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
20 #include "core/show-file.h"
21 #include "io/write-diary.h"
22 #include "cmd/cmd-dump.h"
23 #include "cmd/cmd-magiceat.h"
25 #include "floor-events.h"
26 #include "floor-save.h"
28 #include "objectkind.h"
29 #include "object-boost.h"
30 #include "object-flavor.h"
31 #include "object-hook.h"
33 #include "monsterrace-hook.h"
45 #include "cmd-spell.h"
48 #include "spells-object.h"
49 #include "spells-status.h"
50 #include "realm-hex.h"
51 #include "dungeon-file.h"
54 #include "player-status.h"
55 #include "player-effects.h"
56 #include "player-class.h"
57 #include "player-personality.h"
58 #include "player-inventory.h"
61 #include "view-mainwindow.h"
62 #include "monsterrace.h"
66 * todo MAX_BLDGが定義されていない旨のエラーが出る……がコンパイルには成功する
69 building_type building[MAX_BLDG];
71 MONRACE_IDX battle_mon[4];
77 bool reinit_wilderness = FALSE;
78 MONSTER_IDX today_mon;
81 * todo MAX_ARENA_MONSが定義されていない旨のエラーが出る……がコンパイルには成功する
82 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
84 const arena_type arena_info[MAX_ARENA_MONS + 2] =
86 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
87 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
88 { MON_IMP, TV_POTION, SV_POTION_SPEED },
89 { MON_LION_HEART, 0, 0 },
90 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
91 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
92 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
93 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
94 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
95 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
96 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
97 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
98 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
99 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
100 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
101 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
102 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
103 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
104 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
105 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
106 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
107 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
108 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
109 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
110 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
111 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
112 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
113 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
114 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
115 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
116 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
117 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
118 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
119 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
120 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
121 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
122 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
123 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
124 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
125 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
126 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
127 { 0, 0, 0 }, /* Victory prizing */
128 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
132 * todo グローバルである必要があるか?
137 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
138 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
139 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
140 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
141 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
142 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
143 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
144 #define ODDS_ST 4 /*!< ストレートの役倍率 */
145 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
146 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
149 * @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。
150 * @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、
151 * 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。
152 * @param player_ptr プレーヤーへの参照ポインタ
153 * @param bldg 施設構造体の参照ポインタ
154 * @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。
156 static bool is_owner(player_type *player_ptr, building_type *bldg)
158 if (bldg->member_class[player_ptr->pclass] == BUILDING_OWNER)
163 if (bldg->member_race[player_ptr->prace] == BUILDING_OWNER)
168 REALM_IDX realm1 = player_ptr->realm1;
169 REALM_IDX realm2 = player_ptr->realm2;
170 if ((is_magic(realm1) && (bldg->member_realm[realm1] == BUILDING_OWNER)) ||
171 (is_magic(realm2) && (bldg->member_realm[realm2] == BUILDING_OWNER)))
181 * @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。
183 * @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、
184 * 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。
185 * @param player_ptr プレーヤーへの参照ポインタ
186 * @param bldg 施設構造体の参照ポインタ
187 * @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。
188 * @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。
190 static bool is_member(player_type *player_ptr, building_type *bldg)
192 if (bldg->member_class[player_ptr->pclass])
197 if (bldg->member_race[player_ptr->prace])
202 REALM_IDX realm1 = player_ptr->realm1;
203 REALM_IDX realm2 = player_ptr->realm2;
204 if ((is_magic(realm1) && bldg->member_realm[realm1]) ||
205 (is_magic(realm2) && bldg->member_realm[realm2]))
210 if (player_ptr->pclass != CLASS_SORCERER) return FALSE;
212 for (int i = 0; i < MAX_MAGIC; i++)
214 if (bldg->member_realm[i + 1]) return TRUE;
222 * @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
223 * @details 消去は行毎にヌル文字列で行われる。
224 * @param min_row 開始行番号
225 * @param max_row 末尾行番号
228 void clear_bldg(int min_row, int max_row)
230 for (int i = min_row; i <= max_row; i++)
239 * @param player_ptr プレーヤーへの参照ポインタ
242 static void building_prt_gold(player_type *player_ptr)
245 prt(_("手持ちのお金: ", "Gold Remaining: "), 23, 53);
246 sprintf(tmp_str, "%9ld", (long)player_ptr->au);
247 prt(tmp_str, 23, 68);
252 * @brief 施設のサービス一覧を表示する / Display a building.
253 * @param player_ptr プレーヤーへの参照ポインタ
254 * @param bldg 施設構造体の参照ポインタ
257 static void show_building(player_type *player_ptr, building_type* bldg)
264 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
267 for (int i = 0; i < 8; i++)
269 if (!bldg->letters[i]) continue;
271 if (bldg->action_restr[i] == 0)
273 if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
274 (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
276 action_color = TERM_WHITE;
279 else if (is_owner(player_ptr, bldg))
281 action_color = TERM_YELLOW;
282 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
286 action_color = TERM_YELLOW;
287 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
290 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
291 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
295 if (bldg->action_restr[i] == 1)
297 if (!is_member(player_ptr, bldg))
299 action_color = TERM_L_DARK;
300 strcpy(buff, _("(閉店)", "(closed)"));
302 else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
303 (is_member(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
305 action_color = TERM_WHITE;
308 else if (is_owner(player_ptr, bldg))
310 action_color = TERM_YELLOW;
311 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
315 action_color = TERM_YELLOW;
316 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
319 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
320 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
324 if (!is_owner(player_ptr, bldg))
326 action_color = TERM_L_DARK;
327 strcpy(buff, _("(閉店)", "(closed)"));
329 else if (bldg->member_costs[i] != 0)
331 action_color = TERM_YELLOW;
332 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
336 action_color = TERM_WHITE;
340 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
341 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
344 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
349 * @brief 闘技場に入るコマンドの処理 / arena commands
350 * @param player_ptr プレーヤーへの参照ポインタ
351 * @param cmd 闘技場処理のID
354 static void arena_comm(player_type *player_ptr, int cmd)
362 if (player_ptr->arena_number == MAX_ARENA_MONS)
365 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
366 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);
367 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);
371 player_ptr->au += 1000000L;
372 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
374 player_ptr->arena_number++;
378 if (player_ptr->arena_number > MAX_ARENA_MONS)
380 if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
382 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."));
384 if (get_check(_("挑戦するかね?", "Do you fight? ")))
386 msg_print(_("死ぬがよい。", "Die, maggots."));
389 player_ptr->exit_bldg = FALSE;
390 reset_tim_flags(player_ptr);
392 /* Save the surface floor as saved floor */
393 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
395 player_ptr->current_floor_ptr->inside_arena = TRUE;
396 player_ptr->leaving = TRUE;
397 player_ptr->leave_bldg = TRUE;
401 msg_print(_("残念だ。", "We are disappointed."));
406 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。",
407 "You enter the arena briefly and bask in your glory."));
414 if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
416 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。",
417 "You don't have permission to enter with pet."));
422 player_ptr->exit_bldg = FALSE;
423 reset_tim_flags(player_ptr);
424 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
426 player_ptr->current_floor_ptr->inside_arena = TRUE;
427 player_ptr->leaving = TRUE;
428 player_ptr->leave_bldg = TRUE;
431 if (player_ptr->arena_number == MAX_ARENA_MONS)
433 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。",
434 "You are victorious. Enter the arena for the ceremony."));
438 if (player_ptr->arena_number > MAX_ARENA_MONS)
440 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
444 r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
445 name = (r_name + r_ptr->name);
446 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
448 player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
449 player_ptr->window |= (PW_MONSTER);
450 handle_stuff(player_ptr);
452 case BACT_ARENA_RULES:
455 /* Peruse the arena help file */
456 (void)show_file(player_ptr, TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
464 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
465 * @param row シンボルを表示する行の上端
466 * @param col シンボルを表示する行の左端
467 * @param fruit 表示するシンボルID
470 static void display_fruit(int row, int col, int fruit)
475 c_put_str(TERM_YELLOW, " ####.", row, col);
476 c_put_str(TERM_YELLOW, " # #", row + 1, col);
477 c_put_str(TERM_YELLOW, " # #", row + 2, col);
478 c_put_str(TERM_YELLOW, "# #", row + 3, col);
479 c_put_str(TERM_YELLOW, "# #", row + 4, col);
480 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
481 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
482 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
484 " Lemon "), row + 8, col);
487 c_put_str(TERM_ORANGE, " ## ", row, col);
488 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
489 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
490 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
491 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
492 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
493 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
494 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
496 " Orange "), row + 8, col);
499 c_put_str(TERM_SLATE, _(" Λ ", " /\\ "), row, col);
500 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 1, col);
501 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 2, col);
502 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 3, col);
503 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 4, col);
504 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 5, col);
505 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### "), row + 6, col);
506 c_put_str(TERM_UMBER, _(" 目 ", " ## "), row + 7, col);
507 prt(_(" 剣 ", " Sword "), row + 8, col);
510 c_put_str(TERM_SLATE, " ###### ", row, col);
511 c_put_str(TERM_SLATE, "# #", row + 1, col);
512 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
513 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
514 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
515 c_put_str(TERM_SLATE, " # # ", row + 5, col);
516 c_put_str(TERM_SLATE, " # # ", row + 6, col);
517 c_put_str(TERM_SLATE, " ## ", row + 7, col);
519 " Shield "), row + 8, col);
522 c_put_str(TERM_VIOLET, " ## ", row, col);
523 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
524 c_put_str(TERM_VIOLET, "########", row + 2, col);
525 c_put_str(TERM_VIOLET, "########", row + 3, col);
526 c_put_str(TERM_VIOLET, "########", row + 4, col);
527 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
528 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
529 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
531 " Plum "), row + 8, col);
534 c_put_str(TERM_RED, " ##", row, col);
535 c_put_str(TERM_RED, " ### ", row + 1, col);
536 c_put_str(TERM_RED, " #..# ", row + 2, col);
537 c_put_str(TERM_RED, " #..# ", row + 3, col);
538 c_put_str(TERM_RED, " ###### ", row + 4, col);
539 c_put_str(TERM_RED, "#..##..#", row + 5, col);
540 c_put_str(TERM_RED, "#..##..#", row + 6, col);
541 c_put_str(TERM_RED, " ## ## ", row + 7, col);
543 " Cherry "), row + 8, col);
550 * kpoker no (tyuto-hannpa na)pakuri desu...
