3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
9 Rewritten for Kangband 2.8.3i using Kamband's version of\n
10 bldg.c as written by Ivan Tkatchev\n
12 Changed for ZAngband by Robert Ruehlmann\n
16 #include "object-hook.h"
19 * ループ中で / hack as in leave_store in store.c
21 static bool leave_bldg = FALSE;
24 * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
25 * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
26 * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
27 * @param bldg 施設構造体の参照ポインタ
28 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
30 static bool is_owner(building_type *bldg)
32 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
37 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
42 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
52 * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
54 * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
55 * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
56 * @param bldg 施設構造体の参照ポインタ
57 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
58 * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
60 static bool is_member(building_type *bldg)
62 if (bldg->member_class[p_ptr->pclass])
67 if (bldg->member_race[p_ptr->prace])
72 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
79 if (p_ptr->pclass == CLASS_SORCERER)
83 for (i = 0; i < MAX_MAGIC; i++)
85 if (bldg->member_realm[i+1]) OK = TRUE;
93 * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94 * @details 消去は行毎にヌル文字列で行われる。
95 * @param min_row 開始行番号
96 * @param max_row 末尾行番号
99 static void clear_bldg(int min_row, int max_row)
103 for (i = min_row; i <= max_row; i++)
111 static void building_prt_gold(void)
114 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116 prt(tmp_str, 23, 68);
120 * @brief 施設のサービス一覧を表示する / Display a building.
121 * @param bldg 施設構造体の参照ポインタ
124 static void show_building(building_type* bldg)
132 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
136 for (i = 0; i < 8; i++)
138 if (bldg->letters[i])
140 if (bldg->action_restr[i] == 0)
142 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
145 action_color = TERM_WHITE;
148 else if (is_owner(bldg))
150 action_color = TERM_YELLOW;
151 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
155 action_color = TERM_YELLOW;
156 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
158 else if (bldg->action_restr[i] == 1)
160 if (!is_member(bldg))
162 action_color = TERM_L_DARK;
163 strcpy(buff, _("(閉店)", "(closed)"));
165 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166 (is_member(bldg) && (bldg->other_costs[i] == 0)))
168 action_color = TERM_WHITE;
171 else if (is_owner(bldg))
173 action_color = TERM_YELLOW;
174 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
178 action_color = TERM_YELLOW;
179 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
186 action_color = TERM_L_DARK;
187 strcpy(buff, _("(閉店)", "(closed)"));
189 else if (bldg->member_costs[i] != 0)
191 action_color = TERM_YELLOW;
192 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
196 action_color = TERM_WHITE;
201 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
205 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
209 * @brief 闘技場に入るコマンドの処理 / arena commands
210 * @param cmd 闘技場処理のID
213 static void arena_comm(int cmd)
222 if (p_ptr->arena_number == MAX_ARENA_MONS)
225 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
226 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations! You have defeated all before you."), 7, 0);
227 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
231 p_ptr->au += 1000000L;
232 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
234 p_ptr->arena_number++;
236 else if (p_ptr->arena_number > MAX_ARENA_MONS)
238 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
240 msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
242 if (get_check(_("挑戦するかね?", "Do you fight? ")))
244 msg_print(_("死ぬがよい。", "Die, maggots."));
247 p_ptr->exit_bldg = FALSE;
250 /* Save the surface floor as saved floor */
251 prepare_change_floor_mode(CFM_SAVE_FLOORS);
253 p_ptr->inside_arena = TRUE;
254 p_ptr->leaving = TRUE;
259 msg_print(_("残念だ。", "We are disappointed."));
264 msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
265 "You enter the arena briefly and bask in your glory."));
269 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
271 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
272 "You don't have permission to enter with pet."));
277 p_ptr->exit_bldg = FALSE;
280 /* Save the surface floor as saved floor */
281 prepare_change_floor_mode(CFM_SAVE_FLOORS);
283 p_ptr->inside_arena = TRUE;
284 p_ptr->leaving = TRUE;
289 if (p_ptr->arena_number == MAX_ARENA_MONS)
290 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
291 "You are victorious. Enter the arena for the ceremony."));
293 else if (p_ptr->arena_number > MAX_ARENA_MONS)
295 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
299 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300 name = (r_name + r_ptr->name);
301 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
303 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304 p_ptr->window |= (PW_MONSTER);
309 case BACT_ARENA_RULES:
314 /* Peruse the arena help file */
315 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
325 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
326 * @param row シンボルを表示する行の上端
327 * @param col シンボルを表示する行の左端
328 * @param fruit 表示するシンボルID
331 static void display_fruit(int row, int col, int fruit)
336 c_put_str(TERM_YELLOW, " ####.", row, col);
337 c_put_str(TERM_YELLOW, " # #", row + 1, col);
338 c_put_str(TERM_YELLOW, " # #", row + 2, col);
339 c_put_str(TERM_YELLOW, "# #", row + 3, col);
340 c_put_str(TERM_YELLOW, "# #", row + 4, col);
341 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
342 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
343 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
345 " Lemon "), row + 8, col);
348 c_put_str(TERM_ORANGE, " ## ", row, col);
349 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
350 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
351 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
352 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
353 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
354 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
355 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
357 " Orange "), row + 8, col);
360 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
361 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
362 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
363 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
364 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
365 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
366 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
367 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
368 prt( _(" 剣 ", " Sword ") , row + 8, col);
371 c_put_str(TERM_SLATE, " ###### ", row, col);
372 c_put_str(TERM_SLATE, "# #", row + 1, col);
373 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
374 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
375 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
376 c_put_str(TERM_SLATE, " # # ", row + 5, col);
377 c_put_str(TERM_SLATE, " # # ", row + 6, col);
378 c_put_str(TERM_SLATE, " ## ", row + 7, col);
380 " Shield "), row + 8, col);
383 c_put_str(TERM_VIOLET, " ## ", row, col);
384 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
385 c_put_str(TERM_VIOLET, "########", row + 2, col);
386 c_put_str(TERM_VIOLET, "########", row + 3, col);
387 c_put_str(TERM_VIOLET, "########", row + 4, col);
388 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
389 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
390 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
392 " Plum "), row + 8, col);
395 c_put_str(TERM_RED, " ##", row, col);
396 c_put_str(TERM_RED, " ### ", row + 1, col);
397 c_put_str(TERM_RED, " #..# ", row + 2, col);
398 c_put_str(TERM_RED, " #..# ", row + 3, col);
399 c_put_str(TERM_RED, " ###### ", row + 4, col);
400 c_put_str(TERM_RED, "#..##..#", row + 5, col);
401 c_put_str(TERM_RED, "#..##..#", row + 6, col);
402 c_put_str(TERM_RED, " ## ## ", row + 7, col);
404 " Cherry "), row + 8, col);
410 * kpoker no (tyuto-hannpa na)pakuri desu...
411 * joker ha shineru node haitte masen.
413 * TODO: donataka! tsukutte!
414 * - agatta yaku no kiroku (like DQ).
415 * - kakkoii card no e.
416 * - sousa-sei no koujyo.
417 * - code wo wakariyasuku.
419 * - Joker... -- done.
