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
16 #include "object-hook.h"
19 * ループ中で / hack as in leave_store in store.c
21 static bool leave_bldg = FALSE;
24 * @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。
25 * @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、
26 * 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。
27 * @param bldg 施設構造体の参照ポインタ
28 * @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。
30 static bool is_owner(building_type *bldg)
32 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
37 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
42 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
52 * @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。
54 * @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、
55 * 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。
56 * @param bldg 施設構造体の参照ポインタ
57 * @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。
58 * @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。
60 static bool is_member(building_type *bldg)
62 if (bldg->member_class[p_ptr->pclass])
67 if (bldg->member_race[p_ptr->prace])
72 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
79 if (p_ptr->pclass == CLASS_SORCERER)
83 for (i = 0; i < MAX_MAGIC; i++)
85 if (bldg->member_realm[i+1]) OK = TRUE;
93 * @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
94 * @details 消去は行毎にヌル文字列で行われる。
95 * @param min_row 開始行番号
96 * @param max_row 末尾行番号
99 static void clear_bldg(int min_row, int max_row)
103 for (i = min_row; i <= max_row; i++)
111 static void building_prt_gold(void)
114 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116 prt(tmp_str, 23, 68);
120 * @brief 施設のサービス一覧を表示する / Display a building.
121 * @param bldg 施設構造体の参照ポインタ
124 static void show_building(building_type* bldg)
132 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
136 for (i = 0; i < 8; i++)
138 if (bldg->letters[i])
140 if (bldg->action_restr[i] == 0)
142 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
145 action_color = TERM_WHITE;
148 else if (is_owner(bldg))
150 action_color = TERM_YELLOW;
151 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
155 action_color = TERM_YELLOW;
156 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
158 else if (bldg->action_restr[i] == 1)
160 if (!is_member(bldg))
162 action_color = TERM_L_DARK;
163 strcpy(buff, _("(閉店)", "(closed)"));
165 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166 (is_member(bldg) && (bldg->other_costs[i] == 0)))
168 action_color = TERM_WHITE;
171 else if (is_owner(bldg))
173 action_color = TERM_YELLOW;
174 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
178 action_color = TERM_YELLOW;
179 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
186 action_color = TERM_L_DARK;
187 strcpy(buff, _("(閉店)", "(closed)"));
189 else if (bldg->member_costs[i] != 0)
191 action_color = TERM_YELLOW;
192 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
196 action_color = TERM_WHITE;
201 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
205 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
209 * @brief 闘技場に入るコマンドの処理 / arena commands
210 * @param cmd 闘技場処理のID
213 static void arena_comm(int cmd)
222 if (p_ptr->arena_number == MAX_ARENA_MONS)
225 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
226 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);
227 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);
231 p_ptr->au += 1000000L;
232 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
234 p_ptr->arena_number++;
236 else if (p_ptr->arena_number > MAX_ARENA_MONS)
238 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
240 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."));
242 if (get_check(_("挑戦するかね?", "Do you fight? ")))
244 msg_print(_("死ぬがよい。", "Die, maggots."));
247 p_ptr->exit_bldg = FALSE;
250 /* Save the surface floor as saved floor */
251 prepare_change_floor_mode(CFM_SAVE_FLOORS);
253 p_ptr->inside_arena = TRUE;
254 p_ptr->leaving = TRUE;
259 msg_print(_("残念だ。", "We are disappointed."));
264 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。",
265 "You enter the arena briefly and bask in your glory."));
269 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
271 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。",
272 "You don't have permission to enter with pet."));
277 p_ptr->exit_bldg = FALSE;
280 /* Save the surface floor as saved floor */
281 prepare_change_floor_mode(CFM_SAVE_FLOORS);
283 p_ptr->inside_arena = TRUE;
284 p_ptr->leaving = TRUE;
289 if (p_ptr->arena_number == MAX_ARENA_MONS)
290 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。",
291 "You are victorious. Enter the arena for the ceremony."));
293 else if (p_ptr->arena_number > MAX_ARENA_MONS)
295 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
299 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300 name = (r_name + r_ptr->name);
301 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
303 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304 p_ptr->window |= (PW_MONSTER);
309 case BACT_ARENA_RULES:
312 /* Peruse the arena help file */
313 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
321 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
322 * @param row シンボルを表示する行の上端
323 * @param col シンボルを表示する行の左端
324 * @param fruit 表示するシンボルID
327 static void display_fruit(int row, int col, int fruit)
332 c_put_str(TERM_YELLOW, " ####.", row, col);
333 c_put_str(TERM_YELLOW, " # #", row + 1, col);
334 c_put_str(TERM_YELLOW, " # #", row + 2, col);
335 c_put_str(TERM_YELLOW, "# #", row + 3, col);
336 c_put_str(TERM_YELLOW, "# #", row + 4, col);
337 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
338 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
339 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
341 " Lemon "), row + 8, col);
344 c_put_str(TERM_ORANGE, " ## ", row, col);
345 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
346 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
347 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
348 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
349 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
350 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
351 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
353 " Orange "), row + 8, col);
356 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
357 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
358 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
359 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
360 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
361 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
362 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
363 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
364 prt( _(" 剣 ", " Sword ") , row + 8, col);
367 c_put_str(TERM_SLATE, " ###### ", row, col);
368 c_put_str(TERM_SLATE, "# #", row + 1, col);
369 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
370 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
371 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
372 c_put_str(TERM_SLATE, " # # ", row + 5, col);
373 c_put_str(TERM_SLATE, " # # ", row + 6, col);
374 c_put_str(TERM_SLATE, " ## ", row + 7, col);
376 " Shield "), row + 8, col);
379 c_put_str(TERM_VIOLET, " ## ", row, col);
380 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
381 c_put_str(TERM_VIOLET, "########", row + 2, col);
382 c_put_str(TERM_VIOLET, "########", row + 3, col);
383 c_put_str(TERM_VIOLET, "########", row + 4, col);
384 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
385 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
386 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
388 " Plum "), row + 8, col);
391 c_put_str(TERM_RED, " ##", row, col);
392 c_put_str(TERM_RED, " ### ", row + 1, col);
393 c_put_str(TERM_RED, " #..# ", row + 2, col);
394 c_put_str(TERM_RED, " #..# ", row + 3, col);
395 c_put_str(TERM_RED, " ###### ", row + 4, col);
396 c_put_str(TERM_RED, "#..##..#", row + 5, col);
397 c_put_str(TERM_RED, "#..##..#", row + 6, col);
398 c_put_str(TERM_RED, " ## ## ", row + 7, col);
400 " Cherry "), row + 8, col);
406 * kpoker no (tyuto-hannpa na)pakuri desu...
407 * joker ha shineru node haitte masen.
409 * TODO: donataka! tsukutte!
410 * - agatta yaku no kiroku (like DQ).
411 * - kakkoii card no e.
412 * - sousa-sei no koujyo.
413 * - code wo wakariyasuku.
415 * - Joker... -- done.
