3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
9 Rewritten for Kangband 2.8.3i using Kamband's version of\n
10 bldg.c as written by Ivan Tkatchev\n
12 Changed for ZAngband by Robert Ruehlmann\n
21 #include "cmd-magiceat.h"
23 #include "floor-events.h"
24 #include "floor-save.h"
26 #include "objectkind.h"
27 #include "object-boost.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
31 #include "monsterrace-hook.h"
43 #include "cmd-spell.h"
46 #include "spells-object.h"
47 #include "spells-status.h"
48 #include "realm-hex.h"
49 #include "dungeon-file.h"
52 #include "player-status.h"
53 #include "player-effects.h"
54 #include "player-class.h"
55 #include "player-personality.h"
56 #include "player-inventory.h"
59 #include "view-mainwindow.h"
60 #include "monsterrace.h"
67 building_type building[MAX_BLDG];
69 MONRACE_IDX battle_mon[4];
75 bool reinit_wilderness = FALSE;
76 MONSTER_IDX today_mon;
79 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
81 const arena_type arena_info[MAX_ARENA_MONS + 2] =
83 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
84 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
85 { MON_IMP, TV_POTION, SV_POTION_SPEED },
86 { MON_LION_HEART, 0, 0 },
87 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
88 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
89 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
90 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
91 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
92 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
93 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
94 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
95 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
96 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
97 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
98 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
99 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
100 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
101 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
102 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
103 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
104 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
105 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
106 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
107 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
108 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
109 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
110 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
111 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
112 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
113 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
114 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
115 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
116 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
117 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
118 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
119 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
120 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
121 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
122 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
123 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
124 { 0, 0, 0 }, /* Victory prizing */
125 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
129 * @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。
130 * @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、
131 * 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。
132 * @param bldg 施設構造体の参照ポインタ
133 * @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。
135 static bool is_owner(building_type *bldg)
137 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
142 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
147 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
148 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
157 * @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。
159 * @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、
160 * 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。
161 * @param bldg 施設構造体の参照ポインタ
162 * @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。
163 * @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。
165 static bool is_member(building_type *bldg)
167 if (bldg->member_class[p_ptr->pclass])
172 if (bldg->member_race[p_ptr->prace])
177 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
178 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
184 if (p_ptr->pclass == CLASS_SORCERER)
188 for (i = 0; i < MAX_MAGIC; i++)
190 if (bldg->member_realm[i+1]) OK = TRUE;
198 * @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
199 * @details 消去は行毎にヌル文字列で行われる。
200 * @param min_row 開始行番号
201 * @param max_row 末尾行番号
204 void clear_bldg(int min_row, int max_row)
208 for (i = min_row; i <= max_row; i++)
216 static void building_prt_gold(void)
219 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
220 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
221 prt(tmp_str, 23, 68);
225 * @brief 施設のサービス一覧を表示する / Display a building.
226 * @param bldg 施設構造体の参照ポインタ
229 static void show_building(building_type* bldg)
237 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
241 for (i = 0; i < 8; i++)
243 if (bldg->letters[i])
245 if (bldg->action_restr[i] == 0)
247 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
248 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
250 action_color = TERM_WHITE;
253 else if (is_owner(bldg))
255 action_color = TERM_YELLOW;
256 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
260 action_color = TERM_YELLOW;
261 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
263 else if (bldg->action_restr[i] == 1)
265 if (!is_member(bldg))
267 action_color = TERM_L_DARK;
268 strcpy(buff, _("(閉店)", "(closed)"));
270 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
271 (is_member(bldg) && (bldg->other_costs[i] == 0)))
273 action_color = TERM_WHITE;
276 else if (is_owner(bldg))
278 action_color = TERM_YELLOW;
279 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
283 action_color = TERM_YELLOW;
284 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
291 action_color = TERM_L_DARK;
292 strcpy(buff, _("(閉店)", "(closed)"));
294 else if (bldg->member_costs[i] != 0)
296 action_color = TERM_YELLOW;
297 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
301 action_color = TERM_WHITE;
306 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
307 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
310 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
314 * @brief 闘技場に入るコマンドの処理 / arena commands
315 * @param cmd 闘技場処理のID
318 static void arena_comm(int cmd)
327 if (p_ptr->arena_number == MAX_ARENA_MONS)
330 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
331 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);
332 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);
336 p_ptr->au += 1000000L;
337 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
339 p_ptr->arena_number++;
341 else if (p_ptr->arena_number > MAX_ARENA_MONS)
343 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
345 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."));
347 if (get_check(_("挑戦するかね?", "Do you fight? ")))
349 msg_print(_("死ぬがよい。", "Die, maggots."));
352 p_ptr->exit_bldg = FALSE;
353 reset_tim_flags(p_ptr);
355 /* Save the surface floor as saved floor */
356 prepare_change_floor_mode(CFM_SAVE_FLOORS);
358 p_ptr->current_floor_ptr->inside_arena = TRUE;
359 p_ptr->leaving = TRUE;
360 p_ptr->leave_bldg = TRUE;
364 msg_print(_("残念だ。", "We are disappointed."));
369 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。",
370 "You enter the arena briefly and bask in your glory."));
374 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
376 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。",
377 "You don't have permission to enter with pet."));
382 p_ptr->exit_bldg = FALSE;
383 reset_tim_flags(p_ptr);
385 /* Save the surface floor as saved floor */
386 prepare_change_floor_mode(CFM_SAVE_FLOORS);
388 p_ptr->current_floor_ptr->inside_arena = TRUE;
389 p_ptr->leaving = TRUE;
390 p_ptr->leave_bldg = TRUE;
394 if (p_ptr->arena_number == MAX_ARENA_MONS)
395 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。",
396 "You are victorious. Enter the arena for the ceremony."));
398 else if (p_ptr->arena_number > MAX_ARENA_MONS)
400 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
404 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
405 name = (r_name + r_ptr->name);
406 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
408 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
409 p_ptr->window |= (PW_MONSTER);
414 case BACT_ARENA_RULES:
417 /* Peruse the arena help file */
418 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
426 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
427 * @param row シンボルを表示する行の上端
428 * @param col シンボルを表示する行の左端
429 * @param fruit 表示するシンボルID
432 static void display_fruit(int row, int col, int fruit)
437 c_put_str(TERM_YELLOW, " ####.", row, col);
438 c_put_str(TERM_YELLOW, " # #", row + 1, col);
439 c_put_str(TERM_YELLOW, " # #", row + 2, col);
440 c_put_str(TERM_YELLOW, "# #", row + 3, col);
441 c_put_str(TERM_YELLOW, "# #", row + 4, col);
442 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
443 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
444 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
446 " Lemon "), row + 8, col);
449 c_put_str(TERM_ORANGE, " ## ", row, col);
450 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
451 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
452 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
453 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
454 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
455 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
456 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
458 " Orange "), row + 8, col);
461 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
462 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
463 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
464 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
465 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
466 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
467 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
468 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
469 prt( _(" 剣 ", " Sword ") , row + 8, col);
472 c_put_str(TERM_SLATE, " ###### ", row, col);
473 c_put_str(TERM_SLATE, "# #", row + 1, col);
474 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
475 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
476 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
477 c_put_str(TERM_SLATE, " # # ", row + 5, col);
478 c_put_str(TERM_SLATE, " # # ", row + 6, col);
479 c_put_str(TERM_SLATE, " ## ", row + 7, col);
481 " Shield "), row + 8, col);
484 c_put_str(TERM_VIOLET, " ## ", row, col);
485 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
486 c_put_str(TERM_VIOLET, "########", row + 2, col);
487 c_put_str(TERM_VIOLET, "########", row + 3, col);
488 c_put_str(TERM_VIOLET, "########", row + 4, col);
489 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
490 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
491 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
493 " Plum "), row + 8, col);
496 c_put_str(TERM_RED, " ##", row, col);
497 c_put_str(TERM_RED, " ### ", row + 1, col);
498 c_put_str(TERM_RED, " #..# ", row + 2, col);
499 c_put_str(TERM_RED, " #..# ", row + 3, col);
500 c_put_str(TERM_RED, " ###### ", row + 4, col);
501 c_put_str(TERM_RED, "#..##..#", row + 5, col);
502 c_put_str(TERM_RED, "#..##..#", row + 6, col);
503 c_put_str(TERM_RED, " ## ## ", row + 7, col);
505 " Cherry "), row + 8, col);
511 * kpoker no (tyuto-hannpa na)pakuri desu...
512 * joker ha shineru node haitte masen.
514 * TODO: donataka! tsukutte!