551 * joker ha shineru node haitte masen.
553 * TODO: donataka! tsukutte!
554 * - agatta yaku no kiroku (like DQ).
555 * - kakkoii card no e.
556 * - sousa-sei no koujyo.
557 * - code wo wakariyasuku.
559 * - Joker... -- done.
562 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
565 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
566 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
567 #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 */
574 static void reset_deck(int deck[])
576 for (int i = 0; i < 53; i++)
581 for (int i = 0; i < 53; i++) {
582 int tmp1 = randint0(53 - i) + i;
584 deck[i] = deck[tmp1];
591 * @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。
592 * @return ジョーカーを持っているか。
594 static bool have_joker(void)
596 for (int i = 0; i < 5; i++)
598 if (IS_JOKER(cards[i])) return TRUE;
606 * @brief ポーカーの手札に該当の番号の札があるかを返す。
607 * @param num 探したいカードの番号。
608 * @return 該当の番号が手札にあるか。
610 static bool find_card_num(int num)
612 for (int i = 0; i < 5; i++)
614 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
622 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
625 static bool poker_hand_check_flush(void)
627 bool joker_is_used = FALSE;
629 int suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
630 for (int i = 0; i < 5; i++) {
631 if (SUIT_OF(cards[i]) == suit) continue;
633 if (have_joker() && !joker_is_used)
634 joker_is_used = TRUE;
644 * @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。
645 * @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
647 static int poker_hand_check_straight(void)
650 bool joker_is_used = FALSE;
651 bool straight = FALSE;
653 for (int i = 0; i < 5; i++)
655 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
656 lowest = NUM_OF(cards[i]);
659 if (poker_hand_check_flush())
664 for (i = 0; i < 4; i++)
666 if (!find_card_num(9 + i)) {
667 if (have_joker() && !joker_is_used)
668 joker_is_used = TRUE;
674 if (i == 4) return 3;
679 for (i = 0; i < 3; i++)
681 if (!find_card_num(10 + i))
685 if (i == 3 && have_joker()) return 3;
689 joker_is_used = FALSE;
694 for (i = 0; i < 4; i++)
696 if (!find_card_num(9 + i)) {
697 if (have_joker() && !joker_is_used)
698 joker_is_used = TRUE;
704 if (i == 4) straight = TRUE;
707 joker_is_used = FALSE;
710 for (i = 0; i < 5; i++)
712 if (!find_card_num(lowest + i))
714 if (have_joker() && !joker_is_used)
715 joker_is_used = TRUE;
721 if (i == 5) straight = TRUE;
723 if (straight && poker_hand_check_flush()) return 2; /* Straight Flush */
724 else if (straight) return 1; /* Only Straight */
730 * @brief ポーカーのペア役の状態を返す。
731 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
733 static int poker_hand_check_pair(void)
736 for (int i = 0; i < 5; i++)
738 for (int j = i + 1; j < 5; j++)
740 if (IS_JOKER(cards[i]) || IS_JOKER(cards[j])) continue;
741 if (NUM_OF(cards[i]) == NUM_OF(cards[j]))
775 * @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。
778 static int poker_hand_check(void)
782 switch (poker_hand_check_straight())
785 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
788 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
791 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
794 /* Not straight -- fall through */
798 if (poker_hand_check_flush())
800 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
804 switch (poker_hand_check_pair())
807 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
810 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
813 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
816 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
819 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
822 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
824 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
829 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
841 * @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。
842 * @param hoge カーソルの現在位置
843 * @param kaeruka カードの捨てる/残すフラグ配列
846 static void display_kaeruka(int hoge, int kaeruka[])
848 char col = TERM_WHITE;
849 for (int i = 0; i < 5; i++)
851 if (i == hoge) col = TERM_YELLOW;
852 else if (kaeruka[i]) col = TERM_WHITE;
853 else col = TERM_L_BLUE;
856 c_put_str(col, _("かえる", "Change"), 14, 5 + i * 16);
858 c_put_str(col, _("のこす", " Stay "), 14, 5 + i * 16);
861 if (hoge > 4) col = TERM_YELLOW;
862 else col = TERM_WHITE;
863 c_put_str(col, _("決定", "Sure"), 16, 38);
865 if (hoge < 5) move_cursor(14, 5 + hoge * 16);
866 else move_cursor(16, 38);
871 * @brief ポーカーの手札を表示する。
874 static void display_cards(void)
876 char suitcolor[4] = { TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN };
878 concptr suit[4] = { "★", "●", "¶", "†" };
879 concptr card_grph[13][7] = { {"A %s ",
970 concptr joker_grph[7] = { " ",
980 concptr suit[4] = { "[]", "qp", "<>", "db" };
981 concptr card_grph[13][7] = { {"A %s ",
1072 concptr joker_grph[7] = { " ",
1081 for (int i = 0; i < 5; i++)
1083 prt(_("┏━━━━━━┓", " +------------+ "), 5, i * 16);
1086 for (int i = 0; i < 5; i++)
1088 for (int j = 0; j < 7; j++)
1090 prt(_("┃", " |"), j + 6, i * 16);
1091 if (IS_JOKER(cards[i]))
1092 c_put_str(TERM_VIOLET, joker_grph[j], j + 6, 2 + i * 16);
1094 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);
1095 prt(_("┃", "| "), j + 6, i * 16 + 14);
1099 for (int i = 0; i < 5; i++)
1101 prt(_("┗━━━━━━┛", " +------------+ "), 13, i * 16);
1107 * @brief ポーカーの1プレイルーチン。
1110 static int do_poker(void)
1115 bool decision = TRUE;
1122 for (int i = 0; i < 5; i++)
1124 cards[i] = deck[deck_ptr++];
1128 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);
1139 display_kaeruka(k + decision * 5, is_put);
1146 case '6': case 'l': case 'L': case KTRL('F'):
1159 case '4': case 'h': case 'H': case KTRL('B'):
1172 case '2': case 'j': case 'J': case KTRL('N'):
1175 decision = TRUE; draw = TRUE;
1179 case '8': case 'k': case 'K': case KTRL('P'):
1182 decision = FALSE; draw = TRUE;
1186 case ' ': case '\r':
1193 is_put[k] = !is_put[k]; draw = TRUE;
1204 for (int i = 0; i < 5; i++)
1206 if (is_put[i] == 1) cards[i] = deck[deck_ptr++];
1211 return poker_hand_check();
1214 // todo このundefは必要か?
1218 /* end of poker codes --Koka */
1222 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1223 * @param player_ptr プレーヤーへの参照ポインタ
1224 * @param cmd プレイするゲームID
1227 static bool gamble_comm(player_type *player_ptr, int cmd)
1230 int roll1, roll2, roll3, choice, odds, win;
1235 char out_val[160], tmp_str[80], again;
1240 if (cmd == BACT_GAMBLE_RULES)
1242 (void)show_file(player_ptr, TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1247 if (player_ptr->au < 1)
1249 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1250 "Hey! You don't have gold - get out of here!"));
1257 maxbet = player_ptr->lev * 200;
1258 maxbet = MIN(maxbet, player_ptr->au);
1260 strcpy(out_val, "");
1261 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1265 * Use get_string() because we may need more than
1266 * the s16b value returned by get_quantity().
