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
22 #include "floor-events.h"
23 #include "floor-save.h"
25 #include "objectkind.h"
26 #include "object-boost.h"
27 #include "object-flavor.h"
28 #include "object-hook.h"
30 #include "monsterrace-hook.h"
42 #include "cmd-spell.h"
45 #include "spells-status.h"
46 #include "realm-hex.h"
47 #include "dungeon-file.h"
50 #include "player-status.h"
51 #include "player-effects.h"
52 #include "player-class.h"
53 #include "player-personality.h"
56 #include "view-mainwindow.h"
57 #include "monsterrace.h"
64 building_type building[MAX_BLDG];
66 MONRACE_IDX battle_mon[4];
72 bool reinit_wilderness = FALSE;
75 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
77 const arena_type arena_info[MAX_ARENA_MONS + 2] =
79 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
80 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
81 { MON_IMP, TV_POTION, SV_POTION_SPEED },
82 { MON_LION_HEART, 0, 0 },
83 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
84 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
85 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
86 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
87 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
88 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
89 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
90 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
91 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
92 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
93 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
94 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
95 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
96 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
97 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
98 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
99 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
100 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
101 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
102 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
103 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
104 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
105 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
106 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
107 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
108 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
109 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
110 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
111 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
112 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
113 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
114 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
115 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
116 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
117 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
118 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
119 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
120 { 0, 0, 0 }, /* Victory prizing */
121 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
125 * @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。
126 * @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、
127 * 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。
128 * @param bldg 施設構造体の参照ポインタ
129 * @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。
131 static bool is_owner(building_type *bldg)
133 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
138 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
143 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
144 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
153 * @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。
155 * @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、
156 * 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。
157 * @param bldg 施設構造体の参照ポインタ
158 * @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。
159 * @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。
161 static bool is_member(building_type *bldg)
163 if (bldg->member_class[p_ptr->pclass])
168 if (bldg->member_race[p_ptr->prace])
173 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
174 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
180 if (p_ptr->pclass == CLASS_SORCERER)
184 for (i = 0; i < MAX_MAGIC; i++)
186 if (bldg->member_realm[i+1]) OK = TRUE;
194 * @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
195 * @details 消去は行毎にヌル文字列で行われる。
196 * @param min_row 開始行番号
197 * @param max_row 末尾行番号
200 void clear_bldg(int min_row, int max_row)
204 for (i = min_row; i <= max_row; i++)
212 static void building_prt_gold(void)
215 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
216 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
217 prt(tmp_str, 23, 68);
221 * @brief 施設のサービス一覧を表示する / Display a building.
222 * @param bldg 施設構造体の参照ポインタ
225 static void show_building(building_type* bldg)
233 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
237 for (i = 0; i < 8; i++)
239 if (bldg->letters[i])
241 if (bldg->action_restr[i] == 0)
243 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
244 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
246 action_color = TERM_WHITE;
249 else if (is_owner(bldg))
251 action_color = TERM_YELLOW;
252 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
256 action_color = TERM_YELLOW;
257 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
259 else if (bldg->action_restr[i] == 1)
261 if (!is_member(bldg))
263 action_color = TERM_L_DARK;
264 strcpy(buff, _("(閉店)", "(closed)"));
266 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
267 (is_member(bldg) && (bldg->other_costs[i] == 0)))
269 action_color = TERM_WHITE;
272 else if (is_owner(bldg))
274 action_color = TERM_YELLOW;
275 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
279 action_color = TERM_YELLOW;
280 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
287 action_color = TERM_L_DARK;
288 strcpy(buff, _("(閉店)", "(closed)"));
290 else if (bldg->member_costs[i] != 0)
292 action_color = TERM_YELLOW;
293 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
297 action_color = TERM_WHITE;
302 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
303 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
306 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
310 * @brief 闘技場に入るコマンドの処理 / arena commands
311 * @param cmd 闘技場処理のID
314 static void arena_comm(int cmd)
323 if (p_ptr->arena_number == MAX_ARENA_MONS)
326 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
327 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);
328 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);
332 p_ptr->au += 1000000L;
333 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
335 p_ptr->arena_number++;
337 else if (p_ptr->arena_number > MAX_ARENA_MONS)
339 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
341 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."));
343 if (get_check(_("挑戦するかね?", "Do you fight? ")))
345 msg_print(_("死ぬがよい。", "Die, maggots."));
348 p_ptr->exit_bldg = FALSE;
351 /* Save the surface floor as saved floor */
352 prepare_change_floor_mode(CFM_SAVE_FLOORS);
354 p_ptr->inside_arena = TRUE;
355 p_ptr->leaving = TRUE;
356 p_ptr->leave_bldg = TRUE;
360 msg_print(_("残念だ。", "We are disappointed."));
365 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。",
366 "You enter the arena briefly and bask in your glory."));
370 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
372 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。",
373 "You don't have permission to enter with pet."));
378 p_ptr->exit_bldg = FALSE;
381 /* Save the surface floor as saved floor */
382 prepare_change_floor_mode(CFM_SAVE_FLOORS);
384 p_ptr->inside_arena = TRUE;
385 p_ptr->leaving = TRUE;
386 p_ptr->leave_bldg = TRUE;
390 if (p_ptr->arena_number == MAX_ARENA_MONS)
391 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。",
392 "You are victorious. Enter the arena for the ceremony."));
394 else if (p_ptr->arena_number > MAX_ARENA_MONS)
396 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
400 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
401 name = (r_name + r_ptr->name);
402 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
404 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
405 p_ptr->window |= (PW_MONSTER);
410 case BACT_ARENA_RULES:
413 /* Peruse the arena help file */
414 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
422 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
423 * @param row シンボルを表示する行の上端
424 * @param col シンボルを表示する行の左端
425 * @param fruit 表示するシンボルID
428 static void display_fruit(int row, int col, int fruit)
433 c_put_str(TERM_YELLOW, " ####.", row, col);
434 c_put_str(TERM_YELLOW, " # #", row + 1, col);
435 c_put_str(TERM_YELLOW, " # #", row + 2, col);
436 c_put_str(TERM_YELLOW, "# #", row + 3, col);
437 c_put_str(TERM_YELLOW, "# #", row + 4, col);
438 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
439 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
440 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
442 " Lemon "), row + 8, col);
445 c_put_str(TERM_ORANGE, " ## ", row, col);
446 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
447 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
448 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
449 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
450 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
451 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
452 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
454 " Orange "), row + 8, col);
457 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
458 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
459 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
460 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
461 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
462 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
463 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
464 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
465 prt( _(" 剣 ", " Sword ") , row + 8, col);
468 c_put_str(TERM_SLATE, " ###### ", row, col);
469 c_put_str(TERM_SLATE, "# #", row + 1, col);
470 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
471 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
472 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
473 c_put_str(TERM_SLATE, " # # ", row + 5, col);
474 c_put_str(TERM_SLATE, " # # ", row + 6, col);
475 c_put_str(TERM_SLATE, " ## ", row + 7, col);
477 " Shield "), row + 8, col);
480 c_put_str(TERM_VIOLET, " ## ", row, col);
481 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
482 c_put_str(TERM_VIOLET, "########", row + 2, col);
483 c_put_str(TERM_VIOLET, "########", row + 3, col);
484 c_put_str(TERM_VIOLET, "########", row + 4, col);
485 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
486 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
487 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
489 " Plum "), row + 8, col);
492 c_put_str(TERM_RED, " ##", row, col);
493 c_put_str(TERM_RED, " ### ", row + 1, col);
494 c_put_str(TERM_RED, " #..# ", row + 2, col);
495 c_put_str(TERM_RED, " #..# ", row + 3, col);
496 c_put_str(TERM_RED, " ###### ", row + 4, col);
497 c_put_str(TERM_RED, "#..##..#", row + 5, col);
498 c_put_str(TERM_RED, "#..##..#", row + 6, col);
499 c_put_str(TERM_RED, " ## ## ", row + 7, col);
501 " Cherry "), row + 8, col);
507 * kpoker no (tyuto-hannpa na)pakuri desu...
508 * joker ha shineru node haitte masen.
510 * TODO: donataka! tsukutte!
511 * - agatta yaku no kiroku (like DQ).
512 * - kakkoii card no e.
513 * - sousa-sei no koujyo.
514 * - code wo wakariyasuku.
516 * - Joker... -- done.