515 * - agatta yaku no kiroku (like DQ).
516 * - kakkoii card no e.
517 * - sousa-sei no koujyo.
518 * - code wo wakariyasuku.
520 * - Joker... -- done.
523 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
526 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
527 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
528 #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 */
530 static int cards[5]; /*!< ポーカーの現在の手札ID */
537 static void reset_deck(int deck[])
540 for (i = 0; i < 53; i++) deck[i] = i;
543 for (i = 0; i < 53; i++){
544 int tmp1 = randint0(53 - i) + i;
546 deck[i] = deck[tmp1];
552 * @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。
553 * @return ジョーカーを持っているか。
555 static bool have_joker(void)
559 for (i = 0; i < 5; i++){
560 if(IS_JOKER(cards[i])) return TRUE;
566 * @brief ポーカーの手札に該当の番号の札があるかを返す。
567 * @param num 探したいカードの番号。
568 * @return 該当の番号が手札にあるか。
570 static bool find_card_num(int num)
573 for (i = 0; i < 5; i++)
574 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
579 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
582 static bool yaku_check_flush(void)
585 bool joker_is_used = FALSE;
587 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
588 for (i = 0; i < 5; i++){
589 if (SUIT_OF(cards[i]) != suit){
590 if(have_joker() && !joker_is_used)
591 joker_is_used = TRUE;
601 * @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。
602 * @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
604 static int yaku_check_straight(void)
607 bool joker_is_used = FALSE;
608 bool straight = FALSE;
611 for (i = 0; i < 5; i++)
613 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
614 lowest = NUM_OF(cards[i]);
617 /* Check Royal Straight Flush */
618 if (yaku_check_flush())
621 for (i = 0; i < 4; i++)
623 if (!find_card_num(9 + i)){
624 if( have_joker() && !joker_is_used )
625 joker_is_used = TRUE;
630 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
633 for (i = 0; i < 3; i++)
635 if (!find_card_num(10 + i))
638 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
642 joker_is_used = FALSE;
644 /* Straight Only Check */
646 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
647 for (i = 0; i < 4; i++)
649 if (!find_card_num(9 + i)) {
650 if (have_joker() && !joker_is_used)
651 joker_is_used = TRUE;
656 if(i == 4) straight = TRUE;
659 joker_is_used = FALSE;
661 for (i = 0; i < 5; i++)
663 if(!find_card_num(lowest + i)){
664 if( have_joker() && !joker_is_used )
665 joker_is_used = TRUE;
670 if(i == 5) straight = TRUE;
672 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
673 else if(straight) return 1; /* Only Straight */
678 * @brief ポーカーのペア役の状態を返す。
679 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
681 static int yaku_check_pair(void)
683 int i, i2, matching = 0;
685 for (i = 0; i < 5; i++)
687 for (i2 = i+1; i2 < 5; i2++)
689 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
690 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
721 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
722 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
723 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
724 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
725 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
726 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
727 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
728 #define ODDS_ST 4 /*!< ストレートの役倍率 */
729 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
730 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
733 * @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。
736 static int yaku_check(void)
740 switch(yaku_check_straight()){
742 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
745 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
748 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
751 /* Not straight -- fall through */
755 if (yaku_check_flush())
757 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
761 switch (yaku_check_pair())
764 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
767 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
770 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
773 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
776 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
779 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
781 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
786 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
796 * @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。
797 * @param hoge カーソルの現在位置
798 * @param kaeruka カードの捨てる/残すフラグ配列
801 static void display_kaeruka(int hoge, int kaeruka[])
804 char col = TERM_WHITE;
805 for (i = 0; i < 5; i++)
807 if (i == hoge) col = TERM_YELLOW;
808 else if(kaeruka[i]) col = TERM_WHITE;
809 else col = TERM_L_BLUE;
812 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
814 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
816 if (hoge > 4) col = TERM_YELLOW;
817 else col = TERM_WHITE;
818 c_put_str(col, _("決定", "Sure"), 16, 38);
820 /* Hilite current option */
821 if (hoge < 5) move_cursor(14, 5+hoge*16);
822 else move_cursor(16, 38);
826 * @brief ポーカーの手札を表示する。
829 static void display_cards(void)
832 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
834 concptr suit[4] = {"★", "●", "¶", "†"};
835 concptr card_grph[13][7] = {{"A %s ",
926 concptr joker_grph[7] = { " ",
936 concptr suit[4] = {"[]", "qp", "<>", "db"};
937 concptr card_grph[13][7] = {{"A %s ",
1028 concptr joker_grph[7] = { " ",
1037 for (i = 0; i < 5; i++)
1039 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
1042 for (i = 0; i < 5; i++)
1044 for (j = 0; j < 7; j++)
1046 prt(_("┃", " |"), j+6, i*16);
1047 if(IS_JOKER(cards[i]))
1048 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
1050 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);
1051 prt(_("┃", "| "), j+6, i*16+14);
1054 for (i = 0; i < 5; i++)
1056 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
1061 * @brief ポーカーの1プレイルーチン。
1064 static int do_poker(void)
1068 int deck[53]; /* yamafuda : 0...52 */
1070 int kaeruka[5]; /* 0:kaenai 1:kaeru */
1074 bool kakikae = TRUE;
1078 for (i = 0; i < 5; i++)
1080 cards[i] = deck[deck_ptr++];
1081 kaeruka[i] = 0; /* default:nokosu */
1084 /* suteruno wo kimeru */
1085 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);
1092 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1097 case '6': case 'l': case 'L': case KTRL('F'):
1098 if (!kettei) k = (k+1)%5;
1099 else {k = 0;kettei = FALSE;}
1102 case '4': case 'h': case 'H': case KTRL('B'):
1103 if (!kettei) k = (k+4)%5;
1104 else {k = 4;kettei = FALSE;}
1107 case '2': case 'j': case 'J': case KTRL('N'):
1108 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1110 case '8': case 'k': case 'K': case KTRL('P'):
1111 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1113 case ' ': case '\r':
1114 if (kettei) done = TRUE;
1115 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1124 for (i = 0; i < 5; i++)
1125 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1129 return yaku_check();
1134 /* end of poker codes --Koka */
1137 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1138 * @param cmd プレイするゲームID
1141 static bool gamble_comm(int cmd)
1144 int roll1, roll2, roll3, choice, odds, win;
1149 char out_val[160], tmp_str[80], again;
1154 if (cmd == BACT_GAMBLE_RULES)
1156 /* Peruse the gambling help file */
1157 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1164 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1165 "Hey! You don't have gold - get out of here!"));
1173 maxbet = p_ptr->lev * 200;
1175 /* We can't bet more than we have */
1176 maxbet = MIN(maxbet, p_ptr->au);
1179 strcpy(out_val, "");
1180 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1184 * Use get_string() because we may need more than
1185 * the s16b value returned by get_quantity().