1268 if (!get_string(tmp_str, out_val, 32))
1275 for (p = out_val; *p == ' '; p++);
1278 if (wager > player_ptr->au)
1280 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!"));
1285 else if (wager > maxbet)
1287 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1288 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1293 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1299 oldgold = player_ptr->au;
1301 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1302 prt(tmp_str, 20, 2);
1303 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1304 prt(tmp_str, 21, 2);
1308 player_ptr->au -= wager;
1311 case BACT_IN_BETWEEN: /* Game of In-Between */
1312 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"), 5, 2);
1316 roll1 = randint1(10);
1317 roll2 = randint1(10);
1318 choice = randint1(10);
1319 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1322 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1324 prt(tmp_str, 11, 14);
1325 if (((choice > roll1) && (choice < roll2)) ||
1326 ((choice < roll1) && (choice > roll2)))
1329 case BACT_CRAPS: /* Game of Craps */
1330 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1334 roll1 = randint1(6);
1335 roll2 = randint1(6);
1336 roll3 = roll1 + roll2;
1338 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1339 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1341 if ((roll3 == 7) || (roll3 == 11))
1343 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1349 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"));
1352 roll1 = randint1(6);
1353 roll2 = randint1(6);
1354 roll3 = roll1 + roll2;
1355 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1356 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1358 if (roll3 == choice)
1360 else if (roll3 == 7)
1362 } while ((win != TRUE) && (win != FALSE));
1367 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1370 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1372 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1373 prt("--------------------------------", 8, 3);
1374 strcpy(out_val, "");
1375 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1377 for (p = out_val; iswspace(*p); p++);
1381 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1384 else if (choice > 9)
1386 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1390 roll1 = randint0(10);
1391 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1392 "The wheel spins to a stop and the winner is %d"), roll1);
1393 prt(tmp_str, 13, 3);
1395 prt("*", 9, (3 * roll1 + 5));
1396 if (roll1 == choice)
1400 case BACT_DICE_SLOTS: /* The Dice Slots */
1401 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1402 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1403 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1404 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1405 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1406 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1407 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1408 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1411 roll1 = randint1(21);
1412 for (i = 6; i > 0; i--)
1414 if ((roll1 - i) < 1)
1421 roll2 = randint1(21);
1422 for (i = 6; i > 0; i--)
1424 if ((roll2 - i) < 1)
1431 choice = randint1(21);
1432 for (i = 6; i > 0; i--)
1434 if ((choice - i) < 1)
1441 put_str("/--------------------------\\", 7, 2);
1442 prt("\\--------------------------/", 17, 2);
1443 display_fruit(8, 3, roll1 - 1);
1444 display_fruit(8, 12, roll2 - 1);
1445 display_fruit(8, 21, choice - 1);
1446 if ((roll1 == roll2) && (roll2 == choice))
1465 else if ((roll1 == 1) && (roll2 == 1))
1474 if (odds) win = TRUE;
1480 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1482 player_ptr->au += odds * wager;
1483 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1485 prt(tmp_str, 17, 37);
1489 prt(_("あなたの負け", "You Lost"), 16, 37);
1493 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)player_ptr->au);
1495 prt(tmp_str, 22, 2);
1496 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1498 move_cursor(18, 52);
1503 if (wager > player_ptr->au)
1505 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1506 "Hey! You don't have the gold - get out of here!"));
1512 } while ((again == 'y') || (again == 'Y'));
1515 if (player_ptr->au >= oldgold)
1517 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!」",
1518 "You came out a winner! We'll win next time, I'm sure."));
1519 chg_virtue(player_ptr, V_CHANCE, 3);
1523 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."));
1524 chg_virtue(player_ptr, V_CHANCE, -3);
1534 * @brief モンスター闘技場に参加するモンスターを更新する。
1535 * @param player_ptr プレーヤーへの参照ポインタ
1538 void update_gambling_monsters(player_type *player_ptr)
1545 bool old_inside_battle = player_ptr->phase_out;
1547 for (i = 0; i < current_world_ptr->max_d_idx; i++)
1549 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1552 mon_level = randint1(MIN(max_dl, 122)) + 5;
1553 if (randint0(100) < 60)
1555 i = randint1(MIN(max_dl, 122)) + 5;
1556 mon_level = MAX(i, mon_level);
1559 if (randint0(100) < 30)
1561 i = randint1(MIN(max_dl, 122)) + 5;
1562 mon_level = MAX(i, mon_level);
1569 for (i = 0; i < 4; i++)
1575 get_mon_num_prep(player_ptr, monster_can_entry_arena, NULL);
1576 player_ptr->phase_out = TRUE;
1577 r_idx = get_mon_num(player_ptr, mon_level);
1578 player_ptr->phase_out = old_inside_battle;
1579 if (!r_idx) continue;
1581 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1583 if ((r_info[r_idx].level + 10) > mon_level) continue;
1586 for (j = 0; j < i; j++)
1587 if (r_idx == battle_mon[j]) break;
1588 if (j < i) continue;
1592 battle_mon[i] = r_idx;
1593 if (r_info[r_idx].level < 45) tekitou = TRUE;
1596 for (i = 0; i < 4; i++)
1598 monster_race *r_ptr = &r_info[battle_mon[i]];
1599 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1601 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1602 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1604 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1605 power[i] = power[i] * (100 + r_ptr->level) / 100;
1606 if (r_ptr->speed > 110)
1607 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1608 if (r_ptr->speed < 110)
1609 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1611 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1612 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1613 power[i] = power[i] * 4 / 3;
1614 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1615 power[i] = power[i] * 4 / 3;
1616 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1617 power[i] = power[i] * 11 / 10;
1618 if (r_ptr->flags1 & RF1_RAND_25)
1619 power[i] = power[i] * 9 / 10;
1620 if (r_ptr->flags1 & RF1_RAND_50)
1621 power[i] = power[i] * 9 / 10;
1622 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1623 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1627 for (i = 0; i < 4; i++)
1629 if (power[i] <= 0) break;
1630 power[i] = total * 60 / power[i];
1631 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1632 if ((power[i] < 160) && randint0(20)) break;
1633 if (power[i] < 101) power[i] = 100 + randint1(5);
1634 mon_odds[i] = power[i];
1643 * @brief モンスター闘技場のメインルーチン
1644 * @param player_ptr プレーヤーへの参照ポインタ
1645 * @return 賭けを開始したか否か
1647 static bool kakutoujou(player_type *player_ptr)
1651 char out_val[160], tmp_str[80];
1654 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1656 update_gambling_monsters(player_ptr);
1657 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1663 if (player_ptr->au <= 1)
1665 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!"));
1674 "Monsters Odds"), 4, 4);
1675 for (int i = 0; i < 4; i++)
1678 monster_race *r_ptr = &r_info[battle_mon[i]];
1680 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i + 1,
1681 _(format("%s%s", r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1682 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1683 (long int)mon_odds[i] / 100, (long int)mon_odds[i] % 100);
1687 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1698 if (i >= '1' && i <= '4')
1700 sel_monster = i - '1';
1701 battle_odds = mon_odds[sel_monster];
1709 for (int i = 0; i < 4; i++)
1710 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1712 maxbet = player_ptr->lev * 200;
1714 /* We can't bet more than we have */
1715 maxbet = MIN(maxbet, player_ptr->au);
1718 strcpy(out_val, "");
1719 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1722 * Use get_string() because we may need more than
1723 * the s16b value returned by get_quantity().