519 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
522 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
523 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
524 #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 */
526 static int cards[5]; /*!< ポーカーの現在の手札ID */
533 static void reset_deck(int deck[])
536 for (i = 0; i < 53; i++) deck[i] = i;
539 for (i = 0; i < 53; i++){
540 int tmp1 = randint0(53 - i) + i;
542 deck[i] = deck[tmp1];
548 * @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。
549 * @return ジョーカーを持っているか。
551 static bool have_joker(void)
555 for (i = 0; i < 5; i++){
556 if(IS_JOKER(cards[i])) return TRUE;
562 * @brief ポーカーの手札に該当の番号の札があるかを返す。
563 * @param num 探したいカードの番号。
564 * @return 該当の番号が手札にあるか。
566 static bool find_card_num(int num)
569 for (i = 0; i < 5; i++)
570 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
575 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
578 static bool yaku_check_flush(void)
581 bool joker_is_used = FALSE;
583 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
584 for (i = 0; i < 5; i++){
585 if (SUIT_OF(cards[i]) != suit){
586 if(have_joker() && !joker_is_used)
587 joker_is_used = TRUE;
597 * @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。
598 * @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
600 static int yaku_check_straight(void)
603 bool joker_is_used = FALSE;
604 bool straight = FALSE;
607 for (i = 0; i < 5; i++)
609 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
610 lowest = NUM_OF(cards[i]);
613 /* Check Royal Straight Flush */
614 if (yaku_check_flush())
617 for (i = 0; i < 4; i++)
619 if (!find_card_num(9 + i)){
620 if( have_joker() && !joker_is_used )
621 joker_is_used = TRUE;
626 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
629 for (i = 0; i < 3; i++)
631 if (!find_card_num(10 + i))
634 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
638 joker_is_used = FALSE;
640 /* Straight Only Check */
642 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
643 for (i = 0; i < 4; i++)
645 if (!find_card_num(9 + i)) {
646 if (have_joker() && !joker_is_used)
647 joker_is_used = TRUE;
652 if(i == 4) straight = TRUE;
655 joker_is_used = FALSE;
657 for (i = 0; i < 5; i++)
659 if(!find_card_num(lowest + i)){
660 if( have_joker() && !joker_is_used )
661 joker_is_used = TRUE;
666 if(i == 5) straight = TRUE;
668 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
669 else if(straight) return 1; /* Only Straight */
674 * @brief ポーカーのペア役の状態を返す。
675 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
677 static int yaku_check_pair(void)
679 int i, i2, matching = 0;
681 for (i = 0; i < 5; i++)
683 for (i2 = i+1; i2 < 5; i2++)
685 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
686 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
717 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
718 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
719 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
720 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
721 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
722 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
723 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
724 #define ODDS_ST 4 /*!< ストレートの役倍率 */
725 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
726 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
729 * @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。
732 static int yaku_check(void)
736 switch(yaku_check_straight()){
738 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
741 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
744 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
747 /* Not straight -- fall through */
751 if (yaku_check_flush())
753 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
757 switch (yaku_check_pair())
760 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
763 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
766 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
769 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
772 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
775 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
777 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
782 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
792 * @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。
793 * @param hoge カーソルの現在位置
794 * @param kaeruka カードの捨てる/残すフラグ配列
797 static void display_kaeruka(int hoge, int kaeruka[])
800 char col = TERM_WHITE;
801 for (i = 0; i < 5; i++)
803 if (i == hoge) col = TERM_YELLOW;
804 else if(kaeruka[i]) col = TERM_WHITE;
805 else col = TERM_L_BLUE;
808 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
810 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
812 if (hoge > 4) col = TERM_YELLOW;
813 else col = TERM_WHITE;
814 c_put_str(col, _("決定", "Sure"), 16, 38);
816 /* Hilite current option */
817 if (hoge < 5) move_cursor(14, 5+hoge*16);
818 else move_cursor(16, 38);
822 * @brief ポーカーの手札を表示する。
825 static void display_cards(void)
828 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
830 concptr suit[4] = {"★", "●", "¶", "†"};
831 concptr card_grph[13][7] = {{"A %s ",
922 concptr joker_grph[7] = { " ",
932 concptr suit[4] = {"[]", "qp", "<>", "db"};
933 concptr card_grph[13][7] = {{"A %s ",
1024 concptr joker_grph[7] = { " ",
1033 for (i = 0; i < 5; i++)
1035 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
1038 for (i = 0; i < 5; i++)
1040 for (j = 0; j < 7; j++)
1042 prt(_("┃", " |"), j+6, i*16);
1043 if(IS_JOKER(cards[i]))
1044 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
1046 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);
1047 prt(_("┃", "| "), j+6, i*16+14);
1050 for (i = 0; i < 5; i++)
1052 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
1057 * @brief ポーカーの1プレイルーチン。
1060 static int do_poker(void)
1064 int deck[53]; /* yamafuda : 0...52 */
1066 int kaeruka[5]; /* 0:kaenai 1:kaeru */
1070 bool kakikae = TRUE;
1074 for (i = 0; i < 5; i++)
1076 cards[i] = deck[deck_ptr++];
1077 kaeruka[i] = 0; /* default:nokosu */
1080 /* suteruno wo kimeru */
1081 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);
1088 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1093 case '6': case 'l': case 'L': case KTRL('F'):
1094 if (!kettei) k = (k+1)%5;
1095 else {k = 0;kettei = FALSE;}
1098 case '4': case 'h': case 'H': case KTRL('B'):
1099 if (!kettei) k = (k+4)%5;
1100 else {k = 4;kettei = FALSE;}
1103 case '2': case 'j': case 'J': case KTRL('N'):
1104 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1106 case '8': case 'k': case 'K': case KTRL('P'):
1107 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1109 case ' ': case '\r':
1110 if (kettei) done = TRUE;
1111 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1120 for (i = 0; i < 5; i++)
1121 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1125 return yaku_check();
1130 /* end of poker codes --Koka */
1133 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1134 * @param cmd プレイするゲームID
1137 static bool gamble_comm(int cmd)
1140 int roll1, roll2, roll3, choice, odds, win;
1145 char out_val[160], tmp_str[80], again;
1150 if (cmd == BACT_GAMBLE_RULES)
1152 /* Peruse the gambling help file */
1153 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1160 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1161 "Hey! You don't have gold - get out of here!"));
1169 maxbet = p_ptr->lev * 200;
1171 /* We can't bet more than we have */
1172 maxbet = MIN(maxbet, p_ptr->au);
1175 strcpy(out_val, "");
1176 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1180 * Use get_string() because we may need more than
1181 * the s16b value returned by get_quantity().