418 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
421 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
422 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
423 #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 */
425 static int cards[5]; /*!< ポーカーの現在の手札ID */
432 static void reset_deck(int deck[])
435 for (i = 0; i < 53; i++) deck[i] = i;
438 for (i = 0; i < 53; i++){
439 int tmp1 = randint0(53 - i) + i;
441 deck[i] = deck[tmp1];
447 * @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。
448 * @return ジョーカーを持っているか。
450 static bool have_joker(void)
454 for (i = 0; i < 5; i++){
455 if(IS_JOKER(cards[i])) return TRUE;
461 * @brief ポーカーの手札に該当の番号の札があるかを返す。
462 * @param num 探したいカードの番号。
463 * @return 該当の番号が手札にあるか。
465 static bool find_card_num(int num)
468 for (i = 0; i < 5; i++)
469 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
474 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
477 static bool yaku_check_flush(void)
480 bool joker_is_used = FALSE;
482 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
483 for (i = 0; i < 5; i++){
484 if (SUIT_OF(cards[i]) != suit){
485 if(have_joker() && !joker_is_used)
486 joker_is_used = TRUE;
496 * @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。
497 * @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
499 static int yaku_check_straight(void)
502 bool joker_is_used = FALSE;
503 bool straight = FALSE;
506 for (i = 0; i < 5; i++)
508 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
509 lowest = NUM_OF(cards[i]);
512 /* Check Royal Straight Flush */
513 if (yaku_check_flush())
516 for (i = 0; i < 4; i++)
518 if (!find_card_num(9 + i)){
519 if( have_joker() && !joker_is_used )
520 joker_is_used = TRUE;
525 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
528 for (i = 0; i < 3; i++)
530 if (!find_card_num(10 + i))
533 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
537 joker_is_used = FALSE;
539 /* Straight Only Check */
541 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
542 for (i = 0; i < 4; i++)
544 if (!find_card_num(9 + i)) {
545 if (have_joker() && !joker_is_used)
546 joker_is_used = TRUE;
551 if(i == 4) straight = TRUE;
554 joker_is_used = FALSE;
556 for (i = 0; i < 5; i++)
558 if(!find_card_num(lowest + i)){
559 if( have_joker() && !joker_is_used )
560 joker_is_used = TRUE;
565 if(i == 5) straight = TRUE;
567 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
568 else if(straight) return 1; /* Only Straight */
573 * @brief ポーカーのペア役の状態を返す。
574 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
576 static int yaku_check_pair(void)
578 int i, i2, matching = 0;
580 for (i = 0; i < 5; i++)
582 for (i2 = i+1; i2 < 5; i2++)
584 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
585 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
616 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
617 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
618 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
619 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
620 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
621 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
622 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
623 #define ODDS_ST 4 /*!< ストレートの役倍率 */
624 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
625 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
628 * @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。
631 static int yaku_check(void)
635 switch(yaku_check_straight()){
637 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
640 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
643 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
646 /* Not straight -- fall through */
650 if (yaku_check_flush())
652 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
656 switch (yaku_check_pair())
659 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
662 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
665 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
668 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
671 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
674 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
676 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
681 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
691 * @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。
692 * @param hoge カーソルの現在位置
693 * @param kaeruka カードの捨てる/残すフラグ配列
696 static void display_kaeruka(int hoge, int kaeruka[])
699 char col = TERM_WHITE;
700 for (i = 0; i < 5; i++)
702 if (i == hoge) col = TERM_YELLOW;
703 else if(kaeruka[i]) col = TERM_WHITE;
704 else col = TERM_L_BLUE;
707 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
709 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
711 if (hoge > 4) col = TERM_YELLOW;
712 else col = TERM_WHITE;
713 c_put_str(col, _("決定", "Sure"), 16, 38);
715 /* Hilite current option */
716 if (hoge < 5) move_cursor(14, 5+hoge*16);
717 else move_cursor(16, 38);
721 * @brief ポーカーの手札を表示する。
724 static void display_cards(void)
727 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
729 cptr suit[4] = {"★", "●", "¶", "†"};
730 cptr card_grph[13][7] = {{"A %s ",
821 cptr joker_grph[7] = { " ",
831 cptr suit[4] = {"[]", "qp", "<>", "db"};
832 cptr card_grph[13][7] = {{"A %s ",
923 cptr joker_grph[7] = { " ",
932 for (i = 0; i < 5; i++)
934 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
937 for (i = 0; i < 5; i++)
939 for (j = 0; j < 7; j++)
941 prt(_("┃", " |"), j+6, i*16);
942 if(IS_JOKER(cards[i]))
943 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
945 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);
946 prt(_("┃", "| "), j+6, i*16+14);
949 for (i = 0; i < 5; i++)
951 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
956 * @brief ポーカーの1プレイルーチン。
959 static int do_poker(void)
963 int deck[53]; /* yamafuda : 0...52 */
965 int kaeruka[5]; /* 0:kaenai 1:kaeru */
973 for (i = 0; i < 5; i++)
975 cards[i] = deck[deck_ptr++];
976 kaeruka[i] = 0; /* default:nokosu */
996 /* debug:Four Cards */
998 cards[1] = 0 + 13 * 1;
999 cards[2] = 0 + 13 * 2;
1000 cards[3] = 0 + 13 * 3;
1004 /* debug:Straight1 */
1012 /* debug:Straight2 */
1016 cards[3] = 11 + 13 * 2;
1020 /* debug:Straight3 */
1024 cards[3] = 11 + 13 * 2;
1028 /* debug:Straight4 */
1032 cards[3] = 11 + 13 * 2;
1036 /* debug:Straight5 */
1044 /* debug:Five Card1 */
1052 /* debug:Five Card2 */
1068 /* suteruno wo kimeru */
1069 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);
1076 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1081 case '6': case 'l': case 'L': case KTRL('F'):
1082 if (!kettei) k = (k+1)%5;
1083 else {k = 0;kettei = FALSE;}
1086 case '4': case 'h': case 'H': case KTRL('B'):
1087 if (!kettei) k = (k+4)%5;
1088 else {k = 4;kettei = FALSE;}
1091 case '2': case 'j': case 'J': case KTRL('N'):
1092 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1094 case '8': case 'k': case 'K': case KTRL('P'):
1095 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1097 case ' ': case '\r':
1098 if (kettei) done = TRUE;
1099 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1108 for (i = 0; i < 5; i++)
1109 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1113 return yaku_check();
1118 /* end of poker codes --Koka */
1121 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1122 * @param cmd プレイするゲームID
1125 static bool gamble_comm(int cmd)
1128 int roll1, roll2, roll3, choice, odds, win;
1133 char out_val[160], tmp_str[80], again;
1138 if (cmd == BACT_GAMBLE_RULES)
1140 /* Peruse the gambling help file */
1141 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1148 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1149 "Hey! You don't have gold - get out of here!"));
1157 maxbet = p_ptr->lev * 200;
1159 /* We can't bet more than we have */
1160 maxbet = MIN(maxbet, p_ptr->au);
1163 strcpy(out_val, "");
1164 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1168 * Use get_string() because we may need more than
1169 * the s16b value returned by get_quantity().
1171 if (get_string(tmp_str, out_val, 32))
1174 for (p = out_val; *p == ' '; p++);
1179 if (wager > p_ptr->au)
1181 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!"));
1186 else if (wager > maxbet)
1188 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1189 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1194 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1200 oldgold = p_ptr->au;
1202 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1203 prt(tmp_str, 20, 2);
1204 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1205 prt(tmp_str, 21, 2);
1212 case BACT_IN_BETWEEN: /* Game of In-Between */
1213 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1217 roll1 = randint1(10);
1218 roll2 = randint1(10);
1219 choice = randint1(10);
1220 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1223 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1225 prt(tmp_str, 11, 14);
1226 if (((choice > roll1) && (choice < roll2)) ||
1227 ((choice < roll1) && (choice > roll2)))
1230 case BACT_CRAPS: /* Game of Craps */
1231 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1235 roll1 = randint1(6);
1236 roll2 = randint1(6);
1237 roll3 = roll1 + roll2;
1239 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1240 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1242 if ((roll3 == 7) || (roll3 == 11))
1244 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1249 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"));
1252 roll1 = randint1(6);
1253 roll2 = randint1(6);
1254 roll3 = roll1 + roll2;
1255 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1256 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1258 if (roll3 == choice)
1260 else if (roll3 == 7)
1262 } while ((win != TRUE) && (win != FALSE));
1265 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1268 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1270 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1271 prt("--------------------------------", 8, 3);
1272 strcpy(out_val, "");
1273 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1275 for (p = out_val; iswspace(*p); p++);
1279 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1282 else if (choice > 9)
1284 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1288 roll1 = randint0(10);
1289 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1290 "The wheel spins to a stop and the winner is %d"), roll1);
1291 prt(tmp_str, 13, 3);
1293 prt("*", 9, (3 * roll1 + 5));
1294 if (roll1 == choice)
1298 case BACT_DICE_SLOTS: /* The Dice Slots */
1299 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1300 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1301 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1302 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1303 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1304 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1305 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1306 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1309 roll1 = randint1(21);
1319 roll2 = randint1(21);
1329 choice = randint1(21);
1339 put_str("/--------------------------\\", 7, 2);
1340 prt("\\--------------------------/", 17, 2);
1341 display_fruit(8, 3, roll1 - 1);
1342 display_fruit(8, 12, roll2 - 1);
1343 display_fruit(8, 21, choice - 1);
1344 if ((roll1 == roll2) && (roll2 == choice))
1363 else if ((roll1 == 1) && (roll2 == 1))
1372 if (odds) win = TRUE;
1378 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1380 p_ptr->au += odds * wager;
1381 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1383 prt(tmp_str, 17, 37);
1387 prt(_("あなたの負け", "You Lost"), 16, 37);
1390 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1392 prt(tmp_str, 22, 2);
1393 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1395 move_cursor(18, 52);
1400 if (wager > p_ptr->au)
1402 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1403 "Hey! You don't have the gold - get out of here!"));