1725 if (!get_string(tmp_str, out_val, 32))
1731 for (p = out_val; *p == ' '; p++);
1734 if (wager > player_ptr->au)
1736 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!"));
1742 else if (wager > maxbet)
1744 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);
1750 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1755 battle_odds = MAX(wager + 1, wager * battle_odds / 100);
1757 player_ptr->au -= wager;
1758 reset_tim_flags(player_ptr);
1760 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
1762 player_ptr->phase_out = TRUE;
1763 player_ptr->leaving = TRUE;
1764 player_ptr->leave_bldg = TRUE;
1772 * @brief 本日の賞金首情報を表示する。
1773 * @param player_ptr プレーヤーへの参照ポインタ
1776 static void today_target(player_type *player_ptr)
1779 monster_race *r_ptr = &r_info[today_mon];
1782 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1783 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
1784 c_put_str(TERM_YELLOW, buf, 6, 10);
1785 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1787 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1789 player_ptr->today_mon = today_mon;
1794 * @brief ツチノコの賞金首情報を表示する。
1797 static void tsuchinoko(void)
1800 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
1801 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);
1802 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1803 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1804 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1809 * @brief 通常の賞金首情報を表示する。
1812 static void show_bounty(void)
1817 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);
1818 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1820 for (int i = 0; i < MAX_BOUNTY; i++)
1824 monster_race *r_ptr = &r_info[(current_world_ptr->bounty_r_idx[i] > 10000 ? current_world_ptr->bounty_r_idx[i] - 10000 : current_world_ptr->bounty_r_idx[i])];
1826 if (current_world_ptr->bounty_r_idx[i] > 10000)
1829 done_mark = _("(済)", "(done)");
1837 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
1840 if (!y && (i < MAX_BOUNTY - 1))
1842 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1852 * 賞金首の報酬テーブル / List of prize object
1855 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1856 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1857 } prize_list[MAX_BOUNTY] =
1859 {TV_POTION, SV_POTION_CURING},
1860 {TV_POTION, SV_POTION_SPEED},
1861 {TV_POTION, SV_POTION_SPEED},
1862 {TV_POTION, SV_POTION_RESISTANCE},
1863 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1865 {TV_POTION, SV_POTION_HEALING},
1866 {TV_POTION, SV_POTION_RESTORE_MANA},
1867 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1868 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1869 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1871 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1872 {TV_POTION, SV_POTION_STAR_HEALING},
1873 {TV_POTION, SV_POTION_STAR_HEALING},
1874 {TV_POTION, SV_POTION_NEW_LIFE},
1875 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1877 {TV_POTION, SV_POTION_LIFE},
1878 {TV_POTION, SV_POTION_LIFE},
1879 {TV_POTION, SV_POTION_AUGMENTATION},
1880 {TV_POTION, SV_POTION_INVULNERABILITY},
1881 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1886 * @brief 賞金首の引き換え処理 / Get prize
1887 * @param player_ptr プレーヤーへの参照ポインタ
1888 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1890 static bool kankin(player_type *player_ptr)
1892 bool change = FALSE;
1893 GAME_TEXT o_name[MAX_NLEN];
1896 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++)
1898 o_ptr = &player_ptr->inventory_list[i];
1899 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1901 char buf[MAX_NLEN + 20];
1902 object_desc(player_ptr, o_name, o_ptr, 0);
1903 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1906 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1907 player_ptr->au += 1000000L * o_ptr->number;
1908 player_ptr->redraw |= (PR_GOLD);
1909 vary_item(player_ptr, i, -o_ptr->number);
1916 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1918 o_ptr = &player_ptr->inventory_list[i];
1919 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1921 char buf[MAX_NLEN + 20];
1922 object_desc(player_ptr, o_name, o_ptr, 0);
1923 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1926 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1927 player_ptr->au += 200000L * o_ptr->number;
1928 player_ptr->redraw |= (PR_GOLD);
1929 vary_item(player_ptr, i, -o_ptr->number);
1936 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1938 o_ptr = &player_ptr->inventory_list[i];
1939 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1941 char buf[MAX_NLEN + 20];
1942 object_desc(player_ptr, o_name, o_ptr, 0);
1943 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1946 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1947 player_ptr->au += 100000L * o_ptr->number;
1948 player_ptr->redraw |= (PR_GOLD);
1949 vary_item(player_ptr, i, -o_ptr->number);
1955 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1957 o_ptr = &player_ptr->inventory_list[i];
1958 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)))
1960 char buf[MAX_NLEN + 20];
1961 object_desc(player_ptr, o_name, o_ptr, 0);
1962 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1965 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1966 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1967 player_ptr->redraw |= (PR_GOLD);
1968 vary_item(player_ptr, i, -o_ptr->number);
1974 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1976 o_ptr = &player_ptr->inventory_list[i];
1978 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1980 char buf[MAX_NLEN + 20];
1981 object_desc(player_ptr, o_name, o_ptr, 0);
1982 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1985 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1986 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1987 player_ptr->redraw |= (PR_GOLD);
1988 vary_item(player_ptr, i, -o_ptr->number);
1995 for (int j = 0; j < MAX_BOUNTY; j++)
1997 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--)
1999 o_ptr = &player_ptr->inventory_list[i];
2000 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j])) continue;
2002 char buf[MAX_NLEN + 20];
2004 INVENTORY_IDX item_new;
2007 object_desc(player_ptr, o_name, o_ptr, 0);
2008 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
2009 if (!get_check(buf)) continue;
2011 vary_item(player_ptr, i, -o_ptr->number);
2012 chg_virtue(player_ptr, V_JUSTICE, 5);
2013 current_world_ptr->bounty_r_idx[j] += 10000;
2015 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
2017 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
2020 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" : ""));
2022 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
2023 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
2025 object_aware(player_ptr, &forge);
2026 object_known(&forge);
2029 * Hand it --- Assume there is an empty slot.
2030 * Since a corpse is handed at first,
2031 * there is at least one empty slot.
2033 item_new = inven_carry(player_ptr, &forge);
2034 object_desc(player_ptr, o_name, &forge, 0);
2035 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2037 autopick_alter_item(player_ptr, item_new, FALSE);
2038 handle_stuff(player_ptr);
2043 if (change) return TRUE;
2045 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."));
2052 * @brief 宿屋の利用サブルーチン
2053 * @details inn commands\n
2054 * Note that resting for the night was a perfect way to avoid player\n
2055 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2056 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2057 * will not be that useful. I will keep it in the hopes the player\n
2058 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2059 * Resting at night is also a quick way to restock stores -KMW-\n
2060 * @param cmd 宿屋の利用施設ID
2061 * @return 施設の利用が実際に行われたか否か。
2063 static bool inn_comm(player_type *customer_ptr, int cmd)
2067 case BACT_FOOD: /* Buy food & drink */
2068 if (customer_ptr->food >= PY_FOOD_FULL)
2070 msg_print(_("今は満腹だ。", "You are full now."));
2074 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."));
2075 (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
2078 case BACT_REST: /* Rest for the night */
2080 if ((customer_ptr->poisoned) || (customer_ptr->cut))
2082 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."));
2084 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."));
2088 s32b oldturn = current_world_ptr->game_turn;
2089 int prev_day, prev_hour, prev_min;
2091 extract_day_hour_min(customer_ptr, &prev_day, &prev_hour, &prev_min);
2092 if ((prev_hour >= 6) && (prev_hour <= 17))
2093 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2095 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2097 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2098 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2100 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2101 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2104 prevent_turn_overflow(customer_ptr);
2106 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, DIARY_DIALY, 0, NULL);
2107 customer_ptr->chp = customer_ptr->mhp;
2109 if (ironman_nightmare)
2111 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."));
2115 sanity_blast(customer_ptr, NULL, FALSE);
2116 if (!one_in_(3)) break;
2119 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2120 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2124 set_blind(customer_ptr, 0);
2125 set_confused(customer_ptr, 0);
2126 customer_ptr->stun = 0;
2127 customer_ptr->chp = customer_ptr->mhp;
2128 customer_ptr->csp = customer_ptr->msp;
2129 if (customer_ptr->pclass == CLASS_MAGIC_EATER)
2132 for (i = 0; i < 72; i++)
2134 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
2137 for (; i < 108; i++)
2139 customer_ptr->magic_num1[i] = 0;
2143 if ((prev_hour >= 6) && (prev_hour <= 17))
2145 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."));
2146 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("夕方を迎えた。", "awake refreshed."));
2150 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."));
2151 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2154 case BACT_RUMORS: /* Listen for rumors */
2156 display_rumor(customer_ptr, TRUE);
2166 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2167 * @param player_ptr プレーヤーへの参照ポインタ
2168 * @param questnum クエストのID
2169 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2172 static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
2174 for (int i = 0; i < 10; i++)
2176 quest_text[i][0] = '\0';
2179 quest_text_line = 0;
2181 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2182 QUEST_IDX old_quest = floor_ptr->inside_quest;
2183 floor_ptr->inside_quest = questnum;
2185 init_flags = INIT_SHOW_TEXT;
2186 if (do_init) init_flags |= INIT_ASSIGN;
2188 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
2189 floor_ptr->inside_quest = old_quest;
2191 GAME_TEXT tmp_str[80];
2192 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);
2194 prt(quest[questnum].name, 7, 0);
