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 * ループ中で / hack as in leave_store in store.c
21 static bool leave_bldg = FALSE;
24 * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
25 * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
26 * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
27 * @param bldg 施設構造体の参照ポインタ
28 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
30 static bool is_owner(building_type *bldg)
32 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
37 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
42 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
52 * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
54 * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
55 * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
56 * @param bldg 施設構造体の参照ポインタ
57 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
58 * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
60 static bool is_member(building_type *bldg)
62 if (bldg->member_class[p_ptr->pclass])
67 if (bldg->member_race[p_ptr->prace])
72 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
79 if (p_ptr->pclass == CLASS_SORCERER)
83 for (i = 0; i < MAX_MAGIC; i++)
85 if (bldg->member_realm[i+1]) OK = TRUE;
93 * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94 * @details 消去は行毎にヌル文字列で行われる。
95 * @param min_row 開始行番号
96 * @param max_row 末尾行番号
99 static void clear_bldg(int min_row, int max_row)
103 for (i = min_row; i <= max_row; i++)
111 static void building_prt_gold(void)
114 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116 prt(tmp_str, 23, 68);
120 * @brief 施設のサービス一覧を表示する / Display a building.
121 * @param bldg 施設構造体の参照ポインタ
124 static void show_building(building_type* bldg)
132 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
136 for (i = 0; i < 8; i++)
138 if (bldg->letters[i])
140 if (bldg->action_restr[i] == 0)
142 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
145 action_color = TERM_WHITE;
148 else if (is_owner(bldg))
150 action_color = TERM_YELLOW;
151 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
155 action_color = TERM_YELLOW;
156 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
158 else if (bldg->action_restr[i] == 1)
160 if (!is_member(bldg))
162 action_color = TERM_L_DARK;
163 strcpy(buff, _("(閉店)", "(closed)"));
165 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166 (is_member(bldg) && (bldg->other_costs[i] == 0)))
168 action_color = TERM_WHITE;
171 else if (is_owner(bldg))
173 action_color = TERM_YELLOW;
174 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
178 action_color = TERM_YELLOW;
179 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
186 action_color = TERM_L_DARK;
187 strcpy(buff, _("(閉店)", "(closed)"));
189 else if (bldg->member_costs[i] != 0)
191 action_color = TERM_YELLOW;
192 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
196 action_color = TERM_WHITE;
201 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
205 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
209 * @brief 闘技場に入るコマンドの処理 / arena commands
210 * @param cmd 闘技場処理のID
213 static void arena_comm(int cmd)
222 if (p_ptr->arena_number == MAX_ARENA_MONS)
225 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
226 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations! You have defeated all before you."), 7, 0);
227 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
231 p_ptr->au += 1000000L;
232 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
234 p_ptr->arena_number++;
236 else if (p_ptr->arena_number > MAX_ARENA_MONS)
238 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
240 msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
242 if (get_check(_("挑戦するかね?", "Do you fight? ")))
244 msg_print(_("死ぬがよい。", "Die, maggots."));
247 p_ptr->exit_bldg = FALSE;
250 /* Save the surface floor as saved floor */
251 prepare_change_floor_mode(CFM_SAVE_FLOORS);
253 p_ptr->inside_arena = TRUE;
254 p_ptr->leaving = TRUE;
259 msg_print(_("残念だ。", "We are disappointed."));
264 msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
265 "You enter the arena briefly and bask in your glory."));
269 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
271 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
272 "You don't have permission to enter with pet."));
277 p_ptr->exit_bldg = FALSE;
280 /* Save the surface floor as saved floor */
281 prepare_change_floor_mode(CFM_SAVE_FLOORS);
283 p_ptr->inside_arena = TRUE;
284 p_ptr->leaving = TRUE;
289 if (p_ptr->arena_number == MAX_ARENA_MONS)
290 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
291 "You are victorious. Enter the arena for the ceremony."));
293 else if (p_ptr->arena_number > MAX_ARENA_MONS)
295 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
299 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300 name = (r_name + r_ptr->name);
301 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
304 case BACT_ARENA_RULES:
309 /* Peruse the arena help file */
310 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
320 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
321 * @param row シンボルを表示する行の上端
322 * @param col シンボルを表示する行の左端
323 * @param fruit 表示するシンボルID
326 static void display_fruit(int row, int col, int fruit)
331 c_put_str(TERM_YELLOW, " ####.", row, col);
332 c_put_str(TERM_YELLOW, " # #", row + 1, col);
333 c_put_str(TERM_YELLOW, " # #", row + 2, col);
334 c_put_str(TERM_YELLOW, "# #", row + 3, col);
335 c_put_str(TERM_YELLOW, "# #", row + 4, col);
336 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
337 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
338 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
340 " Lemon "), row + 8, col);
343 c_put_str(TERM_ORANGE, " ## ", row, col);
344 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
345 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
346 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
347 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
348 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
349 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
350 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
352 " Orange "), row + 8, col);
355 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
356 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
357 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
358 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
359 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
360 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
361 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
362 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
363 prt( _(" 剣 ", " Sword ") , row + 8, col);
366 c_put_str(TERM_SLATE, " ###### ", row, col);
367 c_put_str(TERM_SLATE, "# #", row + 1, col);
368 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
369 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
370 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
371 c_put_str(TERM_SLATE, " # # ", row + 5, col);
372 c_put_str(TERM_SLATE, " # # ", row + 6, col);
373 c_put_str(TERM_SLATE, " ## ", row + 7, col);
375 " Shield "), row + 8, col);
378 c_put_str(TERM_VIOLET, " ## ", row, col);
379 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
380 c_put_str(TERM_VIOLET, "########", row + 2, col);
381 c_put_str(TERM_VIOLET, "########", row + 3, col);
382 c_put_str(TERM_VIOLET, "########", row + 4, col);
383 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
384 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
385 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
387 " Plum "), row + 8, col);
390 c_put_str(TERM_RED, " ##", row, col);
391 c_put_str(TERM_RED, " ### ", row + 1, col);
392 c_put_str(TERM_RED, " #..# ", row + 2, col);
393 c_put_str(TERM_RED, " #..# ", row + 3, col);
394 c_put_str(TERM_RED, " ###### ", row + 4, col);
395 c_put_str(TERM_RED, "#..##..#", row + 5, col);
396 c_put_str(TERM_RED, "#..##..#", row + 6, col);
397 c_put_str(TERM_RED, " ## ## ", row + 7, col);
399 " Cherry "), row + 8, col);
405 * kpoker no (tyuto-hannpa na)pakuri desu...
406 * joker ha shineru node haitte masen.
408 * TODO: donataka! tsukutte!
409 * - agatta yaku no kiroku (like DQ).
410 * - kakkoii card no e.
411 * - sousa-sei no koujyo.
412 * - code wo wakariyasuku.
414 * - Joker... -- done.
417 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
420 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
421 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
422 #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 */
424 static int cards[5]; /*!< ポーカーの現在の手札ID */
431 static void reset_deck(int deck[])
434 for (i = 0; i < 53; i++) deck[i] = i;
437 for (i = 0; i < 53; i++){
438 int tmp1 = randint0(53 - i) + i;
440 deck[i] = deck[tmp1];
446 * @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。
447 * @return ジョーカーを持っているか。
449 static bool have_joker(void)
453 for (i = 0; i < 5; i++){
454 if(IS_JOKER(cards[i])) return TRUE;
460 * @brief ポーカーの手札に該当の番号の札があるかを返す。
461 * @param num 探したいカードの番号。
462 * @return 該当の番号が手札にあるか。
464 static bool find_card_num(int num)
467 for (i = 0; i < 5; i++)
468 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
473 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
476 static bool yaku_check_flush(void)
479 bool joker_is_used = FALSE;
481 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
482 for (i = 0; i < 5; i++){
483 if (SUIT_OF(cards[i]) != suit){
484 if(have_joker() && !joker_is_used)
485 joker_is_used = TRUE;
495 * @brief ポーカーの手札がストレート役を得ているかを帰す。
498 static int yaku_check_straight(void)
501 bool joker_is_used = FALSE;
504 for (i = 0; i < 5; i++)
506 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
507 lowest = NUM_OF(cards[i]);
510 if (yaku_check_flush())
513 for (i = 0; i < 4; i++)
515 if (!find_card_num(9 + i)){
516 if( have_joker() && !joker_is_used )
517 joker_is_used = TRUE;
522 if (i == 4) return 3; /* Wow! Royal Flush!!! */
525 for (i = 0; i < 3; i++)
527 if (!find_card_num(10 + i))
530 if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
534 joker_is_used = FALSE;
535 for (i = 0; i < 5; i++)
537 if (!find_card_num(lowest + i)){
538 if( have_joker() && !joker_is_used )
539 joker_is_used = TRUE;
545 if (yaku_check_flush())
546 return 2; /* Straight Flush */
552 * @brief ポーカーのペア役の状態を返す。
553 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
555 static int yaku_check_pair(void)
557 int i, i2, matching = 0;
559 for (i = 0; i < 5; i++)
561 for (i2 = i+1; i2 < 5; i2++)
563 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
564 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
595 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
596 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
597 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
598 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
599 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
600 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
601 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
602 #define ODDS_ST 4 /*!< ストレートの役倍率 */
603 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
604 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
607 * @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。
610 static int yaku_check(void)
614 switch(yaku_check_straight()){
616 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
619 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
622 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
625 /* Not straight -- fall through */
629 if (yaku_check_flush())
631 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
635 switch (yaku_check_pair())
638 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
641 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
644 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
647 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
650 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
653 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
655 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
660 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
670 * @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。
671 * @param hoge カーソルの現在位置
672 * @param kaeruka カードの捨てる/残すフラグ配列
675 static void display_kaeruka(int hoge, int kaeruka[])
678 char col = TERM_WHITE;
679 for (i = 0; i < 5; i++)
681 if (i == hoge) col = TERM_YELLOW;
682 else if(kaeruka[i]) col = TERM_WHITE;
683 else col = TERM_L_BLUE;
686 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
688 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
