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
19 #include "floor-events.h"
20 #include "floor-save.h"
21 #include "object-boost.h"
22 #include "object-flavor.h"
23 #include "object-hook.h"
25 #include "monsterrace-hook.h"
37 #include "cmd-spell.h"
39 #include "player-status.h"
41 #include "spells-status.h"
42 #include "realm-hex.h"
43 #include "dungeon-file.h"
46 #include "player-effects.h"
49 #include "view-mainwindow.h"
55 building_type building[MAX_BLDG];
59 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
61 const arena_type arena_info[MAX_ARENA_MONS + 2] =
63 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
64 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
65 { MON_IMP, TV_POTION, SV_POTION_SPEED },
66 { MON_LION_HEART, 0, 0 },
67 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
68 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
69 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
70 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
71 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
72 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
73 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
74 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
75 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
76 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
77 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
78 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
79 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
80 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
81 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
82 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
83 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
84 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
85 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
86 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
87 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
88 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
89 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
90 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
91 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
92 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
93 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
94 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
95 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
96 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
97 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
98 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
99 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
100 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
101 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
102 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
103 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
104 { 0, 0, 0 }, /* Victory prizing */
105 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
109 * @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。
110 * @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、
111 * 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。
112 * @param bldg 施設構造体の参照ポインタ
113 * @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。
115 static bool is_owner(building_type *bldg)
117 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
122 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
127 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
128 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
137 * @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。
139 * @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、
140 * 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。
141 * @param bldg 施設構造体の参照ポインタ
142 * @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。
143 * @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。
145 static bool is_member(building_type *bldg)
147 if (bldg->member_class[p_ptr->pclass])
152 if (bldg->member_race[p_ptr->prace])
157 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
158 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
164 if (p_ptr->pclass == CLASS_SORCERER)
168 for (i = 0; i < MAX_MAGIC; i++)
170 if (bldg->member_realm[i+1]) OK = TRUE;
178 * @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
179 * @details 消去は行毎にヌル文字列で行われる。
180 * @param min_row 開始行番号
181 * @param max_row 末尾行番号
184 void clear_bldg(int min_row, int max_row)
188 for (i = min_row; i <= max_row; i++)
196 static void building_prt_gold(void)
199 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
200 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
201 prt(tmp_str, 23, 68);
205 * @brief 施設のサービス一覧を表示する / Display a building.
206 * @param bldg 施設構造体の参照ポインタ
209 static void show_building(building_type* bldg)
217 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
221 for (i = 0; i < 8; i++)
223 if (bldg->letters[i])
225 if (bldg->action_restr[i] == 0)
227 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
228 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
230 action_color = TERM_WHITE;
233 else if (is_owner(bldg))
235 action_color = TERM_YELLOW;
236 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
240 action_color = TERM_YELLOW;
241 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
243 else if (bldg->action_restr[i] == 1)
245 if (!is_member(bldg))
247 action_color = TERM_L_DARK;
248 strcpy(buff, _("(閉店)", "(closed)"));
250 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
251 (is_member(bldg) && (bldg->other_costs[i] == 0)))
253 action_color = TERM_WHITE;
256 else if (is_owner(bldg))
258 action_color = TERM_YELLOW;
259 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
263 action_color = TERM_YELLOW;
264 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
271 action_color = TERM_L_DARK;
272 strcpy(buff, _("(閉店)", "(closed)"));
274 else if (bldg->member_costs[i] != 0)
276 action_color = TERM_YELLOW;
277 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
281 action_color = TERM_WHITE;
286 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
287 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
290 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
294 * @brief 闘技場に入るコマンドの処理 / arena commands
295 * @param cmd 闘技場処理のID
298 static void arena_comm(int cmd)
307 if (p_ptr->arena_number == MAX_ARENA_MONS)
310 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
311 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);
312 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);
316 p_ptr->au += 1000000L;
317 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
319 p_ptr->arena_number++;
321 else if (p_ptr->arena_number > MAX_ARENA_MONS)
323 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
325 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."));
327 if (get_check(_("挑戦するかね?", "Do you fight? ")))
329 msg_print(_("死ぬがよい。", "Die, maggots."));
332 p_ptr->exit_bldg = FALSE;
335 /* Save the surface floor as saved floor */
336 prepare_change_floor_mode(CFM_SAVE_FLOORS);
338 p_ptr->inside_arena = TRUE;
339 p_ptr->leaving = TRUE;
340 p_ptr->leave_bldg = TRUE;
344 msg_print(_("残念だ。", "We are disappointed."));
349 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。",
350 "You enter the arena briefly and bask in your glory."));
354 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
356 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。",
357 "You don't have permission to enter with pet."));
362 p_ptr->exit_bldg = FALSE;
365 /* Save the surface floor as saved floor */
366 prepare_change_floor_mode(CFM_SAVE_FLOORS);
368 p_ptr->inside_arena = TRUE;
369 p_ptr->leaving = TRUE;
370 p_ptr->leave_bldg = TRUE;
374 if (p_ptr->arena_number == MAX_ARENA_MONS)
375 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。",
376 "You are victorious. Enter the arena for the ceremony."));
378 else if (p_ptr->arena_number > MAX_ARENA_MONS)
380 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
384 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
385 name = (r_name + r_ptr->name);
386 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
388 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
389 p_ptr->window |= (PW_MONSTER);
394 case BACT_ARENA_RULES:
397 /* Peruse the arena help file */
398 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
406 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
407 * @param row シンボルを表示する行の上端
408 * @param col シンボルを表示する行の左端
409 * @param fruit 表示するシンボルID
412 static void display_fruit(int row, int col, int fruit)
417 c_put_str(TERM_YELLOW, " ####.", row, col);
418 c_put_str(TERM_YELLOW, " # #", row + 1, col);
419 c_put_str(TERM_YELLOW, " # #", row + 2, col);
420 c_put_str(TERM_YELLOW, "# #", row + 3, col);
421 c_put_str(TERM_YELLOW, "# #", row + 4, col);
422 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
423 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
424 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
426 " Lemon "), row + 8, col);
429 c_put_str(TERM_ORANGE, " ## ", row, col);
430 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
431 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
432 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
433 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
434 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
435 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
436 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
438 " Orange "), row + 8, col);
441 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
442 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
443 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
444 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
445 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
446 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
447 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
448 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
449 prt( _(" 剣 ", " Sword ") , row + 8, col);
452 c_put_str(TERM_SLATE, " ###### ", row, col);
453 c_put_str(TERM_SLATE, "# #", row + 1, col);
454 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
455 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
456 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
457 c_put_str(TERM_SLATE, " # # ", row + 5, col);
458 c_put_str(TERM_SLATE, " # # ", row + 6, col);
459 c_put_str(TERM_SLATE, " ## ", row + 7, col);
461 " Shield "), row + 8, col);
464 c_put_str(TERM_VIOLET, " ## ", row, col);
465 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
466 c_put_str(TERM_VIOLET, "########", row + 2, col);
467 c_put_str(TERM_VIOLET, "########", row + 3, col);
468 c_put_str(TERM_VIOLET, "########", row + 4, col);
469 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
470 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
471 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
473 " Plum "), row + 8, col);
476 c_put_str(TERM_RED, " ##", row, col);
477 c_put_str(TERM_RED, " ### ", row + 1, col);
478 c_put_str(TERM_RED, " #..# ", row + 2, col);
479 c_put_str(TERM_RED, " #..# ", row + 3, col);
480 c_put_str(TERM_RED, " ###### ", row + 4, col);
481 c_put_str(TERM_RED, "#..##..#", row + 5, col);
482 c_put_str(TERM_RED, "#..##..#", row + 6, col);
483 c_put_str(TERM_RED, " ## ## ", row + 7, col);
485 " Cherry "), row + 8, col);
491 * kpoker no (tyuto-hannpa na)pakuri desu...
492 * joker ha shineru node haitte masen.
494 * TODO: donataka! tsukutte!
495 * - agatta yaku no kiroku (like DQ).
496 * - kakkoii card no e.
497 * - sousa-sei no koujyo.
498 * - code wo wakariyasuku.
500 * - Joker... -- done.
