3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
9 Rewritten for Kangband 2.8.3i using Kamband's version of\n
10 bldg.c as written by Ivan Tkatchev\n
12 Changed for ZAngband by Robert Ruehlmann\n
21 #include "cmd-magiceat.h"
23 #include "floor-events.h"
24 #include "floor-save.h"
26 #include "objectkind.h"
27 #include "object-boost.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
31 #include "monsterrace-hook.h"
43 #include "cmd-spell.h"
46 #include "spells-object.h"
47 #include "spells-status.h"
48 #include "realm-hex.h"
49 #include "dungeon-file.h"
52 #include "player-status.h"
53 #include "player-effects.h"
54 #include "player-class.h"
55 #include "player-personality.h"
56 #include "player-inventory.h"
59 #include "view-mainwindow.h"
60 #include "monsterrace.h"
64 * todo MAX_BLDGが定義されていない旨のエラーが出る……がコンパイルには成功する
67 building_type building[MAX_BLDG];
69 MONRACE_IDX battle_mon[4];
75 bool reinit_wilderness = FALSE;
76 MONSTER_IDX today_mon;
79 * todo MAX_ARENA_MONSが定義されていない旨のエラーが出る……がコンパイルには成功する
80 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
82 const arena_type arena_info[MAX_ARENA_MONS + 2] =
84 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
85 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
86 { MON_IMP, TV_POTION, SV_POTION_SPEED },
87 { MON_LION_HEART, 0, 0 },
88 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
89 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
90 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
91 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
92 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
93 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
94 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
95 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
96 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
97 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
98 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
99 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
100 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
101 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
102 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
103 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
104 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
105 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
106 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
107 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
108 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
109 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
110 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
111 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
112 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
113 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
114 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
115 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
116 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
117 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
118 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
119 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
120 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
121 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
122 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
123 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
124 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
125 { 0, 0, 0 }, /* Victory prizing */
126 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
130 * todo グローバルである必要があるか?
135 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
136 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
137 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
138 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
139 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
140 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
141 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
142 #define ODDS_ST 4 /*!< ストレートの役倍率 */
143 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
144 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
147 * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
148 * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
149 * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
150 * @param player_ptr プレーヤーへの参照ポインタ
151 * @param bldg 施設構造体の参照ポインタ
152 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
154 static bool is_owner(player_type *player_ptr, building_type *bldg)
156 if (bldg->member_class[player_ptr->pclass] == BUILDING_OWNER)
161 if (bldg->member_race[player_ptr->prace] == BUILDING_OWNER)
166 REALM_IDX realm1 = player_ptr->realm1;
167 REALM_IDX realm2 = player_ptr->realm2;
168 if ((is_magic(realm1) && (bldg->member_realm[realm1] == BUILDING_OWNER)) ||
169 (is_magic(realm2) && (bldg->member_realm[realm2] == BUILDING_OWNER)))
179 * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
181 * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
182 * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
183 * @param player_ptr プレーヤーへの参照ポインタ
184 * @param bldg 施設構造体の参照ポインタ
185 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
186 * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
188 static bool is_member(player_type *player_ptr, building_type *bldg)
190 if (bldg->member_class[player_ptr->pclass])
195 if (bldg->member_race[player_ptr->prace])
200 REALM_IDX realm1 = player_ptr->realm1;
201 REALM_IDX realm2 = player_ptr->realm2;
202 if ((is_magic(realm1) && bldg->member_realm[realm1]) ||
203 (is_magic(realm2) && bldg->member_realm[realm2]))
208 if (player_ptr->pclass != CLASS_SORCERER) return FALSE;
210 for (int i = 0; i < MAX_MAGIC; i++)
212 if (bldg->member_realm[i + 1]) return TRUE;
220 * @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
221 * @details 消去は行毎にヌル文字列で行われる。
222 * @param min_row 開始行番号
223 * @param max_row 末尾行番号
226 void clear_bldg(int min_row, int max_row)
228 for (int i = min_row; i <= max_row; i++)
237 * @param player_ptr プレーヤーへの参照ポインタ
240 static void building_prt_gold(player_type *player_ptr)
243 prt(_("手持ちのお金: ", "Gold Remaining: "), 23, 53);
244 sprintf(tmp_str, "%9ld", (long)player_ptr->au);
245 prt(tmp_str, 23, 68);
250 * @brief 施設のサービス一覧を表示する / Display a building.
251 * @param player_ptr プレーヤーへの参照ポインタ
252 * @param bldg 施設構造体の参照ポインタ
255 static void show_building(player_type *player_ptr, building_type* bldg)
262 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
265 for (int i = 0; i < 8; i++)
267 if (!bldg->letters[i]) continue;
269 if (bldg->action_restr[i] == 0)
271 if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
272 (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
274 action_color = TERM_WHITE;
277 else if (is_owner(player_ptr, bldg))
279 action_color = TERM_YELLOW;
280 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
284 action_color = TERM_YELLOW;
285 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
288 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
289 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
293 if (bldg->action_restr[i] == 1)
295 if (!is_member(player_ptr, bldg))
297 action_color = TERM_L_DARK;
298 strcpy(buff, _("(閉店)", "(closed)"));
300 else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
301 (is_member(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
303 action_color = TERM_WHITE;
306 else if (is_owner(player_ptr, bldg))
308 action_color = TERM_YELLOW;
309 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
313 action_color = TERM_YELLOW;
314 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
317 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
318 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
322 if (!is_owner(player_ptr, bldg))
324 action_color = TERM_L_DARK;
325 strcpy(buff, _("(閉店)", "(closed)"));
327 else if (bldg->member_costs[i] != 0)
329 action_color = TERM_YELLOW;
330 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
334 action_color = TERM_WHITE;
338 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
339 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
342 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
347 * @brief 闘技場に入るコマンドの処理 / arena commands
348 * @param player_ptr プレーヤーへの参照ポインタ
349 * @param cmd 闘技場処理のID
352 static void arena_comm(player_type *player_ptr, int cmd)
360 if (player_ptr->arena_number == MAX_ARENA_MONS)
363 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
364 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations! You have defeated all before you."), 7, 0);
365 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
369 player_ptr->au += 1000000L;
370 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
372 player_ptr->arena_number++;
376 if (player_ptr->arena_number > MAX_ARENA_MONS)
378 if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
380 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."));
382 if (get_check(_("挑戦するかね?", "Do you fight? ")))
384 msg_print(_("死ぬがよい。", "Die, maggots."));
387 player_ptr->exit_bldg = FALSE;
388 reset_tim_flags(player_ptr);
390 /* Save the surface floor as saved floor */
391 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
393 player_ptr->current_floor_ptr->inside_arena = TRUE;
394 player_ptr->leaving = TRUE;
395 player_ptr->leave_bldg = TRUE;
399 msg_print(_("残念だ。", "We are disappointed."));
404 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。",
405 "You enter the arena briefly and bask in your glory."));
412 if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
414 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。",
415 "You don't have permission to enter with pet."));
420 player_ptr->exit_bldg = FALSE;
421 reset_tim_flags(player_ptr);
423 /* Save the surface floor as saved floor */
424 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
426 player_ptr->current_floor_ptr->inside_arena = TRUE;
427 player_ptr->leaving = TRUE;
428 player_ptr->leave_bldg = TRUE;
431 if (player_ptr->arena_number == MAX_ARENA_MONS)
433 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
434 "You are victorious. Enter the arena for the ceremony."));
438 if (player_ptr->arena_number > MAX_ARENA_MONS)
440 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
444 r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
445 name = (r_name + r_ptr->name);
446 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
448 player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
449 player_ptr->window |= (PW_MONSTER);
450 handle_stuff(player_ptr);
452 case BACT_ARENA_RULES:
455 /* Peruse the arena help file */
456 (void)show_file(player_ptr, TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
464 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
465 * @param row シンボルを表示する行の上端
466 * @param col シンボルを表示する行の左端
467 * @param fruit 表示するシンボルID
470 static void display_fruit(int row, int col, int fruit)
475 c_put_str(TERM_YELLOW, " ####.", row, col);
476 c_put_str(TERM_YELLOW, " # #", row + 1, col);
477 c_put_str(TERM_YELLOW, " # #", row + 2, col);
478 c_put_str(TERM_YELLOW, "# #", row + 3, col);
479 c_put_str(TERM_YELLOW, "# #", row + 4, col);
480 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
481 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
482 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
484 " Lemon "), row + 8, col);
487 c_put_str(TERM_ORANGE, " ## ", row, col);
488 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
489 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
490 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
491 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
492 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
493 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
494 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
496 " Orange "), row + 8, col);
499 c_put_str(TERM_SLATE, _(" Λ ", " /\\ "), row, col);
500 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 1, col);
501 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 2, col);
502 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 3, col);
503 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 4, col);
504 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 5, col);
505 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### "), row + 6, col);
506 c_put_str(TERM_UMBER, _(" 目 ", " ## "), row + 7, col);
507 prt(_(" 剣 ", " Sword "), row + 8, col);
510 c_put_str(TERM_SLATE, " ###### ", row, col);
511 c_put_str(TERM_SLATE, "# #", row + 1, col);
512 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
513 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
514 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
515 c_put_str(TERM_SLATE, " # # ", row + 5, col);
516 c_put_str(TERM_SLATE, " # # ", row + 6, col);
517 c_put_str(TERM_SLATE, " ## ", row + 7, col);
519 " Shield "), row + 8, col);
522 c_put_str(TERM_VIOLET, " ## ", row, col);
523 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
524 c_put_str(TERM_VIOLET, "########", row + 2, col);
525 c_put_str(TERM_VIOLET, "########", row + 3, col);
526 c_put_str(TERM_VIOLET, "########", row + 4, col);
527 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
528 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
529 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
531 " Plum "), row + 8, col);
534 c_put_str(TERM_RED, " ##", row, col);
535 c_put_str(TERM_RED, " ### ", row + 1, col);
536 c_put_str(TERM_RED, " #..# ", row + 2, col);
537 c_put_str(TERM_RED, " #..# ", row + 3, col);
538 c_put_str(TERM_RED, " ###### ", row + 4, col);
539 c_put_str(TERM_RED, "#..##..#", row + 5, col);
540 c_put_str(TERM_RED, "#..##..#", row + 6, col);
541 c_put_str(TERM_RED, " ## ## ", row + 7, col);
543 " Cherry "), row + 8, col);
550 * kpoker no (tyuto-hannpa na)pakuri desu...