1183 if (get_string(tmp_str, out_val, 32))
1186 for (p = out_val; *p == ' '; p++);
1191 if (wager > p_ptr->au)
1193 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!"));
1198 else if (wager > maxbet)
1200 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1201 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1206 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1212 oldgold = p_ptr->au;
1214 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1215 prt(tmp_str, 20, 2);
1216 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1217 prt(tmp_str, 21, 2);
1224 case BACT_IN_BETWEEN: /* Game of In-Between */
1225 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1229 roll1 = randint1(10);
1230 roll2 = randint1(10);
1231 choice = randint1(10);
1232 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1235 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1237 prt(tmp_str, 11, 14);
1238 if (((choice > roll1) && (choice < roll2)) ||
1239 ((choice < roll1) && (choice > roll2)))
1242 case BACT_CRAPS: /* Game of Craps */
1243 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1247 roll1 = randint1(6);
1248 roll2 = randint1(6);
1249 roll3 = roll1 + roll2;
1251 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1252 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1254 if ((roll3 == 7) || (roll3 == 11))
1256 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1261 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"));
1264 roll1 = randint1(6);
1265 roll2 = randint1(6);
1266 roll3 = roll1 + roll2;
1267 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1268 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1270 if (roll3 == choice)
1272 else if (roll3 == 7)
1274 } while ((win != TRUE) && (win != FALSE));
1277 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1280 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1282 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1283 prt("--------------------------------", 8, 3);
1284 strcpy(out_val, "");
1285 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1287 for (p = out_val; iswspace(*p); p++);
1291 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1294 else if (choice > 9)
1296 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1300 roll1 = randint0(10);
1301 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1302 "The wheel spins to a stop and the winner is %d"), roll1);
1303 prt(tmp_str, 13, 3);
1305 prt("*", 9, (3 * roll1 + 5));
1306 if (roll1 == choice)
1310 case BACT_DICE_SLOTS: /* The Dice Slots */
1311 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1312 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1313 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1314 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1315 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1316 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1317 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1318 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1321 roll1 = randint1(21);
1331 roll2 = randint1(21);
1341 choice = randint1(21);
1351 put_str("/--------------------------\\", 7, 2);
1352 prt("\\--------------------------/", 17, 2);
1353 display_fruit(8, 3, roll1 - 1);
1354 display_fruit(8, 12, roll2 - 1);
1355 display_fruit(8, 21, choice - 1);
1356 if ((roll1 == roll2) && (roll2 == choice))
1375 else if ((roll1 == 1) && (roll2 == 1))
1384 if (odds) win = TRUE;
1390 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1392 p_ptr->au += odds * wager;
1393 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1395 prt(tmp_str, 17, 37);
1399 prt(_("あなたの負け", "You Lost"), 16, 37);
1402 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1404 prt(tmp_str, 22, 2);
1405 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1407 move_cursor(18, 52);
1412 if (wager > p_ptr->au)
1414 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1415 "Hey! You don't have the gold - get out of here!"));
1421 } while ((again == 'y') || (again == 'Y'));
1424 if (p_ptr->au >= oldgold)
1426 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!」",
1427 "You came out a winner! We'll win next time, I'm sure."));
1428 chg_virtue(V_CHANCE, 3);
1432 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."));
1433 chg_virtue(V_CHANCE, -3);
1443 * @brief モンスター闘技場に参加するモンスターを更新する。
1446 void update_gambling_monsters(void)
1453 bool old_inside_battle = p_ptr->inside_battle;
1455 for (i = 0; i < max_d_idx; i++)
1456 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1458 mon_level = randint1(MIN(max_dl, 122)) + 5;
1459 if (randint0(100) < 60)
1461 i = randint1(MIN(max_dl, 122)) + 5;
1462 mon_level = MAX(i, mon_level);
1464 if (randint0(100) < 30)
1466 i = randint1(MIN(max_dl, 122)) + 5;
1467 mon_level = MAX(i, mon_level);
1474 for (i = 0; i < 4; i++)
1480 get_mon_num_prep(monster_can_entry_arena, NULL);
1481 p_ptr->inside_battle = TRUE;
1482 r_idx = get_mon_num(mon_level);
1483 p_ptr->inside_battle = old_inside_battle;
1484 if (!r_idx) continue;
1486 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1488 if ((r_info[r_idx].level + 10) > mon_level) continue;
1491 for (j = 0; j < i; j++)
1492 if (r_idx == battle_mon[j]) break;
1493 if (j < i) continue;
1497 battle_mon[i] = r_idx;
1498 if (r_info[r_idx].level < 45) tekitou = TRUE;
1501 for (i = 0; i < 4; i++)
1503 monster_race *r_ptr = &r_info[battle_mon[i]];
1504 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1506 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1507 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1509 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1510 power[i] = power[i] * (100 + r_ptr->level) / 100;
1511 if (r_ptr->speed > 110)
1512 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1513 if (r_ptr->speed < 110)
1514 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1516 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1517 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1518 power[i] = power[i] * 4 / 3;
1519 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1520 power[i] = power[i] * 4 / 3;
1521 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1522 power[i] = power[i] * 11 / 10;
1523 if (r_ptr->flags1 & RF1_RAND_25)
1524 power[i] = power[i] * 9 / 10;
1525 if (r_ptr->flags1 & RF1_RAND_50)
1526 power[i] = power[i] * 9 / 10;
1527 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1528 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1533 for (i = 0; i < 4; i++)
1535 power[i] = total * 60 / power[i];
1536 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1537 if ((power[i] < 160) && randint0(20)) break;
1538 if (power[i] < 101) power[i] = 100 + randint1(5);
1539 mon_odds[i] = power[i];
1546 * @brief モンスター闘技場のメインルーチン
1547 * @return 賭けを開始したか否か
1549 static bool kakutoujou(void)
1553 char out_val[160], tmp_str[80];
1556 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1558 update_gambling_monsters();
1559 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1567 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!"));
1579 "Monsters Odds"), 4, 4);
1583 monster_race *r_ptr = &r_info[battle_mon[i]];
1585 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1586 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1587 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1588 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1591 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1601 if (i >= '1' && i <= '4')
1603 sel_monster = i-'1';
1604 battle_odds = mon_odds[sel_monster];
1611 for (i = 0; i < 4; i++)
1612 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1614 maxbet = p_ptr->lev * 200;
1616 /* We can't bet more than we have */
1617 maxbet = MIN(maxbet, p_ptr->au);
1620 strcpy(out_val, "");
1621 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1623 * Use get_string() because we may need more than
1624 * the s16b value returned by get_quantity().
1626 if (get_string(tmp_str, out_val, 32))
1629 for (p = out_val; *p == ' '; p++);
1634 if (wager > p_ptr->au)
1636 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!"));
1642 else if (wager > maxbet)
1644 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);
1650 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1654 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1659 /* Save the surface floor as saved floor */
1660 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1662 p_ptr->inside_battle = TRUE;
1663 p_ptr->leaving = TRUE;
1665 p_ptr->leave_bldg = TRUE;
1677 * @brief 本日の賞金首情報を表示する。
1680 static void today_target(void)
1683 monster_race *r_ptr = &r_info[today_mon];
1686 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1687 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1688 c_put_str(TERM_YELLOW, buf, 6, 10);
1689 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1691 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1693 p_ptr->today_mon = today_mon;
1697 * @brief ツチノコの賞金首情報を表示する。
1700 static void tsuchinoko(void)
1703 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1704 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);
1705 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1706 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1707 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1711 * @brief 通常の賞金首情報を表示する。
1714 static void shoukinkubi(void)
1720 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);
1721 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1723 for (i = 0; i < MAX_KUBI; i++)
1727 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])];
1729 if (current_world_ptr->bounty_r_idx[i] > 10000)
1732 done_mark = _("(済)", "(done)");
1740 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1743 if (!y && (i < MAX_KUBI -1))
1745 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1756 * 賞金首の報酬テーブル / List of prize object
1759 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1760 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1761 } prize_list[MAX_KUBI] =
1763 {TV_POTION, SV_POTION_CURING},
1764 {TV_POTION, SV_POTION_SPEED},
1765 {TV_POTION, SV_POTION_SPEED},
1766 {TV_POTION, SV_POTION_RESISTANCE},
1767 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1769 {TV_POTION, SV_POTION_HEALING},
1770 {TV_POTION, SV_POTION_RESTORE_MANA},
1771 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1772 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1773 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1775 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1776 {TV_POTION, SV_POTION_STAR_HEALING},
1777 {TV_POTION, SV_POTION_STAR_HEALING},
1778 {TV_POTION, SV_POTION_NEW_LIFE},
1779 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1781 {TV_POTION, SV_POTION_LIFE},
1782 {TV_POTION, SV_POTION_LIFE},
1783 {TV_POTION, SV_POTION_AUGMENTATION},
1784 {TV_POTION, SV_POTION_INVULNERABILITY},
1785 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1789 * @brief 賞金首の引き換え処理 / Get prize
1790 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1792 static bool kankin(void)
1796 bool change = FALSE;
1797 GAME_TEXT o_name[MAX_NLEN];
1800 /* Loop for p_ptr->inventory_list and right/left arm */
1801 for (i = 0; i <= INVEN_LARM; i++)
1803 o_ptr = &p_ptr->inventory_list[i];
1805 /* Living Tsuchinoko worthes $1000000 */
1806 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1808 char buf[MAX_NLEN+20];
1809 object_desc(o_name, o_ptr, 0);
1810 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1813 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1814 p_ptr->au += 1000000L * o_ptr->number;
