll2 = randint1(6);
1306 roll3 = roll1 + roll2;
1307 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1308 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1310 if (roll3 == choice)
1312 else if (roll3 == 7)
1314 } while ((win != TRUE) && (win != FALSE));
1317 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1320 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1322 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1323 prt("--------------------------------", 8, 3);
1324 strcpy(out_val, "");
1325 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1327 for (p = out_val; iswspace(*p); p++);
1331 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1334 else if (choice > 9)
1336 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1340 roll1 = randint0(10);
1341 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1342 "The wheel spins to a stop and the winner is %d"), roll1);
1343 prt(tmp_str, 13, 3);
1345 prt("*", 9, (3 * roll1 + 5));
1346 if (roll1 == choice)
1350 case BACT_DICE_SLOTS: /* The Dice Slots */
1351 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1352 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1353 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1354 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1355 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1356 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1357 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1358 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1361 roll1 = randint1(21);
1362 for (i = 6; i > 0; i--)
1364 if ((roll1 - i) < 1)
1371 roll2 = randint1(21);
1372 for (i = 6; i > 0; i--)
1374 if ((roll2 - i) < 1)
1381 choice = randint1(21);
1382 for (i = 6; i > 0; i--)
1384 if ((choice - i) < 1)
1391 put_str("/--------------------------\\", 7, 2);
1392 prt("\\--------------------------/", 17, 2);
1393 display_fruit(8, 3, roll1 - 1);
1394 display_fruit(8, 12, roll2 - 1);
1395 display_fruit(8, 21, choice - 1);
1396 if ((roll1 == roll2) && (roll2 == choice))
1415 else if ((roll1 == 1) && (roll2 == 1))
1424 if (odds) win = TRUE;
1430 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1432 p_ptr->au += odds * wager;
1433 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1435 prt(tmp_str, 17, 37);
1439 prt(_("あなたの負け", "You Lost"), 16, 37);
1443 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1445 prt(tmp_str, 22, 2);
1446 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1448 move_cursor(18, 52);
1453 if (wager > p_ptr->au)
1455 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1456 "Hey! You don't have the gold - get out of here!"));
1462 } while ((again == 'y') || (again == 'Y'));
1465 if (p_ptr->au >= oldgold)
1467 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!」",
1468 "You came out a winner! We'll win next time, I'm sure."));
1469 chg_virtue(p_ptr, V_CHANCE, 3);
1473 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."));
1474 chg_virtue(p_ptr, V_CHANCE, -3);
1486 * @brief モンスター闘技場に参加するモンスターを更新する。
1487 * @param player_ptr プレーヤーへの参照ポインタ
1490 void update_gambling_monsters(void)
1497 bool old_inside_battle = p_ptr->phase_out;
1499 for (i = 0; i < current_world_ptr->max_d_idx; i++)
1500 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1502 mon_level = randint1(MIN(max_dl, 122)) + 5;
1503 if (randint0(100) < 60)
1505 i = randint1(MIN(max_dl, 122)) + 5;
1506 mon_level = MAX(i, mon_level);
1508 if (randint0(100) < 30)
1510 i = randint1(MIN(max_dl, 122)) + 5;
1511 mon_level = MAX(i, mon_level);
1518 for (i = 0; i < 4; i++)
1524 get_mon_num_prep(monster_can_entry_arena, NULL);
1525 p_ptr->phase_out = TRUE;
1526 r_idx = get_mon_num(mon_level);
1527 p_ptr->phase_out = old_inside_battle;
1528 if (!r_idx) continue;
1530 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1532 if ((r_info[r_idx].level + 10) > mon_level) continue;
1535 for (j = 0; j < i; j++)
1536 if (r_idx == battle_mon[j]) break;
1537 if (j < i) continue;
1541 battle_mon[i] = r_idx;
1542 if (r_info[r_idx].level < 45) tekitou = TRUE;
1545 for (i = 0; i < 4; i++)
1547 monster_race *r_ptr = &r_info[battle_mon[i]];
1548 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1550 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1551 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1553 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1554 power[i] = power[i] * (100 + r_ptr->level) / 100;
1555 if (r_ptr->speed > 110)
1556 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1557 if (r_ptr->speed < 110)
1558 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1560 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1561 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1562 power[i] = power[i] * 4 / 3;
1563 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1564 power[i] = power[i] * 4 / 3;
1565 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1566 power[i] = power[i] * 11 / 10;
1567 if (r_ptr->flags1 & RF1_RAND_25)
1568 power[i] = power[i] * 9 / 10;
1569 if (r_ptr->flags1 & RF1_RAND_50)
1570 power[i] = power[i] * 9 / 10;
1571 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1572 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1575 for (i = 0; i < 4; i++)
1577 if (power[i] <= 0) break;
1578 power[i] = total * 60 / power[i];
1579 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1580 if ((power[i] < 160) && randint0(20)) break;
1581 if (power[i] < 101) power[i] = 100 + randint1(5);
1582 mon_odds[i] = power[i];
1590 * @brief モンスター闘技場のメインルーチン
1591 * @param player_ptr プレーヤーへの参照ポインタ
1592 * @return 賭けを開始したか否か
1594 static bool kakutoujou(player_type *player_ptr)
1598 char out_val[160], tmp_str[80];
1601 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1603 update_gambling_monsters();
1604 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1610 if (player_ptr->au <= 1)
1612 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!"));
1624 "Monsters Odds"), 4, 4);
1625 for (i = 0; i < 4; i++)
1628 monster_race *r_ptr = &r_info[battle_mon[i]];
1630 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i + 1,
1631 _(format("%s%s", r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1632 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1633 (long int)mon_odds[i] / 100, (long int)mon_odds[i] % 100);
1636 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1646 if (i >= '1' && i <= '4')
1648 sel_monster = i - '1';
1649 battle_odds = mon_odds[sel_monster];
1656 for (i = 0; i < 4; i++)
1657 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1659 maxbet = player_ptr->lev * 200;
1661 /* We can't bet more than we have */
1662 maxbet = MIN(maxbet, player_ptr->au);
1665 strcpy(out_val, "");
1666 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1668 * Use get_string() because we may need more than
1669 * the s16b value returned by get_quantity().