551 * joker ha shineru node haitte masen.
553 * TODO: donataka! tsukutte!
554 * - agatta yaku no kiroku (like DQ).
555 * - kakkoii card no e.
556 * - sousa-sei no koujyo.
557 * - code wo wakariyasuku.
559 * - Joker... -- done.
562 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
565 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
566 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
567 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
574 static void reset_deck(int deck[])
576 for (int i = 0; i < 53; i++)
582 for (int i = 0; i < 53; i++) {
583 int tmp1 = randint0(53 - i) + i;
585 deck[i] = deck[tmp1];
592 * @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。
593 * @return ジョーカーを持っているか。
595 static bool have_joker(void)
597 for (int i = 0; i < 5; i++)
599 if (IS_JOKER(cards[i])) return TRUE;
607 * @brief ポーカーの手札に該当の番号の札があるかを返す。
608 * @param num 探したいカードの番号。
609 * @return 該当の番号が手札にあるか。
611 static bool find_card_num(int num)
613 for (int i = 0; i < 5; i++)
615 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
623 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
626 static bool poker_hand_check_flush(void)
628 bool joker_is_used = FALSE;
630 int suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
631 for (int i = 0; i < 5; i++) {
632 if (SUIT_OF(cards[i]) == suit) continue;
634 if (have_joker() && !joker_is_used)
635 joker_is_used = TRUE;
645 * @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。
646 * @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
648 static int poker_hand_check_straight(void)
651 bool joker_is_used = FALSE;
652 bool straight = FALSE;
655 for (int i = 0; i < 5; i++)
657 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
658 lowest = NUM_OF(cards[i]);
661 /* Check Royal Straight Flush */
662 if (poker_hand_check_flush())
667 for (i = 0; i < 4; i++)
669 if (!find_card_num(9 + i)) {
670 if (have_joker() && !joker_is_used)
671 joker_is_used = TRUE;
677 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
682 for (i = 0; i < 3; i++)
684 if (!find_card_num(10 + i))
688 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
692 joker_is_used = FALSE;
694 /* Straight Only Check */
695 /* (10 - J - Q - K)[JOKER] - A */
699 for (i = 0; i < 4; i++)
701 if (!find_card_num(9 + i)) {
702 if (have_joker() && !joker_is_used)
703 joker_is_used = TRUE;
709 if (i == 4) straight = TRUE;
712 joker_is_used = FALSE;
715 for (i = 0; i < 5; i++)
717 if (!find_card_num(lowest + i))
719 if (have_joker() && !joker_is_used)
720 joker_is_used = TRUE;
726 if (i == 5) straight = TRUE;
728 if (straight && poker_hand_check_flush()) return 2; /* Straight Flush */
729 else if (straight) return 1; /* Only Straight */
735 * @brief ポーカーのペア役の状態を返す。
736 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
738 static int poker_hand_check_pair(void)
741 for (int i = 0; i < 5; i++)
743 for (int j = i + 1; j < 5; j++)
745 if (IS_JOKER(cards[i]) || IS_JOKER(cards[j])) continue;
746 if (NUM_OF(cards[i]) == NUM_OF(cards[j]))
780 * @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。
783 static int poker_hand_check(void)
787 switch (poker_hand_check_straight())
790 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
793 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
796 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
799 /* Not straight -- fall through */
803 if (poker_hand_check_flush())
805 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
809 switch (poker_hand_check_pair())
812 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
815 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
818 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
821 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
824 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
827 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
829 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
834 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
846 * @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。
847 * @param hoge カーソルの現在位置
848 * @param kaeruka カードの捨てる/残すフラグ配列
851 static void display_kaeruka(int hoge, int kaeruka[])
853 char col = TERM_WHITE;
854 for (int i = 0; i < 5; i++)
856 if (i == hoge) col = TERM_YELLOW;
857 else if (kaeruka[i]) col = TERM_WHITE;
858 else col = TERM_L_BLUE;
861 c_put_str(col, _("かえる", "Change"), 14, 5 + i * 16);
863 c_put_str(col, _("のこす", " Stay "), 14, 5 + i * 16);
866 if (hoge > 4) col = TERM_YELLOW;
867 else col = TERM_WHITE;
868 c_put_str(col, _("決定", "Sure"), 16, 38);
870 /* Hilite current option */
871 if (hoge < 5) move_cursor(14, 5 + hoge * 16);
872 else move_cursor(16, 38);
877 * @brief ポーカーの手札を表示する。
880 static void display_cards(void)
882 char suitcolor[4] = { TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN };
884 concptr suit[4] = { "★", "●", "¶", "†" };
885 concptr card_grph[13][7] = { {"A %s ",
976 concptr joker_grph[7] = { " ",
986 concptr suit[4] = { "[]", "qp", "<>", "db" };
987 concptr card_grph[13][7] = { {"A %s ",
1078 concptr joker_grph[7] = { " ",
1087 for (int i = 0; i < 5; i++)
1089 prt(_("┏━━━━━━┓", " +------------+ "), 5, i * 16);
1092 for (int i = 0; i < 5; i++)
1094 for (int j = 0; j < 7; j++)
1096 prt(_("┃", " |"), j + 6, i * 16);
1097 if (IS_JOKER(cards[i]))
1098 c_put_str(TERM_VIOLET, joker_grph[j], j + 6, 2 + i * 16);
1100 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);
1101 prt(_("┃", "| "), j + 6, i * 16 + 14);
1105 for (int i = 0; i < 5; i++)
1107 prt(_("┗━━━━━━┛", " +------------+ "), 13, i * 16);
1113 * @brief ポーカーの1プレイルーチン。
1116 static int do_poker(void)
1118 int is_put[5]; /* 0:kaenai 1:kaeru */
1121 bool decision = TRUE;
1128 for (int i = 0; i < 5; i++)
1130 cards[i] = deck[deck_ptr++];
1134 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);
1145 display_kaeruka(k + decision * 5, is_put);
1152 case '6': case 'l': case 'L': case KTRL('F'):
1165 case '4': case 'h': case 'H': case KTRL('B'):
1178 case '2': case 'j': case 'J': case KTRL('N'):
1181 decision = TRUE; draw = TRUE;
1185 case '8': case 'k': case 'K': case KTRL('P'):
1188 decision = FALSE; draw = TRUE;
1192 case ' ': case '\r':
1199 is_put[k] = !is_put[k]; draw = TRUE;
1210 for (int i = 0; i < 5; i++)
1212 if (is_put[i] == 1) cards[i] = deck[deck_ptr++];
1217 return poker_hand_check();
1220 // todo このundefは必要か?
1224 /* end of poker codes --Koka */
1228 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1229 * @param player_ptr プレーヤーへの参照ポインタ
1230 * @param cmd プレイするゲームID
1233 static bool gamble_comm(player_type *player_ptr, int cmd)
1236 int roll1, roll2, roll3, choice, odds, win;
1241 char out_val[160], tmp_str[80], again;
1246 if (cmd == BACT_GAMBLE_RULES)
1248 /* Peruse the gambling help file */
1249 (void)show_file(player_ptr, TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1255 if (player_ptr->au < 1)
1257 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1258 "Hey! You don't have gold - get out of here!"));
1266 maxbet = player_ptr->lev * 200;
1268 /* We can't bet more than we have */
1269 maxbet = MIN(maxbet, player_ptr->au);
1272 strcpy(out_val, "");
1273 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1277 * Use get_string() because we may need more than
1278 * the s16b value returned by get_quantity().