1815 p_ptr->redraw |= (PR_GOLD);
1816 inven_item_increase(i, -o_ptr->number);
1817 inven_item_describe(i);
1818 inven_item_optimize(i);
1824 for (i = 0; i < INVEN_PACK; i++)
1826 o_ptr = &p_ptr->inventory_list[i];
1828 /* Corpse of Tsuchinoko worthes $200000 */
1829 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1831 char buf[MAX_NLEN+20];
1832 object_desc(o_name, o_ptr, 0);
1833 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1836 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1837 p_ptr->au += 200000L * o_ptr->number;
1838 p_ptr->redraw |= (PR_GOLD);
1839 inven_item_increase(i, -o_ptr->number);
1840 inven_item_describe(i);
1841 inven_item_optimize(i);
1847 for (i = 0; i < INVEN_PACK; i++)
1849 o_ptr = &p_ptr->inventory_list[i];
1851 /* Bones of Tsuchinoko worthes $100000 */
1852 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1854 char buf[MAX_NLEN+20];
1855 object_desc(o_name, o_ptr, 0);
1856 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1859 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1860 p_ptr->au += 100000L * o_ptr->number;
1861 p_ptr->redraw |= (PR_GOLD);
1862 inven_item_increase(i, -o_ptr->number);
1863 inven_item_describe(i);
1864 inven_item_optimize(i);
1870 for (i = 0; i < INVEN_PACK; i++)
1872 o_ptr = &p_ptr->inventory_list[i];
1873 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)))
1875 char buf[MAX_NLEN+20];
1876 object_desc(o_name, o_ptr, 0);
1877 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1880 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1881 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1882 p_ptr->redraw |= (PR_GOLD);
1883 inven_item_increase(i, -o_ptr->number);
1884 inven_item_describe(i);
1885 inven_item_optimize(i);
1891 for (i = 0; i < INVEN_PACK; i++)
1893 o_ptr = &p_ptr->inventory_list[i];
1895 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1897 char buf[MAX_NLEN+20];
1898 object_desc(o_name, o_ptr, 0);
1899 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1902 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1903 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1904 p_ptr->redraw |= (PR_GOLD);
1905 inven_item_increase(i, -o_ptr->number);
1906 inven_item_describe(i);
1907 inven_item_optimize(i);
1913 for (j = 0; j < MAX_KUBI; j++)
1915 /* Need reverse order --- Positions will be changed in the loop */
1916 for (i = INVEN_PACK-1; i >= 0; i--)
1918 o_ptr = &p_ptr->inventory_list[i];
1919 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1921 char buf[MAX_NLEN+20];
1923 INVENTORY_IDX item_new;
1926 object_desc(o_name, o_ptr, 0);
1927 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1928 if (!get_check(buf)) continue;
1930 #if 0 /* Obsoleted */
1931 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);
1932 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1933 p_ptr->redraw |= (PR_GOLD);
1934 inven_item_increase(i, -o_ptr->number);
1935 inven_item_describe(i);
1936 inven_item_optimize(i);
1937 chg_virtue(V_JUSTICE, 5);
1938 current_world_ptr->bounty_r_idx[j] += 10000;
1941 #endif /* Obsoleted */
1944 inven_item_increase(i, -o_ptr->number);
1945 inven_item_describe(i);
1946 inven_item_optimize(i);
1948 chg_virtue(V_JUSTICE, 5);
1949 current_world_ptr->bounty_r_idx[j] += 10000;
1951 /* Count number of unique corpses already handed */
1952 for (num = 0, k = 0; k < MAX_KUBI; k++)
1954 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1956 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" : ""));
1958 /* Prepare to make a prize */
1959 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1960 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1962 object_aware(&forge);
1963 object_known(&forge);
1966 * Hand it --- Assume there is an empty slot.
1967 * Since a corpse is handed at first,
1968 * there is at least one empty slot.
1970 item_new = inven_carry(&forge);
1972 object_desc(o_name, &forge, 0);
1973 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1975 /* Auto-inscription */
1976 autopick_alter_item(item_new, FALSE);
1986 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."));
1994 * @brief 宿屋の利用サブルーチン
1995 * @details inn commands\n
1996 * Note that resting for the night was a perfect way to avoid player\n
1997 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1998 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1999 * will not be that useful. I will keep it in the hopes the player\n
2000 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2001 * Resting at night is also a quick way to restock stores -KMW-\n
2002 * @param cmd 宿屋の利用施設ID
2003 * @return 施設の利用が実際に行われたか否か。
2005 static bool inn_comm(int cmd)
2009 case BACT_FOOD: /* Buy food & drink */
2010 if (p_ptr->food >= PY_FOOD_FULL)
2012 msg_print(_("今は満腹だ。", "You are full now."));
2015 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."));
2016 (void)set_food(PY_FOOD_MAX - 1);
2019 case BACT_REST: /* Rest for the night */
2020 if ((p_ptr->poisoned) || (p_ptr->cut))
2022 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."));
2024 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."));
2028 s32b oldturn = current_world_ptr->game_turn;
2029 int prev_day, prev_hour, prev_min;
2031 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2032 if ((prev_hour >= 6) && (prev_hour <= 17))
2033 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2035 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2037 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2038 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2040 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2041 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2044 prevent_turn_overflow();
2046 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2047 p_ptr->chp = p_ptr->mhp;
2049 if (ironman_nightmare)
2051 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."));
2053 /* Have some nightmares */
2056 sanity_blast(NULL, FALSE);
2057 if (!one_in_(3)) break;
2060 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2061 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2068 p_ptr->chp = p_ptr->mhp;
2069 p_ptr->csp = p_ptr->msp;
2070 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2073 for (i = 0; i < 72; i++)
2075 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2077 for (; i < 108; i++)
2079 p_ptr->magic_num1[i] = 0;
2083 if ((prev_hour >= 6) && (prev_hour <= 17))
2085 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."));
2086 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2090 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."));
2091 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2097 case BACT_RUMORS: /* Listen for rumors */
2099 display_rumor(TRUE);
2109 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2110 * @param questnum クエストのID
2111 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2114 static void get_questinfo(IDX questnum, bool do_init)
2117 QUEST_IDX old_quest;
2118 GAME_TEXT tmp_str[80];
2120 /* Clear the text */
2121 for (i = 0; i < 10; i++)
2123 quest_text[i][0] = '\0';
2126 quest_text_line = 0;
2128 /* Set the quest number temporary */
2129 old_quest = p_ptr->inside_quest;
2130 p_ptr->inside_quest = questnum;
2132 /* Get the quest text */
2133 init_flags = INIT_SHOW_TEXT;
2134 if (do_init) init_flags |= INIT_ASSIGN;
2136 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2138 /* Reset the old quest number */
2139 p_ptr->inside_quest = old_quest;
2141 /* Print the quest info */
2142 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);
2146 prt(quest[questnum].name, 7, 0);
2148 for (i = 0; i < 10; i++)
2150 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2155 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2158 static void castle_quest(void)
2160 QUEST_IDX q_index = 0;
2161 monster_race *r_ptr;
2168 /* Current quest of the building */
2169 q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2171 /* Is there a quest available at the building? */
2174 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);
2178 q_ptr = &quest[q_index];
2180 /* Quest is completed */
2181 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2183 /* Rewarded quest */
2184 q_ptr->status = QUEST_STATUS_REWARDED;
2186 get_questinfo(q_index, FALSE);
2188 reinit_wilderness = TRUE;
2191 else if (q_ptr->status == QUEST_STATUS_FAILED)
2193 get_questinfo(q_index, FALSE);
2195 /* Mark quest as done (but failed) */
2196 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2198 reinit_wilderness = TRUE;
2200 /* Quest is still unfinished */
2201 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2203 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);
2204 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);
2205 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);
2208 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2210 q_ptr->status = QUEST_STATUS_TAKEN;
2212 reinit_wilderness = TRUE;
2214 /* Assign a new quest */
2215 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2217 if (q_ptr->r_idx == 0)
2219 /* Random monster at least 5 - 10 levels out of deep */
2220 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2223 r_ptr = &r_info[q_ptr->r_idx];
2225 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2227 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2228 r_ptr = &r_info[q_ptr->r_idx];
2231 if (q_ptr->max_num == 0)
2233 /* Random monster number */
2234 if (randint1(10) > 7)
2237 q_ptr->max_num = randint1(3) + 1;
2241 name = (r_name + r_ptr->name);
2242 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2246 get_questinfo(q_index, TRUE);
2253 * @brief 町に関するヘルプを表示する / Display town history
2256 static void town_history(void)
2260 /* Peruse the building help file */
2261 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2266 * @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
2268 * @param mult スレイ倍率(掛け算部分)
2269 * @param div スレイ倍率(割り算部分)
2270 * @param force 理力特別計算フラグ
2273 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2281 tmp += dam * 60 * 2;
2295 * @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)
2297 * @param mult スレイ倍率(掛け算部分)
2298 * @param div スレイ倍率(割り算部分)
2299 * @param force 理力特別計算フラグ
2301 * @param plus 武器ダメージ修正
2302 * @param meichuu 命中値
2303 * @param dokubari 毒針処理か否か
2304 * @param vorpal_mult 切れ味倍率(掛け算部分)
2305 * @param vorpal_div 切れ味倍率(割り算部分)
2308 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2310 dam = calc_slaydam(dam, mult, div, force);
2311 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2312 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2318 * @brief 武器の各条件毎のダメージ期待値を表示する。
2321 * @param mindice ダイス部分最小値
2322 * @param maxdice ダイス部分最大値
2324 * @param dam_bonus ダメージ修正値
2326 * @param color 条件内容の表示色
2328 * Display the damage figure of an object\n
2329 * (used by compare_weapon_aux)\n
2331 * Only accurate for the current weapon, because it includes\n
2332 * the current +dam of the player.\n
2335 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2337 GAME_TEXT tmp_str[80];
2340 mindam = blows * (mindice + dam_bonus);
2341 maxdam = blows * (maxdice + dam_bonus);
2343 /* Print the intro text */
2344 c_put_str(color, attr, r, c);
2346 /* Calculate the min and max damage figures */
2347 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2349 /* Print the damage */
2350 put_str(tmp_str, r, c + 8);
2355 * @brief 武器一つ毎のダメージ情報を表示する。
2356 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2357 * @param col 表示する行の上端