503 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
506 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
507 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
508 #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 */
510 static int cards[5]; /*!< ポーカーの現在の手札ID */
517 static void reset_deck(int deck[])
520 for (i = 0; i < 53; i++) deck[i] = i;
523 for (i = 0; i < 53; i++){
524 int tmp1 = randint0(53 - i) + i;
526 deck[i] = deck[tmp1];
532 * @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。
533 * @return ジョーカーを持っているか。
535 static bool have_joker(void)
539 for (i = 0; i < 5; i++){
540 if(IS_JOKER(cards[i])) return TRUE;
546 * @brief ポーカーの手札に該当の番号の札があるかを返す。
547 * @param num 探したいカードの番号。
548 * @return 該当の番号が手札にあるか。
550 static bool find_card_num(int num)
553 for (i = 0; i < 5; i++)
554 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
559 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
562 static bool yaku_check_flush(void)
565 bool joker_is_used = FALSE;
567 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
568 for (i = 0; i < 5; i++){
569 if (SUIT_OF(cards[i]) != suit){
570 if(have_joker() && !joker_is_used)
571 joker_is_used = TRUE;
581 * @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。
582 * @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
584 static int yaku_check_straight(void)
587 bool joker_is_used = FALSE;
588 bool straight = FALSE;
591 for (i = 0; i < 5; i++)
593 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
594 lowest = NUM_OF(cards[i]);
597 /* Check Royal Straight Flush */
598 if (yaku_check_flush())
601 for (i = 0; i < 4; i++)
603 if (!find_card_num(9 + i)){
604 if( have_joker() && !joker_is_used )
605 joker_is_used = TRUE;
610 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
613 for (i = 0; i < 3; i++)
615 if (!find_card_num(10 + i))
618 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
622 joker_is_used = FALSE;
624 /* Straight Only Check */
626 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
627 for (i = 0; i < 4; i++)
629 if (!find_card_num(9 + i)) {
630 if (have_joker() && !joker_is_used)
631 joker_is_used = TRUE;
636 if(i == 4) straight = TRUE;
639 joker_is_used = FALSE;
641 for (i = 0; i < 5; i++)
643 if(!find_card_num(lowest + i)){
644 if( have_joker() && !joker_is_used )
645 joker_is_used = TRUE;
650 if(i == 5) straight = TRUE;
652 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
653 else if(straight) return 1; /* Only Straight */
658 * @brief ポーカーのペア役の状態を返す。
659 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
661 static int yaku_check_pair(void)
663 int i, i2, matching = 0;
665 for (i = 0; i < 5; i++)
667 for (i2 = i+1; i2 < 5; i2++)
669 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
670 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
701 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
702 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
703 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
704 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
705 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
706 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
707 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
708 #define ODDS_ST 4 /*!< ストレートの役倍率 */
709 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
710 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
713 * @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。
716 static int yaku_check(void)
720 switch(yaku_check_straight()){
722 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
725 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
728 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
731 /* Not straight -- fall through */
735 if (yaku_check_flush())
737 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
741 switch (yaku_check_pair())
744 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
747 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
750 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
753 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
756 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
759 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
761 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
766 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
776 * @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。
777 * @param hoge カーソルの現在位置
778 * @param kaeruka カードの捨てる/残すフラグ配列
781 static void display_kaeruka(int hoge, int kaeruka[])
784 char col = TERM_WHITE;
785 for (i = 0; i < 5; i++)
787 if (i == hoge) col = TERM_YELLOW;
788 else if(kaeruka[i]) col = TERM_WHITE;
789 else col = TERM_L_BLUE;
792 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
794 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
796 if (hoge > 4) col = TERM_YELLOW;
797 else col = TERM_WHITE;
798 c_put_str(col, _("決定", "Sure"), 16, 38);
800 /* Hilite current option */
801 if (hoge < 5) move_cursor(14, 5+hoge*16);
802 else move_cursor(16, 38);
806 * @brief ポーカーの手札を表示する。
809 static void display_cards(void)
812 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
814 concptr suit[4] = {"★", "●", "¶", "†"};
815 concptr card_grph[13][7] = {{"A %s ",
906 concptr joker_grph[7] = { " ",
916 concptr suit[4] = {"[]", "qp", "<>", "db"};
917 concptr card_grph[13][7] = {{"A %s ",
1008 concptr joker_grph[7] = { " ",
1017 for (i = 0; i < 5; i++)
1019 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
1022 for (i = 0; i < 5; i++)
1024 for (j = 0; j < 7; j++)
1026 prt(_("┃", " |"), j+6, i*16);
1027 if(IS_JOKER(cards[i]))
1028 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
1030 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);
1031 prt(_("┃", "| "), j+6, i*16+14);
1034 for (i = 0; i < 5; i++)
1036 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
1041 * @brief ポーカーの1プレイルーチン。
1044 static int do_poker(void)
1048 int deck[53]; /* yamafuda : 0...52 */
1050 int kaeruka[5]; /* 0:kaenai 1:kaeru */
1054 bool kakikae = TRUE;
1058 for (i = 0; i < 5; i++)
1060 cards[i] = deck[deck_ptr++];
1061 kaeruka[i] = 0; /* default:nokosu */
1064 /* suteruno wo kimeru */
1065 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);
1072 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1077 case '6': case 'l': case 'L': case KTRL('F'):
1078 if (!kettei) k = (k+1)%5;
1079 else {k = 0;kettei = FALSE;}
1082 case '4': case 'h': case 'H': case KTRL('B'):
1083 if (!kettei) k = (k+4)%5;
1084 else {k = 4;kettei = FALSE;}
1087 case '2': case 'j': case 'J': case KTRL('N'):
1088 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1090 case '8': case 'k': case 'K': case KTRL('P'):
1091 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1093 case ' ': case '\r':
1094 if (kettei) done = TRUE;
1095 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1104 for (i = 0; i < 5; i++)
1105 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1109 return yaku_check();
1114 /* end of poker codes --Koka */
1117 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1118 * @param cmd プレイするゲームID
1121 static bool gamble_comm(int cmd)
1124 int roll1, roll2, roll3, choice, odds, win;
1129 char out_val[160], tmp_str[80], again;
1134 if (cmd == BACT_GAMBLE_RULES)
1136 /* Peruse the gambling help file */
1137 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1144 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1145 "Hey! You don't have gold - get out of here!"));
1153 maxbet = p_ptr->lev * 200;
1155 /* We can't bet more than we have */
1156 maxbet = MIN(maxbet, p_ptr->au);
1159 strcpy(out_val, "");
1160 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1164 * Use get_string() because we may need more than
1165 * the s16b value returned by get_quantity().