1671 if (get_string(tmp_str, out_val, 32))
1674 for (p = out_val; *p == ' '; p++);
1679 if (wager > player_ptr->au)
1681 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!"));
1687 else if (wager > maxbet)
1689 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);
1695 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1699 battle_odds = MAX(wager + 1, wager * battle_odds / 100);
1701 player_ptr->au -= wager;
1702 reset_tim_flags(player_ptr);
1704 /* Save the surface floor as saved floor */
1705 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
1707 player_ptr->phase_out = TRUE;
1708 player_ptr->leaving = TRUE;
1709 player_ptr->leave_bldg = TRUE;
1723 * @brief 本日の賞金首情報を表示する。
1724 * @param player_ptr プレーヤーへの参照ポインタ
1727 static void today_target(void)
1730 monster_race *r_ptr = &r_info[today_mon];
1733 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1734 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
1735 c_put_str(TERM_YELLOW, buf, 6, 10);
1736 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1738 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1740 p_ptr->today_mon = today_mon;
1745 * @brief ツチノコの賞金首情報を表示する。
1748 static void tsuchinoko(void)
1751 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1752 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);
1753 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1754 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1755 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1760 * @brief 通常の賞金首情報を表示する。
1763 static void show_bounty(void)
1769 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);
1770 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1772 for (i = 0; i < MAX_BOUNTY; i++)
1776 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])];
1778 if (current_world_ptr->bounty_r_idx[i] > 10000)
1781 done_mark = _("(済)", "(done)");
1789 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
1792 if (!y && (i < MAX_BOUNTY - 1))
1794 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1804 * 賞金首の報酬テーブル / List of prize object
1807 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1808 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1809 } prize_list[MAX_BOUNTY] =
1811 {TV_POTION, SV_POTION_CURING},
1812 {TV_POTION, SV_POTION_SPEED},
1813 {TV_POTION, SV_POTION_SPEED},
1814 {TV_POTION, SV_POTION_RESISTANCE},
1815 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1817 {TV_POTION, SV_POTION_HEALING},
1818 {TV_POTION, SV_POTION_RESTORE_MANA},
1819 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1820 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1821 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1823 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1824 {TV_POTION, SV_POTION_STAR_HEALING},
1825 {TV_POTION, SV_POTION_STAR_HEALING},
1826 {TV_POTION, SV_POTION_NEW_LIFE},
1827 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1829 {TV_POTION, SV_POTION_LIFE},
1830 {TV_POTION, SV_POTION_LIFE},
1831 {TV_POTION, SV_POTION_AUGMENTATION},
1832 {TV_POTION, SV_POTION_INVULNERABILITY},
1833 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1838 * @brief 賞金首の引き換え処理 / Get prize
1839 * @param player_ptr プレーヤーへの参照ポインタ
1840 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1842 static bool kankin(player_type *player_ptr)
1846 bool change = FALSE;
1847 GAME_TEXT o_name[MAX_NLEN];
1850 /* Loop for inventory and right/left arm */
1851 for (i = 0; i <= INVEN_LARM; i++)
1853 o_ptr = &player_ptr->inventory_list[i];
1855 /* Living Tsuchinoko worthes $1000000 */
1856 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1858 char buf[MAX_NLEN + 20];
1859 object_desc(o_name, o_ptr, 0);
1860 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1863 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1864 player_ptr->au += 1000000L * o_ptr->number;
1865 player_ptr->redraw |= (PR_GOLD);
1866 vary_item(player_ptr, i, -o_ptr->number);
1872 for (i = 0; i < INVEN_PACK; i++)
1874 o_ptr = &player_ptr->inventory_list[i];
1876 /* Corpse of Tsuchinoko worthes $200000 */
1877 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1879 char buf[MAX_NLEN + 20];
1880 object_desc(o_name, o_ptr, 0);
1881 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1884 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1885 player_ptr->au += 200000L * o_ptr->number;
1886 player_ptr->redraw |= (PR_GOLD);
1887 vary_item(player_ptr, i, -o_ptr->number);
1893 for (i = 0; i < INVEN_PACK; i++)
1895 o_ptr = &player_ptr->inventory_list[i];
1897 /* Bones of Tsuchinoko worthes $100000 */
1898 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1900 char buf[MAX_NLEN + 20];
1901 object_desc(o_name, o_ptr, 0);
1902 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1905 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1906 player_ptr->au += 100000L * o_ptr->number;
1907 player_ptr->redraw |= (PR_GOLD);
1908 vary_item(player_ptr, i, -o_ptr->number);
1914 for (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) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1919 char buf[MAX_NLEN + 20];
1920 object_desc(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$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1925 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1926 player_ptr->redraw |= (PR_GOLD);
1927 vary_item(player_ptr, i, -o_ptr->number);
1933 for (i = 0; i < INVEN_PACK; i++)
1935 o_ptr = &player_ptr->inventory_list[i];
1937 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1939 char buf[MAX_NLEN + 20];
1940 object_desc(o_name, o_ptr, 0);
1941 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1944 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1945 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1946 player_ptr->redraw |= (PR_GOLD);
1947 vary_item(player_ptr, i, -o_ptr->number);
1953 for (j = 0; j < MAX_BOUNTY; j++)
1955 /* Need reverse order --- Positions will be changed in the loop */
1956 for (i = INVEN_PACK - 1; i >= 0; i--)
1958 o_ptr = &player_ptr->inventory_list[i];
1959 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1961 char buf[MAX_NLEN + 20];
1963 INVENTORY_IDX item_new;
1966 object_desc(o_name, o_ptr, 0);
1967 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
1968 if (!get_check(buf)) continue;
1970 #if 0 /* Obsoleted */
1971 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);
1972 player_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number;
1973 player_ptr->redraw |= (PR_GOLD);
1974 vary_item(i, -o_ptr->number);
1975 chg_virtue(player_ptr, V_JUSTICE, 5);
1976 current_world_ptr->bounty_r_idx[j] += 10000;
1979 #endif /* Obsoleted */
1982 vary_item(player_ptr, i, -o_ptr->number);
1984 chg_virtue(player_ptr, V_JUSTICE, 5);
1985 current_world_ptr->bounty_r_idx[j] += 10000;
1987 /* Count number of unique corpses already handed */
1988 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
1990 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1992 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" : ""));
1994 /* Prepare to make a prize */
1995 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
1996 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
1998 object_aware(player_ptr, &forge);
1999 object_known(&forge);
2002 * Hand it --- Assume there is an empty slot.
2003 * Since a corpse is handed at first,
2004 * there is at least one empty slot.