2360 * Show the damage figures for the various monster types\n
2362 * Only accurate for the current weapon, because it includes\n
2363 * the current number of blows for the player.\n
2366 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2368 BIT_FLAGS flgs[TR_FLAG_SIZE];
2369 int blow = p_ptr->num_blow[0];
2371 bool dokubari = FALSE;
2373 /* Effective dices */
2374 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2375 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2377 int mindice = eff_dd;
2378 int maxdice = eff_ds * eff_dd;
2381 int vorpal_mult = 1;
2383 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2386 /* Get the flags of the weapon */
2387 object_flags(o_ptr, flgs);
2389 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2392 /* Show Critical Damage*/
2393 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2394 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2396 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2400 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2402 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2413 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2414 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2415 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2418 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2422 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2423 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2424 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2427 /* Print the relevant lines */
2428 if (have_flag(flgs, TR_KILL_ANIMAL))
2430 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2431 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2432 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2434 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2436 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2437 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2438 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2440 if (have_flag(flgs, TR_KILL_EVIL))
2442 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2443 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2444 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2446 else if (have_flag(flgs, TR_SLAY_EVIL))
2448 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2449 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2450 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2452 if (have_flag(flgs, TR_KILL_HUMAN))
2454 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2455 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2456 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2458 else if (have_flag(flgs, TR_SLAY_HUMAN))
2460 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2461 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2462 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2464 if (have_flag(flgs, TR_KILL_UNDEAD))
2466 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2467 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2468 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2470 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2472 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2473 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2474 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2476 if (have_flag(flgs, TR_KILL_DEMON))
2478 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2479 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2480 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2482 else if (have_flag(flgs, TR_SLAY_DEMON))
2484 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2485 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2486 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2488 if (have_flag(flgs, TR_KILL_ORC))
2490 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2491 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2492 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2494 else if (have_flag(flgs, TR_SLAY_ORC))
2496 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2497 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2498 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2500 if (have_flag(flgs, TR_KILL_TROLL))
2502 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2503 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2504 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2506 else if (have_flag(flgs, TR_SLAY_TROLL))
2508 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2509 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2510 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2512 if (have_flag(flgs, TR_KILL_GIANT))
2514 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2515 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2516 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2518 else if (have_flag(flgs, TR_SLAY_GIANT))
2520 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2521 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2522 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2524 if (have_flag(flgs, TR_KILL_DRAGON))
2526 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2527 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2528 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2530 else if (have_flag(flgs, TR_SLAY_DRAGON))
2532 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2533 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2534 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2536 if (have_flag(flgs, TR_BRAND_ACID))
2538 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2539 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2540 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2542 if (have_flag(flgs, TR_BRAND_ELEC))
2544 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2545 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2546 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2548 if (have_flag(flgs, TR_BRAND_FIRE))
2550 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2551 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2552 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2554 if (have_flag(flgs, TR_BRAND_COLD))
2556 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2557 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2558 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2560 if (have_flag(flgs, TR_BRAND_POIS))
2562 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2563 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2564 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2569 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2570 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2571 * @param row 表示する列の左端
2572 * @param col 表示する行の上端
2574 * Displays all info about a weapon
2576 * Only accurate for the current weapon, because it includes
2577 * various info about the player's +to_dam and number of blows.
2580 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2582 GAME_TEXT o_name[MAX_NLEN];
2583 GAME_TEXT tmp_str[80];
2585 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2586 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2587 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2589 /* Print the weapon name */
2590 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2591 c_put_str(TERM_YELLOW, o_name, row, col);
2593 /* Print the player's number of blows */
2594 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2595 put_str(tmp_str, row+1, col);
2597 /* Print to_hit and to_dam of the weapon */
2598 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2599 put_str(tmp_str, row+2, col);
2601 /* Print the weapons base damage dice */
2602 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2603 (int)hit_chance(reli, 0),
2604 (int)hit_chance(reli, 50),
2605 (int)hit_chance(reli, 100),
2606 (int)hit_chance(reli, 150),
2607 (int)hit_chance(reli, 200));
2608 put_str(tmp_str, row+3, col);
2609 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2611 /* Damage for one blow (if it hits) */
2612 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2613 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2614 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2615 put_str(tmp_str, row+6, col+1);
2617 /* Damage for the complete attack (if all blows hit) */
2618 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2619 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2620 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2621 put_str(tmp_str, row+7, col+1);
2625 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2627 * Copies the weapons to compare into the weapon-slot and\n
2628 * compares the values for both weapons.\n
2629 * 武器1つだけで比較をしないなら費用は半額になる。
2630 * @param bcost 基本鑑定費用
2631 * @return 最終的にかかった費用
2633 static PRICE compare_weapons(PRICE bcost)
2636 OBJECT_IDX item, item2;
2637 object_type *o_ptr[2];
2638 object_type orig_weapon;
2642 TERM_LEN wid = 38, mgn = 2;
2643 bool old_character_xtra = current_world_ptr->character_xtra;
2646 PRICE cost = 0; /* First time no price */
2651 /* Store copy of original wielded weapon */
2652 i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2653 object_copy(&orig_weapon, i_ptr);
2655 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2657 /* Get the first weapon */
2658 q = _("第一の武器は?", "What is your first weapon? ");
2659 s = _("比べるものがありません。", "You have nothing to compare.");
2661 o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2675 /* Only compare melee weapons */
2676 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2678 /* Hack -- prevent "icky" message */
2679 current_world_ptr->character_xtra = TRUE;
2681 /* Diaplay selected weapon's infomation */
2682 for (i = 0; i < n; i++)
2684 int col = (wid * i + mgn);
2686 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2687 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2689 p_ptr->update |= PU_BONUS;
2692 /* List the new values */
2693 list_weapon(o_ptr[i], row, col);
2694 compare_weapon_aux(o_ptr[i], col, row + 8);
2696 /* Copy back the original weapon into the weapon slot */
2697 object_copy(i_ptr, &orig_weapon);
2700 /* Reset the values for the old weapon */
2701 p_ptr->update |= PU_BONUS;
2704 current_world_ptr->character_xtra = old_character_xtra;
2707 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2708 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);
2709 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);
2711 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2712 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2713 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2721 if (total + cost > p_ptr->au)
2723 msg_print(_("お金が足りません!", "You don't have enough money!"));
2728 q = _("第二の武器は?", "What is your second weapon? ");
2729 s = _("比べるものがありません。", "You have nothing to compare.");
2731 /* Get the second weapon */
2732 o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2733 if (!o_ptr[1]) continue;
2751 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2753 * Calculate and display the dodge-rate and the protection-rate
2755 * @param iAC プレイヤーのAC。
2756 * @return 常にTRUEを返す。
2758 static bool eval_ac(ARMOUR_CLASS iAC)
2762 "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"
2763 "何パーセント軽減するかを示します。\n"
2764 "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"
2765 "に対してのみ効果があります。\n \n"
2766 "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"
2767 "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"
2768 "敵のレベルとあなたのACによって決定されます。\n \n"