1167 if (get_string(tmp_str, out_val, 32))
1170 for (p = out_val; *p == ' '; p++);
1175 if (wager > p_ptr->au)
1177 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!"));
1182 else if (wager > maxbet)
1184 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1185 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1190 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1196 oldgold = p_ptr->au;
1198 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1199 prt(tmp_str, 20, 2);
1200 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1201 prt(tmp_str, 21, 2);
1208 case BACT_IN_BETWEEN: /* Game of In-Between */
1209 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1213 roll1 = randint1(10);
1214 roll2 = randint1(10);
1215 choice = randint1(10);
1216 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1219 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1221 prt(tmp_str, 11, 14);
1222 if (((choice > roll1) && (choice < roll2)) ||
1223 ((choice < roll1) && (choice > roll2)))
1226 case BACT_CRAPS: /* Game of Craps */
1227 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1231 roll1 = randint1(6);
1232 roll2 = randint1(6);
1233 roll3 = roll1 + roll2;
1235 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1236 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1238 if ((roll3 == 7) || (roll3 == 11))
1240 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1245 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"));
1248 roll1 = randint1(6);
1249 roll2 = randint1(6);
1250 roll3 = roll1 + roll2;
1251 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1252 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1254 if (roll3 == choice)
1256 else if (roll3 == 7)
1258 } while ((win != TRUE) && (win != FALSE));
1261 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1264 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1266 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1267 prt("--------------------------------", 8, 3);
1268 strcpy(out_val, "");
1269 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1271 for (p = out_val; iswspace(*p); p++);
1275 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1278 else if (choice > 9)
1280 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1284 roll1 = randint0(10);
1285 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1286 "The wheel spins to a stop and the winner is %d"), roll1);
1287 prt(tmp_str, 13, 3);
1289 prt("*", 9, (3 * roll1 + 5));
1290 if (roll1 == choice)
1294 case BACT_DICE_SLOTS: /* The Dice Slots */
1295 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1296 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1297 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1298 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1299 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1300 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1301 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1302 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1305 roll1 = randint1(21);
1315 roll2 = randint1(21);
1325 choice = randint1(21);
1335 put_str("/--------------------------\\", 7, 2);
1336 prt("\\--------------------------/", 17, 2);
1337 display_fruit(8, 3, roll1 - 1);
1338 display_fruit(8, 12, roll2 - 1);
1339 display_fruit(8, 21, choice - 1);
1340 if ((roll1 == roll2) && (roll2 == choice))
1359 else if ((roll1 == 1) && (roll2 == 1))
1368 if (odds) win = TRUE;
1374 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1376 p_ptr->au += odds * wager;
1377 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1379 prt(tmp_str, 17, 37);
1383 prt(_("あなたの負け", "You Lost"), 16, 37);
1386 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1388 prt(tmp_str, 22, 2);
1389 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1391 move_cursor(18, 52);
1396 if (wager > p_ptr->au)
1398 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1399 "Hey! You don't have the gold - get out of here!"));
1405 } while ((again == 'y') || (again == 'Y'));
1408 if (p_ptr->au >= oldgold)
1410 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!」",
1411 "You came out a winner! We'll win next time, I'm sure."));
1412 chg_virtue(V_CHANCE, 3);
1416 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."));
1417 chg_virtue(V_CHANCE, -3);
1427 * @brief モンスター闘技場に参加するモンスターを更新する。
1430 void update_gambling_monsters(void)
1437 bool old_inside_battle = p_ptr->inside_battle;
1439 for (i = 0; i < max_d_idx; i++)
1440 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1442 mon_level = randint1(MIN(max_dl, 122)) + 5;
1443 if (randint0(100) < 60)
1445 i = randint1(MIN(max_dl, 122)) + 5;
1446 mon_level = MAX(i, mon_level);
1448 if (randint0(100) < 30)
1450 i = randint1(MIN(max_dl, 122)) + 5;
1451 mon_level = MAX(i, mon_level);
1458 for (i = 0; i < 4; i++)
1464 get_mon_num_prep(monster_can_entry_arena, NULL);
1465 p_ptr->inside_battle = TRUE;
1466 r_idx = get_mon_num(mon_level);
1467 p_ptr->inside_battle = old_inside_battle;
1468 if (!r_idx) continue;
1470 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1472 if ((r_info[r_idx].level + 10) > mon_level) continue;
1475 for (j = 0; j < i; j++)
1476 if (r_idx == battle_mon[j]) break;
1477 if (j < i) continue;
1481 battle_mon[i] = r_idx;
1482 if (r_info[r_idx].level < 45) tekitou = TRUE;
1485 for (i = 0; i < 4; i++)
1487 monster_race *r_ptr = &r_info[battle_mon[i]];
1488 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1490 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1491 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1493 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1494 power[i] = power[i] * (100 + r_ptr->level) / 100;
1495 if (r_ptr->speed > 110)
1496 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1497 if (r_ptr->speed < 110)
1498 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1500 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1501 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1502 power[i] = power[i] * 4 / 3;
1503 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1504 power[i] = power[i] * 4 / 3;
1505 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1506 power[i] = power[i] * 11 / 10;
1507 if (r_ptr->flags1 & RF1_RAND_25)
1508 power[i] = power[i] * 9 / 10;
1509 if (r_ptr->flags1 & RF1_RAND_50)
1510 power[i] = power[i] * 9 / 10;
1511 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1512 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1517 for (i = 0; i < 4; i++)
1519 power[i] = total * 60 / power[i];
1520 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1521 if ((power[i] < 160) && randint0(20)) break;
1522 if (power[i] < 101) power[i] = 100 + randint1(5);
1523 mon_odds[i] = power[i];
1530 * @brief モンスター闘技場のメインルーチン
1531 * @return 賭けを開始したか否か
1533 static bool kakutoujou(void)
1537 char out_val[160], tmp_str[80];
1540 if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
1542 update_gambling_monsters();
1543 old_battle = current_world_ptr->game_turn;
1551 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!"));
1563 "Monsters Odds"), 4, 4);
1567 monster_race *r_ptr = &r_info[battle_mon[i]];
1569 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1570 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1571 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1572 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1575 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1585 if (i >= '1' && i <= '4')
1587 sel_monster = i-'1';
1588 battle_odds = mon_odds[sel_monster];
1595 for (i = 0; i < 4; i++)
1596 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1598 maxbet = p_ptr->lev * 200;
1600 /* We can't bet more than we have */
1601 maxbet = MIN(maxbet, p_ptr->au);
1604 strcpy(out_val, "");
1605 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1607 * Use get_string() because we may need more than
1608 * the s16b value returned by get_quantity().
1610 if (get_string(tmp_str, out_val, 32))
1613 for (p = out_val; *p == ' '; p++);
1618 if (wager > p_ptr->au)
1620 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!"));
1626 else if (wager > maxbet)
1628 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);
1634 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1638 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1643 /* Save the surface floor as saved floor */
1644 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1646 p_ptr->inside_battle = TRUE;
1647 p_ptr->leaving = TRUE;
1649 p_ptr->leave_bldg = TRUE;
1661 * @brief 本日の賞金首情報を表示する。
1664 static void today_target(void)
1667 monster_race *r_ptr = &r_info[today_mon];
1670 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1671 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1672 c_put_str(TERM_YELLOW, buf, 6, 10);
1673 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1675 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1677 p_ptr->today_mon = today_mon;
1681 * @brief ツチノコの賞金首情報を表示する。
1684 static void tsuchinoko(void)
1687 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1688 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);
1689 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1690 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1691 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1695 * @brief 通常の賞金首情報を表示する。
1698 static void shoukinkubi(void)
1704 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);
1705 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1707 for (i = 0; i < MAX_KUBI; i++)
1711 monster_race *r_ptr = &r_info[(current_world_ptr->bounty_r_idx[i] > 10000 ? current_world_ptr->bounty_r_idx[i] - 10000 : current_world_ptr->bounty_r_idx[i])];
1713 if (current_world_ptr->bounty_r_idx[i] > 10000)
1716 done_mark = _("(済)", "(done)");
1724 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1727 if (!y && (i < MAX_KUBI -1))
1729 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1740 * 賞金首の報酬テーブル / List of prize object
1743 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1744 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1745 } prize_list[MAX_KUBI] =
1747 {TV_POTION, SV_POTION_CURING},
1748 {TV_POTION, SV_POTION_SPEED},
1749 {TV_POTION, SV_POTION_SPEED},
1750 {TV_POTION, SV_POTION_RESISTANCE},
1751 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1753 {TV_POTION, SV_POTION_HEALING},
1754 {TV_POTION, SV_POTION_RESTORE_MANA},
1755 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1756 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1757 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1759 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1760 {TV_POTION, SV_POTION_STAR_HEALING},
1761 {TV_POTION, SV_POTION_STAR_HEALING},
1762 {TV_POTION, SV_POTION_NEW_LIFE},
1763 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1765 {TV_POTION, SV_POTION_LIFE},
1766 {TV_POTION, SV_POTION_LIFE},
1767 {TV_POTION, SV_POTION_AUGMENTATION},
1768 {TV_POTION, SV_POTION_INVULNERABILITY},
1769 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1773 * @brief 賞金首の引き換え処理 / Get prize
1774 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1776 static bool kankin(void)
1780 bool change = FALSE;
1781 GAME_TEXT o_name[MAX_NLEN];
1784 /* Loop for p_ptr->inventory_list and right/left arm */
1785 for (i = 0; i <= INVEN_LARM; i++)
1787 o_ptr = &p_ptr->inventory_list[i];
1789 /* Living Tsuchinoko worthes $1000000 */
1790 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1792 char buf[MAX_NLEN+20];
1793 object_desc(o_name, o_ptr, 0);