2006 item_new = inven_carry(player_ptr, &forge);
2008 object_desc(o_name, &forge, 0);
2009 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2011 /* Auto-inscription */
2012 autopick_alter_item(player_ptr, item_new, FALSE);
2013 handle_stuff(player_ptr);
2020 if (change) return TRUE;
2022 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."));
2029 * @brief 宿屋の利用サブルーチン
2030 * @details inn commands\n
2031 * Note that resting for the night was a perfect way to avoid player\n
2032 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2033 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2034 * will not be that useful. I will keep it in the hopes the player\n
2035 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2036 * Resting at night is also a quick way to restock stores -KMW-\n
2037 * @param cmd 宿屋の利用施設ID
2038 * @return 施設の利用が実際に行われたか否か。
2040 static bool inn_comm(player_type *customer_ptr, int cmd)
2044 case BACT_FOOD: /* Buy food & drink */
2045 if (customer_ptr->food >= PY_FOOD_FULL)
2047 msg_print(_("今は満腹だ。", "You are full now."));
2050 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."));
2051 (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
2054 case BACT_REST: /* Rest for the night */
2055 if ((customer_ptr->poisoned) || (customer_ptr->cut))
2057 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."));
2059 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."));
2063 s32b oldturn = current_world_ptr->game_turn;
2064 int prev_day, prev_hour, prev_min;
2066 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2067 if ((prev_hour >= 6) && (prev_hour <= 17))
2068 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2070 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2072 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2073 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2075 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2076 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2079 prevent_turn_overflow();
2081 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, NIKKI_HIGAWARI, 0, NULL);
2082 customer_ptr->chp = customer_ptr->mhp;
2084 if (ironman_nightmare)
2086 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."));
2088 /* Have some nightmares */
2091 sanity_blast(customer_ptr, NULL, FALSE);
2092 if (!one_in_(3)) break;
2095 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2096 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2100 set_blind(customer_ptr, 0);
2101 set_confused(customer_ptr, 0);
2102 customer_ptr->stun = 0;
2103 customer_ptr->chp = customer_ptr->mhp;
2104 customer_ptr->csp = customer_ptr->msp;
2105 if (customer_ptr->pclass == CLASS_MAGIC_EATER)
2108 for (i = 0; i < 72; i++)
2110 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
2112 for (; i < 108; i++)
2114 customer_ptr->magic_num1[i] = 0;
2118 if ((prev_hour >= 6) && (prev_hour <= 17))
2120 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."));
2121 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2125 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."));
2126 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2132 case BACT_RUMORS: /* Listen for rumors */
2134 display_rumor(TRUE);
2144 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2145 * @param player_ptr プレーヤーへの参照ポインタ
2146 * @param questnum クエストのID
2147 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2150 static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
2153 QUEST_IDX old_quest;
2154 GAME_TEXT tmp_str[80];
2156 /* Clear the text */
2157 for (i = 0; i < 10; i++)
2159 quest_text[i][0] = '\0';
2162 quest_text_line = 0;
2164 /* Set the quest number temporary */
2165 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2166 old_quest = floor_ptr->inside_quest;
2167 floor_ptr->inside_quest = questnum;
2169 /* Get the quest text */
2170 init_flags = INIT_SHOW_TEXT;
2171 if (do_init) init_flags |= INIT_ASSIGN;
2173 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
2175 /* Reset the old quest number */
2176 floor_ptr->inside_quest = old_quest;
2178 /* Print the quest info */
2179 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);
2183 prt(quest[questnum].name, 7, 0);
2185 for (i = 0; i < 10; i++)
2187 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2192 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2193 * @param player_ptr プレーヤーへの参照ポインタ
2196 static void castle_quest(player_type *player_ptr)
2198 QUEST_IDX q_index = 0;
2199 monster_race *r_ptr;
2206 /* Current quest of the building */
2207 q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
2209 /* Is there a quest available at the building? */
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);
2216 q_ptr = &quest[q_index];
2218 /* Quest is completed */
2219 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2221 /* Rewarded quest */
2222 q_ptr->status = QUEST_STATUS_REWARDED;
2224 get_questinfo(player_ptr, q_index, FALSE);
2226 reinit_wilderness = TRUE;
2229 else if (q_ptr->status == QUEST_STATUS_FAILED)
2231 get_questinfo(player_ptr, q_index, FALSE);
2233 /* Mark quest as done (but failed) */
2234 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2236 reinit_wilderness = TRUE;
2238 /* Quest is still unfinished */
2239 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2241 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);
2242 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);
2243 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);
2246 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2248 q_ptr->status = QUEST_STATUS_TAKEN;
2250 reinit_wilderness = TRUE;
2252 /* Assign a new quest */
2253 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2255 if (q_ptr->r_idx == 0)
2257 /* Random monster at least 5 - 10 levels out of deep */
2258 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2261 r_ptr = &r_info[q_ptr->r_idx];
2263 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2265 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2266 r_ptr = &r_info[q_ptr->r_idx];
2269 if (q_ptr->max_num == 0)
2271 /* Random monster number */
2272 if (randint1(10) > 7)
2275 q_ptr->max_num = randint1(3) + 1;
2279 name = (r_name + r_ptr->name);
2280 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name, q_ptr->max_num);
2284 get_questinfo(player_ptr, q_index, TRUE);
2291 * @brief 町に関するヘルプを表示する / Display town history
2294 static void town_history(void)
2298 /* Peruse the building help file */
2299 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2305 * @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
2307 * @param mult スレイ倍率(掛け算部分)
2308 * @param div スレイ倍率(割り算部分)
2309 * @param force 理力特別計算フラグ
2312 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2320 tmp += dam * 60 * 2;
2335 * @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)
2337 * @param mult スレイ倍率(掛け算部分)
2338 * @param div スレイ倍率(割り算部分)
2339 * @param force 理力特別計算フラグ
2341 * @param plus 武器ダメージ修正
2342 * @param meichuu 命中値
2343 * @param dokubari 毒針処理か否か
2344 * @param vorpal_mult 切れ味倍率(掛け算部分)
2345 * @param vorpal_div 切れ味倍率(割り算部分)
2348 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)
2350 dam = calc_slaydam(dam, mult, div, force);
2351 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2352 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2358 * @brief 武器の各条件毎のダメージ期待値を表示する。
2361 * @param mindice ダイス部分最小値
2362 * @param maxdice ダイス部分最大値
2364 * @param dam_bonus ダメージ修正値
2366 * @param color 条件内容の表示色
2368 * Display the damage figure of an object\n
2369 * (used by compare_weapon_aux)\n
2371 * Only accurate for the current weapon, because it includes\n
2372 * the current +dam of the player.\n
2375 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2377 GAME_TEXT tmp_str[80];
2380 mindam = blows * (mindice + dam_bonus);
2381 maxdam = blows * (maxdice + dam_bonus);
2383 /* Print the intro text */
2384 c_put_str(color, attr, r, c);
2386 /* Calculate the min and max damage figures */
2387 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2389 /* Print the damage */
2390 put_str(tmp_str, r, c + 8);
2395 * @brief 武器一つ毎のダメージ情報を表示する。
2396 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2397 * @param col 表示する行の上端
2400 * Show the damage figures for the various monster types\n
2402 * Only accurate for the current weapon, because it includes\n