1280 if (!get_string(tmp_str, out_val, 32))
1288 for (p = out_val; *p == ' '; p++);
1293 if (wager > player_ptr->au)
1295 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!"));
1300 else if (wager > maxbet)
1302 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1303 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1308 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1314 oldgold = player_ptr->au;
1316 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1317 prt(tmp_str, 20, 2);
1318 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1319 prt(tmp_str, 21, 2);
1323 player_ptr->au -= wager;
1326 case BACT_IN_BETWEEN: /* Game of In-Between */
1327 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"), 5, 2);
1331 roll1 = randint1(10);
1332 roll2 = randint1(10);
1333 choice = randint1(10);
1334 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1337 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1339 prt(tmp_str, 11, 14);
1340 if (((choice > roll1) && (choice < roll2)) ||
1341 ((choice < roll1) && (choice > roll2)))
1344 case BACT_CRAPS: /* Game of Craps */
1345 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1349 roll1 = randint1(6);
1350 roll2 = randint1(6);
1351 roll3 = roll1 + roll2;
1353 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1354 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1356 if ((roll3 == 7) || (roll3 == 11))
1358 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1363 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"));
1366 roll1 = randint1(6);
1367 roll2 = randint1(6);
1368 roll3 = roll1 + roll2;
1369 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1370 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1372 if (roll3 == choice)
1374 else if (roll3 == 7)
1376 } while ((win != TRUE) && (win != FALSE));
1379 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1382 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1384 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1385 prt("--------------------------------", 8, 3);
1386 strcpy(out_val, "");
1387 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1389 for (p = out_val; iswspace(*p); p++);
1393 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1396 else if (choice > 9)
1398 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1402 roll1 = randint0(10);
1403 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1404 "The wheel spins to a stop and the winner is %d"), roll1);
1405 prt(tmp_str, 13, 3);
1407 prt("*", 9, (3 * roll1 + 5));
1408 if (roll1 == choice)
1412 case BACT_DICE_SLOTS: /* The Dice Slots */
1413 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1414 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1415 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1416 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1417 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1418 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1419 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1420 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1423 roll1 = randint1(21);
1424 for (i = 6; i > 0; i--)
1426 if ((roll1 - i) < 1)
1433 roll2 = randint1(21);
1434 for (i = 6; i > 0; i--)
1436 if ((roll2 - i) < 1)
1443 choice = randint1(21);
1444 for (i = 6; i > 0; i--)
1446 if ((choice - i) < 1)
1453 put_str("/--------------------------\\", 7, 2);
1454 prt("\\--------------------------/", 17, 2);
1455 display_fruit(8, 3, roll1 - 1);
1456 display_fruit(8, 12, roll2 - 1);
1457 display_fruit(8, 21, choice - 1);
1458 if ((roll1 == roll2) && (roll2 == choice))
1477 else if ((roll1 == 1) && (roll2 == 1))
1486 if (odds) win = TRUE;
1492 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1494 player_ptr->au += odds * wager;
1495 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1497 prt(tmp_str, 17, 37);
1501 prt(_("あなたの負け", "You Lost"), 16, 37);
1505 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)player_ptr->au);
1507 prt(tmp_str, 22, 2);
1508 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1510 move_cursor(18, 52);
1515 if (wager > player_ptr->au)
1517 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1518 "Hey! You don't have the gold - get out of here!"));
1524 } while ((again == 'y') || (again == 'Y'));
1527 if (player_ptr->au >= oldgold)
1529 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!」",
1530 "You came out a winner! We'll win next time, I'm sure."));
1531 chg_virtue(player_ptr, V_CHANCE, 3);
1535 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."));
1536 chg_virtue(player_ptr, V_CHANCE, -3);
1546 * @brief モンスター闘技場に参加するモンスターを更新する。
1547 * @param player_ptr プレーヤーへの参照ポインタ
1550 void update_gambling_monsters(player_type *player_ptr)
1557 bool old_inside_battle = player_ptr->phase_out;
1559 for (i = 0; i < current_world_ptr->max_d_idx; i++)
1561 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1564 mon_level = randint1(MIN(max_dl, 122)) + 5;
1565 if (randint0(100) < 60)
1567 i = randint1(MIN(max_dl, 122)) + 5;
1568 mon_level = MAX(i, mon_level);
1571 if (randint0(100) < 30)
1573 i = randint1(MIN(max_dl, 122)) + 5;
1574 mon_level = MAX(i, mon_level);
1581 for (i = 0; i < 4; i++)
1587 get_mon_num_prep(monster_can_entry_arena, NULL);
1588 player_ptr->phase_out = TRUE;
1589 r_idx = get_mon_num(mon_level);
1590 player_ptr->phase_out = old_inside_battle;
1591 if (!r_idx) continue;
1593 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1595 if ((r_info[r_idx].level + 10) > mon_level) continue;
1598 for (j = 0; j < i; j++)
1599 if (r_idx == battle_mon[j]) break;
1600 if (j < i) continue;
1604 battle_mon[i] = r_idx;
1605 if (r_info[r_idx].level < 45) tekitou = TRUE;
1608 for (i = 0; i < 4; i++)
1610 monster_race *r_ptr = &r_info[battle_mon[i]];
1611 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1613 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1614 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1616 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1617 power[i] = power[i] * (100 + r_ptr->level) / 100;
1618 if (r_ptr->speed > 110)
1619 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1620 if (r_ptr->speed < 110)
1621 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1623 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1624 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1625 power[i] = power[i] * 4 / 3;
1626 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1627 power[i] = power[i] * 4 / 3;
1628 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1629 power[i] = power[i] * 11 / 10;
1630 if (r_ptr->flags1 & RF1_RAND_25)
1631 power[i] = power[i] * 9 / 10;
1632 if (r_ptr->flags1 & RF1_RAND_50)
1633 power[i] = power[i] * 9 / 10;
1634 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1635 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1639 for (i = 0; i < 4; i++)
1641 if (power[i] <= 0) break;
1642 power[i] = total * 60 / power[i];
1643 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1644 if ((power[i] < 160) && randint0(20)) break;
1645 if (power[i] < 101) power[i] = 100 + randint1(5);
1646 mon_odds[i] = power[i];
1655 * @brief モンスター闘技場のメインルーチン
1656 * @param player_ptr プレーヤーへの参照ポインタ
1657 * @return 賭けを開始したか否か
1659 static bool kakutoujou(player_type *player_ptr)
1663 char out_val[160], tmp_str[80];
1666 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1668 update_gambling_monsters(player_ptr);
1669 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1675 if (player_ptr->au <= 1)
1677 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!"));
1688 "Monsters Odds"), 4, 4);
1689 for (i = 0; i < 4; i++)
1692 monster_race *r_ptr = &r_info[battle_mon[i]];
1694 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i + 1,
1695 _(format("%s%s", r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1696 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1697 (long int)mon_odds[i] / 100, (long int)mon_odds[i] % 100);
1701 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1712 if (i >= '1' && i <= '4')
1714 sel_monster = i - '1';
1715 battle_odds = mon_odds[sel_monster];
1723 for (i = 0; i < 4; i++)
1724 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1726 maxbet = player_ptr->lev * 200;
1728 /* We can't bet more than we have */
1729 maxbet = MIN(maxbet, player_ptr->au);
1732 strcpy(out_val, "");
1733 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1736 * Use get_string() because we may need more than
1737 * the s16b value returned by get_quantity().