1794 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1797 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1798 p_ptr->au += 1000000L * o_ptr->number;
1799 p_ptr->redraw |= (PR_GOLD);
1800 inven_item_increase(i, -o_ptr->number);
1801 inven_item_describe(i);
1802 inven_item_optimize(i);
1808 for (i = 0; i < INVEN_PACK; i++)
1810 o_ptr = &p_ptr->inventory_list[i];
1812 /* Corpse of Tsuchinoko worthes $200000 */
1813 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1815 char buf[MAX_NLEN+20];
1816 object_desc(o_name, o_ptr, 0);
1817 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1820 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1821 p_ptr->au += 200000L * o_ptr->number;
1822 p_ptr->redraw |= (PR_GOLD);
1823 inven_item_increase(i, -o_ptr->number);
1824 inven_item_describe(i);
1825 inven_item_optimize(i);
1831 for (i = 0; i < INVEN_PACK; i++)
1833 o_ptr = &p_ptr->inventory_list[i];
1835 /* Bones of Tsuchinoko worthes $100000 */
1836 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1838 char buf[MAX_NLEN+20];
1839 object_desc(o_name, o_ptr, 0);
1840 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1843 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1844 p_ptr->au += 100000L * o_ptr->number;
1845 p_ptr->redraw |= (PR_GOLD);
1846 inven_item_increase(i, -o_ptr->number);
1847 inven_item_describe(i);
1848 inven_item_optimize(i);
1854 for (i = 0; i < INVEN_PACK; i++)
1856 o_ptr = &p_ptr->inventory_list[i];
1857 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)))
1859 char buf[MAX_NLEN+20];
1860 object_desc(o_name, o_ptr, 0);
1861 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1864 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1865 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1866 p_ptr->redraw |= (PR_GOLD);
1867 inven_item_increase(i, -o_ptr->number);
1868 inven_item_describe(i);
1869 inven_item_optimize(i);
1875 for (i = 0; i < INVEN_PACK; i++)
1877 o_ptr = &p_ptr->inventory_list[i];
1879 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1881 char buf[MAX_NLEN+20];
1882 object_desc(o_name, o_ptr, 0);
1883 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1886 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1887 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1888 p_ptr->redraw |= (PR_GOLD);
1889 inven_item_increase(i, -o_ptr->number);
1890 inven_item_describe(i);
1891 inven_item_optimize(i);
1897 for (j = 0; j < MAX_KUBI; j++)
1899 /* Need reverse order --- Positions will be changed in the loop */
1900 for (i = INVEN_PACK-1; i >= 0; i--)
1902 o_ptr = &p_ptr->inventory_list[i];
1903 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1905 char buf[MAX_NLEN+20];
1907 INVENTORY_IDX item_new;
1910 object_desc(o_name, o_ptr, 0);
1911 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1912 if (!get_check(buf)) continue;
1914 #if 0 /* Obsoleted */
1915 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number);
1916 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1917 p_ptr->redraw |= (PR_GOLD);
1918 inven_item_increase(i, -o_ptr->number);
1919 inven_item_describe(i);
1920 inven_item_optimize(i);
1921 chg_virtue(V_JUSTICE, 5);
1922 current_world_ptr->bounty_r_idx[j] += 10000;
1925 #endif /* Obsoleted */
1928 inven_item_increase(i, -o_ptr->number);
1929 inven_item_describe(i);
1930 inven_item_optimize(i);
1932 chg_virtue(V_JUSTICE, 5);
1933 current_world_ptr->bounty_r_idx[j] += 10000;
1935 /* Count number of unique corpses already handed */
1936 for (num = 0, k = 0; k < MAX_KUBI; k++)
1938 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1940 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" : ""));
1942 /* Prepare to make a prize */
1943 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1944 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1946 object_aware(&forge);
1947 object_known(&forge);
1950 * Hand it --- Assume there is an empty slot.
1951 * Since a corpse is handed at first,
1952 * there is at least one empty slot.
1954 item_new = inven_carry(&forge);
1956 object_desc(o_name, &forge, 0);
1957 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1959 /* Auto-inscription */
1960 autopick_alter_item(item_new, FALSE);
1970 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."));
1978 * @brief 宿屋の利用サブルーチン
1979 * @details inn commands\n
1980 * Note that resting for the night was a perfect way to avoid player\n
1981 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1982 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1983 * will not be that useful. I will keep it in the hopes the player\n
1984 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1985 * Resting at night is also a quick way to restock stores -KMW-\n
1986 * @param cmd 宿屋の利用施設ID
1987 * @return 施設の利用が実際に行われたか否か。
1989 static bool inn_comm(int cmd)
1993 case BACT_FOOD: /* Buy food & drink */
1994 if (p_ptr->food >= PY_FOOD_FULL)
1996 msg_print(_("今は満腹だ。", "You are full now."));
1999 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."));
2000 (void)set_food(PY_FOOD_MAX - 1);
2003 case BACT_REST: /* Rest for the night */
2004 if ((p_ptr->poisoned) || (p_ptr->cut))
2006 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."));
2008 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."));
2012 s32b oldturn = current_world_ptr->game_turn;
2013 int prev_day, prev_hour, prev_min;
2015 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2016 if ((prev_hour >= 6) && (prev_hour <= 17))
2017 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2019 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2021 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2022 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2024 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2025 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2028 prevent_turn_overflow();
2030 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2031 p_ptr->chp = p_ptr->mhp;
2033 if (ironman_nightmare)
2035 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."));
2037 /* Have some nightmares */
2040 sanity_blast(NULL, FALSE);
2041 if (!one_in_(3)) break;
2044 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2045 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."));
2052 p_ptr->chp = p_ptr->mhp;
2053 p_ptr->csp = p_ptr->msp;
2054 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2057 for (i = 0; i < 72; i++)
2059 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2061 for (; i < 108; i++)
2063 p_ptr->magic_num1[i] = 0;
2067 if ((prev_hour >= 6) && (prev_hour <= 17))
2069 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."));
2070 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2074 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."));
2075 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2081 case BACT_RUMORS: /* Listen for rumors */
2083 display_rumor(TRUE);
2093 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2094 * @param questnum クエストのID
2095 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2098 static void get_questinfo(IDX questnum, bool do_init)
2101 QUEST_IDX old_quest;
2102 GAME_TEXT tmp_str[80];
2104 /* Clear the text */
2105 for (i = 0; i < 10; i++)
2107 quest_text[i][0] = '\0';
2110 quest_text_line = 0;
2112 /* Set the quest number temporary */
2113 old_quest = p_ptr->inside_quest;
2114 p_ptr->inside_quest = questnum;
2116 /* Get the quest text */
2117 init_flags = INIT_SHOW_TEXT;
2118 if (do_init) init_flags |= INIT_ASSIGN;
2120 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2122 /* Reset the old quest number */
2123 p_ptr->inside_quest = old_quest;
2125 /* Print the quest info */
2126 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);
2130 prt(quest[questnum].name, 7, 0);
2132 for (i = 0; i < 10; i++)
2134 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2139 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2142 static void castle_quest(void)
2144 QUEST_IDX q_index = 0;
2145 monster_race *r_ptr;
2152 /* Current quest of the building */
2153 q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2155 /* Is there a quest available at the building? */
2158 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);
2162 q_ptr = &quest[q_index];
2164 /* Quest is completed */
2165 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2167 /* Rewarded quest */
2168 q_ptr->status = QUEST_STATUS_REWARDED;
2170 get_questinfo(q_index, FALSE);
2172 reinit_wilderness = TRUE;
2175 else if (q_ptr->status == QUEST_STATUS_FAILED)
2177 get_questinfo(q_index, FALSE);
2179 /* Mark quest as done (but failed) */
2180 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2182 reinit_wilderness = TRUE;
2184 /* Quest is still unfinished */
2185 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2187 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);
2188 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);
2189 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);
2192 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2194 q_ptr->status = QUEST_STATUS_TAKEN;
2196 reinit_wilderness = TRUE;
2198 /* Assign a new quest */
2199 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2201 if (q_ptr->r_idx == 0)
2203 /* Random monster at least 5 - 10 levels out of deep */
2204 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2207 r_ptr = &r_info[q_ptr->r_idx];
2209 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2211 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2212 r_ptr = &r_info[q_ptr->r_idx];
2215 if (q_ptr->max_num == 0)
2217 /* Random monster number */
2218 if (randint1(10) > 7)
2221 q_ptr->max_num = randint1(3) + 1;
2225 name = (r_name + r_ptr->name);
2226 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2230 get_questinfo(q_index, TRUE);
2237 * @brief 町に関するヘルプを表示する / Display town history
2240 static void town_history(void)
2244 /* Peruse the building help file */
2245 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2250 * @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
2252 * @param mult スレイ倍率(掛け算部分)
2253 * @param div スレイ倍率(割り算部分)
2254 * @param force 理力特別計算フラグ
2257 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2265 tmp += dam * 60 * 2;
2279 * @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)
2281 * @param mult スレイ倍率(掛け算部分)
2282 * @param div スレイ倍率(割り算部分)
2283 * @param force 理力特別計算フラグ
2285 * @param plus 武器ダメージ修正
2286 * @param meichuu 命中値
2287 * @param dokubari 毒針処理か否か
2288 * @param vorpal_mult 切れ味倍率(掛け算部分)
2289 * @param vorpal_div 切れ味倍率(割り算部分)
2292 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)
2294 dam = calc_slaydam(dam, mult, div, force);
2295 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2296 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2302 * @brief 武器の各条件毎のダメージ期待値を表示する。
2305 * @param mindice ダイス部分最小値
2306 * @param maxdice ダイス部分最大値
2308 * @param dam_bonus ダメージ修正値
2310 * @param color 条件内容の表示色
2312 * Display the damage figure of an object\n
2313 * (used by compare_weapon_aux)\n
2315 * Only accurate for the current weapon, because it includes\n
2316 * the current +dam of the player.\n
2319 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2321 GAME_TEXT tmp_str[80];
2324 mindam = blows * (mindice + dam_bonus);
2325 maxdam = blows * (maxdice + dam_bonus);
2327 /* Print the intro text */
2328 c_put_str(color, attr, r, c);
2330 /* Calculate the min and max damage figures */
2331 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2333 /* Print the damage */
2334 put_str(tmp_str, r, c + 8);
2339 * @brief 武器一つ毎のダメージ情報を表示する。
2340 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2341 * @param col 表示する行の上端
