4 * Purpose: Building commands
5 * Created by Ken Wigle for Kangband - a variant of Angband 2.8.3
8 * Rewritten for Kangband 2.8.3i using Kamband's version of
9 * bldg.c as written by Ivan Tkatchev
11 * Changed for ZAngband by Robert Ruehlmann
16 /* hack as in leave_store in store.c */
17 static bool leave_bldg = FALSE;
19 static bool is_owner(building_type *bldg)
21 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
26 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
31 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
32 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
41 static bool is_member(building_type *bldg)
43 if (bldg->member_class[p_ptr->pclass])
48 if (bldg->member_race[p_ptr->prace])
53 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
54 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
60 if (p_ptr->pclass == CLASS_SORCERER)
64 for (i = 0; i < MAX_MAGIC; i++)
66 if (bldg->member_realm[i+1]) OK = TRUE;
75 * Clear the building information
77 static void clear_bldg(int min_row, int max_row)
81 for (i = min_row; i <= max_row; i++)
85 static void building_prt_gold(void)
90 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 23,53);
92 prt("Gold Remaining: ", 23, 53);
96 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
102 * Display a building.
104 static void show_building(building_type* bldg)
112 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
116 for (i = 0; i < 8; i++)
118 if (bldg->letters[i])
120 if (bldg->action_restr[i] == 0)
122 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
123 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
125 action_color = TERM_WHITE;
128 else if (is_owner(bldg))
130 action_color = TERM_YELLOW;
132 sprintf(buff, "($%ld)", bldg->member_costs[i]);
134 sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
140 action_color = TERM_YELLOW;
142 sprintf(buff, "($%ld)", bldg->other_costs[i]);
144 sprintf(buff, "(%ldgp)", bldg->other_costs[i]);
149 else if (bldg->action_restr[i] == 1)
151 if (!is_member(bldg))
153 action_color = TERM_L_DARK;
155 strcpy(buff, "(ÊÄŹ)");
157 strcpy(buff, "(closed)");
161 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
162 (is_member(bldg) && (bldg->other_costs[i] == 0)))
164 action_color = TERM_WHITE;
167 else if (is_owner(bldg))
169 action_color = TERM_YELLOW;
171 sprintf(buff, "($%ld)", bldg->member_costs[i]);
173 sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
179 action_color = TERM_YELLOW;
181 sprintf(buff, "($%ld)", bldg->other_costs[i]);
183 sprintf(buff, "(%ldgp)", bldg->other_costs[i]);
192 action_color = TERM_L_DARK;
194 strcpy(buff, "(ÊÄŹ)");
196 strcpy(buff, "(closed)");
200 else if (bldg->member_costs[i] != 0)
202 action_color = TERM_YELLOW;
204 sprintf(buff, "($%ld)", bldg->member_costs[i]);
206 sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
212 action_color = TERM_WHITE;
217 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
218 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
223 prt(" ESC) ·úʪ¤ò½Ð¤ë", 23, 0);
225 prt(" ESC) Exit building", 23, 0);
234 static void arena_comm(int cmd)
243 if (p_ptr->arena_number == MAX_ARENA_MONS)
247 prt("¥¢¥ê¡¼¥Ê¤ÎÍ¥¾¡¼Ô¡ª", 5, 0);
248 prt("¤ª¤á¤Ç¤È¤¦¡ª¤¢¤Ê¤¿¤ÏÁ´¤Æ¤ÎŨ¤òÅݤ·¤Þ¤·¤¿¡£", 7, 0);
249 prt("¾Þ¶â¤È¤·¤Æ $1,000,000 ¤¬Í¿¤¨¤é¤ì¤Þ¤¹¡£", 8, 0);
251 prt(" Arena Victor!", 5, 0);
252 prt("Congratulations! You have defeated all before you.", 7, 0);
253 prt("For that, receive the prize: 1,000,000 gold pieces", 8, 0);
258 p_ptr->au += 1000000L;
260 msg_print("¥¹¥Ú¡¼¥¹¥¡¼¤Ç³¹Ô");
262 msg_print("Press the space bar to continue");
266 p_ptr->arena_number++;
268 else if (p_ptr->arena_number > MAX_ARENA_MONS)
270 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
273 msg_print("·¯¤Î¤¿¤á¤ËºÇ¶¯¤ÎÄ©Àï¼Ô¤òÍÑ°Õ¤·¤Æ¤ª¤¤¤¿¡£");
275 msg_print("The strongest challenger is waiting for you.");
280 if (get_check("Ä©À魯¤ë¤«¤Í¡©"))
282 if (get_check("Do you fight? "))
285 p_ptr->exit_bldg = FALSE;
288 /* Save the surface floor as saved floor */
289 prepare_change_floor_mode(CFM_SAVE_FLOORS);
291 p_ptr->inside_arena = TRUE;
292 p_ptr->leaving = TRUE;
298 msg_print("»ÄÇ°¤À¡£");
300 msg_print("We are disappointed.");
307 msg_print("¤¢¤Ê¤¿¤Ï¥¢¥ê¡¼¥Ê¤ËÆþ¤ê¡¢¤·¤Ð¤é¤¯¤Î´Ö±É¸÷¤Ë¤Ò¤¿¤Ã¤¿¡£");
309 msg_print("You enter the arena briefly and bask in your glory.");
315 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
318 msg_print("¥Ú¥Ã¥È¤Ë¾è¤Ã¤¿¤Þ¤Þ¤Ç¤Ï¥¢¥ê¡¼¥Ê¤ØÆþ¤ì¤µ¤»¤Æ¤â¤é¤¨¤Ê¤«¤Ã¤¿¡£");
320 msg_print("You don't have permission to enter with pet.");
327 p_ptr->exit_bldg = FALSE;
330 /* Save the surface floor as saved floor */
331 prepare_change_floor_mode(CFM_SAVE_FLOORS);
333 p_ptr->inside_arena = TRUE;
334 p_ptr->leaving = TRUE;
339 if (p_ptr->arena_number == MAX_ARENA_MONS)
341 msg_print("¤¢¤Ê¤¿¤Ï¾¡Íø¼Ô¤À¡£ ¥¢¥ê¡¼¥Ê¤Ç¤Î¥»¥ì¥â¥Ë¡¼¤Ë»²²Ã¤·¤Ê¤µ¤¤¡£");
343 msg_print("You are victorious. Enter the arena for the ceremony.");
346 else if (p_ptr->arena_number > MAX_ARENA_MONS)
349 msg_print("¤¢¤Ê¤¿¤Ï¤¹¤Ù¤Æ¤ÎŨ¤Ë¾¡Íø¤·¤¿¡£");
351 msg_print("You have won against all foes.");
356 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
357 name = (r_name + r_ptr->name);
359 msg_format("%s ¤ËÄ©À魯¤ë¤â¤Î¤Ï¤¤¤Ê¤¤¤«¡©", name);
361 msg_format("Do I hear any challenges against: %s", name);
365 case BACT_ARENA_RULES:
370 /* Peruse the arena help file */
372 (void)show_file(TRUE, "arena_j.txt", NULL, 0, 0);
374 (void)show_file(TRUE, "arena.txt", NULL, 0, 0);
387 * display fruit for dice slots
389 static void display_fruit(int row, int col, int fruit)
395 c_put_str(TERM_YELLOW, " ####.", row, col);
396 c_put_str(TERM_YELLOW, " # #", row + 1, col);
397 c_put_str(TERM_YELLOW, " # #", row + 2, col);
398 c_put_str(TERM_YELLOW, "# #", row + 3, col);
399 c_put_str(TERM_YELLOW, "# #", row + 4, col);
400 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
401 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
402 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
403 prt( " ¥ì¥â¥ó ", row + 8, col);
405 c_put_str(TERM_YELLOW, " ####.", row, col);
406 c_put_str(TERM_YELLOW, " # #", row + 1, col);
407 c_put_str(TERM_YELLOW, " # #", row + 2, col);
408 c_put_str(TERM_YELLOW, "# #", row + 3, col);
409 c_put_str(TERM_YELLOW, "# #", row + 4, col);
410 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
411 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
412 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
413 prt( " Lemon ", row + 8, col);
419 c_put_str(TERM_ORANGE, " ## ", row, col);
420 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
421 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
422 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
423 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
424 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
425 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
426 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
427 prt( "¥ª¥ì¥ó¥¸", row + 8, col);
429 c_put_str(TERM_ORANGE, " ## ", row, col);
430 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
431 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
432 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
433 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
434 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
435 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
436 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
437 prt( " Orange ", row + 8, col);
443 c_put_str(TERM_SLATE, " ¦« " , row, col);
444 c_put_str(TERM_SLATE, " || " , row + 1, col);
445 c_put_str(TERM_SLATE, " || " , row + 2, col);
446 c_put_str(TERM_SLATE, " || " , row + 3, col);
447 c_put_str(TERM_SLATE, " || " , row + 4, col);
448 c_put_str(TERM_SLATE, " || " , row + 5, col);
449 c_put_str(TERM_UMBER, " |=°¡=| " , row + 6, col);
450 c_put_str(TERM_UMBER, " ÌÜ " , row + 7, col);
451 prt( " ·õ " , row + 8, col);
453 c_put_str(TERM_SLATE, " /\\ " , row, col);
454 c_put_str(TERM_SLATE, " ## " , row + 1, col);
455 c_put_str(TERM_SLATE, " ## " , row + 2, col);
456 c_put_str(TERM_SLATE, " ## " , row + 3, col);
457 c_put_str(TERM_SLATE, " ## " , row + 4, col);
458 c_put_str(TERM_SLATE, " ## " , row + 5, col);
459 c_put_str(TERM_UMBER, " ###### " , row + 6, col);
460 c_put_str(TERM_UMBER, " ## " , row + 7, col);
461 prt( " Sword " , row + 8, col);
467 c_put_str(TERM_SLATE, " ###### ", row, col);
468 c_put_str(TERM_SLATE, "# #", row + 1, col);
469 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
470 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
471 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
472 c_put_str(TERM_SLATE, " # # ", row + 5, col);
473 c_put_str(TERM_SLATE, " # # ", row + 6, col);
474 c_put_str(TERM_SLATE, " ## ", row + 7, col);
475 prt( " ½â ", row + 8, col);
477 c_put_str(TERM_SLATE, " ###### ", row, col);
478 c_put_str(TERM_SLATE, "# #", row + 1, col);
479 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
480 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
481 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
482 c_put_str(TERM_SLATE, " # # ", row + 5, col);
483 c_put_str(TERM_SLATE, " # # ", row + 6, col);
484 c_put_str(TERM_SLATE, " ## ", row + 7, col);
485 prt( " Shield ", row + 8, col);
491 c_put_str(TERM_VIOLET, " ## ", row, col);
492 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
493 c_put_str(TERM_VIOLET, "########", row + 2, col);
494 c_put_str(TERM_VIOLET, "########", row + 3, col);
495 c_put_str(TERM_VIOLET, "########", row + 4, col);
496 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
497 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
498 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
499 prt( " ¥×¥é¥à ", row + 8, col);
501 c_put_str(TERM_VIOLET, " ## ", row, col);
502 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
503 c_put_str(TERM_VIOLET, "########", row + 2, col);
504 c_put_str(TERM_VIOLET, "########", row + 3, col);
505 c_put_str(TERM_VIOLET, "########", row + 4, col);
506 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
507 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
508 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
509 prt( " Plum ", row + 8, col);
515 c_put_str(TERM_RED, " ##", row, col);
516 c_put_str(TERM_RED, " ### ", row + 1, col);
517 c_put_str(TERM_RED, " #..# ", row + 2, col);
518 c_put_str(TERM_RED, " #..# ", row + 3, col);
519 c_put_str(TERM_RED, " ###### ", row + 4, col);
520 c_put_str(TERM_RED, "#..##..#", row + 5, col);
521 c_put_str(TERM_RED, "#..##..#", row + 6, col);
522 c_put_str(TERM_RED, " ## ## ", row + 7, col);
523 prt( "¥Á¥§¥ê¡¼", row + 8, col);
525 c_put_str(TERM_RED, " ##", row, col);
526 c_put_str(TERM_RED, " ### ", row + 1, col);
527 c_put_str(TERM_RED, " #..# ", row + 2, col);
528 c_put_str(TERM_RED, " #..# ", row + 3, col);
529 c_put_str(TERM_RED, " ###### ", row + 4, col);
530 c_put_str(TERM_RED, "#..##..#", row + 5, col);
531 c_put_str(TERM_RED, "#..##..#", row + 6, col);
532 c_put_str(TERM_RED, " ## ## ", row + 7, col);
533 prt( " Cherry ", row + 8, col);
541 * kpoker no (tyuto-hannpa na)pakuri desu...
542 * joker ha shineru node haitte masen.
544 * TODO: donataka! tsukutte!
545 * - agatta yaku no kiroku (like DQ).
546 * - kakkoii card no e.
547 * - sousa-sei no koujyo.
548 * - code wo wakariyasuku.
550 * - Joker... -- done.