2769 "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"
2770 "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";
2773 "'Protection Rate' means how much damage is reduced by your armor.\n"
2774 "Note that the Protection rate is effective only against normal "
2775 "'attack' and 'shatter' type melee attacks, "
2776 "and has no effect against any other types such as 'poison'.\n \n"
2777 "'Dodge Rate' indicates the success rate on dodging the "
2778 "monster's melee attacks. "
2779 "It is depend on the level of the monster and your AC.\n \n"
2780 "'Average Damage' indicates the expected amount of damage "
2781 "when you are attacked by normal melee attacks with power=100.";
2785 TERM_LEN col, row = 2;
2787 char buf[80*20], *t;
2789 /* AC lower than zero has no effect */
2790 if (iAC < 0) iAC = 0;
2793 protection = 100 * MIN(iAC, 150) / 250;
2798 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2799 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2802 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2803 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2804 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2806 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2808 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2809 int dodge; /* 回避率(%) */
2810 int average; /* ダメージ期待値 */
2812 put_str(format("%3d", lvl), row + 0, col);
2815 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2816 put_str(format("%3d%%", dodge), row + 1, col);
2818 /* 100点の攻撃に対してのダメージ期待値を計算 */
2819 average = (100 - dodge) * (100 - protection) / 100;
2820 put_str(format("%3d", average), row + 2, col);
2824 roff_to_buf(memo, 70, buf, sizeof(buf));
2825 for (t = buf; t[0]; t += strlen(t) + 1)
2826 put_str(t, (row++) + 4, 4);
2828 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);
2840 * @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。
2841 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2842 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2843 * @return 修復対象になるならTRUEを返す。
2845 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2848 int cand[TR_FLAG_MAX];
2849 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2850 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2852 object_flags(to_ptr, to_flgs);
2853 object_flags(from_ptr, from_flgs);
2855 for (i = 0; i < TR_FLAG_MAX; i++)
2859 case TR_IGNORE_ACID:
2860 case TR_IGNORE_ELEC:
2861 case TR_IGNORE_FIRE:
2862 case TR_IGNORE_COLD:
2871 case TR_FIXED_FLAVOR:
2874 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2876 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2884 int tr_idx = cand[randint0(n)];
2885 add_flag(to_ptr->art_flags, tr_idx);
2886 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2887 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2888 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2889 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2896 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2897 * @param bcost 基本修復費用
2900 static PRICE repair_broken_weapon_aux(PRICE bcost)
2903 OBJECT_IDX item, mater;
2904 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2906 int i, dd_bonus, ds_bonus;
2907 KIND_OBJECT_IDX k_idx;
2908 char basenm[MAX_NLEN];
2913 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);
2914 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);
2916 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2917 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2919 /* Only forge broken weapons */
2920 item_tester_hook = item_tester_hook_broken_weapon;
2922 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2923 if (!o_ptr) return (0);
2925 /* It is worthless */
2926 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2928 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2932 /* They are too many */
2933 if (o_ptr->number > 1)
2935 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!"));
2939 /* Display item name */
2940 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2941 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2943 q = _("材料となる武器は?", "Which weapon for material? ");
2944 s = _("材料となる武器がありません。", "You have no material to repair.");
2946 /* Only forge broken weapons */
2947 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2949 mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2950 if (!mo_ptr) return (0);
2953 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2957 /* Display item name */
2958 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2959 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2961 /* Get the value of one of the items (except curses) */
2962 cost = bcost + object_value_real(o_ptr) * 2;
2964 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);
2966 /* Check if the player has enough money */
2967 if (p_ptr->au < cost)
2969 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2970 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);
2975 p_ptr->total_weight -= o_ptr->weight;
2977 if (o_ptr->sval == SV_BROKEN_DAGGER)
2982 /* Suppress compiler warning */
2985 for (j = 1; j < max_k_idx; j++)
2987 object_kind *k_aux_ptr = &k_info[j];
2989 if (k_aux_ptr->tval != TV_SWORD) continue;
2990 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2991 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2992 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2993 if (k_aux_ptr->weight > 99) continue;
3002 else /* TV_BROKEN_SWORD */
3004 /* Repair to a sword or sometimes material's type weapon */
3005 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3009 object_kind *ck_ptr;
3011 k_idx = lookup_kind(tval, SV_ANY);
3012 ck_ptr = &k_info[k_idx];
3014 if (tval == TV_SWORD)
3016 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3017 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3018 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3019 (ck_ptr->sval == SV_DOKUBARI)) continue;
3021 if (tval == TV_POLEARM)
3023 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3024 (ck_ptr->sval == SV_TSURIZAO)) continue;
3026 if (tval == TV_HAFTED)
3028 if ((ck_ptr->sval == SV_GROND) ||
3029 (ck_ptr->sval == SV_WIZSTAFF) ||
3030 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3037 /* Calculate dice bonuses */
3038 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3039 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3040 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3041 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3043 /* Change base object */
3044 k_ptr = &k_info[k_idx];
3045 o_ptr->k_idx = k_idx;
3046 o_ptr->weight = k_ptr->weight;
3047 o_ptr->tval = k_ptr->tval;
3048 o_ptr->sval = k_ptr->sval;
3049 o_ptr->dd = k_ptr->dd;
3050 o_ptr->ds = k_ptr->ds;
3052 /* Copy base object's ability */
3053 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3054 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3055 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3061 for (i = 1; i < dd_bonus; i++)
3063 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3069 for (i = 1; i < ds_bonus; i++)
3071 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3075 if (have_flag(k_ptr->flags, TR_BLOWS))
3077 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3078 o_ptr->pval = MIN(o_ptr->pval, bmax);
3081 /* Add one random ability from material weapon */
3082 give_one_ability_of_object(o_ptr, mo_ptr);
3084 /* Add to-dam, to-hit and to-ac from material weapon */
3085 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3086 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3087 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3089 if ((o_ptr->name1 == ART_NARSIL) ||
3090 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3091 (object_is_ego(o_ptr) && one_in_(7)))
3094 if (object_is_ego(o_ptr))
3096 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3097 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3100 /* Add one random ability from material weapon */
3101 give_one_ability_of_object(o_ptr, mo_ptr);
3103 /* Add one random activation */
3104 if (!activation_index(o_ptr)) one_activation(o_ptr);
3107 if (o_ptr->name1 == ART_NARSIL)
3109 one_high_resistance(o_ptr);
3113 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3116 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3118 msg_format("$%dで%sに修復しました。", cost, basenm);
3120 msg_format("Repaired into %s for %d gold.", basenm, cost);
3124 /* Remove BROKEN flag */
3125 o_ptr->ident &= ~(IDENT_BROKEN);
3127 /* Add repaired flag */
3128 o_ptr->discount = 99;
3130 p_ptr->total_weight += o_ptr->weight;
3133 /* Decrease material object */
3134 inven_item_increase(mater, -1);
3135 inven_item_optimize(mater);
3138 p_ptr->update |= PU_BONUS;
3141 /* Something happened */
3146 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3147 * @param bcost 基本鑑定費用
3150 static int repair_broken_weapon(PRICE bcost)
3154 cost = repair_broken_weapon_aux(bcost);
3161 * @brief アイテムの強化を行う。 / Enchant item
3162 * @param cost 1回毎の費用
3163 * @param to_hit 命中をアップさせる量
3164 * @param to_dam ダメージをアップさせる量
3165 * @param to_ac ACをアップさせる量
3166 * @return 実際に行ったらTRUE
3168 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3175 int maxenchant = (p_ptr->lev / 5);
3176 char tmp_str[MAX_NLEN];
3179 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3180 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3182 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3183 s = _("改良できるものがありません。", "You have nothing to improve.");
3185 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3186 if (!o_ptr) return (FALSE);
3188 /* Check if the player has enough money */
3189 if (p_ptr->au < (cost * o_ptr->number))
3191 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3192 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);
3196 /* Enchant to hit */
3197 for (i = 0; i < to_hit; i++)
3199 if (o_ptr->to_h < maxenchant)
3201 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3209 /* Enchant to damage */
3210 for (i = 0; i < to_dam; i++)
3212 if (o_ptr->to_d < maxenchant)
3214 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3223 for (i = 0; i < to_ac; i++)
3225 if (o_ptr->to_a < maxenchant)
3227 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3238 if (flush_failure) flush();
3239 msg_print(_("改良に失敗した。", "The improvement failed."));
3244 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3246 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3248 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3251 /* Charge the money */
3252 p_ptr->au -= (cost * o_ptr->number);
3254 if (item >= INVEN_RARM) calc_android_exp();
3256 /* Something happened */
3263 * @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
3265 * The player can select the number of charges to add\n
3266 * (up to a limit), and the recharge never fails.\n
3268 * The cost for rods depends on the level of the rod. The prices\n
3269 * for recharging wands and staves are dependent on the cost of\n
3273 static void building_recharge(void)
3281 PARAMETER_VALUE charges;
3283 char tmp_str[MAX_NLEN];
3287 /* Display some info */
3289 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);
3292 /* Only accept legal items */
3293 item_tester_hook = item_tester_hook_recharge;
3295 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3296 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3298 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3301 k_ptr = &k_info[o_ptr->k_idx];
3304 * We don't want to give the player free info about
3305 * the level of the item or the number of charges.
