4 * Purpose: Building commands
5 * Created by Ken Wigle for Kangband - a variant of Angband 2.8.3
8 * Rewritten for Kangband 2.8.3i using Kamband's version of
9 * bldg.c as written by Ivan Tkatchev
11 * Changed for ZAngband by Robert Ruehlmann
16 /* hack as in leave_store in store.c */
17 static bool leave_bldg = FALSE;
19 static bool is_owner(building_type *bldg)
21 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
26 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
31 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
32 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
41 static bool is_member(building_type *bldg)
43 if (bldg->member_class[p_ptr->pclass])
48 if (bldg->member_race[p_ptr->prace])
53 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
54 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
60 if (p_ptr->pclass == CLASS_SORCERER)
64 for (i = 0; i < MAX_MAGIC; i++)
66 if (bldg->member_realm[i+1]) OK = TRUE;
75 * Clear the building information
77 static void clear_bldg(int min_row, int max_row)
81 for (i = min_row; i <= max_row; i++)
85 static void building_prt_gold(void)
90 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 23,53);
92 prt("Gold Remaining: ", 23, 53);
96 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
102 * Display a building.
104 static void show_building(building_type* bldg)
112 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
116 for (i = 0; i < 8; i++)
118 if (bldg->letters[i])
120 if (bldg->action_restr[i] == 0)
122 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
123 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
125 action_color = TERM_WHITE;
128 else if (is_owner(bldg))
130 action_color = TERM_YELLOW;
132 sprintf(buff, "($%ld)", bldg->member_costs[i]);
134 sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
140 action_color = TERM_YELLOW;
142 sprintf(buff, "($%ld)", bldg->other_costs[i]);
144 sprintf(buff, "(%ldgp)", bldg->other_costs[i]);
149 else if (bldg->action_restr[i] == 1)
151 if (!is_member(bldg))
153 action_color = TERM_L_DARK;
155 strcpy(buff, "(ÊÄŹ)");
157 strcpy(buff, "(closed)");
161 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
162 (is_member(bldg) && (bldg->other_costs[i] == 0)))
164 action_color = TERM_WHITE;
167 else if (is_owner(bldg))
169 action_color = TERM_YELLOW;
171 sprintf(buff, "($%ld)", bldg->member_costs[i]);
173 sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
179 action_color = TERM_YELLOW;
181 sprintf(buff, "($%ld)", bldg->other_costs[i]);
183 sprintf(buff, "(%ldgp)", bldg->other_costs[i]);
192 action_color = TERM_L_DARK;
194 strcpy(buff, "(ÊÄŹ)");
196 strcpy(buff, "(closed)");
200 else if (bldg->member_costs[i] != 0)
202 action_color = TERM_YELLOW;
204 sprintf(buff, "($%ld)", bldg->member_costs[i]);
206 sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
212 action_color = TERM_WHITE;
217 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
218 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
223 prt(" ESC) ·úʪ¤ò½Ð¤ë", 23, 0);
225 prt(" ESC) Exit building", 23, 0);
234 static void arena_comm(int cmd)
243 if (p_ptr->arena_number == MAX_ARENA_MONS)
247 prt("¥¢¥ê¡¼¥Ê¤ÎÍ¥¾¡¼Ô¡ª", 5, 0);
248 prt("¤ª¤á¤Ç¤È¤¦¡ª¤¢¤Ê¤¿¤ÏÁ´¤Æ¤ÎŨ¤òÅݤ·¤Þ¤·¤¿¡£", 7, 0);
249 prt("¾Þ¶â¤È¤·¤Æ $1,000,000 ¤¬Í¿¤¨¤é¤ì¤Þ¤¹¡£", 8, 0);
251 prt(" Arena Victor!", 5, 0);
252 prt("Congratulations! You have defeated all before you.", 7, 0);
253 prt("For that, receive the prize: 1,000,000 gold pieces", 8, 0);
258 p_ptr->au += 1000000L;
260 msg_print("¥¹¥Ú¡¼¥¹¥¡¼¤Ç³¹Ô");
262 msg_print("Press the space bar to continue");
266 p_ptr->arena_number++;
268 else if (p_ptr->arena_number > MAX_ARENA_MONS)
270 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
273 msg_print("·¯¤Î¤¿¤á¤ËºÇ¶¯¤ÎÄ©Àï¼Ô¤òÍÑ°Õ¤·¤Æ¤ª¤¤¤¿¡£");
275 msg_print("The strongest challenger is waiting for you.");
280 if (get_check("Ä©À魯¤ë¤«¤Í¡©"))
282 if (get_check("Do you fight? "))
285 p_ptr->exit_bldg = FALSE;
288 /* Save the surface floor as saved floor */
289 prepare_change_floor_mode(CFM_SAVE_FLOORS);
291 p_ptr->inside_arena = TRUE;
292 p_ptr->leaving = TRUE;
298 msg_print("»ÄÇ°¤À¡£");
300 msg_print("We are disappointed.");
307 msg_print("¤¢¤Ê¤¿¤Ï¥¢¥ê¡¼¥Ê¤ËÆþ¤ê¡¢¤·¤Ð¤é¤¯¤Î´Ö±É¸÷¤Ë¤Ò¤¿¤Ã¤¿¡£");
309 msg_print("You enter the arena briefly and bask in your glory.");
315 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
318 msg_print("¥Ú¥Ã¥È¤Ë¾è¤Ã¤¿¤Þ¤Þ¤Ç¤Ï¥¢¥ê¡¼¥Ê¤ØÆþ¤ì¤µ¤»¤Æ¤â¤é¤¨¤Ê¤«¤Ã¤¿¡£");
320 msg_print("You don't have permission to enter with pet.");
327 p_ptr->exit_bldg = FALSE;
330 /* Save the surface floor as saved floor */
331 prepare_change_floor_mode(CFM_SAVE_FLOORS);
333 p_ptr->inside_arena = TRUE;
334 p_ptr->leaving = TRUE;
339 if (p_ptr->arena_number == MAX_ARENA_MONS)
341 msg_print("¤¢¤Ê¤¿¤Ï¾¡Íø¼Ô¤À¡£ ¥¢¥ê¡¼¥Ê¤Ç¤Î¥»¥ì¥â¥Ë¡¼¤Ë»²²Ã¤·¤Ê¤µ¤¤¡£");
343 msg_print("You are victorious. Enter the arena for the ceremony.");
346 else if (p_ptr->arena_number > MAX_ARENA_MONS)
349 msg_print("¤¢¤Ê¤¿¤Ï¤¹¤Ù¤Æ¤ÎŨ¤Ë¾¡Íø¤·¤¿¡£");
351 msg_print("You have won against all foes.");
356 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
357 name = (r_name + r_ptr->name);
359 msg_format("%s ¤ËÄ©À魯¤ë¤â¤Î¤Ï¤¤¤Ê¤¤¤«¡©", name);
361 msg_format("Do I hear any challenges against: %s", name);
365 case BACT_ARENA_RULES:
370 /* Peruse the arena help file */
372 (void)show_file(TRUE, "arena_j.txt", NULL, 0, 0);
374 (void)show_file(TRUE, "arena.txt", NULL, 0, 0);
387 * display fruit for dice slots
389 static void display_fruit(int row, int col, int fruit)
395 c_put_str(TERM_YELLOW, " ####.", row, col);
396 c_put_str(TERM_YELLOW, " # #", row + 1, col);
397 c_put_str(TERM_YELLOW, " # #", row + 2, col);
398 c_put_str(TERM_YELLOW, "# #", row + 3, col);
399 c_put_str(TERM_YELLOW, "# #", row + 4, col);
400 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
401 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
402 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
403 prt( " ¥ì¥â¥ó ", row + 8, col);
405 c_put_str(TERM_YELLOW, " ####.", row, col);
406 c_put_str(TERM_YELLOW, " # #", row + 1, col);
407 c_put_str(TERM_YELLOW, " # #", row + 2, col);
408 c_put_str(TERM_YELLOW, "# #", row + 3, col);
409 c_put_str(TERM_YELLOW, "# #", row + 4, col);
410 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
411 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
412 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
413 prt( " Lemon ", row + 8, col);
419 c_put_str(TERM_ORANGE, " ## ", row, col);
420 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
421 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
422 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
423 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
424 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
425 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
426 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
427 prt( "¥ª¥ì¥ó¥¸", row + 8, col);
429 c_put_str(TERM_ORANGE, " ## ", row, col);
430 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
431 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
432 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
433 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
434 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
435 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
436 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
437 prt( " Orange ", row + 8, col);
443 c_put_str(TERM_SLATE, " ¦« " , row, col);
444 c_put_str(TERM_SLATE, " || " , row + 1, col);
445 c_put_str(TERM_SLATE, " || " , row + 2, col);
446 c_put_str(TERM_SLATE, " || " , row + 3, col);
447 c_put_str(TERM_SLATE, " || " , row + 4, col);
448 c_put_str(TERM_SLATE, " || " , row + 5, col);
449 c_put_str(TERM_UMBER, " |=°¡=| " , row + 6, col);
450 c_put_str(TERM_UMBER, " ÌÜ " , row + 7, col);
451 prt( " ·õ " , row + 8, col);
453 c_put_str(TERM_SLATE, " /\\ " , row, col);
454 c_put_str(TERM_SLATE, " ## " , row + 1, col);
455 c_put_str(TERM_SLATE, " ## " , row + 2, col);
456 c_put_str(TERM_SLATE, " ## " , row + 3, col);
457 c_put_str(TERM_SLATE, " ## " , row + 4, col);
458 c_put_str(TERM_SLATE, " ## " , row + 5, col);
459 c_put_str(TERM_UMBER, " ###### " , row + 6, col);
460 c_put_str(TERM_UMBER, " ## " , row + 7, col);
461 prt( " Sword " , row + 8, col);
467 c_put_str(TERM_SLATE, " ###### ", row, col);
468 c_put_str(TERM_SLATE, "# #", row + 1, col);
469 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
470 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
471 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
472 c_put_str(TERM_SLATE, " # # ", row + 5, col);
473 c_put_str(TERM_SLATE, " # # ", row + 6, col);
474 c_put_str(TERM_SLATE, " ## ", row + 7, col);
475 prt( " ½â ", row + 8, col);
477 c_put_str(TERM_SLATE, " ###### ", row, col);
478 c_put_str(TERM_SLATE, "# #", row + 1, col);
479 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
480 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
481 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
482 c_put_str(TERM_SLATE, " # # ", row + 5, col);
483 c_put_str(TERM_SLATE, " # # ", row + 6, col);
484 c_put_str(TERM_SLATE, " ## ", row + 7, col);
485 prt( " Shield ", row + 8, col);
491 c_put_str(TERM_VIOLET, " ## ", row, col);
492 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
493 c_put_str(TERM_VIOLET, "########", row + 2, col);
494 c_put_str(TERM_VIOLET, "########", row + 3, col);
495 c_put_str(TERM_VIOLET, "########", row + 4, col);
496 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
497 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
498 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
499 prt( " ¥×¥é¥à ", row + 8, col);
501 c_put_str(TERM_VIOLET, " ## ", row, col);
502 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
503 c_put_str(TERM_VIOLET, "########", row + 2, col);
504 c_put_str(TERM_VIOLET, "########", row + 3, col);
505 c_put_str(TERM_VIOLET, "########", row + 4, col);
506 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
507 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
508 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
509 prt( " Plum ", row + 8, col);
515 c_put_str(TERM_RED, " ##", row, col);
516 c_put_str(TERM_RED, " ### ", row + 1, col);
517 c_put_str(TERM_RED, " #..# ", row + 2, col);
518 c_put_str(TERM_RED, " #..# ", row + 3, col);
519 c_put_str(TERM_RED, " ###### ", row + 4, col);
520 c_put_str(TERM_RED, "#..##..#", row + 5, col);
521 c_put_str(TERM_RED, "#..##..#", row + 6, col);
522 c_put_str(TERM_RED, " ## ## ", row + 7, col);
523 prt( "¥Á¥§¥ê¡¼", row + 8, col);
525 c_put_str(TERM_RED, " ##", row, col);
526 c_put_str(TERM_RED, " ### ", row + 1, col);
527 c_put_str(TERM_RED, " #..# ", row + 2, col);
528 c_put_str(TERM_RED, " #..# ", row + 3, col);
529 c_put_str(TERM_RED, " ###### ", row + 4, col);
530 c_put_str(TERM_RED, "#..##..#", row + 5, col);
531 c_put_str(TERM_RED, "#..##..#", row + 6, col);
532 c_put_str(TERM_RED, " ## ## ", row + 7, col);
533 prt( " Cherry ", row + 8, col);
541 * kpoker no (tyuto-hannpa na)pakuri desu...