2344 * Show the damage figures for the various monster types\n
2346 * Only accurate for the current weapon, because it includes\n
2347 * the current number of blows for the player.\n
2350 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2352 BIT_FLAGS flgs[TR_FLAG_SIZE];
2353 int blow = p_ptr->num_blow[0];
2355 bool dokubari = FALSE;
2357 /* Effective dices */
2358 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2359 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2361 int mindice = eff_dd;
2362 int maxdice = eff_ds * eff_dd;
2365 int vorpal_mult = 1;
2367 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2370 /* Get the flags of the weapon */
2371 object_flags(o_ptr, flgs);
2373 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2376 /* Show Critical Damage*/
2377 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2378 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2380 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2384 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2386 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2397 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);
2398 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);
2399 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2402 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2406 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);
2407 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);
2408 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2411 /* Print the relevant lines */
2412 if (have_flag(flgs, TR_KILL_ANIMAL))
2414 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);
2415 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);
2416 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2418 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2420 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);
2421 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);
2422 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2424 if (have_flag(flgs, TR_KILL_EVIL))
2426 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);
2427 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);
2428 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2430 else if (have_flag(flgs, TR_SLAY_EVIL))
2432 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);
2433 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);
2434 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2436 if (have_flag(flgs, TR_KILL_HUMAN))
2438 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);
2439 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);
2440 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2442 else if (have_flag(flgs, TR_SLAY_HUMAN))
2444 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);
2445 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);
2446 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2448 if (have_flag(flgs, TR_KILL_UNDEAD))
2450 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);
2451 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);
2452 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2454 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2456 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);
2457 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);
2458 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2460 if (have_flag(flgs, TR_KILL_DEMON))
2462 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);
2463 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);
2464 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2466 else if (have_flag(flgs, TR_SLAY_DEMON))
2468 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);
2469 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);
2470 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2472 if (have_flag(flgs, TR_KILL_ORC))
2474 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);
2475 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);
2476 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2478 else if (have_flag(flgs, TR_SLAY_ORC))
2480 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);
2481 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);
2482 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2484 if (have_flag(flgs, TR_KILL_TROLL))
2486 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);
2487 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);
2488 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2490 else if (have_flag(flgs, TR_SLAY_TROLL))
2492 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);
2493 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);
2494 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2496 if (have_flag(flgs, TR_KILL_GIANT))
2498 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);
2499 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);
2500 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2502 else if (have_flag(flgs, TR_SLAY_GIANT))
2504 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);
2505 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);
2506 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2508 if (have_flag(flgs, TR_KILL_DRAGON))
2510 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);
2511 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);
2512 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2514 else if (have_flag(flgs, TR_SLAY_DRAGON))
2516 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);
2517 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);
2518 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2520 if (have_flag(flgs, TR_BRAND_ACID))
2522 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);
2523 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);
2524 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2526 if (have_flag(flgs, TR_BRAND_ELEC))
2528 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);
2529 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);
2530 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2532 if (have_flag(flgs, TR_BRAND_FIRE))
2534 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);
2535 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);
2536 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2538 if (have_flag(flgs, TR_BRAND_COLD))
2540 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);
2541 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);
2542 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2544 if (have_flag(flgs, TR_BRAND_POIS))
2546 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);
2547 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);
2548 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2553 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2554 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2555 * @param row 表示する列の左端
2556 * @param col 表示する行の上端
2558 * Displays all info about a weapon
2560 * Only accurate for the current weapon, because it includes
2561 * various info about the player's +to_dam and number of blows.
2564 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2566 GAME_TEXT o_name[MAX_NLEN];
2567 GAME_TEXT tmp_str[80];
2569 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2570 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2571 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2573 /* Print the weapon name */
2574 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2575 c_put_str(TERM_YELLOW, o_name, row, col);
2577 /* Print the player's number of blows */
2578 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2579 put_str(tmp_str, row+1, col);
2581 /* Print to_hit and to_dam of the weapon */
2582 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2583 put_str(tmp_str, row+2, col);
2585 /* Print the weapons base damage dice */
2586 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2587 (int)hit_chance(reli, 0),
2588 (int)hit_chance(reli, 50),
2589 (int)hit_chance(reli, 100),
2590 (int)hit_chance(reli, 150),
2591 (int)hit_chance(reli, 200));
2592 put_str(tmp_str, row+3, col);
2593 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2595 /* Damage for one blow (if it hits) */
2596 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2597 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2598 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2599 put_str(tmp_str, row+6, col+1);
2601 /* Damage for the complete attack (if all blows hit) */
2602 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2603 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2604 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2605 put_str(tmp_str, row+7, col+1);
2609 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2611 * Copies the weapons to compare into the weapon-slot and\n
2612 * compares the values for both weapons.\n
2613 * 武器1つだけで比較をしないなら費用は半額になる。
2614 * @param bcost 基本鑑定費用
2615 * @return 最終的にかかった費用
2617 static PRICE compare_weapons(PRICE bcost)
2620 OBJECT_IDX item, item2;
2621 object_type *o_ptr[2];
2622 object_type orig_weapon;
2626 TERM_LEN wid = 38, mgn = 2;
2627 bool old_character_xtra = character_xtra;
2630 PRICE cost = 0; /* First time no price */
2635 /* Store copy of original wielded weapon */
2636 i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2637 object_copy(&orig_weapon, i_ptr);
2639 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2641 /* Get the first weapon */
2642 q = _("第一の武器は?", "What is your first weapon? ");
2643 s = _("比べるものがありません。", "You have nothing to compare.");
2645 o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2659 /* Only compare melee weapons */
2660 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2662 /* Hack -- prevent "icky" message */
2663 character_xtra = TRUE;
2665 /* Diaplay selected weapon's infomation */
2666 for (i = 0; i < n; i++)
2668 int col = (wid * i + mgn);
2670 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2671 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2673 p_ptr->update |= PU_BONUS;
2676 /* List the new values */
2677 list_weapon(o_ptr[i], row, col);
2678 compare_weapon_aux(o_ptr[i], col, row + 8);
2680 /* Copy back the original weapon into the weapon slot */
2681 object_copy(i_ptr, &orig_weapon);
2684 /* Reset the values for the old weapon */
2685 p_ptr->update |= PU_BONUS;
2688 character_xtra = old_character_xtra;
2691 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2692 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);
2693 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);
2695 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2696 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2697 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2705 if (total + cost > p_ptr->au)
2707 msg_print(_("お金が足りません!", "You don't have enough money!"));
2712 q = _("第二の武器は?", "What is your second weapon? ");
2713 s = _("比べるものがありません。", "You have nothing to compare.");
2715 /* Get the second weapon */
2716 o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2717 if (!o_ptr[1]) continue;
2735 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2737 * Calculate and display the dodge-rate and the protection-rate
2739 * @param iAC プレイヤーのAC。
2740 * @return 常にTRUEを返す。
2742 static bool eval_ac(ARMOUR_CLASS iAC)
2746 "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"
2747 "何パーセント軽減するかを示します。\n"
2748 "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"
2749 "に対してのみ効果があります。\n \n"
2750 "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"
2751 "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"