690 if (hoge > 4) col = TERM_YELLOW;
691 else col = TERM_WHITE;
692 c_put_str(col, _("決定", "Sure"), 16, 38);
694 /* Hilite current option */
695 if (hoge < 5) move_cursor(14, 5+hoge*16);
696 else move_cursor(16, 38);
700 * @brief ポーカーの手札を表示する。
703 static void display_cards(void)
706 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
708 cptr suit[4] = {"★", "●", "¶", "†"};
709 cptr card_grph[13][7] = {{"A %s ",
800 cptr joker_grph[7] = { " ",
810 cptr suit[4] = {"[]", "qp", "<>", "db"};
811 cptr card_grph[13][7] = {{"A %s ",
902 cptr joker_grph[7] = { " ",
911 for (i = 0; i < 5; i++)
913 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
916 for (i = 0; i < 5; i++)
918 for (j = 0; j < 7; j++)
920 prt(_("┃", " |"), j+6, i*16);
921 if(IS_JOKER(cards[i]))
922 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
924 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);
925 prt(_("┃", "| "), j+6, i*16+14);
928 for (i = 0; i < 5; i++)
930 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
935 * @brief ポーカーの1プレイルーチン。
938 static int do_poker(void)
942 int deck[53]; /* yamafuda : 0...52 */
944 int kaeruka[5]; /* 0:kaenai 1:kaeru */
952 for (i = 0; i < 5; i++)
954 cards[i] = deck[deck_ptr++];
955 kaeruka[i] = 0; /* default:nokosu */
975 /* debug:Four Cards */
977 cards[1] = 0 + 13 * 1;
978 cards[2] = 0 + 13 * 2;
979 cards[3] = 0 + 13 * 3;
999 /* suteruno wo kimeru */
1000 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);
1007 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1012 case '6': case 'l': case 'L': case KTRL('F'):
1013 if (!kettei) k = (k+1)%5;
1014 else {k = 0;kettei = FALSE;}
1017 case '4': case 'h': case 'H': case KTRL('B'):
1018 if (!kettei) k = (k+4)%5;
1019 else {k = 4;kettei = FALSE;}
1022 case '2': case 'j': case 'J': case KTRL('N'):
1023 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1025 case '8': case 'k': case 'K': case KTRL('P'):
1026 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1028 case ' ': case '\r':
1029 if (kettei) done = TRUE;
1030 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1039 for (i = 0; i < 5; i++)
1040 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1044 return yaku_check();
1049 /* end of poker codes --Koka */
1052 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1053 * @param cmd プレイするゲームID
1056 static bool gamble_comm(int cmd)
1059 int roll1, roll2, roll3, choice, odds, win;
1064 char out_val[160], tmp_str[80], again;
1069 if (cmd == BACT_GAMBLE_RULES)
1071 /* Peruse the gambling help file */
1072 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1079 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1080 "Hey! You don't have gold - get out of here!"));
1088 maxbet = p_ptr->lev * 200;
1090 /* We can't bet more than we have */
1091 maxbet = MIN(maxbet, p_ptr->au);
1094 strcpy(out_val, "");
1095 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1099 * Use get_string() because we may need more than
1100 * the s16b value returned by get_quantity().
1102 if (get_string(tmp_str, out_val, 32))
1105 for (p = out_val; *p == ' '; p++);
1110 if (wager > p_ptr->au)
1112 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!"));
1117 else if (wager > maxbet)
1119 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1120 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1125 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1131 oldgold = p_ptr->au;
1133 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1134 prt(tmp_str, 20, 2);
1135 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1136 prt(tmp_str, 21, 2);
1143 case BACT_IN_BETWEEN: /* Game of In-Between */
1144 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1148 roll1 = randint1(10);
1149 roll2 = randint1(10);
1150 choice = randint1(10);
1151 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1154 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1156 prt(tmp_str, 11, 14);
1157 if (((choice > roll1) && (choice < roll2)) ||
1158 ((choice < roll1) && (choice > roll2)))
1161 case BACT_CRAPS: /* Game of Craps */
1162 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1166 roll1 = randint1(6);
1167 roll2 = randint1(6);
1168 roll3 = roll1 + roll2;
1170 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1171 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1173 if ((roll3 == 7) || (roll3 == 11))
1175 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1180 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"));
1183 roll1 = randint1(6);
1184 roll2 = randint1(6);
1185 roll3 = roll1 + roll2;
1186 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1187 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1189 if (roll3 == choice)
1191 else if (roll3 == 7)
1193 } while ((win != TRUE) && (win != FALSE));
1196 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1199 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1201 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1202 prt("--------------------------------", 8, 3);
1203 strcpy(out_val, "");
1204 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1206 for (p = out_val; iswspace(*p); p++);
1210 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1213 else if (choice > 9)
1215 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1219 roll1 = randint0(10);
1220 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1221 "The wheel spins to a stop and the winner is %d"), roll1);
1222 prt(tmp_str, 13, 3);
1224 prt("*", 9, (3 * roll1 + 5));
1225 if (roll1 == choice)
1229 case BACT_DICE_SLOTS: /* The Dice Slots */
1230 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1231 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1232 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1233 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1234 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1235 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1236 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1237 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1240 roll1 = randint1(21);
1250 roll2 = randint1(21);
1260 choice = randint1(21);
1270 put_str("/--------------------------\\", 7, 2);
1271 prt("\\--------------------------/", 17, 2);
1272 display_fruit(8, 3, roll1 - 1);
1273 display_fruit(8, 12, roll2 - 1);
1274 display_fruit(8, 21, choice - 1);
1275 if ((roll1 == roll2) && (roll2 == choice))
1294 else if ((roll1 == 1) && (roll2 == 1))
1303 if (odds) win = TRUE;
1309 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1311 p_ptr->au += odds * wager;
1312 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1314 prt(tmp_str, 17, 37);
1318 prt(_("あなたの負け", "You Lost"), 16, 37);
1321 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1323 prt(tmp_str, 22, 2);
1324 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1326 move_cursor(18, 52);
1331 if (wager > p_ptr->au)
1333 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1334 "Hey! You don't have the gold - get out of here!"));
1340 } while ((again == 'y') || (again == 'Y'));
1343 if (p_ptr->au >= oldgold)
1345 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!」",
1346 "You came out a winner! We'll win next time, I'm sure."));
1347 chg_virtue(V_CHANCE, 3);
1351 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."));
1352 chg_virtue(V_CHANCE, -3);
1362 * @brief モンスター闘技場に参加できるモンスターの判定
1363 * @param r_idx モンスターID
1364 * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1365 * 自爆以外のなんらかのHP攻撃手段を持っていること。
1368 static bool vault_aux_battle(int r_idx)
1373 monster_race *r_ptr = &r_info[r_idx];
1375 /* Decline town monsters */
1376 /* if (!mon_hook_dungeon(r_idx)) return FALSE; */
1378 /* Decline unique monsters */
1379 /* if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1380 /* if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1382 if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1383 if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1384 if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1385 if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1386 if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1388 for (i = 0; i < 4; i++)
1390 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1391 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1393 if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1400 * @brief モンスター闘技場に参加するモンスターをリセットする。
1403 void battle_monsters(void)
1410 bool old_inside_battle = p_ptr->inside_battle;
1412 for (i = 0; i < max_d_idx; i++)
1413 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1415 mon_level = randint1(MIN(max_dl, 122))+5;
1416 if (randint0(100) < 60)
1418 i = randint1(MIN(max_dl, 122))+5;
1419 mon_level = MAX(i, mon_level);
1421 if (randint0(100) < 30)
1423 i = randint1(MIN(max_dl, 122))+5;
1424 mon_level = MAX(i, mon_level);
1436 get_mon_num_prep(vault_aux_battle, NULL);
1437 p_ptr->inside_battle = TRUE;
1438 r_idx = get_mon_num(mon_level);
1439 p_ptr->inside_battle = old_inside_battle;
1440 if (!r_idx) continue;
1442 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1444 if ((r_info[r_idx].level + 10) > mon_level) continue;
1447 for (j = 0; j < i; j++)
1448 if(r_idx == battle_mon[j]) break;
1453 battle_mon[i] = r_idx;
1454 if (r_info[r_idx].level < 45) tekitou = TRUE;
1459 monster_race *r_ptr = &r_info[battle_mon[i]];
1460 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1462 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1463 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1465 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1466 power[i] = power[i] * (100 + r_ptr->level) / 100;
1467 if (r_ptr->speed > 110)
1468 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1469 if (r_ptr->speed < 110)
1470 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1472 power[i] = power[i] * (num_taisei*2+5) / 10;
1473 else if (r_ptr->flags6 & RF6_INVULNER)
1474 power[i] = power[i] * 4 / 3;
1475 else if (r_ptr->flags6 & RF6_HEAL)
1476 power[i] = power[i] * 4 / 3;
1477 else if (r_ptr->flags5 & RF5_DRAIN_MANA)
1478 power[i] = power[i] * 11 / 10;
1479 if (r_ptr->flags1 & RF1_RAND_25)
1480 power[i] = power[i] * 9 / 10;
1481 if (r_ptr->flags1 & RF1_RAND_50)
1482 power[i] = power[i] * 9 / 10;
1484 switch (battle_mon[i])
1495 case MON_UND_BEHOLDER:
1496 case MON_SANTACLAUS:
1497 case MON_ULT_BEHOLDER:
1499 case MON_ATLACH_NACHA:
1501 power[i] = power[i] * 3 / 5;
1503 case MON_ROBIN_HOOD:
1507 case MON_CRYPT_THING:
1508 case MON_MASTER_LICH:
1509 case MON_DREADMASTER:
1511 case MON_SHADOWLORD:
1516 case MON_VENOM_WYRM:
1517 case MON_MASTER_MYS:
1518 case MON_G_MASTER_MYS:
1519 power[i] = power[i] * 3 / 4;
1521 case MON_VORPAL_BUNNY:
1524 case MON_LOG_MASTER:
1526 case MON_GRAV_HOUND:
1529 case MON_CLUB_DEMON:
1531 case MON_NIGHTCRAWLER:
1532 case MON_NIGHTWALKER:
1538 case MON_SPECT_WYRM:
1543 power[i] = power[i] * 4 / 3;
1545 case MON_UMBER_HULK:
1549 case MON_ENERGY_VOR:
1553 case MON_PLASMA_VOR:
1558 case MON_STORMBRINGER:
1559 case MON_TIME_HOUND:
1560 case MON_PLASMA_HOUND:
1563 case MON_AETHER_VOR:
1564 case MON_AETHER_HOUND:
1572 case MON_D_ELF_SHADE:
1573 case MON_MANA_HOUND:
1575 case MON_BANORLUPART:
1580 power[i] = power[i] * 3 / 2;
1584 case MON_CYBER_KING:
1585 case MON_UNICORN_ORD:
1586 power[i] = power[i] * 5 / 3;
1590 case MON_WYRM_POWER:
1610 power[i] = total*60/power[i];
1611 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1612 if ((power[i] < 160) && randint0(20)) break;
1613 if (power[i] < 101) power[i] = 100 + randint1(5);
1614 mon_odds[i] = power[i];
1621 * @brief モンスター闘技場のメインルーチン
1622 * @return 賭けを開始したか否か
1624 static bool kakutoujou(void)
1628 char out_val[160], tmp_str[80];
1631 if ((turn - old_battle) > TURNS_PER_TICK*250)
1642 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!"));
1654 "Monsters Odds"), 4, 4);
1658 monster_race *r_ptr = &r_info[battle_mon[i]];
1660 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1661 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1662 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1663 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1666 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1676 if (i >= '1' && i <= '4')
1678 sel_monster = i-'1';
1679 battle_odds = mon_odds[sel_monster];
1687 if (i !=sel_monster) clear_bldg(i+5,i+5);
1689 maxbet = p_ptr->lev * 200;
1691 /* We can't bet more than we have */
1692 maxbet = MIN(maxbet, p_ptr->au);
1695 strcpy(out_val, "");
1696 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1698 * Use get_string() because we may need more than
1699 * the s16b value returned by get_quantity().