553 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
555 #define SUIT_OF(card) ((card) / 13)
556 #define NUM_OF(card) ((card) % 13)
557 #define IS_JOKER(card) ((card) == 52)
559 static int cards[5]; /* tefuda no card */
561 static void reset_deck(int deck[])
564 for (i = 0; i < 53; i++) deck[i] = i;
567 for (i = 0; i < 53; i++){
568 int tmp1 = randint0(53 - i) + i;
570 deck[i] = deck[tmp1];
575 static bool have_joker(void)
579 for (i = 0; i < 5; i++){
580 if(IS_JOKER(cards[i])) return TRUE;
585 static bool find_card_num(int num)
588 for (i = 0; i < 5; i++)
589 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
593 static bool yaku_check_flush(void)
596 bool joker_is_used = FALSE;
598 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
599 for (i = 0; i < 5; i++){
600 if (SUIT_OF(cards[i]) != suit){
601 if(have_joker() && !joker_is_used)
602 joker_is_used = TRUE;
611 static int yaku_check_straight(void)
614 bool joker_is_used = FALSE;
617 for (i = 0; i < 5; i++)
619 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
620 lowest = NUM_OF(cards[i]);
623 if (yaku_check_flush())
626 for (i = 0; i < 4; i++)
628 if (!find_card_num(9 + i)){
629 if( have_joker() && !joker_is_used )
630 joker_is_used = TRUE;
635 if (i == 4) return 3; /* Wow! Royal Flush!!! */
638 for (i = 0; i < 3; i++)
640 if (!find_card_num(10 + i))
643 if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
647 joker_is_used = FALSE;
648 for (i = 0; i < 5; i++)
650 if (!find_card_num(lowest + i)){
651 if( have_joker() && !joker_is_used )
652 joker_is_used = TRUE;
658 if (yaku_check_flush())
659 return 2; /* Straight Flush */
665 * 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
667 static int yaku_check_pair(void)
669 int i, i2, matching = 0;
671 for (i = 0; i < 5; i++)
673 for (i2 = i+1; i2 < 5; i2++)
675 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
676 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
718 static int yaku_check(void)
722 switch(yaku_check_straight()){
725 c_put_str(TERM_YELLOW, "¥í¥¤¥ä¥ë¥¹¥È¥ì¡¼¥È¥Õ¥é¥Ã¥·¥å", 4, 3);
727 c_put_str(TERM_YELLOW, "Royal Flush", 4, 3);
732 c_put_str(TERM_YELLOW, "¥¹¥È¥ì¡¼¥È¥Õ¥é¥Ã¥·¥å", 4, 3);
734 c_put_str(TERM_YELLOW, "Straight Flush", 4, 3);
739 c_put_str(TERM_YELLOW, "¥¹¥È¥ì¡¼¥È", 4, 3);
741 c_put_str(TERM_YELLOW, "Straight", 4, 3);
745 /* Not straight -- fall through */
749 if (yaku_check_flush())
753 c_put_str(TERM_YELLOW, "¥Õ¥é¥Ã¥·¥å", 4, 3);
755 c_put_str(TERM_YELLOW, "Flush", 4, 3);
760 switch (yaku_check_pair())
764 c_put_str(TERM_YELLOW, "¥ï¥ó¥Ú¥¢", 4, 3);
766 c_put_str(TERM_YELLOW, "One pair", 4, 3);
771 c_put_str(TERM_YELLOW, "¥Ä¡¼¥Ú¥¢", 4, 3);
773 c_put_str(TERM_YELLOW, "Two pair", 4, 3);
778 c_put_str(TERM_YELLOW, "¥¹¥ê¡¼¥«¡¼¥É", 4, 3);
780 c_put_str(TERM_YELLOW, "Three of a kind", 4, 3);
785 c_put_str(TERM_YELLOW, "¥Õ¥ë¥Ï¥¦¥¹", 4, 3);
787 c_put_str(TERM_YELLOW, "Full house", 4, 3);
792 c_put_str(TERM_YELLOW, "¥Õ¥©¡¼¥«¡¼¥É", 4, 3);
794 c_put_str(TERM_YELLOW, "Four of a kind", 4, 3);
798 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
801 c_put_str(TERM_YELLOW, "¥Õ¥¡¥¤¥Ö¥¨¡¼¥¹", 4, 3);
803 c_put_str(TERM_YELLOW, "Five ace", 4, 3);
810 c_put_str(TERM_YELLOW, "¥Õ¥¡¥¤¥Ö¥«¡¼¥É", 4, 3);
812 c_put_str(TERM_YELLOW, "Five of a kind", 4, 3);
822 static void display_kaeruka(int hoge, int kaeruka[])
825 char col = TERM_WHITE;
826 for (i = 0; i < 5; i++)
828 if (i == hoge) col = TERM_YELLOW;
829 else if(kaeruka[i]) col = TERM_WHITE;
830 else col = TERM_L_BLUE;
833 c_put_str(col, "¤«¤¨¤ë", 14, 5+i*16);
835 c_put_str(col, "¤Î¤³¤¹", 14, 5+i*16);
838 c_put_str(col, "Change", 14, 5+i*16);
840 c_put_str(col, " Stay ", 14, 5+i*16);
843 if (hoge > 4) col = TERM_YELLOW;
844 else col = TERM_WHITE;
846 c_put_str(col, "·èÄê", 16, 38);
848 c_put_str(col, "Sure", 16, 38);
851 /* Hilite current option */
852 if (hoge < 5) move_cursor(14, 5+hoge*16);
853 else move_cursor(16, 38);
857 static void display_cards(void)
860 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
862 cptr suit[4] = {"¡ú", "¡ü", "¢ù", "¢÷"};
863 cptr card_grph[13][7] = {{"£Á %s ",
954 cptr joker_grph[7] = { " ",
964 cptr suit[4] = {"[]", "qp", "<>", "db"};
965 cptr card_grph[13][7] = {{"A %s ",
1056 cptr joker_grph[7] = { " ",
1065 for (i = 0; i < 5; i++)
1068 prt("¨®¨¬¨¬¨¬¨¬¨¬¨¬¨¯", 5, i*16);
1070 prt(" +------------+ ", 5, i*16);
1074 for (i = 0; i < 5; i++)
1076 for (j = 0; j < 7; j++)
1079 prt("¨", j+6, i*16);
1081 prt(" |", j+6, i*16);
1083 if(IS_JOKER(cards[i]))
1084 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
1086 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);
1088 prt("¨", j+6, i*16+14);
1090 prt("| ", j+6, i*16+14);
1094 for (i = 0; i < 5; i++)
1097 prt("¨±¨¬¨¬¨¬¨¬¨¬¨¬¨°", 13, i*16);
1099 prt(" +------------+ ", 13, i*16);
1104 static int do_poker(void)
1108 int deck[53]; /* yamafuda : 0...52 */
1110 int kaeruka[5]; /* 0:kaenai 1:kaeru */
1114 bool kakikae = TRUE;
1118 for (i = 0; i < 5; i++)
1120 cards[i] = deck[deck_ptr++];
1121 kaeruka[i] = 0; /* default:nokosu */
1141 /* debug:Four Cards */
1143 cards[1] = 0 + 13 * 1;
1144 cards[2] = 0 + 13 * 2;
1145 cards[3] = 0 + 13 * 3;
1149 /* debug:Straight */
1165 /* suteruno wo kimeru */
1167 prt("»Ä¤¹¥«¡¼¥É¤ò·è¤á¤Æ²¼¤µ¤¤(Êý¸þ¤Ç°ÜÆ°, ¥¹¥Ú¡¼¥¹¤ÇÁªÂò)¡£", 0, 0);
1169 prt("Stay witch? ", 0, 0);
1177 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1182 case '6': case 'l': case 'L': case KTRL('F'):
1183 if (!kettei) k = (k+1)%5;
1184 else {k = 0;kettei = FALSE;}
1187 case '4': case 'h': case 'H': case KTRL('B'):
1188 if (!kettei) k = (k+4)%5;
1189 else {k = 4;kettei = FALSE;}
1192 case '2': case 'j': case 'J': case KTRL('N'):
1193 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1195 case '8': case 'k': case 'K': case KTRL('P'):
1196 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1198 case ' ': case '\r':
1199 if (kettei) done = TRUE;
1200 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1209 for (i = 0; i < 5; i++)
1210 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1214 return yaku_check();
1219 /* end of poker codes --Koka */
1224 static bool gamble_comm(int cmd)
1227 int roll1, roll2, roll3, choice, odds, win;
1232 char out_val[160], tmp_str[80], again;
1237 if (cmd == BACT_GAMBLE_RULES)
1239 /* Peruse the gambling help file */
1241 (void)show_file(TRUE, "jgambling.txt", NULL, 0, 0);
1243 (void)show_file(TRUE, "gambling.txt", NULL, 0, 0);
1253 msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1255 msg_print("Hey! You don't have gold - get out of here!");
1265 maxbet = p_ptr->lev * 200;
1267 /* We can't bet more than we have */
1268 maxbet = MIN(maxbet, p_ptr->au);
1271 strcpy(out_val, "");
1273 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", maxbet);
1275 sprintf(tmp_str,"Your wager (1-%ld) ? ", maxbet);
1280 * Use get_string() because we may need more than
1281 * the s16b value returned by get_quantity().
1283 if (get_string(tmp_str, out_val, 32))
1286 for (p = out_val; *p == ' '; p++);
1291 if (wager > p_ptr->au)
1294 msg_print("¤ª¤¤¡ª¶â¤¬Â¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
1296 msg_print("Hey! You don't have the gold - get out of here!");
1303 else if (wager > maxbet)
1306 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤¤Ê¡£", maxbet);
1308 msg_format("I'll take %ld gold of that. Keep the rest.", maxbet);
1316 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤«¤é¤Ï¤¸¤á¤è¤¦¡£");
1318 msg_print("Ok, we'll start with 1 gold.");
1327 oldgold = p_ptr->au;
1330 sprintf(tmp_str, "¥²¡¼¥àÁ°¤Î½ê»ý¶â: %9ld", oldgold);
1332 sprintf(tmp_str, "Gold before game: %9ld", oldgold);
1335 prt(tmp_str, 20, 2);
1338 sprintf(tmp_str, "¸½ºß¤Î³Ý¤±¶â: %9ld", wager);
1340 sprintf(tmp_str, "Current Wager: %9ld", wager);
1343 prt(tmp_str, 21, 2);
1345 /* Prevent savefile-scumming of the casino */
1346 /* Rand_quick = TRUE; */
1347 Rand_value = time(NULL);
1351 #ifdef JP /* Prevent random seed cracking of the casino */
1359 case BACT_IN_BETWEEN: /* Game of In-Between */
1361 c_put_str(TERM_GREEN, "¥¤¥ó¡¦¥Ó¥È¥¤¡¼¥ó",5,2);
1363 c_put_str(TERM_GREEN, "In Between", 5, 2);
1368 roll1 = randint1(10);
1369 roll2 = randint1(10);
1370 choice = randint1(10);
1372 sprintf(tmp_str, "¹õ¥À¥¤¥¹: %d ¹õ¥À¥¤¥¹: %d", roll1, roll2);
1374 sprintf(tmp_str, "Black die: %d Black Die: %d", roll1, roll2);
1379 sprintf(tmp_str, "ÀÖ¥À¥¤¥¹: %d", choice);
1381 sprintf(tmp_str, "Red die: %d", choice);
1384 prt(tmp_str, 11, 14);
1385 if (((choice > roll1) && (choice < roll2)) ||
1386 ((choice < roll1) && (choice > roll2)))
1389 case BACT_CRAPS: /* Game of Craps */
1391 c_put_str(TERM_GREEN, "¥¯¥é¥Ã¥×¥¹", 5, 2);
1393 c_put_str(TERM_GREEN, "Craps", 5, 2);
1398 roll1 = randint1(6);
1399 roll2 = randint1(6);
1400 roll3 = roll1 + roll2;
1403 sprintf(tmp_str, "£±¿¶¤ê¤á: %d %d Total: %d", roll1,
1405 sprintf(tmp_str, "First roll: %d %d Total: %d", roll1,