2196 for (int i = 0; i < 10; i++)
2198 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2203 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2204 * @param player_ptr プレーヤーへの参照ポインタ
2207 static void castle_quest(player_type *player_ptr)
2210 QUEST_IDX q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
2214 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);
2219 q_ptr = &quest[q_index];
2220 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2222 q_ptr->status = QUEST_STATUS_REWARDED;
2223 get_questinfo(player_ptr, q_index, FALSE);
2224 reinit_wilderness = TRUE;
2228 if (q_ptr->status == QUEST_STATUS_FAILED)
2230 get_questinfo(player_ptr, q_index, FALSE);
2231 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2232 reinit_wilderness = TRUE;
2236 if (q_ptr->status == QUEST_STATUS_TAKEN)
2238 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);
2239 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);
2240 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);
2244 if (q_ptr->status != QUEST_STATUS_UNTAKEN) return;
2246 q_ptr->status = QUEST_STATUS_TAKEN;
2247 reinit_wilderness = TRUE;
2248 if (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL)
2250 get_questinfo(player_ptr, q_index, TRUE);
2254 if (q_ptr->r_idx == 0)
2256 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6));
2259 monster_race *r_ptr;
2260 r_ptr = &r_info[q_ptr->r_idx];
2261 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2263 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level) + 4 + randint1(6);
2264 r_ptr = &r_info[q_ptr->r_idx];
2267 if (q_ptr->max_num == 0)
2269 if (randint1(10) > 7)
2272 q_ptr->max_num = randint1(3) + 1;
2276 concptr name = (r_name + r_ptr->name);
2278 msg_format("クエスト: %sを %d体倒す", name, q_ptr->max_num);
2280 msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
2282 get_questinfo(player_ptr, q_index, TRUE);
2287 * @brief 町に関するヘルプを表示する / Display town history
2288 * @param player_ptr プレーヤーへの参照ポインタ
2291 static void town_history(player_type *player_ptr)
2294 (void)show_file(player_ptr, TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2300 * @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
2302 * @param mult スレイ倍率(掛け算部分)
2303 * @param div スレイ倍率(割り算部分)
2304 * @param force 理力特別計算フラグ
2307 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2315 tmp += dam * 60 * 2;
2329 * @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)
2330 * @param player_ptr プレーヤーへの参照ポインタ
2332 * @param mult スレイ倍率(掛け算部分)
2333 * @param div スレイ倍率(割り算部分)
2334 * @param force 理力特別計算フラグ
2336 * @param plus 武器ダメージ修正
2337 * @param meichuu 命中値
2338 * @param dokubari 毒針処理か否か
2339 * @param vorpal_mult 切れ味倍率(掛け算部分)
2340 * @param vorpal_div 切れ味倍率(割り算部分)
2343 static u32b calc_expect_dice(player_type *owner_ptr, u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2345 dam = calc_slaydam(dam, mult, div, force);
2346 dam = calc_expect_crit(owner_ptr, weight, plus, dam, meichuu, dokubari);
2347 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2353 * @brief 武器の各条件毎のダメージ期待値を表示する。
2356 * @param mindice ダイス部分最小値
2357 * @param maxdice ダイス部分最大値
2359 * @param dam_bonus ダメージ修正値
2361 * @param color 条件内容の表示色
2363 * Display the damage figure of an object\n
2364 * (used by compare_weapon_aux)\n
2366 * Only accurate for the current weapon, because it includes\n
2367 * the current +dam of the player.\n
2370 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2372 c_put_str(color, attr, r, c);
2373 GAME_TEXT tmp_str[80];
2374 int mindam = blows * (mindice + dam_bonus);
2375 int maxdam = blows * (maxdice + dam_bonus);
2376 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2377 put_str(tmp_str, r, c + 8);
2382 * @brief 武器一つ毎のダメージ情報を表示する。
2383 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2384 * @param col 表示する行の上端
2387 * Show the damage figures for the various monster types\n
2389 * Only accurate for the current weapon, because it includes\n
2390 * the current number of blows for the player.\n
2393 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
2395 BIT_FLAGS flgs[TR_FLAG_SIZE];
2396 int blow = owner_ptr->num_blow[0];
2398 bool dokubari = FALSE;
2400 int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
2401 int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
2403 int mindice = eff_dd;
2404 int maxdice = eff_ds * eff_dd;
2407 int vorpal_mult = 1;
2409 int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
2411 object_flags(o_ptr, flgs);
2412 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) dokubari = TRUE;
2414 mindam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
2415 maxdam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
2416 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2417 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(owner_ptr, HEX_RUNESWORD)))
2419 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2430 mindam = calc_expect_dice(owner_ptr, mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2431 maxdam = calc_expect_dice(owner_ptr, maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2432 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
2435 if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2439 mindam = calc_expect_dice(owner_ptr, mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2440 maxdam = calc_expect_dice(owner_ptr, maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2441 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2444 if (have_flag(flgs, TR_KILL_ANIMAL))
2446 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2447 maxdam = calc_expect_dice(owner_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2448 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2450 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2452 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2453 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2454 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2457 if (have_flag(flgs, TR_KILL_EVIL))
2459 mindam = calc_expect_dice(owner_ptr, mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2460 maxdam = calc_expect_dice(owner_ptr, maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2461 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2463 else if (have_flag(flgs, TR_SLAY_EVIL))
2465 mindam = calc_expect_dice(owner_ptr, mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2466 maxdam = calc_expect_dice(owner_ptr, maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2467 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2470 if (have_flag(flgs, TR_KILL_HUMAN))
2472 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2473 maxdam = calc_expect_dice(owner_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2474 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2476 else if (have_flag(flgs, TR_SLAY_HUMAN))
2478 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2479 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2480 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2483 if (have_flag(flgs, TR_KILL_UNDEAD))
2485 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2486 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2487 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2489 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2491 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2492 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2493 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2496 if (have_flag(flgs, TR_KILL_DEMON))
2498 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2499 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2500 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
2502 else if (have_flag(flgs, TR_SLAY_DEMON))
2504 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2505 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2506 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
2509 if (have_flag(flgs, TR_KILL_ORC))
2511 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2512 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2513 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2515 else if (have_flag(flgs, TR_SLAY_ORC))
2517 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2518 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2519 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2522 if (have_flag(flgs, TR_KILL_TROLL))
2524 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2525 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2526 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
2528 else if (have_flag(flgs, TR_SLAY_TROLL))
2530 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2531 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2532 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
2535 if (have_flag(flgs, TR_KILL_GIANT))
2537 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2538 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2539 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2541 else if (have_flag(flgs, TR_SLAY_GIANT))
2543 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2544 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2545 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2548 if (have_flag(flgs, TR_KILL_DRAGON))
2550 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2551 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2552 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2554 else if (have_flag(flgs, TR_SLAY_DRAGON))
2556 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2557 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2558 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2561 if (have_flag(flgs, TR_BRAND_ACID))
2563 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2564 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2565 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2568 if (have_flag(flgs, TR_BRAND_ELEC))
2570 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2571 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2572 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2575 if (have_flag(flgs, TR_BRAND_FIRE))
2577 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2578 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2579 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2582 if (have_flag(flgs, TR_BRAND_COLD))
2584 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2585 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2586 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2589 if (have_flag(flgs, TR_BRAND_POIS))
2591 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2592 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2593 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2599 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2600 * @param player_type プレーヤーへの参照ポインタ
2601 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2602 * @param row 表示する列の左端
2603 * @param col 表示する行の上端
2605 * Displays all info about a weapon
2607 * Only accurate for the current weapon, because it includes
2608 * various info about the player's +to_dam and number of blows.