1409 } while ((again == 'y') || (again == 'Y'));
1412 if (p_ptr->au >= oldgold)
1414 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!」",
1415 "You came out a winner! We'll win next time, I'm sure."));
1416 chg_virtue(V_CHANCE, 3);
1420 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."));
1421 chg_virtue(V_CHANCE, -3);
1431 * @brief モンスター闘技場に参加できるモンスターの判定
1432 * @param r_idx モンスターID
1433 * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1434 * 自爆以外のなんらかのHP攻撃手段を持っていること。
1437 static bool vault_aux_battle(MONRACE_IDX r_idx)
1442 monster_race *r_ptr = &r_info[r_idx];
1444 /* Decline town monsters */
1445 /* if (!mon_hook_dungeon(r_idx)) return FALSE; */
1447 /* Decline unique monsters */
1448 /* if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1449 /* if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1451 if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1452 if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1453 if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1454 if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1455 if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1457 for (i = 0; i < 4; i++)
1459 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1460 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1462 if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1468 * @brief モンスター闘技場に参加するモンスターをリセットする。
1471 void battle_monsters(void)
1478 bool old_inside_battle = p_ptr->inside_battle;
1480 for (i = 0; i < max_d_idx; i++)
1481 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1483 mon_level = randint1(MIN(max_dl, 122))+5;
1484 if (randint0(100) < 60)
1486 i = randint1(MIN(max_dl, 122))+5;
1487 mon_level = MAX(i, mon_level);
1489 if (randint0(100) < 30)
1491 i = randint1(MIN(max_dl, 122))+5;
1492 mon_level = MAX(i, mon_level);
1499 for(i = 0; i < 4; i++)
1505 get_mon_num_prep(vault_aux_battle, NULL);
1506 p_ptr->inside_battle = TRUE;
1507 r_idx = get_mon_num(mon_level);
1508 p_ptr->inside_battle = old_inside_battle;
1509 if (!r_idx) continue;
1511 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1513 if ((r_info[r_idx].level + 10) > mon_level) continue;
1516 for (j = 0; j < i; j++)
1517 if(r_idx == battle_mon[j]) break;
1522 battle_mon[i] = r_idx;
1523 if (r_info[r_idx].level < 45) tekitou = TRUE;
1528 monster_race *r_ptr = &r_info[battle_mon[i]];
1529 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1531 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1532 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1534 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1535 power[i] = power[i] * (100 + r_ptr->level) / 100;
1536 if (r_ptr->speed > 110)
1537 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1538 if (r_ptr->speed < 110)
1539 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1541 power[i] = power[i] * (num_taisei*2+5) / 10;
1542 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1543 power[i] = power[i] * 4 / 3;
1544 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1545 power[i] = power[i] * 4 / 3;
1546 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1547 power[i] = power[i] * 11 / 10;
1548 if (r_ptr->flags1 & RF1_RAND_25)
1549 power[i] = power[i] * 9 / 10;
1550 if (r_ptr->flags1 & RF1_RAND_50)
1551 power[i] = power[i] * 9 / 10;
1552 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1553 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1560 power[i] = total*60/power[i];
1561 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1562 if ((power[i] < 160) && randint0(20)) break;
1563 if (power[i] < 101) power[i] = 100 + randint1(5);
1564 mon_odds[i] = power[i];
1571 * @brief モンスター闘技場のメインルーチン
1572 * @return 賭けを開始したか否か
1574 static bool kakutoujou(void)
1578 char out_val[160], tmp_str[80];
1581 if ((turn - old_battle) > TURNS_PER_TICK*250)
1592 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!"));
1604 "Monsters Odds"), 4, 4);
1608 monster_race *r_ptr = &r_info[battle_mon[i]];
1610 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1611 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1612 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1613 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1616 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1626 if (i >= '1' && i <= '4')
1628 sel_monster = i-'1';
1629 battle_odds = mon_odds[sel_monster];
1637 if (i !=sel_monster) clear_bldg(i+5,i+5);
1639 maxbet = p_ptr->lev * 200;
1641 /* We can't bet more than we have */
1642 maxbet = MIN(maxbet, p_ptr->au);
1645 strcpy(out_val, "");
1646 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1648 * Use get_string() because we may need more than
1649 * the s16b value returned by get_quantity().
1651 if (get_string(tmp_str, out_val, 32))
1654 for (p = out_val; *p == ' '; p++);
1659 if (wager > p_ptr->au)
1661 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!"));
1667 else if (wager > maxbet)
1669 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);
1675 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1679 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1684 /* Save the surface floor as saved floor */
1685 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1687 p_ptr->inside_battle = TRUE;
1688 p_ptr->leaving = TRUE;
1702 * @brief 本日の賞金首情報を表示する。
1705 static void today_target(void)
1708 monster_race *r_ptr = &r_info[today_mon];
1711 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1712 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1713 c_put_str(TERM_YELLOW, buf, 6, 10);
1714 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1716 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1718 p_ptr->today_mon = today_mon;
1722 * @brief ツチノコの賞金首情報を表示する。
1725 static void tsuchinoko(void)
1728 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1729 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);
1730 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1731 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1732 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1736 * @brief 通常の賞金首情報を表示する。
1739 static void shoukinkubi(void)
1745 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);
1746 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1748 for (i = 0; i < MAX_KUBI; i++)
1752 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1754 if (kubi_r_idx[i] > 10000)
1757 done_mark = _("(済)", "(done)");
1765 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1768 if (!y && (i < MAX_KUBI -1))
1770 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1781 * 賞金首の報酬テーブル / List of prize object
1784 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1785 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1786 } prize_list[MAX_KUBI] =
1788 {TV_POTION, SV_POTION_CURING},
1789 {TV_POTION, SV_POTION_SPEED},
1790 {TV_POTION, SV_POTION_SPEED},
1791 {TV_POTION, SV_POTION_RESISTANCE},
1792 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1794 {TV_POTION, SV_POTION_HEALING},
1795 {TV_POTION, SV_POTION_RESTORE_MANA},
1796 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1797 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1798 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1800 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1801 {TV_POTION, SV_POTION_STAR_HEALING},
1802 {TV_POTION, SV_POTION_STAR_HEALING},
1803 {TV_POTION, SV_POTION_NEW_LIFE},
1804 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1806 {TV_POTION, SV_POTION_LIFE},
1807 {TV_POTION, SV_POTION_LIFE},
1808 {TV_POTION, SV_POTION_AUGMENTATION},
1809 {TV_POTION, SV_POTION_INVULNERABILITY},
1810 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1814 * @brief 賞金首の引き換え処理 / Get prize
1815 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1817 static bool kankin(void)
1821 bool change = FALSE;
1822 char o_name[MAX_NLEN];
1825 /* Loop for inventory and right/left arm */
1826 for (i = 0; i <= INVEN_LARM; i++)
1828 o_ptr = &inventory[i];
1830 /* Living Tsuchinoko worthes $1000000 */
1831 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1833 char buf[MAX_NLEN+20];
1834 object_desc(o_name, o_ptr, 0);
1835 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1838 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1839 p_ptr->au += 1000000L * o_ptr->number;
1840 p_ptr->redraw |= (PR_GOLD);
1841 inven_item_increase(i, -o_ptr->number);
1842 inven_item_describe(i);
1843 inven_item_optimize(i);
1849 for (i = 0; i < INVEN_PACK; i++)
1851 o_ptr = &inventory[i];
1853 /* Corpse of Tsuchinoko worthes $200000 */
1854 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1856 char buf[MAX_NLEN+20];
1857 object_desc(o_name, o_ptr, 0);
1858 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1861 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1862 p_ptr->au += 200000L * o_ptr->number;
1863 p_ptr->redraw |= (PR_GOLD);
1864 inven_item_increase(i, -o_ptr->number);
1865 inven_item_describe(i);
1866 inven_item_optimize(i);
1872 for (i = 0; i < INVEN_PACK; i++)
1874 o_ptr = &inventory[i];
1876 /* Bones of Tsuchinoko worthes $100000 */
1877 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1879 char buf[MAX_NLEN+20];
1880 object_desc(o_name, o_ptr, 0);
1881 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1884 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1885 p_ptr->au += 100000L * o_ptr->number;
1886 p_ptr->redraw |= (PR_GOLD);
1887 inven_item_increase(i, -o_ptr->number);
1888 inven_item_describe(i);
1889 inven_item_optimize(i);
1895 for (i = 0; i < INVEN_PACK; i++)
1897 o_ptr = &inventory[i];
1898 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)))
1900 char buf[MAX_NLEN+20];
1901 object_desc(o_name, o_ptr, 0);
1902 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1905 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1906 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1907 p_ptr->redraw |= (PR_GOLD);
1908 inven_item_increase(i, -o_ptr->number);
1909 inven_item_describe(i);
1910 inven_item_optimize(i);
1916 for (i = 0; i < INVEN_PACK; i++)
1918 o_ptr = &inventory[i];
1920 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1922 char buf[MAX_NLEN+20];
1923 object_desc(o_name, o_ptr, 0);
1924 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1927 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1928 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1929 p_ptr->redraw |= (PR_GOLD);
1930 inven_item_increase(i, -o_ptr->number);
1931 inven_item_describe(i);
1932 inven_item_optimize(i);
1938 for (j = 0; j < MAX_KUBI; j++)
1940 /* Need reverse order --- Positions will be changed in the loop */
1941 for (i = INVEN_PACK-1; i >= 0; i--)
1943 o_ptr = &inventory[i];
1944 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1946 char buf[MAX_NLEN+20];
1948 INVENTORY_IDX item_new;
1951 object_desc(o_name, o_ptr, 0);
1952 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1953 if (!get_check(buf)) continue;
1955 #if 0 /* Obsoleted */
1956 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
1957 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1958 p_ptr->redraw |= (PR_GOLD);
1959 inven_item_increase(i, -o_ptr->number);
1960 inven_item_describe(i);
1961 inven_item_optimize(i);
1962 chg_virtue(V_JUSTICE, 5);
1963 kubi_r_idx[j] += 10000;
1966 #endif /* Obsoleted */
1969 inven_item_increase(i, -o_ptr->number);
1970 inven_item_describe(i);
1971 inven_item_optimize(i);
1973 chg_virtue(V_JUSTICE, 5);
1974 kubi_r_idx[j] += 10000;
1976 /* Count number of unique corpses already handed */
1977 for (num = 0, k = 0; k < MAX_KUBI; k++)
1979 if (kubi_r_idx[k] >= 10000) num++;
1981 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" : ""));
1983 /* Prepare to make a prize */
1984 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1985 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1987 /* Identify it fully */
1988 object_aware(&forge);
1989 object_known(&forge);
1992 * Hand it --- Assume there is an empty slot.