1410 if ((roll3 == 7) || (roll3 == 11))
1412 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1418 msg_print("¤Ê¤Ë¤«¥¡¼¤ò²¡¤¹¤È¤â¤¦°ì²ó¿¶¤ê¤Þ¤¹¡£");
1420 msg_print("Hit any key to roll again");
1424 roll1 = randint1(6);
1425 roll2 = randint1(6);
1426 roll3 = roll1 + roll2;
1429 sprintf(tmp_str, "½ÐÌÜ: %d %d ¹ç·×: %d",
1431 sprintf(tmp_str, "Roll result: %d %d Total: %d",
1434 roll1, roll2, roll3);
1436 if (roll3 == choice)
1438 else if (roll3 == 7)
1440 } while ((win != TRUE) && (win != FALSE));
1443 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1447 c_put_str(TERM_GREEN, "¥ë¡¼¥ì¥Ã¥È", 5, 2);
1449 c_put_str(TERM_GREEN, "Wheel", 5, 2);
1452 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1453 prt("--------------------------------", 8, 3);
1454 strcpy(out_val, "");
1456 get_string("²¿ÈÖ¡© (0-9): ", out_val, 32);
1458 get_string("Pick a number (0-9): ", out_val, 32);
1461 for (p = out_val; isspace(*p); p++);
1466 msg_print("0È֤ˤ·¤È¤¯¤¼¡£");
1468 msg_print("I'll put you down for 0.");
1473 else if (choice > 9)
1476 msg_print("£Ï£Ë¡¢9È֤ˤ·¤È¤¯¤¼¡£");
1478 msg_print("Ok, I'll put you down for 9.");
1484 roll1 = randint0(10);
1486 sprintf(tmp_str, "¥ë¡¼¥ì¥Ã¥È¤Ï²ó¤ê¡¢»ß¤Þ¤Ã¤¿¡£¾¡¼Ô¤Ï %dÈÖ¤À¡£",
1488 sprintf(tmp_str, "The wheel spins to a stop and the winner is %d",
1492 prt(tmp_str, 13, 3);
1494 prt("*", 9, (3 * roll1 + 5));
1495 if (roll1 == choice)
1499 case BACT_DICE_SLOTS: /* The Dice Slots */
1501 c_put_str(TERM_GREEN, "¥À¥¤¥¹¡¦¥¹¥í¥Ã¥È", 5, 2);
1502 c_put_str(TERM_YELLOW, "¥ì¥â¥ó ¥ì¥â¥ó 2", 6, 37);
1503 c_put_str(TERM_YELLOW, "¥ì¥â¥ó ¥ì¥â¥ó ¥ì¥â¥ó 5", 7, 37);
1504 c_put_str(TERM_ORANGE, "¥ª¥ì¥ó¥¸ ¥ª¥ì¥ó¥¸ ¥ª¥ì¥ó¥¸ 10", 8, 37);
1505 c_put_str(TERM_UMBER, "·õ ·õ ·õ 20", 9, 37);
1506 c_put_str(TERM_SLATE, "½â ½â ½â 50", 10, 37);
1507 c_put_str(TERM_VIOLET, "¥×¥é¥à ¥×¥é¥à ¥×¥é¥à 200", 11, 37);
1508 c_put_str(TERM_RED, "¥Á¥§¥ê¡¼ ¥Á¥§¥ê¡¼ ¥Á¥§¥ê¡¼ 1000", 12, 37);
1510 c_put_str(TERM_GREEN, "Dice Slots", 5, 2);
1514 roll1 = randint1(21);
1524 roll2 = randint1(21);
1534 choice = randint1(21);
1544 put_str("/--------------------------\\", 7, 2);
1545 prt("\\--------------------------/", 17, 2);
1546 display_fruit(8, 3, roll1 - 1);
1547 display_fruit(8, 12, roll2 - 1);
1548 display_fruit(8, 21, choice - 1);
1549 if ((roll1 == roll2) && (roll2 == choice))
1568 else if ((roll1 == 1) && (roll2 == 1))
1577 if (odds) win = TRUE;
1584 prt("¤¢¤Ê¤¿¤Î¾¡¤Á", 16, 37);
1586 prt("YOU WON", 16, 37);
1589 p_ptr->au += odds * wager;
1591 sprintf(tmp_str, "ÇÜΨ: %d", odds);
1593 sprintf(tmp_str, "Payoff: %d", odds);
1596 prt(tmp_str, 17, 37);
1601 prt("¤¢¤Ê¤¿¤ÎÉ餱", 16, 37);
1603 prt("You Lost", 16, 37);
1609 sprintf(tmp_str, "¸½ºß¤Î½ê»ý¶â: %9ld", p_ptr->au);
1611 sprintf(tmp_str, "Current Gold: %9ld", p_ptr->au);
1614 prt(tmp_str, 22, 2);
1616 prt("¤â¤¦°ìÅÙ(Y/N)¡©", 18, 37);
1618 prt("Again(Y/N)?", 18, 37);
1621 move_cursor(18, 52);
1626 if (wager > p_ptr->au)
1629 msg_print("¤ª¤¤¡ª¶â¤¬Â¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª¤³¤³¤«¤é½Ð¤Æ¹Ô¤±¡ª");
1631 msg_print("Hey! You don't have the gold - get out of here!");
1639 } while ((again == 'y') || (again == 'Y'));
1641 /* Switch back to complex RNG */
1645 if (p_ptr->au >= oldgold)
1648 msg_print("¡Öº£²ó¤ÏÌÙ¤±¤¿¤Ê¡ª¤Ç¤â¼¡¤Ï¤³¤Ã¤Á¤¬¾¡¤Ã¤Æ¤ä¤ë¤«¤é¤Ê¡¢ÀäÂФˡª¡×");
1650 msg_print("You came out a winner! We'll win next time, I'm sure.");
1652 chg_virtue(V_CHANCE, 3);
1657 msg_print("¡Ö¶â¤ò¥¹¥Ã¤Æ¤·¤Þ¤Ã¤¿¤Ê¡¢¤ï¤Ï¤Ï¡ª¤¦¤Á¤Ëµ¢¤Ã¤¿Êý¤¬¤¤¤¤¤¼¡£¡×");
1659 msg_print("You lost gold! Haha, better head home.");
1661 chg_virtue(V_CHANCE, -3);
1670 static bool vault_aux_battle(int r_idx)
1675 monster_race *r_ptr = &r_info[r_idx];
1677 /* Decline town monsters */
1678 /* if (!mon_hook_dungeon(r_idx)) return FALSE; */
1680 /* Decline unique monsters */
1681 /* if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1682 /* if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1684 if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1685 if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1686 if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1687 if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1688 if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1690 for (i = 0; i < 4; i++)
1692 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1693 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1695 if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1701 void battle_monsters(void)
1708 bool old_inside_battle = p_ptr->inside_battle;
1710 for (i = 0; i < max_d_idx; i++)
1711 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1713 mon_level = randint1(MIN(max_dl, 122))+5;
1714 if (randint0(100) < 60)
1716 i = randint1(MIN(max_dl, 122))+5;
1717 mon_level = MAX(i, mon_level);
1719 if (randint0(100) < 30)
1721 i = randint1(MIN(max_dl, 122))+5;
1722 mon_level = MAX(i, mon_level);
1734 get_mon_num_prep(vault_aux_battle, NULL);
1735 p_ptr->inside_battle = TRUE;
1736 r_idx = get_mon_num(mon_level);
1737 p_ptr->inside_battle = old_inside_battle;
1738 if (!r_idx) continue;
1740 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1742 if ((r_info[r_idx].level + 10) > mon_level) continue;
1745 for (j = 0; j < i; j++)
1746 if(r_idx == battle_mon[j]) break;
1751 battle_mon[i] = r_idx;
1752 if (r_info[r_idx].level < 45) tekitou = TRUE;
1757 monster_race *r_ptr = &r_info[battle_mon[i]];
1758 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1760 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1761 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1763 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1764 power[i] = power[i] * (100 + r_ptr->level) / 100;
1765 if (r_ptr->speed > 110)
1766 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1767 if (r_ptr->speed < 110)
1768 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1770 power[i] = power[i] * (num_taisei*2+5) / 10;
1771 else if (r_ptr->flags6 & RF6_INVULNER)
1772 power[i] = power[i] * 4 / 3;
1773 else if (r_ptr->flags6 & RF6_HEAL)
1774 power[i] = power[i] * 4 / 3;
1775 else if (r_ptr->flags5 & RF5_DRAIN_MANA)
1776 power[i] = power[i] * 11 / 10;
1777 if (r_ptr->flags1 & RF1_RAND_25)
1778 power[i] = power[i] * 9 / 10;
1779 if (r_ptr->flags1 & RF1_RAND_50)
1780 power[i] = power[i] * 9 / 10;
1782 switch (battle_mon[i])
1793 case MON_UND_BEHOLDER:
1794 case MON_SANTACLAUS:
1795 case MON_ULT_BEHOLDER:
1797 case MON_ATLACH_NACHA:
1799 power[i] = power[i] * 3 / 5;
1801 case MON_ROBIN_HOOD:
1805 case MON_CRYPT_THING:
1806 case MON_MASTER_LICH:
1807 case MON_DREADMASTER:
1809 case MON_SHADOWLORD:
1814 case MON_VENOM_WYRM:
1815 case MON_MASTER_MYS:
1816 case MON_G_MASTER_MYS:
1817 power[i] = power[i] * 3 / 4;
1819 case MON_VORPAL_BUNNY:
1822 case MON_LOG_MASTER:
1824 case MON_GRAV_HOUND:
1827 case MON_CLUB_DEMON:
1829 case MON_NIGHTCRAWLER:
1830 case MON_NIGHTWALKER:
1836 case MON_SPECT_WYRM:
1841 power[i] = power[i] * 4 / 3;
1843 case MON_UMBER_HULK:
1847 case MON_ENERGY_VOR:
1851 case MON_PLASMA_VOR:
1856 case MON_STORMBRINGER:
1857 case MON_TIME_HOUND:
1858 case MON_PLASMA_HOUND:
1861 case MON_AETHER_VOR:
1862 case MON_AETHER_HOUND:
1870 case MON_D_ELF_SHADE:
1871 case MON_MANA_HOUND:
1873 case MON_BANORLUPART:
1878 power[i] = power[i] * 3 / 2;
1882 case MON_CYBER_KING:
1883 case MON_UNICORN_ORD:
1884 power[i] = power[i] * 5 / 3;
1888 case MON_WYRM_POWER:
1908 power[i] = total*60/power[i];
1909 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1910 if ((power[i] < 160) && randint0(20)) break;
1911 if (power[i] < 101) power[i] = 100 + randint1(5);
1912 mon_odds[i] = power[i];
1918 static bool kakutoujou(void)
1922 char out_val[160], tmp_str[80];
1925 if ((turn - old_battle) > TURNS_PER_TICK*250)
1937 msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1939 msg_print("Hey! You don't have gold - get out of here!");
1953 prt("¥â¥ó¥¹¥¿¡¼ ÇÜΨ", 4, 4);
1955 prt("Monsters Odds", 4, 4);
1960 monster_race *r_ptr = &r_info[battle_mon[i]];
1963 sprintf(buf,"%d) %-58s %4ld.%02ldÇÜ", i+1, format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "¤â¤É¤" : " "), mon_odds[i]/100, mon_odds[i]%100);
1965 sprintf(buf,"%d) %-58s %4ld.%02ld", i+1, format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name), mon_odds[i]/100, mon_odds[i]%100);
1971 prt("¤É¤ì¤ËÅÒ¤±¤Þ¤¹¤«:", 0, 0);
1973 prt("Which monster: ", 0, 0);
1984 if (i >= '1' && i <= '4')
1986 sel_monster = i-'1';
1987 battle_odds = mon_odds[sel_monster];
1995 if (i !=sel_monster) clear_bldg(i+5,i+5);
1997 maxbet = p_ptr->lev * 200;
1999 /* We can't bet more than we have */
2000 maxbet = MIN(maxbet, p_ptr->au);
2003 strcpy(out_val, "");
2005 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", maxbet);
2007 sprintf(tmp_str,"Your wager (1-%ld) ? ", maxbet);
2012 * Use get_string() because we may need more than
2013 * the s16b value returned by get_quantity().