1739 if (!get_string(tmp_str, out_val, 32))
1746 for (p = out_val; *p == ' '; p++);
1751 if (wager > player_ptr->au)
1753 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!"));
1759 else if (wager > maxbet)
1761 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);
1767 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1772 battle_odds = MAX(wager + 1, wager * battle_odds / 100);
1774 player_ptr->au -= wager;
1775 reset_tim_flags(player_ptr);
1777 /* Save the surface floor as saved floor */
1778 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
1780 player_ptr->phase_out = TRUE;
1781 player_ptr->leaving = TRUE;
1782 player_ptr->leave_bldg = TRUE;
1790 * @brief 本日の賞金首情報を表示する。
1791 * @param player_ptr プレーヤーへの参照ポインタ
1794 static void today_target(player_type *player_ptr)
1797 monster_race *r_ptr = &r_info[today_mon];
1800 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1801 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
1802 c_put_str(TERM_YELLOW, buf, 6, 10);
1803 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1805 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1807 player_ptr->today_mon = today_mon;
1812 * @brief ツチノコの賞金首情報を表示する。
1815 static void tsuchinoko(void)
1818 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1819 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);
1820 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1821 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1822 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1827 * @brief 通常の賞金首情報を表示する。
1830 static void show_bounty(void)
1835 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);
1836 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1838 for (int i = 0; i < MAX_BOUNTY; i++)
1842 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])];
1844 if (current_world_ptr->bounty_r_idx[i] > 10000)
1847 done_mark = _("(済)", "(done)");
1855 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
1858 if (!y && (i < MAX_BOUNTY - 1))
1860 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1870 * 賞金首の報酬テーブル / List of prize object
1873 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1874 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1875 } prize_list[MAX_BOUNTY] =
1877 {TV_POTION, SV_POTION_CURING},
1878 {TV_POTION, SV_POTION_SPEED},
1879 {TV_POTION, SV_POTION_SPEED},
1880 {TV_POTION, SV_POTION_RESISTANCE},
1881 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1883 {TV_POTION, SV_POTION_HEALING},
1884 {TV_POTION, SV_POTION_RESTORE_MANA},
1885 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1886 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1887 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1889 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1890 {TV_POTION, SV_POTION_STAR_HEALING},
1891 {TV_POTION, SV_POTION_STAR_HEALING},
1892 {TV_POTION, SV_POTION_NEW_LIFE},
1893 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1895 {TV_POTION, SV_POTION_LIFE},
1896 {TV_POTION, SV_POTION_LIFE},
1897 {TV_POTION, SV_POTION_AUGMENTATION},
1898 {TV_POTION, SV_POTION_INVULNERABILITY},
1899 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1904 * @brief 賞金首の引き換え処理 / Get prize
1905 * @param player_ptr プレーヤーへの参照ポインタ
1906 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1908 static bool kankin(player_type *player_ptr)
1910 bool change = FALSE;
1911 GAME_TEXT o_name[MAX_NLEN];
1914 /* Loop for inventory and right/left arm */
1915 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++)
1917 o_ptr = &player_ptr->inventory_list[i];
1919 /* Living Tsuchinoko worthes $1000000 */
1920 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1922 char buf[MAX_NLEN + 20];
1923 object_desc(o_name, o_ptr, 0);
1924 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1927 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1928 player_ptr->au += 1000000L * o_ptr->number;
1929 player_ptr->redraw |= (PR_GOLD);
1930 vary_item(player_ptr, i, -o_ptr->number);
1936 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1938 o_ptr = &player_ptr->inventory_list[i];
1940 /* Corpse of Tsuchinoko worthes $200000 */
1941 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1943 char buf[MAX_NLEN + 20];
1944 object_desc(o_name, o_ptr, 0);
1945 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1948 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1949 player_ptr->au += 200000L * o_ptr->number;
1950 player_ptr->redraw |= (PR_GOLD);
1951 vary_item(player_ptr, i, -o_ptr->number);
1957 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1959 o_ptr = &player_ptr->inventory_list[i];
1961 /* Bones of Tsuchinoko worthes $100000 */
1962 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1964 char buf[MAX_NLEN + 20];
1965 object_desc(o_name, o_ptr, 0);
1966 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1969 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1970 player_ptr->au += 100000L * o_ptr->number;
1971 player_ptr->redraw |= (PR_GOLD);
1972 vary_item(player_ptr, i, -o_ptr->number);
1978 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1980 o_ptr = &player_ptr->inventory_list[i];
1981 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)))
1983 char buf[MAX_NLEN + 20];
1984 object_desc(o_name, o_ptr, 0);
1985 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1988 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1989 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1990 player_ptr->redraw |= (PR_GOLD);
1991 vary_item(player_ptr, i, -o_ptr->number);
1997 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1999 o_ptr = &player_ptr->inventory_list[i];
2001 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
2003 char buf[MAX_NLEN + 20];
2004 object_desc(o_name, o_ptr, 0);
2005 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
2008 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
2009 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
2010 player_ptr->redraw |= (PR_GOLD);
2011 vary_item(player_ptr, i, -o_ptr->number);
2017 for (int j = 0; j < MAX_BOUNTY; j++)
2019 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--)
2021 o_ptr = &player_ptr->inventory_list[i];
2022 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j])) continue;
2024 char buf[MAX_NLEN + 20];
2026 INVENTORY_IDX item_new;
2029 object_desc(o_name, o_ptr, 0);
2030 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
2031 if (!get_check(buf)) continue;
2033 #if 0 /* Obsoleted */
2034 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);
2035 player_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number;
2036 player_ptr->redraw |= (PR_GOLD);
2037 vary_item(i, -o_ptr->number);
2038 chg_virtue(player_ptr, V_JUSTICE, 5);
2039 current_world_ptr->bounty_r_idx[j] += 10000;
2042 #endif /* Obsoleted */
2045 vary_item(player_ptr, i, -o_ptr->number);
2047 chg_virtue(player_ptr, V_JUSTICE, 5);
2048 current_world_ptr->bounty_r_idx[j] += 10000;
2050 /* Count number of unique corpses already handed */
2051 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
2053 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
2056 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" : ""));
2058 /* Prepare to make a prize */
2059 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
2060 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
2062 object_aware(player_ptr, &forge);
2063 object_known(&forge);
2066 * Hand it --- Assume there is an empty slot.
2067 * Since a corpse is handed at first,
2068 * there is at least one empty slot.
2070 item_new = inven_carry(player_ptr, &forge);
2072 object_desc(o_name, &forge, 0);
2073 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2075 /* Auto-inscription */
2076 autopick_alter_item(player_ptr, item_new, FALSE);
2077 handle_stuff(player_ptr);
2083 if (change) return TRUE;
2085 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."));
2092 * @brief 宿屋の利用サブルーチン
2093 * @details inn commands\n
2094 * Note that resting for the night was a perfect way to avoid player\n
2095 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2096 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2097 * will not be that useful. I will keep it in the hopes the player\n
2098 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2099 * Resting at night is also a quick way to restock stores -KMW-\n
2100 * @param cmd 宿屋の利用施設ID
2101 * @return 施設の利用が実際に行われたか否か。
2103 static bool inn_comm(player_type *customer_ptr, int cmd)
2107 case BACT_FOOD: /* Buy food & drink */
2108 if (customer_ptr->food >= PY_FOOD_FULL)
2110 msg_print(_("今は満腹だ。", "You are full now."));
2114 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."));
2115 (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
2118 case BACT_REST: /* Rest for the night */
2120 if ((customer_ptr->poisoned) || (customer_ptr->cut))
2122 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."));
2124 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."));
2128 s32b oldturn = current_world_ptr->game_turn;
2129 int prev_day, prev_hour, prev_min;
2131 extract_day_hour_min(customer_ptr, &prev_day, &prev_hour, &prev_min);
2132 if ((prev_hour >= 6) && (prev_hour <= 17))
2133 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2135 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2137 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2138 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2140 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2141 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2144 prevent_turn_overflow();
2146 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, NIKKI_HIGAWARI, 0, NULL);
2147 customer_ptr->chp = customer_ptr->mhp;
2149 if (ironman_nightmare)
2151 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."));
2153 /* Have some nightmares */
2156 sanity_blast(customer_ptr, NULL, FALSE);
2157 if (!one_in_(3)) break;
2160 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2161 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2165 set_blind(customer_ptr, 0);
2166 set_confused(customer_ptr, 0);
2167 customer_ptr->stun = 0;
2168 customer_ptr->chp = customer_ptr->mhp;
2169 customer_ptr->csp = customer_ptr->msp;
2170 if (customer_ptr->pclass == CLASS_MAGIC_EATER)
2173 for (i = 0; i < 72; i++)
2175 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
2178 for (; i < 108; i++)
2180 customer_ptr->magic_num1[i] = 0;
2184 if ((prev_hour >= 6) && (prev_hour <= 17))
2186 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."));
2187 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2191 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."));
2192 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2195 case BACT_RUMORS: /* Listen for rumors */
2197 display_rumor(TRUE);
2207 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2208 * @param player_ptr プレーヤーへの参照ポインタ
2209 * @param questnum クエストのID
2210 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2213 static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
2215 for (int i = 0; i < 10; i++)
2217 quest_text[i][0] = '\0';
2220 quest_text_line = 0;
2222 /* Set the quest number temporary */
2223 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2224 QUEST_IDX old_quest = floor_ptr->inside_quest;
2225 floor_ptr->inside_quest = questnum;
2227 /* Get the quest text */
2228 init_flags = INIT_SHOW_TEXT;
2229 if (do_init) init_flags |= INIT_ASSIGN;
2231 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
2233 /* Reset the old quest number */
2234 floor_ptr->inside_quest = old_quest;
2236 /* Print the quest info */
2237 GAME_TEXT tmp_str[80];
2238 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);
2242 prt(quest[questnum].name, 7, 0);
2244 for (int i = 0; i < 10; i++)
2246 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2251 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2252 * @param player_ptr プレーヤーへの参照ポインタ
2255 static void castle_quest(player_type *player_ptr)
2258 QUEST_IDX q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
2262 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);
2267 q_ptr = &quest[q_index];
2268 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2270 q_ptr->status = QUEST_STATUS_REWARDED;
2271 get_questinfo(player_ptr, q_index, FALSE);
2272 reinit_wilderness = TRUE;
2276 if (q_ptr->status == QUEST_STATUS_FAILED)
2278 get_questinfo(player_ptr, q_index, FALSE);
2279 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2280 reinit_wilderness = TRUE;
2284 if (q_ptr->status == QUEST_STATUS_TAKEN)
2286 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);
2287 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);
2288 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);
2292 if (q_ptr->status != QUEST_STATUS_UNTAKEN) return;
2294 q_ptr->status = QUEST_STATUS_TAKEN;
2295 reinit_wilderness = TRUE;
2296 if (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL)
2298 get_questinfo(player_ptr, q_index, TRUE);
2302 if (q_ptr->r_idx == 0)
2304 /* Random monster at least 5 - 10 levels out of deep */
2305 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2308 monster_race *r_ptr;
2309 r_ptr = &r_info[q_ptr->r_idx];
