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"
36 #include "cmd-spell.h"
38 #include "player-status.h"
39 #include "spells-status.h"
40 #include "realm-hex.h"
41 #include "dungeon-file.h"
44 #include "player-effects.h"
48 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
50 const arena_type arena_info[MAX_ARENA_MONS + 2] =
52 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
53 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
54 { MON_IMP, TV_POTION, SV_POTION_SPEED },
55 { MON_LION_HEART, 0, 0 },
56 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
57 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
58 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
59 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
60 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
61 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
62 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
63 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
64 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
65 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
66 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
67 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
68 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
69 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
70 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
71 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
72 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
73 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
74 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
75 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
76 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
77 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
78 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
79 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
80 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
81 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
82 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
83 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
84 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
85 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
86 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
87 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
88 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
89 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
90 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
91 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
92 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
93 { 0, 0, 0 }, /* Victory prizing */
94 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
99 * ループ中で / hack as in leave_store in store.c
101 static bool leave_bldg = FALSE;
104 * @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。
105 * @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、
106 * 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。
107 * @param bldg 施設構造体の参照ポインタ
108 * @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。
110 static bool is_owner(building_type *bldg)
112 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
117 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
122 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
123 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
132 * @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。
134 * @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、
135 * 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。
136 * @param bldg 施設構造体の参照ポインタ
137 * @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。
138 * @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。
140 static bool is_member(building_type *bldg)
142 if (bldg->member_class[p_ptr->pclass])
147 if (bldg->member_race[p_ptr->prace])
152 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
153 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
159 if (p_ptr->pclass == CLASS_SORCERER)
163 for (i = 0; i < MAX_MAGIC; i++)
165 if (bldg->member_realm[i+1]) OK = TRUE;
173 * @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
174 * @details 消去は行毎にヌル文字列で行われる。
175 * @param min_row 開始行番号
176 * @param max_row 末尾行番号
179 static void clear_bldg(int min_row, int max_row)
183 for (i = min_row; i <= max_row; i++)
191 static void building_prt_gold(void)
194 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
195 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
196 prt(tmp_str, 23, 68);
200 * @brief 施設のサービス一覧を表示する / Display a building.
201 * @param bldg 施設構造体の参照ポインタ
204 static void show_building(building_type* bldg)
212 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
216 for (i = 0; i < 8; i++)
218 if (bldg->letters[i])
220 if (bldg->action_restr[i] == 0)
222 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
223 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
225 action_color = TERM_WHITE;
228 else if (is_owner(bldg))
230 action_color = TERM_YELLOW;
231 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
235 action_color = TERM_YELLOW;
236 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
238 else if (bldg->action_restr[i] == 1)
240 if (!is_member(bldg))
242 action_color = TERM_L_DARK;
243 strcpy(buff, _("(閉店)", "(closed)"));
245 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
246 (is_member(bldg) && (bldg->other_costs[i] == 0)))
248 action_color = TERM_WHITE;
251 else if (is_owner(bldg))
253 action_color = TERM_YELLOW;
254 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
258 action_color = TERM_YELLOW;
259 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
266 action_color = TERM_L_DARK;
267 strcpy(buff, _("(閉店)", "(closed)"));
269 else if (bldg->member_costs[i] != 0)
271 action_color = TERM_YELLOW;
272 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
276 action_color = TERM_WHITE;
281 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
282 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
285 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
289 * @brief 闘技場に入るコマンドの処理 / arena commands
290 * @param cmd 闘技場処理のID
293 static void arena_comm(int cmd)
302 if (p_ptr->arena_number == MAX_ARENA_MONS)
305 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
306 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);
307 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);
311 p_ptr->au += 1000000L;
312 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
314 p_ptr->arena_number++;
316 else if (p_ptr->arena_number > MAX_ARENA_MONS)
318 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
320 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."));
322 if (get_check(_("挑戦するかね?", "Do you fight? ")))
324 msg_print(_("死ぬがよい。", "Die, maggots."));
327 p_ptr->exit_bldg = FALSE;
330 /* Save the surface floor as saved floor */
331 prepare_change_floor_mode(CFM_SAVE_FLOORS);
333 p_ptr->inside_arena = TRUE;
334 p_ptr->leaving = TRUE;
339 msg_print(_("残念だ。", "We are disappointed."));
344 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。",
345 "You enter the arena briefly and bask in your glory."));
349 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
351 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。",
352 "You don't have permission to enter with pet."));
357 p_ptr->exit_bldg = FALSE;
360 /* Save the surface floor as saved floor */
361 prepare_change_floor_mode(CFM_SAVE_FLOORS);
363 p_ptr->inside_arena = TRUE;
364 p_ptr->leaving = TRUE;
369 if (p_ptr->arena_number == MAX_ARENA_MONS)
370 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。",
371 "You are victorious. Enter the arena for the ceremony."));
373 else if (p_ptr->arena_number > MAX_ARENA_MONS)
375 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
379 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
380 name = (r_name + r_ptr->name);
381 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
383 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
384 p_ptr->window |= (PW_MONSTER);
389 case BACT_ARENA_RULES:
392 /* Peruse the arena help file */
393 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
401 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
402 * @param row シンボルを表示する行の上端
403 * @param col シンボルを表示する行の左端
404 * @param fruit 表示するシンボルID
407 static void display_fruit(int row, int col, int fruit)
412 c_put_str(TERM_YELLOW, " ####.", row, col);
413 c_put_str(TERM_YELLOW, " # #", row + 1, col);
414 c_put_str(TERM_YELLOW, " # #", row + 2, col);
415 c_put_str(TERM_YELLOW, "# #", row + 3, col);
416 c_put_str(TERM_YELLOW, "# #", row + 4, col);
417 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
418 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
419 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
421 " Lemon "), row + 8, col);
424 c_put_str(TERM_ORANGE, " ## ", row, col);
425 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
426 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
427 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
428 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
429 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
430 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
431 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
433 " Orange "), row + 8, col);
436 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
437 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
438 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
439 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
440 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
441 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
442 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
443 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
444 prt( _(" 剣 ", " Sword ") , row + 8, col);
447 c_put_str(TERM_SLATE, " ###### ", row, col);
448 c_put_str(TERM_SLATE, "# #", row + 1, col);
449 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
450 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
451 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
452 c_put_str(TERM_SLATE, " # # ", row + 5, col);
453 c_put_str(TERM_SLATE, " # # ", row + 6, col);
454 c_put_str(TERM_SLATE, " ## ", row + 7, col);
456 " Shield "), row + 8, col);
459 c_put_str(TERM_VIOLET, " ## ", row, col);
460 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
461 c_put_str(TERM_VIOLET, "########", row + 2, col);
462 c_put_str(TERM_VIOLET, "########", row + 3, col);
463 c_put_str(TERM_VIOLET, "########", row + 4, col);
464 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
465 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
466 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
468 " Plum "), row + 8, col);
471 c_put_str(TERM_RED, " ##", row, col);
472 c_put_str(TERM_RED, " ### ", row + 1, col);
473 c_put_str(TERM_RED, " #..# ", row + 2, col);
474 c_put_str(TERM_RED, " #..# ", row + 3, col);
475 c_put_str(TERM_RED, " ###### ", row + 4, col);
476 c_put_str(TERM_RED, "#..##..#", row + 5, col);
477 c_put_str(TERM_RED, "#..##..#", row + 6, col);
478 c_put_str(TERM_RED, " ## ## ", row + 7, col);
480 " Cherry "), row + 8, col);
486 * kpoker no (tyuto-hannpa na)pakuri desu...
487 * joker ha shineru node haitte masen.
489 * TODO: donataka! tsukutte!
490 * - agatta yaku no kiroku (like DQ).
491 * - kakkoii card no e.
492 * - sousa-sei no koujyo.
493 * - code wo wakariyasuku.
495 * - Joker... -- done.