1701 if (get_string(tmp_str, out_val, 32))
1704 for (p = out_val; *p == ' '; p++);
1709 if (wager > p_ptr->au)
1711 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!"));
1717 else if (wager > maxbet)
1719 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);
1725 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1729 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1734 /* Save the surface floor as saved floor */
1735 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1737 p_ptr->inside_battle = TRUE;
1738 p_ptr->leaving = TRUE;
1752 * @brief 本日の賞金首情報を表示する。
1755 static void today_target(void)
1758 monster_race *r_ptr = &r_info[today_mon];
1761 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1762 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1763 c_put_str(TERM_YELLOW, buf, 6, 10);
1764 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"),r_ptr->level * 50 + 100);
1766 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
1768 p_ptr->today_mon = today_mon;
1772 * @brief ツチノコの賞金首情報を表示する。
1775 static void tsuchinoko(void)
1778 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1779 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);
1780 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1781 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1782 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1786 * @brief 通常の賞金首情報を表示する。
1789 static void shoukinkubi(void)
1795 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);
1796 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1798 for (i = 0; i < MAX_KUBI; i++)
1802 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1804 if (kubi_r_idx[i] > 10000)
1807 done_mark = _("(済)", "(done)");
1815 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1818 if (!y && (i < MAX_KUBI -1))
1820 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1831 * 賞金首の報酬テーブル / List of prize object
1834 s16b tval; /*!< ベースアイテムのメイン種別ID */
1835 s16b sval; /*!< ベースアイテムのサブ種別ID */
1836 } prize_list[MAX_KUBI] =
1838 {TV_POTION, SV_POTION_CURING},
1839 {TV_POTION, SV_POTION_SPEED},
1840 {TV_POTION, SV_POTION_SPEED},
1841 {TV_POTION, SV_POTION_RESISTANCE},
1842 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1844 {TV_POTION, SV_POTION_HEALING},
1845 {TV_POTION, SV_POTION_RESTORE_MANA},
1846 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1847 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1848 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1850 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1851 {TV_POTION, SV_POTION_STAR_HEALING},
1852 {TV_POTION, SV_POTION_STAR_HEALING},
1853 {TV_POTION, SV_POTION_NEW_LIFE},
1854 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1856 {TV_POTION, SV_POTION_LIFE},
1857 {TV_POTION, SV_POTION_LIFE},
1858 {TV_POTION, SV_POTION_AUGMENTATION},
1859 {TV_POTION, SV_POTION_INVULNERABILITY},
1860 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1864 * @brief 賞金首の引き換え処理 / Get prize
1865 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1867 static bool kankin(void)
1870 bool change = FALSE;
1871 char o_name[MAX_NLEN];
1874 /* Loop for inventory and right/left arm */
1875 for (i = 0; i <= INVEN_LARM; i++)
1877 o_ptr = &inventory[i];
1879 /* Living Tsuchinoko worthes $1000000 */
1880 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1882 char buf[MAX_NLEN+20];
1883 object_desc(o_name, o_ptr, 0);
1884 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1887 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1888 p_ptr->au += 1000000L * o_ptr->number;
1889 p_ptr->redraw |= (PR_GOLD);
1890 inven_item_increase(i, -o_ptr->number);
1891 inven_item_describe(i);
1892 inven_item_optimize(i);
1898 for (i = 0; i < INVEN_PACK; i++)
1900 o_ptr = &inventory[i];
1902 /* Corpse of Tsuchinoko worthes $200000 */
1903 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1905 char buf[MAX_NLEN+20];
1906 object_desc(o_name, o_ptr, 0);
1907 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1910 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1911 p_ptr->au += 200000L * 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);
1921 for (i = 0; i < INVEN_PACK; i++)
1923 o_ptr = &inventory[i];
1925 /* Bones of Tsuchinoko worthes $100000 */
1926 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1928 char buf[MAX_NLEN+20];
1929 object_desc(o_name, o_ptr, 0);
1930 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1933 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1934 p_ptr->au += 100000L * o_ptr->number;
1935 p_ptr->redraw |= (PR_GOLD);
1936 inven_item_increase(i, -o_ptr->number);
1937 inven_item_describe(i);
1938 inven_item_optimize(i);
1944 for (i = 0; i < INVEN_PACK; i++)
1946 o_ptr = &inventory[i];
1947 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)))
1949 char buf[MAX_NLEN+20];
1950 object_desc(o_name, o_ptr, 0);
1951 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1954 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1955 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1956 p_ptr->redraw |= (PR_GOLD);
1957 inven_item_increase(i, -o_ptr->number);
1958 inven_item_describe(i);
1959 inven_item_optimize(i);
1965 for (i = 0; i < INVEN_PACK; i++)
1967 o_ptr = &inventory[i];
1969 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1971 char buf[MAX_NLEN+20];
1972 object_desc(o_name, o_ptr, 0);
1973 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1976 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1977 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1978 p_ptr->redraw |= (PR_GOLD);
1979 inven_item_increase(i, -o_ptr->number);
1980 inven_item_describe(i);
1981 inven_item_optimize(i);
1987 for (j = 0; j < MAX_KUBI; j++)
1989 /* Need reverse order --- Positions will be changed in the loop */
1990 for (i = INVEN_PACK-1; i >= 0; i--)
1992 o_ptr = &inventory[i];
1993 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1995 char buf[MAX_NLEN+20];
1996 int num, k, item_new;
1999 object_desc(o_name, o_ptr, 0);
2000 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
2001 if (!get_check(buf)) continue;
2003 #if 0 /* Obsoleted */
2004 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2005 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
2006 p_ptr->redraw |= (PR_GOLD);
2007 inven_item_increase(i, -o_ptr->number);
2008 inven_item_describe(i);
2009 inven_item_optimize(i);
2010 chg_virtue(V_JUSTICE, 5);
2011 kubi_r_idx[j] += 10000;
2014 #endif /* Obsoleted */
2017 inven_item_increase(i, -o_ptr->number);
2018 inven_item_describe(i);
2019 inven_item_optimize(i);
2021 chg_virtue(V_JUSTICE, 5);
2022 kubi_r_idx[j] += 10000;
2024 /* Count number of unique corpses already handed */
2025 for (num = 0, k = 0; k < MAX_KUBI; k++)
2027 if (kubi_r_idx[k] >= 10000) num++;
2029 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" : ""));
2031 /* Prepare to make a prize */
2032 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
2033 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
2035 /* Identify it fully */
2036 object_aware(&forge);
2037 object_known(&forge);
2040 * Hand it --- Assume there is an empty slot.
2041 * Since a corpse is handed at first,
2042 * there is at least one empty slot.