2311 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2313 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2314 r_ptr = &r_info[q_ptr->r_idx];
2317 if (q_ptr->max_num == 0)
2319 /* Random monster number */
2320 if (randint1(10) > 7)
2323 q_ptr->max_num = randint1(3) + 1;
2327 concptr name = (r_name + r_ptr->name);
2328 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name, q_ptr->max_num);
2329 get_questinfo(player_ptr, q_index, TRUE);
2334 * @brief 町に関するヘルプを表示する / Display town history
2335 * @param player_ptr プレーヤーへの参照ポインタ
2338 static void town_history(player_type *player_ptr)
2341 (void)show_file(player_ptr, TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2347 * @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
2349 * @param mult スレイ倍率(掛け算部分)
2350 * @param div スレイ倍率(割り算部分)
2351 * @param force 理力特別計算フラグ
2354 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2362 tmp += dam * 60 * 2;
2376 * @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)
2377 * @param player_ptr プレーヤーへの参照ポインタ
2379 * @param mult スレイ倍率(掛け算部分)
2380 * @param div スレイ倍率(割り算部分)
2381 * @param force 理力特別計算フラグ
2383 * @param plus 武器ダメージ修正
2384 * @param meichuu 命中値
2385 * @param dokubari 毒針処理か否か
2386 * @param vorpal_mult 切れ味倍率(掛け算部分)
2387 * @param vorpal_div 切れ味倍率(割り算部分)
2390 static u32b calc_expect_dice(player_type *owner_ptr, u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2392 dam = calc_slaydam(dam, mult, div, force);
2393 dam = calc_expect_crit(owner_ptr, weight, plus, dam, meichuu, dokubari);
2394 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2400 * @brief 武器の各条件毎のダメージ期待値を表示する。
2403 * @param mindice ダイス部分最小値
2404 * @param maxdice ダイス部分最大値
2406 * @param dam_bonus ダメージ修正値
2408 * @param color 条件内容の表示色
2410 * Display the damage figure of an object\n
2411 * (used by compare_weapon_aux)\n
2413 * Only accurate for the current weapon, because it includes\n
2414 * the current +dam of the player.\n
2417 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2419 c_put_str(color, attr, r, c);
2420 GAME_TEXT tmp_str[80];
2421 int mindam = blows * (mindice + dam_bonus);
2422 int maxdam = blows * (maxdice + dam_bonus);
2423 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2424 put_str(tmp_str, r, c + 8);
2429 * @brief 武器一つ毎のダメージ情報を表示する。
2430 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2431 * @param col 表示する行の上端
2434 * Show the damage figures for the various monster types\n
2436 * Only accurate for the current weapon, because it includes\n
2437 * the current number of blows for the player.\n
2440 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
2442 BIT_FLAGS flgs[TR_FLAG_SIZE];
2443 int blow = owner_ptr->num_blow[0];
2445 bool dokubari = FALSE;
2447 /* Effective dices */
2448 int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
2449 int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
2451 int mindice = eff_dd;
2452 int maxdice = eff_ds * eff_dd;
2455 int vorpal_mult = 1;
2457 int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
2460 /* Get the flags of the weapon */
2461 object_flags(o_ptr, flgs);
2463 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) dokubari = TRUE;
2466 /* Show Critical Damage*/
2467 mindam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
2468 maxdam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
2470 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2474 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2476 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2487 mindam = calc_expect_dice(owner_ptr, mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2488 maxdam = calc_expect_dice(owner_ptr, maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2489 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
2492 if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2496 mindam = calc_expect_dice(owner_ptr, mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2497 maxdam = calc_expect_dice(owner_ptr, maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2498 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2501 /* Print the relevant lines */
2502 if (have_flag(flgs, TR_KILL_ANIMAL))
2504 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2505 maxdam = calc_expect_dice(owner_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2506 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2508 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2510 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2511 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2512 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2515 if (have_flag(flgs, TR_KILL_EVIL))
2517 mindam = calc_expect_dice(owner_ptr, mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2518 maxdam = calc_expect_dice(owner_ptr, maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2519 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2521 else if (have_flag(flgs, TR_SLAY_EVIL))
2523 mindam = calc_expect_dice(owner_ptr, mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2524 maxdam = calc_expect_dice(owner_ptr, maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2525 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2528 if (have_flag(flgs, TR_KILL_HUMAN))
2530 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2531 maxdam = calc_expect_dice(owner_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2532 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2534 else if (have_flag(flgs, TR_SLAY_HUMAN))
2536 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2537 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2538 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2541 if (have_flag(flgs, TR_KILL_UNDEAD))
2543 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2544 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2545 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2547 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2549 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2550 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2551 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2554 if (have_flag(flgs, TR_KILL_DEMON))
2556 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2557 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2558 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
2560 else if (have_flag(flgs, TR_SLAY_DEMON))
2562 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2563 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2564 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
2567 if (have_flag(flgs, TR_KILL_ORC))
2569 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2570 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2571 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2573 else if (have_flag(flgs, TR_SLAY_ORC))
2575 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2576 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2577 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2580 if (have_flag(flgs, TR_KILL_TROLL))
2582 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2583 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2584 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
2586 else if (have_flag(flgs, TR_SLAY_TROLL))
2588 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2589 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2590 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
2593 if (have_flag(flgs, TR_KILL_GIANT))
2595 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2596 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2597 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2599 else if (have_flag(flgs, TR_SLAY_GIANT))
2601 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2602 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2603 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2606 if (have_flag(flgs, TR_KILL_DRAGON))
2608 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2609 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2610 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2612 else if (have_flag(flgs, TR_SLAY_DRAGON))
2614 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2615 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2616 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2619 if (have_flag(flgs, TR_BRAND_ACID))
2621 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2622 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2623 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2626 if (have_flag(flgs, TR_BRAND_ELEC))
2628 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2629 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2630 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2633 if (have_flag(flgs, TR_BRAND_FIRE))
2635 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2636 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2637 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2640 if (have_flag(flgs, TR_BRAND_COLD))
2642 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2643 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2644 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2647 if (have_flag(flgs, TR_BRAND_POIS))
2649 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2650 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2651 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2657 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2658 * @param player_type プレーヤーへの参照ポインタ
2659 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2660 * @param row 表示する列の左端
2661 * @param col 表示する行の上端
2663 * Displays all info about a weapon
2665 * Only accurate for the current weapon, because it includes
2666 * various info about the player's +to_dam and number of blows.
2669 static void list_weapon(player_type *player_ptr, object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2671 GAME_TEXT o_name[MAX_NLEN];
2672 GAME_TEXT tmp_str[80];
2674 DICE_NUMBER eff_dd = o_ptr->dd + player_ptr->to_dd[0];
2675 DICE_SID eff_ds = o_ptr->ds + player_ptr->to_ds[0];
2676 HIT_RELIABILITY reli = player_ptr->skill_thn + (player_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2678 /* Print the weapon name */
2679 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2680 c_put_str(TERM_YELLOW, o_name, row, col);
2682 /* Print the player's number of blows */
2683 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), player_ptr->num_blow[0]);
2684 put_str(tmp_str, row + 1, col);
2686 /* Print to_hit and to_dam of the weapon */
2687 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2688 put_str(tmp_str, row + 2, col);
2690 /* Print the weapons base damage dice */
2691 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2692 (int)hit_chance(player_ptr, reli, 0),
2693 (int)hit_chance(player_ptr, reli, 50),
2694 (int)hit_chance(player_ptr, reli, 100),
2695 (int)hit_chance(player_ptr, reli, 150),
2696 (int)hit_chance(player_ptr, reli, 200));
2697 put_str(tmp_str, row + 3, col);
2698 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
2700 /* Damage for one blow (if it hits) */
2701 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2702 (int)(eff_dd + o_ptr->to_d + player_ptr->to_d[0]),
2703 (int)(eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0]));
2704 put_str(tmp_str, row + 6, col + 1);
2706 /* Damage for the complete attack (if all blows hit) */
2707 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2708 (int)(player_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + player_ptr->to_d[0])),
2709 (int)(player_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0])));
2710 put_str(tmp_str, row + 7, col + 1);
2715 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2717 * Copies the weapons to compare into the weapon-slot and\n
2718 * compares the values for both weapons.\n
2719 * 武器1つだけで比較をしないなら費用は半額になる。
2720 * @param bcost 基本鑑定費用
2721 * @return 最終的にかかった費用
2723 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
2725 object_type *o_ptr[2];
2726 object_type orig_weapon;
2729 TERM_LEN wid = 38, mgn = 2;
2730 bool old_character_xtra = current_world_ptr->character_xtra;
2733 PRICE cost = 0; /* First time no price */
2738 /* Store copy of original wielded weapon */
2739 i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
2740 object_copy(&orig_weapon, i_ptr);
2742 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2744 /* Get the first weapon */
2745 concptr q = _("第一の武器は?", "What is your first weapon? ");
2746 concptr s = _("比べるものがありません。", "You have nothing to compare.");
2749 o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2763 /* Only compare melee weapons */
2764 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2766 /* Hack -- prevent "icky" message */
2767 current_world_ptr->character_xtra = TRUE;
2769 /* Diaplay selected weapon's infomation */
2770 for (int i = 0; i < n; i++)
2772 int col = (wid * i + mgn);
2774 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2775 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2777 customer_ptr->update |= PU_BONUS;
2778 handle_stuff(customer_ptr);
2780 /* List the new values */
2781 list_weapon(customer_ptr, o_ptr[i], row, col);
2782 compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