498 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
501 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
502 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
503 #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 */
505 static int cards[5]; /*!< ポーカーの現在の手札ID */
512 static void reset_deck(int deck[])
515 for (i = 0; i < 53; i++) deck[i] = i;
518 for (i = 0; i < 53; i++){
519 int tmp1 = randint0(53 - i) + i;
521 deck[i] = deck[tmp1];
527 * @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。
528 * @return ジョーカーを持っているか。
530 static bool have_joker(void)
534 for (i = 0; i < 5; i++){
535 if(IS_JOKER(cards[i])) return TRUE;
541 * @brief ポーカーの手札に該当の番号の札があるかを返す。
542 * @param num 探したいカードの番号。
543 * @return 該当の番号が手札にあるか。
545 static bool find_card_num(int num)
548 for (i = 0; i < 5; i++)
549 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
554 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
557 static bool yaku_check_flush(void)
560 bool joker_is_used = FALSE;
562 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
563 for (i = 0; i < 5; i++){
564 if (SUIT_OF(cards[i]) != suit){
565 if(have_joker() && !joker_is_used)
566 joker_is_used = TRUE;
576 * @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。
577 * @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
579 static int yaku_check_straight(void)
582 bool joker_is_used = FALSE;
583 bool straight = FALSE;
586 for (i = 0; i < 5; i++)
588 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
589 lowest = NUM_OF(cards[i]);
592 /* Check Royal Straight Flush */
593 if (yaku_check_flush())
596 for (i = 0; i < 4; i++)
598 if (!find_card_num(9 + i)){
599 if( have_joker() && !joker_is_used )
600 joker_is_used = TRUE;
605 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
608 for (i = 0; i < 3; i++)
610 if (!find_card_num(10 + i))
613 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
617 joker_is_used = FALSE;
619 /* Straight Only Check */
621 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
622 for (i = 0; i < 4; i++)
624 if (!find_card_num(9 + i)) {
625 if (have_joker() && !joker_is_used)
626 joker_is_used = TRUE;
631 if(i == 4) straight = TRUE;
634 joker_is_used = FALSE;
636 for (i = 0; i < 5; i++)
638 if(!find_card_num(lowest + i)){
639 if( have_joker() && !joker_is_used )
640 joker_is_used = TRUE;
645 if(i == 5) straight = TRUE;
647 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
648 else if(straight) return 1; /* Only Straight */
653 * @brief ポーカーのペア役の状態を返す。
654 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
656 static int yaku_check_pair(void)
658 int i, i2, matching = 0;
660 for (i = 0; i < 5; i++)
662 for (i2 = i+1; i2 < 5; i2++)
664 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
665 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
696 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
697 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
698 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
699 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
700 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
701 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
702 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
703 #define ODDS_ST 4 /*!< ストレートの役倍率 */
704 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
705 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
708 * @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。
711 static int yaku_check(void)
715 switch(yaku_check_straight()){
717 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
720 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
723 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
726 /* Not straight -- fall through */
730 if (yaku_check_flush())
732 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
736 switch (yaku_check_pair())
739 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
742 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
745 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
748 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
751 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
754 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
756 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
761 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
771 * @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。
772 * @param hoge カーソルの現在位置
773 * @param kaeruka カードの捨てる/残すフラグ配列
776 static void display_kaeruka(int hoge, int kaeruka[])
779 char col = TERM_WHITE;
780 for (i = 0; i < 5; i++)
782 if (i == hoge) col = TERM_YELLOW;
783 else if(kaeruka[i]) col = TERM_WHITE;
784 else col = TERM_L_BLUE;
787 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
789 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
791 if (hoge > 4) col = TERM_YELLOW;
792 else col = TERM_WHITE;
793 c_put_str(col, _("決定", "Sure"), 16, 38);
795 /* Hilite current option */
796 if (hoge < 5) move_cursor(14, 5+hoge*16);
797 else move_cursor(16, 38);
801 * @brief ポーカーの手札を表示する。
804 static void display_cards(void)
807 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
809 concptr suit[4] = {"★", "●", "¶", "†"};
810 concptr card_grph[13][7] = {{"A %s ",
901 concptr joker_grph[7] = { " ",
911 concptr suit[4] = {"[]", "qp", "<>", "db"};
912 concptr card_grph[13][7] = {{"A %s ",
1003 concptr joker_grph[7] = { " ",
1012 for (i = 0; i < 5; i++)
1014 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
1017 for (i = 0; i < 5; i++)
1019 for (j = 0; j < 7; j++)
1021 prt(_("┃", " |"), j+6, i*16);
1022 if(IS_JOKER(cards[i]))
1023 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
1025 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);
1026 prt(_("┃", "| "), j+6, i*16+14);
1029 for (i = 0; i < 5; i++)
1031 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
1036 * @brief ポーカーの1プレイルーチン。
1039 static int do_poker(void)
1043 int deck[53]; /* yamafuda : 0...52 */
1045 int kaeruka[5]; /* 0:kaenai 1:kaeru */
1049 bool kakikae = TRUE;
1053 for (i = 0; i < 5; i++)
1055 cards[i] = deck[deck_ptr++];
1056 kaeruka[i] = 0; /* default:nokosu */
1059 /* suteruno wo kimeru */
1060 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);
1067 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1072 case '6': case 'l': case 'L': case KTRL('F'):
1073 if (!kettei) k = (k+1)%5;
1074 else {k = 0;kettei = FALSE;}
1077 case '4': case 'h': case 'H': case KTRL('B'):
1078 if (!kettei) k = (k+4)%5;
1079 else {k = 4;kettei = FALSE;}
1082 case '2': case 'j': case 'J': case KTRL('N'):
1083 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1085 case '8': case 'k': case 'K': case KTRL('P'):
1086 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1088 case ' ': case '\r':
1089 if (kettei) done = TRUE;
1090 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1099 for (i = 0; i < 5; i++)
1100 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1104 return yaku_check();
1109 /* end of poker codes --Koka */
1112 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1113 * @param cmd プレイするゲームID
1116 static bool gamble_comm(int cmd)
1119 int roll1, roll2, roll3, choice, odds, win;
1124 char out_val[160], tmp_str[80], again;
1129 if (cmd == BACT_GAMBLE_RULES)
1131 /* Peruse the gambling help file */
1132 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1139 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1140 "Hey! You don't have gold - get out of here!"));
1148 maxbet = p_ptr->lev * 200;
1150 /* We can't bet more than we have */
1151 maxbet = MIN(maxbet, p_ptr->au);
1154 strcpy(out_val, "");
1155 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1159 * Use get_string() because we may need more than
1160 * the s16b value returned by get_quantity().