2752 "敵のレベルとあなたのACによって決定されます。\n \n"
2753 "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"
2754 "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";
2757 "'Protection Rate' means how much damage is reduced by your armor.\n"
2758 "Note that the Protection rate is effective only against normal "
2759 "'attack' and 'shatter' type melee attacks, "
2760 "and has no effect against any other types such as 'poison'.\n \n"
2761 "'Dodge Rate' indicates the success rate on dodging the "
2762 "monster's melee attacks. "
2763 "It is depend on the level of the monster and your AC.\n \n"
2764 "'Average Damage' indicates the expected amount of damage "
2765 "when you are attacked by normal melee attacks with power=100.";
2769 TERM_LEN col, row = 2;
2771 char buf[80*20], *t;
2773 /* AC lower than zero has no effect */
2774 if (iAC < 0) iAC = 0;
2777 protection = 100 * MIN(iAC, 150) / 250;
2782 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2783 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2786 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2787 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2788 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2790 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2792 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2793 int dodge; /* 回避率(%) */
2794 int average; /* ダメージ期待値 */
2796 put_str(format("%3d", lvl), row + 0, col);
2799 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2800 put_str(format("%3d%%", dodge), row + 1, col);
2802 /* 100点の攻撃に対してのダメージ期待値を計算 */
2803 average = (100 - dodge) * (100 - protection) / 100;
2804 put_str(format("%3d", average), row + 2, col);
2808 roff_to_buf(memo, 70, buf, sizeof(buf));
2809 for (t = buf; t[0]; t += strlen(t) + 1)
2810 put_str(t, (row++) + 4, 4);
2812 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);
2824 * @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。
2825 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2826 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2827 * @return 修復対象になるならTRUEを返す。
2829 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2832 int cand[TR_FLAG_MAX];
2833 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2834 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2836 object_flags(to_ptr, to_flgs);
2837 object_flags(from_ptr, from_flgs);
2839 for (i = 0; i < TR_FLAG_MAX; i++)
2843 case TR_IGNORE_ACID:
2844 case TR_IGNORE_ELEC:
2845 case TR_IGNORE_FIRE:
2846 case TR_IGNORE_COLD:
2855 case TR_FIXED_FLAVOR:
2858 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2860 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2868 int tr_idx = cand[randint0(n)];
2869 add_flag(to_ptr->art_flags, tr_idx);
2870 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2871 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2872 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2873 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2880 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2881 * @param bcost 基本修復費用
2884 static PRICE repair_broken_weapon_aux(PRICE bcost)
2887 OBJECT_IDX item, mater;
2888 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2890 int i, dd_bonus, ds_bonus;
2891 KIND_OBJECT_IDX k_idx;
2892 char basenm[MAX_NLEN];
2897 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);
2898 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);
2900 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2901 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2903 /* Only forge broken weapons */
2904 item_tester_hook = item_tester_hook_broken_weapon;
2906 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2907 if (!o_ptr) return (0);
2909 /* It is worthless */
2910 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2912 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2916 /* They are too many */
2917 if (o_ptr->number > 1)
2919 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!"));
2923 /* Display item name */
2924 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2925 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2927 q = _("材料となる武器は?", "Which weapon for material? ");
2928 s = _("材料となる武器がありません。", "You have no material to repair.");
2930 /* Only forge broken weapons */
2931 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2933 mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2934 if (!mo_ptr) return (0);
2937 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2941 /* Display item name */
2942 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2943 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2945 /* Get the value of one of the items (except curses) */
2946 cost = bcost + object_value_real(o_ptr) * 2;
2948 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);
2950 /* Check if the player has enough money */
2951 if (p_ptr->au < cost)
2953 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2954 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);
2959 p_ptr->total_weight -= o_ptr->weight;
2961 if (o_ptr->sval == SV_BROKEN_DAGGER)
2966 /* Suppress compiler warning */
2969 for (j = 1; j < max_k_idx; j++)
2971 object_kind *k_aux_ptr = &k_info[j];
2973 if (k_aux_ptr->tval != TV_SWORD) continue;
2974 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2975 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2976 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2977 if (k_aux_ptr->weight > 99) continue;
2986 else /* TV_BROKEN_SWORD */
2988 /* Repair to a sword or sometimes material's type weapon */
2989 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2993 object_kind *ck_ptr;
2995 k_idx = lookup_kind(tval, SV_ANY);
2996 ck_ptr = &k_info[k_idx];
2998 if (tval == TV_SWORD)
3000 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3001 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3002 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3003 (ck_ptr->sval == SV_DOKUBARI)) continue;
3005 if (tval == TV_POLEARM)
3007 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3008 (ck_ptr->sval == SV_TSURIZAO)) continue;
3010 if (tval == TV_HAFTED)
3012 if ((ck_ptr->sval == SV_GROND) ||
3013 (ck_ptr->sval == SV_WIZSTAFF) ||
3014 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3021 /* Calculate dice bonuses */
3022 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3023 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3024 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3025 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3027 /* Change base object */
3028 k_ptr = &k_info[k_idx];
3029 o_ptr->k_idx = k_idx;
3030 o_ptr->weight = k_ptr->weight;
3031 o_ptr->tval = k_ptr->tval;
3032 o_ptr->sval = k_ptr->sval;
3033 o_ptr->dd = k_ptr->dd;
3034 o_ptr->ds = k_ptr->ds;
3036 /* Copy base object's ability */
3037 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3038 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3039 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3045 for (i = 1; i < dd_bonus; i++)
3047 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3053 for (i = 1; i < ds_bonus; i++)
3055 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3059 if (have_flag(k_ptr->flags, TR_BLOWS))
3061 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3062 o_ptr->pval = MIN(o_ptr->pval, bmax);
3065 /* Add one random ability from material weapon */
3066 give_one_ability_of_object(o_ptr, mo_ptr);
3068 /* Add to-dam, to-hit and to-ac from material weapon */
3069 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3070 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3071 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3073 if ((o_ptr->name1 == ART_NARSIL) ||
3074 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3075 (object_is_ego(o_ptr) && one_in_(7)))
3078 if (object_is_ego(o_ptr))
3080 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3081 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3084 /* Add one random ability from material weapon */
3085 give_one_ability_of_object(o_ptr, mo_ptr);
3087 /* Add one random activation */
3088 if (!activation_index(o_ptr)) one_activation(o_ptr);
3091 if (o_ptr->name1 == ART_NARSIL)
3093 one_high_resistance(o_ptr);
3097 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3100 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3102 msg_format("$%dで%sに修復しました。", cost, basenm);
3104 msg_format("Repaired into %s for %d gold.", basenm, cost);
3108 /* Remove BROKEN flag */
3109 o_ptr->ident &= ~(IDENT_BROKEN);
3111 /* Add repaired flag */
3112 o_ptr->discount = 99;
3114 p_ptr->total_weight += o_ptr->weight;
3117 /* Decrease material object */
3118 inven_item_increase(mater, -1);
3119 inven_item_optimize(mater);
3122 p_ptr->update |= PU_BONUS;
3125 /* Something happened */
3130 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3131 * @param bcost 基本鑑定費用
3134 static int repair_broken_weapon(PRICE bcost)
3138 cost = repair_broken_weapon_aux(bcost);
3145 * @brief アイテムの強化を行う。 / Enchant item
3146 * @param cost 1回毎の費用
3147 * @param to_hit 命中をアップさせる量
3148 * @param to_dam ダメージをアップさせる量
3149 * @param to_ac ACをアップさせる量
3150 * @return 実際に行ったらTRUE
3152 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3159 int maxenchant = (p_ptr->lev / 5);
3160 char tmp_str[MAX_NLEN];
3163 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3164 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3166 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3167 s = _("改良できるものがありません。", "You have nothing to improve.");
3169 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3170 if (!o_ptr) return (FALSE);
3172 /* Check if the player has enough money */
3173 if (p_ptr->au < (cost * o_ptr->number))
3175 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3176 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);
3180 /* Enchant to hit */
3181 for (i = 0; i < to_hit; i++)
3183 if (o_ptr->to_h < maxenchant)
3185 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3193 /* Enchant to damage */
3194 for (i = 0; i < to_dam; i++)
3196 if (o_ptr->to_d < maxenchant)
3198 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3207 for (i = 0; i < to_ac; i++)
3209 if (o_ptr->to_a < maxenchant)
3211 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3222 if (flush_failure) flush();
3223 msg_print(_("改良に失敗した。", "The improvement failed."));
3228 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3230 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3232 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3235 /* Charge the money */
3236 p_ptr->au -= (cost * o_ptr->number);
3238 if (item >= INVEN_RARM) calc_android_exp();
3240 /* Something happened */
3247 * @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
3249 * The player can select the number of charges to add\n
3250 * (up to a limit), and the recharge never fails.\n
3252 * The cost for rods depends on the level of the rod. The prices\n
3253 * for recharging wands and staves are dependent on the cost of\n
3257 static void building_recharge(void)
3265 PARAMETER_VALUE charges;
3267 char tmp_str[MAX_NLEN];
3271 /* Display some info */
3273 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);
3276 /* Only accept legal items */
3277 item_tester_hook = item_tester_hook_recharge;
3279 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3280 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3282 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3285 k_ptr = &k_info[o_ptr->k_idx];
3288 * We don't want to give the player free info about
3289 * the level of the item or the number of charges.