2044 item_new = inven_carry(&forge);
2046 /* Describe the object */
2047 object_desc(o_name, &forge, 0);
2048 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2050 /* Auto-inscription */
2051 autopick_alter_item(item_new, FALSE);
2063 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."));
2071 * @brief 悪夢の元凶となるモンスターかどうかを返す。
2072 * @param r_idx 判定対象となるモンスターのID
2073 * @return 悪夢の元凶となり得るか否か。
2075 bool get_nightmare(int r_idx)
2077 monster_race *r_ptr = &r_info[r_idx];
2079 /* Require eldritch horrors */
2080 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2082 /* Require high level */
2083 if (r_ptr->level <= p_ptr->lev) return (FALSE);
2085 /* Accept this monster */
2090 * @brief 悪夢モード時に睡眠/麻痺に陥った際のEldritchHorror処理
2091 * @param r_idx 狂気の元凶となるモンスターのID
2093 * @todo 重複関数あり、要リファクタリング。
2095 void have_nightmare()
2097 bool happened = FALSE;
2098 monster_race *r_ptr;
2103 get_mon_num_prep(get_nightmare, NULL);
2105 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
2106 power = r_ptr->level + 10;
2107 desc = r_name + r_ptr->name;
2109 get_mon_num_prep(NULL, NULL);
2114 if (!(r_ptr->flags1 & RF1_UNIQUE))
2115 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2118 sprintf(m_name, "%s", desc);
2120 if (!(r_ptr->flags1 & RF1_UNIQUE))
2122 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2126 if (saving_throw(p_ptr->skill_sav * 100 / power))
2128 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
2135 /* Something silly happens... */
2136 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2137 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2141 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2142 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2145 /* Never mind; we can't see it clearly enough */
2149 /* Something frightening happens... */
2150 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2151 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2153 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2155 if (!p_ptr->mimic_form)
2157 switch (p_ptr->prace)
2159 /* Demons may make a saving throw */
2162 if (saving_throw(20 + p_ptr->lev)) return;
2164 /* Undead may make a saving throw */
2169 if (saving_throw(10 + p_ptr->lev)) return;
2175 /* Demons may make a saving throw */
2176 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2178 if (saving_throw(20 + p_ptr->lev)) return;
2180 /* Undead may make a saving throw */
2181 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2183 if (saving_throw(10 + p_ptr->lev)) return;
2188 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2190 if (!p_ptr->resist_conf)
2192 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2194 if (!p_ptr->resist_chaos && one_in_(3))
2196 (void)set_image(p_ptr->image + randint0(250) + 150);
2201 /* Lose int & wis */
2202 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2210 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2212 if (!p_ptr->resist_conf)
2214 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2216 if (!p_ptr->free_act)
2218 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2220 while (!saving_throw(p_ptr->skill_sav))
2222 (void)do_dec_stat(A_INT);
2224 while (!saving_throw(p_ptr->skill_sav))
2226 (void)do_dec_stat(A_WIS);
2228 if (!p_ptr->resist_chaos)
2230 (void)set_image(p_ptr->image + randint0(250) + 150);
2237 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2239 if (lose_all_info())
2241 msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
2246 /* Else gain permanent insanity */
2247 if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
2248 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2249 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2251 /* The poor bastard already has all possible insanities! */
2257 switch (randint1(4))
2261 if (!(p_ptr->muta3 & MUT3_MORONIC))
2263 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2265 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
2269 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
2272 if (p_ptr->muta3 & MUT3_HYPER_INT)
2274 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
2275 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2277 p_ptr->muta3 |= MUT3_MORONIC;
2284 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2286 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2288 /* Duh, the following should never happen, but anyway... */
2289 if (p_ptr->muta3 & MUT3_FEARLESS)
2291 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
2292 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2295 p_ptr->muta2 |= MUT2_COWARDICE;
2302 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2304 msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
2305 p_ptr->muta2 |= MUT2_HALLU;
2312 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2314 msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
2315 p_ptr->muta2 |= MUT2_BERS_RAGE;
2323 p_ptr->update |= PU_BONUS;
2329 * @brief 宿屋の利用サブルーチン
2330 * @details inn commands\n
2331 * Note that resting for the night was a perfect way to avoid player\n
2332 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2333 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2334 * will not be that useful. I will keep it in the hopes the player\n
2335 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2336 * Resting at night is also a quick way to restock stores -KMW-\n
2337 * @param cmd 宿屋の利用施設ID
2338 * @return 施設の利用が実際に行われたか否か。
2340 static bool inn_comm(int cmd)
2344 case BACT_FOOD: /* Buy food & drink */
2345 if (p_ptr->food >= PY_FOOD_FULL)
2347 msg_print(_("今は満腹だ。", "You are full now."));
2350 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."));
2351 (void)set_food(PY_FOOD_MAX - 1);
2354 case BACT_REST: /* Rest for the night */
2355 if ((p_ptr->poisoned) || (p_ptr->cut))
2357 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."));
2359 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."));
2363 s32b oldturn = turn;
2364 int prev_day, prev_hour, prev_min;
2366 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2367 if ((prev_hour >= 6) && (prev_hour <= 17))
2368 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2370 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2372 turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
2373 if (dungeon_turn < dungeon_turn_limit)
2375 dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK * 250);
2376 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2379 prevent_turn_overflow();
2381 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2382 p_ptr->chp = p_ptr->mhp;
2384 if (ironman_nightmare)
2386 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."));
2388 /* Have some nightmares */
2393 if (!one_in_(3)) break;
2396 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2397 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."));
2404 p_ptr->chp = p_ptr->mhp;
2405 p_ptr->csp = p_ptr->msp;
2406 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2409 for (i = 0; i < 72; i++)
2411 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2413 for (; i < 108; i++)
2415 p_ptr->magic_num1[i] = 0;
2419 if ((prev_hour >= 6) && (prev_hour <= 17))
2421 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."));
2422 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2426 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."));
2427 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2433 case BACT_RUMORS: /* Listen for rumors */
2435 display_rumor(TRUE);
2445 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2446 * @param questnum クエストのID
2447 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2450 static void get_questinfo(int questnum, bool do_init)
2457 /* Clear the text */
2458 for (i = 0; i < 10; i++)
2460 quest_text[i][0] = '\0';
2463 quest_text_line = 0;
2465 /* Set the quest number temporary */
2466 old_quest = p_ptr->inside_quest;
2467 p_ptr->inside_quest = questnum;
2469 /* Get the quest text */
2470 init_flags = INIT_SHOW_TEXT;
2471 if (do_init) init_flags |= INIT_ASSIGN;
2473 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2475 /* Reset the old quest number */
2476 p_ptr->inside_quest = old_quest;
2478 /* Print the quest info */
2479 sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
2483 prt(quest[questnum].name, 7, 0);
2485 for (i = 0; i < 10; i++)
2487 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2492 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2495 static void castle_quest(void)
2498 monster_race *r_ptr;
2505 /* Current quest of the building */
2506 q_index = cave[py][px].special;
2508 /* Is there a quest available at the building? */
2511 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);
2515 q_ptr = &quest[q_index];
2517 /* Quest is completed */
2518 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2520 /* Rewarded quest */
2521 q_ptr->status = QUEST_STATUS_REWARDED;
2523 get_questinfo(q_index, FALSE);
2525 reinit_wilderness = TRUE;
2528 else if (q_ptr->status == QUEST_STATUS_FAILED)
2530 get_questinfo(q_index, FALSE);
2532 /* Mark quest as done (but failed) */
2533 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2535 reinit_wilderness = TRUE;
2537 /* Quest is still unfinished */
2538 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2540 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);
2541 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);
2542 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);
2545 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2547 q_ptr->status = QUEST_STATUS_TAKEN;
2549 reinit_wilderness = TRUE;
2551 /* Assign a new quest */
2552 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2554 if (q_ptr->r_idx == 0)
2556 /* Random monster at least 5 - 10 levels out of deep */
2557 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2560 r_ptr = &r_info[q_ptr->r_idx];
2562 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2564 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2565 r_ptr = &r_info[q_ptr->r_idx];
2568 if (q_ptr->max_num == 0)
2570 /* Random monster number */
2571 if (randint1(10) > 7)
2574 q_ptr->max_num = randint1(3) + 1;
2578 name = (r_name + r_ptr->name);
2579 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2583 get_questinfo(q_index, TRUE);
2590 * @brief 町に関するヘルプを表示する / Display town history
2593 static void town_history(void)
2598 /* Peruse the building help file */
2599 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2606 * @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
2607 * @param weight 武器の重量
2608 * @param plus_ammo 矢弾のダメージ修正
2609 * @param plus_bow 弓のダメージ修正
2610 * @param dam 基本ダメージ量
2613 s16b calc_crit_ratio_shot(int weight, int plus_ammo, int plus_bow, int dam)
2616 object_type *j_ptr = &inventory[INVEN_BOW];
2618 /* Extract "shot" power */
2619 i = p_ptr->to_h_b + plus_ammo;
2621 if (p_ptr->tval_ammo == TV_BOLT)
2622 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2624 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2626 /* Snipers can shot more critically with crossbows */
2627 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2628 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2630 /* Good bow makes more critical */
2631 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2639 * @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
2640 * @param weight 武器の重量
2641 * @param plus_ammo 矢弾のダメージ修正
2642 * @param plus_bow 弓のダメージ修正
2643 * @param dam 基本ダメージ量
2646 s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, int dam)
2650 i = calc_crit_ratio_shot(weight, plus_ammo, plus_bow, dam);
2655 crit = MIN(500, 900/weight);
2656 num += dam * 3 /2 * crit;
2659 crit = MIN(500, 1350/weight);
2661 num += dam * 2 * crit;
2667 num += dam * 3 * crit;
2673 num += (10000 - i) * dam;
2680 * @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
2681 * @param weight 武器の重量
2682 * @param plus 武器のダメージ修正
2684 * @param meichuu 命中値
2685 * @param dokubari 毒針処理か否か
2688 s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
2693 if(dokubari) return dam;
2695 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2701 if (k < 400) num += (2 * dam + 5) * (400 - k);
2702 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2703 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2704 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2705 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2708 if(p_ptr->pclass == CLASS_NINJA)
2711 num += (4444 - i) * dam;
2717 num += (5000 - i) * dam;
2725 * @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
2727 * @param mult スレイ倍率(掛け算部分)
2728 * @param div スレイ倍率(割り算部分)
2729 * @param force 理力特別計算フラグ
2732 static s16b calc_slaydam(int dam, int mult, int div, bool force)
2740 tmp += dam * 60 * 2;
2754 * @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)
2756 * @param mult スレイ倍率(掛け算部分)
2757 * @param div スレイ倍率(割り算部分)
2758 * @param force 理力特別計算フラグ
2760 * @param plus 武器ダメージ修正
2761 * @param meichuu 命中値
2762 * @param dokubari 毒針処理か否か
2763 * @param vorpal_mult 切れ味倍率(掛け算部分)