1993 * Since a corpse is handed at first,
1994 * there is at least one empty slot.
1996 item_new = inven_carry(&forge);
1998 object_desc(o_name, &forge, 0);
1999 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2001 /* Auto-inscription */
2002 autopick_alter_item(item_new, FALSE);
2014 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."));
2022 * @brief 悪夢の元凶となるモンスターかどうかを返す。
2023 * @param r_idx 判定対象となるモンスターのID
2024 * @return 悪夢の元凶となり得るか否か。
2026 bool get_nightmare(MONRACE_IDX r_idx)
2028 monster_race *r_ptr = &r_info[r_idx];
2030 /* Require eldritch horrors */
2031 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2033 /* Require high level */
2034 if (r_ptr->level <= p_ptr->lev) return (FALSE);
2036 /* Accept this monster */
2041 * @brief 宿屋の利用サブルーチン
2042 * @details inn commands\n
2043 * Note that resting for the night was a perfect way to avoid player\n
2044 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2045 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2046 * will not be that useful. I will keep it in the hopes the player\n
2047 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2048 * Resting at night is also a quick way to restock stores -KMW-\n
2049 * @param cmd 宿屋の利用施設ID
2050 * @return 施設の利用が実際に行われたか否か。
2052 static bool inn_comm(int cmd)
2056 case BACT_FOOD: /* Buy food & drink */
2057 if (p_ptr->food >= PY_FOOD_FULL)
2059 msg_print(_("今は満腹だ。", "You are full now."));
2062 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."));
2063 (void)set_food(PY_FOOD_MAX - 1);
2066 case BACT_REST: /* Rest for the night */
2067 if ((p_ptr->poisoned) || (p_ptr->cut))
2069 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."));
2071 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."));
2075 s32b oldturn = turn;
2076 int prev_day, prev_hour, prev_min;
2078 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2079 if ((prev_hour >= 6) && (prev_hour <= 17))
2080 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2082 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2084 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2085 if (dungeon_turn < dungeon_turn_limit)
2087 dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2088 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2091 prevent_turn_overflow();
2093 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2094 p_ptr->chp = p_ptr->mhp;
2096 if (ironman_nightmare)
2098 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."));
2100 /* Have some nightmares */
2103 sanity_blast(NULL, FALSE);
2104 if (!one_in_(3)) break;
2107 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2108 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."));
2115 p_ptr->chp = p_ptr->mhp;
2116 p_ptr->csp = p_ptr->msp;
2117 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2120 for (i = 0; i < 72; i++)
2122 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2124 for (; i < 108; i++)
2126 p_ptr->magic_num1[i] = 0;
2130 if ((prev_hour >= 6) && (prev_hour <= 17))
2132 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."));
2133 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2137 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."));
2138 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2144 case BACT_RUMORS: /* Listen for rumors */
2146 display_rumor(TRUE);
2156 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2157 * @param questnum クエストのID
2158 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2161 static void get_questinfo(IDX questnum, bool do_init)
2167 /* Clear the text */
2168 for (i = 0; i < 10; i++)
2170 quest_text[i][0] = '\0';
2173 quest_text_line = 0;
2175 /* Set the quest number temporary */
2176 old_quest = p_ptr->inside_quest;
2177 p_ptr->inside_quest = questnum;
2179 /* Get the quest text */
2180 init_flags = INIT_SHOW_TEXT;
2181 if (do_init) init_flags |= INIT_ASSIGN;
2183 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2185 /* Reset the old quest number */
2186 p_ptr->inside_quest = old_quest;
2188 /* Print the quest info */
2189 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);
2193 prt(quest[questnum].name, 7, 0);
2195 for (i = 0; i < 10; i++)
2197 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2202 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2205 static void castle_quest(void)
2208 monster_race *r_ptr;
2215 /* Current quest of the building */
2216 q_index = cave[p_ptr->y][p_ptr->x].special;
2218 /* Is there a quest available at the building? */
2221 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);
2225 q_ptr = &quest[q_index];
2227 /* Quest is completed */
2228 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2230 /* Rewarded quest */
2231 q_ptr->status = QUEST_STATUS_REWARDED;
2233 get_questinfo(q_index, FALSE);
2235 reinit_wilderness = TRUE;
2238 else if (q_ptr->status == QUEST_STATUS_FAILED)
2240 get_questinfo(q_index, FALSE);
2242 /* Mark quest as done (but failed) */
2243 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2245 reinit_wilderness = TRUE;
2247 /* Quest is still unfinished */
2248 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2250 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);
2251 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);
2252 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);
2255 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2257 q_ptr->status = QUEST_STATUS_TAKEN;
2259 reinit_wilderness = TRUE;
2261 /* Assign a new quest */
2262 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2264 if (q_ptr->r_idx == 0)
2266 /* Random monster at least 5 - 10 levels out of deep */
2267 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2270 r_ptr = &r_info[q_ptr->r_idx];
2272 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2274 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2275 r_ptr = &r_info[q_ptr->r_idx];
2278 if (q_ptr->max_num == 0)
2280 /* Random monster number */
2281 if (randint1(10) > 7)
2284 q_ptr->max_num = randint1(3) + 1;
2288 name = (r_name + r_ptr->name);
2289 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2293 get_questinfo(q_index, TRUE);
2300 * @brief 町に関するヘルプを表示する / Display town history
2303 static void town_history(void)
2307 /* Peruse the building help file */
2308 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2313 * @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
2314 * @param plus_ammo 矢弾のダメージ修正
2315 * @param plus_bow 弓のダメージ修正
2317 * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
2319 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2322 object_type *j_ptr = &inventory[INVEN_BOW];
2324 /* Extract "shot" power */
2325 i = p_ptr->to_h_b + plus_ammo;
2327 if (p_ptr->tval_ammo == TV_BOLT)
2328 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2330 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2332 /* Snipers can shot more critically with crossbows */
2333 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2334 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2336 /* Good bow makes more critical */
2337 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2345 * @brief 射撃時クリティカルによるダメージ期待値修正計算(重量依存部分) / critical happens at i / 10000
2346 * @param weight 武器の重量
2347 * @param plus_ammo 矢弾のダメージ修正
2348 * @param plus_bow 弓のダメージ修正
2349 * @param dam 基本ダメージ量
2352 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
2356 i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2361 crit = MIN(500, 900/weight);
2362 num += dam * 3 /2 * crit;
2365 crit = MIN(500, 1350/weight);
2367 num += dam * 2 * crit;
2373 num += dam * 3 * crit;
2379 num += (10000 - i) * dam;
2386 * @brief 攻撃時クリティカルによるダメージ期待値修正計算(重量と毒針処理) / critical happens at i / 10000
2387 * @param weight 武器の重量
2388 * @param plus 武器のダメージ修正
2390 * @param meichuu 命中値
2391 * @param dokubari 毒針処理か否か
2394 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2399 if(dokubari) return dam;
2401 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2407 if (k < 400) num += (2 * dam + 5) * (400 - k);
2408 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2409 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2410 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2411 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2414 if(p_ptr->pclass == CLASS_NINJA)
2417 num += (4444 - i) * dam;
2423 num += (5000 - i) * dam;
2431 * @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
2433 * @param mult スレイ倍率(掛け算部分)
2434 * @param div スレイ倍率(割り算部分)
2435 * @param force 理力特別計算フラグ
2438 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2446 tmp += dam * 60 * 2;
2460 * @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)
2462 * @param mult スレイ倍率(掛け算部分)
2463 * @param div スレイ倍率(割り算部分)
2464 * @param force 理力特別計算フラグ
2466 * @param plus 武器ダメージ修正
2467 * @param meichuu 命中値
2468 * @param dokubari 毒針処理か否か
2469 * @param vorpal_mult 切れ味倍率(掛け算部分)
2470 * @param vorpal_div 切れ味倍率(割り算部分)
2473 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)
2475 dam = calc_slaydam(dam, mult, div, force);
2476 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2477 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2483 * @brief 武器の各条件毎のダメージ期待値を表示する。
2486 * @param mindice ダイス部分最小値
2487 * @param maxdice ダイス部分最大値
2489 * @param dam_bonus ダメージ修正値
2491 * @param color 条件内容の表示色
2493 * Display the damage figure of an object\n
2494 * (used by compare_weapon_aux)\n
2496 * Only accurate for the current weapon, because it includes\n
2497 * the current +dam of the player.\n
2500 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2505 mindam = blows * (mindice + dam_bonus);
2506 maxdam = blows * (maxdice + dam_bonus);
2508 /* Print the intro text */
2509 c_put_str(color, attr, r, c);
2511 /* Calculate the min and max damage figures */
2512 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2514 /* Print the damage */
2515 put_str(tmp_str, r, c + 8);
2520 * @brief 武器一つ毎のダメージ情報を表示する。
2521 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2522 * @param col 表示する行の上端
2525 * Show the damage figures for the various monster types\n
2527 * Only accurate for the current weapon, because it includes\n
2528 * the current number of blows for the player.\n
2531 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2533 BIT_FLAGS flgs[TR_FLAG_SIZE];
2534 int blow = p_ptr->num_blow[0];
2536 bool dokubari = FALSE;
2538 /* Effective dices */
2539 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2540 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2542 int mindice = eff_dd;
2543 int maxdice = eff_ds * eff_dd;
2546 int vorpal_mult = 1;
2548 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2551 /* Get the flags of the weapon */
2552 object_flags(o_ptr, flgs);
2554 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2557 /* Show Critical Damage*/
2558 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2559 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2561 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2565 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2567 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2578 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);
2579 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);
2580 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2583 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2587 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);
2588 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);