3291 /* The item must be "known" */
3292 if (!object_is_known(o_ptr))
3294 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!"));
3297 if ((p_ptr->au >= 50) &&
3298 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3302 identify_item(o_ptr);
3303 object_desc(tmp_str, o_ptr, 0);
3304 msg_format(_("%s です。", "You have: %s."), tmp_str);
3306 /* Auto-inscription */
3307 autopick_alter_item(item, FALSE);
3309 /* Update the gold display */
3310 building_prt_gold();
3318 /* Extract the object "level" */
3319 lev = k_info[o_ptr->k_idx].level;
3321 /* Price for a rod */
3322 if (o_ptr->tval == TV_ROD)
3324 if (o_ptr->timeout > 0)
3326 /* Fully recharge */
3327 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3331 /* No recharge necessary */
3333 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3337 else if (o_ptr->tval == TV_STAFF)
3339 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3340 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3342 /* Pay at least 10 gold per charge */
3343 price = MAX(10, price);
3347 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3348 price = (k_info[o_ptr->k_idx].cost / 10);
3350 /* Pay at least 10 gold per charge */
3351 price = MAX(10, price);
3354 /* Limit the number of charges for wands and staffs */
3355 if (o_ptr->tval == TV_WAND
3356 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3358 if (o_ptr->number > 1)
3360 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3364 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3368 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3370 if (o_ptr->number > 1)
3372 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3376 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3381 /* Check if the player has enough money */
3382 if (p_ptr->au < price)
3384 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3386 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3388 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3394 if (o_ptr->tval == TV_ROD)
3397 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3399 if (get_check(format("Recharge the %s for %d gold? ",
3400 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3404 /* Recharge fully */
3414 if (o_ptr->tval == TV_STAFF)
3415 max_charges = k_ptr->pval - o_ptr->pval;
3417 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3419 /* Get the quantity for staves and wands */
3420 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3421 MIN(p_ptr->au / price, max_charges));
3424 if (charges < 1) return;
3426 /* Get the new price */
3430 o_ptr->pval += charges;
3432 /* We no longer think the item is empty */
3433 o_ptr->ident &= ~(IDENT_EMPTY);
3437 object_desc(tmp_str, o_ptr, 0);
3439 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3441 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3443 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3445 p_ptr->window |= (PW_INVEN);
3456 * @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
3458 * The player can select the number of charges to add\n
3459 * (up to a limit), and the recharge never fails.\n
3461 * The cost for rods depends on the level of the rod. The prices\n
3462 * for recharging wands and staves are dependent on the cost of\n
3466 static void building_recharge_all(void)
3473 PRICE total_cost = 0;
3476 /* Display some info */
3479 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);
3481 /* Calculate cost */
3482 for ( i = 0; i < INVEN_PACK; i++)
3484 o_ptr = &p_ptr->inventory_list[i];
3486 /* skip non magic device */
3487 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3489 /* need identified */
3490 if (!object_is_known(o_ptr)) total_cost += 50;
3492 /* Extract the object "level" */
3493 lev = k_info[o_ptr->k_idx].level;
3495 k_ptr = &k_info[o_ptr->k_idx];
3497 switch (o_ptr->tval)
3500 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3504 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3505 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3507 /* Pay at least 10 gold per charge */
3508 price = MAX(10, price);
3511 price = (k_ptr->pval - o_ptr->pval) * price;
3515 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3516 price = (k_info[o_ptr->k_idx].cost / 10);
3518 /* Pay at least 10 gold per charge */
3519 price = MAX(10, price);
3522 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3526 /* if price <= 0 then item have enough charge */
3527 if (price > 0) total_cost += price;
3532 msg_print(_("充填する必要はありません。", "No need to recharge."));
3537 /* Check if the player has enough money */
3538 if (p_ptr->au < total_cost)
3540 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 );
3544 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3546 for (i = 0; i < INVEN_PACK; i++)
3548 o_ptr = &p_ptr->inventory_list[i];
3549 k_ptr = &k_info[o_ptr->k_idx];
3551 /* skip non magic device */
3552 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3554 if (!object_is_known(o_ptr))
3556 identify_item(o_ptr);
3558 /* Auto-inscription */
3559 autopick_alter_item(i, FALSE);
3563 switch (o_ptr->tval)
3569 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3570 /* We no longer think the item is empty */
3571 o_ptr->ident &= ~(IDENT_EMPTY);
3574 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3575 o_ptr->pval = o_ptr->number * k_ptr->pval;
3576 /* We no longer think the item is empty */
3577 o_ptr->ident &= ~(IDENT_EMPTY);
3583 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3585 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3587 p_ptr->window |= (PW_INVEN);
3590 p_ptr->au -= total_cost;
3597 * @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-
3598 * @return 常にTRUEを返す。
3599 * @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。
3601 static bool research_mon(void)
3609 bool recall = FALSE;
3613 /* XTRA HACK WHATSEARCH */
3619 /* XTRA HACK REMEMBER_IDX */
3620 static int old_sym = '\0';
3621 static IDX old_i = 0;
3625 /* Get a character, or abort */
3626 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):",
3627 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3635 /* Find that character info, and describe it */
3636 for (i = 0; ident_info[i]; ++i)
3638 if (sym == ident_info[i][0]) break;
3641 /* XTRA HACK WHATSEARCH */
3642 if (sym == KTRL('A'))
3645 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3647 else if (sym == KTRL('U'))
3650 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3652 else if (sym == KTRL('N'))
3655 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3657 else if (sym == KTRL('M'))
3660 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3667 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3669 else if (ident_info[i])
3671 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3675 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3678 /* Display the result */
3681 /* Allocate the "who" array */
3682 C_MAKE(who, max_r_idx, MONRACE_IDX);
3684 /* Collect matching monsters */
3685 for (n = 0, i = 1; i < max_r_idx; i++)
3687 monster_race *r_ptr = &r_info[i];
3690 if (!r_ptr->name) continue;
3692 /* XTRA HACK WHATSEARCH */
3693 /* Require non-unique monsters if needed */
3694 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3696 /* Require unique monsters if needed */
3697 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3705 for (xx = 0; temp[xx] && xx < 80; xx++)
3708 if (iskanji(temp[xx]))
3714 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3718 strcpy(temp2, r_name + r_ptr->E_name);
3720 strcpy(temp2, r_name + r_ptr->name);
3722 for (xx = 0; temp2[xx] && xx < 80; xx++)
3723 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3726 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3728 if (my_strstr(temp2, temp))
3732 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3735 /* Nothing to recall */
3738 /* Free the "who" array */
3739 C_KILL(who, max_r_idx, MONRACE_IDX);
3749 /* Sort if needed */
3752 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3756 /* Start at the end */
3757 /* XTRA HACK REMEMBER_IDX */
3758 if (old_sym == sym && old_i < n) i = old_i;
3763 /* Scan the monster memory */
3766 /* Extract a race */
3769 /* Hack -- Begin the prompt */
3772 /* Hack -- Complete the prompt */