2764 * @param vorpal_div 切れ味倍率(割り算部分)
2767 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2769 dam = calc_slaydam(dam, mult, div, force);
2770 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2771 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2777 * @brief 武器の各条件毎のダメージ期待値を表示する。
2780 * @param mindice ダイス部分最小値
2781 * @param maxdice ダイス部分最大値
2783 * @param dam_bonus ダメージ修正値
2785 * @param color 条件内容の表示色
2787 * Display the damage figure of an object\n
2788 * (used by compare_weapon_aux)\n
2790 * Only accurate for the current weapon, because it includes\n
2791 * the current +dam of the player.\n
2794 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2799 mindam = blows * (mindice + dam_bonus);
2800 maxdam = blows * (maxdice + dam_bonus);
2802 /* Print the intro text */
2803 c_put_str(color, attr, r, c);
2805 /* Calculate the min and max damage figures */
2806 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2808 /* Print the damage */
2809 put_str(tmp_str, r, c + 8);
2814 * @brief 武器一つ毎のダメージ情報を表示する。
2815 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2816 * @param col 表示する行の上端
2819 * Show the damage figures for the various monster types\n
2821 * Only accurate for the current weapon, because it includes\n
2822 * the current number of blows for the player.\n
2825 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2827 u32b flgs[TR_FLAG_SIZE];
2828 int blow = p_ptr->num_blow[0];
2830 bool dokubari = FALSE;
2832 /* Effective dices */
2833 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2834 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2836 int mindice = eff_dd;
2837 int maxdice = eff_ds * eff_dd;
2840 int vorpal_mult = 1;
2842 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2845 /* Get the flags of the weapon */
2846 object_flags(o_ptr, flgs);
2848 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2851 /* Show Critical Damage*/
2852 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2853 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2855 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2859 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2861 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2872 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);
2873 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);
2874 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2877 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2881 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);
2882 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);
2883 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2886 /* Print the relevant lines */
2887 if (have_flag(flgs, TR_KILL_ANIMAL))
2889 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);
2890 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);
2891 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2893 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2895 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);
2896 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);
2897 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2899 if (have_flag(flgs, TR_KILL_EVIL))
2901 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);
2902 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);
2903 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2905 else if (have_flag(flgs, TR_SLAY_EVIL))
2907 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);
2908 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);
2909 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2911 if (have_flag(flgs, TR_KILL_HUMAN))
2913 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);
2914 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);
2915 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2917 else if (have_flag(flgs, TR_SLAY_HUMAN))
2919 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);
2920 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);
2921 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2923 if (have_flag(flgs, TR_KILL_UNDEAD))
2925 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);
2926 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);
2927 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2929 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2931 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);
2932 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);
2933 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2935 if (have_flag(flgs, TR_KILL_DEMON))
2937 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);
2938 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);
2939 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2941 else if (have_flag(flgs, TR_SLAY_DEMON))
2943 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);
2944 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);
2945 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2947 if (have_flag(flgs, TR_KILL_ORC))
2949 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);
2950 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);
2951 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2953 else if (have_flag(flgs, TR_SLAY_ORC))
2955 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);
2956 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);
2957 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2959 if (have_flag(flgs, TR_KILL_TROLL))
2961 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);
2962 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);
2963 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2965 else if (have_flag(flgs, TR_SLAY_TROLL))
2967 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);
2968 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);
2969 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2971 if (have_flag(flgs, TR_KILL_GIANT))
2973 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);
2974 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);
2975 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2977 else if (have_flag(flgs, TR_SLAY_GIANT))
2979 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);
2980 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);
2981 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2983 if (have_flag(flgs, TR_KILL_DRAGON))
2985 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);
2986 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);
2987 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2989 else if (have_flag(flgs, TR_SLAY_DRAGON))
2991 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);
2992 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);
2993 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2995 if (have_flag(flgs, TR_BRAND_ACID))
2997 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);
2998 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);
2999 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
3001 if (have_flag(flgs, TR_BRAND_ELEC))
3003 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);
3004 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);
3005 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
3007 if (have_flag(flgs, TR_BRAND_FIRE))
3009 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);
3010 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);
3011 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
3013 if (have_flag(flgs, TR_BRAND_COLD))
3015 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);
3016 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);
3017 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
3019 if (have_flag(flgs, TR_BRAND_POIS))
3021 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);
3022 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);
3023 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
3028 * @brief モンスターへの命中率の計算
3033 static int hit_chance(int to_h, int ac)
3036 int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
3038 if (meichuu <= 0) return 5;
3040 chance = 100 - ((ac * 75) / meichuu);
3042 if (chance > 95) chance = 95;
3043 if (chance < 5) chance = 5;
3044 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
3045 chance = (chance*19+9)/20;
3050 * @brief 武器匠における武器一つ毎の完全情報を表示する。
3051 * @param o_ptr オブジェクトの構造体の参照ポインタ。
3052 * @param row 表示する列の左端
3053 * @param col 表示する行の上端
3055 * Displays all info about a weapon
3057 * Only accurate for the current weapon, because it includes
3058 * various info about the player's +to_dam and number of blows.
3061 static void list_weapon(object_type *o_ptr, int row, int col)
3063 char o_name[MAX_NLEN];
3066 /* Effective dices */
3067 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3068 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3070 /* Print the weapon name */
3071 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3072 c_put_str(TERM_YELLOW, o_name, row, col);
3074 /* Print the player's number of blows */
3075 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
3076 put_str(tmp_str, row+1, col);
3078 /* Print to_hit and to_dam of the weapon */
3079 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
3080 put_str(tmp_str, row+2, col);
3082 /* Print the weapons base damage dice */
3083 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
3084 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
3085 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
3086 put_str(tmp_str, row+3, col);
3087 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
3089 /* Damage for one blow (if it hits) */
3090 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
3091 eff_dd + o_ptr->to_d + p_ptr->to_d[0],
3092 eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
3093 put_str(tmp_str, row+6, col+1);
3095 /* Damage for the complete attack (if all blows hit) */
3096 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
3097 p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
3098 p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
3099 put_str(tmp_str, row+7, col+1);
3104 * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
3105 * @param o_ptr オブジェクトの構造体の参照ポインタ。
3106 * @return 対象になるならTRUEを返す。
3108 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
3110 switch (o_ptr->tval)
3120 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
3129 * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
3130 * @param o_ptr オブジェクトの構造体の参照ポインタ。
3131 * @return 対象になるならTRUEを返す。
3133 static bool item_tester_hook_ammo(object_type *o_ptr)
3135 switch (o_ptr->tval)
3150 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
3152 * Copies the weapons to compare into the weapon-slot and\n
3153 * compares the values for both weapons.\n
3154 * 武器1つだけで比較をしないなら費用は半額になる。
3155 * @param bcost 基本鑑定費用
3156 * @return 最終的にかかった費用
3158 static int compare_weapons(int bcost)
3162 object_type *o_ptr[2];
3163 object_type orig_weapon;
3167 int wid = 38, mgn = 2;
3168 bool old_character_xtra = character_xtra;
3171 int cost = 0; /* First time no price */
3173 /* Save the screen */
3176 /* Clear the screen */
3179 /* Store copy of original wielded weapon */
3180 i_ptr = &inventory[INVEN_RARM];
3181 object_copy(&orig_weapon, i_ptr);
3183 /* Only compare melee weapons */
3184 item_tester_no_ryoute = TRUE;
3185 item_tester_hook = item_tester_hook_melee_weapon;
3187 /* Get the first weapon */
3188 q = _("第一の武器は?", "What is your first weapon? ");
3189 s = _("比べるものがありません。", "You have nothing to compare.");
3191 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
3197 /* Get the item (in the pack) */
3198 o_ptr[0] = &inventory[item];
3204 /* Clear the screen */
3207 /* Only compare melee weapons */
3208 item_tester_no_ryoute = TRUE;
3209 item_tester_hook = item_tester_hook_melee_weapon;
3211 /* Hack -- prevent "icky" message */
3212 character_xtra = TRUE;
3214 /* Diaplay selected weapon's infomation */
3215 for (i = 0; i < n; i++)
3217 int col = (wid * i + mgn);
3219 /* Copy i-th weapon into the weapon slot (if it's not already there) */
3220 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
3222 /* Get the new values */
3225 /* List the new values */
3226 list_weapon(o_ptr[i], row, col);
3227 compare_weapon_aux(o_ptr[i], col, row + 8);
3229 /* Copy back the original weapon into the weapon slot */
3230 object_copy(i_ptr, &orig_weapon);
3233 /* Reset the values for the old weapon */
3236 character_xtra = old_character_xtra;
3239 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
3240 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);
3241 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);
3243 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
3244 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
3245 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
3253 if (total + cost > p_ptr->au)
3255 msg_print(_("お金が足りません!", "You don't have enough money!"));
3260 q = _("第二の武器は?", "What is your second weapon? ");
3261 s = _("比べるものがありません。", "You have nothing to compare.");
3263 /* Get the second weapon */