3307 /* The item must be "known" */
3308 if (!object_is_known(o_ptr))
3310 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!"));
3313 if ((p_ptr->au >= 50) &&
3314 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3318 identify_item(o_ptr);
3319 object_desc(tmp_str, o_ptr, 0);
3320 msg_format(_("%s です。", "You have: %s."), tmp_str);
3322 /* Auto-inscription */
3323 autopick_alter_item(item, FALSE);
3325 /* Update the gold display */
3326 building_prt_gold();
3334 /* Extract the object "level" */
3335 lev = k_info[o_ptr->k_idx].level;
3337 /* Price for a rod */
3338 if (o_ptr->tval == TV_ROD)
3340 if (o_ptr->timeout > 0)
3342 /* Fully recharge */
3343 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3347 /* No recharge necessary */
3349 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3353 else if (o_ptr->tval == TV_STAFF)
3355 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3356 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3358 /* Pay at least 10 gold per charge */
3359 price = MAX(10, price);
3363 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3364 price = (k_info[o_ptr->k_idx].cost / 10);
3366 /* Pay at least 10 gold per charge */
3367 price = MAX(10, price);
3370 /* Limit the number of charges for wands and staffs */
3371 if (o_ptr->tval == TV_WAND
3372 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3374 if (o_ptr->number > 1)
3376 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3380 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3384 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3386 if (o_ptr->number > 1)
3388 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3392 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3397 /* Check if the player has enough money */
3398 if (p_ptr->au < price)
3400 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3402 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3404 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3410 if (o_ptr->tval == TV_ROD)
3413 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3415 if (get_check(format("Recharge the %s for %d gold? ",
3416 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3420 /* Recharge fully */
3430 if (o_ptr->tval == TV_STAFF)
3431 max_charges = k_ptr->pval - o_ptr->pval;
3433 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3435 /* Get the quantity for staves and wands */
3436 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3437 MIN(p_ptr->au / price, max_charges));
3440 if (charges < 1) return;
3442 /* Get the new price */
3446 o_ptr->pval += charges;
3448 /* We no longer think the item is empty */
3449 o_ptr->ident &= ~(IDENT_EMPTY);
3453 object_desc(tmp_str, o_ptr, 0);
3455 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3457 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3459 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3461 p_ptr->window |= (PW_INVEN);
3472 * @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
3474 * The player can select the number of charges to add\n
3475 * (up to a limit), and the recharge never fails.\n
3477 * The cost for rods depends on the level of the rod. The prices\n
3478 * for recharging wands and staves are dependent on the cost of\n
3482 static void building_recharge_all(void)
3489 PRICE total_cost = 0;
3492 /* Display some info */
3495 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);
3497 /* Calculate cost */
3498 for ( i = 0; i < INVEN_PACK; i++)
3500 o_ptr = &p_ptr->inventory_list[i];
3502 /* skip non magic device */
3503 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3505 /* need identified */
3506 if (!object_is_known(o_ptr)) total_cost += 50;
3508 /* Extract the object "level" */
3509 lev = k_info[o_ptr->k_idx].level;
3511 k_ptr = &k_info[o_ptr->k_idx];
3513 switch (o_ptr->tval)
3516 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3520 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3521 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3523 /* Pay at least 10 gold per charge */
3524 price = MAX(10, price);
3527 price = (k_ptr->pval - o_ptr->pval) * price;
3531 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3532 price = (k_info[o_ptr->k_idx].cost / 10);
3534 /* Pay at least 10 gold per charge */
3535 price = MAX(10, price);
3538 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3542 /* if price <= 0 then item have enough charge */
3543 if (price > 0) total_cost += price;
3548 msg_print(_("充填する必要はありません。", "No need to recharge."));
3553 /* Check if the player has enough money */
3554 if (p_ptr->au < total_cost)
3556 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 );
3560 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3562 for (i = 0; i < INVEN_PACK; i++)
3564 o_ptr = &p_ptr->inventory_list[i];
3565 k_ptr = &k_info[o_ptr->k_idx];
3567 /* skip non magic device */
3568 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3570 if (!object_is_known(o_ptr))
3572 identify_item(o_ptr);
3574 /* Auto-inscription */
3575 autopick_alter_item(i, FALSE);
3579 switch (o_ptr->tval)
3585 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3586 /* We no longer think the item is empty */
3587 o_ptr->ident &= ~(IDENT_EMPTY);
3590 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3591 o_ptr->pval = o_ptr->number * k_ptr->pval;
3592 /* We no longer think the item is empty */
3593 o_ptr->ident &= ~(IDENT_EMPTY);
3599 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3601 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3603 p_ptr->window |= (PW_INVEN);
3606 p_ptr->au -= total_cost;
3613 * @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-
3614 * @return 常にTRUEを返す。
3615 * @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。
3617 static bool research_mon(void)
3625 bool recall = FALSE;
3629 /* XTRA HACK WHATSEARCH */
3635 /* XTRA HACK REMEMBER_IDX */
3636 static int old_sym = '\0';
3637 static IDX old_i = 0;
3641 /* Get a character, or abort */
3642 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):",
3643 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3651 /* Find that character info, and describe it */
3652 for (i = 0; ident_info[i]; ++i)
3654 if (sym == ident_info[i][0]) break;
3657 /* XTRA HACK WHATSEARCH */
3658 if (sym == KTRL('A'))
3661 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3663 else if (sym == KTRL('U'))
3666 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3668 else if (sym == KTRL('N'))
3671 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3673 else if (sym == KTRL('M'))
3676 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3683 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3685 else if (ident_info[i])
3687 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3691 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3694 /* Display the result */
3697 /* Allocate the "who" array */
3698 C_MAKE(who, max_r_idx, MONRACE_IDX);
3700 /* Collect matching monsters */
3701 for (n = 0, i = 1; i < max_r_idx; i++)
3703 monster_race *r_ptr = &r_info[i];
3706 if (!r_ptr->name) continue;
3708 /* XTRA HACK WHATSEARCH */
3709 /* Require non-unique monsters if needed */
3710 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3712 /* Require unique monsters if needed */
3713 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3721 for (xx = 0; temp[xx] && xx < 80; xx++)
3724 if (iskanji(temp[xx]))
3730 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3734 strcpy(temp2, r_name + r_ptr->E_name);
3736 strcpy(temp2, r_name + r_ptr->name);
3738 for (xx = 0; temp2[xx] && xx < 80; xx++)
3739 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3742 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3744 if (my_strstr(temp2, temp))
3748 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3751 /* Nothing to recall */
3754 /* Free the "who" array */
3755 C_KILL(who, max_r_idx, MONRACE_IDX);
3765 /* Sort if needed */
3768 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3772 /* Start at the end */
3773 /* XTRA HACK REMEMBER_IDX */
3774 if (old_sym == sym && old_i < n) i = old_i;
3779 /* Scan the monster memory */
3782 /* Extract a race */
3785 /* Hack -- Begin the prompt */
3788 /* Hack -- Complete the prompt */
3789 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3797 /*** Recall on screen ***/