542 * joker ha shineru node haitte masen.
544 * TODO: donataka! tsukutte!
545 * - agatta yaku no kiroku (like DQ).
546 * - kakkoii card no e.
547 * - sousa-sei no koujyo.
548 * - code wo wakariyasuku.
550 * - Joker... -- done.
553 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
555 #define SUIT_OF(card) ((card) / 13)
556 #define NUM_OF(card) ((card) % 13)
557 #define IS_JOKER(card) ((card) == 52)
559 static int cards[5]; /* tefuda no card */
561 static void reset_deck(int deck[])
564 for (i = 0; i < 53; i++) deck[i] = i;
567 for (i = 0; i < 53; i++){
568 int tmp1 = randint0(53 - i) + i;
570 deck[i] = deck[tmp1];
575 static bool have_joker(void)
579 for (i = 0; i < 5; i++){
580 if(IS_JOKER(cards[i])) return TRUE;
585 static bool find_card_num(int num)
588 for (i = 0; i < 5; i++)
589 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
593 static bool yaku_check_flush(void)
596 bool joker_is_used = FALSE;
598 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
599 for (i = 0; i < 5; i++){
600 if (SUIT_OF(cards[i]) != suit){
601 if(have_joker() && !joker_is_used)
602 joker_is_used = TRUE;
611 static int yaku_check_straight(void)
614 bool joker_is_used = FALSE;
617 for (i = 0; i < 5; i++)
619 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
620 lowest = NUM_OF(cards[i]);
623 if (yaku_check_flush())
626 for (i = 0; i < 4; i++)
628 if (!find_card_num(9 + i)){
629 if( have_joker() && !joker_is_used )
630 joker_is_used = TRUE;
635 if (i == 4) return 3; /* Wow! Royal Flush!!! */
638 for (i = 0; i < 3; i++)
640 if (!find_card_num(10 + i))
643 if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
647 joker_is_used = FALSE;
648 for (i = 0; i < 5; i++)
650 if (!find_card_num(lowest + i)){
651 if( have_joker() && !joker_is_used )
652 joker_is_used = TRUE;
658 if (yaku_check_flush())
659 return 2; /* Straight Flush */
665 * 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
667 static int yaku_check_pair(void)
669 int i, i2, matching = 0;
671 for (i = 0; i < 5; i++)
673 for (i2 = i+1; i2 < 5; i2++)
675 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
676 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
718 static int yaku_check(void)
722 switch(yaku_check_straight()){
725 c_put_str(TERM_YELLOW, "¥í¥¤¥ä¥ë¥¹¥È¥ì¡¼¥È¥Õ¥é¥Ã¥·¥å", 4, 3);
727 c_put_str(TERM_YELLOW, "Royal Flush", 4, 3);
732 c_put_str(TERM_YELLOW, "¥¹¥È¥ì¡¼¥È¥Õ¥é¥Ã¥·¥å", 4, 3);
734 c_put_str(TERM_YELLOW, "Straight Flush", 4, 3);
739 c_put_str(TERM_YELLOW, "¥¹¥È¥ì¡¼¥È", 4, 3);
741 c_put_str(TERM_YELLOW, "Straight", 4, 3);
745 /* Not straight -- fall through */
749 if (yaku_check_flush())
753 c_put_str(TERM_YELLOW, "¥Õ¥é¥Ã¥·¥å", 4, 3);
755 c_put_str(TERM_YELLOW, "Flush", 4, 3);
760 switch (yaku_check_pair())
764 c_put_str(TERM_YELLOW, "¥ï¥ó¥Ú¥¢", 4, 3);
766 c_put_str(TERM_YELLOW, "One pair", 4, 3);
771 c_put_str(TERM_YELLOW, "¥Ä¡¼¥Ú¥¢", 4, 3);
773 c_put_str(TERM_YELLOW, "Two pair", 4, 3);
778 c_put_str(TERM_YELLOW, "¥¹¥ê¡¼¥«¡¼¥É", 4, 3);
780 c_put_str(TERM_YELLOW, "Three of a kind", 4, 3);
785 c_put_str(TERM_YELLOW, "¥Õ¥ë¥Ï¥¦¥¹", 4, 3);
787 c_put_str(TERM_YELLOW, "Full house", 4, 3);
792 c_put_str(TERM_YELLOW, "¥Õ¥©¡¼¥«¡¼¥É", 4, 3);
794 c_put_str(TERM_YELLOW, "Four of a kind", 4, 3);
798 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
801 c_put_str(TERM_YELLOW, "¥Õ¥¡¥¤¥Ö¥¨¡¼¥¹", 4, 3);
803 c_put_str(TERM_YELLOW, "Five ace", 4, 3);
810 c_put_str(TERM_YELLOW, "¥Õ¥¡¥¤¥Ö¥«¡¼¥É", 4, 3);
812 c_put_str(TERM_YELLOW, "Five of a kind", 4, 3);
822 static void display_kaeruka(int hoge, int kaeruka[])
825 char col = TERM_WHITE;
826 for (i = 0; i < 5; i++)
828 if (i == hoge) col = TERM_YELLOW;
829 else if(kaeruka[i]) col = TERM_WHITE;
830 else col = TERM_L_BLUE;
833 c_put_str(col, "¤«¤¨¤ë", 14, 5+i*16);
835 c_put_str(col, "¤Î¤³¤¹", 14, 5+i*16);
838 c_put_str(col, "Change", 14, 5+i*16);
840 c_put_str(col, " Stay ", 14, 5+i*16);
843 if (hoge > 4) col = TERM_YELLOW;
844 else col = TERM_WHITE;
846 c_put_str(col, "·èÄê", 16, 38);
848 c_put_str(col, "Sure", 16, 38);
851 /* Hilite current option */
852 if (hoge < 5) move_cursor(14, 5+hoge*16);
853 else move_cursor(16, 38);
857 static void display_cards(void)
860 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
862 cptr suit[4] = {"¡ú", "¡ü", "¢ù", "¢÷"};
863 cptr card_grph[13][7] = {{"£Á %s ",
954 cptr joker_grph[7] = { " ",
964 cptr suit[4] = {"[]", "qp", "<>", "db"};
965 cptr card_grph[13][7] = {{"A %s ",
1056 cptr joker_grph[7] = { " ",
1065 for (i = 0; i < 5; i++)
1068 prt("¨®¨¬¨¬¨¬¨¬¨¬¨¬¨¯", 5, i*16);
1070 prt(" +------------+ ", 5, i*16);
1074 for (i = 0; i < 5; i++)
1076 for (j = 0; j < 7; j++)
1079 prt("¨", j+6, i*16);
1081 prt(" |", j+6, i*16);
1083 if(IS_JOKER(cards[i]))
1084 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
1086 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);
1088 prt("¨", j+6, i*16+14);
1090 prt("| ", j+6, i*16+14);
1094 for (i = 0; i < 5; i++)
1097 prt("¨±¨¬¨¬¨¬¨¬¨¬¨¬¨°", 13, i*16);
1099 prt(" +------------+ ", 13, i*16);
1104 static int do_poker(void)
1108 int deck[53]; /* yamafuda : 0...52 */
1110 int kaeruka[5]; /* 0:kaenai 1:kaeru */
1114 bool kakikae = TRUE;
1118 for (i = 0; i < 5; i++)
1120 cards[i] = deck[deck_ptr++];
1121 kaeruka[i] = 0; /* default:nokosu */
1141 /* debug:Four Cards */
1143 cards[1] = 0 + 13 * 1;
1144 cards[2] = 0 + 13 * 2;
1145 cards[3] = 0 + 13 * 3;
1149 /* debug:Straight */
1165 /* suteruno wo kimeru */
1167 prt("»Ä¤¹¥«¡¼¥É¤ò·è¤á¤Æ²¼¤µ¤¤(Êý¸þ¤Ç°ÜÆ°, ¥¹¥Ú¡¼¥¹¤ÇÁªÂò)¡£", 0, 0);
1169 prt("Stay witch? ", 0, 0);
1177 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1182 case '6': case 'l': case 'L': case KTRL('F'):
1183 if (!kettei) k = (k+1)%5;
1184 else {k = 0;kettei = FALSE;}
1187 case '4': case 'h': case 'H': case KTRL('B'):
1188 if (!kettei) k = (k+4)%5;
1189 else {k = 4;kettei = FALSE;}
1192 case '2': case 'j': case 'J': case KTRL('N'):
1193 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1195 case '8': case 'k': case 'K': case KTRL('P'):
1196 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1198 case ' ': case '\r':
1199 if (kettei) done = TRUE;
1200 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1209 for (i = 0; i < 5; i++)
1210 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1214 return yaku_check();
1219 /* end of poker codes --Koka */
1224 static bool gamble_comm(int cmd)
1227 int roll1, roll2, roll3, choice, odds, win;
1232 char out_val[160], tmp_str[80], again;
1237 if (cmd == BACT_GAMBLE_RULES)
1239 /* Peruse the gambling help file */
1241 (void)show_file(TRUE, "jgambling.txt", NULL, 0, 0);
1243 (void)show_file(TRUE, "gambling.txt", NULL, 0, 0);
1253 msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1255 msg_print("Hey! You don't have gold - get out of here!");
1265 maxbet = p_ptr->lev * 200;
1267 /* We can't bet more than we have */
1268 maxbet = MIN(maxbet, p_ptr->au);
1271 strcpy(out_val, "");
1273 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", maxbet);
1275 sprintf(tmp_str,"Your wager (1-%ld) ? ", maxbet);
1280 * Use get_string() because we may need more than
1281 * the s16b value returned by get_quantity().