3264 if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
3269 /* Get the item (in the pack) */
3270 o_ptr[1] = &inventory[item2];
3279 /* Restore the screen */
3288 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
3290 * Calculate and display the dodge-rate and the protection-rate
3292 * @param iAC プレイヤーのAC。
3293 * @return 常にTRUEを返す。
3295 static bool eval_ac(int iAC)
3299 "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"
3300 "何パーセント軽減するかを示します。\n"
3301 "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"
3302 "に対してのみ効果があります。\n \n"
3303 "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"
3304 "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"
3305 "敵のレベルとあなたのACによって決定されます。\n \n"
3306 "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"
3307 "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";
3310 "'Protection Rate' means how much damage is reduced by your armor.\n"
3311 "Note that the Protection rate is effective only against normal "
3312 "'attack' and 'shatter' type melee attacks, "
3313 "and has no effect against any other types such as 'poison'.\n \n"
3314 "'Dodge Rate' indicates the success rate on dodging the "
3315 "monster's melee attacks. "
3316 "It is depend on the level of the monster and your AC.\n \n"
3317 "'Average Damage' indicates the expected amount of damage "
3318 "when you are attacked by normal melee attacks with power=100.";
3324 char buf[80*20], *t;
3326 /* AC lower than zero has no effect */
3327 if (iAC < 0) iAC = 0;
3330 protection = 100 * MIN(iAC, 150) / 250;
3336 put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3337 put_str(format("ダメージ軽減率 : %3d%%", protection), row++, 0);
3340 put_str("敵のレベル :", row + 0, 0);
3341 put_str("回避率 :", row + 1, 0);
3342 put_str("ダメージ期待値 :", row + 2, 0);
3344 put_str(format("Your current AC : %3d", iAC), row++, 0);
3345 put_str(format("Protection rate : %3d%%", protection), row++, 0);
3348 put_str("Level of Monster:", row + 0, 0);
3349 put_str("Dodge Rate :", row + 1, 0);
3350 put_str("Average Damage :", row + 2, 0);
3353 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3355 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3356 int dodge; /* 回避率(%) */
3357 int average; /* ダメージ期待値 */
3359 put_str(format("%3d", lvl), row + 0, col);
3362 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3363 put_str(format("%3d%%", dodge), row + 1, col);
3365 /* 100点の攻撃に対してのダメージ期待値を計算 */
3366 average = (100 - dodge) * (100 - protection) / 100;
3367 put_str(format("%3d", average), row + 2, col);
3371 roff_to_buf(memo, 70, buf, sizeof(buf));
3372 for (t = buf; t[0]; t += strlen(t) + 1)
3373 put_str(t, (row++) + 4, 4);
3376 prt("現在のあなたの装備からすると、あなたの防御力は"
3379 prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3392 * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
3393 * @param o_ptr オブジェクトの構造体の参照ポインタ。
3394 * @return 修復対象になるならTRUEを返す。
3396 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
3398 if (o_ptr->tval != TV_SWORD) return FALSE;
3400 switch (o_ptr->sval)
3402 case SV_BROKEN_DAGGER:
3403 case SV_BROKEN_SWORD:
3411 * @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。
3412 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3413 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3414 * @return 修復対象になるならTRUEを返す。
3416 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3419 int cand[TR_FLAG_MAX];
3420 u32b to_flgs[TR_FLAG_SIZE];
3421 u32b from_flgs[TR_FLAG_SIZE];
3423 object_flags(to_ptr, to_flgs);
3424 object_flags(from_ptr, from_flgs);
3426 for (i = 0; i < TR_FLAG_MAX; i++)
3430 case TR_IGNORE_ACID:
3431 case TR_IGNORE_ELEC:
3432 case TR_IGNORE_FIRE:
3433 case TR_IGNORE_COLD:
3442 case TR_FIXED_FLAVOR:
3445 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3447 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3455 int tr_idx = cand[randint0(n)];
3456 add_flag(to_ptr->art_flags, tr_idx);
3457 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3458 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3459 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3460 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3467 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3468 * @param bcost 基本鑑定費用
3471 static int repair_broken_weapon_aux(int bcost)
3475 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3477 int i, k_idx, dd_bonus, ds_bonus;
3478 char basenm[MAX_NLEN];
3479 cptr q, s; /* For get_item prompt */
3486 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);
3487 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);
3490 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3491 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3493 /* Only forge broken weapons */
3494 item_tester_hook = item_tester_hook_broken_weapon;
3496 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3498 /* Get the item (in the pack) */
3499 o_ptr = &inventory[item];
3501 /* It is worthless */
3502 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3504 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3508 /* They are too many */
3509 if (o_ptr->number > 1)
3511 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!"));
3515 /* Display item name */
3516 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3517 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3520 q = _("材料となる武器は?", "Which weapon for material? ");
3521 s = _("材料となる武器がありません。", "You have no material to repair.");
3523 /* Only forge broken weapons */
3524 item_tester_hook = item_tester_hook_melee_weapon;
3526 if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3529 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3533 /* Get the item (in the pack) */
3534 mo_ptr = &inventory[mater];
3536 /* Display item name */
3537 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3538 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3540 /* Get the value of one of the items (except curses) */
3541 cost = bcost + object_value_real(o_ptr) * 2;
3543 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);
3545 /* Check if the player has enough money */
3546 if (p_ptr->au < cost)
3548 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3549 msg_format(_("%sを修復するだけのゴールドがありません!",
3550 "You do not have the gold to repair %s!"), basenm);
3555 if (o_ptr->sval == SV_BROKEN_DAGGER)
3559 /* Suppress compiler warning */
3562 for (i = 1; i < max_k_idx; i++)
3564 object_kind *k_ptr = &k_info[i];
3566 if (k_ptr->tval != TV_SWORD) continue;
3567 if ((k_ptr->sval == SV_BROKEN_DAGGER) ||
3568 (k_ptr->sval == SV_BROKEN_SWORD) ||
3569 (k_ptr->sval == SV_DOKUBARI)) continue;
3570 if (k_ptr->weight > 99) continue;
3579 else /* TV_BROKEN_SWORD */
3581 /* Repair to a sword or sometimes material's type weapon */
3582 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3586 object_kind *ck_ptr;
3588 k_idx = lookup_kind(tval, SV_ANY);
3589 ck_ptr = &k_info[k_idx];
3591 if (tval == TV_SWORD)
3593 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3594 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3595 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3596 (ck_ptr->sval == SV_DOKUBARI)) continue;
3598 if (tval == TV_POLEARM)
3600 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3601 (ck_ptr->sval == SV_TSURIZAO)) continue;
3603 if (tval == TV_HAFTED)
3605 if ((ck_ptr->sval == SV_GROND) ||
3606 (ck_ptr->sval == SV_WIZSTAFF) ||
3607 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3614 /* Calculate dice bonuses */
3615 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3616 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3617 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3618 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3620 /* Change base object */
3621 k_ptr = &k_info[k_idx];
3622 o_ptr->k_idx = k_idx;
3623 o_ptr->weight = k_ptr->weight;
3624 o_ptr->tval = k_ptr->tval;
3625 o_ptr->sval = k_ptr->sval;
3626 o_ptr->dd = k_ptr->dd;
3627 o_ptr->ds = k_ptr->ds;
3629 /* Copy base object's ability */
3630 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3631 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3632 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
3638 for (i = 0; i < dd_bonus; i++)
3640 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3646 for (i = 0; i < ds_bonus; i++)
3648 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3653 if (have_flag(k_ptr->flags, TR_BLOWS))
3655 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3656 o_ptr->pval = MIN(o_ptr->pval, bmax);
3659 /* Add one random ability from material weapon */
3660 give_one_ability_of_object(o_ptr, mo_ptr);
3662 /* Add to-dam, to-hit and to-ac from material weapon */
3663 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3664 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3665 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3667 if ((o_ptr->name1 == ART_NARSIL) ||
3668 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3669 (object_is_ego(o_ptr) && one_in_(7)))
3672 if (object_is_ego(o_ptr))
3674 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3675 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3678 /* Add one random ability from material weapon */
3679 give_one_ability_of_object(o_ptr, mo_ptr);
3681 /* Add one random activation */
3682 if (!activation_index(o_ptr)) one_activation(o_ptr);
3685 if (o_ptr->name1 == ART_NARSIL)
3687 one_high_resistance(o_ptr);
3691 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3694 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3696 msg_format("$%dで%sに修復しました。", cost, basenm);
3698 msg_format("Repaired into %s for %d gold.", basenm, cost);
3702 /* Remove BROKEN flag */
3703 o_ptr->ident &= ~(IDENT_BROKEN);
3705 /* Add repaired flag */
3706 o_ptr->discount = 99;
3708 /* Decrease material object */
3709 inven_item_increase(mater, -1);
3710 inven_item_optimize(mater);
3713 p_ptr->update |= PU_BONUS;
3716 /* Something happened */
3721 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3722 * @param bcost 基本鑑定費用
3725 static int repair_broken_weapon(int bcost)
3730 cost = repair_broken_weapon_aux(bcost);
3737 * @brief アイテムの強化を行う。 / Enchant item
3738 * @param cost 1回毎の費用
3739 * @param to_hit 命中をアップさせる量
3740 * @param to_dam ダメージをアップさせる量
3741 * @param to_ac ACをアップさせる量
3744 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3750 int maxenchant = (p_ptr->lev / 5);
3751 char tmp_str[MAX_NLEN];
3755 prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3756 prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3758 prt(format(" Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3759 prt(format(" The price for the service is %d gold per item.", cost), 7, 0);
3762 item_tester_no_ryoute = TRUE;
3765 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3766 s = _("改良できるものがありません。", "You have nothing to improve.");
3768 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3770 /* Get the item (in the pack) */
3771 o_ptr = &inventory[item];
3773 /* Check if the player has enough money */
3774 if (p_ptr->au < (cost * o_ptr->number))
3776 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3777 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);
3781 /* Enchant to hit */
3782 for (i = 0; i < to_hit; i++)
3784 if (o_ptr->to_h < maxenchant)
3786 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3794 /* Enchant to damage */
3795 for (i = 0; i < to_dam; i++)
3797 if (o_ptr->to_d < maxenchant)
3799 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3808 for (i = 0; i < to_ac; i++)
3810 if (o_ptr->to_a < maxenchant)
3812 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3824 if (flush_failure) flush();
3827 msg_print(_("改良に失敗した。", "The improvement failed."));
3833 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3835 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3837 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3840 /* Charge the money */
3841 p_ptr->au -= (cost * o_ptr->number);
3843 if (item >= INVEN_RARM) calc_android_exp();
3845 /* Something happened */
3852 * @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
3854 * The player can select the number of charges to add\n
3855 * (up to a limit), and the recharge never fails.\n
3857 * The cost for rods depends on the level of the rod. The prices\n
3858 * for recharging wands and staves are dependent on the cost of\n
3862 static void building_recharge(void)
3871 char tmp_str[MAX_NLEN];
3875 /* Display some info */
3877 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);
3880 /* Only accept legal items */
3881 item_tester_hook = item_tester_hook_recharge;
3884 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3885 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3886 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3888 /* Get the item (in the pack) */
3891 o_ptr = &inventory[item];
3894 /* Get the item (on the floor) */
3897 o_ptr = &o_list[0 - item];
3900 k_ptr = &k_info[o_ptr->k_idx];
3903 * We don't want to give the player free info about
3904 * the level of the item or the number of charges.