1162 if (get_string(tmp_str, out_val, 32))
1165 for (p = out_val; *p == ' '; p++);
1170 if (wager > p_ptr->au)
1172 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!"));
1177 else if (wager > maxbet)
1179 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1180 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1185 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1191 oldgold = p_ptr->au;
1193 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1194 prt(tmp_str, 20, 2);
1195 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1196 prt(tmp_str, 21, 2);
1203 case BACT_IN_BETWEEN: /* Game of In-Between */
1204 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1208 roll1 = randint1(10);
1209 roll2 = randint1(10);
1210 choice = randint1(10);
1211 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1214 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1216 prt(tmp_str, 11, 14);
1217 if (((choice > roll1) && (choice < roll2)) ||
1218 ((choice < roll1) && (choice > roll2)))
1221 case BACT_CRAPS: /* Game of Craps */
1222 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1226 roll1 = randint1(6);
1227 roll2 = randint1(6);
1228 roll3 = roll1 + roll2;
1230 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1231 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1233 if ((roll3 == 7) || (roll3 == 11))
1235 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1240 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"));
1243 roll1 = randint1(6);
1244 roll2 = randint1(6);
1245 roll3 = roll1 + roll2;
1246 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1247 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1249 if (roll3 == choice)
1251 else if (roll3 == 7)
1253 } while ((win != TRUE) && (win != FALSE));
1256 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1259 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1261 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1262 prt("--------------------------------", 8, 3);
1263 strcpy(out_val, "");
1264 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1266 for (p = out_val; iswspace(*p); p++);
1270 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1273 else if (choice > 9)
1275 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1279 roll1 = randint0(10);
1280 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1281 "The wheel spins to a stop and the winner is %d"), roll1);
1282 prt(tmp_str, 13, 3);
1284 prt("*", 9, (3 * roll1 + 5));
1285 if (roll1 == choice)
1289 case BACT_DICE_SLOTS: /* The Dice Slots */
1290 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1291 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1292 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1293 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1294 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1295 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1296 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1297 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1300 roll1 = randint1(21);
1310 roll2 = randint1(21);
1320 choice = randint1(21);
1330 put_str("/--------------------------\\", 7, 2);
1331 prt("\\--------------------------/", 17, 2);
1332 display_fruit(8, 3, roll1 - 1);
1333 display_fruit(8, 12, roll2 - 1);
1334 display_fruit(8, 21, choice - 1);
1335 if ((roll1 == roll2) && (roll2 == choice))
1354 else if ((roll1 == 1) && (roll2 == 1))
1363 if (odds) win = TRUE;
1369 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1371 p_ptr->au += odds * wager;
1372 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1374 prt(tmp_str, 17, 37);
1378 prt(_("あなたの負け", "You Lost"), 16, 37);
1381 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1383 prt(tmp_str, 22, 2);
1384 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1386 move_cursor(18, 52);
1391 if (wager > p_ptr->au)
1393 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1394 "Hey! You don't have the gold - get out of here!"));
1400 } while ((again == 'y') || (again == 'Y'));
1403 if (p_ptr->au >= oldgold)
1405 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!」",
1406 "You came out a winner! We'll win next time, I'm sure."));
1407 chg_virtue(V_CHANCE, 3);
1411 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."));
1412 chg_virtue(V_CHANCE, -3);
1422 * @brief モンスター闘技場に参加するモンスターを更新する。
1425 void update_gambling_monsters(void)
1432 bool old_inside_battle = p_ptr->inside_battle;
1434 for (i = 0; i < max_d_idx; i++)
1435 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1437 mon_level = randint1(MIN(max_dl, 122)) + 5;
1438 if (randint0(100) < 60)
1440 i = randint1(MIN(max_dl, 122)) + 5;
1441 mon_level = MAX(i, mon_level);
1443 if (randint0(100) < 30)
1445 i = randint1(MIN(max_dl, 122)) + 5;
1446 mon_level = MAX(i, mon_level);
1453 for (i = 0; i < 4; i++)
1459 get_mon_num_prep(monster_can_entry_arena, NULL);
1460 p_ptr->inside_battle = TRUE;
1461 r_idx = get_mon_num(mon_level);
1462 p_ptr->inside_battle = old_inside_battle;
1463 if (!r_idx) continue;
1465 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1467 if ((r_info[r_idx].level + 10) > mon_level) continue;
1470 for (j = 0; j < i; j++)
1471 if (r_idx == battle_mon[j]) break;
1472 if (j < i) continue;
1476 battle_mon[i] = r_idx;
1477 if (r_info[r_idx].level < 45) tekitou = TRUE;
1480 for (i = 0; i < 4; i++)
1482 monster_race *r_ptr = &r_info[battle_mon[i]];
1483 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1485 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1486 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1488 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1489 power[i] = power[i] * (100 + r_ptr->level) / 100;
1490 if (r_ptr->speed > 110)
1491 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1492 if (r_ptr->speed < 110)
1493 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1495 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1496 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1497 power[i] = power[i] * 4 / 3;
1498 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1499 power[i] = power[i] * 4 / 3;
1500 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1501 power[i] = power[i] * 11 / 10;
1502 if (r_ptr->flags1 & RF1_RAND_25)
1503 power[i] = power[i] * 9 / 10;
1504 if (r_ptr->flags1 & RF1_RAND_50)
1505 power[i] = power[i] * 9 / 10;
1506 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1507 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1512 for (i = 0; i < 4; i++)
1514 power[i] = total * 60 / power[i];
1515 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1516 if ((power[i] < 160) && randint0(20)) break;
1517 if (power[i] < 101) power[i] = 100 + randint1(5);
1518 mon_odds[i] = power[i];
1525 * @brief モンスター闘技場のメインルーチン
1526 * @return 賭けを開始したか否か
1528 static bool kakutoujou(void)
1532 char out_val[160], tmp_str[80];
1535 if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
1537 update_gambling_monsters();
1538 old_battle = current_world_ptr->game_turn;
1546 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!"));
1558 "Monsters Odds"), 4, 4);
1562 monster_race *r_ptr = &r_info[battle_mon[i]];
1564 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1565 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1566 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1567 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1570 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1580 if (i >= '1' && i <= '4')
1582 sel_monster = i-'1';
1583 battle_odds = mon_odds[sel_monster];
1590 for (i = 0; i < 4; i++)
1591 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1593 maxbet = p_ptr->lev * 200;
1595 /* We can't bet more than we have */
1596 maxbet = MIN(maxbet, p_ptr->au);
1599 strcpy(out_val, "");
1600 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1602 * Use get_string() because we may need more than
1603 * the s16b value returned by get_quantity().
1605 if (get_string(tmp_str, out_val, 32))
1608 for (p = out_val; *p == ' '; p++);
1613 if (wager > p_ptr->au)
1615 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!"));
1621 else if (wager > maxbet)
1623 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);
1629 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1633 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1638 /* Save the surface floor as saved floor */
1639 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1641 p_ptr->inside_battle = TRUE;
1642 p_ptr->leaving = TRUE;
1656 * @brief 本日の賞金首情報を表示する。
1659 static void today_target(void)
1662 monster_race *r_ptr = &r_info[today_mon];
1665 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1666 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1667 c_put_str(TERM_YELLOW, buf, 6, 10);
1668 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1670 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1672 p_ptr->today_mon = today_mon;
1676 * @brief ツチノコの賞金首情報を表示する。
1679 static void tsuchinoko(void)
1682 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1683 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);
1684 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1685 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1686 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1690 * @brief 通常の賞金首情報を表示する。
1693 static void shoukinkubi(void)
1699 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);
1700 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1702 for (i = 0; i < MAX_KUBI; i++)
1706 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])];
1708 if (current_world_ptr->bounty_r_idx[i] > 10000)
1711 done_mark = _("(済)", "(done)");
1719 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1722 if (!y && (i < MAX_KUBI -1))
1724 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1735 * 賞金首の報酬テーブル / List of prize object
1738 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1739 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1740 } prize_list[MAX_KUBI] =
1742 {TV_POTION, SV_POTION_CURING},
1743 {TV_POTION, SV_POTION_SPEED},
1744 {TV_POTION, SV_POTION_SPEED},
1745 {TV_POTION, SV_POTION_RESISTANCE},
1746 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1748 {TV_POTION, SV_POTION_HEALING},
1749 {TV_POTION, SV_POTION_RESTORE_MANA},
1750 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1751 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1752 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1754 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1755 {TV_POTION, SV_POTION_STAR_HEALING},
1756 {TV_POTION, SV_POTION_STAR_HEALING},
1757 {TV_POTION, SV_POTION_NEW_LIFE},
1758 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1760 {TV_POTION, SV_POTION_LIFE},
1761 {TV_POTION, SV_POTION_LIFE},
1762 {TV_POTION, SV_POTION_AUGMENTATION},
1763 {TV_POTION, SV_POTION_INVULNERABILITY},
1764 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1768 * @brief 賞金首の引き換え処理 / Get prize
1769 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1771 static bool kankin(void)
1775 bool change = FALSE;
1776 GAME_TEXT o_name[MAX_NLEN];
1779 /* Loop for inventory and right/left arm */
1780 for (i = 0; i <= INVEN_LARM; i++)
1782 o_ptr = &inventory[i];
1784 /* Living Tsuchinoko worthes $1000000 */
1785 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1787 char buf[MAX_NLEN+20];
1788 object_desc(o_name, o_ptr, 0);
1789 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1792 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1793 p_ptr->au += 1000000L * o_ptr->number;
1794 p_ptr->redraw |= (PR_GOLD);
1795 inven_item_increase(i, -o_ptr->number);
1796 inven_item_describe(i);
1797 inven_item_optimize(i);
1803 for (i = 0; i < INVEN_PACK; i++)
1805 o_ptr = &inventory[i];
1807 /* Corpse of Tsuchinoko worthes $200000 */
1808 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1810 char buf[MAX_NLEN+20];
1811 object_desc(o_name, o_ptr, 0);
1812 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1815 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1816 p_ptr->au += 200000L * o_ptr->number;
1817 p_ptr->redraw |= (PR_GOLD);
1818 inven_item_increase(i, -o_ptr->number);
1819 inven_item_describe(i);
1820 inven_item_optimize(i);
1826 for (i = 0; i < INVEN_PACK; i++)
1828 o_ptr = &inventory[i];
1830 /* Bones of Tsuchinoko worthes $100000 */
1831 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1833 char buf[MAX_NLEN+20];
1834 object_desc(o_name, o_ptr, 0);
1835 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1838 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1839 p_ptr->au += 100000L * 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];
1852 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)))
1854 char buf[MAX_NLEN+20];
1855 object_desc(o_name, o_ptr, 0);
1856 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1859 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1860 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1861 p_ptr->redraw |= (PR_GOLD);
1862 inven_item_increase(i, -o_ptr->number);
1863 inven_item_describe(i);
1864 inven_item_optimize(i);
1870 for (i = 0; i < INVEN_PACK; i++)
1872 o_ptr = &inventory[i];
1874 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1876 char buf[MAX_NLEN+20];
1877 object_desc(o_name, o_ptr, 0);
1878 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1881 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1882 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1883 p_ptr->redraw |= (PR_GOLD);
1884 inven_item_increase(i, -o_ptr->number);
1885 inven_item_describe(i);
1886 inven_item_optimize(i);
1892 for (j = 0; j < MAX_KUBI; j++)
1894 /* Need reverse order --- Positions will be changed in the loop */
1895 for (i = INVEN_PACK-1; i >= 0; i--)
1897 o_ptr = &inventory[i];
1898 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1900 char buf[MAX_NLEN+20];
1902 INVENTORY_IDX item_new;
1905 object_desc(o_name, o_ptr, 0);
1906 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1907 if (!get_check(buf)) continue;
1909 #if 0 /* Obsoleted */
1910 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);
1911 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1912 p_ptr->redraw |= (PR_GOLD);
1913 inven_item_increase(i, -o_ptr->number);
1914 inven_item_describe(i);
1915 inven_item_optimize(i);
1916 chg_virtue(V_JUSTICE, 5);
1917 current_world_ptr->bounty_r_idx[j] += 10000;
1920 #endif /* Obsoleted */
1923 inven_item_increase(i, -o_ptr->number);
1924 inven_item_describe(i);
1925 inven_item_optimize(i);
1927 chg_virtue(V_JUSTICE, 5);
1928 current_world_ptr->bounty_r_idx[j] += 10000;
1930 /* Count number of unique corpses already handed */
1931 for (num = 0, k = 0; k < MAX_KUBI; k++)
1933 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1935 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" : ""));
1937 /* Prepare to make a prize */
1938 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1939 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1941 object_aware(&forge);
1942 object_known(&forge);
1945 * Hand it --- Assume there is an empty slot.