2589 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2592 /* Print the relevant lines */
2593 if (have_flag(flgs, TR_KILL_ANIMAL))
2595 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);
2596 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);
2597 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2599 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2601 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);
2602 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);
2603 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2605 if (have_flag(flgs, TR_KILL_EVIL))
2607 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);
2608 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);
2609 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2611 else if (have_flag(flgs, TR_SLAY_EVIL))
2613 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);
2614 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);
2615 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2617 if (have_flag(flgs, TR_KILL_HUMAN))
2619 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);
2620 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);
2621 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2623 else if (have_flag(flgs, TR_SLAY_HUMAN))
2625 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);
2626 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);
2627 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2629 if (have_flag(flgs, TR_KILL_UNDEAD))
2631 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);
2632 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);
2633 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2635 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2637 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);
2638 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);
2639 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2641 if (have_flag(flgs, TR_KILL_DEMON))
2643 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);
2644 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);
2645 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2647 else if (have_flag(flgs, TR_SLAY_DEMON))
2649 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);
2650 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);
2651 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2653 if (have_flag(flgs, TR_KILL_ORC))
2655 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);
2656 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);
2657 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2659 else if (have_flag(flgs, TR_SLAY_ORC))
2661 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);
2662 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);
2663 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2665 if (have_flag(flgs, TR_KILL_TROLL))
2667 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);
2668 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);
2669 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2671 else if (have_flag(flgs, TR_SLAY_TROLL))
2673 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);
2674 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);
2675 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2677 if (have_flag(flgs, TR_KILL_GIANT))
2679 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);
2680 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);
2681 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2683 else if (have_flag(flgs, TR_SLAY_GIANT))
2685 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);
2686 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);
2687 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2689 if (have_flag(flgs, TR_KILL_DRAGON))
2691 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);
2692 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);
2693 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2695 else if (have_flag(flgs, TR_SLAY_DRAGON))
2697 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);
2698 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);
2699 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2701 if (have_flag(flgs, TR_BRAND_ACID))
2703 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);
2704 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);
2705 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2707 if (have_flag(flgs, TR_BRAND_ELEC))
2709 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);
2710 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);
2711 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2713 if (have_flag(flgs, TR_BRAND_FIRE))
2715 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);
2716 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);
2717 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2719 if (have_flag(flgs, TR_BRAND_COLD))
2721 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);
2722 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);
2723 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2725 if (have_flag(flgs, TR_BRAND_POIS))
2727 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);
2728 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);
2729 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2734 * @brief モンスターへの命中率の計算
2739 static PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
2741 PERCENTAGE chance = 0;
2742 int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2744 if (meichuu <= 0) return 5;
2746 chance = 100 - ((ac * 75) / meichuu);
2748 if (chance > 95) chance = 95;
2749 if (chance < 5) chance = 5;
2750 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2751 chance = (chance * 19 + 9) / 20;
2756 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2757 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2758 * @param row 表示する列の左端
2759 * @param col 表示する行の上端
2761 * Displays all info about a weapon
2763 * Only accurate for the current weapon, because it includes
2764 * various info about the player's +to_dam and number of blows.
2767 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2769 char o_name[MAX_NLEN];
2772 /* Effective dices */
2773 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2774 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2776 /* Print the weapon name */
2777 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2778 c_put_str(TERM_YELLOW, o_name, row, col);
2780 /* Print the player's number of blows */
2781 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2782 put_str(tmp_str, row+1, col);
2784 /* Print to_hit and to_dam of the weapon */
2785 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2786 put_str(tmp_str, row+2, col);
2788 /* Print the weapons base damage dice */
2789 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2790 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2791 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2792 put_str(tmp_str, row+3, col);
2793 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2795 /* Damage for one blow (if it hits) */
2796 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2797 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2798 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2799 put_str(tmp_str, row+6, col+1);
2801 /* Damage for the complete attack (if all blows hit) */
2802 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2803 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2804 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2805 put_str(tmp_str, row+7, col+1);
2809 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2811 * Copies the weapons to compare into the weapon-slot and\n
2812 * compares the values for both weapons.\n
2813 * 武器1つだけで比較をしないなら費用は半額になる。
2814 * @param bcost 基本鑑定費用
2815 * @return 最終的にかかった費用
2817 static PRICE compare_weapons(PRICE bcost)
2820 OBJECT_IDX item, item2;
2821 object_type *o_ptr[2];
2822 object_type orig_weapon;
2826 TERM_LEN wid = 38, mgn = 2;
2827 bool old_character_xtra = character_xtra;
2830 PRICE cost = 0; /* First time no price */
2832 /* Save the screen */
2835 /* Clear the screen */
2838 /* Store copy of original wielded weapon */
2839 i_ptr = &inventory[INVEN_RARM];
2840 object_copy(&orig_weapon, i_ptr);
2842 /* Only compare melee weapons */
2843 item_tester_no_ryoute = TRUE;
2844 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2846 /* Get the first weapon */
2847 q = _("第一の武器は?", "What is your first weapon? ");
2848 s = _("比べるものがありません。", "You have nothing to compare.");
2850 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2856 /* Get the item (in the pack) */
2857 o_ptr[0] = &inventory[item];
2863 /* Clear the screen */
2866 /* Only compare melee weapons */
2867 item_tester_no_ryoute = TRUE;
2868 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2870 /* Hack -- prevent "icky" message */
2871 character_xtra = TRUE;
2873 /* Diaplay selected weapon's infomation */
2874 for (i = 0; i < n; i++)
2876 int col = (wid * i + mgn);
2878 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2879 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2881 /* Get the new values */
2884 /* List the new values */
2885 list_weapon(o_ptr[i], row, col);
2886 compare_weapon_aux(o_ptr[i], col, row + 8);
2888 /* Copy back the original weapon into the weapon slot */
2889 object_copy(i_ptr, &orig_weapon);
2892 /* Reset the values for the old weapon */
2895 character_xtra = old_character_xtra;
2898 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2899 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);
2900 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);
2902 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2903 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2904 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2912 if (total + cost > p_ptr->au)
2914 msg_print(_("お金が足りません!", "You don't have enough money!"));
2919 q = _("第二の武器は?", "What is your second weapon? ");
2920 s = _("比べるものがありません。", "You have nothing to compare.");
2922 /* Get the second weapon */
2923 if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2928 /* Get the item (in the pack) */
2929 o_ptr[1] = &inventory[item2];
2938 /* Restore the screen */
2946 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2948 * Calculate and display the dodge-rate and the protection-rate
2950 * @param iAC プレイヤーのAC。
2951 * @return 常にTRUEを返す。
2953 static bool eval_ac(ARMOUR_CLASS iAC)
2957 "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"
2958 "何パーセント軽減するかを示します。\n"
2959 "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"
2960 "に対してのみ効果があります。\n \n"
2961 "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"
2962 "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"
2963 "敵のレベルとあなたのACによって決定されます。\n \n"
2964 "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"
2965 "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";
2968 "'Protection Rate' means how much damage is reduced by your armor.\n"
2969 "Note that the Protection rate is effective only against normal "
2970 "'attack' and 'shatter' type melee attacks, "
2971 "and has no effect against any other types such as 'poison'.\n \n"
2972 "'Dodge Rate' indicates the success rate on dodging the "
2973 "monster's melee attacks. "
2974 "It is depend on the level of the monster and your AC.\n \n"
2975 "'Average Damage' indicates the expected amount of damage "
2976 "when you are attacked by normal melee attacks with power=100.";
2980 TERM_LEN col, row = 2;