2611 static void list_weapon(player_type *player_ptr, object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2613 GAME_TEXT o_name[MAX_NLEN];
2614 GAME_TEXT tmp_str[80];
2616 DICE_NUMBER eff_dd = o_ptr->dd + player_ptr->to_dd[0];
2617 DICE_SID eff_ds = o_ptr->ds + player_ptr->to_ds[0];
2618 HIT_RELIABILITY reli = player_ptr->skill_thn + (player_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2620 object_desc(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
2621 c_put_str(TERM_YELLOW, o_name, row, col);
2622 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), player_ptr->num_blow[0]);
2623 put_str(tmp_str, row + 1, col);
2625 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2626 put_str(tmp_str, row + 2, col);
2627 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2628 (int)hit_chance(player_ptr, reli, 0),
2629 (int)hit_chance(player_ptr, reli, 50),
2630 (int)hit_chance(player_ptr, reli, 100),
2631 (int)hit_chance(player_ptr, reli, 150),
2632 (int)hit_chance(player_ptr, reli, 200));
2633 put_str(tmp_str, row + 3, col);
2634 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
2636 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2637 (int)(eff_dd + o_ptr->to_d + player_ptr->to_d[0]),
2638 (int)(eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0]));
2639 put_str(tmp_str, row + 6, col + 1);
2641 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2642 (int)(player_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + player_ptr->to_d[0])),
2643 (int)(player_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0])));
2644 put_str(tmp_str, row + 7, col + 1);
2649 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2651 * Copies the weapons to compare into the weapon-slot and\n
2652 * compares the values for both weapons.\n
2653 * 武器1つだけで比較をしないなら費用は半額になる。
2654 * @param bcost 基本鑑定費用
2655 * @return 最終的にかかった費用
2657 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
2659 object_type *o_ptr[2];
2660 object_type orig_weapon;
2663 TERM_LEN wid = 38, mgn = 2;
2664 bool old_character_xtra = current_world_ptr->character_xtra;
2667 PRICE cost = 0; /* First time no price */
2671 i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
2672 object_copy(&orig_weapon, i_ptr);
2674 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2675 concptr q = _("第一の武器は?", "What is your first weapon? ");
2676 concptr s = _("比べるものがありません。", "You have nothing to compare.");
2679 o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2692 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2693 current_world_ptr->character_xtra = TRUE;
2694 for (int i = 0; i < n; i++)
2696 int col = (wid * i + mgn);
2697 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2699 customer_ptr->update |= PU_BONUS;
2700 handle_stuff(customer_ptr);
2702 list_weapon(customer_ptr, o_ptr[i], row, col);
2703 compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
2704 object_copy(i_ptr, &orig_weapon);
2707 customer_ptr->update |= PU_BONUS;
2708 handle_stuff(customer_ptr);
2710 current_world_ptr->character_xtra = old_character_xtra;
2712 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2713 put_str("(一番高いダメージが適用されます。複数の倍打効果は足し算されません。)", row + 4, 0);
2714 prt("現在の技量から判断すると、あなたの武器は以下のような威力を発揮します:", 0, 0);
2716 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), 1, (wid + mgn));
2717 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2718 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2723 if (ch != 's') break;
2725 if (total + cost > customer_ptr->au)
2727 msg_print(_("お金が足りません!", "You don't have enough money!"));
2732 q = _("第二の武器は?", "What is your second weapon? ");
2733 s = _("比べるものがありません。", "You have nothing to compare.");
2735 o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2736 if (!o_ptr[1]) continue;
2749 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2751 * Calculate and display the dodge-rate and the protection-rate
2753 * @param iAC プレイヤーのAC。
2754 * @return 常にTRUEを返す。
2756 static bool eval_ac(ARMOUR_CLASS iAC)
2760 "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"
2761 "何パーセント軽減するかを示します。\n"
2762 "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"
2763 "に対してのみ効果があります。\n \n"
2764 "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"
2765 "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"
2766 "敵のレベルとあなたのACによって決定されます。\n \n"
2767 "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"
2768 "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";
2771 "'Protection Rate' means how much damage is reduced by your armor.\n"
2772 "Note that the Protection rate is effective only against normal "
2773 "'attack' and 'shatter' type melee attacks, "
2774 "and has no effect against any other types such as 'poison'.\n \n"
2775 "'Dodge Rate' indicates the success rate on dodging the "
2776 "monster's melee attacks. "
2777 "It is depend on the level of the monster and your AC.\n \n"
2778 "'Average Damage' indicates the expected amount of damage "
2779 "when you are attacked by normal melee attacks with power=100.";
2783 TERM_LEN col, row = 2;
2785 char buf[80 * 20], *t;
2787 if (iAC < 0) iAC = 0;
2789 protection = 100 * MIN(iAC, 150) / 250;
2793 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2794 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2797 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2798 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2799 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2801 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2803 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2804 int dodge; /* 回避率(%) */
2805 int average; /* ダメージ期待値 */
2807 put_str(format("%3d", lvl), row + 0, col);
2810 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2811 put_str(format("%3d%%", dodge), row + 1, col);
2813 /* 100点の攻撃に対してのダメージ期待値を計算 */
2814 average = (100 - dodge) * (100 - protection) / 100;
2815 put_str(format("%3d", average), row + 2, col);
2818 roff_to_buf(memo, 70, buf, sizeof(buf));
2819 for (t = buf; t[0]; t += strlen(t) + 1)
2820 put_str(t, (row++) + 4, 4);
2822 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);
2833 * @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。
2834 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2835 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2836 * @return 修復対象になるならTRUEを返す。
2838 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2840 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2841 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2842 object_flags(to_ptr, to_flgs);
2843 object_flags(from_ptr, from_flgs);
2846 int cand[TR_FLAG_MAX];
2847 for (int i = 0; i < TR_FLAG_MAX; i++)
2851 case TR_IGNORE_ACID:
2852 case TR_IGNORE_ELEC:
2853 case TR_IGNORE_FIRE:
2854 case TR_IGNORE_COLD:
2863 case TR_FIXED_FLAVOR:
2866 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2868 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2875 int tr_idx = cand[randint0(n)];
2876 add_flag(to_ptr->art_flags, tr_idx);
2877 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2878 int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2879 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2880 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2885 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2886 * @param player_ptr プレーヤーへの参照ポインタ
2887 * @param bcost 基本修復費用
2890 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
2894 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);
2895 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);
2897 concptr q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2898 concptr s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2899 item_tester_hook = item_tester_hook_broken_weapon;
2903 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2904 if (!o_ptr) return 0;
2906 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2908 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2912 if (o_ptr->number > 1)
2914 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!"));
2918 char basenm[MAX_NLEN];
2919 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
2920 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
2922 q = _("材料となる武器は?", "Which weapon for material? ");
2923 s = _("材料となる武器がありません。", "You have no material to repair.");
2925 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2927 object_type *mo_ptr;
2928 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2929 if (!mo_ptr) return 0;
2932 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2936 object_desc(player_ptr, basenm, mo_ptr, OD_NAME_ONLY);
2937 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
2938 PRICE cost = bcost + object_value_real(o_ptr) * 2;
2939 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;
2941 if (player_ptr->au < cost)
2943 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
2944 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);
2949 player_ptr->total_weight -= o_ptr->weight;
2950 KIND_OBJECT_IDX k_idx;
2951 if (o_ptr->sval == SV_BROKEN_DAGGER)
2955 for (KIND_OBJECT_IDX j = 1; j < max_k_idx; j++)
2957 object_kind *k_aux_ptr = &k_info[j];
2959 if (k_aux_ptr->tval != TV_SWORD) continue;
2960 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2961 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2962 (k_aux_ptr->sval == SV_POISON_NEEDLE)) continue;
2963 if (k_aux_ptr->weight > 99) continue;
2974 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2977 object_kind *ck_ptr;
2978 k_idx = lookup_kind(tval, SV_ANY);
2979 ck_ptr = &k_info[k_idx];
2981 if (tval == TV_SWORD)
2983 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
2984 (ck_ptr->sval == SV_BROKEN_SWORD) ||
2985 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
2986 (ck_ptr->sval == SV_POISON_NEEDLE)) continue;
2988 if (tval == TV_POLEARM)
2990 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
2991 (ck_ptr->sval == SV_TSURIZAO)) continue;
2993 if (tval == TV_HAFTED)
2995 if ((ck_ptr->sval == SV_GROND) ||
2996 (ck_ptr->sval == SV_WIZSTAFF) ||
2997 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3004 int dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3005 int ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3006 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3007 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3010 k_ptr = &k_info[k_idx];
3011 o_ptr->k_idx = k_idx;
3012 o_ptr->weight = k_ptr->weight;
3013 o_ptr->tval = k_ptr->tval;
3014 o_ptr->sval = k_ptr->sval;
3015 o_ptr->dd = k_ptr->dd;
3016 o_ptr->ds = k_ptr->ds;
3018 for (int i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3019 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3020 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte)k_ptr->act_idx;
3025 for (int i = 1; i < dd_bonus; i++)
3027 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3034 for (int i = 1; i < ds_bonus; i++)
3036 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3040 if (have_flag(k_ptr->flags, TR_BLOWS))
3042 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3043 o_ptr->pval = MIN(o_ptr->pval, bmax);
3046 give_one_ability_of_object(o_ptr, mo_ptr);
3047 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3048 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3049 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3051 if ((o_ptr->name1 == ART_NARSIL) ||
3052 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3053 (object_is_ego(o_ptr) && one_in_(7)))
3055 if (object_is_ego(o_ptr))
3057 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3058 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3061 give_one_ability_of_object(o_ptr, mo_ptr);
3062 if (!activation_index(o_ptr)) one_activation(o_ptr);
3064 if (o_ptr->name1 == ART_NARSIL)
3066 one_high_resistance(o_ptr);
3070 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptional."));
3073 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
3075 msg_format("$%dで%sに修復しました。", cost, basenm);
3077 msg_format("Repaired into %s for %d gold.", basenm, cost);
3080 o_ptr->ident &= ~(IDENT_BROKEN);
3081 o_ptr->discount = 99;
3083 player_ptr->total_weight += o_ptr->weight;
3084 calc_android_exp(player_ptr);
3085 inven_item_increase(player_ptr, mater, -1);
3086 inven_item_optimize(player_ptr, mater);
3088 player_ptr->update |= PU_BONUS;
3089 handle_stuff(player_ptr);
3095 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3096 * @param player_ptr プレーヤーへの参照ポインタ
3097 * @param bcost 基本鑑定費用
3100 static int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
3104 cost = repair_broken_weapon_aux(player_ptr, bcost);
3111 * @brief アイテムの強化を行う。 / Enchant item
3112 * @param player_ptr プレーヤーへの参照ポインタ
3113 * @param cost 1回毎の費用
3114 * @param to_hit 命中をアップさせる量
3115 * @param to_dam ダメージをアップさせる量
3116 * @param to_ac ACをアップさせる量
3117 * @return 実際に行ったらTRUE
3119 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3122 int maxenchant = (player_ptr->lev / 5);
3123 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3124 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3126 concptr q = _("どのアイテムを改良しますか?", "Improve which item? ");
3127 concptr s = _("改良できるものがありません。", "You have nothing to improve.");
3131 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3132 if (!o_ptr) return FALSE;
3134 char tmp_str[MAX_NLEN];
3135 if (player_ptr->au < (cost * o_ptr->number))
3137 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
3138 msg_format(_("%sを改良するだけのゴールドがありません!", "You do not have the gold to improve %s!"), tmp_str);
3143 for (int i = 0; i < to_hit; i++)
3145 if ((o_ptr->to_h < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3152 for (int i = 0; i < to_dam; i++)
3154 if ((o_ptr->to_d < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3161 for (int i = 0; i < to_ac; i++)
3163 if ((o_ptr->to_a < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3172 if (flush_failure) flush();
3173 msg_print(_("改良に失敗した。", "The improvement failed."));
3177 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3179 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3181 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3184 player_ptr->au -= (cost * o_ptr->number);
3185 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
3191 * @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staffs
3193 * The player can select the number of charges to add\n
3194 * (up to a limit), and the recharge never fails.\n
3196 * The cost for rods depends on the level of the rod. The prices\n
3197 * for recharging wands and staffs are dependent on the cost of\n
3199 * @param player_ptr プレーヤーへの参照ポインタ
3202 static void building_recharge(player_type *player_ptr)
3206 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);
3207 item_tester_hook = item_tester_hook_recharge;
3209 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3210 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3214 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
3218 k_ptr = &k_info[o_ptr->k_idx];
3221 * We don't want to give the player free info about
3222 * the level of the item or the number of charges.