422 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
425 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
426 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
427 #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 */
429 static int cards[5]; /*!< ポーカーの現在の手札ID */
436 static void reset_deck(int deck[])
439 for (i = 0; i < 53; i++) deck[i] = i;
442 for (i = 0; i < 53; i++){
443 int tmp1 = randint0(53 - i) + i;
445 deck[i] = deck[tmp1];
451 * @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。
452 * @return ジョーカーを持っているか。
454 static bool have_joker(void)
458 for (i = 0; i < 5; i++){
459 if(IS_JOKER(cards[i])) return TRUE;
465 * @brief ポーカーの手札に該当の番号の札があるかを返す。
466 * @param num 探したいカードの番号。
467 * @return 該当の番号が手札にあるか。
469 static bool find_card_num(int num)
472 for (i = 0; i < 5; i++)
473 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
478 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
481 static bool yaku_check_flush(void)
484 bool joker_is_used = FALSE;
486 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
487 for (i = 0; i < 5; i++){
488 if (SUIT_OF(cards[i]) != suit){
489 if(have_joker() && !joker_is_used)
490 joker_is_used = TRUE;
500 * @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。
501 * @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
503 static int yaku_check_straight(void)
506 bool joker_is_used = FALSE;
507 bool straight = FALSE;
510 for (i = 0; i < 5; i++)
512 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
513 lowest = NUM_OF(cards[i]);
516 /* Check Royal Straight Flush */
517 if (yaku_check_flush())
520 for (i = 0; i < 4; i++)
522 if (!find_card_num(9 + i)){
523 if( have_joker() && !joker_is_used )
524 joker_is_used = TRUE;
529 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
532 for (i = 0; i < 3; i++)
534 if (!find_card_num(10 + i))
537 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
541 joker_is_used = FALSE;
543 /* Straight Only Check */
545 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
546 for (i = 0; i < 4; i++)
548 if (!find_card_num(9 + i)) {
549 if (have_joker() && !joker_is_used)
550 joker_is_used = TRUE;
555 if(i == 4) straight = TRUE;
558 joker_is_used = FALSE;
560 for (i = 0; i < 5; i++)
562 if(!find_card_num(lowest + i)){
563 if( have_joker() && !joker_is_used )
564 joker_is_used = TRUE;
569 if(i == 5) straight = TRUE;
571 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
572 else if(straight) return 1; /* Only Straight */
577 * @brief ポーカーのペア役の状態を返す。
578 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
580 static int yaku_check_pair(void)
582 int i, i2, matching = 0;
584 for (i = 0; i < 5; i++)
586 for (i2 = i+1; i2 < 5; i2++)
588 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
589 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
620 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
621 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
622 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
623 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
624 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
625 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
626 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
627 #define ODDS_ST 4 /*!< ストレートの役倍率 */
628 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
629 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
632 * @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。
635 static int yaku_check(void)
639 switch(yaku_check_straight()){
641 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
644 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
647 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
650 /* Not straight -- fall through */
654 if (yaku_check_flush())
656 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
660 switch (yaku_check_pair())
663 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
666 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
669 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
672 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
675 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
678 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
680 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
685 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
695 * @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。
696 * @param hoge カーソルの現在位置
697 * @param kaeruka カードの捨てる/残すフラグ配列
700 static void display_kaeruka(int hoge, int kaeruka[])
703 char col = TERM_WHITE;
704 for (i = 0; i < 5; i++)
706 if (i == hoge) col = TERM_YELLOW;
707 else if(kaeruka[i]) col = TERM_WHITE;
708 else col = TERM_L_BLUE;
711 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
713 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
715 if (hoge > 4) col = TERM_YELLOW;
716 else col = TERM_WHITE;
717 c_put_str(col, _("決定", "Sure"), 16, 38);
719 /* Hilite current option */
720 if (hoge < 5) move_cursor(14, 5+hoge*16);
721 else move_cursor(16, 38);
725 * @brief ポーカーの手札を表示する。
728 static void display_cards(void)
731 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
733 cptr suit[4] = {"★", "●", "¶", "†"};
734 cptr card_grph[13][7] = {{"A %s ",
825 cptr joker_grph[7] = { " ",
835 cptr suit[4] = {"[]", "qp", "<>", "db"};
836 cptr card_grph[13][7] = {{"A %s ",
927 cptr joker_grph[7] = { " ",
936 for (i = 0; i < 5; i++)
938 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
941 for (i = 0; i < 5; i++)
943 for (j = 0; j < 7; j++)
945 prt(_("┃", " |"), j+6, i*16);
946 if(IS_JOKER(cards[i]))
947 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
949 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);
950 prt(_("┃", "| "), j+6, i*16+14);
953 for (i = 0; i < 5; i++)
955 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
960 * @brief ポーカーの1プレイルーチン。
963 static int do_poker(void)
967 int deck[53]; /* yamafuda : 0...52 */
969 int kaeruka[5]; /* 0:kaenai 1:kaeru */
977 for (i = 0; i < 5; i++)
979 cards[i] = deck[deck_ptr++];
980 kaeruka[i] = 0; /* default:nokosu */
1000 /* debug:Four Cards */
1002 cards[1] = 0 + 13 * 1;
1003 cards[2] = 0 + 13 * 2;
1004 cards[3] = 0 + 13 * 3;
1008 /* debug:Straight1 */
1016 /* debug:Straight2 */
1020 cards[3] = 11 + 13 * 2;
1024 /* debug:Straight3 */
1028 cards[3] = 11 + 13 * 2;
1032 /* debug:Straight4 */
1036 cards[3] = 11 + 13 * 2;
1040 /* debug:Straight5 */
1048 /* debug:Five Card1 */
1056 /* debug:Five Card2 */
1072 /* suteruno wo kimeru */
1073 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);
1080 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1085 case '6': case 'l': case 'L': case KTRL('F'):
1086 if (!kettei) k = (k+1)%5;
1087 else {k = 0;kettei = FALSE;}
1090 case '4': case 'h': case 'H': case KTRL('B'):
1091 if (!kettei) k = (k+4)%5;
1092 else {k = 4;kettei = FALSE;}
1095 case '2': case 'j': case 'J': case KTRL('N'):
1096 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1098 case '8': case 'k': case 'K': case KTRL('P'):
1099 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1101 case ' ': case '\r':
1102 if (kettei) done = TRUE;
1103 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1112 for (i = 0; i < 5; i++)
1113 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1117 return yaku_check();
1122 /* end of poker codes --Koka */
1125 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1126 * @param cmd プレイするゲームID
1129 static bool gamble_comm(int cmd)
1132 int roll1, roll2, roll3, choice, odds, win;
1137 char out_val[160], tmp_str[80], again;
1142 if (cmd == BACT_GAMBLE_RULES)
1144 /* Peruse the gambling help file */
1145 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1152 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1153 "Hey! You don't have gold - get out of here!"));
1161 maxbet = p_ptr->lev * 200;
1163 /* We can't bet more than we have */
1164 maxbet = MIN(maxbet, p_ptr->au);
1167 strcpy(out_val, "");
1168 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1172 * Use get_string() because we may need more than
1173 * the s16b value returned by get_quantity().
1175 if (get_string(tmp_str, out_val, 32))
1178 for (p = out_val; *p == ' '; p++);
1183 if (wager > p_ptr->au)
1185 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!"));
1190 else if (wager > maxbet)
1192 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1193 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1198 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1204 oldgold = p_ptr->au;
1206 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1207 prt(tmp_str, 20, 2);
1208 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1209 prt(tmp_str, 21, 2);
1216 case BACT_IN_BETWEEN: /* Game of In-Between */
1217 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1221 roll1 = randint1(10);
1222 roll2 = randint1(10);
1223 choice = randint1(10);
1224 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1227 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1229 prt(tmp_str, 11, 14);
1230 if (((choice > roll1) && (choice < roll2)) ||
1231 ((choice < roll1) && (choice > roll2)))
1234 case BACT_CRAPS: /* Game of Craps */
1235 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1239 roll1 = randint1(6);
1240 roll2 = randint1(6);
1241 roll3 = roll1 + roll2;
1243 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1244 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1246 if ((roll3 == 7) || (roll3 == 11))
1248 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1253 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"));
1256 roll1 = randint1(6);
1257 roll2 = randint1(6);
1258 roll3 = roll1 + roll2;
1259 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1260 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1262 if (roll3 == choice)
1264 else if (roll3 == 7)
1266 } while ((win != TRUE) && (win != FALSE));
1269 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1272 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1274 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1275 prt("--------------------------------", 8, 3);
1276 strcpy(out_val, "");
1277 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1279 for (p = out_val; iswspace(*p); p++);
1283 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1286 else if (choice > 9)
1288 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1292 roll1 = randint0(10);
1293 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1294 "The wheel spins to a stop and the winner is %d"), roll1);
1295 prt(tmp_str, 13, 3);
1297 prt("*", 9, (3 * roll1 + 5));
1298 if (roll1 == choice)
1302 case BACT_DICE_SLOTS: /* The Dice Slots */
1303 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1304 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1305 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1306 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1307 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1308 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1309 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1310 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1313 roll1 = randint1(21);
1323 roll2 = randint1(21);
1333 choice = randint1(21);
1343 put_str("/--------------------------\\", 7, 2);
1344 prt("\\--------------------------/", 17, 2);
1345 display_fruit(8, 3, roll1 - 1);
1346 display_fruit(8, 12, roll2 - 1);
1347 display_fruit(8, 21, choice - 1);
1348 if ((roll1 == roll2) && (roll2 == choice))
1367 else if ((roll1 == 1) && (roll2 == 1))
1376 if (odds) win = TRUE;
1382 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1384 p_ptr->au += odds * wager;
1385 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1387 prt(tmp_str, 17, 37);
1391 prt(_("あなたの負け", "You Lost"), 16, 37);
1394 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1396 prt(tmp_str, 22, 2);
1397 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1399 move_cursor(18, 52);
1404 if (wager > p_ptr->au)
1406 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1407 "Hey! You don't have the gold - get out of here!"));