3799 /* Get maximal info about this monster */
3800 lore_do_probe(r_idx);
3802 /* Save this monster ID */
3803 monster_race_track(r_idx);
3806 /* know every thing mode */
3807 screen_roff(r_idx, 0x01);
3810 /* XTRA HACK REMEMBER_IDX */
3817 /* Normal commands */
3818 if (query != 'r') break;
3825 if (query == ESCAPE) break;
3827 /* Move to "prev" monster */
3833 if (!expand_list) break;
3837 /* Move to "next" monster */
3843 if (!expand_list) break;
3849 /* Re-display the identity */
3850 /* prt(buf, 5, 5);*/
3852 /* Free the "who" array */
3853 C_KILL(who, max_r_idx, MONRACE_IDX);
3856 return (!notpicked);
3861 * @brief 施設の処理実行メインルーチン / Execute a building command
3862 * @param bldg 施設構造体の参照ポインタ
3863 * @param i 実行したい施設のサービステーブルの添字
3866 static void bldg_process_command(building_type *bldg, int i)
3868 BACT_IDX bact = bldg->actions[i];
3876 bcost = bldg->member_costs[i];
3878 bcost = bldg->other_costs[i];
3880 /* action restrictions */
3881 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3882 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3884 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3888 /* check gold (HACK - Recharge uses variable costs) */
3889 if ((bact != BACT_RECHARGE) &&
3890 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3891 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3893 msg_print(_("お金が足りません!", "You do not have the gold!"));
3902 case BACT_RESEARCH_ITEM:
3903 paid = identify_fully(FALSE);
3905 case BACT_TOWN_HISTORY:
3908 case BACT_RACE_LEGENDS:
3914 case BACT_KING_LEGENDS:
3915 case BACT_ARENA_LEGENDS:
3920 case BACT_ARENA_RULES:
3924 case BACT_IN_BETWEEN:
3926 case BACT_SPIN_WHEEL:
3927 case BACT_DICE_SLOTS:
3928 case BACT_GAMBLE_RULES:
3935 paid = inn_comm(bact);
3937 case BACT_RESEARCH_MONSTER:
3938 paid = research_mon();
3940 case BACT_COMPARE_WEAPONS:
3942 bcost = compare_weapons(bcost);
3944 case BACT_ENCHANT_WEAPON:
3945 item_tester_hook = object_allow_enchant_melee_weapon;
3946 enchant_item(bcost, 1, 1, 0);
3948 case BACT_ENCHANT_ARMOR:
3949 item_tester_hook = object_is_armour;
3950 enchant_item(bcost, 0, 0, 1);
3953 building_recharge();
3955 case BACT_RECHARGE_ALL:
3956 building_recharge_all();
3958 case BACT_IDENTS: /* needs work */
3959 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;
3961 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3964 case BACT_IDENT_ONE: /* needs work */
3965 paid = ident_spell(FALSE);
3970 case BACT_HEALING: /* needs work */
3971 paid = cure_critical_wounds(200);
3973 case BACT_RESTORE: /* needs work */
3974 paid = restore_all_status();
3976 case BACT_ENCHANT_ARROWS:
3977 item_tester_hook = item_tester_hook_ammo;
3978 enchant_item(bcost, 1, 1, 0);
3980 case BACT_ENCHANT_BOW:
3981 item_tester_tval = TV_BOW;
3982 enchant_item(bcost, 1, 1, 0);
3986 if (recall_player(p_ptr, 1)) paid = TRUE;
3989 case BACT_TELEPORT_LEVEL:
3991 paid = free_level_recall(p_ptr);
3994 case BACT_LOSE_MUTATION:
3995 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3996 (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3998 while(!lose_mutation(0));
4003 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4012 case BACT_TSUCHINOKO:
4029 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4030 set_virtue(V_COMPASSION, 0);
4031 set_virtue(V_HONOUR, 0);
4032 set_virtue(V_JUSTICE, 0);
4033 set_virtue(V_SACRIFICE, 0);
4034 set_virtue(V_KNOWLEDGE, 0);
4035 set_virtue(V_FAITH, 0);
4036 set_virtue(V_ENLIGHTEN, 0);
4037 set_virtue(V_ENCHANT, 0);
4038 set_virtue(V_CHANCE, 0);
4039 set_virtue(V_NATURE, 0);
4040 set_virtue(V_HARMONY, 0);
4041 set_virtue(V_VITALITY, 0);
4042 set_virtue(V_UNLIFE, 0);
4043 set_virtue(V_PATIENCE, 0);
4044 set_virtue(V_TEMPERANCE, 0);
4045 set_virtue(V_DILIGENCE, 0);
4046 set_virtue(V_VALOUR, 0);
4047 set_virtue(V_INDIVIDUALISM, 0);
4052 case BACT_TELE_TOWN:
4057 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4060 case BACT_BROKEN_WEAPON:
4062 bcost = repair_broken_weapon(bcost);
4073 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4076 void do_cmd_bldg(void)
4081 building_type *bldg;
4083 if(p_ptr->wild_mode) return;
4085 take_turn(p_ptr, 100);
4087 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4089 msg_print(_("ここには建物はない。", "You see no building here."));
4093 which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4095 bldg = &building[which];
4097 /* Don't re-init the wilderness */
4098 reinit_wilderness = FALSE;
4100 if ((which == 2) && (p_ptr->arena_number < 0))
4102 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4105 else if ((which == 2) && p_ptr->inside_arena)
4107 if (!p_ptr->exit_bldg && current_floor_ptr->m_cnt > 0)
4109 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);
4113 /* Don't save the arena as saved floor */
4114 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4116 p_ptr->inside_arena = FALSE;
4117 p_ptr->leaving = TRUE;
4119 /* Re-enter the arena */
4120 command_new = SPECIAL_KEY_BUILDING;
4122 /* No energy needed to re-enter the arena */
4128 else if (p_ptr->inside_battle)
4130 /* Don't save the arena as saved floor */
4131 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4133 p_ptr->leaving = TRUE;
4134 p_ptr->inside_battle = FALSE;
4136 /* Re-enter the monster arena */
4137 command_new = SPECIAL_KEY_BUILDING;
4139 /* No energy needed to re-enter the arena */
4146 p_ptr->oldpy = p_ptr->y;
4147 p_ptr->oldpx = p_ptr->x;
4153 /* Hack -- Increase "icky" depth */
4154 current_world_ptr->character_icky++;
4160 show_building(bldg);
4161 p_ptr->leave_bldg = FALSE;
4163 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4165 while (!p_ptr->leave_bldg)
4170 building_prt_gold();
4174 if (command == ESCAPE)
4176 p_ptr->leave_bldg = TRUE;
4177 p_ptr->inside_arena = FALSE;
4178 p_ptr->inside_battle = FALSE;
4182 for (i = 0; i < 8; i++)
4184 if (bldg->letters[i])
4186 if (bldg->letters[i] == command)
4194 if(validcmd) bldg_process_command(bldg, i);
4199 select_floor_music();
4204 /* Reinit wilderness to activate quests ... */
4205 if (reinit_wilderness)
4207 p_ptr->leaving = TRUE;
4210 /* Hack -- Decrease "icky" depth */
4211 current_world_ptr->character_icky--;
4215 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4216 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4217 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4222 * @brief 今日の賞金首を確定する / Determine today's bounty monster
4224 * @note conv_old is used if loaded 0.0.3 or older save file
4226 void determine_today_mon(bool conv_old)
4229 bool old_inside_battle = p_ptr->inside_battle;
4230 monster_race *r_ptr;
4234 for (i = 0; i < max_d_idx; i++)
4236 if (max_dlv[i] < d_info[i].mindepth) continue;
4237 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4240 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4242 p_ptr->inside_battle = TRUE;
4243 get_mon_num_prep(NULL, NULL);
4247 today_mon = get_mon_num(max_dl);
4248 r_ptr = &r_info[today_mon];
4250 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4251 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4252 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4253 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4254 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4255 if (r_ptr->rarity > 10) continue;
4259 p_ptr->today_mon = 0;
4260 p_ptr->inside_battle = old_inside_battle;
4266 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4269 void determine_bounty_uniques(void)
4273 monster_race *r_ptr;
4275 get_mon_num_prep(NULL, NULL);
4276 for (i = 0; i < MAX_KUBI; i++)
4280 current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4281 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4283 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4285 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4287 if (r_ptr->rarity > 100) continue;
4289 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4291 for (j = 0; j < i; j++)
4292 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4299 for (i = 0; i < MAX_KUBI - 1; i++)
4301 for (j = i; j < MAX_KUBI; j++)
4303 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4305 tmp = current_world_ptr->bounty_r_idx[i];
4306 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4307 current_world_ptr->bounty_r_idx[j] = tmp;