3224 /* The item must be "known" */
3225 char tmp_str[MAX_NLEN];
3226 if (!object_is_known(o_ptr))
3228 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!"));
3231 if ((player_ptr->au >= 50) &&
3232 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3235 player_ptr->au -= 50;
3236 identify_item(player_ptr, o_ptr);
3237 object_desc(player_ptr, tmp_str, o_ptr, 0);
3238 msg_format(_("%s です。", "You have: %s."), tmp_str);
3240 autopick_alter_item(player_ptr, item, FALSE);
3241 building_prt_gold(player_ptr);
3247 DEPTH lev = k_info[o_ptr->k_idx].level;
3249 if (o_ptr->tval == TV_ROD)
3251 if (o_ptr->timeout > 0)
3253 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3258 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3262 else if (o_ptr->tval == TV_STAFF)
3264 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3265 price = MAX(10, price);
3269 price = (k_info[o_ptr->k_idx].cost / 10);
3270 price = MAX(10, price);
3273 if (o_ptr->tval == TV_WAND
3274 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3276 if (o_ptr->number > 1)
3278 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3282 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3287 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3289 if (o_ptr->number > 1)
3291 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3295 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3301 if (player_ptr->au < price)
3303 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
3305 msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
3307 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3312 PARAMETER_VALUE charges;
3313 if (o_ptr->tval == TV_ROD)
3316 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3318 if (get_check(format("Recharge the %s for %d gold? ",
3319 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3333 if (o_ptr->tval == TV_STAFF)
3334 max_charges = k_ptr->pval - o_ptr->pval;
3336 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3338 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3339 MIN(player_ptr->au / price, max_charges));
3341 if (charges < 1) return;
3344 o_ptr->pval += charges;
3345 o_ptr->ident &= ~(IDENT_EMPTY);
3348 object_desc(player_ptr, tmp_str, o_ptr, 0);
3350 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3352 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3354 player_ptr->update |= (PU_COMBINE | PU_REORDER);
3355 player_ptr->window |= (PW_INVEN);
3356 player_ptr->au -= price;
3361 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staffs
3363 * The player can select the number of charges to add\n
3364 * (up to a limit), and the recharge never fails.\n
3366 * The cost for rods depends on the level of the rod. The prices\n
3367 * for recharging wands and staffs are dependent on the cost of\n
3369 * @param player_ptr プレーヤーへの参照ポインタ
3372 static void building_recharge_all(player_type *player_ptr)
3376 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
3379 PRICE total_cost = 0;
3380 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
3383 o_ptr = &player_ptr->inventory_list[i];
3385 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3386 if (!object_is_known(o_ptr)) total_cost += 50;
3388 DEPTH lev = k_info[o_ptr->k_idx].level;
3390 k_ptr = &k_info[o_ptr->k_idx];
3392 switch (o_ptr->tval)
3395 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3399 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3400 price = MAX(10, price);
3401 price = (k_ptr->pval - o_ptr->pval) * price;
3405 price = (k_info[o_ptr->k_idx].cost / 10);
3406 price = MAX(10, price);
3407 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3411 if (price > 0) total_cost += price;
3416 msg_print(_("充填する必要はありません。", "No need to recharge."));
3421 if (player_ptr->au < total_cost)
3423 msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost);
3428 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3430 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
3433 o_ptr = &player_ptr->inventory_list[i];
3435 k_ptr = &k_info[o_ptr->k_idx];
3437 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3439 if (!object_is_known(o_ptr))
3441 identify_item(player_ptr, o_ptr);
3442 autopick_alter_item(player_ptr, i, FALSE);
3445 switch (o_ptr->tval)
3451 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3453 o_ptr->ident &= ~(IDENT_EMPTY);
3456 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3457 o_ptr->pval = o_ptr->number * k_ptr->pval;
3459 o_ptr->ident &= ~(IDENT_EMPTY);
3464 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3466 player_ptr->update |= (PU_COMBINE | PU_REORDER);
3467 player_ptr->window |= (PW_INVEN);
3468 player_ptr->au -= total_cost;
3473 * @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-
3474 * @param player_ptr プレーヤーへの参照ポインタ
3475 * @return 常にTRUEを返す。
3476 * @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。
3478 static bool research_mon(player_type *player_ptr)
3482 bool recall = FALSE;
3491 static int old_sym = '\0';
3492 static IDX old_i = 0;
3496 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):",
3497 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3505 for (i = 0; ident_info[i]; ++i)
3507 if (sym == ident_info[i][0]) break;
3510 /* XTRA HACK WHATSEARCH */
3511 if (sym == KTRL('A'))
3514 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3516 else if (sym == KTRL('U'))
3519 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3521 else if (sym == KTRL('N'))
3524 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3526 else if (sym == KTRL('M'))
3529 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"), temp, 70))
3537 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
3539 else if (ident_info[i])
3541 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3545 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3548 /* Display the result */
3551 /* Allocate the "who" array */
3552 C_MAKE(who, max_r_idx, MONRACE_IDX);
3554 /* Collect matching monsters */
3556 for (i = 1; i < max_r_idx; i++)
3558 monster_race *r_ptr = &r_info[i];
3561 if (!r_ptr->name) continue;
3563 /* XTRA HACK WHATSEARCH */
3564 /* Require non-unique monsters if needed */
3565 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3567 /* Require unique monsters if needed */
3568 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3573 for (int xx = 0; temp[xx] && xx < 80; xx++)
3576 if (iskanji(temp[xx]))
3582 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3587 strcpy(temp2, r_name + r_ptr->E_name);
3589 strcpy(temp2, r_name + r_ptr->name);
3591 for (int xx = 0; temp2[xx] && xx < 80; xx++)
3593 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3597 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3599 if (my_strstr(temp2, temp))
3603 else if (all || (r_ptr->d_char == sym))
3611 C_KILL(who, max_r_idx, MONRACE_IDX);
3622 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3625 if (old_sym == sym && old_i < n) i = old_i;
3634 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3639 lore_do_probe(player_ptr, r_idx);
3640 monster_race_track(player_ptr, r_idx);
3641 handle_stuff(player_ptr);
3642 screen_roff(player_ptr, r_idx, 0x01);
3649 if (query != 'r') break;
3654 if (query == ESCAPE) break;
3661 if (!expand_list) break;
3670 if (!expand_list) break;
3674 C_KILL(who, max_r_idx, MONRACE_IDX);
3681 * @brief 施設の処理実行メインルーチン / Execute a building command
3682 * @param player_ptr プレーヤーへの参照ポインタ
3683 * @param bldg 施設構造体の参照ポインタ
3684 * @param i 実行したい施設のサービステーブルの添字
3687 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
3693 if (is_owner(player_ptr, bldg))
3694 bcost = bldg->member_costs[i];
3696 bcost = bldg->other_costs[i];
3698 /* action restrictions */
3699 if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) ||
3700 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
3702 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3706 BACT_IDX bact = bldg->actions[i];
3707 if ((bact != BACT_RECHARGE) &&