1946 * Since a corpse is handed at first,
1947 * there is at least one empty slot.
1949 item_new = inven_carry(&forge);
1951 object_desc(o_name, &forge, 0);
1952 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1954 /* Auto-inscription */
1955 autopick_alter_item(item_new, FALSE);
1965 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."));
1973 * @brief 宿屋の利用サブルーチン
1974 * @details inn commands\n
1975 * Note that resting for the night was a perfect way to avoid player\n
1976 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1977 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1978 * will not be that useful. I will keep it in the hopes the player\n
1979 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1980 * Resting at night is also a quick way to restock stores -KMW-\n
1981 * @param cmd 宿屋の利用施設ID
1982 * @return 施設の利用が実際に行われたか否か。
1984 static bool inn_comm(int cmd)
1988 case BACT_FOOD: /* Buy food & drink */
1989 if (p_ptr->food >= PY_FOOD_FULL)
1991 msg_print(_("今は満腹だ。", "You are full now."));
1994 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."));
1995 (void)set_food(PY_FOOD_MAX - 1);
1998 case BACT_REST: /* Rest for the night */
1999 if ((p_ptr->poisoned) || (p_ptr->cut))
2001 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."));
2003 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."));
2007 s32b oldturn = current_world_ptr->game_turn;
2008 int prev_day, prev_hour, prev_min;
2010 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2011 if ((prev_hour >= 6) && (prev_hour <= 17))
2012 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2014 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2016 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2017 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2019 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2020 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2023 prevent_turn_overflow();
2025 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2026 p_ptr->chp = p_ptr->mhp;
2028 if (ironman_nightmare)
2030 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."));
2032 /* Have some nightmares */
2035 sanity_blast(NULL, FALSE);
2036 if (!one_in_(3)) break;
2039 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2040 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."));
2047 p_ptr->chp = p_ptr->mhp;
2048 p_ptr->csp = p_ptr->msp;
2049 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2052 for (i = 0; i < 72; i++)
2054 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2056 for (; i < 108; i++)
2058 p_ptr->magic_num1[i] = 0;
2062 if ((prev_hour >= 6) && (prev_hour <= 17))
2064 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."));
2065 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2069 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."));
2070 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2076 case BACT_RUMORS: /* Listen for rumors */
2078 display_rumor(TRUE);
2088 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2089 * @param questnum クエストのID
2090 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2093 static void get_questinfo(IDX questnum, bool do_init)
2096 QUEST_IDX old_quest;
2097 GAME_TEXT tmp_str[80];
2099 /* Clear the text */
2100 for (i = 0; i < 10; i++)
2102 quest_text[i][0] = '\0';
2105 quest_text_line = 0;
2107 /* Set the quest number temporary */
2108 old_quest = p_ptr->inside_quest;
2109 p_ptr->inside_quest = questnum;
2111 /* Get the quest text */
2112 init_flags = INIT_SHOW_TEXT;
2113 if (do_init) init_flags |= INIT_ASSIGN;
2115 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2117 /* Reset the old quest number */
2118 p_ptr->inside_quest = old_quest;
2120 /* Print the quest info */
2121 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);
2125 prt(quest[questnum].name, 7, 0);
2127 for (i = 0; i < 10; i++)
2129 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2134 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2137 static void castle_quest(void)
2139 QUEST_IDX q_index = 0;
2140 monster_race *r_ptr;
2147 /* Current quest of the building */
2148 q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2150 /* Is there a quest available at the building? */
2153 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);
2157 q_ptr = &quest[q_index];
2159 /* Quest is completed */
2160 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2162 /* Rewarded quest */
2163 q_ptr->status = QUEST_STATUS_REWARDED;
2165 get_questinfo(q_index, FALSE);
2167 reinit_wilderness = TRUE;
2170 else if (q_ptr->status == QUEST_STATUS_FAILED)
2172 get_questinfo(q_index, FALSE);
2174 /* Mark quest as done (but failed) */
2175 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2177 reinit_wilderness = TRUE;
2179 /* Quest is still unfinished */
2180 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2182 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);
2183 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);
2184 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);
2187 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2189 q_ptr->status = QUEST_STATUS_TAKEN;
2191 reinit_wilderness = TRUE;
2193 /* Assign a new quest */
2194 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2196 if (q_ptr->r_idx == 0)
2198 /* Random monster at least 5 - 10 levels out of deep */
2199 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2202 r_ptr = &r_info[q_ptr->r_idx];
2204 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2206 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2207 r_ptr = &r_info[q_ptr->r_idx];
2210 if (q_ptr->max_num == 0)
2212 /* Random monster number */
2213 if (randint1(10) > 7)
2216 q_ptr->max_num = randint1(3) + 1;
2220 name = (r_name + r_ptr->name);
2221 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2225 get_questinfo(q_index, TRUE);
2232 * @brief 町に関するヘルプを表示する / Display town history
2235 static void town_history(void)
2239 /* Peruse the building help file */
2240 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2245 * @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
2246 * @param plus_ammo 矢弾のダメージ修正
2247 * @param plus_bow 弓のダメージ修正
2249 * @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。
2251 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2254 object_type *j_ptr = &inventory[INVEN_BOW];
2256 /* Extract "shot" power */
2257 i = p_ptr->to_h_b + plus_ammo;
2259 if (p_ptr->tval_ammo == TV_BOLT)
2260 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2262 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2264 /* Snipers can shot more critically with crossbows */
2265 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2266 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2268 /* Good bow makes more critical */
2269 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2277 * @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
2278 * @param weight 武器の重量
2279 * @param plus_ammo 矢弾のダメージ修正
2280 * @param plus_bow 弓のダメージ修正
2281 * @param dam 基本ダメージ量
2284 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
2288 i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2293 crit = MIN(500, 900/weight);
2294 num += dam * 3 /2 * crit;
2297 crit = MIN(500, 1350/weight);
2299 num += dam * 2 * crit;
2305 num += dam * 3 * crit;
2311 num += (10000 - i) * dam;
2318 * @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
2319 * @param weight 武器の重量
2320 * @param plus 武器のダメージ修正
2322 * @param meichuu 命中値
2323 * @param dokubari 毒針処理か否か
2326 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2331 if(dokubari) return dam;
2333 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2339 if (k < 400) num += (2 * dam + 5) * (400 - k);
2340 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2341 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2342 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2343 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2346 if(p_ptr->pclass == CLASS_NINJA)
2349 num += (4444 - i) * dam;
2355 num += (5000 - i) * dam;
2363 * @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
2365 * @param mult スレイ倍率(掛け算部分)
2366 * @param div スレイ倍率(割り算部分)
2367 * @param force 理力特別計算フラグ
2370 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2378 tmp += dam * 60 * 2;
2392 * @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)
2394 * @param mult スレイ倍率(掛け算部分)
2395 * @param div スレイ倍率(割り算部分)
2396 * @param force 理力特別計算フラグ
2398 * @param plus 武器ダメージ修正
2399 * @param meichuu 命中値
2400 * @param dokubari 毒針処理か否か
2401 * @param vorpal_mult 切れ味倍率(掛け算部分)
2402 * @param vorpal_div 切れ味倍率(割り算部分)
2405 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)
2407 dam = calc_slaydam(dam, mult, div, force);
2408 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2409 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2415 * @brief 武器の各条件毎のダメージ期待値を表示する。
2418 * @param mindice ダイス部分最小値
2419 * @param maxdice ダイス部分最大値
2421 * @param dam_bonus ダメージ修正値
2423 * @param color 条件内容の表示色
2425 * Display the damage figure of an object\n
2426 * (used by compare_weapon_aux)\n
2428 * Only accurate for the current weapon, because it includes\n
2429 * the current +dam of the player.\n
2432 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2434 GAME_TEXT tmp_str[80];
2437 mindam = blows * (mindice + dam_bonus);
2438 maxdam = blows * (maxdice + dam_bonus);
2440 /* Print the intro text */
2441 c_put_str(color, attr, r, c);
2443 /* Calculate the min and max damage figures */
2444 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2446 /* Print the damage */
2447 put_str(tmp_str, r, c + 8);
2452 * @brief 武器一つ毎のダメージ情報を表示する。
2453 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2454 * @param col 表示する行の上端
2457 * Show the damage figures for the various monster types\n
2459 * Only accurate for the current weapon, because it includes\n
2460 * the current number of blows for the player.\n
2463 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2465 BIT_FLAGS flgs[TR_FLAG_SIZE];
2466 int blow = p_ptr->num_blow[0];
2468 bool dokubari = FALSE;
2470 /* Effective dices */
2471 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2472 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2474 int mindice = eff_dd;
2475 int maxdice = eff_ds * eff_dd;
2478 int vorpal_mult = 1;
2480 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2483 /* Get the flags of the weapon */
2484 object_flags(o_ptr, flgs);
2486 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2489 /* Show Critical Damage*/
2490 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2491 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2493 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2497 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2499 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2510 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);
2511 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);