2015 if (get_string(tmp_str, out_val, 32))
2018 for (p = out_val; *p == ' '; p++);
2023 if (wager > p_ptr->au)
2026 msg_print("¤ª¤¤¡ª¶â¤¬Â¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
2028 msg_print("Hey! You don't have the gold - get out of here!");
2035 else if (wager > maxbet)
2038 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤¤Ê¡£", maxbet);
2040 msg_format("I'll take %ld gold of that. Keep the rest.", maxbet);
2048 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤Ç¤¤¤³¤¦¡£");
2050 msg_print("Ok, we'll start with 1 gold.");
2057 battle_odds = MAX(wager+1, wager * battle_odds / 100);
2062 /* Save the surface floor as saved floor */
2063 prepare_change_floor_mode(CFM_SAVE_FLOORS);
2065 p_ptr->inside_battle = TRUE;
2066 p_ptr->leaving = TRUE;
2079 static void today_target(void)
2082 monster_race *r_ptr = &r_info[today_mon];
2086 c_put_str(TERM_YELLOW, "ËÜÆü¤Î¾Þ¶â¼ó", 5, 10);
2088 prt("Wanted monster that changes from day to day", 5, 10);
2091 sprintf(buf,"¥¿¡¼¥²¥Ã¥È¡§ %s",r_name + r_ptr->name);
2093 sprintf(buf,"target: %s",r_name + r_ptr->name);
2095 c_put_str(TERM_YELLOW, buf, 6, 10);
2097 sprintf(buf,"»àÂÎ ---- $%d",r_ptr->level * 50 + 100);
2099 sprintf(buf,"corpse ---- $%d",r_ptr->level * 50 + 100);
2103 sprintf(buf,"¹ü ---- $%d",r_ptr->level * 30 + 60);
2105 sprintf(buf,"skeleton ---- $%d",r_ptr->level * 30 + 60);
2108 p_ptr->today_mon = today_mon;
2111 static void tsuchinoko(void)
2115 c_put_str(TERM_YELLOW, "°ì³ÍÀé¶â¤ÎÂç¥Á¥ã¥ó¥¹¡ª¡ª¡ª", 5, 10);
2116 c_put_str(TERM_YELLOW, "¥¿¡¼¥²¥Ã¥È¡§¸¸¤ÎÄÁ½Ã¡Ö¥Ä¥Á¥Î¥³¡×", 6, 10);
2117 c_put_str(TERM_WHITE, "À¸¤±Êá¤ê ---- $1,000,000", 8, 10);
2118 c_put_str(TERM_WHITE, "»àÂÎ ---- $200,000", 9, 10);
2119 c_put_str(TERM_WHITE, "¹ü ---- $100,000", 10, 10);
2121 c_put_str(TERM_YELLOW, "Big chance to quick money!!!", 5, 10);
2122 c_put_str(TERM_YELLOW, "target: the rarest animal 'Tsuchinoko'", 6, 10);
2123 c_put_str(TERM_WHITE, "catch alive ---- $1,000,000", 8, 10);
2124 c_put_str(TERM_WHITE, "corpse ---- $200,000", 9, 10);
2125 c_put_str(TERM_WHITE, "bones ---- $100,000", 10, 10);
2129 static void shoukinkubi(void)
2137 prt("»àÂΤò»ý¤Áµ¢¤ì¤ÐÊó½·¤òº¹¤·¾å¤²¤Þ¤¹¡£",4 ,10);
2138 c_put_str(TERM_YELLOW, "¸½ºß¤Î¾Þ¶â¼ó", 6, 10);
2140 prt("Offer a prize when you bring a wanted monster's corpse",4 ,10);
2141 c_put_str(TERM_YELLOW, "Wanted monsters", 6, 10);
2144 for (i = 0; i < MAX_KUBI; i++)
2148 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
2150 if (kubi_r_idx[i] > 10000)
2156 done_mark = "(done)";
2165 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
2168 if (!y && (i < MAX_KUBI -1))
2171 prt("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤", 0, 0);
2173 prt("Hit any key.", 0, 0);
2183 /* List of prize object */
2187 } prize_list[MAX_KUBI] =
2189 {TV_POTION, SV_POTION_CURING},
2190 {TV_POTION, SV_POTION_SPEED},
2191 {TV_POTION, SV_POTION_SPEED},
2192 {TV_POTION, SV_POTION_RESISTANCE},
2193 {TV_POTION, SV_POTION_ENLIGHTENMENT},
2195 {TV_POTION, SV_POTION_HEALING},
2196 {TV_POTION, SV_POTION_RESTORE_MANA},
2197 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
2198 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
2199 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
2201 {TV_SCROLL, SV_SCROLL_GENOCIDE},
2202 {TV_POTION, SV_POTION_STAR_HEALING},
2203 {TV_POTION, SV_POTION_STAR_HEALING},
2204 {TV_POTION, SV_POTION_NEW_LIFE},
2205 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
2207 {TV_POTION, SV_POTION_LIFE},
2208 {TV_POTION, SV_POTION_LIFE},
2209 {TV_POTION, SV_POTION_AUGMENTATION},
2210 {TV_POTION, SV_POTION_INVULNERABILITY},
2211 {TV_SCROLL, SV_SCROLL_ARTIFACT},
2216 static bool kankin(void)
2219 bool change = FALSE;
2220 char o_name[MAX_NLEN];
2223 /* Loop for inventory and right/left arm */
2224 for (i = 0; i <= INVEN_LARM; i++)
2226 o_ptr = &inventory[i];
2228 /* Living Tsuchinoko worthes $1000000 */
2229 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
2231 char buf[MAX_NLEN+20];
2232 object_desc(o_name, o_ptr, 0);
2234 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2236 sprintf(buf, "Convert %s into money? ",o_name);
2241 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 1000000L * o_ptr->number);
2243 msg_format("You get %ldgp.", 1000000L * o_ptr->number);
2245 p_ptr->au += 1000000L * o_ptr->number;
2246 p_ptr->redraw |= (PR_GOLD);
2247 inven_item_increase(i, -o_ptr->number);
2248 inven_item_describe(i);
2249 inven_item_optimize(i);
2255 for (i = 0; i < INVEN_PACK; i++)
2257 o_ptr = &inventory[i];
2259 /* Corpse of Tsuchinoko worthes $200000 */
2260 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
2262 char buf[MAX_NLEN+20];
2263 object_desc(o_name, o_ptr, 0);
2265 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2267 sprintf(buf, "Convert %s into money? ",o_name);
2272 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 200000L * o_ptr->number);
2274 msg_format("You get %ldgp.", 200000L * o_ptr->number);
2276 p_ptr->au += 200000L * o_ptr->number;
2277 p_ptr->redraw |= (PR_GOLD);
2278 inven_item_increase(i, -o_ptr->number);
2279 inven_item_describe(i);
2280 inven_item_optimize(i);
2286 for (i = 0; i < INVEN_PACK; i++)
2288 o_ptr = &inventory[i];
2290 /* Bones of Tsuchinoko worthes $100000 */
2291 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
2293 char buf[MAX_NLEN+20];
2294 object_desc(o_name, o_ptr, 0);
2296 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2298 sprintf(buf, "Convert %s into money? ",o_name);
2303 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 100000L * o_ptr->number);
2305 msg_format("You get %ldgp.", 100000L * o_ptr->number);
2307 p_ptr->au += 100000L * o_ptr->number;
2308 p_ptr->redraw |= (PR_GOLD);
2309 inven_item_increase(i, -o_ptr->number);
2310 inven_item_describe(i);
2311 inven_item_optimize(i);
2317 for (i = 0; i < INVEN_PACK; i++)
2319 o_ptr = &inventory[i];
2320 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)))
2322 char buf[MAX_NLEN+20];
2323 object_desc(o_name, o_ptr, 0);
2325 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2327 sprintf(buf, "Convert %s into money? ",o_name);
2332 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[today_mon].level * 50 + 100) * o_ptr->number);
2334 msg_format("You get %ldgp.", (r_info[today_mon].level * 50 + 100) * o_ptr->number);
2336 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
2337 p_ptr->redraw |= (PR_GOLD);
2338 inven_item_increase(i, -o_ptr->number);
2339 inven_item_describe(i);
2340 inven_item_optimize(i);
2346 for (i = 0; i < INVEN_PACK; i++)
2348 o_ptr = &inventory[i];
2350 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)))
2352 char buf[MAX_NLEN+20];
2353 object_desc(o_name, o_ptr, 0);
2355 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2357 sprintf(buf, "Convert %s into money? ",o_name);
2362 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[today_mon].level * 30 + 60) * o_ptr->number);
2364 msg_format("You get %ldgp.", (r_info[today_mon].level * 30 + 60) * o_ptr->number);
2366 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
2367 p_ptr->redraw |= (PR_GOLD);
2368 inven_item_increase(i, -o_ptr->number);
2369 inven_item_describe(i);
2370 inven_item_optimize(i);
2376 for (j = 0; j < MAX_KUBI; j++)
2378 /* Need reverse order --- Positions will be changed in the loop */
2379 for (i = INVEN_PACK-1; i >= 0; i--)
2381 o_ptr = &inventory[i];
2382 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
2384 char buf[MAX_NLEN+20];
2385 int num, k, item_new;
2388 object_desc(o_name, o_ptr, 0);
2390 sprintf(buf, "%s¤òÅϤ·¤Þ¤¹¤«¡©",o_name);
2392 sprintf(buf, "Hand %s over? ",o_name);
2394 if (!get_check(buf)) continue;
2396 #if 0 /* Obsoleted */
2398 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2400 msg_format("You get %ldgp.", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2402 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
2403 p_ptr->redraw |= (PR_GOLD);
2404 inven_item_increase(i, -o_ptr->number);
2405 inven_item_describe(i);
2406 inven_item_optimize(i);
2407 chg_virtue(V_JUSTICE, 5);
2408 kubi_r_idx[j] += 10000;
2411 #endif /* Obsoleted */
2414 inven_item_increase(i, -o_ptr->number);
2415 inven_item_describe(i);
2416 inven_item_optimize(i);
2418 chg_virtue(V_JUSTICE, 5);
2419 kubi_r_idx[j] += 10000;
2421 /* Count number of unique corpses already handed */
2422 for (num = 0, k = 0; k < MAX_KUBI; k++)
2424 if (kubi_r_idx[k] >= 10000) num++;
2428 msg_format("¤³¤ì¤Ç¹ç·× %d ¥Ý¥¤¥ó¥È³ÍÆÀ¤·¤Þ¤·¤¿¡£", num);
2430 msg_format("You earned %d point%s total.", num, (num > 1 ? "s" : ""));
2433 /* Prepare to make a prize */
2434 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
2435 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
2437 /* Identify it fully */
2438 object_aware(&forge);
2439 object_known(&forge);
2442 * Hand it --- Assume there is an empty slot.
2443 * Since a corpse is handed at first,
2444 * there is at least one empty slot.
2446 item_new = inven_carry(&forge);
2448 /* Describe the object */
2449 object_desc(o_name, &forge, 0);
2451 msg_format("%s(%c)¤òÌã¤Ã¤¿¡£", o_name, index_to_label(item_new));
2453 msg_format("You get %s (%c). ", o_name, index_to_label(item_new));
2456 /* Auto-inscription */
2457 autopick_alter_item(item_new, FALSE);
2470 msg_print("¾Þ¶â¤òÆÀ¤é¤ì¤½¤¦¤Ê¤â¤Î¤Ï»ý¤Ã¤Æ¤¤¤Ê¤«¤Ã¤¿¡£");
2472 msg_print("You have nothing.");
2480 bool get_nightmare(int r_idx)
2482 monster_race *r_ptr = &r_info[r_idx];
2484 /* Require eldritch horrors */
2485 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2487 /* Require high level */
2488 if (r_ptr->level <= p_ptr->lev) return (FALSE);
2490 /* Accept this monster */
2495 void have_nightmare(int r_idx)
2497 bool happened = FALSE;
2498 monster_race *r_ptr = &r_info[r_idx];
2499 int power = r_ptr->level + 10;
2501 cptr desc = r_name + r_ptr->name;
2505 if (!(r_ptr->flags1 & RF1_UNIQUE))
2506 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2509 sprintf(m_name, "%s", desc);
2511 if (!(r_ptr->flags1 & RF1_UNIQUE))
2513 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2517 if (saving_throw(p_ptr->skill_sav * 100 / power))
2520 msg_format("Ì´¤ÎÃæ¤Ç%s¤ËÄɤ¤¤«¤±¤é¤ì¤¿¡£", m_name);
2522 msg_format("%^s chases you through your dreams.", m_name);
2531 /* Something silly happens... */
2533 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2535 msg_format("You behold the %s visage of %s!",
2538 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2542 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2543 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2546 /* Never mind; we can't see it clearly enough */
2550 /* Something frightening happens... */
2552 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2554 msg_format("You behold the %s visage of %s!",
2557 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2559 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2561 if (!p_ptr->mimic_form)
2563 switch (p_ptr->prace)
2565 /* Demons may make a saving throw */
2568 if (saving_throw(20 + p_ptr->lev)) return;
2570 /* Undead may make a saving throw */
2575 if (saving_throw(10 + p_ptr->lev)) return;
2581 /* Demons may make a saving throw */
2582 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2584 if (saving_throw(20 + p_ptr->lev)) return;
2586 /* Undead may make a saving throw */
2587 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2589 if (saving_throw(10 + p_ptr->lev)) return;
2594 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2596 if (!p_ptr->resist_conf)
2598 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2600 if (!p_ptr->resist_chaos && one_in_(3))
2602 (void)set_image(p_ptr->image + randint0(250) + 150);
2607 /* Lose int & wis */
2608 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2616 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2618 if (!p_ptr->resist_conf)
2620 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2622 if (!p_ptr->free_act)
2624 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2626 while (!saving_throw(p_ptr->skill_sav))
2628 (void)do_dec_stat(A_INT);
2630 while (!saving_throw(p_ptr->skill_sav))
2632 (void)do_dec_stat(A_WIS);
2634 if (!p_ptr->resist_chaos)
2636 (void)set_image(p_ptr->image + randint0(250) + 150);
2643 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2645 if (lose_all_info())
2648 msg_print("¤¢¤Þ¤ê¤Î¶²ÉݤËÁ´¤Æ¤Î¤³¤È¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
2650 msg_print("You forget everything in your utmost terror!");
2657 /* Else gain permanent insanity */
2658 if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
2659 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2660 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2662 /* The poor bastard already has all possible insanities! */
2668 switch (randint1(4))
2672 if (!(p_ptr->muta3 & MUT3_MORONIC))
2674 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2677 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¤è¤¦¤Êµ¤¤¬¤·¤¿¡£¤·¤«¤·¤½¤ì¤Ï¸µ¡¹¤À¤Ã¤¿¡£");
2679 msg_print("You turn into an utter moron!");
2685 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¡ª");
2687 msg_print("You turn into an utter moron!");
2691 if (p_ptr->muta3 & MUT3_HYPER_INT)
2694 msg_print("¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2696 msg_print("Your brain is no longer a living computer.");
2699 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2701 p_ptr->muta3 |= MUT3_MORONIC;
2708 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2711 msg_print("¤¢¤Ê¤¿¤Ï¥Ñ¥é¥Î¥¤¥¢¤Ë¤Ê¤Ã¤¿¡ª");
2713 msg_print("You become paranoid!");
2717 /* Duh, the following should never happen, but anyway... */
2718 if (p_ptr->muta3 & MUT3_FEARLESS)
2721 msg_print("¤¢¤Ê¤¿¤Ï¤â¤¦¶²¤ìÃΤ餺¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2723 msg_print("You are no longer fearless.");
2726 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2729 p_ptr->muta2 |= MUT2_COWARDICE;
2736 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2739 msg_print("¸¸³Ð¤ò¤Ò¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë´Ù¤Ã¤¿¡ª");
2741 msg_print("You are afflicted by a hallucinatory insanity!");
2744 p_ptr->muta2 |= MUT2_HALLU;
2751 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2754 msg_print("·ãÎõ¤Ê´¶¾ð¤Îȯºî¤Ë¤ª¤½¤ï¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
2756 msg_print("You become subject to fits of berserk rage!");
2759 p_ptr->muta2 |= MUT2_BERS_RAGE;
2767 p_ptr->update |= PU_BONUS;
2774 * Note that resting for the night was a perfect way to avoid player
2775 * ghosts in the town *if* you could only make it to the inn in time (-:
2776 * Now that the ghosts are temporarily disabled in 2.8.X, this function
2777 * will not be that useful. I will keep it in the hopes the player
2778 * ghost code does become a reality again. Does help to avoid filthy urchins.