1283 if (get_string(tmp_str, out_val, 32))
1286 for (p = out_val; *p == ' '; p++);
1291 if (wager > p_ptr->au)
1294 msg_print("¤ª¤¤¡ª¶â¤¬Â¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
1296 msg_print("Hey! You don't have the gold - get out of here!");
1303 else if (wager > maxbet)
1306 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤¤Ê¡£", maxbet);
1308 msg_format("I'll take %ld gold of that. Keep the rest.", maxbet);
1316 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤«¤é¤Ï¤¸¤á¤è¤¦¡£");
1318 msg_print("Ok, we'll start with 1 gold.");
1327 oldgold = p_ptr->au;
1330 sprintf(tmp_str, "¥²¡¼¥àÁ°¤Î½ê»ý¶â: %9ld", oldgold);
1332 sprintf(tmp_str, "Gold before game: %9ld", oldgold);
1335 prt(tmp_str, 20, 2);
1338 sprintf(tmp_str, "¸½ºß¤Î³Ý¤±¶â: %9ld", wager);
1340 sprintf(tmp_str, "Current Wager: %9ld", wager);
1343 prt(tmp_str, 21, 2);
1345 /* Prevent savefile-scumming of the casino */
1346 /* Rand_quick = TRUE; */
1347 Rand_value = time(NULL);
1351 #ifdef JP /* Prevent random seed cracking of the casino */
1359 case BACT_IN_BETWEEN: /* Game of In-Between */
1361 c_put_str(TERM_GREEN, "¥¤¥ó¡¦¥Ó¥È¥¤¡¼¥ó",5,2);
1363 c_put_str(TERM_GREEN, "In Between", 5, 2);
1368 roll1 = randint1(10);
1369 roll2 = randint1(10);
1370 choice = randint1(10);
1372 sprintf(tmp_str, "¹õ¥À¥¤¥¹: %d ¹õ¥À¥¤¥¹: %d", roll1, roll2);
1374 sprintf(tmp_str, "Black die: %d Black Die: %d", roll1, roll2);
1379 sprintf(tmp_str, "ÀÖ¥À¥¤¥¹: %d", choice);
1381 sprintf(tmp_str, "Red die: %d", choice);
1384 prt(tmp_str, 11, 14);
1385 if (((choice > roll1) && (choice < roll2)) ||
1386 ((choice < roll1) && (choice > roll2)))
1389 case BACT_CRAPS: /* Game of Craps */
1391 c_put_str(TERM_GREEN, "¥¯¥é¥Ã¥×¥¹", 5, 2);
1393 c_put_str(TERM_GREEN, "Craps", 5, 2);
1398 roll1 = randint1(6);
1399 roll2 = randint1(6);
1400 roll3 = roll1 + roll2;
1403 sprintf(tmp_str, "£±¿¶¤ê¤á: %d %d Total: %d", roll1,
1405 sprintf(tmp_str, "First roll: %d %d Total: %d", roll1,
1410 if ((roll3 == 7) || (roll3 == 11))
1412 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1418 msg_print("¤Ê¤Ë¤«¥¡¼¤ò²¡¤¹¤È¤â¤¦°ì²ó¿¶¤ê¤Þ¤¹¡£");
1420 msg_print("Hit any key to roll again");
1424 roll1 = randint1(6);
1425 roll2 = randint1(6);
1426 roll3 = roll1 + roll2;
1429 sprintf(tmp_str, "½ÐÌÜ: %d %d ¹ç·×: %d",
1431 sprintf(tmp_str, "Roll result: %d %d Total: %d",
1434 roll1, roll2, roll3);
1436 if (roll3 == choice)
1438 else if (roll3 == 7)
1440 } while ((win != TRUE) && (win != FALSE));
1443 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1447 c_put_str(TERM_GREEN, "¥ë¡¼¥ì¥Ã¥È", 5, 2);
1449 c_put_str(TERM_GREEN, "Wheel", 5, 2);
1452 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1453 prt("--------------------------------", 8, 3);
1454 strcpy(out_val, "");
1456 get_string("²¿ÈÖ¡© (0-9): ", out_val, 32);
1458 get_string("Pick a number (0-9): ", out_val, 32);
1461 for (p = out_val; isspace(*p); p++);
1466 msg_print("0È֤ˤ·¤È¤¯¤¼¡£");
1468 msg_print("I'll put you down for 0.");
1473 else if (choice > 9)
1476 msg_print("£Ï£Ë¡¢9È֤ˤ·¤È¤¯¤¼¡£");
1478 msg_print("Ok, I'll put you down for 9.");
1484 roll1 = randint0(10);
1486 sprintf(tmp_str, "¥ë¡¼¥ì¥Ã¥È¤Ï²ó¤ê¡¢»ß¤Þ¤Ã¤¿¡£¾¡¼Ô¤Ï %dÈÖ¤À¡£",
1488 sprintf(tmp_str, "The wheel spins to a stop and the winner is %d",
1492 prt(tmp_str, 13, 3);
1494 prt("*", 9, (3 * roll1 + 5));
1495 if (roll1 == choice)
1499 case BACT_DICE_SLOTS: /* The Dice Slots */
1501 c_put_str(TERM_GREEN, "¥À¥¤¥¹¡¦¥¹¥í¥Ã¥È", 5, 2);
1502 c_put_str(TERM_YELLOW, "¥ì¥â¥ó ¥ì¥â¥ó 2", 6, 37);
1503 c_put_str(TERM_YELLOW, "¥ì¥â¥ó ¥ì¥â¥ó ¥ì¥â¥ó 5", 7, 37);
1504 c_put_str(TERM_ORANGE, "¥ª¥ì¥ó¥¸ ¥ª¥ì¥ó¥¸ ¥ª¥ì¥ó¥¸ 10", 8, 37);
1505 c_put_str(TERM_UMBER, "·õ ·õ ·õ 20", 9, 37);
1506 c_put_str(TERM_SLATE, "½â ½â ½â 50", 10, 37);
1507 c_put_str(TERM_VIOLET, "¥×¥é¥à ¥×¥é¥à ¥×¥é¥à 200", 11, 37);
1508 c_put_str(TERM_RED, "¥Á¥§¥ê¡¼ ¥Á¥§¥ê¡¼ ¥Á¥§¥ê¡¼ 1000", 12, 37);
1510 c_put_str(TERM_GREEN, "Dice Slots", 5, 2);
1514 roll1 = randint1(21);
1524 roll2 = randint1(21);
1534 choice = randint1(21);
1544 put_str("/--------------------------\\", 7, 2);
1545 prt("\\--------------------------/", 17, 2);
1546 display_fruit(8, 3, roll1 - 1);
1547 display_fruit(8, 12, roll2 - 1);
1548 display_fruit(8, 21, choice - 1);
1549 if ((roll1 == roll2) && (roll2 == choice))
1568 else if ((roll1 == 1) && (roll2 == 1))
1577 if (odds) win = TRUE;
1584 prt("¤¢¤Ê¤¿¤Î¾¡¤Á", 16, 37);
1586 prt("YOU WON", 16, 37);
1589 p_ptr->au += odds * wager;
1591 sprintf(tmp_str, "ÇÜΨ: %d", odds);
1593 sprintf(tmp_str, "Payoff: %d", odds);
1596 prt(tmp_str, 17, 37);
1601 prt("¤¢¤Ê¤¿¤ÎÉ餱", 16, 37);
1603 prt("You Lost", 16, 37);
1609 sprintf(tmp_str, "¸½ºß¤Î½ê»ý¶â: %9ld", p_ptr->au);
1611 sprintf(tmp_str, "Current Gold: %9ld", p_ptr->au);
1614 prt(tmp_str, 22, 2);
1616 prt("¤â¤¦°ìÅÙ(Y/N)¡©", 18, 37);
1618 prt("Again(Y/N)?", 18, 37);
1621 move_cursor(18, 52);
1626 if (wager > p_ptr->au)
1629 msg_print("¤ª¤¤¡ª¶â¤¬Â¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª¤³¤³¤«¤é½Ð¤Æ¹Ô¤±¡ª");
1631 msg_print("Hey! You don't have the gold - get out of here!");
1639 } while ((again == 'y') || (again == 'Y'));
1641 /* Switch back to complex RNG */
1645 if (p_ptr->au >= oldgold)
1648 msg_print("¡Öº£²ó¤ÏÌÙ¤±¤¿¤Ê¡ª¤Ç¤â¼¡¤Ï¤³¤Ã¤Á¤¬¾¡¤Ã¤Æ¤ä¤ë¤«¤é¤Ê¡¢ÀäÂФˡª¡×");
1650 msg_print("You came out a winner! We'll win next time, I'm sure.");
1652 chg_virtue(V_CHANCE, 3);
1657 msg_print("¡Ö¶â¤ò¥¹¥Ã¤Æ¤·¤Þ¤Ã¤¿¤Ê¡¢¤ï¤Ï¤Ï¡ª¤¦¤Á¤Ëµ¢¤Ã¤¿Êý¤¬¤¤¤¤¤¼¡£¡×");
1659 msg_print("You lost gold! Haha, better head home.");
1661 chg_virtue(V_CHANCE, -3);
1670 static bool vault_aux_battle(int r_idx)
1675 monster_race *r_ptr = &r_info[r_idx];
1677 /* Decline town monsters */
1678 /* if (!mon_hook_dungeon(r_idx)) return FALSE; */
1680 /* Decline unique monsters */
1681 /* if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1682 /* if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1684 if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1685 if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1686 if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1687 if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1688 if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1690 for (i = 0; i < 4; i++)
1692 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1693 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1695 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);
1701 void battle_monsters(void)
1708 bool old_inside_battle = p_ptr->inside_battle;
1710 for (i = 0; i < max_d_idx; i++)
1711 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1713 mon_level = randint1(MIN(max_dl, 122))+5;
1714 if (randint0(100) < 60)
1716 i = randint1(MIN(max_dl, 122))+5;
1717 mon_level = MAX(i, mon_level);
1719 if (randint0(100) < 30)
1721 i = randint1(MIN(max_dl, 122))+5;
1722 mon_level = MAX(i, mon_level);
1734 get_mon_num_prep(vault_aux_battle, NULL);
1735 p_ptr->inside_battle = TRUE;
1736 r_idx = get_mon_num(mon_level);
1737 p_ptr->inside_battle = old_inside_battle;
1738 if (!r_idx) continue;
1740 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1742 if ((r_info[r_idx].level + 10) > mon_level) continue;
1745 for (j = 0; j < i; j++)
1746 if(r_idx == battle_mon[j]) break;
1751 battle_mon[i] = r_idx;
1752 if (r_info[r_idx].level < 45) tekitou = TRUE;
1757 monster_race *r_ptr = &r_info[battle_mon[i]];
1758 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1760 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1761 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1763 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1764 power[i] = power[i] * (100 + r_ptr->level) / 100;
1765 if (r_ptr->speed > 110)
1766 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1767 if (r_ptr->speed < 110)
1768 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1770 power[i] = power[i] * (num_taisei*2+5) / 10;
1771 else if (r_ptr->flags6 & RF6_INVULNER)
1772 power[i] = power[i] * 4 / 3;
1773 else if (r_ptr->flags6 & RF6_HEAL)
1774 power[i] = power[i] * 4 / 3;
1775 else if (r_ptr->flags5 & RF5_DRAIN_MANA)
1776 power[i] = power[i] * 11 / 10;
1777 if (r_ptr->flags1 & RF1_RAND_25)
1778 power[i] = power[i] * 9 / 10;
1779 if (r_ptr->flags1 & RF1_RAND_50)
1780 power[i] = power[i] * 9 / 10;
1782 switch (battle_mon[i])
1793 case MON_UND_BEHOLDER:
1794 case MON_SANTACLAUS:
1795 case MON_ULT_BEHOLDER:
1797 case MON_ATLACH_NACHA:
1799 power[i] = power[i] * 3 / 5;
1801 case MON_ROBIN_HOOD:
1805 case MON_CRYPT_THING:
1806 case MON_MASTER_LICH:
1807 case MON_DREADMASTER:
1809 case MON_SHADOWLORD:
1814 case MON_VENOM_WYRM:
1815 case MON_MASTER_MYS:
1816 case MON_G_MASTER_MYS:
1817 power[i] = power[i] * 3 / 4;
1819 case MON_VORPAL_BUNNY:
1822 case MON_LOG_MASTER:
1824 case MON_GRAV_HOUND:
1827 case MON_CLUB_DEMON:
1829 case MON_NIGHTCRAWLER:
1830 case MON_NIGHTWALKER:
1836 case MON_SPECT_WYRM:
1841 power[i] = power[i] * 4 / 3;
1843 case MON_UMBER_HULK:
1847 case MON_ENERGY_VOR:
1851 case MON_PLASMA_VOR:
1856 case MON_STORMBRINGER:
1857 case MON_TIME_HOUND:
1858 case MON_PLASMA_HOUND:
1861 case MON_AETHER_VOR:
1862 case MON_AETHER_HOUND:
1870 case MON_D_ELF_SHADE:
1871 case MON_MANA_HOUND:
1873 case MON_BANORLUPART:
1878 power[i] = power[i] * 3 / 2;
1882 case MON_CYBER_KING:
1883 case MON_UNICORN_ORD:
1884 power[i] = power[i] * 5 / 3;
1888 case MON_WYRM_POWER:
1908 power[i] = total*60/power[i];
1909 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1910 if ((power[i] < 160) && randint0(20)) break;
1911 if (power[i] < 101) power[i] = 100 + randint1(5);
1912 mon_odds[i] = power[i];
1918 static bool kakutoujou(void)
1922 char out_val[160], tmp_str[80];
1925 if ((turn - old_battle) > TURNS_PER_TICK*250)
1937 msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1939 msg_print("Hey! You don't have gold - get out of here!");
1953 prt("¥â¥ó¥¹¥¿¡¼ ÇÜΨ", 4, 4);
1955 prt("Monsters Odds", 4, 4);
1960 monster_race *r_ptr = &r_info[battle_mon[i]];
1963 sprintf(buf,"%d) %-58s %4ld.%02ldÇÜ", i+1, format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "¤â¤É¤" : " "), mon_odds[i]/100, mon_odds[i]%100);
1965 sprintf(buf,"%d) %-58s %4ld.%02ld", i+1, format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name), mon_odds[i]/100, mon_odds[i]%100);
1971 prt("¤É¤ì¤ËÅÒ¤±¤Þ¤¹¤«:", 0, 0);
1973 prt("Which monster: ", 0, 0);
1984 if (i >= '1' && i <= '4')
1986 sel_monster = i-'1';
1987 battle_odds = mon_odds[sel_monster];
1995 if (i !=sel_monster) clear_bldg(i+5,i+5);
1997 maxbet = p_ptr->lev * 200;
1999 /* We can't bet more than we have */
2000 maxbet = MIN(maxbet, p_ptr->au);
2003 strcpy(out_val, "");
2005 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", maxbet);
2007 sprintf(tmp_str,"Your wager (1-%ld) ? ", maxbet);
2012 * Use get_string() because we may need more than
2013 * the s16b value returned by get_quantity().
2015 if (get_string(tmp_str, out_val, 32))
2018 for (p = out_val; *p == ' '; p++);
2023 if (wager > p_ptr->au)
2026 msg_print("¤ª¤¤¡ª¶â¤¬Â¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
2028 msg_print("Hey! You don't have the gold - get out of here!");
2035 else if (wager > maxbet)
2038 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤¤Ê¡£", maxbet);
2040 msg_format("I'll take %ld gold of that. Keep the rest.", maxbet);
2048 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤Ç¤¤¤³¤¦¡£");
2050 msg_print("Ok, we'll start with 1 gold.");
2057 battle_odds = MAX(wager+1, wager * battle_odds / 100);
2062 /* Save the surface floor as saved floor */
2063 prepare_change_floor_mode(CFM_SAVE_FLOORS);
2065 p_ptr->inside_battle = TRUE;
2066 p_ptr->leaving = TRUE;
2079 static void today_target(void)
2082 monster_race *r_ptr = &r_info[today_mon];
2086 c_put_str(TERM_YELLOW, "ËÜÆü¤Î¾Þ¶â¼ó", 5, 10);
2088 prt("Wanted monster that changes from day to day", 5, 10);
2091 sprintf(buf,"¥¿¡¼¥²¥Ã¥È¡§ %s",r_name + r_ptr->name);
2093 sprintf(buf,"target: %s",r_name + r_ptr->name);
2095 c_put_str(TERM_YELLOW, buf, 6, 10);
2097 sprintf(buf,"»àÂÎ ---- $%d",r_ptr->level * 50 + 100);
2099 sprintf(buf,"corpse ---- $%d",r_ptr->level * 50 + 100);
2103 sprintf(buf,"¹ü ---- $%d",r_ptr->level * 30 + 60);
2105 sprintf(buf,"skeleton ---- $%d",r_ptr->level * 30 + 60);
2108 p_ptr->today_mon = today_mon;
2111 static void tsuchinoko(void)
2115 c_put_str(TERM_YELLOW, "°ì³ÍÀé¶â¤ÎÂç¥Á¥ã¥ó¥¹¡ª¡ª¡ª", 5, 10);
2116 c_put_str(TERM_YELLOW, "¥¿¡¼¥²¥Ã¥È¡§¸¸¤ÎÄÁ½Ã¡Ö¥Ä¥Á¥Î¥³¡×", 6, 10);
2117 c_put_str(TERM_WHITE, "À¸¤±Êá¤ê ---- $1,000,000", 8, 10);
2118 c_put_str(TERM_WHITE, "»àÂÎ ---- $200,000", 9, 10);
2119 c_put_str(TERM_WHITE, "¹ü ---- $100,000", 10, 10);
2121 c_put_str(TERM_YELLOW, "Big chance to quick money!!!", 5, 10);
2122 c_put_str(TERM_YELLOW, "target: the rarest animal 'Tsuchinoko'", 6, 10);
2123 c_put_str(TERM_WHITE, "catch alive ---- $1,000,000", 8, 10);
2124 c_put_str(TERM_WHITE, "corpse ---- $200,000", 9, 10);
2125 c_put_str(TERM_WHITE, "bones ---- $100,000", 10, 10);
2129 static void shoukinkubi(void)
2137 prt("»àÂΤò»ý¤Áµ¢¤ì¤ÐÊó½·¤òº¹¤·¾å¤²¤Þ¤¹¡£",4 ,10);
2138 c_put_str(TERM_YELLOW, "¸½ºß¤Î¾Þ¶â¼ó", 6, 10);
2140 prt("Offer a prize when you bring a wanted monster's corpse",4 ,10);
2141 c_put_str(TERM_YELLOW, "Wanted monsters", 6, 10);
2144 for (i = 0; i < MAX_KUBI; i++)
2148 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
2150 if (kubi_r_idx[i] > 10000)
2156 done_mark = "(done)";
2165 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
2168 if (!y && (i < MAX_KUBI -1))
2171 prt("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤", 0, 0);
2173 prt("Hit any key.", 0, 0);
2183 /* List of prize object */
2187 } prize_list[MAX_KUBI] =
2189 {TV_POTION, SV_POTION_CURING},
2190 {TV_POTION, SV_POTION_SPEED},
2191 {TV_POTION, SV_POTION_SPEED},
2192 {TV_POTION, SV_POTION_RESISTANCE},
2193 {TV_POTION, SV_POTION_ENLIGHTENMENT},
2195 {TV_POTION, SV_POTION_HEALING},
2196 {TV_POTION, SV_POTION_RESTORE_MANA},
2197 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
2198 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
2199 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
2201 {TV_SCROLL, SV_SCROLL_GENOCIDE},
2202 {TV_POTION, SV_POTION_STAR_HEALING},
2203 {TV_POTION, SV_POTION_STAR_HEALING},
2204 {TV_POTION, SV_POTION_NEW_LIFE},
2205 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
2207 {TV_POTION, SV_POTION_LIFE},
2208 {TV_POTION, SV_POTION_LIFE},
2209 {TV_POTION, SV_POTION_AUGMENTATION},
2210 {TV_POTION, SV_POTION_INVULNERABILITY},
2211 {TV_SCROLL, SV_SCROLL_ARTIFACT},
2216 static bool kankin(void)
2219 bool change = FALSE;
2220 char o_name[MAX_NLEN];
2223 /* Loop for inventory and right/left arm */
2224 for (i = 0; i <= INVEN_LARM; i++)
2226 o_ptr = &inventory[i];
2228 /* Living Tsuchinoko worthes $1000000 */
2229 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
2231 char buf[MAX_NLEN+20];
2232 object_desc(o_name, o_ptr, TRUE, 3);
2234 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2236 sprintf(buf, "Convert %s into money? ",o_name);
2241 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 1000000L * o_ptr->number);
2243 msg_format("You get %ldgp.", 1000000L * o_ptr->number);
2245 p_ptr->au += 1000000L * o_ptr->number;
2246 p_ptr->redraw |= (PR_GOLD);
2247 inven_item_increase(i, -o_ptr->number);
2248 inven_item_describe(i);
2249 inven_item_optimize(i);
2255 for (i = 0; i < INVEN_PACK; i++)
2257 o_ptr = &inventory[i];
2259 /* Corpse of Tsuchinoko worthes $200000 */
2260 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
2262 char buf[MAX_NLEN+20];
2263 object_desc(o_name, o_ptr, TRUE, 3);
2265 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2267 sprintf(buf, "Convert %s into money? ",o_name);
2272 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 200000L * o_ptr->number);
2274 msg_format("You get %ldgp.", 200000L * o_ptr->number);
2276 p_ptr->au += 200000L * o_ptr->number;
2277 p_ptr->redraw |= (PR_GOLD);
2278 inven_item_increase(i, -o_ptr->number);
2279 inven_item_describe(i);
2280 inven_item_optimize(i);
2286 for (i = 0; i < INVEN_PACK; i++)
2288 o_ptr = &inventory[i];
2290 /* Bones of Tsuchinoko worthes $100000 */
2291 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
2293 char buf[MAX_NLEN+20];
2294 object_desc(o_name, o_ptr, TRUE, 3);
2296 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2298 sprintf(buf, "Convert %s into money? ",o_name);
2303 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 100000L * o_ptr->number);
2305 msg_format("You get %ldgp.", 100000L * o_ptr->number);
2307 p_ptr->au += 100000L * o_ptr->number;
2308 p_ptr->redraw |= (PR_GOLD);
2309 inven_item_increase(i, -o_ptr->number);
2310 inven_item_describe(i);
2311 inven_item_optimize(i);
2317 for (i = 0; i < INVEN_PACK; i++)
2319 o_ptr = &inventory[i];
2320 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)))
2322 char buf[MAX_NLEN+20];
2323 object_desc(o_name, o_ptr, TRUE, 3);
2325 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2327 sprintf(buf, "Convert %s into money? ",o_name);
2332 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[today_mon].level * 50 + 100) * o_ptr->number);