2403 * the current number of blows for the player.\n
2406 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
2408 BIT_FLAGS flgs[TR_FLAG_SIZE];
2409 int blow = owner_ptr->num_blow[0];
2411 bool dokubari = FALSE;
2413 /* Effective dices */
2414 int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
2415 int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
2417 int mindice = eff_dd;
2418 int maxdice = eff_ds * eff_dd;
2421 int vorpal_mult = 1;
2423 int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
2426 /* Get the flags of the weapon */
2427 object_flags(o_ptr, flgs);
2429 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2432 /* Show Critical Damage*/
2433 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
2434 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
2436 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2440 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2442 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2453 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2454 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2455 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
2458 if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2462 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2463 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2464 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2467 /* Print the relevant lines */
2468 if (have_flag(flgs, TR_KILL_ANIMAL))
2470 mindam = calc_expect_dice(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(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, _("動物:", "Animals:"), TERM_YELLOW);
2474 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2476 mindam = calc_expect_dice(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(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, _("動物:", "Animals:"), TERM_YELLOW);
2480 if (have_flag(flgs, TR_KILL_EVIL))
2482 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2483 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2484 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2486 else if (have_flag(flgs, TR_SLAY_EVIL))
2488 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2489 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2490 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2492 if (have_flag(flgs, TR_KILL_HUMAN))
2494 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2495 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2496 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2498 else if (have_flag(flgs, TR_SLAY_HUMAN))
2500 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2501 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2502 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2504 if (have_flag(flgs, TR_KILL_UNDEAD))
2506 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2507 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2508 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2510 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2512 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2513 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2514 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2516 if (have_flag(flgs, TR_KILL_DEMON))
2518 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2519 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2520 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
2522 else if (have_flag(flgs, TR_SLAY_DEMON))
2524 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2525 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2526 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
2528 if (have_flag(flgs, TR_KILL_ORC))
2530 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2531 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2532 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2534 else if (have_flag(flgs, TR_SLAY_ORC))
2536 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2537 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2538 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2540 if (have_flag(flgs, TR_KILL_TROLL))
2542 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2543 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2544 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
2546 else if (have_flag(flgs, TR_SLAY_TROLL))
2548 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2549 maxdam = calc_expect_dice(maxdice, 3, 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, _("トロル:", "Trolls:"), TERM_YELLOW);
2552 if (have_flag(flgs, TR_KILL_GIANT))
2554 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2555 maxdam = calc_expect_dice(maxdice, 5, 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, _("巨人:", "Giants:"), TERM_YELLOW);
2558 else if (have_flag(flgs, TR_SLAY_GIANT))
2560 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2561 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2562 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2564 if (have_flag(flgs, TR_KILL_DRAGON))
2566 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2567 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2568 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2570 else if (have_flag(flgs, TR_SLAY_DRAGON))
2572 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2573 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2574 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2576 if (have_flag(flgs, TR_BRAND_ACID))
2578 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2579 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2580 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2582 if (have_flag(flgs, TR_BRAND_ELEC))
2584 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2585 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2586 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2588 if (have_flag(flgs, TR_BRAND_FIRE))
2590 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2591 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2592 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2594 if (have_flag(flgs, TR_BRAND_COLD))
2596 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2597 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2598 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2600 if (have_flag(flgs, TR_BRAND_POIS))
2602 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2603 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2604 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2610 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2611 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2612 * @param row 表示する列の左端
2613 * @param col 表示する行の上端
2615 * Displays all info about a weapon
2617 * Only accurate for the current weapon, because it includes
2618 * various info about the player's +to_dam and number of blows.
2621 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2623 GAME_TEXT o_name[MAX_NLEN];
2624 GAME_TEXT tmp_str[80];
2626 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2627 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2628 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2630 /* Print the weapon name */
2631 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2632 c_put_str(TERM_YELLOW, o_name, row, col);
2634 /* Print the player's number of blows */
2635 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2636 put_str(tmp_str, row + 1, col);
2638 /* Print to_hit and to_dam of the weapon */
2639 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2640 put_str(tmp_str, row + 2, col);
2642 /* Print the weapons base damage dice */
2643 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2644 (int)hit_chance(reli, 0),
2645 (int)hit_chance(reli, 50),
2646 (int)hit_chance(reli, 100),
2647 (int)hit_chance(reli, 150),
2648 (int)hit_chance(reli, 200));
2649 put_str(tmp_str, row + 3, col);
2650 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
2652 /* Damage for one blow (if it hits) */
2653 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2654 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2655 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2656 put_str(tmp_str, row + 6, col + 1);
2658 /* Damage for the complete attack (if all blows hit) */