2779 * Resting at night is also a quick way to restock stores -KMW-
2781 static bool inn_comm(int cmd)
2785 case BACT_FOOD: /* Buy food & drink */
2786 if (p_ptr->food >= PY_FOOD_FULL)
2789 msg_print("º£¤ÏËþÊ¢¤À¡£");
2791 msg_print("You are full now.");
2797 msg_print("¥Ð¡¼¥Æ¥ó¤Ï¤¤¤¯¤é¤«¤Î¿©¤Ùʪ¤È¥Ó¡¼¥ë¤ò¤¯¤ì¤¿¡£");
2799 msg_print("The barkeep gives you some gruel and a beer.");
2802 (void)set_food(PY_FOOD_MAX - 1);
2805 case BACT_REST: /* Rest for the night */
2806 if ((p_ptr->poisoned) || (p_ptr->cut))
2809 msg_print("¤¢¤Ê¤¿¤ËɬÍפʤΤÏÉô²°¤Ç¤Ï¤Ê¤¯¡¢¼£ÎżԤǤ¹¡£");
2811 msg_print("You need a healer, not a room.");
2816 msg_print("¤¹¤ß¤Þ¤»¤ó¡¢¤Ç¤â¤¦¤Á¤Ç狼¤Ë»à¤Ê¤ì¤Á¤ãº¤¤ê¤Þ¤¹¤ó¤Ç¡£");
2818 msg_print("Sorry, but don't want anyone dying in here.");
2823 s32b oldturn = turn;
2824 int prev_day, prev_hour, prev_min;
2826 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2828 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "½É²°¤ËÇñ¤Þ¤Ã¤¿¡£");
2830 if ((prev_hour >= 6) && (prev_hour <= 17)) do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over daytime at the inn.");
2831 else do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over night at the inn.");
2833 turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
2834 if (dungeon_turn < dungeon_turn_limit)
2836 dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK*250);
2837 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2840 prevent_turn_overflow();
2842 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2843 p_ptr->chp = p_ptr->mhp;
2845 if (ironman_nightmare)
2848 msg_print("̲¤ê¤Ë½¢¤¯¤È¶²¤í¤·¤¤¸÷·Ê¤¬¿´¤ò¤è¤®¤Ã¤¿¡£");
2850 msg_print("Horrible visions flit through your mind as you sleep.");
2853 /* Pick a nightmare */
2854 get_mon_num_prep(get_nightmare, NULL);
2856 /* Have some nightmares */
2859 have_nightmare(get_mon_num(MAX_DEPTH));
2861 if (!one_in_(3)) break;
2864 /* Remove the monster restriction */
2865 get_mon_num_prep(NULL, NULL);
2868 msg_print("¤¢¤Ê¤¿¤ÏÀ䶫¤·¤ÆÌܤò³Ð¤Þ¤·¤¿¡£");
2869 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "°Ì´¤Ë¤¦¤Ê¤µ¤ì¤Æ¤è¤¯Ì²¤ì¤Ê¤«¤Ã¤¿¡£");
2871 msg_print("You awake screaming.");
2872 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "be troubled by a nightmare.");
2880 p_ptr->chp = p_ptr->mhp;
2881 p_ptr->csp = p_ptr->msp;
2882 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2885 for (i = 0; i < 72; i++)
2887 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2889 for (; i < 108; i++)
2891 p_ptr->magic_num1[i] = 0;
2895 if ((prev_hour >= 6) && (prev_hour <= 17))
2898 msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢͼÊý¤ò·Þ¤¨¤¿¡£");
2899 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "ͼÊý¤ò·Þ¤¨¤¿¡£");
2901 msg_print("You awake refreshed for the evening.");
2902 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
2908 msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢ¿·¤¿¤ÊÆü¤ò·Þ¤¨¤¿¡£");
2909 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¤¹¤¬¤¹¤¬¤·¤¤Ä«¤ò·Þ¤¨¤¿¡£");
2911 msg_print("You awake refreshed for the new day.");
2912 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
2919 case BACT_RUMORS: /* Listen for rumors */
2924 if (!get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10))
2926 if (!get_rnd_line("rumors.txt", 0, Rumor))
2929 msg_format("%s", Rumor);
2939 * Display quest information
2941 static void get_questinfo(int questnum)
2948 /* Clear the text */
2949 for (i = 0; i < 10; i++)
2951 quest_text[i][0] = '\0';
2954 quest_text_line = 0;
2956 /* Set the quest number temporary */
2957 old_quest = p_ptr->inside_quest;
2958 p_ptr->inside_quest = questnum;
2960 /* Get the quest text */
2961 init_flags = INIT_SHOW_TEXT | INIT_ASSIGN;
2963 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2965 /* Reset the old quest number */
2966 p_ptr->inside_quest = old_quest;
2968 /* Print the quest info */
2970 sprintf(tmp_str, "¥¯¥¨¥¹¥È¾ðÊó (´í¸±ÅÙ: %d ³¬ÁêÅö)", quest[questnum].level);
2972 sprintf(tmp_str, "Quest Information (Danger level: %d)", quest[questnum].level);
2977 prt(quest[questnum].name, 7, 0);
2979 for (i = 0; i < 10; i++)
2981 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2987 * Request a quest from the Lord.
2989 static void castle_quest(void)
2992 monster_race *r_ptr;
2999 /* Current quest of the building */
3000 q_index = cave[py][px].special;
3002 /* Is there a quest available at the building? */
3006 put_str("º£¤Î¤È¤³¤í¥¯¥¨¥¹¥È¤Ï¤¢¤ê¤Þ¤»¤ó¡£", 8, 0);
3008 put_str("I don't have a quest for you at the moment.", 8, 0);
3014 q_ptr = &quest[q_index];
3016 /* Quest is completed */
3017 if (q_ptr->status == QUEST_STATUS_COMPLETED)
3019 /* Rewarded quest */
3020 q_ptr->status = QUEST_STATUS_REWARDED;
3022 get_questinfo(q_index);
3024 reinit_wilderness = TRUE;
3027 else if (q_ptr->status == QUEST_STATUS_FAILED)
3029 get_questinfo(q_index);
3031 /* Mark quest as done (but failed) */
3032 q_ptr->status = QUEST_STATUS_FAILED_DONE;
3034 reinit_wilderness = TRUE;
3036 /* Quest is still unfinished */
3037 else if (q_ptr->status == QUEST_STATUS_TAKEN)
3040 put_str("¤¢¤Ê¤¿¤Ï¸½ºß¤Î¥¯¥¨¥¹¥È¤ò½ªÎ»¤µ¤»¤Æ¤¤¤Þ¤»¤ó¡ª", 8, 0);
3042 put_str("You have not completed your current quest yet!", 8, 0);
3046 put_str("CTRL-Q¤ò»È¤¨¤Ð¥¯¥¨¥¹¥È¤Î¾õÂÖ¤¬¥Á¥§¥Ã¥¯¤Ç¤¤Þ¤¹¡£", 9, 0);
3048 put_str("Use CTRL-Q to check the status of your quest.", 9, 0);
3052 put_str("¥¯¥¨¥¹¥È¤ò½ª¤ï¤é¤»¤¿¤éÌá¤Ã¤ÆÍè¤Æ²¼¤µ¤¤¡£", 12, 0);
3054 put_str("Return when you have completed your quest.", 12, 0);
3059 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
3061 q_ptr->status = QUEST_STATUS_TAKEN;
3063 reinit_wilderness = TRUE;
3065 /* Assign a new quest */
3066 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
3068 if (q_ptr->r_idx == 0)
3070 /* Random monster at least 5 - 10 levels out of deep */
3071 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
3074 r_ptr = &r_info[q_ptr->r_idx];
3076 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
3078 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
3079 r_ptr = &r_info[q_ptr->r_idx];
3082 if (q_ptr->max_num == 0)
3084 /* Random monster number */
3085 if (randint1(10) > 7)
3088 q_ptr->max_num = randint1(3) + 1;
3092 name = (r_name + r_ptr->name);
3094 msg_format("¥¯¥¨¥¹¥È: %s¤ò %dÂÎÅݤ¹", name,q_ptr->max_num);
3096 msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
3102 get_questinfo(q_index);
3109 * Display town history
3111 static void town_history(void)
3116 /* Peruse the building help file */
3118 (void)show_file(TRUE, "jbldg.txt", NULL, 0, 0);
3120 (void)show_file(TRUE, "bldg.txt", NULL, 0, 0);
3130 * Display the damage figure of an object
3131 * (used by compare_weapon_aux1)
3133 * Only accurate for the current weapon, because it includes
3134 * the current +dam of the player.
3136 static void compare_weapon_aux2(object_type *o_ptr, int numblows,
3137 int r, int c, int mult, cptr attr,
3142 /* Effective dices */
3143 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3144 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3146 /* Print the intro text */
3147 c_put_str(color, attr, r, c);
3149 /* Calculate the min and max damage figures */
3151 sprintf(tmp_str, "£±¥¿¡¼¥ó: %d-%d ¥À¥á¡¼¥¸",
3153 sprintf(tmp_str, "Attack: %d-%d damage",
3156 (numblows * (mult * eff_dd / 60 + o_ptr->to_d + p_ptr->to_d[0])),
3157 (numblows * (mult * eff_ds * eff_dd / 60 + o_ptr->to_d + p_ptr->to_d[0])));
3159 /* Print the damage */
3160 put_str(tmp_str, r, c + 8);
3165 * Show the damage figures for the various monster types
3167 * Only accurate for the current weapon, because it includes
3168 * the current number of blows for the player.
3170 static void compare_weapon_aux1(object_type *o_ptr, int col, int r)
3173 u32b flgs[TR_FLAG_SIZE];
3174 int blow = p_ptr->num_blow[0];
3175 bool print_force_weapon = FALSE;
3177 /* Get the flags of the weapon */
3178 object_flags(o_ptr, flgs);
3180 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
3182 mult = mult * 7 / 2;
3183 print_force_weapon = TRUE;
3186 /* Print the relevant lines */
3188 if (print_force_weapon) compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "ÍýÎÏ:", TERM_L_BLUE);
3189 if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "ưʪ:", TERM_YELLOW);
3190 else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ưʪ:", TERM_YELLOW);
3191 if (have_flag(flgs, TR_KILL_EVIL)) compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "¼Ù°:", TERM_YELLOW);
3192 else if (have_flag(flgs, TR_SLAY_EVIL)) compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "¼Ù°:", TERM_YELLOW);
3193 if (have_flag(flgs, TR_KILL_HUMAN)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "¿Í´Ö:", TERM_YELLOW);
3194 else if (have_flag(flgs, TR_SLAY_HUMAN)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "¿Í´Ö:", TERM_YELLOW);
3195 if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ÉÔ»à:", TERM_YELLOW);
3196 else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ÉÔ»à:", TERM_YELLOW);
3197 if (have_flag(flgs, TR_KILL_DEMON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "°Ëâ:", TERM_YELLOW);
3198 else if (have_flag(flgs, TR_SLAY_DEMON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "°Ëâ:", TERM_YELLOW);
3199 if (have_flag(flgs, TR_KILL_ORC)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
3200 else if (have_flag(flgs, TR_SLAY_ORC)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
3201 if (have_flag(flgs, TR_KILL_TROLL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥È¥í¥ë:", TERM_YELLOW);
3202 else if (have_flag(flgs, TR_SLAY_TROLL)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥È¥í¥ë:", TERM_YELLOW);
3203 if (have_flag(flgs, TR_KILL_GIANT)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "µð¿Í:", TERM_YELLOW);
3204 else if (have_flag(flgs, TR_SLAY_GIANT)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "µð¿Í:", TERM_YELLOW);
3205 if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ε:", TERM_YELLOW);
3206 else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ε:", TERM_YELLOW);
3207 if (have_flag(flgs, TR_BRAND_ACID)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "»À°À:", TERM_RED);
3208 if (have_flag(flgs, TR_BRAND_ELEC)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÅÅ°À:", TERM_RED);
3209 if (have_flag(flgs, TR_BRAND_FIRE)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "±ê°À:", TERM_RED);
3210 if (have_flag(flgs, TR_BRAND_COLD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Îä°À:", TERM_RED);
3211 if (have_flag(flgs, TR_BRAND_POIS)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÆÇ°À:", TERM_RED);
3213 if (print_force_weapon) compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "Force :", TERM_L_BLUE);
3214 if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Animals:", TERM_YELLOW);
3215 else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Animals:", TERM_YELLOW);
3216 if (have_flag(flgs, TR_KILL_EVIL)) compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "Evil:", TERM_YELLOW);
3217 else if (have_flag(flgs, TR_SLAY_EVIL)) compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "Evil:", TERM_YELLOW);
3218 if (have_flag(flgs, TR_KILL_HUMAN)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Human:", TERM_YELLOW);
3219 else if (have_flag(flgs, TR_SLAY_HUMAN)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Human:", TERM_YELLOW);
3220 if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Undead:", TERM_YELLOW);
3221 else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Undead:", TERM_YELLOW);
3222 if (have_flag(flgs, TR_KILL_DEMON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Demons:", TERM_YELLOW);
3223 else if (have_flag(flgs, TR_SLAY_DEMON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Demons:", TERM_YELLOW);
3224 if (have_flag(flgs, TR_KILL_ORC)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Orcs:", TERM_YELLOW);
3225 else if (have_flag(flgs, TR_SLAY_ORC)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Orcs:", TERM_YELLOW);
3226 if (have_flag(flgs, TR_KILL_TROLL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Trolls:", TERM_YELLOW);
3227 else if (have_flag(flgs, TR_SLAY_TROLL)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Trolls:", TERM_YELLOW);
3228 if (have_flag(flgs, TR_KILL_GIANT)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Giants:", TERM_YELLOW);
3229 else if (have_flag(flgs, TR_SLAY_GIANT)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Giants:", TERM_YELLOW);
3230 if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Dragons:", TERM_YELLOW);
3231 else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Dragons:", TERM_YELLOW);
3232 if (have_flag(flgs, TR_BRAND_ACID)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Acid:", TERM_RED);
3233 if (have_flag(flgs, TR_BRAND_ELEC)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Elec:", TERM_RED);
3234 if (have_flag(flgs, TR_BRAND_FIRE)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Fire:", TERM_RED);
3235 if (have_flag(flgs, TR_BRAND_COLD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Cold:", TERM_RED);
3236 if (have_flag(flgs, TR_BRAND_POIS)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Poison:", TERM_RED);
3241 static int hit_chance(int to_h, int ac)
3244 int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
3246 if (meichuu <= 0) return 5;
3248 chance = 100 - ((ac * 75) / meichuu);
3250 if (chance > 95) chance = 95;
3251 if (chance < 5) chance = 5;
3252 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
3253 chance = (chance*19+9)/20;
3258 * Displays all info about a weapon
3260 * Only accurate for the current weapon, because it includes
3261 * various info about the player's +to_dam and number of blows.