2512 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2515 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2519 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);
2520 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);
2521 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2524 /* Print the relevant lines */
2525 if (have_flag(flgs, TR_KILL_ANIMAL))
2527 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);
2528 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);
2529 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2531 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2533 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);
2534 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);
2535 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2537 if (have_flag(flgs, TR_KILL_EVIL))
2539 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);
2540 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);
2541 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2543 else if (have_flag(flgs, TR_SLAY_EVIL))
2545 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);
2546 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);
2547 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2549 if (have_flag(flgs, TR_KILL_HUMAN))
2551 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);
2552 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);
2553 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2555 else if (have_flag(flgs, TR_SLAY_HUMAN))
2557 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);
2558 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);
2559 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2561 if (have_flag(flgs, TR_KILL_UNDEAD))
2563 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);
2564 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);
2565 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2567 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2569 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);
2570 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);
2571 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2573 if (have_flag(flgs, TR_KILL_DEMON))
2575 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);
2576 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);
2577 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2579 else if (have_flag(flgs, TR_SLAY_DEMON))
2581 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);
2582 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);
2583 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2585 if (have_flag(flgs, TR_KILL_ORC))
2587 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);
2588 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);
2589 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2591 else if (have_flag(flgs, TR_SLAY_ORC))
2593 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);
2594 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);
2595 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2597 if (have_flag(flgs, TR_KILL_TROLL))
2599 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);
2600 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);
2601 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2603 else if (have_flag(flgs, TR_SLAY_TROLL))
2605 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);
2606 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);
2607 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2609 if (have_flag(flgs, TR_KILL_GIANT))
2611 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);
2612 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);
2613 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2615 else if (have_flag(flgs, TR_SLAY_GIANT))
2617 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);
2618 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);
2619 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2621 if (have_flag(flgs, TR_KILL_DRAGON))
2623 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);
2624 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);
2625 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2627 else if (have_flag(flgs, TR_SLAY_DRAGON))
2629 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);
2630 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);
2631 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2633 if (have_flag(flgs, TR_BRAND_ACID))
2635 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);
2636 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);
2637 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2639 if (have_flag(flgs, TR_BRAND_ELEC))
2641 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);
2642 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);
2643 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2645 if (have_flag(flgs, TR_BRAND_FIRE))
2647 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);
2648 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);
2649 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2651 if (have_flag(flgs, TR_BRAND_COLD))
2653 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);
2654 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);
2655 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2657 if (have_flag(flgs, TR_BRAND_POIS))
2659 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);
2660 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);
2661 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2666 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2667 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2668 * @param row 表示する列の左端
2669 * @param col 表示する行の上端
2671 * Displays all info about a weapon
2673 * Only accurate for the current weapon, because it includes
2674 * various info about the player's +to_dam and number of blows.
2677 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2679 GAME_TEXT o_name[MAX_NLEN];
2680 GAME_TEXT tmp_str[80];
2682 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2683 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2684 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2686 /* Print the weapon name */
2687 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2688 c_put_str(TERM_YELLOW, o_name, row, col);
2690 /* Print the player's number of blows */
2691 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2692 put_str(tmp_str, row+1, col);
2694 /* Print to_hit and to_dam of the weapon */
2695 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2696 put_str(tmp_str, row+2, col);
2698 /* Print the weapons base damage dice */
2699 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2700 (int)hit_chance(reli, 0),
2701 (int)hit_chance(reli, 50),
2702 (int)hit_chance(reli, 100),
2703 (int)hit_chance(reli, 150),
2704 (int)hit_chance(reli, 200));
2705 put_str(tmp_str, row+3, col);
2706 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2708 /* Damage for one blow (if it hits) */
2709 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2710 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2711 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2712 put_str(tmp_str, row+6, col+1);
2714 /* Damage for the complete attack (if all blows hit) */
2715 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2716 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2717 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2718 put_str(tmp_str, row+7, col+1);
2722 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2724 * Copies the weapons to compare into the weapon-slot and\n
2725 * compares the values for both weapons.\n
2726 * 武器1つだけで比較をしないなら費用は半額になる。
2727 * @param bcost 基本鑑定費用
2728 * @return 最終的にかかった費用
2730 static PRICE compare_weapons(PRICE bcost)
2733 OBJECT_IDX item, item2;
2734 object_type *o_ptr[2];
2735 object_type orig_weapon;
2739 TERM_LEN wid = 38, mgn = 2;
2740 bool old_character_xtra = character_xtra;
2743 PRICE cost = 0; /* First time no price */
2748 /* Store copy of original wielded weapon */
2749 i_ptr = &inventory[INVEN_RARM];
2750 object_copy(&orig_weapon, i_ptr);
2752 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2754 /* Get the first weapon */
2755 q = _("第一の武器は?", "What is your first weapon? ");
2756 s = _("比べるものがありません。", "You have nothing to compare.");
2758 o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2772 /* Only compare melee weapons */
2773 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2775 /* Hack -- prevent "icky" message */
2776 character_xtra = TRUE;
2778 /* Diaplay selected weapon's infomation */
2779 for (i = 0; i < n; i++)
2781 int col = (wid * i + mgn);
2783 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2784 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2786 p_ptr->update |= PU_BONUS;
2789 /* List the new values */
2790 list_weapon(o_ptr[i], row, col);
2791 compare_weapon_aux(o_ptr[i], col, row + 8);
2793 /* Copy back the original weapon into the weapon slot */
2794 object_copy(i_ptr, &orig_weapon);
2797 /* Reset the values for the old weapon */
2798 p_ptr->update |= PU_BONUS;
2801 character_xtra = old_character_xtra;
2804 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2805 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);
2806 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);
2808 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2809 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2810 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2818 if (total + cost > p_ptr->au)
2820 msg_print(_("お金が足りません!", "You don't have enough money!"));
2825 q = _("第二の武器は?", "What is your second weapon? ");
2826 s = _("比べるものがありません。", "You have nothing to compare.");
2828 /* Get the second weapon */
2829 o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2830 if (!o_ptr[1]) continue;
2848 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2850 * Calculate and display the dodge-rate and the protection-rate
2852 * @param iAC プレイヤーのAC。
2853 * @return 常にTRUEを返す。
2855 static bool eval_ac(ARMOUR_CLASS iAC)
2859 "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"
2860 "何パーセント軽減するかを示します。\n"
2861 "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"
2862 "に対してのみ効果があります。\n \n"
2863 "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"
2864 "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"
2865 "敵のレベルとあなたのACによって決定されます。\n \n"
2866 "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"
2867 "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";
2870 "'Protection Rate' means how much damage is reduced by your armor.\n"
2871 "Note that the Protection rate is effective only against normal "
2872 "'attack' and 'shatter' type melee attacks, "
2873 "and has no effect against any other types such as 'poison'.\n \n"
2874 "'Dodge Rate' indicates the success rate on dodging the "
2875 "monster's melee attacks. "
2876 "It is depend on the level of the monster and your AC.\n \n"
2877 "'Average Damage' indicates the expected amount of damage "