3906 /* The item must be "known" */
3907 if (!object_is_known(o_ptr))
3909 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!"));
3912 if ((p_ptr->au >= 50) &&
3913 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3920 identify_item(o_ptr);
3923 object_desc(tmp_str, o_ptr, 0);
3924 msg_format(_("%s です。", "You have: %s."), tmp_str);
3926 /* Auto-inscription */
3927 autopick_alter_item(item, FALSE);
3929 /* Update the gold display */
3930 building_prt_gold();
3938 /* Extract the object "level" */
3939 lev = k_info[o_ptr->k_idx].level;
3941 /* Price for a rod */
3942 if (o_ptr->tval == TV_ROD)
3944 if (o_ptr->timeout > 0)
3946 /* Fully recharge */
3947 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3951 /* No recharge necessary */
3953 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3957 else if (o_ptr->tval == TV_STAFF)
3959 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3960 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3962 /* Pay at least 10 gold per charge */
3963 price = MAX(10, price);
3967 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3968 price = (k_info[o_ptr->k_idx].cost / 10);
3970 /* Pay at least 10 gold per charge */
3971 price = MAX(10, price);
3974 /* Limit the number of charges for wands and staffs */
3975 if (o_ptr->tval == TV_WAND
3976 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3978 if (o_ptr->number > 1)
3980 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3984 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3988 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3990 if (o_ptr->number > 1)
3992 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3996 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
4001 /* Check if the player has enough money */
4002 if (p_ptr->au < price)
4004 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
4006 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
4008 msg_format("You need %d gold to recharge %s!", price, tmp_str);
4014 if (o_ptr->tval == TV_ROD)
4017 if (get_check(format("そのロッドを$%d で再充填しますか?",
4020 if (get_check(format("Recharge the %s for %d gold? ",
4021 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
4025 /* Recharge fully */
4035 if (o_ptr->tval == TV_STAFF)
4036 max_charges = k_ptr->pval - o_ptr->pval;
4038 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
4040 /* Get the quantity for staves and wands */
4041 charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
4042 MIN(p_ptr->au / price, max_charges));
4045 if (charges < 1) return;
4047 /* Get the new price */
4051 o_ptr->pval += charges;
4053 /* We no longer think the item is empty */
4054 o_ptr->ident &= ~(IDENT_EMPTY);
4058 object_desc(tmp_str, o_ptr, 0);
4060 msg_format("%sを$%d で再充填しました。", tmp_str, price);
4062 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
4065 /* Combine / Reorder the pack (later) */
4066 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4069 p_ptr->window |= (PW_INVEN);
4080 * @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
4082 * The player can select the number of charges to add\n
4083 * (up to a limit), and the recharge never fails.\n
4085 * The cost for rods depends on the level of the rod. The prices\n
4086 * for recharging wands and staves are dependent on the cost of\n
4090 static void building_recharge_all(void)
4100 /* Display some info */
4103 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);
4105 /* Calculate cost */
4106 for ( i = 0; i < INVEN_PACK; i++)
4108 o_ptr = &inventory[i];
4110 /* skip non magic device */
4111 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4113 /* need identified */
4114 if (!object_is_known(o_ptr)) total_cost += 50;
4116 /* Extract the object "level" */
4117 lev = k_info[o_ptr->k_idx].level;
4119 k_ptr = &k_info[o_ptr->k_idx];
4121 switch (o_ptr->tval)
4124 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
4128 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4129 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
4131 /* Pay at least 10 gold per charge */
4132 price = MAX(10, price);
4135 price = (k_ptr->pval - o_ptr->pval) * price;
4139 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4140 price = (k_info[o_ptr->k_idx].cost / 10);
4142 /* Pay at least 10 gold per charge */
4143 price = MAX(10, price);
4146 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
4150 /* if price <= 0 then item have enough charge */
4151 if (price > 0) total_cost += price;
4156 msg_print(_("充填する必要はありません。", "No need to recharge."));
4161 /* Check if the player has enough money */
4162 if (p_ptr->au < total_cost)
4164 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 );
4168 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
4170 for (i = 0; i < INVEN_PACK; i++)
4172 o_ptr = &inventory[i];
4173 k_ptr = &k_info[o_ptr->k_idx];
4175 /* skip non magic device */
4176 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4179 if (!object_is_known(o_ptr))
4181 identify_item(o_ptr);
4183 /* Auto-inscription */
4184 autopick_alter_item(i, FALSE);
4188 switch (o_ptr->tval)
4194 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
4195 /* We no longer think the item is empty */
4196 o_ptr->ident &= ~(IDENT_EMPTY);
4199 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
4200 o_ptr->pval = o_ptr->number * k_ptr->pval;
4201 /* We no longer think the item is empty */
4202 o_ptr->ident &= ~(IDENT_EMPTY);
4208 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
4211 /* Combine / Reorder the pack (later) */
4212 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4215 p_ptr->window |= (PW_INVEN);
4218 p_ptr->au -= total_cost;
4225 * @brief 町間のテレポートを行うメインルーチン。
4226 * @return テレポート処理を決定したか否か
4228 bool tele_town(void)
4235 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!"));
4239 if (p_ptr->inside_arena || p_ptr->inside_battle)
4241 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
4248 for (i=1;i<max_towns;i++)
4252 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
4254 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
4261 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
4267 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
4277 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
4278 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;
4282 for (y = 0; y < max_wild_y; y++)
4284 for (x = 0; x < max_wild_x; x++)
4286 if(wilderness[y][x].town == (i-'a'+1))
4288 p_ptr->wilderness_y = y;
4289 p_ptr->wilderness_x = x;
4294 p_ptr->leaving = TRUE;
4296 p_ptr->teleport_town = TRUE;
4302 * @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-
4303 * @return 常にTRUEを返す。
4304 * @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。
4306 static bool research_mon(void)
4314 bool recall = FALSE;
4320 /* XTRA HACK WHATSEARCH */
4326 /* XTRA HACK REMEMBER_IDX */
4327 static int old_sym = '\0';
4328 static int old_i = 0;
4331 /* Save the screen */
4334 /* Get a character, or abort */
4335 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):",
4336 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
4345 /* Find that character info, and describe it */
4346 for (i = 0; ident_info[i]; ++i)
4348 if (sym == ident_info[i][0]) break;
4351 /* XTRA HACK WHATSEARCH */
4352 if (sym == KTRL('A'))
4355 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4357 else if (sym == KTRL('U'))
4360 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4362 else if (sym == KTRL('N'))
4365 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4367 else if (sym == KTRL('M'))
4370 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4379 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4381 else if (ident_info[i])
4383 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4387 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4390 /* Display the result */
4394 /* Allocate the "who" array */
4395 C_MAKE(who, max_r_idx, u16b);
4397 /* Collect matching monsters */
4398 for (n = 0, i = 1; i < max_r_idx; i++)
4400 monster_race *r_ptr = &r_info[i];
4403 if (!r_ptr->name) continue;
4405 /* XTRA HACK WHATSEARCH */
4406 /* Require non-unique monsters if needed */
4407 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4409 /* Require unique monsters if needed */
4410 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4418 for (xx = 0; temp[xx] && xx < 80; xx++)
4421 if (iskanji(temp[xx]))
4427 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4431 strcpy(temp2, r_name + r_ptr->E_name);
4433 strcpy(temp2, r_name + r_ptr->name);
4435 for (xx = 0; temp2[xx] && xx < 80; xx++)
4436 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4439 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4441 if (my_strstr(temp2, temp))
4445 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4448 /* Nothing to recall */
4451 /* Free the "who" array */
4452 C_KILL(who, max_r_idx, u16b);
4464 /* Sort if needed */
4467 /* Select the sort method */
4468 ang_sort_comp = ang_sort_comp_hook;
4469 ang_sort_swap = ang_sort_swap_hook;
4471 /* Sort the array */
4472 ang_sort(who, &why, n);
4476 /* Start at the end */
4477 /* XTRA HACK REMEMBER_IDX */
4478 if (old_sym == sym && old_i < n) i = old_i;
4483 /* Scan the monster memory */
4486 /* Extract a race */
4489 /* Hack -- Begin the prompt */
4492 /* Hack -- Complete the prompt */
4493 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4501 /*** Recall on screen ***/
4503 /* Get maximal info about this monster */
4504 lore_do_probe(r_idx);
4506 /* Save this monster ID */
4507 monster_race_track(r_idx);
4509 /* Hack -- Handle stuff */
4512 /* know every thing mode */
4513 screen_roff(r_idx, 0x01);
4516 /* XTRA HACK REMEMBER_IDX */
4524 /* Normal commands */
4525 if (query != 'r') break;
4532 if (query == ESCAPE) break;
4534 /* Move to "prev" monster */
4540 if (!expand_list) break;
4544 /* Move to "next" monster */