3263 static void list_weapon(object_type *o_ptr, int row, int col)
3265 char o_name[MAX_NLEN];
3268 /* Effective dices */
3269 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3270 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3272 /* Print the weapon name */
3273 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3274 c_put_str(TERM_YELLOW, o_name, row, col);
3276 /* Print the player's number of blows */
3278 sprintf(tmp_str, "¹¶·â²ó¿ô: %d", p_ptr->num_blow[0]);
3280 sprintf(tmp_str, "Number of Blows: %d", p_ptr->num_blow[0]);
3283 put_str(tmp_str, row+1, col);
3285 /* Print to_hit and to_dam of the weapon */
3287 sprintf(tmp_str, "Ì¿ÃæΨ: 0 50 100 150 200 (Ũ¤ÎAC)");
3289 sprintf(tmp_str, "To Hit: 0 50 100 150 200 (AC)");
3292 put_str(tmp_str, row+2, col);
3294 /* Print the weapons base damage dice */
3296 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)", hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100), hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
3298 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)", hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100), hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
3301 put_str(tmp_str, row+3, col);
3304 c_put_str(TERM_YELLOW, "²Äǽ¤Ê¥À¥á¡¼¥¸:", row+5, col);
3306 c_put_str(TERM_YELLOW, "Possible Damage:", row+5, col);
3310 /* Damage for one blow (if it hits) */
3312 sprintf(tmp_str, "¹¶·â°ì²ó¤Ë¤Ä¤ %d-%d",
3314 sprintf(tmp_str, "One Strike: %d-%d damage",
3317 eff_dd + o_ptr->to_d + p_ptr->to_d[0],
3318 eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
3319 put_str(tmp_str, row+6, col+1);
3321 /* Damage for the complete attack (if all blows hit) */
3323 sprintf(tmp_str, "£±¥¿¡¼¥ó¤Ë¤Ä¤ %d-%d",
3325 sprintf(tmp_str, "One Attack: %d-%d damage",
3328 p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
3329 p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
3330 put_str(tmp_str, row+7, col+1);
3335 * Hook to specify "weapon"
3337 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
3339 switch (o_ptr->tval)
3349 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
3358 * Hook to specify "ammo"
3360 static bool item_tester_hook_ammo(object_type *o_ptr)
3362 switch (o_ptr->tval)
3379 * Copies the weapons to compare into the weapon-slot and
3380 * compares the values for both weapons.
3382 static bool compare_weapons(void)
3385 object_type *o1_ptr, *o2_ptr;
3386 object_type orig_weapon;
3390 bool old_character_xtra = character_xtra;
3393 /* Clear the screen */
3396 /* Store copy of original wielded weapon */
3397 i_ptr = &inventory[INVEN_RARM];
3398 object_copy(&orig_weapon, i_ptr);
3400 item_tester_no_ryoute = TRUE;
3401 /* Only compare melee weapons */
3402 item_tester_hook = item_tester_hook_melee_weapon;
3404 /* Get the first weapon */
3406 q = "Âè°ì¤ÎÉð´ï¤Ï¡©";
3407 s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3409 q = "What is your first weapon? ";
3410 s = "You have nothing to compare.";
3413 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
3419 /* Get the item (in the pack) */
3420 o1_ptr = &inventory[item];
3422 /* Clear the screen */
3425 item_tester_no_ryoute = TRUE;
3426 /* Only compare melee weapons */
3427 item_tester_hook = item_tester_hook_melee_weapon;
3429 /* Get the second weapon */
3431 q = "ÂèÆó¤ÎÉð´ï¤Ï¡©";
3432 s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3434 q = "What is your second weapon? ";
3435 s = "You have nothing to compare.";
3438 if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN)))
3444 /* Get the item (in the pack) */
3445 o2_ptr = &inventory[item2];
3447 /* Clear the screen */
3450 /* Copy first weapon into the weapon slot (if it's not already there) */
3451 if (o1_ptr != i_ptr)
3452 object_copy(i_ptr, o1_ptr);
3454 /* Hack -- prevent "icky" message */
3455 character_xtra = TRUE;
3457 /* Get the new values */
3460 character_xtra = old_character_xtra;
3462 /* List the new values */
3463 list_weapon(o1_ptr, row, 2);
3464 compare_weapon_aux1(o1_ptr, 2, row + 8);
3466 /* Copy second weapon into the weapon slot (if it's not already there) */
3467 if (o2_ptr != i_ptr)
3468 object_copy(i_ptr, o2_ptr);
3470 object_copy(i_ptr, &orig_weapon);
3472 /* Hack -- prevent "icky" message */
3473 character_xtra = TRUE;
3475 /* Get the new values */
3478 character_xtra = old_character_xtra;
3480 /* List the new values */
3481 list_weapon(o2_ptr, row, 40);
3482 compare_weapon_aux1(o2_ptr, 40, row + 8);
3484 /* Copy back the original weapon into the weapon slot */
3485 object_copy(i_ptr, &orig_weapon);
3487 /* Reset the values for the old weapon */
3491 put_str("(°ìÈֹ⤤¥À¥á¡¼¥¸¤¬Å¬ÍѤµ¤ì¤Þ¤¹¡£Ê£¿ô¤ÎÇÜÂǸú²Ì¤Ï¤·»»¤µ¤ì¤Þ¤»¤ó¡£)", row + 4, 0);
3493 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
3497 msg_print("¸½ºß¤Îµ»Î̤«¤éȽÃǤ¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎÉð´ï¤Ï°Ê²¼¤Î¤è¤¦¤Ê°ÒÎϤòȯ´ø¤·¤Þ¤¹:");
3499 msg_print("Based on your current abilities, here is what your weapons will do");
3515 * AC¤«¤é²óÈòΨ¡¢¥À¥á¡¼¥¸¸º¾¯Î¨¤ò·×»»¤·É½¼¨¤¹¤ë
3516 * Calculate and display the dodge-rate and the protection-rate
3519 static bool eval_ac(int iAC)
3523 "¥À¥á¡¼¥¸·Ú¸ºÎ¨¤È¤Ï¡¢Å¨¤Î¹¶·â¤¬Åö¤¿¤Ã¤¿»þ¤½¤Î¥À¥á¡¼¥¸¤ò\n"
3524 "²¿¥Ñ¡¼¥»¥ó¥È·Ú¸º¤¹¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n"
3525 "¥À¥á¡¼¥¸·Ú¸º¤ÏÄ̾ï¤ÎľÀܹ¶·â(¼ïÎब¡Ö¹¶·â¤¹¤ë¡×¤È¡ÖÊ´ºÕ¤¹¤ë¡×¤Îʪ)\n"
3526 "¤ËÂФ·¤Æ¤Î¤ß¸ú²Ì¤¬¤¢¤ê¤Þ¤¹¡£\n \n"
3527 "Ũ¤Î¥ì¥Ù¥ë¤È¤Ï¡¢¤½¤ÎŨ¤¬Ä̾ﲿ³¬¤Ë¸½¤ì¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n \n"
3528 "²óÈòΨ¤ÏŨ¤ÎľÀܹ¶·â¤ò²¿¥Ñ¡¼¥»¥ó¥È¤Î³ÎΨ¤ÇÈò¤±¤ë¤«¤ò¼¨¤·¡¢\n"
3529 "Ũ¤Î¥ì¥Ù¥ë¤È¤¢¤Ê¤¿¤ÎAC¤Ë¤è¤Ã¤Æ·èÄꤵ¤ì¤Þ¤¹¡£\n \n"
3530 "¥À¥á¡¼¥¸´üÂÔÃͤȤϡ¢Å¨¤Î£±£°£°¥Ý¥¤¥ó¥È¤ÎÄ̾ﹶ·â¤ËÂФ·¡¢\n"
3531 "²óÈòΨ¤È¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò¹Íθ¤·¤¿¥À¥á¡¼¥¸¤Î´üÂÔÃͤò¼¨¤·¤Þ¤¹¡£\n";
3534 "'Protection Rate' means how much damage is reduced by your armor.\n"
3535 "Note that the Protection rate is effective only against normal "
3536 "'attack' and 'shatter' type melee attacks, "
3537 "and has no effect against any other types such as 'poison'.\n \n"
3538 "'Dodge Rate' indicates the success rate on dodging the "
3539 "monster's melee attacks. "
3540 "It is depend on the level of the monster and your AC.\n \n"
3541 "'Average Damage' indicates the expected amount of damage "
3542 "when you are attacked by normal melee attacks with power=100.";
3548 char buf[80*20], *t;
3550 /* AC lower than zero has no effect */
3551 if (iAC < 0) iAC = 0;
3553 /* ¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò·×»» */
3554 protection = 100 * MIN(iAC, 150) / 250;
3560 put_str(format("¤¢¤Ê¤¿¤Î¸½ºß¤ÎAC: %3d", iAC), row++, 0);
3561 put_str(format("¥À¥á¡¼¥¸·Ú¸ºÎ¨ : %3d%%", protection), row++, 0);
3564 put_str("Ũ¤Î¥ì¥Ù¥ë :", row + 0, 0);
3565 put_str("²óÈòΨ :", row + 1, 0);
3566 put_str("¥À¥á¡¼¥¸´üÂÔÃÍ :", row + 2, 0);
3568 put_str(format("Your current AC : %3d", iAC), row++, 0);
3569 put_str(format("Protection rate : %3d%%", protection), row++, 0);
3572 put_str("Level of Monster:", row + 0, 0);
3573 put_str("Dodge Rate :", row + 1, 0);
3574 put_str("Average Damage :", row + 2, 0);
3577 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3579 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3580 int dodge; /* ²óÈòΨ(%) */
3581 int average; /* ¥À¥á¡¼¥¸´üÂÔÃÍ */
3583 put_str(format("%3d", lvl), row + 0, col);
3586 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3587 put_str(format("%3d%%", dodge), row + 1, col);
3589 /* 100ÅÀ¤Î¹¶·â¤ËÂФ·¤Æ¤Î¥À¥á¡¼¥¸´üÂÔÃͤò·×»» */
3590 average = (100 - dodge) * (100 - protection) / 100;
3591 put_str(format("%3d", average), row + 2, col);
3595 roff_to_buf(memo, 70, buf, sizeof(buf));
3596 for (t = buf; t[0]; t += strlen(t) + 1)
3597 put_str(t, (row++) + 4, 4);
3600 prt("¸½ºß¤Î¤¢¤Ê¤¿¤ÎÁõÈ÷¤«¤é¤¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎËɸæÎϤÏ"
3601 "¤³¤ì¤¯¤é¤¤¤Ç¤¹:", 0, 0);
3603 prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3618 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3624 int maxenchant = (p_ptr->lev / 5);
3625 char tmp_str[MAX_NLEN];
3629 prt(format("¸½ºß¤Î¤¢¤Ê¤¿¤Îµ»Î̤À¤È¡¢+%d ¤Þ¤Ç²þÎɤǤ¤Þ¤¹¡£", maxenchant), 5, 0);
3630 prt(format(" ²þÎɤÎÎÁ¶â¤Ï°ì¸Ä¤Ë¤Ä¤¡ð%d ¤Ç¤¹¡£", cost), 7, 0);
3632 prt(format(" Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3633 prt(format(" The price for the service is %d gold per item.", cost), 7, 0);
3636 item_tester_no_ryoute = TRUE;
3640 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
3641 s = "²þÎɤǤ¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3643 q = "Improve which item? ";
3644 s = "You have nothing to improve.";
3647 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3649 /* Get the item (in the pack) */
3650 o_ptr = &inventory[item];
3652 /* Check if the player has enough money */
3653 if (p_ptr->au < (cost * o_ptr->number))
3655 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3657 msg_format("%s¤ò²þÎɤ¹¤ë¤À¤±¤Î¥´¡¼¥ë¥É¤¬¤¢¤ê¤Þ¤»¤ó¡ª", tmp_str);
3659 msg_format("You do not have the gold to improve %s!", tmp_str);
3665 /* Enchant to hit */
3666 for (i = 0; i < to_hit; i++)
3668 if (o_ptr->to_h < maxenchant)
3670 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3678 /* Enchant to damage */
3679 for (i = 0; i < to_dam; i++)
3681 if (o_ptr->to_d < maxenchant)
3683 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3692 for (i = 0; i < to_ac; i++)
3694 if (o_ptr->to_a < maxenchant)
3696 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3708 if (flush_failure) flush();
3712 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
3714 msg_print("The improvement failed.");
3721 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3723 msg_format("¡ð%d¤Ç%s¤Ë²þÎɤ·¤Þ¤·¤¿¡£", cost * o_ptr->number, tmp_str);
3725 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3728 /* Charge the money */
3729 p_ptr->au -= (cost * o_ptr->number);
3731 if (item >= INVEN_RARM) calc_android_exp();
3733 /* Something happened */
3740 * Recharge rods, wands and staves
3742 * The player can select the number of charges to add
3743 * (up to a limit), and the recharge never fails.