2659 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2660 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2661 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2662 put_str(tmp_str, row + 7, col + 1);
2667 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2669 * Copies the weapons to compare into the weapon-slot and\n
2670 * compares the values for both weapons.\n
2671 * 武器1つだけで比較をしないなら費用は半額になる。
2672 * @param bcost 基本鑑定費用
2673 * @return 最終的にかかった費用
2675 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
2678 OBJECT_IDX item, item2;
2679 object_type *o_ptr[2];
2680 object_type orig_weapon;
2684 TERM_LEN wid = 38, mgn = 2;
2685 bool old_character_xtra = current_world_ptr->character_xtra;
2688 PRICE cost = 0; /* First time no price */
2693 /* Store copy of original wielded weapon */
2694 i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
2695 object_copy(&orig_weapon, i_ptr);
2697 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2699 /* Get the first weapon */
2700 q = _("第一の武器は?", "What is your first weapon? ");
2701 s = _("比べるものがありません。", "You have nothing to compare.");
2703 o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2717 /* Only compare melee weapons */
2718 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2720 /* Hack -- prevent "icky" message */
2721 current_world_ptr->character_xtra = TRUE;
2723 /* Diaplay selected weapon's infomation */
2724 for (i = 0; i < n; i++)
2726 int col = (wid * i + mgn);
2728 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2729 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2731 customer_ptr->update |= PU_BONUS;
2732 handle_stuff(customer_ptr);
2734 /* List the new values */
2735 list_weapon(o_ptr[i], row, col);
2736 compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
2738 /* Copy back the original weapon into the weapon slot */
2739 object_copy(i_ptr, &orig_weapon);
2742 /* Reset the values for the old weapon */
2743 customer_ptr->update |= PU_BONUS;
2744 handle_stuff(customer_ptr);
2746 current_world_ptr->character_xtra = old_character_xtra;
2749 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2750 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);
2751 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);
2753 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2754 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2755 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2763 if (total + cost > customer_ptr->au)
2765 msg_print(_("お金が足りません!", "You don't have enough money!"));
2770 q = _("第二の武器は?", "What is your second weapon? ");
2771 s = _("比べるものがありません。", "You have nothing to compare.");
2773 /* Get the second weapon */
2774 o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2775 if (!o_ptr[1]) continue;
2793 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2795 * Calculate and display the dodge-rate and the protection-rate
2797 * @param iAC プレイヤーのAC。
2798 * @return 常にTRUEを返す。
2800 static bool eval_ac(ARMOUR_CLASS iAC)
2804 "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"
2805 "何パーセント軽減するかを示します。\n"
2806 "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"
2807 "に対してのみ効果があります。\n \n"
2808 "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"
2809 "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"
2810 "敵のレベルとあなたのACによって決定されます。\n \n"
2811 "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"
2812 "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";
2815 "'Protection Rate' means how much damage is reduced by your armor.\n"
2816 "Note that the Protection rate is effective only against normal "
2817 "'attack' and 'shatter' type melee attacks, "
2818 "and has no effect against any other types such as 'poison'.\n \n"
2819 "'Dodge Rate' indicates the success rate on dodging the "
2820 "monster's melee attacks. "
2821 "It is depend on the level of the monster and your AC.\n \n"
2822 "'Average Damage' indicates the expected amount of damage "
2823 "when you are attacked by normal melee attacks with power=100.";
2827 TERM_LEN col, row = 2;
2829 char buf[80 * 20], *t;
2831 /* AC lower than zero has no effect */
2832 if (iAC < 0) iAC = 0;
2835 protection = 100 * MIN(iAC, 150) / 250;
2840 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2841 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2844 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2845 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2846 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2848 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2850 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2851 int dodge; /* 回避率(%) */
2852 int average; /* ダメージ期待値 */
2854 put_str(format("%3d", lvl), row + 0, col);
2857 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2858 put_str(format("%3d%%", dodge), row + 1, col);
2860 /* 100点の攻撃に対してのダメージ期待値を計算 */
2861 average = (100 - dodge) * (100 - protection) / 100;
2862 put_str(format("%3d", average), row + 2, col);
2866 roff_to_buf(memo, 70, buf, sizeof(buf));
2867 for (t = buf; t[0]; t += strlen(t) + 1)
2868 put_str(t, (row++) + 4, 4);
2870 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);
2881 * @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。
2882 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2883 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2884 * @return 修復対象になるならTRUEを返す。
2886 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2889 int cand[TR_FLAG_MAX];
2890 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2891 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2893 object_flags(to_ptr, to_flgs);
2894 object_flags(from_ptr, from_flgs);
2896 for (i = 0; i < TR_FLAG_MAX; i++)
2900 case TR_IGNORE_ACID:
2901 case TR_IGNORE_ELEC:
2902 case TR_IGNORE_FIRE:
2903 case TR_IGNORE_COLD:
2912 case TR_FIXED_FLAVOR:
2915 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2917 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2924 int tr_idx = cand[randint0(n)];
2925 add_flag(to_ptr->art_flags, tr_idx);
2926 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2927 int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2928 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2929 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 player_ptr プレーヤーへの参照ポインタ
2936 * @param bcost 基本修復費用
2939 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
2942 OBJECT_IDX item, mater;
2943 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2945 int i, dd_bonus, ds_bonus;
2946 KIND_OBJECT_IDX k_idx;
2947 char basenm[MAX_NLEN];
2952 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);
2953 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);
2955 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2956 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2958 /* Only forge broken weapons */
2959 item_tester_hook = item_tester_hook_broken_weapon;
2961 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2962 if (!o_ptr) return (0);
2964 /* It is worthless */
2965 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2967 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2971 /* They are too many */
2972 if (o_ptr->number > 1)
2974 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!"));
2978 /* Display item name */
2979 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2980 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
2982 q = _("材料となる武器は?", "Which weapon for material? ");
2983 s = _("材料となる武器がありません。", "You have no material to repair.");
2985 /* Only forge broken weapons */
2986 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2988 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2989 if (!mo_ptr) return (0);
2992 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2996 /* Display item name */
2997 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2998 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
3000 /* Get the value of one of the items (except curses) */
3001 cost = bcost + object_value_real(o_ptr) * 2;
3003 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);
3005 /* Check if the player has enough money */
3006 if (player_ptr->au < cost)
3008 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3009 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);
3014 player_ptr->total_weight -= o_ptr->weight;
3016 if (o_ptr->sval == SV_BROKEN_DAGGER)