1413 } while ((again == 'y') || (again == 'Y'));
1416 if (p_ptr->au >= oldgold)
1418 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!」",
1419 "You came out a winner! We'll win next time, I'm sure."));
1420 chg_virtue(V_CHANCE, 3);
1424 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."));
1425 chg_virtue(V_CHANCE, -3);
1435 * @brief モンスター闘技場に参加できるモンスターの判定
1436 * @param r_idx モンスターID
1437 * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1438 * 自爆以外のなんらかのHP攻撃手段を持っていること。
1441 static bool vault_aux_battle(MONRACE_IDX r_idx)
1446 monster_race *r_ptr = &r_info[r_idx];
1448 /* Decline town monsters */
1449 /* if (!mon_hook_dungeon(r_idx)) return FALSE; */
1451 /* Decline unique monsters */
1452 /* if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1453 /* if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1455 if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1456 if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1457 if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1458 if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1459 if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1461 for (i = 0; i < 4; i++)
1463 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1464 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1466 if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1473 * @brief モンスター闘技場に参加するモンスターをリセットする。
1476 void battle_monsters(void)
1483 bool old_inside_battle = p_ptr->inside_battle;
1485 for (i = 0; i < max_d_idx; i++)
1486 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1488 mon_level = randint1(MIN(max_dl, 122))+5;
1489 if (randint0(100) < 60)
1491 i = randint1(MIN(max_dl, 122))+5;
1492 mon_level = MAX(i, mon_level);
1494 if (randint0(100) < 30)
1496 i = randint1(MIN(max_dl, 122))+5;
1497 mon_level = MAX(i, mon_level);
1504 for(i = 0; i < 4; i++)
1510 get_mon_num_prep(vault_aux_battle, NULL);
1511 p_ptr->inside_battle = TRUE;
1512 r_idx = get_mon_num(mon_level);
1513 p_ptr->inside_battle = old_inside_battle;
1514 if (!r_idx) continue;
1516 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1518 if ((r_info[r_idx].level + 10) > mon_level) continue;
1521 for (j = 0; j < i; j++)
1522 if(r_idx == battle_mon[j]) break;
1527 battle_mon[i] = r_idx;
1528 if (r_info[r_idx].level < 45) tekitou = TRUE;
1533 monster_race *r_ptr = &r_info[battle_mon[i]];
1534 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1536 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1537 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1539 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1540 power[i] = power[i] * (100 + r_ptr->level) / 100;
1541 if (r_ptr->speed > 110)
1542 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1543 if (r_ptr->speed < 110)
1544 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1546 power[i] = power[i] * (num_taisei*2+5) / 10;
1547 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1548 power[i] = power[i] * 4 / 3;
1549 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1550 power[i] = power[i] * 4 / 3;
1551 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1552 power[i] = power[i] * 11 / 10;
1553 if (r_ptr->flags1 & RF1_RAND_25)
1554 power[i] = power[i] * 9 / 10;
1555 if (r_ptr->flags1 & RF1_RAND_50)
1556 power[i] = power[i] * 9 / 10;
1557 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1558 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1565 power[i] = total*60/power[i];
1566 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1567 if ((power[i] < 160) && randint0(20)) break;
1568 if (power[i] < 101) power[i] = 100 + randint1(5);
1569 mon_odds[i] = power[i];
1576 * @brief モンスター闘技場のメインルーチン
1577 * @return 賭けを開始したか否か
1579 static bool kakutoujou(void)
1583 char out_val[160], tmp_str[80];
1586 if ((turn - old_battle) > TURNS_PER_TICK*250)
1597 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!"));
1609 "Monsters Odds"), 4, 4);
1613 monster_race *r_ptr = &r_info[battle_mon[i]];
1615 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1616 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1617 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1618 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1621 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1631 if (i >= '1' && i <= '4')
1633 sel_monster = i-'1';
1634 battle_odds = mon_odds[sel_monster];
1642 if (i !=sel_monster) clear_bldg(i+5,i+5);
1644 maxbet = p_ptr->lev * 200;
1646 /* We can't bet more than we have */
1647 maxbet = MIN(maxbet, p_ptr->au);
1650 strcpy(out_val, "");
1651 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1653 * Use get_string() because we may need more than
1654 * the s16b value returned by get_quantity().
1656 if (get_string(tmp_str, out_val, 32))
1659 for (p = out_val; *p == ' '; p++);
1664 if (wager > p_ptr->au)
1666 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!"));
1672 else if (wager > maxbet)
1674 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);
1680 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1684 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1689 /* Save the surface floor as saved floor */
1690 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1692 p_ptr->inside_battle = TRUE;
1693 p_ptr->leaving = TRUE;
1707 * @brief 本日の賞金首情報を表示する。
1710 static void today_target(void)
1713 monster_race *r_ptr = &r_info[today_mon];
1716 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1717 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1718 c_put_str(TERM_YELLOW, buf, 6, 10);
1719 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1721 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1723 p_ptr->today_mon = today_mon;
1727 * @brief ツチノコの賞金首情報を表示する。
1730 static void tsuchinoko(void)
1733 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1734 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);
1735 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1736 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1737 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1741 * @brief 通常の賞金首情報を表示する。
1744 static void shoukinkubi(void)
1750 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);
1751 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1753 for (i = 0; i < MAX_KUBI; i++)
1757 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1759 if (kubi_r_idx[i] > 10000)
1762 done_mark = _("(済)", "(done)");
1770 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1773 if (!y && (i < MAX_KUBI -1))
1775 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1786 * 賞金首の報酬テーブル / List of prize object
1789 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1790 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1791 } prize_list[MAX_KUBI] =
1793 {TV_POTION, SV_POTION_CURING},
1794 {TV_POTION, SV_POTION_SPEED},
1795 {TV_POTION, SV_POTION_SPEED},
1796 {TV_POTION, SV_POTION_RESISTANCE},
1797 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1799 {TV_POTION, SV_POTION_HEALING},
1800 {TV_POTION, SV_POTION_RESTORE_MANA},
1801 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1802 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1803 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1805 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1806 {TV_POTION, SV_POTION_STAR_HEALING},
1807 {TV_POTION, SV_POTION_STAR_HEALING},
1808 {TV_POTION, SV_POTION_NEW_LIFE},
1809 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1811 {TV_POTION, SV_POTION_LIFE},
1812 {TV_POTION, SV_POTION_LIFE},
1813 {TV_POTION, SV_POTION_AUGMENTATION},
1814 {TV_POTION, SV_POTION_INVULNERABILITY},
1815 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1819 * @brief 賞金首の引き換え処理 / Get prize
1820 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1822 static bool kankin(void)
1826 bool change = FALSE;
1827 char o_name[MAX_NLEN];
1830 /* Loop for inventory and right/left arm */
1831 for (i = 0; i <= INVEN_LARM; i++)
1833 o_ptr = &inventory[i];
1835 /* Living Tsuchinoko worthes $1000000 */
1836 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1838 char buf[MAX_NLEN+20];
1839 object_desc(o_name, o_ptr, 0);
1840 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1843 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1844 p_ptr->au += 1000000L * o_ptr->number;
1845 p_ptr->redraw |= (PR_GOLD);
1846 inven_item_increase(i, -o_ptr->number);
1847 inven_item_describe(i);
1848 inven_item_optimize(i);
1854 for (i = 0; i < INVEN_PACK; i++)
1856 o_ptr = &inventory[i];
1858 /* Corpse of Tsuchinoko worthes $200000 */
1859 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1861 char buf[MAX_NLEN+20];
1862 object_desc(o_name, o_ptr, 0);
1863 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1866 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1867 p_ptr->au += 200000L * o_ptr->number;
1868 p_ptr->redraw |= (PR_GOLD);
1869 inven_item_increase(i, -o_ptr->number);
1870 inven_item_describe(i);
1871 inven_item_optimize(i);
1877 for (i = 0; i < INVEN_PACK; i++)
1879 o_ptr = &inventory[i];
1881 /* Bones of Tsuchinoko worthes $100000 */
1882 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1884 char buf[MAX_NLEN+20];
1885 object_desc(o_name, o_ptr, 0);
1886 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1889 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1890 p_ptr->au += 100000L * o_ptr->number;
1891 p_ptr->redraw |= (PR_GOLD);
1892 inven_item_increase(i, -o_ptr->number);
1893 inven_item_describe(i);
1894 inven_item_optimize(i);
1900 for (i = 0; i < INVEN_PACK; i++)
1902 o_ptr = &inventory[i];
1903 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)))
1905 char buf[MAX_NLEN+20];
1906 object_desc(o_name, o_ptr, 0);
1907 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1910 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1911 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1912 p_ptr->redraw |= (PR_GOLD);
1913 inven_item_increase(i, -o_ptr->number);
1914 inven_item_describe(i);
1915 inven_item_optimize(i);
1921 for (i = 0; i < INVEN_PACK; i++)
1923 o_ptr = &inventory[i];
1925 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1927 char buf[MAX_NLEN+20];
1928 object_desc(o_name, o_ptr, 0);
1929 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1932 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1933 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1934 p_ptr->redraw |= (PR_GOLD);
1935 inven_item_increase(i, -o_ptr->number);
1936 inven_item_describe(i);
1937 inven_item_optimize(i);
1943 for (j = 0; j < MAX_KUBI; j++)
1945 /* Need reverse order --- Positions will be changed in the loop */
1946 for (i = INVEN_PACK-1; i >= 0; i--)
1948 o_ptr = &inventory[i];
1949 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1951 char buf[MAX_NLEN+20];
1953 INVENTORY_IDX item_new;
1956 object_desc(o_name, o_ptr, 0);
1957 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1958 if (!get_check(buf)) continue;
1960 #if 0 /* Obsoleted */
1961 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
1962 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1963 p_ptr->redraw |= (PR_GOLD);
1964 inven_item_increase(i, -o_ptr->number);
1965 inven_item_describe(i);
1966 inven_item_optimize(i);
1967 chg_virtue(V_JUSTICE, 5);
1968 kubi_r_idx[j] += 10000;
1971 #endif /* Obsoleted */
1974 inven_item_increase(i, -o_ptr->number);
1975 inven_item_describe(i);
1976 inven_item_optimize(i);
1978 chg_virtue(V_JUSTICE, 5);
1979 kubi_r_idx[j] += 10000;
1981 /* Count number of unique corpses already handed */
1982 for (num = 0, k = 0; k < MAX_KUBI; k++)
1984 if (kubi_r_idx[k] >= 10000) num++;
1986 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" : ""));
1988 /* Prepare to make a prize */
1989 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1990 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1992 /* Identify it fully */
1993 object_aware(&forge);
1994 object_known(&forge);
1997 * Hand it --- Assume there is an empty slot.