2878 "when you are attacked by normal melee attacks with power=100.";
2882 TERM_LEN col, row = 2;
2884 char buf[80*20], *t;
2886 /* AC lower than zero has no effect */
2887 if (iAC < 0) iAC = 0;
2890 protection = 100 * MIN(iAC, 150) / 250;
2895 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2896 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2899 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2900 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2901 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2903 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2905 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2906 int dodge; /* 回避率(%) */
2907 int average; /* ダメージ期待値 */
2909 put_str(format("%3d", lvl), row + 0, col);
2912 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2913 put_str(format("%3d%%", dodge), row + 1, col);
2915 /* 100点の攻撃に対してのダメージ期待値を計算 */
2916 average = (100 - dodge) * (100 - protection) / 100;
2917 put_str(format("%3d", average), row + 2, col);
2921 roff_to_buf(memo, 70, buf, sizeof(buf));
2922 for (t = buf; t[0]; t += strlen(t) + 1)
2923 put_str(t, (row++) + 4, 4);
2925 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);
2937 * @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。
2938 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2939 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2940 * @return 修復対象になるならTRUEを返す。
2942 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2945 int cand[TR_FLAG_MAX];
2946 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2947 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2949 object_flags(to_ptr, to_flgs);
2950 object_flags(from_ptr, from_flgs);
2952 for (i = 0; i < TR_FLAG_MAX; i++)
2956 case TR_IGNORE_ACID:
2957 case TR_IGNORE_ELEC:
2958 case TR_IGNORE_FIRE:
2959 case TR_IGNORE_COLD:
2968 case TR_FIXED_FLAVOR:
2971 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2973 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2981 int tr_idx = cand[randint0(n)];
2982 add_flag(to_ptr->art_flags, tr_idx);
2983 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2984 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2985 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2986 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2993 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2994 * @param bcost 基本修復費用
2997 static PRICE repair_broken_weapon_aux(PRICE bcost)
3000 OBJECT_IDX item, mater;
3001 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3003 int i, dd_bonus, ds_bonus;
3004 KIND_OBJECT_IDX k_idx;
3005 char basenm[MAX_NLEN];
3010 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);
3011 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);
3013 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3014 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3016 /* Only forge broken weapons */
3017 item_tester_hook = item_tester_hook_broken_weapon;
3019 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
3020 if (!o_ptr) return (0);
3022 /* It is worthless */
3023 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3025 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3029 /* They are too many */
3030 if (o_ptr->number > 1)
3032 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!"));
3036 /* Display item name */
3037 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3038 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3040 q = _("材料となる武器は?", "Which weapon for material? ");
3041 s = _("材料となる武器がありません。", "You have no material to repair.");
3043 /* Only forge broken weapons */
3044 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
3046 mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
3047 if (!mo_ptr) return (0);
3050 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3054 /* Display item name */
3055 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3056 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3058 /* Get the value of one of the items (except curses) */
3059 cost = bcost + object_value_real(o_ptr) * 2;
3061 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);
3063 /* Check if the player has enough money */
3064 if (p_ptr->au < cost)
3066 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3067 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);
3072 p_ptr->total_weight -= o_ptr->weight;
3074 if (o_ptr->sval == SV_BROKEN_DAGGER)
3079 /* Suppress compiler warning */
3082 for (j = 1; j < max_k_idx; j++)
3084 object_kind *k_aux_ptr = &k_info[j];
3086 if (k_aux_ptr->tval != TV_SWORD) continue;
3087 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3088 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3089 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3090 if (k_aux_ptr->weight > 99) continue;
3099 else /* TV_BROKEN_SWORD */
3101 /* Repair to a sword or sometimes material's type weapon */
3102 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3106 object_kind *ck_ptr;
3108 k_idx = lookup_kind(tval, SV_ANY);
3109 ck_ptr = &k_info[k_idx];
3111 if (tval == TV_SWORD)
3113 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3114 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3115 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3116 (ck_ptr->sval == SV_DOKUBARI)) continue;
3118 if (tval == TV_POLEARM)
3120 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3121 (ck_ptr->sval == SV_TSURIZAO)) continue;
3123 if (tval == TV_HAFTED)
3125 if ((ck_ptr->sval == SV_GROND) ||
3126 (ck_ptr->sval == SV_WIZSTAFF) ||
3127 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3134 /* Calculate dice bonuses */
3135 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3136 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3137 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3138 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3140 /* Change base object */
3141 k_ptr = &k_info[k_idx];
3142 o_ptr->k_idx = k_idx;
3143 o_ptr->weight = k_ptr->weight;
3144 o_ptr->tval = k_ptr->tval;
3145 o_ptr->sval = k_ptr->sval;
3146 o_ptr->dd = k_ptr->dd;
3147 o_ptr->ds = k_ptr->ds;
3149 /* Copy base object's ability */
3150 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3151 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3152 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3158 for (i = 1; i < dd_bonus; i++)
3160 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3166 for (i = 1; i < ds_bonus; i++)
3168 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3172 if (have_flag(k_ptr->flags, TR_BLOWS))
3174 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3175 o_ptr->pval = MIN(o_ptr->pval, bmax);
3178 /* Add one random ability from material weapon */
3179 give_one_ability_of_object(o_ptr, mo_ptr);
3181 /* Add to-dam, to-hit and to-ac from material weapon */
3182 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3183 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3184 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3186 if ((o_ptr->name1 == ART_NARSIL) ||
3187 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3188 (object_is_ego(o_ptr) && one_in_(7)))
3191 if (object_is_ego(o_ptr))
3193 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3194 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3197 /* Add one random ability from material weapon */
3198 give_one_ability_of_object(o_ptr, mo_ptr);
3200 /* Add one random activation */
3201 if (!activation_index(o_ptr)) one_activation(o_ptr);
3204 if (o_ptr->name1 == ART_NARSIL)
3206 one_high_resistance(o_ptr);
3210 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3213 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3215 msg_format("$%dで%sに修復しました。", cost, basenm);
3217 msg_format("Repaired into %s for %d gold.", basenm, cost);
3221 /* Remove BROKEN flag */
3222 o_ptr->ident &= ~(IDENT_BROKEN);
3224 /* Add repaired flag */
3225 o_ptr->discount = 99;
3227 p_ptr->total_weight += o_ptr->weight;
3230 /* Decrease material object */
3231 inven_item_increase(mater, -1);
3232 inven_item_optimize(mater);
3235 p_ptr->update |= PU_BONUS;
3238 /* Something happened */
3243 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3244 * @param bcost 基本鑑定費用
3247 static int repair_broken_weapon(PRICE bcost)
3251 cost = repair_broken_weapon_aux(bcost);
3258 * @brief アイテムの強化を行う。 / Enchant item
3259 * @param cost 1回毎の費用
3260 * @param to_hit 命中をアップさせる量
3261 * @param to_dam ダメージをアップさせる量
3262 * @param to_ac ACをアップさせる量
3263 * @return 実際に行ったらTRUE
3265 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3272 int maxenchant = (p_ptr->lev / 5);
3273 char tmp_str[MAX_NLEN];
3276 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3277 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3279 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3280 s = _("改良できるものがありません。", "You have nothing to improve.");
3282 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3283 if (!o_ptr) return (FALSE);
3285 /* Check if the player has enough money */
3286 if (p_ptr->au < (cost * o_ptr->number))
3288 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3289 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);
3293 /* Enchant to hit */
3294 for (i = 0; i < to_hit; i++)
3296 if (o_ptr->to_h < maxenchant)
3298 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3306 /* Enchant to damage */
3307 for (i = 0; i < to_dam; i++)
3309 if (o_ptr->to_d < maxenchant)
3311 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3320 for (i = 0; i < to_ac; i++)
3322 if (o_ptr->to_a < maxenchant)
3324 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3335 if (flush_failure) flush();
3336 msg_print(_("改良に失敗した。", "The improvement failed."));
3341 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3343 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3345 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3348 /* Charge the money */
3349 p_ptr->au -= (cost * o_ptr->number);
3351 if (item >= INVEN_RARM) calc_android_exp();
3353 /* Something happened */
3360 * @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
3362 * The player can select the number of charges to add\n
3363 * (up to a limit), and the recharge never fails.\n
3365 * The cost for rods depends on the level of the rod. The prices\n
3366 * for recharging wands and staves are dependent on the cost of\n
3370 static void building_recharge(void)
3378 PARAMETER_VALUE charges;
3380 char tmp_str[MAX_NLEN];
3384 /* Display some info */
3386 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);
3389 /* Only accept legal items */
3390 item_tester_hook = item_tester_hook_recharge;
3392 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3393 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3395 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3398 k_ptr = &k_info[o_ptr->k_idx];
3401 * We don't want to give the player free info about
3402 * the level of the item or the number of charges.