1187 if (get_string(tmp_str, out_val, 32))
1190 for (p = out_val; *p == ' '; p++);
1195 if (wager > p_ptr->au)
1197 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!"));
1202 else if (wager > maxbet)
1204 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1205 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1210 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1216 oldgold = p_ptr->au;
1218 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1219 prt(tmp_str, 20, 2);
1220 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1221 prt(tmp_str, 21, 2);
1228 case BACT_IN_BETWEEN: /* Game of In-Between */
1229 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1233 roll1 = randint1(10);
1234 roll2 = randint1(10);
1235 choice = randint1(10);
1236 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1239 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1241 prt(tmp_str, 11, 14);
1242 if (((choice > roll1) && (choice < roll2)) ||
1243 ((choice < roll1) && (choice > roll2)))
1246 case BACT_CRAPS: /* Game of Craps */
1247 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1251 roll1 = randint1(6);
1252 roll2 = randint1(6);
1253 roll3 = roll1 + roll2;
1255 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1256 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1258 if ((roll3 == 7) || (roll3 == 11))
1260 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1265 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"));
1268 roll1 = randint1(6);
1269 roll2 = randint1(6);
1270 roll3 = roll1 + roll2;
1271 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1272 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1274 if (roll3 == choice)
1276 else if (roll3 == 7)
1278 } while ((win != TRUE) && (win != FALSE));
1281 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1284 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1286 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1287 prt("--------------------------------", 8, 3);
1288 strcpy(out_val, "");
1289 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1291 for (p = out_val; iswspace(*p); p++);
1295 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1298 else if (choice > 9)
1300 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1304 roll1 = randint0(10);
1305 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1306 "The wheel spins to a stop and the winner is %d"), roll1);
1307 prt(tmp_str, 13, 3);
1309 prt("*", 9, (3 * roll1 + 5));
1310 if (roll1 == choice)
1314 case BACT_DICE_SLOTS: /* The Dice Slots */
1315 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1316 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1317 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1318 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1319 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1320 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1321 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1322 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1325 roll1 = randint1(21);
1335 roll2 = randint1(21);
1345 choice = randint1(21);
1355 put_str("/--------------------------\\", 7, 2);
1356 prt("\\--------------------------/", 17, 2);
1357 display_fruit(8, 3, roll1 - 1);
1358 display_fruit(8, 12, roll2 - 1);
1359 display_fruit(8, 21, choice - 1);
1360 if ((roll1 == roll2) && (roll2 == choice))
1379 else if ((roll1 == 1) && (roll2 == 1))
1388 if (odds) win = TRUE;
1394 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1396 p_ptr->au += odds * wager;
1397 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1399 prt(tmp_str, 17, 37);
1403 prt(_("あなたの負け", "You Lost"), 16, 37);
1406 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1408 prt(tmp_str, 22, 2);
1409 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1411 move_cursor(18, 52);
1416 if (wager > p_ptr->au)
1418 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1419 "Hey! You don't have the gold - get out of here!"));
1425 } while ((again == 'y') || (again == 'Y'));
1428 if (p_ptr->au >= oldgold)
1430 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!」",
1431 "You came out a winner! We'll win next time, I'm sure."));
1432 chg_virtue(p_ptr, V_CHANCE, 3);
1436 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."));
1437 chg_virtue(p_ptr, V_CHANCE, -3);
1447 * @brief モンスター闘技場に参加するモンスターを更新する。
1450 void update_gambling_monsters(void)
1457 bool old_inside_battle = p_ptr->phase_out;
1459 for (i = 0; i < current_world_ptr->max_d_idx; i++)
1460 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1462 mon_level = randint1(MIN(max_dl, 122)) + 5;
1463 if (randint0(100) < 60)
1465 i = randint1(MIN(max_dl, 122)) + 5;
1466 mon_level = MAX(i, mon_level);
1468 if (randint0(100) < 30)
1470 i = randint1(MIN(max_dl, 122)) + 5;
1471 mon_level = MAX(i, mon_level);
1478 for (i = 0; i < 4; i++)
1484 get_mon_num_prep(monster_can_entry_arena, NULL);
1485 p_ptr->phase_out = TRUE;
1486 r_idx = get_mon_num(mon_level);
1487 p_ptr->phase_out = old_inside_battle;
1488 if (!r_idx) continue;
1490 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1492 if ((r_info[r_idx].level + 10) > mon_level) continue;
1495 for (j = 0; j < i; j++)
1496 if (r_idx == battle_mon[j]) break;
1497 if (j < i) continue;
1501 battle_mon[i] = r_idx;
1502 if (r_info[r_idx].level < 45) tekitou = TRUE;
1505 for (i = 0; i < 4; i++)
1507 monster_race *r_ptr = &r_info[battle_mon[i]];
1508 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1510 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1511 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1513 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1514 power[i] = power[i] * (100 + r_ptr->level) / 100;
1515 if (r_ptr->speed > 110)
1516 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1517 if (r_ptr->speed < 110)
1518 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1520 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1521 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1522 power[i] = power[i] * 4 / 3;
1523 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1524 power[i] = power[i] * 4 / 3;
1525 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1526 power[i] = power[i] * 11 / 10;
1527 if (r_ptr->flags1 & RF1_RAND_25)
1528 power[i] = power[i] * 9 / 10;
1529 if (r_ptr->flags1 & RF1_RAND_50)
1530 power[i] = power[i] * 9 / 10;
1531 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1532 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1535 for (i = 0; i < 4; i++)
1537 if (power[i] <= 0) break;
1538 power[i] = total * 60 / power[i];
1539 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1540 if ((power[i] < 160) && randint0(20)) break;
1541 if (power[i] < 101) power[i] = 100 + randint1(5);
1542 mon_odds[i] = power[i];
1549 * @brief モンスター闘技場のメインルーチン
1550 * @return 賭けを開始したか否か
1552 static bool kakutoujou(void)
1556 char out_val[160], tmp_str[80];
1559 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1561 update_gambling_monsters();
1562 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1570 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!"));
1582 "Monsters Odds"), 4, 4);
1586 monster_race *r_ptr = &r_info[battle_mon[i]];
1588 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1589 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1590 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1591 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1594 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1604 if (i >= '1' && i <= '4')
1606 sel_monster = i-'1';
1607 battle_odds = mon_odds[sel_monster];
1614 for (i = 0; i < 4; i++)
1615 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1617 maxbet = p_ptr->lev * 200;
1619 /* We can't bet more than we have */
1620 maxbet = MIN(maxbet, p_ptr->au);
1623 strcpy(out_val, "");
1624 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1626 * Use get_string() because we may need more than
1627 * the s16b value returned by get_quantity().
1629 if (get_string(tmp_str, out_val, 32))
1632 for (p = out_val; *p == ' '; p++);
1637 if (wager > p_ptr->au)
1639 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!"));
1645 else if (wager > maxbet)
1647 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);
1653 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1657 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1660 reset_tim_flags(p_ptr);
1662 /* Save the surface floor as saved floor */
1663 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1665 p_ptr->phase_out = TRUE;
1666 p_ptr->leaving = TRUE;
1667 p_ptr->leave_bldg = TRUE;
1680 * @brief 本日の賞金首情報を表示する。
1683 static void today_target(void)
1686 monster_race *r_ptr = &r_info[today_mon];
1689 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1690 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1691 c_put_str(TERM_YELLOW, buf, 6, 10);
1692 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1694 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1696 p_ptr->today_mon = today_mon;
1700 * @brief ツチノコの賞金首情報を表示する。
1703 static void tsuchinoko(void)
1706 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1707 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);
1708 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1709 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1710 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1714 * @brief 通常の賞金首情報を表示する。
1717 static void shoukinkubi(void)
1723 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);
1724 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1726 for (i = 0; i < MAX_KUBI; i++)
1730 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])];
1732 if (current_world_ptr->bounty_r_idx[i] > 10000)
1735 done_mark = _("(済)", "(done)");
1743 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1746 if (!y && (i < MAX_KUBI -1))
1748 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1759 * 賞金首の報酬テーブル / List of prize object
1762 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1763 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1764 } prize_list[MAX_KUBI] =
1766 {TV_POTION, SV_POTION_CURING},
1767 {TV_POTION, SV_POTION_SPEED},
1768 {TV_POTION, SV_POTION_SPEED},
1769 {TV_POTION, SV_POTION_RESISTANCE},
1770 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1772 {TV_POTION, SV_POTION_HEALING},
1773 {TV_POTION, SV_POTION_RESTORE_MANA},
1774 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1775 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1776 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1778 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1779 {TV_POTION, SV_POTION_STAR_HEALING},
1780 {TV_POTION, SV_POTION_STAR_HEALING},
1781 {TV_POTION, SV_POTION_NEW_LIFE},
1782 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1784 {TV_POTION, SV_POTION_LIFE},
1785 {TV_POTION, SV_POTION_LIFE},
1786 {TV_POTION, SV_POTION_AUGMENTATION},
1787 {TV_POTION, SV_POTION_INVULNERABILITY},
1788 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1792 * @brief 賞金首の引き換え処理 / Get prize
1793 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1795 static bool kankin(void)
1799 bool change = FALSE;
1800 GAME_TEXT o_name[MAX_NLEN];
1803 /* Loop for p_ptr->inventory_list and right/left arm */
1804 for (i = 0; i <= INVEN_LARM; i++)
1806 o_ptr = &p_ptr->inventory_list[i];
1808 /* Living Tsuchinoko worthes $1000000 */
1809 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1811 char buf[MAX_NLEN+20];
1812 object_desc(o_name, o_ptr, 0);