3708 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
3709 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
3711 msg_print(_("お金が足りません!", "You do not have the gold!"));
3721 case BACT_RESEARCH_ITEM:
3722 paid = identify_fully(player_ptr, FALSE);
3724 case BACT_TOWN_HISTORY:
3725 town_history(player_ptr);
3727 case BACT_RACE_LEGENDS:
3728 race_legends(player_ptr);
3731 castle_quest(player_ptr);
3733 case BACT_KING_LEGENDS:
3734 case BACT_ARENA_LEGENDS:
3736 show_highclass(player_ptr);
3739 case BACT_ARENA_RULES:
3741 arena_comm(player_ptr, bact);
3743 case BACT_IN_BETWEEN:
3745 case BACT_SPIN_WHEEL:
3746 case BACT_DICE_SLOTS:
3747 case BACT_GAMBLE_RULES:
3749 gamble_comm(player_ptr, bact);
3754 paid = inn_comm(player_ptr, bact);
3756 case BACT_RESEARCH_MONSTER:
3757 paid = research_mon(player_ptr);
3759 case BACT_COMPARE_WEAPONS:
3761 bcost = compare_weapons(player_ptr, bcost);
3763 case BACT_ENCHANT_WEAPON:
3764 item_tester_hook = object_allow_enchant_melee_weapon;
3765 enchant_item(player_ptr, bcost, 1, 1, 0);
3767 case BACT_ENCHANT_ARMOR:
3768 item_tester_hook = object_is_armour;
3769 enchant_item(player_ptr, bcost, 0, 0, 1);
3772 building_recharge(player_ptr);
3774 case BACT_RECHARGE_ALL:
3775 building_recharge_all(player_ptr);
3778 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;
3779 identify_pack(player_ptr);
3780 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3783 case BACT_IDENT_ONE:
3784 paid = ident_spell(player_ptr, FALSE);
3787 do_cmd_study(player_ptr);
3790 paid = cure_critical_wounds(player_ptr, 200);
3793 paid = restore_all_status(player_ptr);
3795 case BACT_ENCHANT_ARROWS:
3796 item_tester_hook = item_tester_hook_ammo;
3797 enchant_item(player_ptr, bcost, 1, 1, 0);
3799 case BACT_ENCHANT_BOW:
3800 item_tester_tval = TV_BOW;
3801 enchant_item(player_ptr, bcost, 1, 1, 0);
3805 if (recall_player(player_ptr, 1)) paid = TRUE;
3808 case BACT_TELEPORT_LEVEL:
3810 paid = free_level_recall(player_ptr);
3813 case BACT_LOSE_MUTATION:
3814 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3815 (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
3817 while (!lose_mutation(player_ptr, 0));
3822 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3827 kakutoujou(player_ptr);
3830 case BACT_TSUCHINOKO:
3839 today_target(player_ptr);
3847 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
3848 set_virtue(player_ptr, V_COMPASSION, 0);
3849 set_virtue(player_ptr, V_HONOUR, 0);
3850 set_virtue(player_ptr, V_JUSTICE, 0);
3851 set_virtue(player_ptr, V_SACRIFICE, 0);
3852 set_virtue(player_ptr, V_KNOWLEDGE, 0);
3853 set_virtue(player_ptr, V_FAITH, 0);
3854 set_virtue(player_ptr, V_ENLIGHTEN, 0);
3855 set_virtue(player_ptr, V_ENCHANT, 0);
3856 set_virtue(player_ptr, V_CHANCE, 0);
3857 set_virtue(player_ptr, V_NATURE, 0);
3858 set_virtue(player_ptr, V_HARMONY, 0);
3859 set_virtue(player_ptr, V_VITALITY, 0);
3860 set_virtue(player_ptr, V_UNLIFE, 0);
3861 set_virtue(player_ptr, V_PATIENCE, 0);
3862 set_virtue(player_ptr, V_TEMPERANCE, 0);
3863 set_virtue(player_ptr, V_DILIGENCE, 0);
3864 set_virtue(player_ptr, V_VALOUR, 0);
3865 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
3866 get_virtues(player_ptr);
3870 case BACT_TELE_TOWN:
3871 paid = tele_town(player_ptr);
3875 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
3878 case BACT_BROKEN_WEAPON:
3880 bcost = repair_broken_weapon(player_ptr, bcost);
3884 if (paid) player_ptr->au -= bcost;
3889 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
3890 * @param プレーヤーへの参照ポインタ
3893 void do_cmd_bldg(player_type *player_ptr)
3895 if (player_ptr->wild_mode) return;
3897 take_turn(player_ptr, 100);
3899 if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
3901 msg_print(_("ここには建物はない。", "You see no building here."));
3905 int which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
3907 building_type *bldg;
3908 bldg = &building[which];
3910 reinit_wilderness = FALSE;
3912 if ((which == 2) && (player_ptr->arena_number < 0))
3914 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
3917 else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
3919 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
3921 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);
3925 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
3926 player_ptr->current_floor_ptr->inside_arena = FALSE;
3927 player_ptr->leaving = TRUE;
3928 command_new = SPECIAL_KEY_BUILDING;
3929 free_turn(player_ptr);
3934 else if (player_ptr->phase_out)
3936 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
3937 player_ptr->leaving = TRUE;
3938 player_ptr->phase_out = FALSE;
3939 command_new = SPECIAL_KEY_BUILDING;
3940 free_turn(player_ptr);
3945 player_ptr->oldpy = player_ptr->y;
3946 player_ptr->oldpx = player_ptr->x;
3949 forget_lite(player_ptr->current_floor_ptr);
3950 forget_view(player_ptr->current_floor_ptr);
3951 current_world_ptr->character_icky++;
3957 show_building(player_ptr, bldg);
3958 player_ptr->leave_bldg = FALSE;
3959 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
3962 while (!player_ptr->leave_bldg)
3967 building_prt_gold(player_ptr);
3969 char command = inkey();
3971 if (command == ESCAPE)
3973 player_ptr->leave_bldg = TRUE;
3974 player_ptr->current_floor_ptr->inside_arena = FALSE;
3975 player_ptr->phase_out = FALSE;
3980 for (i = 0; i < 8; i++)
3982 if (bldg->letters[i] && (bldg->letters[i] == command))
3989 if (validcmd) bldg_process_command(player_ptr, bldg, i);
3991 handle_stuff(player_ptr);
3994 select_floor_music(player_ptr);
3999 if (reinit_wilderness) player_ptr->leaving = TRUE;
4001 current_world_ptr->character_icky--;
4004 player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4005 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4006 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4011 * @brief 今日の賞金首を確定する / Determine today's bounty monster
4012 * @param player_type プレーヤーへの参照ポインタ
4014 * @note conv_old is used if loaded 0.0.3 or older save file
4016 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
4018 bool old_inside_battle = player_ptr->phase_out;
4022 for (i = 0; i < current_world_ptr->max_d_idx; i++)
4024 if (max_dlv[i] < d_info[i].mindepth) continue;
4025 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4030 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4033 player_ptr->phase_out = TRUE;
4034 get_mon_num_prep(player_ptr, NULL, NULL);
4038 today_mon = get_mon_num(player_ptr, max_dl);
4039 monster_race *r_ptr;
4040 r_ptr = &r_info[today_mon];
4042 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4043 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4044 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4045 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4046 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4047 if (r_ptr->rarity > 10) continue;
4051 player_ptr->today_mon = 0;
4052 player_ptr->phase_out = old_inside_battle;
4057 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4058 * @param player_ptr プレーヤーへの参照ポインタ
4061 void determine_bounty_uniques(player_type *player_ptr)
4063 get_mon_num_prep(player_ptr, NULL, NULL);
4064 for (int i = 0; i < MAX_BOUNTY; i++)
4068 current_world_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, MAX_DEPTH - 1);
4069 monster_race *r_ptr;
4070 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4072 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4074 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
4077 if (r_ptr->rarity > 100) continue;
4079 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
4083 for (j = 0; j < i; j++)
4085 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
4093 for (int i = 0; i < MAX_BOUNTY - 1; i++)
4095 for (int j = i; j < MAX_BOUNTY; j++)
4098 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4100 tmp = current_world_ptr->bounty_r_idx[i];
4101 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4102 current_world_ptr->bounty_r_idx[j] = tmp;