2334 msg_format("You get %ldgp.", (r_info[today_mon].level * 50 + 100) * o_ptr->number);
2336 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
2337 p_ptr->redraw |= (PR_GOLD);
2338 inven_item_increase(i, -o_ptr->number);
2339 inven_item_describe(i);
2340 inven_item_optimize(i);
2346 for (i = 0; i < INVEN_PACK; i++)
2348 o_ptr = &inventory[i];
2350 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)))
2352 char buf[MAX_NLEN+20];
2353 object_desc(o_name, o_ptr, TRUE, 3);
2355 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2357 sprintf(buf, "Convert %s into money? ",o_name);
2362 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[today_mon].level * 30 + 60) * o_ptr->number);
2364 msg_format("You get %ldgp.", (r_info[today_mon].level * 30 + 60) * o_ptr->number);
2366 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
2367 p_ptr->redraw |= (PR_GOLD);
2368 inven_item_increase(i, -o_ptr->number);
2369 inven_item_describe(i);
2370 inven_item_optimize(i);
2376 for (j = 0; j < MAX_KUBI; j++)
2378 /* Need reverse order --- Positions will be changed in the loop */
2379 for (i = INVEN_PACK-1; i >= 0; i--)
2381 o_ptr = &inventory[i];
2382 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
2384 char buf[MAX_NLEN+20];
2388 object_desc(o_name, o_ptr, TRUE, 3);
2390 sprintf(buf, "%s¤òÅϤ·¤Þ¤¹¤«¡©",o_name);
2392 sprintf(buf, "Hand %s over? ",o_name);
2394 if (!get_check(buf)) continue;
2396 #if 0 /* Obsorated */
2398 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2400 msg_format("You get %ldgp.", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2402 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
2403 p_ptr->redraw |= (PR_GOLD);
2404 inven_item_increase(i, -o_ptr->number);
2405 inven_item_describe(i);
2406 inven_item_optimize(i);
2407 chg_virtue(V_JUSTICE, 5);
2408 kubi_r_idx[j] += 10000;
2411 #endif /* Obsorated */
2414 inven_item_increase(i, -o_ptr->number);
2415 inven_item_describe(i);
2416 inven_item_optimize(i);
2418 chg_virtue(V_JUSTICE, 5);
2419 kubi_r_idx[j] += 10000;
2421 /* Count number of unique corpses already handed */
2422 for (num = 0, k = 0; k < MAX_KUBI; k++)
2424 if (kubi_r_idx[k] >= 10000) num++;
2428 msg_format("¤³¤ì¤Ç¹ç·× %d ¥Ý¥¤¥ó¥È³ÍÆÀ¤·¤Þ¤·¤¿¡£", num);
2430 msg_format("You earned %d point%s total.", num, (num > 1 ? "s" : ""));
2433 /* Prepare to make a prize */
2434 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
2435 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
2437 /* Identify it fully */
2438 object_aware(&forge);
2439 object_known(&forge);
2442 * Hand it --- Assume there is an empty slot.
2443 * Since a corpse is handed at first,
2444 * there is at least one empty slot.
2446 (void)inven_carry(&forge);
2448 /* Describe the object */
2449 object_desc(o_name, &forge, TRUE, 3);
2451 msg_format("%s ¤òÌã¤Ã¤¿¡£",o_name);
2453 msg_format("You get %s. ",o_name);
2464 msg_print("¾Þ¶â¤òÆÀ¤é¤ì¤½¤¦¤Ê¤â¤Î¤Ï»ý¤Ã¤Æ¤¤¤Ê¤«¤Ã¤¿¡£");
2466 msg_print("You have nothing.");
2474 bool get_nightmare(int r_idx)
2476 monster_race *r_ptr = &r_info[r_idx];
2478 /* Require eldritch horrors */
2479 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2481 /* Require high level */
2482 if (r_ptr->level <= p_ptr->lev) return (FALSE);
2484 /* Accept this monster */
2489 void have_nightmare(int r_idx)
2491 bool happened = FALSE;
2492 monster_race *r_ptr = &r_info[r_idx];
2493 int power = r_ptr->level + 10;
2495 cptr desc = r_name + r_ptr->name;
2499 if (!(r_ptr->flags1 & RF1_UNIQUE))
2500 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2503 sprintf(m_name, "%s", desc);
2505 if (!(r_ptr->flags1 & RF1_UNIQUE))
2507 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2511 if (saving_throw(p_ptr->skill_sav * 100 / power))
2514 msg_format("Ì´¤ÎÃæ¤Ç%s¤ËÄɤ¤¤«¤±¤é¤ì¤¿¡£", m_name);
2516 msg_format("%^s chases you through your dreams.", m_name);
2525 /* Something silly happens... */
2527 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2529 msg_format("You behold the %s visage of %s!",
2532 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2536 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2537 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2540 /* Never mind; we can't see it clearly enough */
2544 /* Something frightening happens... */
2546 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2548 msg_format("You behold the %s visage of %s!",
2551 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2553 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2555 if (!p_ptr->mimic_form)
2557 switch (p_ptr->prace)
2559 /* Demons may make a saving throw */
2562 if (saving_throw(20 + p_ptr->lev)) return;
2564 /* Undead may make a saving throw */
2569 if (saving_throw(10 + p_ptr->lev)) return;
2575 /* Demons may make a saving throw */
2576 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2578 if (saving_throw(20 + p_ptr->lev)) return;
2580 /* Undead may make a saving throw */
2581 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2583 if (saving_throw(10 + p_ptr->lev)) return;
2588 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2590 if (!p_ptr->resist_conf)
2592 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2594 if (!p_ptr->resist_chaos && one_in_(3))
2596 (void)set_image(p_ptr->image + randint0(250) + 150);
2601 /* Lose int & wis */
2602 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2610 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2612 if (!p_ptr->resist_conf)
2614 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2616 if (!p_ptr->free_act)
2618 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2620 while (!saving_throw(p_ptr->skill_sav))
2622 (void)do_dec_stat(A_INT);
2624 while (!saving_throw(p_ptr->skill_sav))
2626 (void)do_dec_stat(A_WIS);
2628 if (!p_ptr->resist_chaos)
2630 (void)set_image(p_ptr->image + randint0(250) + 150);
2637 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2639 if (lose_all_info())
2642 msg_print("¤¢¤Þ¤ê¤Î¶²ÉݤËÁ´¤Æ¤Î¤³¤È¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
2644 msg_print("You forget everything in your utmost terror!");
2651 /* Else gain permanent insanity */
2652 if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
2653 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2654 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2656 /* The poor bastard already has all possible insanities! */
2662 switch (randint1(4))
2666 if (!(p_ptr->muta3 & MUT3_MORONIC))
2668 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2671 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¤è¤¦¤Êµ¤¤¬¤·¤¿¡£¤·¤«¤·¤½¤ì¤Ï¸µ¡¹¤À¤Ã¤¿¡£");
2673 msg_print("You turn into an utter moron!");
2679 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¡ª");
2681 msg_print("You turn into an utter moron!");
2685 if (p_ptr->muta3 & MUT3_HYPER_INT)
2688 msg_print("¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2690 msg_print("Your brain is no longer a living computer.");
2693 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2695 p_ptr->muta3 |= MUT3_MORONIC;
2702 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2705 msg_print("¤¢¤Ê¤¿¤Ï¥Ñ¥é¥Î¥¤¥¢¤Ë¤Ê¤Ã¤¿¡ª");
2707 msg_print("You become paranoid!");
2711 /* Duh, the following should never happen, but anyway... */
2712 if (p_ptr->muta3 & MUT3_FEARLESS)
2715 msg_print("¤¢¤Ê¤¿¤Ï¤â¤¦¶²¤ìÃΤ餺¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2717 msg_print("You are no longer fearless.");
2720 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2723 p_ptr->muta2 |= MUT2_COWARDICE;
2730 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2733 msg_print("¸¸³Ð¤ò¤Ò¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë´Ù¤Ã¤¿¡ª");
2735 msg_print("You are afflicted by a hallucinatory insanity!");
2738 p_ptr->muta2 |= MUT2_HALLU;
2745 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2748 msg_print("·ãÎõ¤Ê´¶¾ð¤Îȯºî¤Ë¤ª¤½¤ï¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
2750 msg_print("You become subject to fits of berserk rage!");
2753 p_ptr->muta2 |= MUT2_BERS_RAGE;
2761 p_ptr->update |= PU_BONUS;
2768 * Note that resting for the night was a perfect way to avoid player
2769 * ghosts in the town *if* you could only make it to the inn in time (-:
2770 * Now that the ghosts are temporarily disabled in 2.8.X, this function
2771 * will not be that useful. I will keep it in the hopes the player
2772 * ghost code does become a reality again. Does help to avoid filthy urchins.