1998 * Since a corpse is handed at first,
1999 * there is at least one empty slot.
2001 item_new = inven_carry(&forge);
2003 /* Describe the object */
2004 object_desc(o_name, &forge, 0);
2005 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2007 /* Auto-inscription */
2008 autopick_alter_item(item_new, FALSE);
2020 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."));
2028 * @brief 悪夢の元凶となるモンスターかどうかを返す。
2029 * @param r_idx 判定対象となるモンスターのID
2030 * @return 悪夢の元凶となり得るか否か。
2032 bool get_nightmare(MONRACE_IDX r_idx)
2034 monster_race *r_ptr = &r_info[r_idx];
2036 /* Require eldritch horrors */
2037 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2039 /* Require high level */
2040 if (r_ptr->level <= p_ptr->lev) return (FALSE);
2042 /* Accept this monster */
2047 * @brief 宿屋の利用サブルーチン
2048 * @details inn commands\n
2049 * Note that resting for the night was a perfect way to avoid player\n
2050 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2051 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2052 * will not be that useful. I will keep it in the hopes the player\n
2053 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2054 * Resting at night is also a quick way to restock stores -KMW-\n
2055 * @param cmd 宿屋の利用施設ID
2056 * @return 施設の利用が実際に行われたか否か。
2058 static bool inn_comm(int cmd)
2062 case BACT_FOOD: /* Buy food & drink */
2063 if (p_ptr->food >= PY_FOOD_FULL)
2065 msg_print(_("今は満腹だ。", "You are full now."));
2068 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."));
2069 (void)set_food(PY_FOOD_MAX - 1);
2072 case BACT_REST: /* Rest for the night */
2073 if ((p_ptr->poisoned) || (p_ptr->cut))
2075 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."));
2077 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."));
2081 s32b oldturn = turn;
2082 int prev_day, prev_hour, prev_min;
2084 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2085 if ((prev_hour >= 6) && (prev_hour <= 17))
2086 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2088 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2090 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2091 if (dungeon_turn < dungeon_turn_limit)
2093 dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2094 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2097 prevent_turn_overflow();
2099 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2100 p_ptr->chp = p_ptr->mhp;
2102 if (ironman_nightmare)
2104 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."));
2106 /* Have some nightmares */
2109 sanity_blast(NULL, FALSE);
2110 if (!one_in_(3)) break;
2113 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2114 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2121 p_ptr->chp = p_ptr->mhp;
2122 p_ptr->csp = p_ptr->msp;
2123 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2126 for (i = 0; i < 72; i++)
2128 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2130 for (; i < 108; i++)
2132 p_ptr->magic_num1[i] = 0;
2136 if ((prev_hour >= 6) && (prev_hour <= 17))
2138 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."));
2139 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2143 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."));
2144 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2150 case BACT_RUMORS: /* Listen for rumors */
2152 display_rumor(TRUE);
2162 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2163 * @param questnum クエストのID
2164 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2167 static void get_questinfo(IDX questnum, bool do_init)
2173 /* Clear the text */
2174 for (i = 0; i < 10; i++)
2176 quest_text[i][0] = '\0';
2179 quest_text_line = 0;
2181 /* Set the quest number temporary */
2182 old_quest = p_ptr->inside_quest;
2183 p_ptr->inside_quest = questnum;
2185 /* Get the quest text */
2186 init_flags = INIT_SHOW_TEXT;
2187 if (do_init) init_flags |= INIT_ASSIGN;
2189 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2191 /* Reset the old quest number */
2192 p_ptr->inside_quest = old_quest;
2194 /* Print the quest info */
2195 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);
2199 prt(quest[questnum].name, 7, 0);
2201 for (i = 0; i < 10; i++)
2203 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2208 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2211 static void castle_quest(void)
2214 monster_race *r_ptr;
2221 /* Current quest of the building */
2222 q_index = cave[p_ptr->y][p_ptr->x].special;
2224 /* Is there a quest available at the building? */
2227 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);
2231 q_ptr = &quest[q_index];
2233 /* Quest is completed */
2234 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2236 /* Rewarded quest */
2237 q_ptr->status = QUEST_STATUS_REWARDED;
2239 get_questinfo(q_index, FALSE);
2241 reinit_wilderness = TRUE;
2244 else if (q_ptr->status == QUEST_STATUS_FAILED)
2246 get_questinfo(q_index, FALSE);
2248 /* Mark quest as done (but failed) */
2249 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2251 reinit_wilderness = TRUE;
2253 /* Quest is still unfinished */
2254 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2256 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);
2257 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);
2258 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);
2261 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2263 q_ptr->status = QUEST_STATUS_TAKEN;
2265 reinit_wilderness = TRUE;
2267 /* Assign a new quest */
2268 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2270 if (q_ptr->r_idx == 0)
2272 /* Random monster at least 5 - 10 levels out of deep */
2273 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2276 r_ptr = &r_info[q_ptr->r_idx];
2278 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2280 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2281 r_ptr = &r_info[q_ptr->r_idx];
2284 if (q_ptr->max_num == 0)
2286 /* Random monster number */
2287 if (randint1(10) > 7)
2290 q_ptr->max_num = randint1(3) + 1;
2294 name = (r_name + r_ptr->name);
2295 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2299 get_questinfo(q_index, TRUE);
2306 * @brief 町に関するヘルプを表示する / Display town history
2309 static void town_history(void)
2314 /* Peruse the building help file */
2315 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2322 * @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
2323 * @param plus_ammo 矢弾のダメージ修正
2324 * @param plus_bow 弓のダメージ修正
2326 * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
2328 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2331 object_type *j_ptr = &inventory[INVEN_BOW];
2333 /* Extract "shot" power */
2334 i = p_ptr->to_h_b + plus_ammo;
2336 if (p_ptr->tval_ammo == TV_BOLT)
2337 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2339 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2341 /* Snipers can shot more critically with crossbows */
2342 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2343 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2345 /* Good bow makes more critical */
2346 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2354 * @brief 射撃時クリティカルによるダメージ期待値修正計算(重量依存部分) / critical happens at i / 10000
2355 * @param weight 武器の重量
2356 * @param plus_ammo 矢弾のダメージ修正
2357 * @param plus_bow 弓のダメージ修正
2358 * @param dam 基本ダメージ量
2361 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
2365 i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2370 crit = MIN(500, 900/weight);
2371 num += dam * 3 /2 * crit;
2374 crit = MIN(500, 1350/weight);
2376 num += dam * 2 * crit;
2382 num += dam * 3 * crit;
2388 num += (10000 - i) * dam;
2395 * @brief 攻撃時クリティカルによるダメージ期待値修正計算(重量と毒針処理) / critical happens at i / 10000
2396 * @param weight 武器の重量
2397 * @param plus 武器のダメージ修正
2399 * @param meichuu 命中値
2400 * @param dokubari 毒針処理か否か
2403 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2408 if(dokubari) return dam;
2410 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2416 if (k < 400) num += (2 * dam + 5) * (400 - k);
2417 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2418 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2419 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2420 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2423 if(p_ptr->pclass == CLASS_NINJA)
2426 num += (4444 - i) * dam;
2432 num += (5000 - i) * dam;
2440 * @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
2442 * @param mult スレイ倍率(掛け算部分)
2443 * @param div スレイ倍率(割り算部分)
2444 * @param force 理力特別計算フラグ
2447 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2455 tmp += dam * 60 * 2;
2469 * @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)
2471 * @param mult スレイ倍率(掛け算部分)
2472 * @param div スレイ倍率(割り算部分)
2473 * @param force 理力特別計算フラグ
2475 * @param plus 武器ダメージ修正
2476 * @param meichuu 命中値
2477 * @param dokubari 毒針処理か否か
2478 * @param vorpal_mult 切れ味倍率(掛け算部分)
2479 * @param vorpal_div 切れ味倍率(割り算部分)
2482 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)
2484 dam = calc_slaydam(dam, mult, div, force);
2485 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2486 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2492 * @brief 武器の各条件毎のダメージ期待値を表示する。
2495 * @param mindice ダイス部分最小値
2496 * @param maxdice ダイス部分最大値
2498 * @param dam_bonus ダメージ修正値
2500 * @param color 条件内容の表示色
2502 * Display the damage figure of an object\n
2503 * (used by compare_weapon_aux)\n
2505 * Only accurate for the current weapon, because it includes\n
2506 * the current +dam of the player.\n
2509 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2514 mindam = blows * (mindice + dam_bonus);
2515 maxdam = blows * (maxdice + dam_bonus);
2517 /* Print the intro text */
2518 c_put_str(color, attr, r, c);
2520 /* Calculate the min and max damage figures */
2521 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2523 /* Print the damage */
2524 put_str(tmp_str, r, c + 8);
2529 * @brief 武器一つ毎のダメージ情報を表示する。
2530 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2531 * @param col 表示する行の上端
2534 * Show the damage figures for the various monster types\n
2536 * Only accurate for the current weapon, because it includes\n
2537 * the current number of blows for the player.\n
2540 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2542 BIT_FLAGS flgs[TR_FLAG_SIZE];
2543 int blow = p_ptr->num_blow[0];
2545 bool dokubari = FALSE;
2547 /* Effective dices */
2548 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2549 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2551 int mindice = eff_dd;
2552 int maxdice = eff_ds * eff_dd;
2555 int vorpal_mult = 1;
2557 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2560 /* Get the flags of the weapon */
2561 object_flags(o_ptr, flgs);
2563 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2566 /* Show Critical Damage*/
2567 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2568 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2570 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2574 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2576 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2587 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2588 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2589 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2592 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2596 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2597 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2598 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2601 /* Print the relevant lines */