1813 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1816 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1817 p_ptr->au += 1000000L * o_ptr->number;
1818 p_ptr->redraw |= (PR_GOLD);
1819 vary_item(i, -o_ptr->number);
1825 for (i = 0; i < INVEN_PACK; i++)
1827 o_ptr = &p_ptr->inventory_list[i];
1829 /* Corpse of Tsuchinoko worthes $200000 */
1830 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1832 char buf[MAX_NLEN+20];
1833 object_desc(o_name, o_ptr, 0);
1834 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1837 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1838 p_ptr->au += 200000L * o_ptr->number;
1839 p_ptr->redraw |= (PR_GOLD);
1840 vary_item(i, -o_ptr->number);
1846 for (i = 0; i < INVEN_PACK; i++)
1848 o_ptr = &p_ptr->inventory_list[i];
1850 /* Bones of Tsuchinoko worthes $100000 */
1851 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1853 char buf[MAX_NLEN+20];
1854 object_desc(o_name, o_ptr, 0);
1855 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1858 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1859 p_ptr->au += 100000L * o_ptr->number;
1860 p_ptr->redraw |= (PR_GOLD);
1861 vary_item(i, -o_ptr->number);
1867 for (i = 0; i < INVEN_PACK; i++)
1869 o_ptr = &p_ptr->inventory_list[i];
1870 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)))
1872 char buf[MAX_NLEN+20];
1873 object_desc(o_name, o_ptr, 0);
1874 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1877 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1878 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1879 p_ptr->redraw |= (PR_GOLD);
1880 vary_item(i, -o_ptr->number);
1886 for (i = 0; i < INVEN_PACK; i++)
1888 o_ptr = &p_ptr->inventory_list[i];
1890 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1892 char buf[MAX_NLEN+20];
1893 object_desc(o_name, o_ptr, 0);
1894 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1897 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1898 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1899 p_ptr->redraw |= (PR_GOLD);
1900 vary_item(i, -o_ptr->number);
1906 for (j = 0; j < MAX_KUBI; j++)
1908 /* Need reverse order --- Positions will be changed in the loop */
1909 for (i = INVEN_PACK-1; i >= 0; i--)
1911 o_ptr = &p_ptr->inventory_list[i];
1912 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1914 char buf[MAX_NLEN+20];
1916 INVENTORY_IDX item_new;
1919 object_desc(o_name, o_ptr, 0);
1920 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1921 if (!get_check(buf)) continue;
1923 #if 0 /* Obsoleted */
1924 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number);
1925 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1926 p_ptr->redraw |= (PR_GOLD);
1927 vary_item(i, -o_ptr->number);
1928 chg_virtue(p_ptr, V_JUSTICE, 5);
1929 current_world_ptr->bounty_r_idx[j] += 10000;
1932 #endif /* Obsoleted */
1935 vary_item(i, -o_ptr->number);
1937 chg_virtue(p_ptr, V_JUSTICE, 5);
1938 current_world_ptr->bounty_r_idx[j] += 10000;
1940 /* Count number of unique corpses already handed */
1941 for (num = 0, k = 0; k < MAX_KUBI; k++)
1943 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1945 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" : ""));
1947 /* Prepare to make a prize */
1948 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1949 apply_magic(&forge, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
1951 object_aware(&forge);
1952 object_known(&forge);
1955 * Hand it --- Assume there is an empty slot.
1956 * Since a corpse is handed at first,
1957 * there is at least one empty slot.
1959 item_new = inven_carry(&forge);
1961 object_desc(o_name, &forge, 0);
1962 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1964 /* Auto-inscription */
1965 autopick_alter_item(item_new, FALSE);
1975 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."));
1983 * @brief 宿屋の利用サブルーチン
1984 * @details inn commands\n
1985 * Note that resting for the night was a perfect way to avoid player\n
1986 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1987 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1988 * will not be that useful. I will keep it in the hopes the player\n
1989 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1990 * Resting at night is also a quick way to restock stores -KMW-\n
1991 * @param cmd 宿屋の利用施設ID
1992 * @return 施設の利用が実際に行われたか否か。
1994 static bool inn_comm(int cmd)
1998 case BACT_FOOD: /* Buy food & drink */
1999 if (p_ptr->food >= PY_FOOD_FULL)
2001 msg_print(_("今は満腹だ。", "You are full now."));
2004 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."));
2005 (void)set_food(p_ptr, PY_FOOD_MAX - 1);
2008 case BACT_REST: /* Rest for the night */
2009 if ((p_ptr->poisoned) || (p_ptr->cut))
2011 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."));
2013 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."));
2017 s32b oldturn = current_world_ptr->game_turn;
2018 int prev_day, prev_hour, prev_min;
2020 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2021 if ((prev_hour >= 6) && (prev_hour <= 17))
2022 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2024 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2026 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2027 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2029 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2030 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2033 prevent_turn_overflow();
2035 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(p_ptr, NIKKI_HIGAWARI, 0, NULL);
2036 p_ptr->chp = p_ptr->mhp;
2038 if (ironman_nightmare)
2040 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."));
2042 /* Have some nightmares */
2045 sanity_blast(p_ptr, NULL, FALSE);
2046 if (!one_in_(3)) break;
2049 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2050 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2054 set_blind(p_ptr, 0);
2055 set_confused(p_ptr, 0);
2057 p_ptr->chp = p_ptr->mhp;
2058 p_ptr->csp = p_ptr->msp;
2059 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2062 for (i = 0; i < 72; i++)
2064 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2066 for (; i < 108; i++)
2068 p_ptr->magic_num1[i] = 0;
2072 if ((prev_hour >= 6) && (prev_hour <= 17))
2074 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."));
2075 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2079 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."));
2080 exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2086 case BACT_RUMORS: /* Listen for rumors */
2088 display_rumor(TRUE);
2098 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2099 * @param questnum クエストのID
2100 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2103 static void get_questinfo(IDX questnum, bool do_init)
2106 QUEST_IDX old_quest;
2107 GAME_TEXT tmp_str[80];
2109 /* Clear the text */
2110 for (i = 0; i < 10; i++)
2112 quest_text[i][0] = '\0';
2115 quest_text_line = 0;
2117 /* Set the quest number temporary */
2118 old_quest = p_ptr->current_floor_ptr->inside_quest;
2119 p_ptr->current_floor_ptr->inside_quest = questnum;
2121 /* Get the quest text */
2122 init_flags = INIT_SHOW_TEXT;
2123 if (do_init) init_flags |= INIT_ASSIGN;
2125 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2127 /* Reset the old quest number */
2128 p_ptr->current_floor_ptr->inside_quest = old_quest;
2130 /* Print the quest info */
2131 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);
2135 prt(quest[questnum].name, 7, 0);
2137 for (i = 0; i < 10; i++)
2139 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2144 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2147 static void castle_quest(void)
2149 QUEST_IDX q_index = 0;
2150 monster_race *r_ptr;
2157 /* Current quest of the building */
2158 q_index = p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2160 /* Is there a quest available at the building? */
2163 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);
2167 q_ptr = &quest[q_index];
2169 /* Quest is completed */
2170 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2172 /* Rewarded quest */
2173 q_ptr->status = QUEST_STATUS_REWARDED;
2175 get_questinfo(q_index, FALSE);
2177 reinit_wilderness = TRUE;
2180 else if (q_ptr->status == QUEST_STATUS_FAILED)
2182 get_questinfo(q_index, FALSE);
2184 /* Mark quest as done (but failed) */
2185 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2187 reinit_wilderness = TRUE;
2189 /* Quest is still unfinished */
2190 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2192 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);
2193 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);
2194 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);
2197 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2199 q_ptr->status = QUEST_STATUS_TAKEN;
2201 reinit_wilderness = TRUE;
2203 /* Assign a new quest */
2204 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2206 if (q_ptr->r_idx == 0)
2208 /* Random monster at least 5 - 10 levels out of deep */
2209 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2212 r_ptr = &r_info[q_ptr->r_idx];
2214 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2216 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2217 r_ptr = &r_info[q_ptr->r_idx];
2220 if (q_ptr->max_num == 0)
2222 /* Random monster number */
2223 if (randint1(10) > 7)
2226 q_ptr->max_num = randint1(3) + 1;
2230 name = (r_name + r_ptr->name);
2231 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2235 get_questinfo(q_index, TRUE);
2242 * @brief 町に関するヘルプを表示する / Display town history
2245 static void town_history(void)
2249 /* Peruse the building help file */
2250 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2255 * @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
2257 * @param mult スレイ倍率(掛け算部分)
2258 * @param div スレイ倍率(割り算部分)
2259 * @param force 理力特別計算フラグ
2262 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2270 tmp += dam * 60 * 2;
2284 * @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)
2286 * @param mult スレイ倍率(掛け算部分)
2287 * @param div スレイ倍率(割り算部分)
2288 * @param force 理力特別計算フラグ
2290 * @param plus 武器ダメージ修正
2291 * @param meichuu 命中値
2292 * @param dokubari 毒針処理か否か
2293 * @param vorpal_mult 切れ味倍率(掛け算部分)
2294 * @param vorpal_div 切れ味倍率(割り算部分)
2297 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)
2299 dam = calc_slaydam(dam, mult, div, force);
2300 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2301 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2307 * @brief 武器の各条件毎のダメージ期待値を表示する。
2310 * @param mindice ダイス部分最小値
2311 * @param maxdice ダイス部分最大値
2313 * @param dam_bonus ダメージ修正値
2315 * @param color 条件内容の表示色
2317 * Display the damage figure of an object\n
2318 * (used by compare_weapon_aux)\n
2320 * Only accurate for the current weapon, because it includes\n
2321 * the current +dam of the player.\n
2324 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2326 GAME_TEXT tmp_str[80];
2329 mindam = blows * (mindice + dam_bonus);
2330 maxdam = blows * (maxdice + dam_bonus);
2332 /* Print the intro text */
2333 c_put_str(color, attr, r, c);
2335 /* Calculate the min and max damage figures */
2336 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2338 /* Print the damage */
2339 put_str(tmp_str, r, c + 8);
2344 * @brief 武器一つ毎のダメージ情報を表示する。
2345 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2346 * @param col 表示する行の上端
2349 * Show the damage figures for the various monster types\n
2351 * Only accurate for the current weapon, because it includes\n
2352 * the current number of blows for the player.\n
2355 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2357 BIT_FLAGS flgs[TR_FLAG_SIZE];