2784 /* Copy back the original weapon into the weapon slot */
2785 object_copy(i_ptr, &orig_weapon);
2788 /* Reset the values for the old weapon */
2789 customer_ptr->update |= PU_BONUS;
2790 handle_stuff(customer_ptr);
2792 current_world_ptr->character_xtra = old_character_xtra;
2795 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2796 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);
2797 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);
2799 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2800 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2801 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2807 if (ch != 's') break;
2809 if (total + cost > customer_ptr->au)
2811 msg_print(_("お金が足りません!", "You don't have enough money!"));
2816 q = _("第二の武器は?", "What is your second weapon? ");
2817 s = _("比べるものがありません。", "You have nothing to compare.");
2819 /* Get the second weapon */
2821 o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2822 if (!o_ptr[1]) continue;
2835 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2837 * Calculate and display the dodge-rate and the protection-rate
2839 * @param iAC プレイヤーのAC。
2840 * @return 常にTRUEを返す。
2842 static bool eval_ac(ARMOUR_CLASS iAC)
2846 "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"
2847 "何パーセント軽減するかを示します。\n"
2848 "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"
2849 "に対してのみ効果があります。\n \n"
2850 "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"
2851 "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"
2852 "敵のレベルとあなたのACによって決定されます。\n \n"
2853 "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"
2854 "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";
2857 "'Protection Rate' means how much damage is reduced by your armor.\n"
2858 "Note that the Protection rate is effective only against normal "
2859 "'attack' and 'shatter' type melee attacks, "
2860 "and has no effect against any other types such as 'poison'.\n \n"
2861 "'Dodge Rate' indicates the success rate on dodging the "
2862 "monster's melee attacks. "
2863 "It is depend on the level of the monster and your AC.\n \n"
2864 "'Average Damage' indicates the expected amount of damage "
2865 "when you are attacked by normal melee attacks with power=100.";
2869 TERM_LEN col, row = 2;
2871 char buf[80 * 20], *t;
2873 /* AC lower than zero has no effect */
2874 if (iAC < 0) iAC = 0;
2877 protection = 100 * MIN(iAC, 150) / 250;
2882 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2883 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2886 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2887 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2888 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2890 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2892 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2893 int dodge; /* 回避率(%) */
2894 int average; /* ダメージ期待値 */
2896 put_str(format("%3d", lvl), row + 0, col);
2899 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2900 put_str(format("%3d%%", dodge), row + 1, col);
2902 /* 100点の攻撃に対してのダメージ期待値を計算 */
2903 average = (100 - dodge) * (100 - protection) / 100;
2904 put_str(format("%3d", average), row + 2, col);
2908 roff_to_buf(memo, 70, buf, sizeof(buf));
2909 for (t = buf; t[0]; t += strlen(t) + 1)
2910 put_str(t, (row++) + 4, 4);
2912 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);
2923 * @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。
2924 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2925 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2926 * @return 修復対象になるならTRUEを返す。
2928 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2930 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2931 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2932 object_flags(to_ptr, to_flgs);
2933 object_flags(from_ptr, from_flgs);
2936 int cand[TR_FLAG_MAX];
2937 for (int i = 0; i < TR_FLAG_MAX; i++)
2941 case TR_IGNORE_ACID:
2942 case TR_IGNORE_ELEC:
2943 case TR_IGNORE_FIRE:
2944 case TR_IGNORE_COLD:
2953 case TR_FIXED_FLAVOR:
2956 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2958 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2965 int tr_idx = cand[randint0(n)];
2966 add_flag(to_ptr->art_flags, tr_idx);
2967 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2968 int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2969 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2970 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2975 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2976 * @param player_ptr プレーヤーへの参照ポインタ
2977 * @param bcost 基本修復費用
2980 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
2984 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);
2985 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);
2987 concptr q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2988 concptr s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2990 /* Only forge broken weapons */
2991 item_tester_hook = item_tester_hook_broken_weapon;
2995 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2996 if (!o_ptr) return 0;
2998 /* It is worthless */
2999 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3001 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3005 /* They are too many */
3006 if (o_ptr->number > 1)
3008 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!"));
3012 /* Display item name */
3013 char basenm[MAX_NLEN];
3014 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3015 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
3017 q = _("材料となる武器は?", "Which weapon for material? ");
3018 s = _("材料となる武器がありません。", "You have no material to repair.");
3020 /* Only forge broken weapons */
3021 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
3024 object_type *mo_ptr;
3025 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
3026 if (!mo_ptr) return 0;
3029 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3033 /* Display item name */
3034 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3035 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
3037 /* Get the value of one of the items (except curses) */
3038 PRICE cost = bcost + object_value_real(o_ptr) * 2;
3040 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;
3042 /* Check if the player has enough money */
3043 if (player_ptr->au < cost)
3045 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3046 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);
3051 player_ptr->total_weight -= o_ptr->weight;
3053 KIND_OBJECT_IDX k_idx;
3054 if (o_ptr->sval == SV_BROKEN_DAGGER)
3059 /* Suppress compiler warning */
3062 for (j = 1; j < max_k_idx; j++)
3064 object_kind *k_aux_ptr = &k_info[j];
3066 if (k_aux_ptr->tval != TV_SWORD) continue;
3067 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3068 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3069 (k_aux_ptr->sval == SV_POISON_NEEDLE)) continue;
3070 if (k_aux_ptr->weight > 99) continue;
3079 else /* TV_BROKEN_SWORD */
3081 /* Repair to a sword or sometimes material's type weapon */
3082 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3086 object_kind *ck_ptr;
3088 k_idx = lookup_kind(tval, SV_ANY);
3089 ck_ptr = &k_info[k_idx];
3091 if (tval == TV_SWORD)
3093 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3094 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3095 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3096 (ck_ptr->sval == SV_POISON_NEEDLE)) continue;
3098 if (tval == TV_POLEARM)
3100 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3101 (ck_ptr->sval == SV_TSURIZAO)) continue;
3103 if (tval == TV_HAFTED)
3105 if ((ck_ptr->sval == SV_GROND) ||
3106 (ck_ptr->sval == SV_WIZSTAFF) ||
3107 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3114 /* Calculate dice bonuses */
3115 int dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3116 int ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3117 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3118 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3120 /* Change base object */
3122 k_ptr = &k_info[k_idx];
3123 o_ptr->k_idx = k_idx;
3124 o_ptr->weight = k_ptr->weight;
3125 o_ptr->tval = k_ptr->tval;
3126 o_ptr->sval = k_ptr->sval;
3127 o_ptr->dd = k_ptr->dd;
3128 o_ptr->ds = k_ptr->ds;
3130 /* Copy base object's ability */
3131 for (int i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3132 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3133 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3138 for (int i = 1; i < dd_bonus; i++)
3140 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3147 for (int i = 1; i < ds_bonus; i++)
3149 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3153 if (have_flag(k_ptr->flags, TR_BLOWS))
3155 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3156 o_ptr->pval = MIN(o_ptr->pval, bmax);
3159 /* Add one random ability from material weapon */
3160 give_one_ability_of_object(o_ptr, mo_ptr);
3162 /* Add to-dam, to-hit and to-ac from material weapon */
3163 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3164 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3165 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3167 if ((o_ptr->name1 == ART_NARSIL) ||
3168 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3169 (object_is_ego(o_ptr) && one_in_(7)))
3172 if (object_is_ego(o_ptr))
3174 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3175 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3178 /* Add one random ability from material weapon */
3179 give_one_ability_of_object(o_ptr, mo_ptr);
3181 /* Add one random activation */
3182 if (!activation_index(o_ptr)) one_activation(o_ptr);
3185 if (o_ptr->name1 == ART_NARSIL)
3187 one_high_resistance(o_ptr);
3191 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3194 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3196 msg_format("$%dで%sに修復しました。", cost, basenm);
3198 msg_format("Repaired into %s for %d gold.", basenm, cost);
3202 /* Remove BROKEN flag */
3203 o_ptr->ident &= ~(IDENT_BROKEN);
3205 /* Add repaired flag */
3206 o_ptr->discount = 99;
3208 player_ptr->total_weight += o_ptr->weight;
3209 calc_android_exp(player_ptr);
3211 /* Decrease material object */
3212 inven_item_increase(player_ptr, mater, -1);
3213 inven_item_optimize(player_ptr, mater);
3215 player_ptr->update |= PU_BONUS;
3216 handle_stuff(player_ptr);
3222 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3223 * @param player_ptr プレーヤーへの参照ポインタ
3224 * @param bcost 基本鑑定費用
3227 static int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
3231 cost = repair_broken_weapon_aux(player_ptr, bcost);
3238 * @brief アイテムの強化を行う。 / Enchant item
3239 * @param player_ptr プレーヤーへの参照ポインタ
3240 * @param cost 1回毎の費用
3241 * @param to_hit 命中をアップさせる量
3242 * @param to_dam ダメージをアップさせる量
3243 * @param to_ac ACをアップさせる量
3244 * @return 実際に行ったらTRUE
3246 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3249 int maxenchant = (player_ptr->lev / 5);
3250 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3251 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3253 concptr q = _("どのアイテムを改良しますか?", "Improve which item? ");
3254 concptr s = _("改良できるものがありません。", "You have nothing to improve.");
3258 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3259 if (!o_ptr) return FALSE;
3261 /* Check if the player has enough money */
3262 char tmp_str[MAX_NLEN];
3263 if (player_ptr->au < (cost * o_ptr->number))
3265 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3266 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);
3270 /* Enchant to hit */
3272 for (int i = 0; i < to_hit; i++)
3274 if ((o_ptr->to_h < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3281 /* Enchant to damage */
3282 for (int i = 0; i < to_dam; i++)
3284 if ((o_ptr->to_d < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3292 for (int i = 0; i < to_ac; i++)
3294 if ((o_ptr->to_a < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3304 if (flush_failure) flush();
3305 msg_print(_("改良に失敗した。", "The improvement failed."));
3309 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3311 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3313 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3316 player_ptr->au -= (cost * o_ptr->number);
3317 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
3323 * @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
3325 * The player can select the number of charges to add\n
3326 * (up to a limit), and the recharge never fails.\n
3328 * The cost for rods depends on the level of the rod. The prices\n
3329 * for recharging wands and staves are dependent on the cost of\n
3331 * @param player_ptr プレーヤーへの参照ポインタ
3334 static void building_recharge(player_type *player_ptr)
3338 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);
3339 item_tester_hook = item_tester_hook_recharge;
3341 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3342 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3346 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
3350 k_ptr = &k_info[o_ptr->k_idx];
3353 * We don't want to give the player free info about
3354 * the level of the item or the number of charges.