3021 /* Suppress compiler warning */
3024 for (j = 1; j < max_k_idx; j++)
3026 object_kind *k_aux_ptr = &k_info[j];
3028 if (k_aux_ptr->tval != TV_SWORD) continue;
3029 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3030 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3031 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3032 if (k_aux_ptr->weight > 99) continue;
3041 else /* TV_BROKEN_SWORD */
3043 /* Repair to a sword or sometimes material's type weapon */
3044 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3048 object_kind *ck_ptr;
3050 k_idx = lookup_kind(tval, SV_ANY);
3051 ck_ptr = &k_info[k_idx];
3053 if (tval == TV_SWORD)
3055 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3056 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3057 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3058 (ck_ptr->sval == SV_DOKUBARI)) continue;
3060 if (tval == TV_POLEARM)
3062 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3063 (ck_ptr->sval == SV_TSURIZAO)) continue;
3065 if (tval == TV_HAFTED)
3067 if ((ck_ptr->sval == SV_GROND) ||
3068 (ck_ptr->sval == SV_WIZSTAFF) ||
3069 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3076 /* Calculate dice bonuses */
3077 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3078 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3079 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3080 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3082 /* Change base object */
3083 k_ptr = &k_info[k_idx];
3084 o_ptr->k_idx = k_idx;
3085 o_ptr->weight = k_ptr->weight;
3086 o_ptr->tval = k_ptr->tval;
3087 o_ptr->sval = k_ptr->sval;
3088 o_ptr->dd = k_ptr->dd;
3089 o_ptr->ds = k_ptr->ds;
3091 /* Copy base object's ability */
3092 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3093 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3094 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3100 for (i = 1; i < dd_bonus; i++)
3102 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3108 for (i = 1; i < ds_bonus; i++)
3110 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3114 if (have_flag(k_ptr->flags, TR_BLOWS))
3116 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3117 o_ptr->pval = MIN(o_ptr->pval, bmax);
3120 /* Add one random ability from material weapon */
3121 give_one_ability_of_object(o_ptr, mo_ptr);
3123 /* Add to-dam, to-hit and to-ac from material weapon */
3124 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3125 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3126 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3128 if ((o_ptr->name1 == ART_NARSIL) ||
3129 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3130 (object_is_ego(o_ptr) && one_in_(7)))
3133 if (object_is_ego(o_ptr))
3135 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3136 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3139 /* Add one random ability from material weapon */
3140 give_one_ability_of_object(o_ptr, mo_ptr);
3142 /* Add one random activation */
3143 if (!activation_index(o_ptr)) one_activation(o_ptr);
3146 if (o_ptr->name1 == ART_NARSIL)
3148 one_high_resistance(o_ptr);
3152 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3155 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3157 msg_format("$%dで%sに修復しました。", cost, basenm);
3159 msg_format("Repaired into %s for %d gold.", basenm, cost);
3163 /* Remove BROKEN flag */
3164 o_ptr->ident &= ~(IDENT_BROKEN);
3166 /* Add repaired flag */
3167 o_ptr->discount = 99;
3169 player_ptr->total_weight += o_ptr->weight;
3170 calc_android_exp(player_ptr);
3172 /* Decrease material object */
3173 inven_item_increase(player_ptr, mater, -1);
3174 inven_item_optimize(player_ptr, mater);
3177 player_ptr->update |= PU_BONUS;
3178 handle_stuff(player_ptr);
3180 /* Something happened */
3186 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3187 * @param player_ptr プレーヤーへの参照ポインタ
3188 * @param bcost 基本鑑定費用
3191 static int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
3195 cost = repair_broken_weapon_aux(player_ptr, bcost);
3202 * @brief アイテムの強化を行う。 / Enchant item
3203 * @param player_ptr プレーヤーへの参照ポインタ
3204 * @param cost 1回毎の費用
3205 * @param to_hit 命中をアップさせる量
3206 * @param to_dam ダメージをアップさせる量
3207 * @param to_ac ACをアップさせる量
3208 * @return 実際に行ったらTRUE
3210 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3217 int maxenchant = (player_ptr->lev / 5);
3218 char tmp_str[MAX_NLEN];
3221 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3222 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3224 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3225 s = _("改良できるものがありません。", "You have nothing to improve.");
3227 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3228 if (!o_ptr) return FALSE;
3230 /* Check if the player has enough money */
3231 if (player_ptr->au < (cost * o_ptr->number))
3233 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3234 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);
3238 /* Enchant to hit */
3239 for (i = 0; i < to_hit; i++)
3241 if (o_ptr->to_h < maxenchant)
3243 if (enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3251 /* Enchant to damage */
3252 for (i = 0; i < to_dam; i++)
3254 if (o_ptr->to_d < maxenchant)
3256 if (enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3265 for (i = 0; i < to_ac; i++)
3267 if (o_ptr->to_a < maxenchant)
3269 if (enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3280 if (flush_failure) flush();
3281 msg_print(_("改良に失敗した。", "The improvement failed."));
3286 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3288 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3290 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3293 /* Charge the money */
3294 player_ptr->au -= (cost * o_ptr->number);
3296 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
3298 /* Something happened */
3305 * @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
3307 * The player can select the number of charges to add\n
3308 * (up to a limit), and the recharge never fails.\n
3310 * The cost for rods depends on the level of the rod. The prices\n
3311 * for recharging wands and staves are dependent on the cost of\n
3313 * @param player_ptr プレーヤーへの参照ポインタ
3316 static void building_recharge(player_type *player_ptr)
3324 PARAMETER_VALUE charges;
3326 char tmp_str[MAX_NLEN];
3330 /* Display some info */
3332 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);
3335 /* Only accept legal items */
3336 item_tester_hook = item_tester_hook_recharge;
3338 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3339 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3341 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
3344 k_ptr = &k_info[o_ptr->k_idx];
3347 * We don't want to give the player free info about
3348 * the level of the item or the number of charges.
3350 /* The item must be "known" */
3351 if (!object_is_known(o_ptr))
3353 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!"));
3356 if ((player_ptr->au >= 50) &&
3357 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3360 player_ptr->au -= 50;
3361 identify_item(player_ptr, o_ptr);
3362 object_desc(tmp_str, o_ptr, 0);
3363 msg_format(_("%s です。", "You have: %s."), tmp_str);
3365 /* Auto-inscription */
3366 autopick_alter_item(player_ptr, item, FALSE);
3368 /* Update the gold display */
3369 building_prt_gold(player_ptr);
3377 /* Extract the object "level" */
3378 lev = k_info[o_ptr->k_idx].level;
3380 /* Price for a rod */
3381 if (o_ptr->tval == TV_ROD)
3383 if (o_ptr->timeout > 0)
3385 /* Fully recharge */
3386 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3390 /* No recharge necessary */
3392 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3396 else if (o_ptr->tval == TV_STAFF)
3398 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3399 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3401 /* Pay at least 10 gold per charge */
3402 price = MAX(10, price);
3406 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3407 price = (k_info[o_ptr->k_idx].cost / 10);
3409 /* Pay at least 10 gold per charge */
3410 price = MAX(10, price);
3413 /* Limit the number of charges for wands and staffs */
3414 if (o_ptr->tval == TV_WAND
3415 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3417 if (o_ptr->number > 1)