3745 * The cost for rods depends on the level of the rod. The prices
3746 * for recharging wands and staves are dependent on the cost of
3749 static void building_recharge(void)
3758 char tmp_str[MAX_NLEN];
3762 /* Display some info */
3765 prt(" ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
3767 prt(" The prices of recharge depend on the type.", 6, 0);
3771 /* Only accept legal items */
3772 item_tester_hook = item_tester_hook_recharge;
3776 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
3777 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3779 q = "Recharge which item? ";
3780 s = "You have nothing to recharge.";
3783 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3785 /* Get the item (in the pack) */
3788 o_ptr = &inventory[item];
3791 /* Get the item (on the floor) */
3794 o_ptr = &o_list[0 - item];
3797 k_ptr = &k_info[o_ptr->k_idx];
3800 * We don't want to give the player free info about
3801 * the level of the item or the number of charges.
3803 /* The item must be "known" */
3804 if (!object_is_known(o_ptr))
3807 msg_format("½¼Å¶¤¹¤ëÁ°¤Ë´ÕÄꤵ¤ì¤Æ¤¤¤ëɬÍפ¬¤¢¤ê¤Þ¤¹¡ª");
3809 msg_format("The item must be identified first!");
3814 if ((p_ptr->au >= 50) &&
3816 get_check("¡ð50¤Ç´ÕÄꤷ¤Þ¤¹¤«¡© "))
3818 get_check("Identify for 50 gold? "))
3826 identify_item(o_ptr);
3829 object_desc(tmp_str, o_ptr, 0);
3832 msg_format("%s ¤Ç¤¹¡£", tmp_str);
3834 msg_format("You have: %s.", tmp_str);
3837 /* Auto-inscription */
3838 autopick_alter_item(item, FALSE);
3840 /* Update the gold display */
3841 building_prt_gold();
3849 /* Extract the object "level" */
3850 lev = k_info[o_ptr->k_idx].level;
3852 /* Price for a rod */
3853 if (o_ptr->tval == TV_ROD)
3855 if (o_ptr->timeout > 0)
3857 /* Fully recharge */
3858 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3862 /* No recharge necessary */
3865 msg_format("¤½¤ì¤ÏºÆ½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
3867 msg_format("That doesn't need to be recharged.");
3873 else if (o_ptr->tval == TV_STAFF)
3875 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3876 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3878 /* Pay at least 10 gold per charge */
3879 price = MAX(10, price);
3883 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3884 price = (k_info[o_ptr->k_idx].cost / 10);
3886 /* Pay at least 10 gold per charge */
3887 price = MAX(10, price);
3890 /* Limit the number of charges for wands and staffs */
3891 if (o_ptr->tval == TV_WAND
3892 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3894 if (o_ptr->number > 1)
3897 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3899 msg_print("These wands are already fully charged.");
3905 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3907 msg_print("This wand is already fully charged.");
3912 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3914 if (o_ptr->number > 1)
3917 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3919 msg_print("These staffs are already fully charged.");
3925 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3927 msg_print("This staff is already fully charged.");
3933 /* Check if the player has enough money */
3934 if (p_ptr->au < price)
3936 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3938 msg_format("%s¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d ɬÍפǤ¹¡ª", tmp_str,price );
3940 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3946 if (o_ptr->tval == TV_ROD)
3949 if (get_check(format("¤½¤Î¥í¥Ã¥É¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",
3952 if (get_check(format("Recharge the %s for %d gold? ",
3953 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3957 /* Recharge fully */
3967 if (o_ptr->tval == TV_STAFF)
3968 max_charges = k_ptr->pval - o_ptr->pval;
3970 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3972 /* Get the quantity for staves and wands */
3974 charges = get_quantity(format("°ì²óʬ¡ð%d ¤Ç²¿²óʬ½¼Å¶¤·¤Þ¤¹¤«¡©",
3976 charges = get_quantity(format("Add how many charges for %d gold? ",
3979 price), MIN(p_ptr->au / price, max_charges));
3982 if (charges < 1) return;
3984 /* Get the new price */
3988 o_ptr->pval += charges;
3990 /* We no longer think the item is empty */
3991 o_ptr->ident &= ~(IDENT_EMPTY);
3995 object_desc(tmp_str, o_ptr, 0);
3997 msg_format("%s¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", tmp_str, price);
3999 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
4002 /* Combine / Reorder the pack (later) */
4003 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4006 p_ptr->window |= (PW_INVEN);
4017 * Recharge rods, wands and staves
4019 * The player can select the number of charges to add
4020 * (up to a limit), and the recharge never fails.
4022 * The cost for rods depends on the level of the rod. The prices
4023 * for recharging wands and staves are dependent on the cost of
4026 static void building_recharge_all(void)
4036 /* Display some info */
4040 prt(" ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
4042 prt(" The prices of recharge depend on the type.", 6, 0);
4045 /* Calculate cost */
4046 for ( i = 0; i < INVEN_PACK; i++)
4048 o_ptr = &inventory[i];
4050 /* skip non magic device */
4051 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4053 /* need identified */
4054 if (!object_is_known(o_ptr)) total_cost += 50;
4056 /* Extract the object "level" */
4057 lev = k_info[o_ptr->k_idx].level;
4059 k_ptr = &k_info[o_ptr->k_idx];
4061 switch (o_ptr->tval)
4064 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
4068 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4069 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
4071 /* Pay at least 10 gold per charge */
4072 price = MAX(10, price);
4075 price = (k_ptr->pval - o_ptr->pval) * price;
4079 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4080 price = (k_info[o_ptr->k_idx].cost / 10);
4082 /* Pay at least 10 gold per charge */
4083 price = MAX(10, price);
4086 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
4090 /* if price <= 0 then item have enough charge */
4091 if (price > 0) total_cost += price;
4097 msg_print("½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
4099 msg_print("No need to recharge.");
4106 /* Check if the player has enough money */
4107 if (p_ptr->au < total_cost)
4110 msg_format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d ɬÍפǤ¹¡ª", total_cost );
4112 msg_format("You need %d gold to recharge all items!",total_cost);
4120 if (!get_check(format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤ò ¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©", total_cost))) return;
4122 if (!get_check(format("Recharge all items for %d gold? ", total_cost))) return;
4125 for (i = 0; i < INVEN_PACK; i++)
4127 o_ptr = &inventory[i];
4128 k_ptr = &k_info[o_ptr->k_idx];
4130 /* skip non magic device */
4131 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4134 if (!object_is_known(o_ptr))
4136 identify_item(o_ptr);
4138 /* Auto-inscription */
4139 autopick_alter_item(i, FALSE);
4143 switch (o_ptr->tval)
4149 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
4150 /* We no longer think the item is empty */
4151 o_ptr->ident &= ~(IDENT_EMPTY);
4154 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
4155 o_ptr->pval = o_ptr->number * k_ptr->pval;
4156 /* We no longer think the item is empty */
4157 o_ptr->ident &= ~(IDENT_EMPTY);
4164 msg_format("¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", total_cost);
4166 msg_format("You pay %d gold.", total_cost);
4171 /* Combine / Reorder the pack (later) */
4172 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4175 p_ptr->window |= (PW_INVEN);
4178 p_ptr->au -= total_cost;
4185 bool tele_town(void)
4193 msg_print("¤³¤ÎËâË¡¤ÏÃϾå¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
4195 msg_print("This spell can only be used on the surface!");
4200 if (p_ptr->inside_arena || p_ptr->inside_battle)
4203 msg_print("¤³¤ÎËâË¡¤Ï³°¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
4205 msg_print("This spell can only be used outside!");
4213 for (i=1;i<max_towns;i++)
4217 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
4219 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
4227 msg_print("¤Þ¤À¹Ô¤±¤ë¤È¤³¤í¤¬¤Ê¤¤¡£");
4229 msg_print("You have not yet visited any town.");
4238 prt("¤É¤³¤Ë¹Ô¤¤Þ¤¹¤«:", 0, 0);
4240 prt("Which town you go: ", 0, 0);
4251 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
4252 else if (((i-'a'+1) == p_ptr->town_num) || ((i-'a'+1) == NO_TOWN) || ((i-'a'+1) == SECRET_TOWN) || !(p_ptr->visit & (1L << (i-'a')))) continue;
4256 for (y = 0; y < max_wild_y; y++)
4258 for (x = 0; x < max_wild_x; x++)
4260 if(wilderness[y][x].town == (i-'a'+1))
4262 p_ptr->wilderness_y = y;
4263 p_ptr->wilderness_x = x;
4268 p_ptr->leaving = TRUE;
4270 p_ptr->teleport_town = TRUE;
4280 static bool research_mon(void)
4288 bool recall = FALSE;
4294 /* XTRA HACK WHATSEARCH */
4300 /* XTRA HACK REMEMBER_IDX */
4301 static int old_sym = '\0';
4302 static int old_i = 0;
4305 /* Save the screen */
4308 /* Get a character, or abort */
4310 if (!get_com("¥â¥ó¥¹¥¿¡¼¤Îʸ»ú¤òÆþÎϤ·¤Æ²¼¤µ¤¤(µ¹æ or ^AÁ´,^U¥æ,^NÈó¥æ,^M̾Á°):", &sym, FALSE))
4312 if (!get_com("Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): ", &sym, FALSE))
4322 /* Find that character info, and describe it */
4323 for (i = 0; ident_info[i]; ++i)
4325 if (sym == ident_info[i][0]) break;
4328 /* XTRA HACK WHATSEARCH */
4329 if (sym == KTRL('A'))
4333 strcpy(buf, "Á´¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4335 strcpy(buf, "Full monster list.");
4338 else if (sym == KTRL('U'))
4342 strcpy(buf, "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4344 strcpy(buf, "Unique monster list.");
4347 else if (sym == KTRL('N'))
4351 strcpy(buf, "¥æ¥Ë¡¼¥¯³°¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4353 strcpy(buf, "Non-unique monster list.");
4356 else if (sym == KTRL('M'))
4360 if (!get_string("̾Á°(±Ñ¸ì¤Î¾ì¹ç¾®Ê¸»ú¤Ç²Ä)",temp, 70))
4362 if (!get_string("Enter name:",temp, 70))
4373 sprintf(buf, "̾Á°:%s¤Ë¥Þ¥Ã¥Á",temp);
4375 sprintf(buf, "Monsters with a name \"%s\"",temp);
4378 else if (ident_info[i])
4380 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4385 sprintf(buf, "%c - %s", sym, "̵¸ú¤Êʸ»ú");
4387 sprintf(buf, "%c - %s.", sym, "Unknown Symbol");
4392 /* Display the result */
4396 /* Allocate the "who" array */
4397 C_MAKE(who, max_r_idx, u16b);
4399 /* Collect matching monsters */
4400 for (n = 0, i = 1; i < max_r_idx; i++)
4402 monster_race *r_ptr = &r_info[i];
4405 if (!r_ptr->name) continue;
4407 /* XTRA HACK WHATSEARCH */
4408 /* Require non-unique monsters if needed */
4409 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4411 /* Require unique monsters if needed */
4412 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4420 for (xx = 0; temp[xx] && xx < 80; xx++)
4423 if (iskanji(temp[xx]))
4429 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4433 strcpy(temp2, r_name + r_ptr->E_name);
4435 strcpy(temp2, r_name + r_ptr->name);
4437 for (xx = 0; temp2[xx] && xx < 80; xx++)
4438 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4441 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4443 if (my_strstr(temp2, temp))
4447 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4450 /* Nothing to recall */
4453 /* Free the "who" array */
4454 C_KILL(who, max_r_idx, u16b);
4466 /* Sort if needed */
4469 /* Select the sort method */
4470 ang_sort_comp = ang_sort_comp_hook;
4471 ang_sort_swap = ang_sort_swap_hook;
4473 /* Sort the array */