2358 int blow = p_ptr->num_blow[0];
2360 bool dokubari = FALSE;
2362 /* Effective dices */
2363 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2364 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2366 int mindice = eff_dd;
2367 int maxdice = eff_ds * eff_dd;
2370 int vorpal_mult = 1;
2372 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2375 /* Get the flags of the weapon */
2376 object_flags(o_ptr, flgs);
2378 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2381 /* Show Critical Damage*/
2382 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2383 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2385 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2389 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2391 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2402 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);
2403 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);
2404 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2407 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2411 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);
2412 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);
2413 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2416 /* Print the relevant lines */
2417 if (have_flag(flgs, TR_KILL_ANIMAL))
2419 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);
2420 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);
2421 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2423 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2425 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);
2426 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);
2427 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2429 if (have_flag(flgs, TR_KILL_EVIL))
2431 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);
2432 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);
2433 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2435 else if (have_flag(flgs, TR_SLAY_EVIL))
2437 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);
2438 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);
2439 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2441 if (have_flag(flgs, TR_KILL_HUMAN))
2443 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);
2444 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);
2445 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2447 else if (have_flag(flgs, TR_SLAY_HUMAN))
2449 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);
2450 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);
2451 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2453 if (have_flag(flgs, TR_KILL_UNDEAD))
2455 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);
2456 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);
2457 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2459 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2461 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);
2462 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);
2463 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2465 if (have_flag(flgs, TR_KILL_DEMON))
2467 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);
2468 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);
2469 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2471 else if (have_flag(flgs, TR_SLAY_DEMON))
2473 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);
2474 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);
2475 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2477 if (have_flag(flgs, TR_KILL_ORC))
2479 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);
2480 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);
2481 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2483 else if (have_flag(flgs, TR_SLAY_ORC))
2485 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);
2486 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);
2487 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2489 if (have_flag(flgs, TR_KILL_TROLL))
2491 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);
2492 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);
2493 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2495 else if (have_flag(flgs, TR_SLAY_TROLL))
2497 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);
2498 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);
2499 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2501 if (have_flag(flgs, TR_KILL_GIANT))
2503 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);
2504 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);
2505 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2507 else if (have_flag(flgs, TR_SLAY_GIANT))
2509 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);
2510 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);
2511 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2513 if (have_flag(flgs, TR_KILL_DRAGON))
2515 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);
2516 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);
2517 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2519 else if (have_flag(flgs, TR_SLAY_DRAGON))
2521 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);
2522 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);
2523 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2525 if (have_flag(flgs, TR_BRAND_ACID))
2527 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);
2528 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);
2529 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2531 if (have_flag(flgs, TR_BRAND_ELEC))
2533 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);
2534 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);
2535 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2537 if (have_flag(flgs, TR_BRAND_FIRE))
2539 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);
2540 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);
2541 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2543 if (have_flag(flgs, TR_BRAND_COLD))
2545 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);
2546 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);
2547 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2549 if (have_flag(flgs, TR_BRAND_POIS))
2551 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);
2552 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);
2553 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2558 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2559 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2560 * @param row 表示する列の左端
2561 * @param col 表示する行の上端
2563 * Displays all info about a weapon
2565 * Only accurate for the current weapon, because it includes
2566 * various info about the player's +to_dam and number of blows.
2569 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2571 GAME_TEXT o_name[MAX_NLEN];
2572 GAME_TEXT tmp_str[80];
2574 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2575 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2576 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2578 /* Print the weapon name */
2579 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2580 c_put_str(TERM_YELLOW, o_name, row, col);
2582 /* Print the player's number of blows */
2583 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2584 put_str(tmp_str, row+1, col);
2586 /* Print to_hit and to_dam of the weapon */
2587 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2588 put_str(tmp_str, row+2, col);
2590 /* Print the weapons base damage dice */
2591 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2592 (int)hit_chance(reli, 0),
2593 (int)hit_chance(reli, 50),
2594 (int)hit_chance(reli, 100),
2595 (int)hit_chance(reli, 150),
2596 (int)hit_chance(reli, 200));
2597 put_str(tmp_str, row+3, col);
2598 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2600 /* Damage for one blow (if it hits) */
2601 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2602 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2603 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2604 put_str(tmp_str, row+6, col+1);
2606 /* Damage for the complete attack (if all blows hit) */
2607 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2608 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2609 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2610 put_str(tmp_str, row+7, col+1);
2614 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2616 * Copies the weapons to compare into the weapon-slot and\n
2617 * compares the values for both weapons.\n
2618 * 武器1つだけで比較をしないなら費用は半額になる。
2619 * @param bcost 基本鑑定費用
2620 * @return 最終的にかかった費用
2622 static PRICE compare_weapons(PRICE bcost)
2625 OBJECT_IDX item, item2;
2626 object_type *o_ptr[2];
2627 object_type orig_weapon;
2631 TERM_LEN wid = 38, mgn = 2;
2632 bool old_character_xtra = current_world_ptr->character_xtra;
2635 PRICE cost = 0; /* First time no price */
2640 /* Store copy of original wielded weapon */
2641 i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2642 object_copy(&orig_weapon, i_ptr);
2644 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2646 /* Get the first weapon */
2647 q = _("第一の武器は?", "What is your first weapon? ");
2648 s = _("比べるものがありません。", "You have nothing to compare.");
2650 o_ptr[0] = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2664 /* Only compare melee weapons */
2665 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2667 /* Hack -- prevent "icky" message */
2668 current_world_ptr->character_xtra = TRUE;
2670 /* Diaplay selected weapon's infomation */
2671 for (i = 0; i < n; i++)
2673 int col = (wid * i + mgn);
2675 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2676 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2678 p_ptr->update |= PU_BONUS;
2681 /* List the new values */
2682 list_weapon(o_ptr[i], row, col);
2683 compare_weapon_aux(o_ptr[i], col, row + 8);
2685 /* Copy back the original weapon into the weapon slot */
2686 object_copy(i_ptr, &orig_weapon);
2689 /* Reset the values for the old weapon */
2690 p_ptr->update |= PU_BONUS;
2693 current_world_ptr->character_xtra = old_character_xtra;
2696 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2697 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);
2698 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);
2700 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2701 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2702 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2710 if (total + cost > p_ptr->au)
2712 msg_print(_("お金が足りません!", "You don't have enough money!"));
2717 q = _("第二の武器は?", "What is your second weapon? ");
2718 s = _("比べるものがありません。", "You have nothing to compare.");
2720 /* Get the second weapon */
2721 o_ptr[1] = choose_object(p_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2722 if (!o_ptr[1]) continue;
2740 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2742 * Calculate and display the dodge-rate and the protection-rate
2744 * @param iAC プレイヤーのAC。
2745 * @return 常にTRUEを返す。
2747 static bool eval_ac(ARMOUR_CLASS iAC)
2751 "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"
2752 "何パーセント軽減するかを示します。\n"
2753 "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"
2754 "に対してのみ効果があります。\n \n"
2755 "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"
2756 "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"
2757 "敵のレベルとあなたのACによって決定されます。\n \n"
2758 "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"