2982 char buf[80*20], *t;
2984 /* AC lower than zero has no effect */
2985 if (iAC < 0) iAC = 0;
2988 protection = 100 * MIN(iAC, 150) / 250;
2994 put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2995 put_str(format("ダメージ軽減率 : %3d%%", protection), row++, 0);
2998 put_str("敵のレベル :", row + 0, 0);
2999 put_str("回避率 :", row + 1, 0);
3000 put_str("ダメージ期待値 :", row + 2, 0);
3002 put_str(format("Your current AC : %3d", iAC), row++, 0);
3003 put_str(format("Protection rate : %3d%%", protection), row++, 0);
3006 put_str("Level of Monster:", row + 0, 0);
3007 put_str("Dodge Rate :", row + 1, 0);
3008 put_str("Average Damage :", row + 2, 0);
3011 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3013 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3014 int dodge; /* 回避率(%) */
3015 int average; /* ダメージ期待値 */
3017 put_str(format("%3d", lvl), row + 0, col);
3020 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3021 put_str(format("%3d%%", dodge), row + 1, col);
3023 /* 100点の攻撃に対してのダメージ期待値を計算 */
3024 average = (100 - dodge) * (100 - protection) / 100;
3025 put_str(format("%3d", average), row + 2, col);
3029 roff_to_buf(memo, 70, buf, sizeof(buf));
3030 for (t = buf; t[0]; t += strlen(t) + 1)
3031 put_str(t, (row++) + 4, 4);
3033 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);
3045 * @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。
3046 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3047 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3048 * @return 修復対象になるならTRUEを返す。
3050 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3053 int cand[TR_FLAG_MAX];
3054 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
3055 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
3057 object_flags(to_ptr, to_flgs);
3058 object_flags(from_ptr, from_flgs);
3060 for (i = 0; i < TR_FLAG_MAX; i++)
3064 case TR_IGNORE_ACID:
3065 case TR_IGNORE_ELEC:
3066 case TR_IGNORE_FIRE:
3067 case TR_IGNORE_COLD:
3076 case TR_FIXED_FLAVOR:
3079 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3081 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3089 int tr_idx = cand[randint0(n)];
3090 add_flag(to_ptr->art_flags, tr_idx);
3091 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3092 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3093 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3094 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3101 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3102 * @param bcost 基本修復費用
3105 static PRICE repair_broken_weapon_aux(PRICE bcost)
3108 OBJECT_IDX item, mater;
3109 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3111 int i, dd_bonus, ds_bonus;
3112 KIND_OBJECT_IDX k_idx;
3113 char basenm[MAX_NLEN];
3114 cptr q, s; /* For get_item prompt */
3120 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);
3121 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);
3123 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3124 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3126 /* Only forge broken weapons */
3127 item_tester_hook = item_tester_hook_broken_weapon;
3129 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3131 /* Get the item (in the pack) */
3132 o_ptr = &inventory[item];
3134 /* It is worthless */
3135 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3137 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3141 /* They are too many */
3142 if (o_ptr->number > 1)
3144 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!"));
3148 /* Display item name */
3149 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3150 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3152 q = _("材料となる武器は?", "Which weapon for material? ");
3153 s = _("材料となる武器がありません。", "You have no material to repair.");
3155 /* Only forge broken weapons */
3156 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
3158 if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3161 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3165 /* Get the item (in the pack) */
3166 mo_ptr = &inventory[mater];
3168 /* Display item name */
3169 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3170 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3172 /* Get the value of one of the items (except curses) */
3173 cost = bcost + object_value_real(o_ptr) * 2;
3175 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);
3177 /* Check if the player has enough money */
3178 if (p_ptr->au < cost)
3180 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3181 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);
3186 if (o_ptr->sval == SV_BROKEN_DAGGER)
3191 /* Suppress compiler warning */
3194 for (j = 1; j < max_k_idx; j++)
3196 object_kind *k_aux_ptr = &k_info[j];
3198 if (k_aux_ptr->tval != TV_SWORD) continue;
3199 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3200 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3201 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3202 if (k_aux_ptr->weight > 99) continue;
3211 else /* TV_BROKEN_SWORD */
3213 /* Repair to a sword or sometimes material's type weapon */
3214 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3218 object_kind *ck_ptr;
3220 k_idx = lookup_kind(tval, SV_ANY);
3221 ck_ptr = &k_info[k_idx];
3223 if (tval == TV_SWORD)
3225 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3226 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3227 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3228 (ck_ptr->sval == SV_DOKUBARI)) continue;
3230 if (tval == TV_POLEARM)
3232 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3233 (ck_ptr->sval == SV_TSURIZAO)) continue;
3235 if (tval == TV_HAFTED)
3237 if ((ck_ptr->sval == SV_GROND) ||
3238 (ck_ptr->sval == SV_WIZSTAFF) ||
3239 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3246 /* Calculate dice bonuses */
3247 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3248 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3249 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3250 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3252 /* Change base object */
3253 k_ptr = &k_info[k_idx];
3254 o_ptr->k_idx = k_idx;
3255 o_ptr->weight = k_ptr->weight;
3256 o_ptr->tval = k_ptr->tval;
3257 o_ptr->sval = k_ptr->sval;
3258 o_ptr->dd = k_ptr->dd;
3259 o_ptr->ds = k_ptr->ds;
3261 /* Copy base object's ability */
3262 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3263 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3264 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3270 for (i = 1; i < dd_bonus; i++)
3272 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3278 for (i = 1; i < ds_bonus; i++)
3280 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3285 if (have_flag(k_ptr->flags, TR_BLOWS))
3287 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3288 o_ptr->pval = MIN(o_ptr->pval, bmax);
3291 /* Add one random ability from material weapon */
3292 give_one_ability_of_object(o_ptr, mo_ptr);
3294 /* Add to-dam, to-hit and to-ac from material weapon */
3295 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3296 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3297 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3299 if ((o_ptr->name1 == ART_NARSIL) ||
3300 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3301 (object_is_ego(o_ptr) && one_in_(7)))
3304 if (object_is_ego(o_ptr))
3306 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3307 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3310 /* Add one random ability from material weapon */
3311 give_one_ability_of_object(o_ptr, mo_ptr);
3313 /* Add one random activation */
3314 if (!activation_index(o_ptr)) one_activation(o_ptr);
3317 if (o_ptr->name1 == ART_NARSIL)
3319 one_high_resistance(o_ptr);
3323 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3326 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3328 msg_format("$%dで%sに修復しました。", cost, basenm);
3330 msg_format("Repaired into %s for %d gold.", basenm, cost);
3334 /* Remove BROKEN flag */
3335 o_ptr->ident &= ~(IDENT_BROKEN);
3337 /* Add repaired flag */
3338 o_ptr->discount = 99;
3340 /* Decrease material object */
3341 inven_item_increase(mater, -1);
3342 inven_item_optimize(mater);
3345 p_ptr->update |= PU_BONUS;
3348 /* Something happened */
3353 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3354 * @param bcost 基本鑑定費用
3357 static int repair_broken_weapon(PRICE bcost)
3361 cost = repair_broken_weapon_aux(bcost);
3368 * @brief アイテムの強化を行う。 / Enchant item
3369 * @param cost 1回毎の費用
3370 * @param to_hit 命中をアップさせる量
3371 * @param to_dam ダメージをアップさせる量
3372 * @param to_ac ACをアップさせる量
3373 * @return 実際に行ったらTRUE
3375 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3382 int maxenchant = (p_ptr->lev / 5);
3383 char tmp_str[MAX_NLEN];
3387 prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3388 prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3390 prt(format(" Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3391 prt(format(" The price for the service is %d gold per item.", cost), 7, 0);
3394 item_tester_no_ryoute = TRUE;
3396 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3397 s = _("改良できるものがありません。", "You have nothing to improve.");
3399 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3401 /* Get the item (in the pack) */
3402 o_ptr = &inventory[item];
3404 /* Check if the player has enough money */
3405 if (p_ptr->au < (cost * o_ptr->number))
3407 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3408 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);
3412 /* Enchant to hit */
3413 for (i = 0; i < to_hit; i++)
3415 if (o_ptr->to_h < maxenchant)
3417 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3425 /* Enchant to damage */
3426 for (i = 0; i < to_dam; i++)
3428 if (o_ptr->to_d < maxenchant)
3430 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3439 for (i = 0; i < to_ac; i++)
3441 if (o_ptr->to_a < maxenchant)
3443 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3454 if (flush_failure) flush();
3455 msg_print(_("改良に失敗した。", "The improvement failed."));
3460 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3462 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3464 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3467 /* Charge the money */
3468 p_ptr->au -= (cost * o_ptr->number);
3470 if (item >= INVEN_RARM) calc_android_exp();
3472 /* Something happened */
3479 * @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
3481 * The player can select the number of charges to add\n
3482 * (up to a limit), and the recharge never fails.\n
3484 * The cost for rods depends on the level of the rod. The prices\n
3485 * for recharging wands and staves are dependent on the cost of\n
3489 static void building_recharge(void)
3497 PARAMETER_VALUE charges;
3499 char tmp_str[MAX_NLEN];
3503 /* Display some info */
3505 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);
3508 /* Only accept legal items */
3509 item_tester_hook = item_tester_hook_recharge;
3511 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3512 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3513 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3515 /* Get the item (in the pack) */
3518 o_ptr = &inventory[item];
3521 /* Get the item (on the floor) */
3524 o_ptr = &o_list[0 - item];
3527 k_ptr = &k_info[o_ptr->k_idx];
3530 * We don't want to give the player free info about
3531 * the level of the item or the number of charges.