4550 if (!expand_list) break;
4556 /* Re-display the identity */
4557 /* prt(buf, 5, 5);*/
4559 /* Free the "who" array */
4560 C_KILL(who, max_r_idx, u16b);
4565 return (!notpicked);
4570 * @brief 施設の処理実行メインルーチン / Execute a building command
4571 * @param bldg 施設構造体の参照ポインタ
4572 * @param i 実行したい施設のサービステーブルの添字
4575 static void bldg_process_command(building_type *bldg, int i)
4577 int bact = bldg->actions[i];
4582 /* Flush messages XXX XXX XXX */
4587 bcost = bldg->member_costs[i];
4589 bcost = bldg->other_costs[i];
4591 /* action restrictions */
4592 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4593 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4595 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4599 /* check gold (HACK - Recharge uses variable costs) */
4600 if ((bact != BACT_RECHARGE) &&
4601 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4602 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4604 msg_print(_("お金が足りません!", "You do not have the gold!"));
4613 case BACT_RESEARCH_ITEM:
4614 paid = identify_fully(FALSE);
4616 case BACT_TOWN_HISTORY:
4619 case BACT_RACE_LEGENDS:
4625 case BACT_KING_LEGENDS:
4626 case BACT_ARENA_LEGENDS:
4631 case BACT_ARENA_RULES:
4635 case BACT_IN_BETWEEN:
4637 case BACT_SPIN_WHEEL:
4638 case BACT_DICE_SLOTS:
4639 case BACT_GAMBLE_RULES:
4646 paid = inn_comm(bact);
4648 case BACT_RESEARCH_MONSTER:
4649 paid = research_mon();
4651 case BACT_COMPARE_WEAPONS:
4653 bcost = compare_weapons(bcost);
4655 case BACT_ENCHANT_WEAPON:
4656 item_tester_hook = object_allow_enchant_melee_weapon;
4657 enchant_item(bcost, 1, 1, 0);
4659 case BACT_ENCHANT_ARMOR:
4660 item_tester_hook = object_is_armour;
4661 enchant_item(bcost, 0, 0, 1);
4664 building_recharge();
4666 case BACT_RECHARGE_ALL:
4667 building_recharge_all();
4669 case BACT_IDENTS: /* needs work */
4671 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4673 msg_print(" 持ち物全てが鑑定されました。");
4675 if (!get_check("Do you pay for identify all your possession? ")) break;
4677 msg_print("Your possessions have been identified.");
4682 case BACT_IDENT_ONE: /* needs work */
4683 paid = ident_spell(FALSE);
4688 case BACT_HEALING: /* needs work */
4697 case BACT_RESTORE: /* needs work */
4698 if (do_res_stat(A_STR)) paid = TRUE;
4699 if (do_res_stat(A_INT)) paid = TRUE;
4700 if (do_res_stat(A_WIS)) paid = TRUE;
4701 if (do_res_stat(A_DEX)) paid = TRUE;
4702 if (do_res_stat(A_CON)) paid = TRUE;
4703 if (do_res_stat(A_CHR)) paid = TRUE;
4705 case BACT_ENCHANT_ARROWS:
4706 item_tester_hook = item_tester_hook_ammo;
4707 enchant_item(bcost, 1, 1, 0);
4709 case BACT_ENCHANT_BOW:
4710 item_tester_tval = TV_BOW;
4711 enchant_item(bcost, 1, 1, 0);
4714 if (recall_player(1)) paid = TRUE;
4716 case BACT_TELEPORT_LEVEL:
4722 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4723 show_building(bldg);
4724 if (!select_dungeon) return;
4726 max_depth = d_info[select_dungeon].maxdepth;
4728 /* Limit depth in Angband */
4729 if (select_dungeon == DUNGEON_ANGBAND)
4731 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4732 else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4734 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
4735 d_name + d_info[select_dungeon].name), max_depth);
4739 p_ptr->word_recall = 1;
4740 p_ptr->recall_dungeon = select_dungeon;
4741 max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4742 if (record_maxdepth)
4743 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4745 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4748 p_ptr->redraw |= (PR_STATUS);
4752 case BACT_LOSE_MUTATION:
4753 if (p_ptr->muta1 || p_ptr->muta2 ||
4754 (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4755 (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4756 (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4758 while(!lose_mutation(0));
4763 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4770 case BACT_TSUCHINOKO:
4783 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4784 set_virtue(V_COMPASSION, 0);
4785 set_virtue(V_HONOUR, 0);
4786 set_virtue(V_JUSTICE, 0);
4787 set_virtue(V_SACRIFICE, 0);
4788 set_virtue(V_KNOWLEDGE, 0);
4789 set_virtue(V_FAITH, 0);
4790 set_virtue(V_ENLIGHTEN, 0);
4791 set_virtue(V_ENCHANT, 0);
4792 set_virtue(V_CHANCE, 0);
4793 set_virtue(V_NATURE, 0);
4794 set_virtue(V_HARMONY, 0);
4795 set_virtue(V_VITALITY, 0);
4796 set_virtue(V_UNLIFE, 0);
4797 set_virtue(V_PATIENCE, 0);
4798 set_virtue(V_TEMPERANCE, 0);
4799 set_virtue(V_DILIGENCE, 0);
4800 set_virtue(V_VALOUR, 0);
4801 set_virtue(V_INDIVIDUALISM, 0);
4805 case BACT_TELE_TOWN:
4809 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4811 case BACT_BROKEN_WEAPON:
4813 bcost = repair_broken_weapon(bcost);
4824 * @brief クエスト入り口にプレイヤーが乗った際の処理 / Do building commands
4827 void do_cmd_quest(void)
4831 if (!cave_have_flag_bold(py, px, FF_QUEST_ENTER))
4833 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4838 msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
4839 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4840 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4841 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4843 /* Player enters a new quest */
4847 leave_quest_check();
4849 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4850 p_ptr->inside_quest = cave[py][px].special;
4852 p_ptr->leaving = TRUE;
4858 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4861 void do_cmd_bldg(void)
4866 building_type *bldg;
4871 if (!cave_have_flag_bold(py, px, FF_BLDG))
4873 msg_print(_("ここには建物はない。", "You see no building here."));
4877 which = f_info[cave[py][px].feat].subtype;
4879 bldg = &building[which];
4881 /* Don't re-init the wilderness */
4882 reinit_wilderness = FALSE;
4884 if ((which == 2) && (p_ptr->arena_number < 0))
4886 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4889 else if ((which == 2) && p_ptr->inside_arena)
4891 if (!p_ptr->exit_bldg && m_cnt > 0)
4893 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);
4897 /* Don't save the arena as saved floor */
4898 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4900 p_ptr->inside_arena = FALSE;
4901 p_ptr->leaving = TRUE;
4903 /* Re-enter the arena */
4904 command_new = SPECIAL_KEY_BUILDING;
4906 /* No energy needed to re-enter the arena */
4912 else if (p_ptr->inside_battle)
4914 /* Don't save the arena as saved floor */
4915 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4917 p_ptr->leaving = TRUE;
4918 p_ptr->inside_battle = FALSE;
4920 /* Re-enter the monster arena */
4921 command_new = SPECIAL_KEY_BUILDING;
4923 /* No energy needed to re-enter the arena */
4934 /* Forget the lite */
4937 /* Forget the view */
4940 /* Hack -- Increase "icky" depth */
4947 show_building(bldg);
4950 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4957 building_prt_gold();
4961 if (command == ESCAPE)
4964 p_ptr->inside_arena = FALSE;
4965 p_ptr->inside_battle = FALSE;
4969 for (i = 0; i < 8; i++)
4971 if (bldg->letters[i])
4973 if (bldg->letters[i] == command)
4982 bldg_process_command(bldg, i);
4991 select_floor_music();
4993 /* Flush messages XXX XXX XXX */
4997 /* Reinit wilderness to activate quests ... */
4998 if (reinit_wilderness)
5000 p_ptr->leaving = TRUE;
5003 /* Hack -- Decrease "icky" depth */
5006 /* Clear the screen */
5009 /* Update the visuals */
5010 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
5012 /* Redraw entire screen */
5013 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
5016 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5021 * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
5023 static cptr find_quest[] =
5025 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
5026 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
5027 _("メッセージを見つけた:", "There is a sign saying"),
5028 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
5029 _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
5034 * @brief クエストの導入メッセージを表示する / Discover quest
5035 * @param q_idx 開始されたクエストのID
5037 void quest_discovery(int q_idx)
5039 quest_type *q_ptr = &quest[q_idx];
5040 monster_race *r_ptr = &r_info[q_ptr->r_idx];
5041 int q_num = q_ptr->max_num;
5044 /* No quest index */
5047 strcpy(name, (r_name + r_ptr->name));
5049 msg_print(find_quest[rand_range(0, 4)]);
5056 /* Hack -- "unique" monsters must be "unique" */
5057 if ((r_ptr->flags1 & RF1_UNIQUE) &&
5058 (0 == r_ptr->max_num))
5060 msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
5061 /* The unique is already dead */
5062 quest[q_idx].status = QUEST_STATUS_FINISHED;
5065 q_ptr->comptime = playtime;
5069 msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
5074 /* Normal monsters */
5078 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
5085 * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
5086 * / Hack -- Check if a level is a "quest" level
5087 * @param level 検索対象になる階
5088 * @return クエストIDを返す。該当がない場合0を返す。
5090 int quest_number(int level)
5095 if (p_ptr->inside_quest)
5096 return (p_ptr->inside_quest);
5098 for (i = 0; i < max_quests; i++)
5100 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
5102 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
5103 !(quest[i].flags & QUEST_FLAG_PRESET) &&
5104 (quest[i].level == level) &&
5105 (quest[i].dungeon == dungeon_type))
5109 /* Check for random quest */
5110 return (random_quest_number(level));
5114 * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
5115 * @param level 検索対象になる階
5116 * @return クエストIDを返す。該当がない場合0を返す。
5118 int random_quest_number(int level)
5122 if (dungeon_type != DUNGEON_ANGBAND) return 0;
5124 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
5126 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
5127 (quest[i].status == QUEST_STATUS_TAKEN) &&
5128 (quest[i].level == level) &&
5129 (quest[i].dungeon == DUNGEON_ANGBAND))