2759 "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";
2762 "'Protection Rate' means how much damage is reduced by your armor.\n"
2763 "Note that the Protection rate is effective only against normal "
2764 "'attack' and 'shatter' type melee attacks, "
2765 "and has no effect against any other types such as 'poison'.\n \n"
2766 "'Dodge Rate' indicates the success rate on dodging the "
2767 "monster's melee attacks. "
2768 "It is depend on the level of the monster and your AC.\n \n"
2769 "'Average Damage' indicates the expected amount of damage "
2770 "when you are attacked by normal melee attacks with power=100.";
2774 TERM_LEN col, row = 2;
2776 char buf[80*20], *t;
2778 /* AC lower than zero has no effect */
2779 if (iAC < 0) iAC = 0;
2782 protection = 100 * MIN(iAC, 150) / 250;
2787 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2788 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2791 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2792 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2793 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2795 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2797 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2798 int dodge; /* 回避率(%) */
2799 int average; /* ダメージ期待値 */
2801 put_str(format("%3d", lvl), row + 0, col);
2804 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2805 put_str(format("%3d%%", dodge), row + 1, col);
2807 /* 100点の攻撃に対してのダメージ期待値を計算 */
2808 average = (100 - dodge) * (100 - protection) / 100;
2809 put_str(format("%3d", average), row + 2, col);
2813 roff_to_buf(memo, 70, buf, sizeof(buf));
2814 for (t = buf; t[0]; t += strlen(t) + 1)
2815 put_str(t, (row++) + 4, 4);
2817 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);
2829 * @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。
2830 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2831 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2832 * @return 修復対象になるならTRUEを返す。
2834 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2837 int cand[TR_FLAG_MAX];
2838 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2839 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2841 object_flags(to_ptr, to_flgs);
2842 object_flags(from_ptr, from_flgs);
2844 for (i = 0; i < TR_FLAG_MAX; i++)
2848 case TR_IGNORE_ACID:
2849 case TR_IGNORE_ELEC:
2850 case TR_IGNORE_FIRE:
2851 case TR_IGNORE_COLD:
2860 case TR_FIXED_FLAVOR:
2863 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2865 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2873 int tr_idx = cand[randint0(n)];
2874 add_flag(to_ptr->art_flags, tr_idx);
2875 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2876 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2877 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2878 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2885 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2886 * @param bcost 基本修復費用
2889 static PRICE repair_broken_weapon_aux(PRICE bcost)
2892 OBJECT_IDX item, mater;
2893 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2895 int i, dd_bonus, ds_bonus;
2896 KIND_OBJECT_IDX k_idx;
2897 char basenm[MAX_NLEN];
2902 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);
2903 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);
2905 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2906 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2908 /* Only forge broken weapons */
2909 item_tester_hook = item_tester_hook_broken_weapon;
2911 o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2912 if (!o_ptr) return (0);
2914 /* It is worthless */
2915 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2917 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2921 /* They are too many */
2922 if (o_ptr->number > 1)
2924 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!"));
2928 /* Display item name */
2929 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2930 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2932 q = _("材料となる武器は?", "Which weapon for material? ");
2933 s = _("材料となる武器がありません。", "You have no material to repair.");
2935 /* Only forge broken weapons */
2936 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2938 mo_ptr = choose_object(p_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2939 if (!mo_ptr) return (0);
2942 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2946 /* Display item name */
2947 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2948 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2950 /* Get the value of one of the items (except curses) */
2951 cost = bcost + object_value_real(o_ptr) * 2;
2953 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);
2955 /* Check if the player has enough money */
2956 if (p_ptr->au < cost)
2958 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2959 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);
2964 p_ptr->total_weight -= o_ptr->weight;
2966 if (o_ptr->sval == SV_BROKEN_DAGGER)
2971 /* Suppress compiler warning */
2974 for (j = 1; j < max_k_idx; j++)
2976 object_kind *k_aux_ptr = &k_info[j];
2978 if (k_aux_ptr->tval != TV_SWORD) continue;
2979 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2980 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2981 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2982 if (k_aux_ptr->weight > 99) continue;
2991 else /* TV_BROKEN_SWORD */
2993 /* Repair to a sword or sometimes material's type weapon */
2994 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2998 object_kind *ck_ptr;
3000 k_idx = lookup_kind(tval, SV_ANY);
3001 ck_ptr = &k_info[k_idx];
3003 if (tval == TV_SWORD)
3005 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3006 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3007 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3008 (ck_ptr->sval == SV_DOKUBARI)) continue;
3010 if (tval == TV_POLEARM)
3012 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3013 (ck_ptr->sval == SV_TSURIZAO)) continue;
3015 if (tval == TV_HAFTED)
3017 if ((ck_ptr->sval == SV_GROND) ||
3018 (ck_ptr->sval == SV_WIZSTAFF) ||
3019 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3026 /* Calculate dice bonuses */
3027 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3028 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3029 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3030 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3032 /* Change base object */
3033 k_ptr = &k_info[k_idx];
3034 o_ptr->k_idx = k_idx;
3035 o_ptr->weight = k_ptr->weight;
3036 o_ptr->tval = k_ptr->tval;
3037 o_ptr->sval = k_ptr->sval;
3038 o_ptr->dd = k_ptr->dd;
3039 o_ptr->ds = k_ptr->ds;
3041 /* Copy base object's ability */
3042 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3043 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3044 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3050 for (i = 1; i < dd_bonus; i++)
3052 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3058 for (i = 1; i < ds_bonus; i++)
3060 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3064 if (have_flag(k_ptr->flags, TR_BLOWS))
3066 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3067 o_ptr->pval = MIN(o_ptr->pval, bmax);
3070 /* Add one random ability from material weapon */
3071 give_one_ability_of_object(o_ptr, mo_ptr);
3073 /* Add to-dam, to-hit and to-ac from material weapon */
3074 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3075 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3076 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3078 if ((o_ptr->name1 == ART_NARSIL) ||
3079 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3080 (object_is_ego(o_ptr) && one_in_(7)))
3083 if (object_is_ego(o_ptr))
3085 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3086 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3089 /* Add one random ability from material weapon */
3090 give_one_ability_of_object(o_ptr, mo_ptr);
3092 /* Add one random activation */
3093 if (!activation_index(o_ptr)) one_activation(o_ptr);
3096 if (o_ptr->name1 == ART_NARSIL)
3098 one_high_resistance(o_ptr);
3102 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3105 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3107 msg_format("$%dで%sに修復しました。", cost, basenm);
3109 msg_format("Repaired into %s for %d gold.", basenm, cost);
3113 /* Remove BROKEN flag */
3114 o_ptr->ident &= ~(IDENT_BROKEN);
3116 /* Add repaired flag */
3117 o_ptr->discount = 99;
3119 p_ptr->total_weight += o_ptr->weight;
3120 calc_android_exp(p_ptr);
3122 /* Decrease material object */
3123 inven_item_increase(mater, -1);
3124 inven_item_optimize(mater);
3127 p_ptr->update |= PU_BONUS;
3130 /* Something happened */
3135 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3136 * @param bcost 基本鑑定費用
3139 static int repair_broken_weapon(PRICE bcost)
3143 cost = repair_broken_weapon_aux(bcost);
3150 * @brief アイテムの強化を行う。 / Enchant item
3151 * @param cost 1回毎の費用
3152 * @param to_hit 命中をアップさせる量
3153 * @param to_dam ダメージをアップさせる量
3154 * @param to_ac ACをアップさせる量
3155 * @return 実際に行ったらTRUE
3157 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3164 int maxenchant = (p_ptr->lev / 5);
3165 char tmp_str[MAX_NLEN];
3168 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3169 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3171 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3172 s = _("改良できるものがありません。", "You have nothing to improve.");
3174 o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3175 if (!o_ptr) return (FALSE);
3177 /* Check if the player has enough money */
3178 if (p_ptr->au < (cost * o_ptr->number))
3180 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3181 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);
3185 /* Enchant to hit */
3186 for (i = 0; i < to_hit; i++)
3188 if (o_ptr->to_h < maxenchant)
3190 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3198 /* Enchant to damage */
3199 for (i = 0; i < to_dam; i++)
3201 if (o_ptr->to_d < maxenchant)
3203 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3212 for (i = 0; i < to_ac; i++)
3214 if (o_ptr->to_a < maxenchant)
3216 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3227 if (flush_failure) flush();
3228 msg_print(_("改良に失敗した。", "The improvement failed."));
3233 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3235 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3237 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3240 /* Charge the money */
3241 p_ptr->au -= (cost * o_ptr->number);
3243 if (item >= INVEN_RARM) calc_android_exp(p_ptr);
3245 /* Something happened */
3252 * @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
3254 * The player can select the number of charges to add\n
3255 * (up to a limit), and the recharge never fails.\n
3257 * The cost for rods depends on the level of the rod. The prices\n
3258 * for recharging wands and staves are dependent on the cost of\n
3262 static void building_recharge(void)
3270 PARAMETER_VALUE charges;
3272 char tmp_str[MAX_NLEN];
3276 /* Display some info */
3278 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);
3281 /* Only accept legal items */
3282 item_tester_hook = item_tester_hook_recharge;
3284 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3285 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3287 o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
3290 k_ptr = &k_info[o_ptr->k_idx];
3293 * We don't want to give the player free info about
3294 * the level of the item or the number of charges.