3533 /* The item must be "known" */
3534 if (!object_is_known(o_ptr))
3536 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!"));
3539 if ((p_ptr->au >= 50) &&
3540 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3547 identify_item(o_ptr);
3550 object_desc(tmp_str, o_ptr, 0);
3551 msg_format(_("%s です。", "You have: %s."), tmp_str);
3553 /* Auto-inscription */
3554 autopick_alter_item(item, FALSE);
3556 /* Update the gold display */
3557 building_prt_gold();
3565 /* Extract the object "level" */
3566 lev = k_info[o_ptr->k_idx].level;
3568 /* Price for a rod */
3569 if (o_ptr->tval == TV_ROD)
3571 if (o_ptr->timeout > 0)
3573 /* Fully recharge */
3574 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3578 /* No recharge necessary */
3580 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3584 else if (o_ptr->tval == TV_STAFF)
3586 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3587 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3589 /* Pay at least 10 gold per charge */
3590 price = MAX(10, price);
3594 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3595 price = (k_info[o_ptr->k_idx].cost / 10);
3597 /* Pay at least 10 gold per charge */
3598 price = MAX(10, price);
3601 /* Limit the number of charges for wands and staffs */
3602 if (o_ptr->tval == TV_WAND
3603 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3605 if (o_ptr->number > 1)
3607 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3611 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3615 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3617 if (o_ptr->number > 1)
3619 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3623 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3628 /* Check if the player has enough money */
3629 if (p_ptr->au < price)
3631 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3633 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3635 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3641 if (o_ptr->tval == TV_ROD)
3644 if (get_check(format("そのロッドを$%d で再充填しますか?",
3647 if (get_check(format("Recharge the %s for %d gold? ",
3648 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3652 /* Recharge fully */
3662 if (o_ptr->tval == TV_STAFF)
3663 max_charges = k_ptr->pval - o_ptr->pval;
3665 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3667 /* Get the quantity for staves and wands */
3668 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3669 MIN(p_ptr->au / price, max_charges));
3672 if (charges < 1) return;
3674 /* Get the new price */
3678 o_ptr->pval += charges;
3680 /* We no longer think the item is empty */
3681 o_ptr->ident &= ~(IDENT_EMPTY);
3685 object_desc(tmp_str, o_ptr, 0);
3687 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3689 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3692 /* Combine / Reorder the pack (later) */
3693 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3695 p_ptr->window |= (PW_INVEN);
3706 * @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
3708 * The player can select the number of charges to add\n
3709 * (up to a limit), and the recharge never fails.\n
3711 * The cost for rods depends on the level of the rod. The prices\n
3712 * for recharging wands and staves are dependent on the cost of\n
3716 static void building_recharge_all(void)
3723 PRICE total_cost = 0;
3726 /* Display some info */
3729 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);
3731 /* Calculate cost */
3732 for ( i = 0; i < INVEN_PACK; i++)
3734 o_ptr = &inventory[i];
3736 /* skip non magic device */
3737 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3739 /* need identified */
3740 if (!object_is_known(o_ptr)) total_cost += 50;
3742 /* Extract the object "level" */
3743 lev = k_info[o_ptr->k_idx].level;
3745 k_ptr = &k_info[o_ptr->k_idx];
3747 switch (o_ptr->tval)
3750 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3754 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3755 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3757 /* Pay at least 10 gold per charge */
3758 price = MAX(10, price);
3761 price = (k_ptr->pval - o_ptr->pval) * price;
3765 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3766 price = (k_info[o_ptr->k_idx].cost / 10);
3768 /* Pay at least 10 gold per charge */
3769 price = MAX(10, price);
3772 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3776 /* if price <= 0 then item have enough charge */
3777 if (price > 0) total_cost += price;
3782 msg_print(_("充填する必要はありません。", "No need to recharge."));
3787 /* Check if the player has enough money */
3788 if (p_ptr->au < total_cost)
3790 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 );
3794 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3796 for (i = 0; i < INVEN_PACK; i++)
3798 o_ptr = &inventory[i];
3799 k_ptr = &k_info[o_ptr->k_idx];
3801 /* skip non magic device */
3802 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3805 if (!object_is_known(o_ptr))
3807 identify_item(o_ptr);
3809 /* Auto-inscription */
3810 autopick_alter_item(i, FALSE);
3814 switch (o_ptr->tval)
3820 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3821 /* We no longer think the item is empty */
3822 o_ptr->ident &= ~(IDENT_EMPTY);
3825 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3826 o_ptr->pval = o_ptr->number * k_ptr->pval;
3827 /* We no longer think the item is empty */
3828 o_ptr->ident &= ~(IDENT_EMPTY);
3834 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3837 /* Combine / Reorder the pack (later) */
3838 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3840 p_ptr->window |= (PW_INVEN);
3843 p_ptr->au -= total_cost;
3850 * @brief 町間のテレポートを行うメインルーチン。
3851 * @return テレポート処理を決定したか否か
3853 bool tele_town(void)
3860 msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
3864 if (p_ptr->inside_arena || p_ptr->inside_battle)
3866 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3873 for (i = 1; i < max_towns; i++)
3877 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3879 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3886 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3892 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3902 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3903 else if (((i-'a'+1) == p_ptr->town_num) || ((i-'a'+1) == NO_TOWN) || ((i-'a'+1) == SECRET_TOWN) || !(p_ptr->visit & (1L << (i-'a')))) continue;
3907 for (y = 0; y < max_wild_y; y++)
3909 for (x = 0; x < max_wild_x; x++)
3911 if(wilderness[y][x].town == (i-'a'+1))
3913 p_ptr->wilderness_y = y;
3914 p_ptr->wilderness_x = x;
3919 p_ptr->leaving = TRUE;
3921 p_ptr->teleport_town = TRUE;
3927 * @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-
3928 * @return 常にTRUEを返す。
3929 * @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。
3931 static bool research_mon(void)
3939 bool recall = FALSE;
3943 /* XTRA HACK WHATSEARCH */
3949 /* XTRA HACK REMEMBER_IDX */
3950 static int old_sym = '\0';
3951 static IDX old_i = 0;
3954 /* Save the screen */
3957 /* Get a character, or abort */
3958 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):",
3959 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3968 /* Find that character info, and describe it */
3969 for (i = 0; ident_info[i]; ++i)
3971 if (sym == ident_info[i][0]) break;
3974 /* XTRA HACK WHATSEARCH */
3975 if (sym == KTRL('A'))
3978 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3980 else if (sym == KTRL('U'))
3983 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3985 else if (sym == KTRL('N'))
3988 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3990 else if (sym == KTRL('M'))
3993 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4002 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4004 else if (ident_info[i])
4006 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4010 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4013 /* Display the result */
4017 /* Allocate the "who" array */
4018 C_MAKE(who, max_r_idx, IDX);
4020 /* Collect matching monsters */
4021 for (n = 0, i = 1; i < max_r_idx; i++)
4023 monster_race *r_ptr = &r_info[i];
4026 if (!r_ptr->name) continue;
4028 /* XTRA HACK WHATSEARCH */
4029 /* Require non-unique monsters if needed */
4030 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4032 /* Require unique monsters if needed */
4033 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4041 for (xx = 0; temp[xx] && xx < 80; xx++)
4044 if (iskanji(temp[xx]))
4050 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
4054 strcpy(temp2, r_name + r_ptr->E_name);
4056 strcpy(temp2, r_name + r_ptr->name);
4058 for (xx = 0; temp2[xx] && xx < 80; xx++)
4059 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
4062 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4064 if (my_strstr(temp2, temp))
4068 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4071 /* Nothing to recall */
4074 /* Free the "who" array */
4075 C_KILL(who, max_r_idx, IDX);
4087 /* Sort if needed */
4090 /* Select the sort method */
4091 ang_sort_comp = ang_sort_comp_hook;
4092 ang_sort_swap = ang_sort_swap_hook;
4094 /* Sort the array */
4095 ang_sort(who, &why, n);
4099 /* Start at the end */
4100 /* XTRA HACK REMEMBER_IDX */
4101 if (old_sym == sym && old_i < n) i = old_i;
4106 /* Scan the monster memory */
4109 /* Extract a race */
4112 /* Hack -- Begin the prompt */
4115 /* Hack -- Complete the prompt */
4116 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4124 /*** Recall on screen ***/
4126 /* Get maximal info about this monster */
4127 lore_do_probe(r_idx);
4129 /* Save this monster ID */
4130 monster_race_track(r_idx);
4132 /* Hack -- Handle stuff */
4135 /* know every thing mode */
4136 screen_roff(r_idx, 0x01);
4139 /* XTRA HACK REMEMBER_IDX */
4147 /* Normal commands */
4148 if (query != 'r') break;
4155 if (query == ESCAPE) break;