3419 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3423 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3427 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3429 if (o_ptr->number > 1)
3431 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3435 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3440 /* Check if the player has enough money */
3441 if (player_ptr->au < price)
3443 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3445 msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
3447 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3453 if (o_ptr->tval == TV_ROD)
3456 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3458 if (get_check(format("Recharge the %s for %d gold? ",
3459 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3463 /* Recharge fully */
3473 if (o_ptr->tval == TV_STAFF)
3474 max_charges = k_ptr->pval - o_ptr->pval;
3476 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3478 /* Get the quantity for staves and wands */
3479 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3480 MIN(player_ptr->au / price, max_charges));
3483 if (charges < 1) return;
3485 /* Get the new price */
3489 o_ptr->pval += charges;
3491 /* We no longer think the item is empty */
3492 o_ptr->ident &= ~(IDENT_EMPTY);
3496 object_desc(tmp_str, o_ptr, 0);
3498 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3500 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3502 player_ptr->update |= (PU_COMBINE | PU_REORDER);
3504 player_ptr->window |= (PW_INVEN);
3507 player_ptr->au -= price;
3515 * @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
3517 * The player can select the number of charges to add\n
3518 * (up to a limit), and the recharge never fails.\n
3520 * The cost for rods depends on the level of the rod. The prices\n
3521 * for recharging wands and staves are dependent on the cost of\n
3523 * @param player_ptr プレーヤーへの参照ポインタ
3526 static void building_recharge_all(player_type *player_ptr)
3533 PRICE total_cost = 0;
3535 /* Display some info */
3538 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);
3540 /* Calculate cost */
3541 for (i = 0; i < INVEN_PACK; i++)
3543 o_ptr = &player_ptr->inventory_list[i];
3545 /* skip non magic device */
3546 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3548 /* need identified */
3549 if (!object_is_known(o_ptr)) total_cost += 50;
3551 /* Extract the object "level" */
3552 lev = k_info[o_ptr->k_idx].level;
3554 k_ptr = &k_info[o_ptr->k_idx];
3556 switch (o_ptr->tval)
3559 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3563 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3564 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3566 /* Pay at least 10 gold per charge */
3567 price = MAX(10, price);
3570 price = (k_ptr->pval - o_ptr->pval) * price;
3574 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3575 price = (k_info[o_ptr->k_idx].cost / 10);
3577 /* Pay at least 10 gold per charge */
3578 price = MAX(10, price);
3581 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3585 /* if price <= 0 then item have enough charge */
3586 if (price > 0) total_cost += price;
3591 msg_print(_("充填する必要はありません。", "No need to recharge."));
3596 /* Check if the player has enough money */
3597 if (player_ptr->au < total_cost)
3599 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);
3603 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3605 for (i = 0; i < INVEN_PACK; i++)
3607 o_ptr = &player_ptr->inventory_list[i];
3608 k_ptr = &k_info[o_ptr->k_idx];
3610 /* skip non magic device */
3611 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3613 if (!object_is_known(o_ptr))
3615 identify_item(player_ptr, o_ptr);
3617 /* Auto-inscription */
3618 autopick_alter_item(player_ptr, i, FALSE);
3622 switch (o_ptr->tval)
3628 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3629 /* We no longer think the item is empty */
3630 o_ptr->ident &= ~(IDENT_EMPTY);
3633 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3634 o_ptr->pval = o_ptr->number * k_ptr->pval;
3635 /* We no longer think the item is empty */
3636 o_ptr->ident &= ~(IDENT_EMPTY);
3642 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3644 player_ptr->update |= (PU_COMBINE | PU_REORDER);
3646 player_ptr->window |= (PW_INVEN);
3649 player_ptr->au -= total_cost;
3657 * @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-
3658 * @param player_ptr プレーヤーへの参照ポインタ
3659 * @return 常にTRUEを返す。
3660 * @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。
3662 static bool research_mon(player_type *player_ptr)
3670 bool recall = FALSE;
3674 /* XTRA HACK WHATSEARCH */
3680 /* XTRA HACK REMEMBER_IDX */
3681 static int old_sym = '\0';
3682 static IDX old_i = 0;
3686 /* Get a character, or abort */
3687 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):",
3688 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3696 /* Find that character info, and describe it */
3697 for (i = 0; ident_info[i]; ++i)
3699 if (sym == ident_info[i][0]) break;
3702 /* XTRA HACK WHATSEARCH */
3703 if (sym == KTRL('A'))
3706 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3708 else if (sym == KTRL('U'))
3711 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3713 else if (sym == KTRL('N'))
3716 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3718 else if (sym == KTRL('M'))
3721 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"), temp, 70))
3728 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
3730 else if (ident_info[i])
3732 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3736 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3739 /* Display the result */
3742 /* Allocate the "who" array */
3743 C_MAKE(who, max_r_idx, MONRACE_IDX);
3745 /* Collect matching monsters */
3746 for (n = 0, i = 1; i < max_r_idx; i++)
3748 monster_race *r_ptr = &r_info[i];
3751 if (!r_ptr->name) continue;
3753 /* XTRA HACK WHATSEARCH */
3754 /* Require non-unique monsters if needed */
3755 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3757 /* Require unique monsters if needed */
3758 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3766 for (xx = 0; temp[xx] && xx < 80; xx++)
3769 if (iskanji(temp[xx]))
3775 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3779 strcpy(temp2, r_name + r_ptr->E_name);
3781 strcpy(temp2, r_name + r_ptr->name);
3783 for (xx = 0; temp2[xx] && xx < 80; xx++)
3784 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3787 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3789 if (my_strstr(temp2, temp))
3793 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3796 /* Nothing to recall */
3799 /* Free the "who" array */
3800 C_KILL(who, max_r_idx, MONRACE_IDX);
3810 /* Sort if needed */
3813 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3817 /* Start at the end */
3818 /* XTRA HACK REMEMBER_IDX */
3819 if (old_sym == sym && old_i < n) i = old_i;
3824 /* Scan the monster memory */
3829 /* Hack -- Begin the prompt */
3832 /* Hack -- Complete the prompt */
3833 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3840 /*** Recall on screen ***/
3842 /* Get maximal info about this monster */
3843 lore_do_probe(r_idx);
3845 /* Save this monster ID */
3846 monster_race_track(r_idx);
3847 handle_stuff(player_ptr);
3849 /* know every thing mode */
3850 screen_roff(r_idx, 0x01);
3853 /* XTRA HACK REMEMBER_IDX */
3860 /* Normal commands */
3861 if (query != 'r') break;
3867 if (query == ESCAPE) break;
3869 /* Move to "prev" monster */
3875 if (!expand_list) break;
3879 /* Move to "next" monster */
3885 if (!expand_list) break;
3890 /* Re-display the identity */
3891 /* prt(buf, 5, 5);*/
3893 /* Free the "who" array */
3894 C_KILL(who, max_r_idx, MONRACE_IDX);
3897 return (!notpicked);
3902 * @brief 施設の処理実行メインルーチン / Execute a building command
3903 * @param player_ptr プレーヤーへの参照ポインタ
3904 * @param bldg 施設構造体の参照ポインタ
3905 * @param i 実行したい施設のサービステーブルの添字
3908 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
3910 BACT_IDX bact = bldg->actions[i];
3917 if (is_owner(player_ptr, bldg))
3918 bcost = bldg->member_costs[i];
3920 bcost = bldg->other_costs[i];
3922 /* action restrictions */
3923 if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) ||
3924 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