3773 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3781 /*** Recall on screen ***/
3783 /* Get maximal info about this monster */
3784 lore_do_probe(r_idx);
3786 /* Save this monster ID */
3787 monster_race_track(r_idx);
3790 /* know every thing mode */
3791 screen_roff(r_idx, 0x01);
3794 /* XTRA HACK REMEMBER_IDX */
3802 /* Normal commands */
3803 if (query != 'r') break;
3810 if (query == ESCAPE) break;
3812 /* Move to "prev" monster */
3818 if (!expand_list) break;
3822 /* Move to "next" monster */
3828 if (!expand_list) break;
3834 /* Re-display the identity */
3835 /* prt(buf, 5, 5);*/
3837 /* Free the "who" array */
3838 C_KILL(who, max_r_idx, MONRACE_IDX);
3841 return (!notpicked);
3846 * @brief 施設の処理実行メインルーチン / Execute a building command
3847 * @param bldg 施設構造体の参照ポインタ
3848 * @param i 実行したい施設のサービステーブルの添字
3851 static void bldg_process_command(building_type *bldg, int i)
3853 BACT_IDX bact = bldg->actions[i];
3861 bcost = bldg->member_costs[i];
3863 bcost = bldg->other_costs[i];
3865 /* action restrictions */
3866 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3867 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3869 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3873 /* check gold (HACK - Recharge uses variable costs) */
3874 if ((bact != BACT_RECHARGE) &&
3875 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3876 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3878 msg_print(_("お金が足りません!", "You do not have the gold!"));
3887 case BACT_RESEARCH_ITEM:
3888 paid = identify_fully(FALSE);
3890 case BACT_TOWN_HISTORY:
3893 case BACT_RACE_LEGENDS:
3899 case BACT_KING_LEGENDS:
3900 case BACT_ARENA_LEGENDS:
3905 case BACT_ARENA_RULES:
3909 case BACT_IN_BETWEEN:
3911 case BACT_SPIN_WHEEL:
3912 case BACT_DICE_SLOTS:
3913 case BACT_GAMBLE_RULES:
3920 paid = inn_comm(bact);
3922 case BACT_RESEARCH_MONSTER:
3923 paid = research_mon();
3925 case BACT_COMPARE_WEAPONS:
3927 bcost = compare_weapons(bcost);
3929 case BACT_ENCHANT_WEAPON:
3930 item_tester_hook = object_allow_enchant_melee_weapon;
3931 enchant_item(bcost, 1, 1, 0);
3933 case BACT_ENCHANT_ARMOR:
3934 item_tester_hook = object_is_armour;
3935 enchant_item(bcost, 0, 0, 1);
3938 building_recharge();
3940 case BACT_RECHARGE_ALL:
3941 building_recharge_all();
3943 case BACT_IDENTS: /* needs work */
3944 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;
3946 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3949 case BACT_IDENT_ONE: /* needs work */
3950 paid = ident_spell(FALSE);
3955 case BACT_HEALING: /* needs work */
3956 paid = cure_critical_wounds(200);
3958 case BACT_RESTORE: /* needs work */
3959 paid = restore_all_status();
3961 case BACT_ENCHANT_ARROWS:
3962 item_tester_hook = item_tester_hook_ammo;
3963 enchant_item(bcost, 1, 1, 0);
3965 case BACT_ENCHANT_BOW:
3966 item_tester_tval = TV_BOW;
3967 enchant_item(bcost, 1, 1, 0);
3971 if (recall_player(p_ptr, 1)) paid = TRUE;
3974 case BACT_TELEPORT_LEVEL:
3976 paid = free_level_recall(p_ptr);
3979 case BACT_LOSE_MUTATION:
3980 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3981 (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3983 while(!lose_mutation(0));
3988 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3997 case BACT_TSUCHINOKO:
4014 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4015 set_virtue(V_COMPASSION, 0);
4016 set_virtue(V_HONOUR, 0);
4017 set_virtue(V_JUSTICE, 0);
4018 set_virtue(V_SACRIFICE, 0);
4019 set_virtue(V_KNOWLEDGE, 0);
4020 set_virtue(V_FAITH, 0);
4021 set_virtue(V_ENLIGHTEN, 0);
4022 set_virtue(V_ENCHANT, 0);
4023 set_virtue(V_CHANCE, 0);
4024 set_virtue(V_NATURE, 0);
4025 set_virtue(V_HARMONY, 0);
4026 set_virtue(V_VITALITY, 0);
4027 set_virtue(V_UNLIFE, 0);
4028 set_virtue(V_PATIENCE, 0);
4029 set_virtue(V_TEMPERANCE, 0);
4030 set_virtue(V_DILIGENCE, 0);
4031 set_virtue(V_VALOUR, 0);
4032 set_virtue(V_INDIVIDUALISM, 0);
4037 case BACT_TELE_TOWN:
4042 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4045 case BACT_BROKEN_WEAPON:
4047 bcost = repair_broken_weapon(bcost);
4058 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4061 void do_cmd_bldg(void)
4066 building_type *bldg;
4068 if(p_ptr->wild_mode) return;
4070 take_turn(p_ptr, 100);
4072 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4074 msg_print(_("ここには建物はない。", "You see no building here."));
4078 which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4080 bldg = &building[which];
4082 /* Don't re-init the wilderness */
4083 reinit_wilderness = FALSE;
4085 if ((which == 2) && (p_ptr->arena_number < 0))
4087 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4090 else if ((which == 2) && p_ptr->inside_arena)
4092 if (!p_ptr->exit_bldg && current_floor_ptr->m_cnt > 0)
4094 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);
4098 /* Don't save the arena as saved floor */
4099 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4101 p_ptr->inside_arena = FALSE;
4102 p_ptr->leaving = TRUE;
4104 /* Re-enter the arena */
4105 command_new = SPECIAL_KEY_BUILDING;
4107 /* No energy needed to re-enter the arena */
4113 else if (p_ptr->inside_battle)
4115 /* Don't save the arena as saved floor */
4116 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4118 p_ptr->leaving = TRUE;
4119 p_ptr->inside_battle = FALSE;
4121 /* Re-enter the monster arena */
4122 command_new = SPECIAL_KEY_BUILDING;
4124 /* No energy needed to re-enter the arena */
4131 p_ptr->oldpy = p_ptr->y;
4132 p_ptr->oldpx = p_ptr->x;
4138 /* Hack -- Increase "icky" depth */
4145 show_building(bldg);
4146 p_ptr->leave_bldg = FALSE;
4148 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4150 while (!p_ptr->leave_bldg)
4155 building_prt_gold();
4159 if (command == ESCAPE)
4161 p_ptr->leave_bldg = TRUE;
4162 p_ptr->inside_arena = FALSE;
4163 p_ptr->inside_battle = FALSE;
4167 for (i = 0; i < 8; i++)
4169 if (bldg->letters[i])
4171 if (bldg->letters[i] == command)
4179 if(validcmd) bldg_process_command(bldg, i);
4184 select_floor_music();
4189 /* Reinit wilderness to activate quests ... */
4190 if (reinit_wilderness)
4192 p_ptr->leaving = TRUE;
4195 /* Hack -- Decrease "icky" depth */
4200 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4201 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4202 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4207 * @brief 今日の賞金首を確定する / Determine today's bounty monster
4209 * @note conv_old is used if loaded 0.0.3 or older save file
4211 void determine_today_mon(bool conv_old)
4214 bool old_inside_battle = p_ptr->inside_battle;
4215 monster_race *r_ptr;
4219 for (i = 0; i < max_d_idx; i++)
4221 if (max_dlv[i] < d_info[i].mindepth) continue;
4222 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4225 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4227 p_ptr->inside_battle = TRUE;
4228 get_mon_num_prep(NULL, NULL);
4232 today_mon = get_mon_num(max_dl);
4233 r_ptr = &r_info[today_mon];
4235 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4236 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4237 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4238 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4239 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4240 if (r_ptr->rarity > 10) continue;
4244 p_ptr->today_mon = 0;
4245 p_ptr->inside_battle = old_inside_battle;
4251 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4254 void determine_bounty_uniques(void)
4258 monster_race *r_ptr;
4260 get_mon_num_prep(NULL, NULL);
4261 for (i = 0; i < MAX_KUBI; i++)
4265 current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4266 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4268 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4270 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4272 if (r_ptr->rarity > 100) continue;
4274 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4276 for (j = 0; j < i; j++)
4277 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4284 for (i = 0; i < MAX_KUBI - 1; i++)
4286 for (j = i; j < MAX_KUBI; j++)
4288 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4290 tmp = current_world_ptr->bounty_r_idx[i];
4291 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4292 current_world_ptr->bounty_r_idx[j] = tmp;