2602 if (have_flag(flgs, TR_KILL_ANIMAL))
2604 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2605 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2606 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2608 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2610 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2611 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2612 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2614 if (have_flag(flgs, TR_KILL_EVIL))
2616 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2617 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2618 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2620 else if (have_flag(flgs, TR_SLAY_EVIL))
2622 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2623 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2624 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2626 if (have_flag(flgs, TR_KILL_HUMAN))
2628 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2629 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2630 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2632 else if (have_flag(flgs, TR_SLAY_HUMAN))
2634 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2635 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2636 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2638 if (have_flag(flgs, TR_KILL_UNDEAD))
2640 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2641 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2642 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2644 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2646 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2647 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2648 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2650 if (have_flag(flgs, TR_KILL_DEMON))
2652 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2653 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2654 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2656 else if (have_flag(flgs, TR_SLAY_DEMON))
2658 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2659 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2660 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2662 if (have_flag(flgs, TR_KILL_ORC))
2664 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2665 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2666 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2668 else if (have_flag(flgs, TR_SLAY_ORC))
2670 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2671 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2672 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2674 if (have_flag(flgs, TR_KILL_TROLL))
2676 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2677 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2678 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2680 else if (have_flag(flgs, TR_SLAY_TROLL))
2682 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2683 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2684 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2686 if (have_flag(flgs, TR_KILL_GIANT))
2688 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2689 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2690 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2692 else if (have_flag(flgs, TR_SLAY_GIANT))
2694 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2695 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2696 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2698 if (have_flag(flgs, TR_KILL_DRAGON))
2700 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2701 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2702 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2704 else if (have_flag(flgs, TR_SLAY_DRAGON))
2706 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2707 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2708 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2710 if (have_flag(flgs, TR_BRAND_ACID))
2712 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2713 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2714 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2716 if (have_flag(flgs, TR_BRAND_ELEC))
2718 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2719 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2720 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2722 if (have_flag(flgs, TR_BRAND_FIRE))
2724 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2725 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2726 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2728 if (have_flag(flgs, TR_BRAND_COLD))
2730 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2731 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2732 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2734 if (have_flag(flgs, TR_BRAND_POIS))
2736 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2737 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2738 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2743 * @brief モンスターへの命中率の計算
2748 static PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
2750 PERCENTAGE chance = 0;
2751 int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2753 if (meichuu <= 0) return 5;
2755 chance = 100 - ((ac * 75) / meichuu);
2757 if (chance > 95) chance = 95;
2758 if (chance < 5) chance = 5;
2759 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2760 chance = (chance * 19 + 9) / 20;
2765 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2766 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2767 * @param row 表示する列の左端
2768 * @param col 表示する行の上端
2770 * Displays all info about a weapon
2772 * Only accurate for the current weapon, because it includes
2773 * various info about the player's +to_dam and number of blows.
2776 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2778 char o_name[MAX_NLEN];
2781 /* Effective dices */
2782 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2783 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2785 /* Print the weapon name */
2786 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2787 c_put_str(TERM_YELLOW, o_name, row, col);
2789 /* Print the player's number of blows */
2790 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2791 put_str(tmp_str, row+1, col);
2793 /* Print to_hit and to_dam of the weapon */
2794 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2795 put_str(tmp_str, row+2, col);
2797 /* Print the weapons base damage dice */
2798 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2799 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2800 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2801 put_str(tmp_str, row+3, col);
2802 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2804 /* Damage for one blow (if it hits) */
2805 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2806 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2807 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2808 put_str(tmp_str, row+6, col+1);
2810 /* Damage for the complete attack (if all blows hit) */
2811 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2812 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2813 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2814 put_str(tmp_str, row+7, col+1);
2818 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2820 * Copies the weapons to compare into the weapon-slot and\n
2821 * compares the values for both weapons.\n
2822 * 武器1つだけで比較をしないなら費用は半額になる。
2823 * @param bcost 基本鑑定費用
2824 * @return 最終的にかかった費用
2826 static PRICE compare_weapons(PRICE bcost)
2829 OBJECT_IDX item, item2;
2830 object_type *o_ptr[2];
2831 object_type orig_weapon;
2835 TERM_LEN wid = 38, mgn = 2;
2836 bool old_character_xtra = character_xtra;
2839 PRICE cost = 0; /* First time no price */
2841 /* Save the screen */
2844 /* Clear the screen */
2847 /* Store copy of original wielded weapon */
2848 i_ptr = &inventory[INVEN_RARM];
2849 object_copy(&orig_weapon, i_ptr);
2851 /* Only compare melee weapons */
2852 item_tester_no_ryoute = TRUE;
2853 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2855 /* Get the first weapon */
2856 q = _("第一の武器は?", "What is your first weapon? ");
2857 s = _("比べるものがありません。", "You have nothing to compare.");
2859 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2865 /* Get the item (in the pack) */
2866 o_ptr[0] = &inventory[item];
2872 /* Clear the screen */
2875 /* Only compare melee weapons */
2876 item_tester_no_ryoute = TRUE;
2877 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2879 /* Hack -- prevent "icky" message */
2880 character_xtra = TRUE;
2882 /* Diaplay selected weapon's infomation */
2883 for (i = 0; i < n; i++)
2885 int col = (wid * i + mgn);
2887 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2888 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2890 /* Get the new values */
2893 /* List the new values */
2894 list_weapon(o_ptr[i], row, col);
2895 compare_weapon_aux(o_ptr[i], col, row + 8);
2897 /* Copy back the original weapon into the weapon slot */
2898 object_copy(i_ptr, &orig_weapon);
2901 /* Reset the values for the old weapon */
2904 character_xtra = old_character_xtra;
2907 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2908 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);
2909 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);
2911 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2912 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2913 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2921 if (total + cost > p_ptr->au)
2923 msg_print(_("お金が足りません!", "You don't have enough money!"));
2928 q = _("第二の武器は?", "What is your second weapon? ");
2929 s = _("比べるものがありません。", "You have nothing to compare.");
2931 /* Get the second weapon */
2932 if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2937 /* Get the item (in the pack) */
2938 o_ptr[1] = &inventory[item2];
2947 /* Restore the screen */
2955 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2957 * Calculate and display the dodge-rate and the protection-rate
2959 * @param iAC プレイヤーのAC。
2960 * @return 常にTRUEを返す。
2962 static bool eval_ac(ARMOUR_CLASS iAC)
2966 "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"
2967 "何パーセント軽減するかを示します。\n"
2968 "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"
2969 "に対してのみ効果があります。\n \n"
2970 "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"
2971 "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"
2972 "敵のレベルとあなたのACによって決定されます。\n \n"
2973 "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"
2974 "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";
2977 "'Protection Rate' means how much damage is reduced by your armor.\n"
2978 "Note that the Protection rate is effective only against normal "
2979 "'attack' and 'shatter' type melee attacks, "
2980 "and has no effect against any other types such as 'poison'.\n \n"
2981 "'Dodge Rate' indicates the success rate on dodging the "
2982 "monster's melee attacks. "
2983 "It is depend on the level of the monster and your AC.\n \n"
2984 "'Average Damage' indicates the expected amount of damage "
2985 "when you are attacked by normal melee attacks with power=100.";
2989 TERM_LEN col, row = 2;
2991 char buf[80*20], *t;