3356 /* The item must be "known" */
3357 char tmp_str[MAX_NLEN];
3358 if (!object_is_known(o_ptr))
3360 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!"));
3363 if ((player_ptr->au >= 50) &&
3364 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3367 player_ptr->au -= 50;
3368 identify_item(player_ptr, o_ptr);
3369 object_desc(tmp_str, o_ptr, 0);
3370 msg_format(_("%s です。", "You have: %s."), tmp_str);
3372 /* Auto-inscription */
3373 autopick_alter_item(player_ptr, item, FALSE);
3375 /* Update the gold display */
3376 building_prt_gold(player_ptr);
3382 /* Extract the object "level" */
3383 DEPTH lev = k_info[o_ptr->k_idx].level;
3385 if (o_ptr->tval == TV_ROD)
3387 if (o_ptr->timeout > 0)
3389 /* Fully recharge */
3390 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3394 /* No recharge necessary */
3396 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3400 else if (o_ptr->tval == TV_STAFF)
3402 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3403 price = MAX(10, price);
3407 price = (k_info[o_ptr->k_idx].cost / 10);
3408 price = MAX(10, price);
3411 /* Limit the number of charges for wands and staffs */
3412 if (o_ptr->tval == TV_WAND
3413 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3415 if (o_ptr->number > 1)
3417 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3421 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3426 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3428 if (o_ptr->number > 1)
3430 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3434 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3440 /* Check if the player has enough money */
3441 if (player_ptr->au < price)
3443 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3445 msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
3447 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3452 PARAMETER_VALUE charges;
3453 if (o_ptr->tval == TV_ROD)
3456 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3458 if (get_check(format("Recharge the %s for %d gold? ",
3459 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3463 /* Recharge fully */
3474 if (o_ptr->tval == TV_STAFF)
3475 max_charges = k_ptr->pval - o_ptr->pval;
3477 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3479 /* Get the quantity for staves and wands */
3480 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3481 MIN(player_ptr->au / price, max_charges));
3484 if (charges < 1) return;
3487 o_ptr->pval += charges;
3488 o_ptr->ident &= ~(IDENT_EMPTY);
3491 object_desc(tmp_str, o_ptr, 0);
3493 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3495 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3497 player_ptr->update |= (PU_COMBINE | PU_REORDER);
3498 player_ptr->window |= (PW_INVEN);
3499 player_ptr->au -= price;
3504 * @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
3506 * The player can select the number of charges to add\n
3507 * (up to a limit), and the recharge never fails.\n
3509 * The cost for rods depends on the level of the rod. The prices\n
3510 * for recharging wands and staves are dependent on the cost of\n
3512 * @param player_ptr プレーヤーへの参照ポインタ
3515 static void building_recharge_all(player_type *player_ptr)
3519 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);
3522 PRICE total_cost = 0;
3523 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
3526 o_ptr = &player_ptr->inventory_list[i];
3528 /* skip non magic device */
3529 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3531 /* need identified */
3532 if (!object_is_known(o_ptr)) total_cost += 50;
3534 /* Extract the object "level" */
3535 DEPTH lev = k_info[o_ptr->k_idx].level;
3537 k_ptr = &k_info[o_ptr->k_idx];
3539 switch (o_ptr->tval)
3542 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3546 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3547 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3549 /* Pay at least 10 gold per charge */
3550 price = MAX(10, price);
3553 price = (k_ptr->pval - o_ptr->pval) * price;
3557 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3558 price = (k_info[o_ptr->k_idx].cost / 10);
3560 /* Pay at least 10 gold per charge */
3561 price = MAX(10, price);
3564 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3568 /* if price <= 0 then item have enough charge */
3569 if (price > 0) total_cost += price;
3574 msg_print(_("充填する必要はありません。", "No need to recharge."));
3579 /* Check if the player has enough money */
3580 if (player_ptr->au < total_cost)
3582 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);
3587 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3589 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
3592 o_ptr = &player_ptr->inventory_list[i];
3594 k_ptr = &k_info[o_ptr->k_idx];
3596 /* skip non magic device */
3597 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3599 if (!object_is_known(o_ptr))
3601 identify_item(player_ptr, o_ptr);
3603 /* Auto-inscription */
3604 autopick_alter_item(player_ptr, i, FALSE);
3608 switch (o_ptr->tval)
3614 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3615 /* We no longer think the item is empty */
3616 o_ptr->ident &= ~(IDENT_EMPTY);
3619 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3620 o_ptr->pval = o_ptr->number * k_ptr->pval;
3621 /* We no longer think the item is empty */
3622 o_ptr->ident &= ~(IDENT_EMPTY);
3627 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3629 player_ptr->update |= (PU_COMBINE | PU_REORDER);
3630 player_ptr->window |= (PW_INVEN);
3631 player_ptr->au -= total_cost;
3636 * @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-
3637 * @param player_ptr プレーヤーへの参照ポインタ
3638 * @return 常にTRUEを返す。
3639 * @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。
3641 static bool research_mon(player_type *player_ptr)
3645 bool recall = FALSE;
3649 /* XTRA HACK WHATSEARCH */
3655 /* XTRA HACK REMEMBER_IDX */
3656 static int old_sym = '\0';
3657 static IDX old_i = 0;
3661 /* Get a character, or abort */
3663 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):",
3664 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3671 /* Find that character info, and describe it */
3673 for (i = 0; ident_info[i]; ++i)
3675 if (sym == ident_info[i][0]) break;
3678 /* XTRA HACK WHATSEARCH */
3679 if (sym == KTRL('A'))
3682 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3684 else if (sym == KTRL('U'))
3687 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3689 else if (sym == KTRL('N'))
3692 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3694 else if (sym == KTRL('M'))
3697 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"), temp, 70))
3705 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
3707 else if (ident_info[i])
3709 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3713 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3716 /* Display the result */
3719 /* Allocate the "who" array */
3720 C_MAKE(who, max_r_idx, MONRACE_IDX);
3722 /* Collect matching monsters */
3724 for (n = 0, i = 1; i < max_r_idx; i++)
3726 monster_race *r_ptr = &r_info[i];
3729 if (!r_ptr->name) continue;
3731 /* XTRA HACK WHATSEARCH */
3732 /* Require non-unique monsters if needed */
3733 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3735 /* Require unique monsters if needed */
3736 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3741 for (int xx = 0; temp[xx] && xx < 80; xx++)
3744 if (iskanji(temp[xx]))
3750 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3755 strcpy(temp2, r_name + r_ptr->E_name);
3757 strcpy(temp2, r_name + r_ptr->name);
3759 for (int xx = 0; temp2[xx] && xx < 80; xx++)
3761 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3765 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3767 if (my_strstr(temp2, temp))
3771 else if (all || (r_ptr->d_char == sym))
3777 /* Nothing to recall */
3780 /* Free the "who" array */
3781 C_KILL(who, max_r_idx, MONRACE_IDX);
3791 /* Sort if needed */
3794 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3797 /* Start at the end */
3798 /* XTRA HACK REMEMBER_IDX */
3799 if (old_sym == sym && old_i < n) i = old_i;
3804 /* Scan the monster memory */
3810 /* Hack -- Begin the prompt */
3813 /* Hack -- Complete the prompt */
3814 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3821 /*** Recall on screen ***/
3823 /* Get maximal info about this monster */
3824 lore_do_probe(r_idx);
3826 /* Save this monster ID */
3827 monster_race_track(player_ptr, r_idx);
3828 handle_stuff(player_ptr);
3830 /* know every thing mode */
3831 screen_roff(r_idx, 0x01);
3834 /* XTRA HACK REMEMBER_IDX */
3841 /* Normal commands */
3842 if (query != 'r') break;
3848 if (query == ESCAPE) break;
3850 /* Move to "prev" monster */
3856 if (!expand_list) break;
3865 if (!expand_list) break;
3869 C_KILL(who, max_r_idx, MONRACE_IDX);
3876 * @brief 施設の処理実行メインルーチン / Execute a building command
3877 * @param player_ptr プレーヤーへの参照ポインタ
3878 * @param bldg 施設構造体の参照ポインタ