3404 /* The item must be "known" */
3405 if (!object_is_known(o_ptr))
3407 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!"));
3410 if ((p_ptr->au >= 50) &&
3411 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3415 identify_item(o_ptr);
3416 object_desc(tmp_str, o_ptr, 0);
3417 msg_format(_("%s です。", "You have: %s."), tmp_str);
3419 /* Auto-inscription */
3420 autopick_alter_item(item, FALSE);
3422 /* Update the gold display */
3423 building_prt_gold();
3431 /* Extract the object "level" */
3432 lev = k_info[o_ptr->k_idx].level;
3434 /* Price for a rod */
3435 if (o_ptr->tval == TV_ROD)
3437 if (o_ptr->timeout > 0)
3439 /* Fully recharge */
3440 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3444 /* No recharge necessary */
3446 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3450 else if (o_ptr->tval == TV_STAFF)
3452 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3453 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3455 /* Pay at least 10 gold per charge */
3456 price = MAX(10, price);
3460 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3461 price = (k_info[o_ptr->k_idx].cost / 10);
3463 /* Pay at least 10 gold per charge */
3464 price = MAX(10, price);
3467 /* Limit the number of charges for wands and staffs */
3468 if (o_ptr->tval == TV_WAND
3469 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3471 if (o_ptr->number > 1)
3473 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3477 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3481 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3483 if (o_ptr->number > 1)
3485 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3489 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3494 /* Check if the player has enough money */
3495 if (p_ptr->au < price)
3497 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3499 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3501 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3507 if (o_ptr->tval == TV_ROD)
3510 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3512 if (get_check(format("Recharge the %s for %d gold? ",
3513 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3517 /* Recharge fully */
3527 if (o_ptr->tval == TV_STAFF)
3528 max_charges = k_ptr->pval - o_ptr->pval;
3530 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3532 /* Get the quantity for staves and wands */
3533 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3534 MIN(p_ptr->au / price, max_charges));
3537 if (charges < 1) return;
3539 /* Get the new price */
3543 o_ptr->pval += charges;
3545 /* We no longer think the item is empty */
3546 o_ptr->ident &= ~(IDENT_EMPTY);
3550 object_desc(tmp_str, o_ptr, 0);
3552 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3554 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3556 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3558 p_ptr->window |= (PW_INVEN);
3569 * @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
3571 * The player can select the number of charges to add\n
3572 * (up to a limit), and the recharge never fails.\n
3574 * The cost for rods depends on the level of the rod. The prices\n
3575 * for recharging wands and staves are dependent on the cost of\n
3579 static void building_recharge_all(void)
3586 PRICE total_cost = 0;
3589 /* Display some info */
3592 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);
3594 /* Calculate cost */
3595 for ( i = 0; i < INVEN_PACK; i++)
3597 o_ptr = &inventory[i];
3599 /* skip non magic device */
3600 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3602 /* need identified */
3603 if (!object_is_known(o_ptr)) total_cost += 50;
3605 /* Extract the object "level" */
3606 lev = k_info[o_ptr->k_idx].level;
3608 k_ptr = &k_info[o_ptr->k_idx];
3610 switch (o_ptr->tval)
3613 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3617 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3618 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3620 /* Pay at least 10 gold per charge */
3621 price = MAX(10, price);
3624 price = (k_ptr->pval - o_ptr->pval) * price;
3628 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3629 price = (k_info[o_ptr->k_idx].cost / 10);
3631 /* Pay at least 10 gold per charge */
3632 price = MAX(10, price);
3635 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3639 /* if price <= 0 then item have enough charge */
3640 if (price > 0) total_cost += price;
3645 msg_print(_("充填する必要はありません。", "No need to recharge."));
3650 /* Check if the player has enough money */
3651 if (p_ptr->au < total_cost)
3653 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 );
3657 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3659 for (i = 0; i < INVEN_PACK; i++)
3661 o_ptr = &inventory[i];
3662 k_ptr = &k_info[o_ptr->k_idx];
3664 /* skip non magic device */
3665 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3667 if (!object_is_known(o_ptr))
3669 identify_item(o_ptr);
3671 /* Auto-inscription */
3672 autopick_alter_item(i, FALSE);
3676 switch (o_ptr->tval)
3682 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3683 /* We no longer think the item is empty */
3684 o_ptr->ident &= ~(IDENT_EMPTY);
3687 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3688 o_ptr->pval = o_ptr->number * k_ptr->pval;
3689 /* We no longer think the item is empty */
3690 o_ptr->ident &= ~(IDENT_EMPTY);
3696 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3698 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3700 p_ptr->window |= (PW_INVEN);
3703 p_ptr->au -= total_cost;
3710 * @brief 町間のテレポートを行うメインルーチン。
3711 * @return テレポート処理を決定したか否か
3713 bool tele_town(void)
3719 if (current_floor_ptr->dun_level)
3721 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!"));
3725 if (p_ptr->inside_arena || p_ptr->inside_battle)
3727 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3734 for (i = 1; i < max_towns; i++)
3738 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3740 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
3747 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3753 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3763 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3764 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;
3768 for (y = 0; y < current_world_ptr->max_wild_y; y++)
3770 for (x = 0; x < current_world_ptr->max_wild_x; x++)
3772 if(wilderness[y][x].town == (i-'a'+1))
3774 p_ptr->wilderness_y = y;
3775 p_ptr->wilderness_x = x;
3780 p_ptr->leaving = TRUE;
3782 p_ptr->teleport_town = TRUE;
3788 * @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-
3789 * @return 常にTRUEを返す。
3790 * @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。
3792 static bool research_mon(void)
3800 bool recall = FALSE;
3804 /* XTRA HACK WHATSEARCH */
3810 /* XTRA HACK REMEMBER_IDX */
3811 static int old_sym = '\0';
3812 static IDX old_i = 0;
3816 /* Get a character, or abort */
3817 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):",
3818 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3826 /* Find that character info, and describe it */
3827 for (i = 0; ident_info[i]; ++i)
3829 if (sym == ident_info[i][0]) break;
3832 /* XTRA HACK WHATSEARCH */
3833 if (sym == KTRL('A'))
3836 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3838 else if (sym == KTRL('U'))
3841 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3843 else if (sym == KTRL('N'))
3846 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3848 else if (sym == KTRL('M'))
3851 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3858 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3860 else if (ident_info[i])