2993 /* AC lower than zero has no effect */
2994 if (iAC < 0) iAC = 0;
2997 protection = 100 * MIN(iAC, 150) / 250;
3003 put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3004 put_str(format("ダメージ軽減率 : %3d%%", protection), row++, 0);
3007 put_str("敵のレベル :", row + 0, 0);
3008 put_str("回避率 :", row + 1, 0);
3009 put_str("ダメージ期待値 :", row + 2, 0);
3011 put_str(format("Your current AC : %3d", iAC), row++, 0);
3012 put_str(format("Protection rate : %3d%%", protection), row++, 0);
3015 put_str("Level of Monster:", row + 0, 0);
3016 put_str("Dodge Rate :", row + 1, 0);
3017 put_str("Average Damage :", row + 2, 0);
3020 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3022 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3023 int dodge; /* 回避率(%) */
3024 int average; /* ダメージ期待値 */
3026 put_str(format("%3d", lvl), row + 0, col);
3029 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3030 put_str(format("%3d%%", dodge), row + 1, col);
3032 /* 100点の攻撃に対してのダメージ期待値を計算 */
3033 average = (100 - dodge) * (100 - protection) / 100;
3034 put_str(format("%3d", average), row + 2, col);
3038 roff_to_buf(memo, 70, buf, sizeof(buf));
3039 for (t = buf; t[0]; t += strlen(t) + 1)
3040 put_str(t, (row++) + 4, 4);
3042 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);
3054 * @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。
3055 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3056 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3057 * @return 修復対象になるならTRUEを返す。
3059 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3062 int cand[TR_FLAG_MAX];
3063 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
3064 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
3066 object_flags(to_ptr, to_flgs);
3067 object_flags(from_ptr, from_flgs);
3069 for (i = 0; i < TR_FLAG_MAX; i++)
3073 case TR_IGNORE_ACID:
3074 case TR_IGNORE_ELEC:
3075 case TR_IGNORE_FIRE:
3076 case TR_IGNORE_COLD:
3085 case TR_FIXED_FLAVOR:
3088 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3090 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3098 int tr_idx = cand[randint0(n)];
3099 add_flag(to_ptr->art_flags, tr_idx);
3100 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3101 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3102 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3103 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3110 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3111 * @param bcost 基本修復費用
3114 static PRICE repair_broken_weapon_aux(PRICE bcost)
3117 OBJECT_IDX item, mater;
3118 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3120 int i, dd_bonus, ds_bonus;
3121 KIND_OBJECT_IDX k_idx;
3122 char basenm[MAX_NLEN];
3123 cptr q, s; /* For get_item prompt */
3130 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);
3131 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);
3133 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3134 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3136 /* Only forge broken weapons */
3137 item_tester_hook = item_tester_hook_broken_weapon;
3139 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3141 /* Get the item (in the pack) */
3142 o_ptr = &inventory[item];
3144 /* It is worthless */
3145 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3147 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3151 /* They are too many */
3152 if (o_ptr->number > 1)
3154 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!"));
3158 /* Display item name */
3159 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3160 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3162 q = _("材料となる武器は?", "Which weapon for material? ");
3163 s = _("材料となる武器がありません。", "You have no material to repair.");
3165 /* Only forge broken weapons */
3166 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
3168 if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3171 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3175 /* Get the item (in the pack) */
3176 mo_ptr = &inventory[mater];
3178 /* Display item name */
3179 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3180 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3182 /* Get the value of one of the items (except curses) */
3183 cost = bcost + object_value_real(o_ptr) * 2;
3185 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);
3187 /* Check if the player has enough money */
3188 if (p_ptr->au < cost)
3190 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3191 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);
3196 if (o_ptr->sval == SV_BROKEN_DAGGER)
3201 /* Suppress compiler warning */
3204 for (j = 1; j < max_k_idx; j++)
3206 object_kind *k_aux_ptr = &k_info[j];
3208 if (k_aux_ptr->tval != TV_SWORD) continue;
3209 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3210 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3211 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3212 if (k_aux_ptr->weight > 99) continue;
3221 else /* TV_BROKEN_SWORD */
3223 /* Repair to a sword or sometimes material's type weapon */
3224 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3228 object_kind *ck_ptr;
3230 k_idx = lookup_kind(tval, SV_ANY);
3231 ck_ptr = &k_info[k_idx];
3233 if (tval == TV_SWORD)
3235 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3236 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3237 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3238 (ck_ptr->sval == SV_DOKUBARI)) continue;
3240 if (tval == TV_POLEARM)
3242 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3243 (ck_ptr->sval == SV_TSURIZAO)) continue;
3245 if (tval == TV_HAFTED)
3247 if ((ck_ptr->sval == SV_GROND) ||
3248 (ck_ptr->sval == SV_WIZSTAFF) ||
3249 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3256 /* Calculate dice bonuses */
3257 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3258 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3259 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3260 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3262 /* Change base object */
3263 k_ptr = &k_info[k_idx];
3264 o_ptr->k_idx = k_idx;
3265 o_ptr->weight = k_ptr->weight;
3266 o_ptr->tval = k_ptr->tval;
3267 o_ptr->sval = k_ptr->sval;
3268 o_ptr->dd = k_ptr->dd;
3269 o_ptr->ds = k_ptr->ds;
3271 /* Copy base object's ability */
3272 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3273 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3274 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3280 for (i = 1; i < dd_bonus; i++)
3282 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3288 for (i = 1; i < ds_bonus; i++)
3290 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3295 if (have_flag(k_ptr->flags, TR_BLOWS))
3297 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3298 o_ptr->pval = MIN(o_ptr->pval, bmax);
3301 /* Add one random ability from material weapon */
3302 give_one_ability_of_object(o_ptr, mo_ptr);
3304 /* Add to-dam, to-hit and to-ac from material weapon */
3305 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3306 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3307 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3309 if ((o_ptr->name1 == ART_NARSIL) ||
3310 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3311 (object_is_ego(o_ptr) && one_in_(7)))
3314 if (object_is_ego(o_ptr))
3316 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3317 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3320 /* Add one random ability from material weapon */
3321 give_one_ability_of_object(o_ptr, mo_ptr);
3323 /* Add one random activation */
3324 if (!activation_index(o_ptr)) one_activation(o_ptr);
3327 if (o_ptr->name1 == ART_NARSIL)
3329 one_high_resistance(o_ptr);
3333 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3336 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3338 msg_format("$%dで%sに修復しました。", cost, basenm);
3340 msg_format("Repaired into %s for %d gold.", basenm, cost);
3344 /* Remove BROKEN flag */
3345 o_ptr->ident &= ~(IDENT_BROKEN);
3347 /* Add repaired flag */
3348 o_ptr->discount = 99;
3350 /* Decrease material object */
3351 inven_item_increase(mater, -1);
3352 inven_item_optimize(mater);
3355 p_ptr->update |= PU_BONUS;
3358 /* Something happened */
3363 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3364 * @param bcost 基本鑑定費用
3367 static int repair_broken_weapon(PRICE bcost)
3371 cost = repair_broken_weapon_aux(bcost);
3378 * @brief アイテムの強化を行う。 / Enchant item
3379 * @param cost 1回毎の費用
3380 * @param to_hit 命中をアップさせる量
3381 * @param to_dam ダメージをアップさせる量
3382 * @param to_ac ACをアップさせる量
3383 * @return 実際に行ったらTRUE
3385 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3392 int maxenchant = (p_ptr->lev / 5);
3393 char tmp_str[MAX_NLEN];
3397 prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3398 prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3400 prt(format(" Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3401 prt(format(" The price for the service is %d gold per item.", cost), 7, 0);
3404 item_tester_no_ryoute = TRUE;
3406 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3407 s = _("改良できるものがありません。", "You have nothing to improve.");
3409 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3411 /* Get the item (in the pack) */
3412 o_ptr = &inventory[item];
3414 /* Check if the player has enough money */
3415 if (p_ptr->au < (cost * o_ptr->number))
3417 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3418 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);
3422 /* Enchant to hit */
3423 for (i = 0; i < to_hit; i++)
3425 if (o_ptr->to_h < maxenchant)
3427 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3435 /* Enchant to damage */
3436 for (i = 0; i < to_dam; i++)
3438 if (o_ptr->to_d < maxenchant)
3440 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3449 for (i = 0; i < to_ac; i++)
3451 if (o_ptr->to_a < maxenchant)
3453 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3465 if (flush_failure) flush();
3467 msg_print(_("改良に失敗した。", "The improvement failed."));
3473 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3475 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3477 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3480 /* Charge the money */
3481 p_ptr->au -= (cost * o_ptr->number);
3483 if (item >= INVEN_RARM) calc_android_exp();
3485 /* Something happened */
3492 * @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
3494 * The player can select the number of charges to add\n
3495 * (up to a limit), and the recharge never fails.\n
3497 * The cost for rods depends on the level of the rod. The prices\n
3498 * for recharging wands and staves are dependent on the cost of\n
3502 static void building_recharge(void)
3510 PARAMETER_VALUE charges;
3512 char tmp_str[MAX_NLEN];
3516 /* Display some info */
3518 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);
3521 /* Only accept legal items */
3522 item_tester_hook = item_tester_hook_recharge;
3524 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3525 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3526 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3528 /* Get the item (in the pack) */
3531 o_ptr = &inventory[item];
3534 /* Get the item (on the floor) */
3537 o_ptr = &o_list[0 - item];
3540 k_ptr = &k_info[o_ptr->k_idx];
3543 * We don't want to give the player free info about
3544 * the level of the item or the number of charges.