2773 * Resting at night is also a quick way to restock stores -KMW-
2775 static bool inn_comm(int cmd)
2779 case BACT_FOOD: /* Buy food & drink */
2780 if (p_ptr->food >= PY_FOOD_FULL)
2783 msg_print("º£¤ÏËþÊ¢¤À¡£");
2785 msg_print("You are full now.");
2791 msg_print("¥Ð¡¼¥Æ¥ó¤Ï¤¤¤¯¤é¤«¤Î¿©¤Ùʪ¤È¥Ó¡¼¥ë¤ò¤¯¤ì¤¿¡£");
2793 msg_print("The barkeep gives you some gruel and a beer.");
2796 (void)set_food(PY_FOOD_MAX - 1);
2799 case BACT_REST: /* Rest for the night */
2800 if ((p_ptr->poisoned) || (p_ptr->cut))
2803 msg_print("¤¢¤Ê¤¿¤ËɬÍפʤΤÏÉô²°¤Ç¤Ï¤Ê¤¯¡¢¼£ÎżԤǤ¹¡£");
2805 msg_print("You need a healer, not a room.");
2810 msg_print("¤¹¤ß¤Þ¤»¤ó¡¢¤Ç¤â¤¦¤Á¤Ç狼¤Ë»à¤Ê¤ì¤Á¤ãº¤¤ê¤Þ¤¹¤ó¤Ç¡£");
2812 msg_print("Sorry, but don't want anyone dying in here.");
2818 int prev_day, prev_hour, prev_min;
2820 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2822 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "½É²°¤ËÇñ¤Þ¤Ã¤¿¡£");
2824 if ((prev_hour >= 6) && (prev_hour <= 17)) do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over daytime at the inn.");
2825 else do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over night at the inn.");
2827 turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
2828 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2829 p_ptr->chp = p_ptr->mhp;
2831 dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK*250);
2833 if (ironman_nightmare)
2836 msg_print("̲¤ê¤Ë½¢¤¯¤È¶²¤í¤·¤¤¸÷·Ê¤¬¿´¤ò¤è¤®¤Ã¤¿¡£");
2838 msg_print("Horrible visions flit through your mind as you sleep.");
2841 /* Pick a nightmare */
2842 get_mon_num_prep(get_nightmare, NULL);
2844 /* Have some nightmares */
2847 have_nightmare(get_mon_num(MAX_DEPTH));
2849 if (!one_in_(3)) break;
2852 /* Remove the monster restriction */
2853 get_mon_num_prep(NULL, NULL);
2856 msg_print("¤¢¤Ê¤¿¤ÏÀ䶫¤·¤ÆÌܤò³Ð¤Þ¤·¤¿¡£");
2857 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "°Ì´¤Ë¤¦¤Ê¤µ¤ì¤Æ¤è¤¯Ì²¤ì¤Ê¤«¤Ã¤¿¡£");
2859 msg_print("You awake screaming.");
2860 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "be troubled by a nightmare.");
2868 p_ptr->chp = p_ptr->mhp;
2869 p_ptr->csp = p_ptr->msp;
2870 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2873 for (i = 0; i < 72; i++)
2875 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2877 for (; i < 108; i++)
2879 p_ptr->magic_num1[i] = 0;
2883 if ((prev_hour >= 6) && (prev_hour <= 17))
2886 msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢͼÊý¤ò·Þ¤¨¤¿¡£");
2887 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "ͼÊý¤ò·Þ¤¨¤¿¡£");
2889 msg_print("You awake refreshed for the evening.");
2890 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
2896 msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢ¿·¤¿¤ÊÆü¤ò·Þ¤¨¤¿¡£");
2897 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¤¹¤¬¤¹¤¬¤·¤¤Ä«¤ò·Þ¤¨¤¿¡£");
2899 msg_print("You awake refreshed for the new day.");
2900 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
2907 case BACT_RUMORS: /* Listen for rumors */
2912 if (!get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10))
2914 if (!get_rnd_line("rumors.txt", 0, Rumor))
2917 msg_format("%s", Rumor);
2927 * Share gold for thieves
2929 static void share_gold(void)
2931 int i = (p_ptr->lev * 2) * 10;
2933 msg_format("¡ð%d ¤ò¼ê¤ËÆþ¤ì¤¿¡£", i);
2935 msg_format("You collect %d gold pieces", i);
2943 * Display quest information
2945 static void get_questinfo(int questnum)
2952 /* Clear the text */
2953 for (i = 0; i < 10; i++)
2955 quest_text[i][0] = '\0';
2958 quest_text_line = 0;
2960 /* Set the quest number temporary */
2961 old_quest = p_ptr->inside_quest;
2962 p_ptr->inside_quest = questnum;
2964 /* Get the quest text */
2965 init_flags = INIT_SHOW_TEXT | INIT_ASSIGN;
2967 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2969 /* Reset the old quest number */
2970 p_ptr->inside_quest = old_quest;
2972 /* Print the quest info */
2974 sprintf(tmp_str, "¥¯¥¨¥¹¥È¾ðÊó (´í¸±ÅÙ: %d ³¬ÁêÅö)", quest[questnum].level);
2976 sprintf(tmp_str, "Quest Information (Danger level: %d)", quest[questnum].level);
2981 prt(quest[questnum].name, 7, 0);
2983 for (i = 0; i < 10; i++)
2985 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2991 * Request a quest from the Lord.
2993 static void castle_quest(void)
2996 monster_race *r_ptr;
3003 /* Current quest of the building */
3004 q_index = cave[py][px].special;
3006 /* Is there a quest available at the building? */
3010 put_str("º£¤Î¤È¤³¤í¥¯¥¨¥¹¥È¤Ï¤¢¤ê¤Þ¤»¤ó¡£", 8, 0);
3012 put_str("I don't have a quest for you at the moment.", 8, 0);
3018 q_ptr = &quest[q_index];
3020 /* Quest is completed */
3021 if (q_ptr->status == QUEST_STATUS_COMPLETED)
3023 /* Rewarded quest */
3024 q_ptr->status = QUEST_STATUS_REWARDED;
3026 get_questinfo(q_index);
3028 reinit_wilderness = TRUE;
3031 else if (q_ptr->status == QUEST_STATUS_FAILED)
3033 get_questinfo(q_index);
3035 /* Mark quest as done (but failed) */
3036 q_ptr->status = QUEST_STATUS_FAILED_DONE;
3038 reinit_wilderness = TRUE;
3040 /* Quest is still unfinished */
3041 else if (q_ptr->status == QUEST_STATUS_TAKEN)
3044 put_str("¤¢¤Ê¤¿¤Ï¸½ºß¤Î¥¯¥¨¥¹¥È¤ò½ªÎ»¤µ¤»¤Æ¤¤¤Þ¤»¤ó¡ª", 8, 0);
3046 put_str("You have not completed your current quest yet!", 8, 0);
3050 put_str("CTRL-Q¤ò»È¤¨¤Ð¥¯¥¨¥¹¥È¤Î¾õÂÖ¤¬¥Á¥§¥Ã¥¯¤Ç¤¤Þ¤¹¡£", 9, 0);
3052 put_str("Use CTRL-Q to check the status of your quest.", 9, 0);
3056 put_str("¥¯¥¨¥¹¥È¤ò½ª¤ï¤é¤»¤¿¤éÌá¤Ã¤ÆÍè¤Æ²¼¤µ¤¤¡£", 12, 0);
3058 put_str("Return when you have completed your quest.", 12, 0);
3063 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
3065 q_ptr->status = QUEST_STATUS_TAKEN;
3067 reinit_wilderness = TRUE;
3069 /* Assign a new quest */
3070 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
3072 if (q_ptr->r_idx == 0)
3074 /* Random monster at least 5 - 10 levels out of deep */
3075 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
3078 r_ptr = &r_info[q_ptr->r_idx];
3080 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
3082 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
3083 r_ptr = &r_info[q_ptr->r_idx];
3086 if (q_ptr->max_num == 0)
3088 /* Random monster number */
3089 if (randint1(10) > 7)
3092 q_ptr->max_num = randint1(3) + 1;
3096 name = (r_name + r_ptr->name);
3098 msg_format("¥¯¥¨¥¹¥È: %s¤ò %dÂÎÅݤ¹", name,q_ptr->max_num);
3100 msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
3106 get_questinfo(q_index);
3113 * Display town history
3115 static void town_history(void)
3120 /* Peruse the building help file */
3122 (void)show_file(TRUE, "jbldg.txt", NULL, 0, 0);
3124 (void)show_file(TRUE, "bldg.txt", NULL, 0, 0);
3134 * Display the damage figure of an object
3135 * (used by compare_weapon_aux1)
3137 * Only accurate for the current weapon, because it includes
3138 * the current +dam of the player.
3140 static void compare_weapon_aux2(object_type *o_ptr, int numblows,
3141 int r, int c, int mult, cptr attr,
3146 /* Effective dices */
3147 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3148 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3150 /* Print the intro text */
3151 c_put_str(color, attr, r, c);
3153 /* Calculate the min and max damage figures */
3155 sprintf(tmp_str, "£±¥¿¡¼¥ó: %d-%d ¥À¥á¡¼¥¸",
3157 sprintf(tmp_str, "Attack: %d-%d damage",
3160 (numblows * (mult * eff_dd / 60 + o_ptr->to_d + p_ptr->to_d[0])),
3161 (numblows * (mult * eff_ds * eff_dd / 60 + o_ptr->to_d + p_ptr->to_d[0])));
3163 /* Print the damage */
3164 put_str(tmp_str, r, c + 8);
3169 * Show the damage figures for the various monster types
3171 * Only accurate for the current weapon, because it includes
3172 * the current number of blows for the player.