4474 ang_sort(who, &why, n);
4478 /* Start at the end */
4479 /* XTRA HACK REMEMBER_IDX */
4480 if (old_sym == sym && old_i < n) i = old_i;
4485 /* Scan the monster memory */
4488 /* Extract a race */
4491 /* Hack -- Begin the prompt */
4494 /* Hack -- Complete the prompt */
4496 Term_addstr(-1, TERM_WHITE, " ['r'»×¤¤½Ð, ' '¤Ç³¹Ô, ESC]");
4498 Term_addstr(-1, TERM_WHITE, " [(r)ecall, ESC, space to continue]");
4508 /*** Recall on screen ***/
4510 /* Get maximal info about this monster */
4511 lore_do_probe(r_idx);
4513 /* Save this monster ID */
4514 monster_race_track(r_idx);
4516 /* Hack -- Handle stuff */
4519 /* know every thing mode */
4520 screen_roff(r_idx, 0x01);
4523 /* XTRA HACK REMEMBER_IDX */
4531 /* Normal commands */
4532 if (query != 'r') break;
4539 if (query == ESCAPE) break;
4541 /* Move to "prev" monster */
4547 if (!expand_list) break;
4551 /* Move to "next" monster */
4557 if (!expand_list) break;
4563 /* Re-display the identity */
4564 /* prt(buf, 5, 5);*/
4566 /* Free the "who" array */
4567 C_KILL(who, max_r_idx, u16b);
4572 return (!notpicked);
4577 * Execute a building command
4579 static void bldg_process_command(building_type *bldg, int i)
4581 int bact = bldg->actions[i];
4586 /* Flush messages XXX XXX XXX */
4591 bcost = bldg->member_costs[i];
4593 bcost = bldg->other_costs[i];
4595 /* action restrictions */
4596 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4597 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4600 msg_print("¤½¤ì¤òÁªÂò¤¹¤ë¸¢Íø¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
4602 msg_print("You have no right to choose that!");
4607 /* check gold (HACK - Recharge uses variable costs) */
4608 if ((bact != BACT_RECHARGE) &&
4609 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4610 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4613 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡ª");
4615 msg_print("You do not have the gold!");
4625 case BACT_RESEARCH_ITEM:
4626 paid = identify_fully(FALSE);
4628 case BACT_TOWN_HISTORY:
4631 case BACT_RACE_LEGENDS:
4637 case BACT_KING_LEGENDS:
4638 case BACT_ARENA_LEGENDS:
4643 case BACT_ARENA_RULES:
4647 case BACT_IN_BETWEEN:
4649 case BACT_SPIN_WHEEL:
4650 case BACT_DICE_SLOTS:
4651 case BACT_GAMBLE_RULES:
4658 paid = inn_comm(bact);
4660 case BACT_RESEARCH_MONSTER:
4661 paid = research_mon();
4663 case BACT_COMPARE_WEAPONS:
4664 paid = compare_weapons();
4666 case BACT_ENCHANT_WEAPON:
4667 item_tester_hook = object_allow_enchant_melee_weapon;
4668 enchant_item(bcost, 1, 1, 0);
4670 case BACT_ENCHANT_ARMOR:
4671 item_tester_hook = object_is_armour;
4672 enchant_item(bcost, 0, 0, 1);
4675 building_recharge();
4677 case BACT_RECHARGE_ALL:
4678 building_recharge_all();
4680 case BACT_IDENTS: /* needs work */
4682 if (!get_check("»ý¤Áʪ¤òÁ´¤Æ´ÕÄꤷ¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
4684 msg_print(" »ý¤ÁʪÁ´¤Æ¤¬´ÕÄꤵ¤ì¤Þ¤·¤¿¡£");
4686 if (!get_check("Do you pay for identify all your possession? ")) break;
4688 msg_print("Your possessions have been identified.");
4693 case BACT_IDENT_ONE: /* needs work */
4694 paid = ident_spell(FALSE);
4699 case BACT_HEALING: /* needs work */
4708 case BACT_RESTORE: /* needs work */
4709 if (do_res_stat(A_STR)) paid = TRUE;
4710 if (do_res_stat(A_INT)) paid = TRUE;
4711 if (do_res_stat(A_WIS)) paid = TRUE;
4712 if (do_res_stat(A_DEX)) paid = TRUE;
4713 if (do_res_stat(A_CON)) paid = TRUE;
4714 if (do_res_stat(A_CHR)) paid = TRUE;
4716 case BACT_ENCHANT_ARROWS:
4717 item_tester_hook = item_tester_hook_ammo;
4718 enchant_item(bcost, 1, 1, 0);
4720 case BACT_ENCHANT_BOW:
4721 item_tester_tval = TV_BOW;
4722 enchant_item(bcost, 1, 1, 0);
4725 if (recall_player(1)) paid = TRUE;
4727 case BACT_TELEPORT_LEVEL:
4734 select_dungeon = choose_dungeon("¤Ë¥Æ¥ì¥Ý¡¼¥È", 4, 0);
4736 select_dungeon = choose_dungeon("teleport", 4, 0);
4738 show_building(bldg);
4739 if (!select_dungeon) return;
4741 max_depth = d_info[select_dungeon].maxdepth;
4743 /* Limit depth in Angband */
4744 if (select_dungeon == DUNGEON_ANGBAND)
4746 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4747 else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4751 amt = get_quantity(format("%s¤Î²¿³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", d_name + d_info[select_dungeon].name), max_depth);
4753 amt = get_quantity(format("Teleport to which level of %s? ", d_name + d_info[select_dungeon].name), max_depth);
4758 p_ptr->word_recall = 1;
4759 p_ptr->recall_dungeon = select_dungeon;
4760 max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4761 if (record_maxdepth)
4763 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥È¥é¥ó¥×¥¿¥ï¡¼¤Ç");
4765 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "at Trump Tower");
4768 msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
4770 msg_print("The air about you becomes charged...");
4774 p_ptr->redraw |= (PR_STATUS);
4778 case BACT_LOSE_MUTATION:
4779 if (p_ptr->muta1 || p_ptr->muta2 ||
4780 (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4781 (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4782 (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4784 while(!lose_mutation(0));
4790 msg_print("¼£¤¹¤Ù¤ÆÍÁ³ÊÑ°Û¤¬Ìµ¤¤¡£");
4792 msg_print("You have no mutations.");
4800 case BACT_TSUCHINOKO:
4814 msg_print("Ê¿¹Õ²½¤Îµ·¼°¤ò¹Ô¤Ê¤Ã¤¿¡£");
4816 msg_print("You received an equalization ritual.");
4818 set_virtue(V_COMPASSION, 0);
4819 set_virtue(V_HONOUR, 0);
4820 set_virtue(V_JUSTICE, 0);
4821 set_virtue(V_SACRIFICE, 0);
4822 set_virtue(V_KNOWLEDGE, 0);
4823 set_virtue(V_FAITH, 0);
4824 set_virtue(V_ENLIGHTEN, 0);
4825 set_virtue(V_ENCHANT, 0);
4826 set_virtue(V_CHANCE, 0);
4827 set_virtue(V_NATURE, 0);
4828 set_virtue(V_HARMONY, 0);
4829 set_virtue(V_VITALITY, 0);
4830 set_virtue(V_UNLIFE, 0);
4831 set_virtue(V_PATIENCE, 0);
4832 set_virtue(V_TEMPERANCE, 0);
4833 set_virtue(V_DILIGENCE, 0);
4834 set_virtue(V_VALOUR, 0);
4835 set_virtue(V_INDIVIDUALISM, 0);
4839 case BACT_TELE_TOWN:
4843 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4857 void do_cmd_quest(void)
4861 if (!cave_have_flag_bold(py, px, FF_QUEST_ENTER))
4864 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤ÎÆþ¸ý¤Ï¤Ê¤¤¡£");
4866 msg_print("You see no quest level here.");
4874 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤Ø¤ÎÆþ¸ý¤¬¤¢¤ê¤Þ¤¹¡£");
4875 if (!get_check("¥¯¥¨¥¹¥È¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
4876 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4877 msg_print("¡Ø¤È¤Ë¤«¤¯Æþ¤Ã¤Æ¤ß¤è¤¦¤¼¤§¡£¡Ù");
4879 msg_print("There is an entry of a quest.");
4880 if (!get_check("Do you enter? ")) return;
4883 /* Player enters a new quest */
4887 leave_quest_check();
4889 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4890 p_ptr->inside_quest = cave[py][px].special;
4892 p_ptr->leaving = TRUE;
4898 * Do building commands
4900 void do_cmd_bldg(void)
4905 building_type *bldg;
4910 if (!cave_have_flag_bold(py, px, FF_BLDG))
4913 msg_print("¤³¤³¤Ë¤Ï·úʪ¤Ï¤Ê¤¤¡£");
4915 msg_print("You see no building here.");
4921 which = f_info[cave[py][px].feat].subtype;
4923 bldg = &building[which];
4925 /* Don't re-init the wilderness */
4926 reinit_wilderness = FALSE;
4928 if ((which == 2) && (p_ptr->arena_number < 0))
4931 msg_print("¡ÖÇÔ¼Ô¤ËÍѤϤʤ¤¡£¡×");
4933 msg_print("'There's no place here for a LOSER like you!'");
4937 else if ((which == 2) && p_ptr->inside_arena)
4939 if (!p_ptr->exit_bldg)
4942 prt("¥²¡¼¥È¤ÏÊĤޤäƤ¤¤ë¡£¥â¥ó¥¹¥¿¡¼¤¬¤¢¤Ê¤¿¤òÂԤäƤ¤¤ë¡ª", 0, 0);
4944 prt("The gates are closed. The monster awaits!", 0, 0);
4949 /* Don't save the arena as saved floor */
4950 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4952 p_ptr->inside_arena = FALSE;
4953 p_ptr->leaving = TRUE;
4955 /* Re-enter the arena */
4956 command_new = SPECIAL_KEY_BUILDING;
4958 /* No energy needed to re-enter the arena */
4964 else if (p_ptr->inside_battle)
4966 /* Don't save the arena as saved floor */
4967 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4969 p_ptr->leaving = TRUE;
4970 p_ptr->inside_battle = FALSE;
4972 /* Re-enter the monster arena */
4973 command_new = SPECIAL_KEY_BUILDING;
4975 /* No energy needed to re-enter the arena */
4986 /* Forget the lite */
4989 /* Forget the view */
4992 /* Hack -- Increase "icky" depth */
4999 show_building(bldg);
5007 building_prt_gold();
5011 if (command == ESCAPE)
5014 p_ptr->inside_arena = FALSE;
5015 p_ptr->inside_battle = FALSE;
5019 for (i = 0; i < 8; i++)
5021 if (bldg->letters[i])
5023 if (bldg->letters[i] == command)
5032 bldg_process_command(bldg, i);
5041 /* Flush messages XXX XXX XXX */
5045 /* Reinit wilderness to activate quests ... */
5046 if (reinit_wilderness)
5048 p_ptr->leaving = TRUE;
5051 /* Hack -- Decrease "icky" depth */
5054 /* Clear the screen */
5057 /* Update the visuals */
5058 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
5060 /* Redraw entire screen */
5061 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
5064 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5068 /* Array of places to find an inscription */
5069 static cptr find_quest[] =
5072 "¾²¤Ë¥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
5074 "You find the following inscription in the floor",
5078 "Êɤ˥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
5080 "You see a message inscribed in the wall",
5084 "¥á¥Ã¥»¡¼¥¸¤ò¸«¤Ä¤±¤¿:",
5086 "There is a sign saying",
5090 "²¿¤«¤¬³¬Ãʤξå¤Ë½ñ¤¤¤Æ¤¢¤ë:",
5092 "Something is written on the staircase",
5096 "´¬Êª¤ò¸«¤Ä¤±¤¿¡£¥á¥Ã¥»¡¼¥¸¤¬½ñ¤¤¤Æ¤¢¤ë:",
5098 "You find a scroll with the following message",
5107 void quest_discovery(int q_idx)
5109 quest_type *q_ptr = &quest[q_idx];
5110 monster_race *r_ptr = &r_info[q_ptr->r_idx];
5111 int q_num = q_ptr->max_num;
5114 /* No quest index */
5117 strcpy(name, (r_name + r_ptr->name));
5119 msg_print(find_quest[rand_range(0, 4)]);
5126 /* Hack -- "unique" monsters must be "unique" */
5127 if ((r_ptr->flags1 & RF1_UNIQUE) &&
5128 (0 == r_ptr->max_num))
5131 msg_print("¤³¤Î³¬¤Ï°ÊÁ°¤Ï狼¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤¿¤è¤¦¤À¡Ä¡£");
5133 msg_print("It seems that this level was protected by someone before...");
5135 /* The unique is already dead */
5136 quest[q_idx].status = QUEST_STATUS_FINISHED;
5141 msg_format("Ãí°Õ¤»¤è¡ª¤³¤Î³¬¤Ï%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", name);
5143 msg_format("Beware, this level is protected by %s!", name);
5149 /* Normal monsters */
5151 msg_format("Ãí°Õ¤·¤í¡ª¤³¤Î³¬¤Ï%dÂΤÎ%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", q_num, name);
5154 msg_format("Be warned, this level is guarded by %d %s!", q_num, name);
5162 * Hack -- Check if a level is a "quest" level
5164 int quest_number(int level)
5169 if (p_ptr->inside_quest)
5170 return (p_ptr->inside_quest);
5172 for (i = 0; i < max_quests; i++)
5174 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
5176 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
5177 !(quest[i].flags & QUEST_FLAG_PRESET) &&
5178 (quest[i].level == level) &&
5179 (quest[i].dungeon == dungeon_type))
5183 /* Check for random quest */
5184 return (random_quest_number(level));
5189 * Return the index of the random quest on this level
5192 int random_quest_number(int level)
5196 if (dungeon_type != DUNGEON_ANGBAND) return 0;
5198 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
5200 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
5201 (quest[i].status == QUEST_STATUS_TAKEN) &&
5202 (quest[i].level == level) &&
5203 (quest[i].dungeon == DUNGEON_ANGBAND))