3546 /* The item must be "known" */
3547 if (!object_is_known(o_ptr))
3549 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!"));
3552 if ((p_ptr->au >= 50) &&
3553 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3560 identify_item(o_ptr);
3563 object_desc(tmp_str, o_ptr, 0);
3564 msg_format(_("%s です。", "You have: %s."), tmp_str);
3566 /* Auto-inscription */
3567 autopick_alter_item(item, FALSE);
3569 /* Update the gold display */
3570 building_prt_gold();
3578 /* Extract the object "level" */
3579 lev = k_info[o_ptr->k_idx].level;
3581 /* Price for a rod */
3582 if (o_ptr->tval == TV_ROD)
3584 if (o_ptr->timeout > 0)
3586 /* Fully recharge */
3587 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3591 /* No recharge necessary */
3593 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3597 else if (o_ptr->tval == TV_STAFF)
3599 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3600 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3602 /* Pay at least 10 gold per charge */
3603 price = MAX(10, price);
3607 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3608 price = (k_info[o_ptr->k_idx].cost / 10);
3610 /* Pay at least 10 gold per charge */
3611 price = MAX(10, price);
3614 /* Limit the number of charges for wands and staffs */
3615 if (o_ptr->tval == TV_WAND
3616 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3618 if (o_ptr->number > 1)
3620 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3624 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3628 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3630 if (o_ptr->number > 1)
3632 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3636 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3641 /* Check if the player has enough money */
3642 if (p_ptr->au < price)
3644 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3646 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3648 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3654 if (o_ptr->tval == TV_ROD)
3657 if (get_check(format("そのロッドを$%d で再充填しますか?",
3660 if (get_check(format("Recharge the %s for %d gold? ",
3661 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3665 /* Recharge fully */
3675 if (o_ptr->tval == TV_STAFF)
3676 max_charges = k_ptr->pval - o_ptr->pval;
3678 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3680 /* Get the quantity for staves and wands */
3681 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3682 MIN(p_ptr->au / price, max_charges));
3685 if (charges < 1) return;
3687 /* Get the new price */
3691 o_ptr->pval += charges;
3693 /* We no longer think the item is empty */
3694 o_ptr->ident &= ~(IDENT_EMPTY);
3698 object_desc(tmp_str, o_ptr, 0);
3700 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3702 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3705 /* Combine / Reorder the pack (later) */
3706 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3708 p_ptr->window |= (PW_INVEN);
3719 * @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
3721 * The player can select the number of charges to add\n
3722 * (up to a limit), and the recharge never fails.\n
3724 * The cost for rods depends on the level of the rod. The prices\n
3725 * for recharging wands and staves are dependent on the cost of\n
3729 static void building_recharge_all(void)
3736 PRICE total_cost = 0;
3739 /* Display some info */
3742 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);
3744 /* Calculate cost */
3745 for ( i = 0; i < INVEN_PACK; i++)
3747 o_ptr = &inventory[i];
3749 /* skip non magic device */
3750 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3752 /* need identified */
3753 if (!object_is_known(o_ptr)) total_cost += 50;
3755 /* Extract the object "level" */
3756 lev = k_info[o_ptr->k_idx].level;
3758 k_ptr = &k_info[o_ptr->k_idx];
3760 switch (o_ptr->tval)
3763 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3767 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3768 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3770 /* Pay at least 10 gold per charge */
3771 price = MAX(10, price);
3774 price = (k_ptr->pval - o_ptr->pval) * price;
3778 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3779 price = (k_info[o_ptr->k_idx].cost / 10);
3781 /* Pay at least 10 gold per charge */
3782 price = MAX(10, price);
3785 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3789 /* if price <= 0 then item have enough charge */
3790 if (price > 0) total_cost += price;
3795 msg_print(_("充填する必要はありません。", "No need to recharge."));
3800 /* Check if the player has enough money */
3801 if (p_ptr->au < total_cost)
3803 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 );
3807 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3809 for (i = 0; i < INVEN_PACK; i++)
3811 o_ptr = &inventory[i];
3812 k_ptr = &k_info[o_ptr->k_idx];
3814 /* skip non magic device */
3815 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3818 if (!object_is_known(o_ptr))
3820 identify_item(o_ptr);
3822 /* Auto-inscription */
3823 autopick_alter_item(i, FALSE);
3827 switch (o_ptr->tval)
3833 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3834 /* We no longer think the item is empty */
3835 o_ptr->ident &= ~(IDENT_EMPTY);
3838 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3839 o_ptr->pval = o_ptr->number * k_ptr->pval;
3840 /* We no longer think the item is empty */
3841 o_ptr->ident &= ~(IDENT_EMPTY);
3847 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3850 /* Combine / Reorder the pack (later) */
3851 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3853 p_ptr->window |= (PW_INVEN);
3856 p_ptr->au -= total_cost;
3863 * @brief 町間のテレポートを行うメインルーチン。
3864 * @return テレポート処理を決定したか否か
3866 bool tele_town(void)
3873 msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
3877 if (p_ptr->inside_arena || p_ptr->inside_battle)
3879 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3886 for (i = 1; i < max_towns; i++)
3890 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3892 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3899 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3905 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3915 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3916 else if (((i-'a'+1) == p_ptr->town_num) || ((i-'a'+1) == NO_TOWN) || ((i-'a'+1) == SECRET_TOWN) || !(p_ptr->visit & (1L << (i-'a')))) continue;
3920 for (y = 0; y < max_wild_y; y++)
3922 for (x = 0; x < max_wild_x; x++)
3924 if(wilderness[y][x].town == (i-'a'+1))
3926 p_ptr->wilderness_y = y;
3927 p_ptr->wilderness_x = x;
3932 p_ptr->leaving = TRUE;
3934 p_ptr->teleport_town = TRUE;
3940 * @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-
3941 * @return 常にTRUEを返す。
3942 * @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。
3944 static bool research_mon(void)
3952 bool recall = FALSE;
3956 /* XTRA HACK WHATSEARCH */
3962 /* XTRA HACK REMEMBER_IDX */
3963 static int old_sym = '\0';
3964 static IDX old_i = 0;
3967 /* Save the screen */
3970 /* Get a character, or abort */
3971 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):",
3972 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3981 /* Find that character info, and describe it */
3982 for (i = 0; ident_info[i]; ++i)
3984 if (sym == ident_info[i][0]) break;
3987 /* XTRA HACK WHATSEARCH */
3988 if (sym == KTRL('A'))
3991 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3993 else if (sym == KTRL('U'))
3996 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3998 else if (sym == KTRL('N'))
4001 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4003 else if (sym == KTRL('M'))
4006 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4015 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4017 else if (ident_info[i])
4019 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4023 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4026 /* Display the result */
4030 /* Allocate the "who" array */
4031 C_MAKE(who, max_r_idx, IDX);
4033 /* Collect matching monsters */
4034 for (n = 0, i = 1; i < max_r_idx; i++)
4036 monster_race *r_ptr = &r_info[i];
4039 if (!r_ptr->name) continue;
4041 /* XTRA HACK WHATSEARCH */
4042 /* Require non-unique monsters if needed */
4043 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4045 /* Require unique monsters if needed */
4046 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4054 for (xx = 0; temp[xx] && xx < 80; xx++)
4057 if (iskanji(temp[xx]))
4063 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
4067 strcpy(temp2, r_name + r_ptr->E_name);
4069 strcpy(temp2, r_name + r_ptr->name);
4071 for (xx = 0; temp2[xx] && xx < 80; xx++)
4072 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
4075 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4077 if (my_strstr(temp2, temp))
4081 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4084 /* Nothing to recall */
4087 /* Free the "who" array */
4088 C_KILL(who, max_r_idx, IDX);
4100 /* Sort if needed */
4103 /* Select the sort method */
4104 ang_sort_comp = ang_sort_comp_hook;
4105 ang_sort_swap = ang_sort_swap_hook;
4107 /* Sort the array */
4108 ang_sort(who, &why, n);
4112 /* Start at the end */
4113 /* XTRA HACK REMEMBER_IDX */
4114 if (old_sym == sym && old_i < n) i = old_i;
4119 /* Scan the monster memory */
4122 /* Extract a race */
4125 /* Hack -- Begin the prompt */
4128 /* Hack -- Complete the prompt */
4129 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4137 /*** Recall on screen ***/
4139 /* Get maximal info about this monster */
4140 lore_do_probe(r_idx);
4142 /* Save this monster ID */
4143 monster_race_track(r_idx);
4145 /* Hack -- Handle stuff */
4148 /* know every thing mode */
4149 screen_roff(r_idx, 0x01);
4152 /* XTRA HACK REMEMBER_IDX */
4160 /* Normal commands */
4161 if (query != 'r') break;
4168 if (query == ESCAPE) break;