3296 /* The item must be "known" */
3297 if (!object_is_known(o_ptr))
3299 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!"));
3302 if ((p_ptr->au >= 50) &&
3303 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3307 identify_item(p_ptr, o_ptr);
3308 object_desc(tmp_str, o_ptr, 0);
3309 msg_format(_("%s です。", "You have: %s."), tmp_str);
3311 /* Auto-inscription */
3312 autopick_alter_item(item, FALSE);
3314 /* Update the gold display */
3315 building_prt_gold();
3323 /* Extract the object "level" */
3324 lev = k_info[o_ptr->k_idx].level;
3326 /* Price for a rod */
3327 if (o_ptr->tval == TV_ROD)
3329 if (o_ptr->timeout > 0)
3331 /* Fully recharge */
3332 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3336 /* No recharge necessary */
3338 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3342 else if (o_ptr->tval == TV_STAFF)
3344 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3345 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3347 /* Pay at least 10 gold per charge */
3348 price = MAX(10, price);
3352 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3353 price = (k_info[o_ptr->k_idx].cost / 10);
3355 /* Pay at least 10 gold per charge */
3356 price = MAX(10, price);
3359 /* Limit the number of charges for wands and staffs */
3360 if (o_ptr->tval == TV_WAND
3361 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3363 if (o_ptr->number > 1)
3365 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3369 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3373 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3375 if (o_ptr->number > 1)
3377 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3381 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3386 /* Check if the player has enough money */
3387 if (p_ptr->au < price)
3389 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3391 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3393 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3399 if (o_ptr->tval == TV_ROD)
3402 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3404 if (get_check(format("Recharge the %s for %d gold? ",
3405 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3409 /* Recharge fully */
3419 if (o_ptr->tval == TV_STAFF)
3420 max_charges = k_ptr->pval - o_ptr->pval;
3422 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3424 /* Get the quantity for staves and wands */
3425 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3426 MIN(p_ptr->au / price, max_charges));
3429 if (charges < 1) return;
3431 /* Get the new price */
3435 o_ptr->pval += charges;
3437 /* We no longer think the item is empty */
3438 o_ptr->ident &= ~(IDENT_EMPTY);
3442 object_desc(tmp_str, o_ptr, 0);
3444 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3446 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3448 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3450 p_ptr->window |= (PW_INVEN);
3461 * @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
3463 * The player can select the number of charges to add\n
3464 * (up to a limit), and the recharge never fails.\n
3466 * The cost for rods depends on the level of the rod. The prices\n
3467 * for recharging wands and staves are dependent on the cost of\n
3471 static void building_recharge_all(void)
3478 PRICE total_cost = 0;
3481 /* Display some info */
3484 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);
3486 /* Calculate cost */
3487 for ( i = 0; i < INVEN_PACK; i++)
3489 o_ptr = &p_ptr->inventory_list[i];
3491 /* skip non magic device */
3492 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3494 /* need identified */
3495 if (!object_is_known(o_ptr)) total_cost += 50;
3497 /* Extract the object "level" */
3498 lev = k_info[o_ptr->k_idx].level;
3500 k_ptr = &k_info[o_ptr->k_idx];
3502 switch (o_ptr->tval)
3505 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3509 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3510 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3512 /* Pay at least 10 gold per charge */
3513 price = MAX(10, price);
3516 price = (k_ptr->pval - o_ptr->pval) * price;
3520 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3521 price = (k_info[o_ptr->k_idx].cost / 10);
3523 /* Pay at least 10 gold per charge */
3524 price = MAX(10, price);
3527 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3531 /* if price <= 0 then item have enough charge */
3532 if (price > 0) total_cost += price;
3537 msg_print(_("充填する必要はありません。", "No need to recharge."));
3542 /* Check if the player has enough money */
3543 if (p_ptr->au < total_cost)
3545 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 );
3549 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3551 for (i = 0; i < INVEN_PACK; i++)
3553 o_ptr = &p_ptr->inventory_list[i];
3554 k_ptr = &k_info[o_ptr->k_idx];
3556 /* skip non magic device */
3557 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3559 if (!object_is_known(o_ptr))
3561 identify_item(p_ptr, o_ptr);
3563 /* Auto-inscription */
3564 autopick_alter_item(i, FALSE);
3568 switch (o_ptr->tval)
3574 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3575 /* We no longer think the item is empty */
3576 o_ptr->ident &= ~(IDENT_EMPTY);
3579 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3580 o_ptr->pval = o_ptr->number * k_ptr->pval;
3581 /* We no longer think the item is empty */
3582 o_ptr->ident &= ~(IDENT_EMPTY);
3588 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3590 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3592 p_ptr->window |= (PW_INVEN);
3595 p_ptr->au -= total_cost;
3602 * @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-
3603 * @return 常にTRUEを返す。
3604 * @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。
3606 static bool research_mon(void)
3614 bool recall = FALSE;
3618 /* XTRA HACK WHATSEARCH */
3624 /* XTRA HACK REMEMBER_IDX */
3625 static int old_sym = '\0';
3626 static IDX old_i = 0;
3630 /* Get a character, or abort */
3631 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):",
3632 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3640 /* Find that character info, and describe it */
3641 for (i = 0; ident_info[i]; ++i)
3643 if (sym == ident_info[i][0]) break;
3646 /* XTRA HACK WHATSEARCH */
3647 if (sym == KTRL('A'))
3650 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3652 else if (sym == KTRL('U'))
3655 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3657 else if (sym == KTRL('N'))
3660 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3662 else if (sym == KTRL('M'))
3665 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3672 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3674 else if (ident_info[i])
3676 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3680 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3683 /* Display the result */
3686 /* Allocate the "who" array */
3687 C_MAKE(who, max_r_idx, MONRACE_IDX);
3689 /* Collect matching monsters */
3690 for (n = 0, i = 1; i < max_r_idx; i++)
3692 monster_race *r_ptr = &r_info[i];
3695 if (!r_ptr->name) continue;
3697 /* XTRA HACK WHATSEARCH */
3698 /* Require non-unique monsters if needed */
3699 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3701 /* Require unique monsters if needed */
3702 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3710 for (xx = 0; temp[xx] && xx < 80; xx++)
3713 if (iskanji(temp[xx]))
3719 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3723 strcpy(temp2, r_name + r_ptr->E_name);
3725 strcpy(temp2, r_name + r_ptr->name);
3727 for (xx = 0; temp2[xx] && xx < 80; xx++)
3728 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3731 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3733 if (my_strstr(temp2, temp))
3737 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3740 /* Nothing to recall */
3743 /* Free the "who" array */
3744 C_KILL(who, max_r_idx, MONRACE_IDX);
3754 /* Sort if needed */
3757 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3761 /* Start at the end */
3762 /* XTRA HACK REMEMBER_IDX */
3763 if (old_sym == sym && old_i < n) i = old_i;
3768 /* Scan the monster memory */
3773 /* Hack -- Begin the prompt */
3776 /* Hack -- Complete the prompt */
3777 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3784 /*** Recall on screen ***/
3786 /* Get maximal info about this monster */
3787 lore_do_probe(r_idx);
3789 /* Save this monster ID */
3790 monster_race_track(r_idx);
3793 /* know every thing mode */