3174 static void compare_weapon_aux1(object_type *o_ptr, int col, int r)
3177 u32b flgs[TR_FLAG_SIZE];
3178 int blow = p_ptr->num_blow[0];
3179 bool print_force_weapon = FALSE;
3181 /* Get the flags of the weapon */
3182 object_flags(o_ptr, flgs);
3184 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
3186 mult = mult * 7 / 2;
3187 print_force_weapon = TRUE;
3190 /* Print the relevant lines */
3192 if (print_force_weapon) compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "ÍýÎÏ:", TERM_L_BLUE);
3193 if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "ưʪ:", TERM_YELLOW);
3194 else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ưʪ:", TERM_YELLOW);
3195 if (have_flag(flgs, TR_KILL_EVIL)) compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "¼Ù°:", TERM_YELLOW);
3196 else if (have_flag(flgs, TR_SLAY_EVIL)) compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "¼Ù°:", TERM_YELLOW);
3197 if (have_flag(flgs, TR_KILL_HUMAN)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "¿Í´Ö:", TERM_YELLOW);
3198 else if (have_flag(flgs, TR_SLAY_HUMAN)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "¿Í´Ö:", TERM_YELLOW);
3199 if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ÉÔ»à:", TERM_YELLOW);
3200 else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ÉÔ»à:", TERM_YELLOW);
3201 if (have_flag(flgs, TR_KILL_DEMON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "°Ëâ:", TERM_YELLOW);
3202 else if (have_flag(flgs, TR_SLAY_DEMON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "°Ëâ:", TERM_YELLOW);
3203 if (have_flag(flgs, TR_KILL_ORC)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
3204 else if (have_flag(flgs, TR_SLAY_ORC)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
3205 if (have_flag(flgs, TR_KILL_TROLL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥È¥í¥ë:", TERM_YELLOW);
3206 else if (have_flag(flgs, TR_SLAY_TROLL)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥È¥í¥ë:", TERM_YELLOW);
3207 if (have_flag(flgs, TR_KILL_GIANT)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "µð¿Í:", TERM_YELLOW);
3208 else if (have_flag(flgs, TR_SLAY_GIANT)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "µð¿Í:", TERM_YELLOW);
3209 if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ε:", TERM_YELLOW);
3210 else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ε:", TERM_YELLOW);
3211 if (have_flag(flgs, TR_BRAND_ACID)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "»À°À:", TERM_RED);
3212 if (have_flag(flgs, TR_BRAND_ELEC)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÅÅ°À:", TERM_RED);
3213 if (have_flag(flgs, TR_BRAND_FIRE)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "±ê°À:", TERM_RED);
3214 if (have_flag(flgs, TR_BRAND_COLD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Îä°À:", TERM_RED);
3215 if (have_flag(flgs, TR_BRAND_POIS)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÆÇ°À:", TERM_RED);
3217 if (print_force_weapon) compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "Force :", TERM_L_BLUE);
3218 if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Animals:", TERM_YELLOW);
3219 else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Animals:", TERM_YELLOW);
3220 if (have_flag(flgs, TR_KILL_EVIL)) compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "Evil:", TERM_YELLOW);
3221 else if (have_flag(flgs, TR_SLAY_EVIL)) compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "Evil:", TERM_YELLOW);
3222 if (have_flag(flgs, TR_KILL_HUMAN)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Human:", TERM_YELLOW);
3223 else if (have_flag(flgs, TR_SLAY_HUMAN)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Human:", TERM_YELLOW);
3224 if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Undead:", TERM_YELLOW);
3225 else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Undead:", TERM_YELLOW);
3226 if (have_flag(flgs, TR_KILL_DEMON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Demons:", TERM_YELLOW);
3227 else if (have_flag(flgs, TR_SLAY_DEMON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Demons:", TERM_YELLOW);
3228 if (have_flag(flgs, TR_KILL_ORC)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Orcs:", TERM_YELLOW);
3229 else if (have_flag(flgs, TR_SLAY_ORC)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Orcs:", TERM_YELLOW);
3230 if (have_flag(flgs, TR_KILL_TROLL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Trolls:", TERM_YELLOW);
3231 else if (have_flag(flgs, TR_SLAY_TROLL)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Trolls:", TERM_YELLOW);
3232 if (have_flag(flgs, TR_KILL_GIANT)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Giants:", TERM_YELLOW);
3233 else if (have_flag(flgs, TR_SLAY_GIANT)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Giants:", TERM_YELLOW);
3234 if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Dragons:", TERM_YELLOW);
3235 else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Dragons:", TERM_YELLOW);
3236 if (have_flag(flgs, TR_BRAND_ACID)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Acid:", TERM_RED);
3237 if (have_flag(flgs, TR_BRAND_ELEC)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Elec:", TERM_RED);
3238 if (have_flag(flgs, TR_BRAND_FIRE)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Fire:", TERM_RED);
3239 if (have_flag(flgs, TR_BRAND_COLD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Cold:", TERM_RED);
3240 if (have_flag(flgs, TR_BRAND_POIS)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Poison:", TERM_RED);
3245 static int hit_chance(int to_h, int ac)
3248 int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
3250 if (meichuu <= 0) return 5;
3252 chance = 100 - ((ac * 75) / meichuu);
3254 if (chance > 95) chance = 95;
3255 if (chance < 5) chance = 5;
3256 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
3257 chance = (chance*19+9)/20;
3262 * Displays all info about a weapon
3264 * Only accurate for the current weapon, because it includes
3265 * various info about the player's +to_dam and number of blows.
3267 static void list_weapon(object_type *o_ptr, int row, int col)
3269 char o_name[MAX_NLEN];
3272 /* Effective dices */
3273 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3274 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3276 /* Print the weapon name */
3277 object_desc(o_name, o_ptr, TRUE, 0);
3278 c_put_str(TERM_YELLOW, o_name, row, col);
3280 /* Print the player's number of blows */
3282 sprintf(tmp_str, "¹¶·â²ó¿ô: %d", p_ptr->num_blow[0]);
3284 sprintf(tmp_str, "Number of Blows: %d", p_ptr->num_blow[0]);
3287 put_str(tmp_str, row+1, col);
3289 /* Print to_hit and to_dam of the weapon */
3291 sprintf(tmp_str, "Ì¿ÃæΨ: 0 50 100 150 200 (Ũ¤ÎAC)");
3293 sprintf(tmp_str, "To Hit: 0 50 100 150 200 (AC)");
3296 put_str(tmp_str, row+2, col);
3298 /* Print the weapons base damage dice */
3300 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)", hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100), hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
3302 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)", hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100), hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
3305 put_str(tmp_str, row+3, col);
3308 c_put_str(TERM_YELLOW, "²Äǽ¤Ê¥À¥á¡¼¥¸:", row+5, col);
3310 c_put_str(TERM_YELLOW, "Possible Damage:", row+5, col);
3314 /* Damage for one blow (if it hits) */
3316 sprintf(tmp_str, "¹¶·â°ì²ó¤Ë¤Ä¤ %d-%d",
3318 sprintf(tmp_str, "One Strike: %d-%d damage",
3321 eff_dd + o_ptr->to_d + p_ptr->to_d[0],
3322 eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
3323 put_str(tmp_str, row+6, col+1);
3325 /* Damage for the complete attack (if all blows hit) */
3327 sprintf(tmp_str, "£±¥¿¡¼¥ó¤Ë¤Ä¤ %d-%d",
3329 sprintf(tmp_str, "One Attack: %d-%d damage",
3332 p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
3333 p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
3334 put_str(tmp_str, row+7, col+1);
3339 * Hook to specify "weapon"
3341 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
3343 switch (o_ptr->tval)
3353 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
3362 * Hook to specify "ammo"
3364 static bool item_tester_hook_ammo(object_type *o_ptr)
3366 switch (o_ptr->tval)
3383 * Copies the weapons to compare into the weapon-slot and
3384 * compares the values for both weapons.
3386 static bool compare_weapons(void)
3389 object_type *o1_ptr, *o2_ptr;
3390 object_type orig_weapon;
3394 bool old_character_xtra = character_xtra;
3397 /* Clear the screen */
3400 /* Store copy of original wielded weapon */
3401 i_ptr = &inventory[INVEN_RARM];
3402 object_copy(&orig_weapon, i_ptr);
3404 item_tester_no_ryoute = TRUE;
3405 /* Only compare melee weapons */
3406 item_tester_hook = item_tester_hook_melee_weapon;
3408 /* Get the first weapon */
3410 q = "Âè°ì¤ÎÉð´ï¤Ï¡©";
3411 s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3413 q = "What is your first weapon? ";
3414 s = "You have nothing to compare.";
3417 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
3423 /* Get the item (in the pack) */
3424 o1_ptr = &inventory[item];
3426 /* Clear the screen */
3429 item_tester_no_ryoute = TRUE;
3430 /* Only compare melee weapons */
3431 item_tester_hook = item_tester_hook_melee_weapon;
3433 /* Get the second weapon */
3435 q = "ÂèÆó¤ÎÉð´ï¤Ï¡©";
3436 s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3438 q = "What is your second weapon? ";
3439 s = "You have nothing to compare.";
3442 if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN)))
3448 /* Get the item (in the pack) */
3449 o2_ptr = &inventory[item2];
3451 /* Clear the screen */
3454 /* Copy first weapon into the weapon slot (if it's not already there) */
3455 if (o1_ptr != i_ptr)
3456 object_copy(i_ptr, o1_ptr);
3458 /* Hack -- prevent "icky" message */
3459 character_xtra = TRUE;
3461 /* Get the new values */
3464 character_xtra = old_character_xtra;
3466 /* List the new values */
3467 list_weapon(o1_ptr, row, 2);
3468 compare_weapon_aux1(o1_ptr, 2, row + 8);
3470 /* Copy second weapon into the weapon slot (if it's not already there) */
3471 if (o2_ptr != i_ptr)
3472 object_copy(i_ptr, o2_ptr);
3474 object_copy(i_ptr, &orig_weapon);
3476 /* Hack -- prevent "icky" message */
3477 character_xtra = TRUE;
3479 /* Get the new values */
3482 character_xtra = old_character_xtra;
3484 /* List the new values */
3485 list_weapon(o2_ptr, row, 40);
3486 compare_weapon_aux1(o2_ptr, 40, row + 8);
3488 /* Copy back the original weapon into the weapon slot */
3489 object_copy(i_ptr, &orig_weapon);
3491 /* Reset the values for the old weapon */
3495 put_str("(°ìÈֹ⤤¥À¥á¡¼¥¸¤¬Å¬ÍѤµ¤ì¤Þ¤¹¡£Ê£¿ô¤ÎÇÜÂǸú²Ì¤Ï¤·»»¤µ¤ì¤Þ¤»¤ó¡£)", row + 4, 0);
3497 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
3501 msg_print("¸½ºß¤Îµ»Î̤«¤éȽÃǤ¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎÉð´ï¤Ï°Ê²¼¤Î¤è¤¦¤Ê°ÒÎϤòȯ´ø¤·¤Þ¤¹:");
3503 msg_print("Based on your current abilities, here is what your weapons will do");
3519 * AC¤«¤é²óÈòΨ¡¢¥À¥á¡¼¥¸¸º¾¯Î¨¤ò·×»»¤·É½¼¨¤¹¤ë
3520 * Calculate and display the dodge-rate and the protection-rate
3523 static bool eval_ac(int iAC)