3926 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3930 /* check gold (HACK - Recharge uses variable costs) */
3931 if ((bact != BACT_RECHARGE) &&
3932 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
3933 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
3935 msg_print(_("お金が足りません!", "You do not have the gold!"));
3944 case BACT_RESEARCH_ITEM:
3945 paid = identify_fully(player_ptr, FALSE);
3947 case BACT_TOWN_HISTORY:
3950 case BACT_RACE_LEGENDS:
3951 race_legends(player_ptr);
3954 castle_quest(player_ptr);
3956 case BACT_KING_LEGENDS:
3957 case BACT_ARENA_LEGENDS:
3959 show_highclass(player_ptr);
3962 case BACT_ARENA_RULES:
3964 arena_comm(player_ptr, bact);
3966 case BACT_IN_BETWEEN:
3968 case BACT_SPIN_WHEEL:
3969 case BACT_DICE_SLOTS:
3970 case BACT_GAMBLE_RULES:
3977 paid = inn_comm(player_ptr, bact);
3979 case BACT_RESEARCH_MONSTER:
3980 paid = research_mon(player_ptr);
3982 case BACT_COMPARE_WEAPONS:
3984 bcost = compare_weapons(player_ptr, bcost);
3986 case BACT_ENCHANT_WEAPON:
3987 item_tester_hook = object_allow_enchant_melee_weapon;
3988 enchant_item(player_ptr, bcost, 1, 1, 0);
3990 case BACT_ENCHANT_ARMOR:
3991 item_tester_hook = object_is_armour;
3992 enchant_item(player_ptr, bcost, 0, 0, 1);
3995 building_recharge(player_ptr);
3997 case BACT_RECHARGE_ALL:
3998 building_recharge_all(player_ptr);
4000 case BACT_IDENTS: /* needs work */
4001 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;
4002 identify_pack(player_ptr);
4003 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4006 case BACT_IDENT_ONE: /* needs work */
4007 paid = ident_spell(player_ptr, FALSE);
4010 do_cmd_study(player_ptr);
4012 case BACT_HEALING: /* needs work */
4013 paid = cure_critical_wounds(player_ptr, 200);
4015 case BACT_RESTORE: /* needs work */
4016 paid = restore_all_status(player_ptr);
4018 case BACT_ENCHANT_ARROWS:
4019 item_tester_hook = item_tester_hook_ammo;
4020 enchant_item(player_ptr, bcost, 1, 1, 0);
4022 case BACT_ENCHANT_BOW:
4023 item_tester_tval = TV_BOW;
4024 enchant_item(player_ptr, bcost, 1, 1, 0);
4028 if (recall_player(player_ptr, 1)) paid = TRUE;
4031 case BACT_TELEPORT_LEVEL:
4033 paid = free_level_recall(player_ptr);
4036 case BACT_LOSE_MUTATION:
4037 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4038 (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
4040 while (!lose_mutation(player_ptr, 0));
4045 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4051 kakutoujou(player_ptr);
4054 case BACT_TSUCHINOKO:
4071 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4072 set_virtue(player_ptr, V_COMPASSION, 0);
4073 set_virtue(player_ptr, V_HONOUR, 0);
4074 set_virtue(player_ptr, V_JUSTICE, 0);
4075 set_virtue(player_ptr, V_SACRIFICE, 0);
4076 set_virtue(player_ptr, V_KNOWLEDGE, 0);
4077 set_virtue(player_ptr, V_FAITH, 0);
4078 set_virtue(player_ptr, V_ENLIGHTEN, 0);
4079 set_virtue(player_ptr, V_ENCHANT, 0);
4080 set_virtue(player_ptr, V_CHANCE, 0);
4081 set_virtue(player_ptr, V_NATURE, 0);
4082 set_virtue(player_ptr, V_HARMONY, 0);
4083 set_virtue(player_ptr, V_VITALITY, 0);
4084 set_virtue(player_ptr, V_UNLIFE, 0);
4085 set_virtue(player_ptr, V_PATIENCE, 0);
4086 set_virtue(player_ptr, V_TEMPERANCE, 0);
4087 set_virtue(player_ptr, V_DILIGENCE, 0);
4088 set_virtue(player_ptr, V_VALOUR, 0);
4089 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
4090 get_virtues(player_ptr);
4094 case BACT_TELE_TOWN:
4095 paid = tele_town(player_ptr);
4099 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
4102 case BACT_BROKEN_WEAPON:
4104 bcost = repair_broken_weapon(player_ptr, bcost);
4108 if (paid) player_ptr->au -= bcost;
4113 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4114 * @param プレーヤーへの参照ポインタ
4117 void do_cmd_bldg(player_type *player_ptr)
4122 building_type *bldg;
4124 if (player_ptr->wild_mode) return;
4126 take_turn(player_ptr, 100);
4128 if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
4130 msg_print(_("ここには建物はない。", "You see no building here."));
4134 which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
4136 bldg = &building[which];
4138 /* Don't re-init the wilderness */
4139 reinit_wilderness = FALSE;
4141 if ((which == 2) && (player_ptr->arena_number < 0))
4143 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4146 else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
4148 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
4150 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);
4154 /* Don't save the arena as saved floor */
4155 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
4157 player_ptr->current_floor_ptr->inside_arena = FALSE;
4158 player_ptr->leaving = TRUE;
4160 /* Re-enter the arena */
4161 command_new = SPECIAL_KEY_BUILDING;
4163 /* No energy needed to re-enter the arena */
4164 free_turn(player_ptr);
4169 else if (player_ptr->phase_out)
4171 /* Don't save the arena as saved floor */
4172 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
4174 player_ptr->leaving = TRUE;
4175 player_ptr->phase_out = FALSE;
4177 /* Re-enter the monster arena */
4178 command_new = SPECIAL_KEY_BUILDING;
4180 /* No energy needed to re-enter the arena */
4181 free_turn(player_ptr);
4187 player_ptr->oldpy = player_ptr->y;
4188 player_ptr->oldpx = player_ptr->x;
4191 forget_lite(player_ptr->current_floor_ptr);
4192 forget_view(player_ptr->current_floor_ptr);
4194 /* Hack -- Increase "icky" depth */
4195 current_world_ptr->character_icky++;
4201 show_building(player_ptr, bldg);
4202 player_ptr->leave_bldg = FALSE;
4204 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4206 while (!player_ptr->leave_bldg)
4211 building_prt_gold(player_ptr);
4215 if (command == ESCAPE)
4217 player_ptr->leave_bldg = TRUE;
4218 player_ptr->current_floor_ptr->inside_arena = FALSE;
4219 player_ptr->phase_out = FALSE;
4223 for (i = 0; i < 8; i++)
4225 if (bldg->letters[i])
4227 if (bldg->letters[i] == command)
4235 if (validcmd) bldg_process_command(player_ptr, bldg, i);
4237 handle_stuff(player_ptr);
4240 select_floor_music(player_ptr);
4245 /* Reinit wilderness to activate quests ... */
4246 if (reinit_wilderness) player_ptr->leaving = TRUE;
4248 /* Hack -- Decrease "icky" depth */
4249 current_world_ptr->character_icky--;
4253 player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4254 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4255 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4260 * @brief 今日の賞金首を確定する / Determine today's bounty monster
4262 * @note conv_old is used if loaded 0.0.3 or older save file
4264 void determine_today_mon(bool conv_old)
4267 bool old_inside_battle = p_ptr->phase_out;
4268 monster_race *r_ptr;
4272 for (i = 0; i < current_world_ptr->max_d_idx; i++)
4274 if (max_dlv[i] < d_info[i].mindepth) continue;
4275 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4278 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4280 p_ptr->phase_out = TRUE;
4281 get_mon_num_prep(NULL, NULL);
4285 today_mon = get_mon_num(max_dl);
4286 r_ptr = &r_info[today_mon];
4288 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4289 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4290 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4291 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4292 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4293 if (r_ptr->rarity > 10) continue;
4297 p_ptr->today_mon = 0;
4298 p_ptr->phase_out = old_inside_battle;
4303 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4306 void determine_bounty_uniques(void)
4310 monster_race *r_ptr;
4312 get_mon_num_prep(NULL, NULL);
4313 for (i = 0; i < MAX_BOUNTY; i++)
4317 current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4318 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4320 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4322 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4324 if (r_ptr->rarity > 100) continue;
4326 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4328 for (j = 0; j < i; j++)
4329 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4336 for (i = 0; i < MAX_BOUNTY - 1; i++)
4338 for (j = i; j < MAX_BOUNTY; j++)
4340 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4342 tmp = current_world_ptr->bounty_r_idx[i];
4343 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4344 current_world_ptr->bounty_r_idx[j] = tmp;