3794 screen_roff(r_idx, 0x01);
3797 /* XTRA HACK REMEMBER_IDX */
3804 /* Normal commands */
3805 if (query != 'r') break;
3811 if (query == ESCAPE) break;
3813 /* Move to "prev" monster */
3819 if (!expand_list) break;
3823 /* Move to "next" monster */
3829 if (!expand_list) break;
3835 /* Re-display the identity */
3836 /* prt(buf, 5, 5);*/
3838 /* Free the "who" array */
3839 C_KILL(who, max_r_idx, MONRACE_IDX);
3842 return (!notpicked);
3847 * @brief 施設の処理実行メインルーチン / Execute a building command
3848 * @param bldg 施設構造体の参照ポインタ
3849 * @param i 実行したい施設のサービステーブルの添字
3852 static void bldg_process_command(building_type *bldg, int i)
3854 BACT_IDX bact = bldg->actions[i];
3862 bcost = bldg->member_costs[i];
3864 bcost = bldg->other_costs[i];
3866 /* action restrictions */
3867 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3868 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3870 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3874 /* check gold (HACK - Recharge uses variable costs) */
3875 if ((bact != BACT_RECHARGE) &&
3876 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3877 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3879 msg_print(_("お金が足りません!", "You do not have the gold!"));
3888 case BACT_RESEARCH_ITEM:
3889 paid = identify_fully(FALSE);
3891 case BACT_TOWN_HISTORY:
3894 case BACT_RACE_LEGENDS:
3900 case BACT_KING_LEGENDS:
3901 case BACT_ARENA_LEGENDS:
3903 show_highclass(p_ptr);
3906 case BACT_ARENA_RULES:
3910 case BACT_IN_BETWEEN:
3912 case BACT_SPIN_WHEEL:
3913 case BACT_DICE_SLOTS:
3914 case BACT_GAMBLE_RULES:
3921 paid = inn_comm(bact);
3923 case BACT_RESEARCH_MONSTER:
3924 paid = research_mon();
3926 case BACT_COMPARE_WEAPONS:
3928 bcost = compare_weapons(bcost);
3930 case BACT_ENCHANT_WEAPON:
3931 item_tester_hook = object_allow_enchant_melee_weapon;
3932 enchant_item(bcost, 1, 1, 0);
3934 case BACT_ENCHANT_ARMOR:
3935 item_tester_hook = object_is_armour;
3936 enchant_item(bcost, 0, 0, 1);
3939 building_recharge();
3941 case BACT_RECHARGE_ALL:
3942 building_recharge_all();
3944 case BACT_IDENTS: /* needs work */
3945 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;
3947 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3950 case BACT_IDENT_ONE: /* needs work */
3951 paid = ident_spell(p_ptr, FALSE);
3954 do_cmd_study(p_ptr);
3956 case BACT_HEALING: /* needs work */
3957 paid = cure_critical_wounds(p_ptr, 200);
3959 case BACT_RESTORE: /* needs work */
3960 paid = restore_all_status(p_ptr);
3962 case BACT_ENCHANT_ARROWS:
3963 item_tester_hook = item_tester_hook_ammo;
3964 enchant_item(bcost, 1, 1, 0);
3966 case BACT_ENCHANT_BOW:
3967 item_tester_tval = TV_BOW;
3968 enchant_item(bcost, 1, 1, 0);
3972 if (recall_player(p_ptr, 1)) paid = TRUE;
3975 case BACT_TELEPORT_LEVEL:
3977 paid = free_level_recall(p_ptr);
3980 case BACT_LOSE_MUTATION:
3981 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3982 (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3984 while(!lose_mutation(p_ptr, 0));
3989 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3998 case BACT_TSUCHINOKO:
4015 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4016 set_virtue(p_ptr, V_COMPASSION, 0);
4017 set_virtue(p_ptr, V_HONOUR, 0);
4018 set_virtue(p_ptr, V_JUSTICE, 0);
4019 set_virtue(p_ptr, V_SACRIFICE, 0);
4020 set_virtue(p_ptr, V_KNOWLEDGE, 0);
4021 set_virtue(p_ptr, V_FAITH, 0);
4022 set_virtue(p_ptr, V_ENLIGHTEN, 0);
4023 set_virtue(p_ptr, V_ENCHANT, 0);
4024 set_virtue(p_ptr, V_CHANCE, 0);
4025 set_virtue(p_ptr, V_NATURE, 0);
4026 set_virtue(p_ptr, V_HARMONY, 0);
4027 set_virtue(p_ptr, V_VITALITY, 0);
4028 set_virtue(p_ptr, V_UNLIFE, 0);
4029 set_virtue(p_ptr, V_PATIENCE, 0);
4030 set_virtue(p_ptr, V_TEMPERANCE, 0);
4031 set_virtue(p_ptr, V_DILIGENCE, 0);
4032 set_virtue(p_ptr, V_VALOUR, 0);
4033 set_virtue(p_ptr, V_INDIVIDUALISM, 0);
4038 case BACT_TELE_TOWN:
4039 paid = tele_town(p_ptr);
4043 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4046 case BACT_BROKEN_WEAPON:
4048 bcost = repair_broken_weapon(bcost);
4059 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4062 void do_cmd_bldg(void)
4067 building_type *bldg;
4069 if(p_ptr->wild_mode) return;
4071 take_turn(p_ptr, 100);
4073 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4075 msg_print(_("ここには建物はない。", "You see no building here."));
4079 which = f_info[p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4081 bldg = &building[which];
4083 /* Don't re-init the wilderness */
4084 reinit_wilderness = FALSE;
4086 if ((which == 2) && (p_ptr->arena_number < 0))
4088 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4091 else if ((which == 2) && p_ptr->current_floor_ptr->inside_arena)
4093 if (!p_ptr->exit_bldg && p_ptr->current_floor_ptr->m_cnt > 0)
4095 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);
4099 /* Don't save the arena as saved floor */
4100 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4102 p_ptr->current_floor_ptr->inside_arena = FALSE;
4103 p_ptr->leaving = TRUE;
4105 /* Re-enter the arena */
4106 command_new = SPECIAL_KEY_BUILDING;
4108 /* No energy needed to re-enter the arena */
4114 else if (p_ptr->phase_out)
4116 /* Don't save the arena as saved floor */
4117 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4119 p_ptr->leaving = TRUE;
4120 p_ptr->phase_out = FALSE;
4122 /* Re-enter the monster arena */
4123 command_new = SPECIAL_KEY_BUILDING;
4125 /* No energy needed to re-enter the arena */
4132 p_ptr->oldpy = p_ptr->y;
4133 p_ptr->oldpx = p_ptr->x;
4136 forget_lite(p_ptr->current_floor_ptr);
4137 forget_view(p_ptr->current_floor_ptr);
4139 /* Hack -- Increase "icky" depth */
4140 current_world_ptr->character_icky++;
4146 show_building(bldg);
4147 p_ptr->leave_bldg = FALSE;
4149 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4151 while (!p_ptr->leave_bldg)
4156 building_prt_gold();
4160 if (command == ESCAPE)
4162 p_ptr->leave_bldg = TRUE;
4163 p_ptr->current_floor_ptr->inside_arena = FALSE;
4164 p_ptr->phase_out = FALSE;
4168 for (i = 0; i < 8; i++)
4170 if (bldg->letters[i])
4172 if (bldg->letters[i] == command)
4180 if(validcmd) bldg_process_command(bldg, i);
4185 select_floor_music(p_ptr);
4190 /* Reinit wilderness to activate quests ... */
4191 if (reinit_wilderness)
4193 p_ptr->leaving = TRUE;
4196 /* Hack -- Decrease "icky" depth */
4197 current_world_ptr->character_icky--;
4201 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4202 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4203 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4208 * @brief 今日の賞金首を確定する / Determine today's bounty monster
4210 * @note conv_old is used if loaded 0.0.3 or older save file
4212 void determine_today_mon(bool conv_old)
4215 bool old_inside_battle = p_ptr->phase_out;
4216 monster_race *r_ptr;
4220 for (i = 0; i < current_world_ptr->max_d_idx; i++)
4222 if (max_dlv[i] < d_info[i].mindepth) continue;
4223 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4226 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4228 p_ptr->phase_out = TRUE;
4229 get_mon_num_prep(NULL, NULL);
4233 today_mon = get_mon_num(max_dl);
4234 r_ptr = &r_info[today_mon];
4236 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4237 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4238 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4239 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4240 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4241 if (r_ptr->rarity > 10) continue;
4245 p_ptr->today_mon = 0;
4246 p_ptr->phase_out = old_inside_battle;
4252 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4255 void determine_bounty_uniques(void)
4259 monster_race *r_ptr;
4261 get_mon_num_prep(NULL, NULL);
4262 for (i = 0; i < MAX_KUBI; i++)
4266 current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4267 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4269 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4271 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4273 if (r_ptr->rarity > 100) continue;
4275 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4277 for (j = 0; j < i; j++)
4278 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4285 for (i = 0; i < MAX_KUBI - 1; i++)
4287 for (j = i; j < MAX_KUBI; j++)
4289 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4291 tmp = current_world_ptr->bounty_r_idx[i];
4292 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4293 current_world_ptr->bounty_r_idx[j] = tmp;