4170 /* Move to "prev" monster */
4176 if (!expand_list) break;
4180 /* Move to "next" monster */
4186 if (!expand_list) break;
4192 /* Re-display the identity */
4193 /* prt(buf, 5, 5);*/
4195 /* Free the "who" array */
4196 C_KILL(who, max_r_idx, IDX);
4201 return (!notpicked);
4206 * @brief 施設の処理実行メインルーチン / Execute a building command
4207 * @param bldg 施設構造体の参照ポインタ
4208 * @param i 実行したい施設のサービステーブルの添字
4211 static void bldg_process_command(building_type *bldg, int i)
4213 BACT_IDX bact = bldg->actions[i];
4218 /* Flush messages */
4223 bcost = bldg->member_costs[i];
4225 bcost = bldg->other_costs[i];
4227 /* action restrictions */
4228 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4229 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4231 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4235 /* check gold (HACK - Recharge uses variable costs) */
4236 if ((bact != BACT_RECHARGE) &&
4237 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4238 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4240 msg_print(_("お金が足りません!", "You do not have the gold!"));
4249 case BACT_RESEARCH_ITEM:
4250 paid = identify_fully(FALSE);
4252 case BACT_TOWN_HISTORY:
4255 case BACT_RACE_LEGENDS:
4261 case BACT_KING_LEGENDS:
4262 case BACT_ARENA_LEGENDS:
4267 case BACT_ARENA_RULES:
4271 case BACT_IN_BETWEEN:
4273 case BACT_SPIN_WHEEL:
4274 case BACT_DICE_SLOTS:
4275 case BACT_GAMBLE_RULES:
4282 paid = inn_comm(bact);
4284 case BACT_RESEARCH_MONSTER:
4285 paid = research_mon();
4287 case BACT_COMPARE_WEAPONS:
4289 bcost = compare_weapons(bcost);
4291 case BACT_ENCHANT_WEAPON:
4292 item_tester_hook = object_allow_enchant_melee_weapon;
4293 enchant_item(bcost, 1, 1, 0);
4295 case BACT_ENCHANT_ARMOR:
4296 item_tester_hook = object_is_armour;
4297 enchant_item(bcost, 0, 0, 1);
4300 building_recharge();
4302 case BACT_RECHARGE_ALL:
4303 building_recharge_all();
4305 case BACT_IDENTS: /* needs work */
4306 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;
4308 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4311 case BACT_IDENT_ONE: /* needs work */
4312 paid = ident_spell(FALSE);
4317 case BACT_HEALING: /* needs work */
4318 paid = cure_critical_wounds(200);
4320 case BACT_RESTORE: /* needs work */
4321 paid = restore_all_status();
4323 case BACT_ENCHANT_ARROWS:
4324 item_tester_hook = item_tester_hook_ammo;
4325 enchant_item(bcost, 1, 1, 0);
4327 case BACT_ENCHANT_BOW:
4328 item_tester_tval = TV_BOW;
4329 enchant_item(bcost, 1, 1, 0);
4332 if (recall_player(1)) paid = TRUE;
4334 case BACT_TELEPORT_LEVEL:
4340 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4341 show_building(bldg);
4342 if (!select_dungeon) return;
4344 max_depth = d_info[select_dungeon].maxdepth;
4346 /* Limit depth in Angband */
4347 if (select_dungeon == DUNGEON_ANGBAND)
4349 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4350 else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4352 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
4353 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
4357 p_ptr->word_recall = 1;
4358 p_ptr->recall_dungeon = select_dungeon;
4359 max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4360 if (record_maxdepth)
4361 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4363 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4366 p_ptr->redraw |= (PR_STATUS);
4370 case BACT_LOSE_MUTATION:
4371 if (p_ptr->muta1 || p_ptr->muta2 ||
4372 (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4373 (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4374 (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4376 while(!lose_mutation(0));
4381 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4388 case BACT_TSUCHINOKO:
4401 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4402 set_virtue(V_COMPASSION, 0);
4403 set_virtue(V_HONOUR, 0);
4404 set_virtue(V_JUSTICE, 0);
4405 set_virtue(V_SACRIFICE, 0);
4406 set_virtue(V_KNOWLEDGE, 0);
4407 set_virtue(V_FAITH, 0);
4408 set_virtue(V_ENLIGHTEN, 0);
4409 set_virtue(V_ENCHANT, 0);
4410 set_virtue(V_CHANCE, 0);
4411 set_virtue(V_NATURE, 0);
4412 set_virtue(V_HARMONY, 0);
4413 set_virtue(V_VITALITY, 0);
4414 set_virtue(V_UNLIFE, 0);
4415 set_virtue(V_PATIENCE, 0);
4416 set_virtue(V_TEMPERANCE, 0);
4417 set_virtue(V_DILIGENCE, 0);
4418 set_virtue(V_VALOUR, 0);
4419 set_virtue(V_INDIVIDUALISM, 0);
4423 case BACT_TELE_TOWN:
4427 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4429 case BACT_BROKEN_WEAPON:
4431 bcost = repair_broken_weapon(bcost);
4442 * @brief クエスト入り口にプレイヤーが乗った際の処理 / Do building commands
4445 void do_cmd_quest(void)
4447 p_ptr->energy_use = 100;
4449 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4451 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4456 msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
4457 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4458 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4459 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4461 /* Player enters a new quest */
4465 leave_quest_check();
4467 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4468 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4470 p_ptr->leaving = TRUE;
4476 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4479 void do_cmd_bldg(void)
4484 building_type *bldg;
4487 p_ptr->energy_use = 100;
4489 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4491 msg_print(_("ここには建物はない。", "You see no building here."));
4495 which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4497 bldg = &building[which];
4499 /* Don't re-init the wilderness */
4500 reinit_wilderness = FALSE;
4502 if ((which == 2) && (p_ptr->arena_number < 0))
4504 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4507 else if ((which == 2) && p_ptr->inside_arena)
4509 if (!p_ptr->exit_bldg && m_cnt > 0)
4511 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);
4515 /* Don't save the arena as saved floor */
4516 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4518 p_ptr->inside_arena = FALSE;
4519 p_ptr->leaving = TRUE;
4521 /* Re-enter the arena */
4522 command_new = SPECIAL_KEY_BUILDING;
4524 /* No energy needed to re-enter the arena */
4525 p_ptr->energy_use = 0;
4530 else if (p_ptr->inside_battle)
4532 /* Don't save the arena as saved floor */
4533 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4535 p_ptr->leaving = TRUE;
4536 p_ptr->inside_battle = FALSE;
4538 /* Re-enter the monster arena */
4539 command_new = SPECIAL_KEY_BUILDING;
4541 /* No energy needed to re-enter the arena */
4542 p_ptr->energy_use = 0;
4548 p_ptr->oldpy = p_ptr->y;
4549 p_ptr->oldpx = p_ptr->x;
4552 /* Forget the lite */
4555 /* Forget the view */
4558 /* Hack -- Increase "icky" depth */
4565 show_building(bldg);
4568 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4575 building_prt_gold();
4579 if (command == ESCAPE)
4582 p_ptr->inside_arena = FALSE;
4583 p_ptr->inside_battle = FALSE;
4587 for (i = 0; i < 8; i++)
4589 if (bldg->letters[i])
4591 if (bldg->letters[i] == command)
4600 bldg_process_command(bldg, i);
4609 select_floor_music();
4611 /* Flush messages */
4615 /* Reinit wilderness to activate quests ... */
4616 if (reinit_wilderness)
4618 p_ptr->leaving = TRUE;
4621 /* Hack -- Decrease "icky" depth */
4624 /* Clear the screen */
4627 /* Update the visuals */
4628 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4630 /* Redraw entire screen */
4631 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4633 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4638 * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4640 static cptr find_quest[] =
4642 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4643 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4644 _("メッセージを見つけた:", "There is a sign saying"),
4645 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4646 _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4651 * @brief クエストの導入メッセージを表示する / Discover quest
4652 * @param q_idx 開始されたクエストのID
4654 void quest_discovery(QUEST_IDX q_idx)
4656 quest_type *q_ptr = &quest[q_idx];
4657 monster_race *r_ptr = &r_info[q_ptr->r_idx];
4658 int q_num = q_ptr->max_num;
4661 /* No quest index */
4664 strcpy(name, (r_name + r_ptr->name));
4666 msg_print(find_quest[rand_range(0, 4)]);
4673 /* Hack -- "unique" monsters must be "unique" */
4674 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4675 (0 == r_ptr->max_num))
4677 msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4678 /* The unique is already dead */
4679 quest[q_idx].status = QUEST_STATUS_FINISHED;
4682 q_ptr->comptime = playtime;
4686 msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4691 /* Normal monsters */
4695 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4702 * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4703 * / Hack -- Check if a level is a "quest" level
4704 * @param level 検索対象になる階
4705 * @return クエストIDを返す。該当がない場合0を返す。
4707 QUEST_IDX quest_number(DEPTH level)
4712 if (p_ptr->inside_quest)
4713 return (p_ptr->inside_quest);
4715 for (i = 0; i < max_q_idx; i++)
4717 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4719 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4720 !(quest[i].flags & QUEST_FLAG_PRESET) &&
4721 (quest[i].level == level) &&
4722 (quest[i].dungeon == dungeon_type))
4726 /* Check for random quest */
4727 return (random_quest_number(level));
4731 * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4732 * @param level 検索対象になる階
4733 * @return クエストIDを返す。該当がない場合0を返す。
4735 QUEST_IDX random_quest_number(DEPTH level)
4739 if (dungeon_type != DUNGEON_ANGBAND) return 0;
4741 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4743 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4744 (quest[i].status == QUEST_STATUS_TAKEN) &&
4745 (quest[i].level == level) &&
4746 (quest[i].dungeon == DUNGEON_ANGBAND))