3862 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3866 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3869 /* Display the result */
3872 /* Allocate the "who" array */
3873 C_MAKE(who, max_r_idx, MONRACE_IDX);
3875 /* Collect matching monsters */
3876 for (n = 0, i = 1; i < max_r_idx; i++)
3878 monster_race *r_ptr = &r_info[i];
3881 if (!r_ptr->name) continue;
3883 /* XTRA HACK WHATSEARCH */
3884 /* Require non-unique monsters if needed */
3885 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3887 /* Require unique monsters if needed */
3888 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3896 for (xx = 0; temp[xx] && xx < 80; xx++)
3899 if (iskanji(temp[xx]))
3905 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3909 strcpy(temp2, r_name + r_ptr->E_name);
3911 strcpy(temp2, r_name + r_ptr->name);
3913 for (xx = 0; temp2[xx] && xx < 80; xx++)
3914 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3917 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3919 if (my_strstr(temp2, temp))
3923 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3926 /* Nothing to recall */
3929 /* Free the "who" array */
3930 C_KILL(who, max_r_idx, MONRACE_IDX);
3940 /* Sort if needed */
3943 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3947 /* Start at the end */
3948 /* XTRA HACK REMEMBER_IDX */
3949 if (old_sym == sym && old_i < n) i = old_i;
3954 /* Scan the monster memory */
3957 /* Extract a race */
3960 /* Hack -- Begin the prompt */
3963 /* Hack -- Complete the prompt */
3964 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3972 /*** Recall on screen ***/
3974 /* Get maximal info about this monster */
3975 lore_do_probe(r_idx);
3977 /* Save this monster ID */
3978 monster_race_track(r_idx);
3981 /* know every thing mode */
3982 screen_roff(r_idx, 0x01);
3985 /* XTRA HACK REMEMBER_IDX */
3993 /* Normal commands */
3994 if (query != 'r') break;
4001 if (query == ESCAPE) break;
4003 /* Move to "prev" monster */
4009 if (!expand_list) break;
4013 /* Move to "next" monster */
4019 if (!expand_list) break;
4025 /* Re-display the identity */
4026 /* prt(buf, 5, 5);*/
4028 /* Free the "who" array */
4029 C_KILL(who, max_r_idx, MONRACE_IDX);
4032 return (!notpicked);
4037 * @brief 施設の処理実行メインルーチン / Execute a building command
4038 * @param bldg 施設構造体の参照ポインタ
4039 * @param i 実行したい施設のサービステーブルの添字
4042 static void bldg_process_command(building_type *bldg, int i)
4044 BACT_IDX bact = bldg->actions[i];
4052 bcost = bldg->member_costs[i];
4054 bcost = bldg->other_costs[i];
4056 /* action restrictions */
4057 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4058 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4060 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4064 /* check gold (HACK - Recharge uses variable costs) */
4065 if ((bact != BACT_RECHARGE) &&
4066 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4067 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4069 msg_print(_("お金が足りません!", "You do not have the gold!"));
4078 case BACT_RESEARCH_ITEM:
4079 paid = identify_fully(FALSE);
4081 case BACT_TOWN_HISTORY:
4084 case BACT_RACE_LEGENDS:
4090 case BACT_KING_LEGENDS:
4091 case BACT_ARENA_LEGENDS:
4096 case BACT_ARENA_RULES:
4100 case BACT_IN_BETWEEN:
4102 case BACT_SPIN_WHEEL:
4103 case BACT_DICE_SLOTS:
4104 case BACT_GAMBLE_RULES:
4111 paid = inn_comm(bact);
4113 case BACT_RESEARCH_MONSTER:
4114 paid = research_mon();
4116 case BACT_COMPARE_WEAPONS:
4118 bcost = compare_weapons(bcost);
4120 case BACT_ENCHANT_WEAPON:
4121 item_tester_hook = object_allow_enchant_melee_weapon;
4122 enchant_item(bcost, 1, 1, 0);
4124 case BACT_ENCHANT_ARMOR:
4125 item_tester_hook = object_is_armour;
4126 enchant_item(bcost, 0, 0, 1);
4129 building_recharge();
4131 case BACT_RECHARGE_ALL:
4132 building_recharge_all();
4134 case BACT_IDENTS: /* needs work */
4135 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;
4137 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4140 case BACT_IDENT_ONE: /* needs work */
4141 paid = ident_spell(FALSE);
4146 case BACT_HEALING: /* needs work */
4147 paid = cure_critical_wounds(200);
4149 case BACT_RESTORE: /* needs work */
4150 paid = restore_all_status();
4152 case BACT_ENCHANT_ARROWS:
4153 item_tester_hook = item_tester_hook_ammo;
4154 enchant_item(bcost, 1, 1, 0);
4156 case BACT_ENCHANT_BOW:
4157 item_tester_tval = TV_BOW;
4158 enchant_item(bcost, 1, 1, 0);
4162 if (recall_player(p_ptr, 1)) paid = TRUE;
4165 case BACT_TELEPORT_LEVEL:
4167 paid = free_level_recall(p_ptr);
4170 case BACT_LOSE_MUTATION:
4171 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4172 (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4174 while(!lose_mutation(0));
4179 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4188 case BACT_TSUCHINOKO:
4205 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4206 set_virtue(V_COMPASSION, 0);
4207 set_virtue(V_HONOUR, 0);
4208 set_virtue(V_JUSTICE, 0);
4209 set_virtue(V_SACRIFICE, 0);
4210 set_virtue(V_KNOWLEDGE, 0);
4211 set_virtue(V_FAITH, 0);
4212 set_virtue(V_ENLIGHTEN, 0);
4213 set_virtue(V_ENCHANT, 0);
4214 set_virtue(V_CHANCE, 0);
4215 set_virtue(V_NATURE, 0);
4216 set_virtue(V_HARMONY, 0);
4217 set_virtue(V_VITALITY, 0);
4218 set_virtue(V_UNLIFE, 0);
4219 set_virtue(V_PATIENCE, 0);
4220 set_virtue(V_TEMPERANCE, 0);
4221 set_virtue(V_DILIGENCE, 0);
4222 set_virtue(V_VALOUR, 0);
4223 set_virtue(V_INDIVIDUALISM, 0);
4228 case BACT_TELE_TOWN:
4233 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4236 case BACT_BROKEN_WEAPON:
4238 bcost = repair_broken_weapon(bcost);
4249 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4252 void do_cmd_bldg(void)
4257 building_type *bldg;
4259 if(p_ptr->wild_mode) return;
4261 take_turn(p_ptr, 100);
4263 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4265 msg_print(_("ここには建物はない。", "You see no building here."));
4269 which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4271 bldg = &building[which];
4273 /* Don't re-init the wilderness */
4274 reinit_wilderness = FALSE;
4276 if ((which == 2) && (p_ptr->arena_number < 0))
4278 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4281 else if ((which == 2) && p_ptr->inside_arena)
4283 if (!p_ptr->exit_bldg && m_cnt > 0)
4285 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);
4289 /* Don't save the arena as saved floor */
4290 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4292 p_ptr->inside_arena = FALSE;
4293 p_ptr->leaving = TRUE;
4295 /* Re-enter the arena */
4296 command_new = SPECIAL_KEY_BUILDING;
4298 /* No energy needed to re-enter the arena */
4304 else if (p_ptr->inside_battle)
4306 /* Don't save the arena as saved floor */
4307 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4309 p_ptr->leaving = TRUE;
4310 p_ptr->inside_battle = FALSE;
4312 /* Re-enter the monster arena */
4313 command_new = SPECIAL_KEY_BUILDING;
4315 /* No energy needed to re-enter the arena */
4322 p_ptr->oldpy = p_ptr->y;
4323 p_ptr->oldpx = p_ptr->x;
4329 /* Hack -- Increase "icky" depth */
4336 show_building(bldg);
4339 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4346 building_prt_gold();
4350 if (command == ESCAPE)
4353 p_ptr->inside_arena = FALSE;
4354 p_ptr->inside_battle = FALSE;
4358 for (i = 0; i < 8; i++)
4360 if (bldg->letters[i])
4362 if (bldg->letters[i] == command)
4370 if(validcmd) bldg_process_command(bldg, i);
4375 select_floor_music();
4380 /* Reinit wilderness to activate quests ... */
4381 if (reinit_wilderness)
4383 p_ptr->leaving = TRUE;
4386 /* Hack -- Decrease "icky" depth */
4391 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4392 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4393 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);