3879 * @param i 実行したい施設のサービステーブルの添字
3882 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
3888 if (is_owner(player_ptr, bldg))
3889 bcost = bldg->member_costs[i];
3891 bcost = bldg->other_costs[i];
3893 /* action restrictions */
3894 if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) ||
3895 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
3897 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3901 /* check gold (HACK - Recharge uses variable costs) */
3902 BACT_IDX bact = bldg->actions[i];
3903 if ((bact != BACT_RECHARGE) &&
3904 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
3905 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
3907 msg_print(_("お金が足りません!", "You do not have the gold!"));
3917 case BACT_RESEARCH_ITEM:
3918 paid = identify_fully(player_ptr, FALSE);
3920 case BACT_TOWN_HISTORY:
3921 town_history(player_ptr);
3923 case BACT_RACE_LEGENDS:
3924 race_legends(player_ptr);
3927 castle_quest(player_ptr);
3929 case BACT_KING_LEGENDS:
3930 case BACT_ARENA_LEGENDS:
3932 show_highclass(player_ptr);
3935 case BACT_ARENA_RULES:
3937 arena_comm(player_ptr, bact);
3939 case BACT_IN_BETWEEN:
3941 case BACT_SPIN_WHEEL:
3942 case BACT_DICE_SLOTS:
3943 case BACT_GAMBLE_RULES:
3945 gamble_comm(player_ptr, bact);
3950 paid = inn_comm(player_ptr, bact);
3952 case BACT_RESEARCH_MONSTER:
3953 paid = research_mon(player_ptr);
3955 case BACT_COMPARE_WEAPONS:
3957 bcost = compare_weapons(player_ptr, bcost);
3959 case BACT_ENCHANT_WEAPON:
3960 item_tester_hook = object_allow_enchant_melee_weapon;
3961 enchant_item(player_ptr, bcost, 1, 1, 0);
3963 case BACT_ENCHANT_ARMOR:
3964 item_tester_hook = object_is_armour;
3965 enchant_item(player_ptr, bcost, 0, 0, 1);
3968 building_recharge(player_ptr);
3970 case BACT_RECHARGE_ALL:
3971 building_recharge_all(player_ptr);
3973 case BACT_IDENTS: /* needs work */
3974 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;
3975 identify_pack(player_ptr);
3976 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3979 case BACT_IDENT_ONE: /* needs work */
3980 paid = ident_spell(player_ptr, FALSE);
3983 do_cmd_study(player_ptr);
3985 case BACT_HEALING: /* needs work */
3986 paid = cure_critical_wounds(player_ptr, 200);
3988 case BACT_RESTORE: /* needs work */
3989 paid = restore_all_status(player_ptr);
3991 case BACT_ENCHANT_ARROWS:
3992 item_tester_hook = item_tester_hook_ammo;
3993 enchant_item(player_ptr, bcost, 1, 1, 0);
3995 case BACT_ENCHANT_BOW:
3996 item_tester_tval = TV_BOW;
3997 enchant_item(player_ptr, bcost, 1, 1, 0);
4001 if (recall_player(player_ptr, 1)) paid = TRUE;
4004 case BACT_TELEPORT_LEVEL:
4006 paid = free_level_recall(player_ptr);
4009 case BACT_LOSE_MUTATION:
4010 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4011 (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
4013 while (!lose_mutation(player_ptr, 0));
4018 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4023 kakutoujou(player_ptr);
4026 case BACT_TSUCHINOKO:
4035 today_target(player_ptr);
4043 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4044 set_virtue(player_ptr, V_COMPASSION, 0);
4045 set_virtue(player_ptr, V_HONOUR, 0);
4046 set_virtue(player_ptr, V_JUSTICE, 0);
4047 set_virtue(player_ptr, V_SACRIFICE, 0);
4048 set_virtue(player_ptr, V_KNOWLEDGE, 0);
4049 set_virtue(player_ptr, V_FAITH, 0);
4050 set_virtue(player_ptr, V_ENLIGHTEN, 0);
4051 set_virtue(player_ptr, V_ENCHANT, 0);
4052 set_virtue(player_ptr, V_CHANCE, 0);
4053 set_virtue(player_ptr, V_NATURE, 0);
4054 set_virtue(player_ptr, V_HARMONY, 0);
4055 set_virtue(player_ptr, V_VITALITY, 0);
4056 set_virtue(player_ptr, V_UNLIFE, 0);
4057 set_virtue(player_ptr, V_PATIENCE, 0);
4058 set_virtue(player_ptr, V_TEMPERANCE, 0);
4059 set_virtue(player_ptr, V_DILIGENCE, 0);
4060 set_virtue(player_ptr, V_VALOUR, 0);
4061 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
4062 get_virtues(player_ptr);
4066 case BACT_TELE_TOWN:
4067 paid = tele_town(player_ptr);
4071 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
4074 case BACT_BROKEN_WEAPON:
4076 bcost = repair_broken_weapon(player_ptr, bcost);
4080 if (paid) player_ptr->au -= bcost;
4085 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4086 * @param プレーヤーへの参照ポインタ
4089 void do_cmd_bldg(player_type *player_ptr)
4091 if (player_ptr->wild_mode) return;
4093 take_turn(player_ptr, 100);
4095 if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
4097 msg_print(_("ここには建物はない。", "You see no building here."));
4101 int which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
4103 building_type *bldg;
4104 bldg = &building[which];
4106 /* Don't re-init the wilderness */
4107 reinit_wilderness = FALSE;
4109 if ((which == 2) && (player_ptr->arena_number < 0))
4111 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4114 else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
4116 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
4118 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);
4122 /* Don't save the arena as saved floor */
4123 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
4125 player_ptr->current_floor_ptr->inside_arena = FALSE;
4126 player_ptr->leaving = TRUE;
4128 /* Re-enter the arena */
4129 command_new = SPECIAL_KEY_BUILDING;
4131 /* No energy needed to re-enter the arena */
4132 free_turn(player_ptr);
4137 else if (player_ptr->phase_out)
4139 /* Don't save the arena as saved floor */
4140 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
4142 player_ptr->leaving = TRUE;
4143 player_ptr->phase_out = FALSE;
4145 /* Re-enter the monster arena */
4146 command_new = SPECIAL_KEY_BUILDING;
4148 /* No energy needed to re-enter the arena */
4149 free_turn(player_ptr);
4155 player_ptr->oldpy = player_ptr->y;
4156 player_ptr->oldpx = player_ptr->x;
4159 forget_lite(player_ptr->current_floor_ptr);
4160 forget_view(player_ptr->current_floor_ptr);
4162 /* Hack -- Increase "icky" depth */
4163 current_world_ptr->character_icky++;
4169 show_building(player_ptr, bldg);
4170 player_ptr->leave_bldg = FALSE;
4172 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4175 while (!player_ptr->leave_bldg)
4180 building_prt_gold(player_ptr);
4182 char command = inkey();
4184 if (command == ESCAPE)
4186 player_ptr->leave_bldg = TRUE;
4187 player_ptr->current_floor_ptr->inside_arena = FALSE;
4188 player_ptr->phase_out = FALSE;
4193 for (i = 0; i < 8; i++)
4195 if (bldg->letters[i] && (bldg->letters[i] == command))
4202 if (validcmd) bldg_process_command(player_ptr, bldg, i);
4204 handle_stuff(player_ptr);
4207 select_floor_music(player_ptr);
4212 /* Reinit wilderness to activate quests ... */
4213 if (reinit_wilderness) player_ptr->leaving = TRUE;
4215 /* Hack -- Decrease "icky" depth */
4216 current_world_ptr->character_icky--;
4220 player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4221 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4222 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4227 * @brief 今日の賞金首を確定する / Determine today's bounty monster
4228 * @param player_type プレーヤーへの参照ポインタ
4230 * @note conv_old is used if loaded 0.0.3 or older save file
4232 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
4237 for (i = 0; i < current_world_ptr->max_d_idx; i++)
4239 if (max_dlv[i] < d_info[i].mindepth) continue;
4240 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4245 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4248 player_ptr->phase_out = TRUE;
4249 get_mon_num_prep(NULL, NULL);
4253 today_mon = get_mon_num(max_dl);
4254 monster_race *r_ptr;
4255 r_ptr = &r_info[today_mon];
4257 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4258 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4259 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4260 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4261 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4262 if (r_ptr->rarity > 10) continue;
4266 player_ptr->today_mon = 0;
4267 bool old_inside_battle = player_ptr->phase_out;
4268 player_ptr->phase_out = old_inside_battle;
4273 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4276 void determine_bounty_uniques(void)
4278 get_mon_num_prep(NULL, NULL);
4279 for (int i = 0; i < MAX_BOUNTY; i++)
4283 current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4284 monster_race *r_ptr;
4285 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4287 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4289 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
4292 if (r_ptr->rarity > 100) continue;
4294 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
4298 for (j = 0; j < i; j++)
4300 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
4309 for (int i = 0; i < MAX_BOUNTY - 1; i++)
4311 for (int j = i; j < MAX_BOUNTY; j++)
4314 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4316 tmp = current_world_ptr->bounty_r_idx[i];
4317 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4318 current_world_ptr->bounty_r_idx[j] = tmp;