4157 /* Move to "prev" monster */
4163 if (!expand_list) break;
4167 /* Move to "next" monster */
4173 if (!expand_list) break;
4179 /* Re-display the identity */
4180 /* prt(buf, 5, 5);*/
4182 /* Free the "who" array */
4183 C_KILL(who, max_r_idx, IDX);
4188 return (!notpicked);
4193 * @brief 施設の処理実行メインルーチン / Execute a building command
4194 * @param bldg 施設構造体の参照ポインタ
4195 * @param i 実行したい施設のサービステーブルの添字
4198 static void bldg_process_command(building_type *bldg, int i)
4200 BACT_IDX bact = bldg->actions[i];
4205 /* Flush messages */
4210 bcost = bldg->member_costs[i];
4212 bcost = bldg->other_costs[i];
4214 /* action restrictions */
4215 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4216 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4218 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4222 /* check gold (HACK - Recharge uses variable costs) */
4223 if ((bact != BACT_RECHARGE) &&
4224 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4225 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4227 msg_print(_("お金が足りません!", "You do not have the gold!"));
4236 case BACT_RESEARCH_ITEM:
4237 paid = identify_fully(FALSE);
4239 case BACT_TOWN_HISTORY:
4242 case BACT_RACE_LEGENDS:
4248 case BACT_KING_LEGENDS:
4249 case BACT_ARENA_LEGENDS:
4254 case BACT_ARENA_RULES:
4258 case BACT_IN_BETWEEN:
4260 case BACT_SPIN_WHEEL:
4261 case BACT_DICE_SLOTS:
4262 case BACT_GAMBLE_RULES:
4269 paid = inn_comm(bact);
4271 case BACT_RESEARCH_MONSTER:
4272 paid = research_mon();
4274 case BACT_COMPARE_WEAPONS:
4276 bcost = compare_weapons(bcost);
4278 case BACT_ENCHANT_WEAPON:
4279 item_tester_hook = object_allow_enchant_melee_weapon;
4280 enchant_item(bcost, 1, 1, 0);
4282 case BACT_ENCHANT_ARMOR:
4283 item_tester_hook = object_is_armour;
4284 enchant_item(bcost, 0, 0, 1);
4287 building_recharge();
4289 case BACT_RECHARGE_ALL:
4290 building_recharge_all();
4292 case BACT_IDENTS: /* needs work */
4293 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;
4295 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4298 case BACT_IDENT_ONE: /* needs work */
4299 paid = ident_spell(FALSE);
4304 case BACT_HEALING: /* needs work */
4305 paid = cure_critical_wounds(200);
4307 case BACT_RESTORE: /* needs work */
4308 paid = restore_all_status();
4310 case BACT_ENCHANT_ARROWS:
4311 item_tester_hook = item_tester_hook_ammo;
4312 enchant_item(bcost, 1, 1, 0);
4314 case BACT_ENCHANT_BOW:
4315 item_tester_tval = TV_BOW;
4316 enchant_item(bcost, 1, 1, 0);
4319 if (recall_player(1)) paid = TRUE;
4321 case BACT_TELEPORT_LEVEL:
4327 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4328 show_building(bldg);
4329 if (!select_dungeon) return;
4331 max_depth = d_info[select_dungeon].maxdepth;
4333 /* Limit depth in Angband */
4334 if (select_dungeon == DUNGEON_ANGBAND)
4336 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4337 else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4339 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
4340 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
4344 p_ptr->word_recall = 1;
4345 p_ptr->recall_dungeon = select_dungeon;
4346 max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4347 if (record_maxdepth)
4348 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4350 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4353 p_ptr->redraw |= (PR_STATUS);
4357 case BACT_LOSE_MUTATION:
4358 if (p_ptr->muta1 || p_ptr->muta2 ||
4359 (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4360 (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4361 (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4363 while(!lose_mutation(0));
4368 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4375 case BACT_TSUCHINOKO:
4388 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4389 set_virtue(V_COMPASSION, 0);
4390 set_virtue(V_HONOUR, 0);
4391 set_virtue(V_JUSTICE, 0);
4392 set_virtue(V_SACRIFICE, 0);
4393 set_virtue(V_KNOWLEDGE, 0);
4394 set_virtue(V_FAITH, 0);
4395 set_virtue(V_ENLIGHTEN, 0);
4396 set_virtue(V_ENCHANT, 0);
4397 set_virtue(V_CHANCE, 0);
4398 set_virtue(V_NATURE, 0);
4399 set_virtue(V_HARMONY, 0);
4400 set_virtue(V_VITALITY, 0);
4401 set_virtue(V_UNLIFE, 0);
4402 set_virtue(V_PATIENCE, 0);
4403 set_virtue(V_TEMPERANCE, 0);
4404 set_virtue(V_DILIGENCE, 0);
4405 set_virtue(V_VALOUR, 0);
4406 set_virtue(V_INDIVIDUALISM, 0);
4410 case BACT_TELE_TOWN:
4414 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4416 case BACT_BROKEN_WEAPON:
4418 bcost = repair_broken_weapon(bcost);
4429 * @brief クエスト入り口にプレイヤーが乗った際の処理 / Do building commands
4432 void do_cmd_quest(void)
4434 p_ptr->energy_use = 100;
4436 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4438 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4443 msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
4444 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4445 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4446 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4448 /* Player enters a new quest */
4452 leave_quest_check();
4454 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4455 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4457 p_ptr->leaving = TRUE;
4463 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4466 void do_cmd_bldg(void)
4471 building_type *bldg;
4474 p_ptr->energy_use = 100;
4476 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4478 msg_print(_("ここには建物はない。", "You see no building here."));
4482 which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4484 bldg = &building[which];
4486 /* Don't re-init the wilderness */
4487 reinit_wilderness = FALSE;
4489 if ((which == 2) && (p_ptr->arena_number < 0))
4491 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4494 else if ((which == 2) && p_ptr->inside_arena)
4496 if (!p_ptr->exit_bldg && m_cnt > 0)
4498 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);
4502 /* Don't save the arena as saved floor */
4503 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4505 p_ptr->inside_arena = FALSE;
4506 p_ptr->leaving = TRUE;
4508 /* Re-enter the arena */
4509 command_new = SPECIAL_KEY_BUILDING;
4511 /* No energy needed to re-enter the arena */
4512 p_ptr->energy_use = 0;
4517 else if (p_ptr->inside_battle)
4519 /* Don't save the arena as saved floor */
4520 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4522 p_ptr->leaving = TRUE;
4523 p_ptr->inside_battle = FALSE;
4525 /* Re-enter the monster arena */
4526 command_new = SPECIAL_KEY_BUILDING;
4528 /* No energy needed to re-enter the arena */
4529 p_ptr->energy_use = 0;
4535 p_ptr->oldpy = p_ptr->y;
4536 p_ptr->oldpx = p_ptr->x;
4539 /* Forget the lite */
4542 /* Forget the view */
4545 /* Hack -- Increase "icky" depth */
4552 show_building(bldg);
4555 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4562 building_prt_gold();
4566 if (command == ESCAPE)
4569 p_ptr->inside_arena = FALSE;
4570 p_ptr->inside_battle = FALSE;
4574 for (i = 0; i < 8; i++)
4576 if (bldg->letters[i])
4578 if (bldg->letters[i] == command)
4587 bldg_process_command(bldg, i);
4596 select_floor_music();
4598 /* Flush messages */
4602 /* Reinit wilderness to activate quests ... */
4603 if (reinit_wilderness)
4605 p_ptr->leaving = TRUE;
4608 /* Hack -- Decrease "icky" depth */
4611 /* Clear the screen */
4614 /* Update the visuals */
4615 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4617 /* Redraw entire screen */
4618 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4620 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4625 * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4627 static cptr find_quest[] =
4629 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4630 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4631 _("メッセージを見つけた:", "There is a sign saying"),
4632 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4633 _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4638 * @brief クエストの導入メッセージを表示する / Discover quest
4639 * @param q_idx 開始されたクエストのID
4641 void quest_discovery(QUEST_IDX q_idx)
4643 quest_type *q_ptr = &quest[q_idx];
4644 monster_race *r_ptr = &r_info[q_ptr->r_idx];
4645 int q_num = q_ptr->max_num;
4648 /* No quest index */
4651 strcpy(name, (r_name + r_ptr->name));
4653 msg_print(find_quest[rand_range(0, 4)]);
4660 /* Hack -- "unique" monsters must be "unique" */
4661 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4662 (0 == r_ptr->max_num))
4664 msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4665 /* The unique is already dead */
4666 quest[q_idx].status = QUEST_STATUS_FINISHED;
4669 q_ptr->comptime = playtime;
4673 msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4678 /* Normal monsters */
4682 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4689 * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4690 * / Hack -- Check if a level is a "quest" level
4691 * @param level 検索対象になる階
4692 * @return クエストIDを返す。該当がない場合0を返す。
4694 QUEST_IDX quest_number(DEPTH level)
4699 if (p_ptr->inside_quest)
4700 return (p_ptr->inside_quest);
4702 for (i = 0; i < max_q_idx; i++)
4704 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4706 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4707 !(quest[i].flags & QUEST_FLAG_PRESET) &&
4708 (quest[i].level == level) &&
4709 (quest[i].dungeon == dungeon_type))
4713 /* Check for random quest */
4714 return (random_quest_number(level));
4718 * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4719 * @param level 検索対象になる階
4720 * @return クエストIDを返す。該当がない場合0を返す。
4722 QUEST_IDX random_quest_number(DEPTH level)
4726 if (dungeon_type != DUNGEON_ANGBAND) return 0;
4728 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4730 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4731 (quest[i].status == QUEST_STATUS_TAKEN) &&
4732 (quest[i].level == level) &&
4733 (quest[i].dungeon == DUNGEON_ANGBAND))