3527 "¥À¥á¡¼¥¸·Ú¸ºÎ¨¤È¤Ï¡¢Å¨¤Î¹¶·â¤¬Åö¤¿¤Ã¤¿»þ¤½¤Î¥À¥á¡¼¥¸¤ò\n"
3528 "²¿¥Ñ¡¼¥»¥ó¥È·Ú¸º¤¹¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n"
3529 "¥À¥á¡¼¥¸·Ú¸º¤ÏÄ̾ï¤ÎľÀܹ¶·â(¼ïÎब¡Ö¹¶·â¤¹¤ë¡×¤È¡ÖÊ´ºÕ¤¹¤ë¡×¤Îʪ)\n"
3530 "¤ËÂФ·¤Æ¤Î¤ß¸ú²Ì¤¬¤¢¤ê¤Þ¤¹¡£\n \n"
3531 "Ũ¤Î¥ì¥Ù¥ë¤È¤Ï¡¢¤½¤ÎŨ¤¬Ä̾ﲿ³¬¤Ë¸½¤ì¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n \n"
3532 "²óÈòΨ¤ÏŨ¤ÎľÀܹ¶·â¤ò²¿¥Ñ¡¼¥»¥ó¥È¤Î³ÎΨ¤ÇÈò¤±¤ë¤«¤ò¼¨¤·¡¢\n"
3533 "Ũ¤Î¥ì¥Ù¥ë¤È¤¢¤Ê¤¿¤ÎAC¤Ë¤è¤Ã¤Æ·èÄꤵ¤ì¤Þ¤¹¡£\n \n"
3534 "¥À¥á¡¼¥¸´üÂÔÃͤȤϡ¢Å¨¤Î£±£°£°¥Ý¥¤¥ó¥È¤ÎÄ̾ﹶ·â¤ËÂФ·¡¢\n"
3535 "²óÈòΨ¤È¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò¹Íθ¤·¤¿¥À¥á¡¼¥¸¤Î´üÂÔÃͤò¼¨¤·¤Þ¤¹¡£\n";
3538 "'Protection Rate' means how much damage is reduced by your armor.\n"
3539 "Note that the Protection rate is effective only against normal "
3540 "'attack' and 'shatter' type melee attacks, "
3541 "and has no effect against any other types such as 'poison'.\n \n"
3542 "'Dodge Rate' indicates the success rate on dodging the "
3543 "monster's melee attacks. "
3544 "It is depend on the level of the monster and your AC.\n \n"
3545 "'Average Damage' indicates the expected amount of damage "
3546 "when you are attacked by normal melee attacks with power=100.";
3552 char buf[80*20], *t;
3554 /* AC lower than zero has no effect */
3555 if (iAC < 0) iAC = 0;
3557 /* ¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò·×»» */
3558 protection = 100 * MIN(iAC, 150) / 250;
3564 put_str(format("¤¢¤Ê¤¿¤Î¸½ºß¤ÎAC: %3d", iAC), row++, 0);
3565 put_str(format("¥À¥á¡¼¥¸·Ú¸ºÎ¨ : %3d%%", protection), row++, 0);
3568 put_str("Ũ¤Î¥ì¥Ù¥ë :", row + 0, 0);
3569 put_str("²óÈòΨ :", row + 1, 0);
3570 put_str("¥À¥á¡¼¥¸´üÂÔÃÍ :", row + 2, 0);
3572 put_str(format("Your current AC : %3d", iAC), row++, 0);
3573 put_str(format("Protection rate : %3d%%", protection), row++, 0);
3576 put_str("Level of Monster:", row + 0, 0);
3577 put_str("Dodge Rate :", row + 1, 0);
3578 put_str("Average Damage :", row + 2, 0);
3581 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3583 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3584 int dodge; /* ²óÈòΨ(%) */
3585 int average; /* ¥À¥á¡¼¥¸´üÂÔÃÍ */
3587 put_str(format("%3d", lvl), row + 0, col);
3590 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3591 put_str(format("%3d%%", dodge), row + 1, col);
3593 /* 100ÅÀ¤Î¹¶·â¤ËÂФ·¤Æ¤Î¥À¥á¡¼¥¸´üÂÔÃͤò·×»» */
3594 average = (100 - dodge) * (100 - protection) / 100;
3595 put_str(format("%3d", average), row + 2, col);
3599 roff_to_buf(memo, 70, buf, sizeof(buf));
3600 for (t = buf; t[0]; t += strlen(t) + 1)
3601 put_str(t, (row++) + 4, 4);
3604 prt("¸½ºß¤Î¤¢¤Ê¤¿¤ÎÁõÈ÷¤«¤é¤¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎËɸæÎϤÏ"
3605 "¤³¤ì¤¯¤é¤¤¤Ç¤¹:", 0, 0);
3607 prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3622 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3628 int maxenchant = (p_ptr->lev / 5);
3629 char tmp_str[MAX_NLEN];
3634 prt(format("¸½ºß¤Î¤¢¤Ê¤¿¤Îµ»Î̤À¤È¡¢+%d ¤Þ¤Ç²þÎɤǤ¤Þ¤¹¡£", maxenchant), 5, 0);
3635 prt(format(" ²þÎɤÎÎÁ¶â¤Ï°ì¸Ä¤Ë¤Ä¤¡ð%d ¤Ç¤¹¡£", cost), 7, 0);
3637 prt(format(" Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3638 prt(format(" The price for the service is %d gold per item.", cost), 7, 0);
3641 item_tester_no_ryoute = TRUE;
3645 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
3646 s = "²þÎɤǤ¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
3648 q = "Improve which item? ";
3649 s = "You have nothing to improve.";
3652 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3654 /* Get the item (in the pack) */
3655 o_ptr = &inventory[item];
3657 /* Check if the player has enough money */
3658 if (p_ptr->au < (cost * o_ptr->number))
3660 object_desc(tmp_str, o_ptr, TRUE, 0);
3662 msg_format("%s¤ò²þÎɤ¹¤ë¤À¤±¤Î¥´¡¼¥ë¥É¤¬¤¢¤ê¤Þ¤»¤ó¡ª", tmp_str);
3664 msg_format("You do not have the gold to improve %s!", tmp_str);
3670 /* Enchant to hit */
3671 for (i = 0; i < to_hit; i++)
3673 if (o_ptr->to_h < maxenchant)
3675 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3683 /* Enchant to damage */
3684 for (i = 0; i < to_dam; i++)
3686 if (o_ptr->to_d < maxenchant)
3688 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3697 for (i = 0; i < to_ac; i++)
3699 if (o_ptr->to_a < maxenchant)
3701 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3713 if (flush_failure) flush();
3717 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
3719 msg_print("The improvement failed.");
3727 object_desc(tmp_str, o_ptr, TRUE, 1);
3729 msg_format("¡ð%d ¤Ç%s¤ò²þÎɤ·¤Þ¤·¤¿¡£", cost * o_ptr->number, tmp_str );
3731 msg_format("Improved %s for %d gold.", tmp_str, cost * o_ptr->number);
3734 /* Charge the money */
3735 p_ptr->au -= (cost * o_ptr->number);
3737 if (item >= INVEN_RARM) calc_android_exp();
3739 /* Something happened */
3746 * Recharge rods, wands and staves
3748 * The player can select the number of charges to add
3749 * (up to a limit), and the recharge never fails.
3751 * The cost for rods depends on the level of the rod. The prices
3752 * for recharging wands and staves are dependent on the cost of
3755 static void building_recharge(void)
3764 char tmp_str[MAX_NLEN];
3768 /* Display some info */
3771 prt(" ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
3773 prt(" The prices of recharge depend on the type.", 6, 0);
3777 /* Only accept legal items */
3778 item_tester_hook = item_tester_hook_recharge;
3782 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
3783 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
3785 q = "Recharge which item? ";
3786 s = "You have nothing to recharge.";
3789 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3791 /* Get the item (in the pack) */
3794 o_ptr = &inventory[item];
3797 /* Get the item (on the floor) */
3800 o_ptr = &o_list[0 - item];
3803 k_ptr = &k_info[o_ptr->k_idx];
3806 * We don't want to give the player free info about
3807 * the level of the item or the number of charges.
3809 /* The item must be "known" */
3810 if (!object_known_p(o_ptr))
3813 msg_format("½¼Å¶¤¹¤ëÁ°¤Ë´ÕÄꤵ¤ì¤Æ¤¤¤ëɬÍפ¬¤¢¤ê¤Þ¤¹¡ª");
3815 msg_format("The item must be identified first!");
3820 if ((p_ptr->au >= 50) &&
3822 get_check("¡ð50¤Ç´ÕÄꤷ¤Þ¤¹¤«¡© "))
3824 get_check("Identify for 50 gold? "))
3832 identify_item(o_ptr);
3835 object_desc(tmp_str, o_ptr, TRUE, 3);
3838 msg_format("%s ¤Ç¤¹¡£", tmp_str);
3840 msg_format("You have: %s.", tmp_str);
3843 /* Auto-inscription */
3844 auto_do_item(item, FALSE);
3846 /* Update the gold display */
3847 building_prt_gold();
3855 /* Extract the object "level" */
3856 lev = get_object_level(o_ptr);
3858 /* Price for a rod */
3859 if (o_ptr->tval == TV_ROD)
3861 if (o_ptr->timeout > 0)
3863 /* Fully recharge */
3864 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3868 /* No recharge necessary */
3871 msg_format("¤½¤ì¤ÏºÆ½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
3873 msg_format("That doesn't need to be recharged.");
3879 else if (o_ptr->tval == TV_STAFF)
3881 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3882 price = (get_object_cost(o_ptr) / 10) * o_ptr->number;
3884 /* Pay at least 10 gold per charge */
3885 price = MAX(10, price);
3889 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3890 price = (get_object_cost(o_ptr) / 10);
3892 /* Pay at least 10 gold per charge */
3893 price = MAX(10, price);
3896 /* Limit the number of charges for wands and staffs */
3897 if (o_ptr->tval == TV_WAND
3898 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3900 if (o_ptr->number > 1)
3903 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3905 msg_print("These wands are already fully charged.");
3911 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3913 msg_print("This wand is already fully charged.");
3918 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3920 if (o_ptr->number > 1)
3923 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3925 msg_print("These staffs are already fully charged.");
3931 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
3933 msg_print("This staff is already fully charged.");
3939 /* Check if the player has enough money */
3940 if (p_ptr->au < price)
3942 object_desc(tmp_str, o_ptr, TRUE, 0);
3944 msg_format("%s¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d ɬÍפǤ¹¡ª", tmp_str,price );
3946 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3952 if (o_ptr->tval == TV_ROD)
3955 if (get_check(format("¤½¤Î¥í¥Ã¥É¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",
3958 if (get_check(format("Recharge the %s for %d gold? ",
3959 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3963 /* Recharge fully */
3973 if (o_ptr->tval == TV_STAFF)
3974 max_charges = k_ptr->pval - o_ptr->pval;
3976 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3978 /* Get the quantity for staves and wands */
3980 charges = get_quantity(format("°ì²óʬ¡ð%d ¤Ç²¿²óʬ½¼Å¶¤·¤Þ¤¹¤«¡©",
3982 charges = get_quantity(format("Add how many charges for %d gold? ",
3985 price), MIN(p_ptr->au / price, max_charges));
3988 if (charges < 1) return;
3990 /* Get the new price */
3994 o_ptr->pval += charges;
3996 /* We no longer think the item is empty */
3997 o_ptr->ident &= ~(IDENT_EMPTY);
4001 object_desc(tmp_str, o_ptr, TRUE, 3);
4003 msg_format("%s¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", tmp_str, price);
4005 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
4008 /* Combine / Reorder the pack (later) */
4009 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4012 p_ptr->window |= (PW_INVEN);
4023 * Recharge rods, wands and staves
4025 * The player can select the number of charges to add
4026 * (up to a limit), and the recharge never fails.
4028 * The cost for rods depends on the level of the rod. The prices
4029 * for recharging wands and staves are dependent on the cost of
4032 static void building_recharge_all(void)
4042 /* Display some info */
4046 prt(" ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
4048 prt(" The prices of recharge depend on the type.", 6, 0);
4051 /* Calculate cost */
4052 for ( i = 0; i < INVEN_PACK; i++)
4054 o_ptr = &inventory[i];
4056 /* skip non magic device */
4057 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4059 /* need identified */
4060 if (!object_known_p(o_ptr)) total_cost += 50;
4062 /* Extract the object "level" */
4063 lev = get_object_level(o_ptr);
4065 k_ptr = &k_info[o_ptr->k_idx];
4067 switch (o_ptr->tval)
4070 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
4074 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4075 price = (get_object_cost(o_ptr) / 10) * o_ptr->number;
4077 /* Pay at least 10 gold per charge */
4078 price = MAX(10, price);
4081 price = (k_ptr->pval - o_ptr->pval) * price;
4085 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4086 price = (get_object_cost(o_ptr) / 10);
4088 /* Pay at least 10 gold per charge */
4089 price = MAX(10, price);
4092 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
4096 /* if price <= 0 then item have enough charge */
4097 if (price > 0) total_cost += price;
4103 msg_print("½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
4105 msg_print("No need to recharge.");
4112 /* Check if the player has enough money */
4113 if (p_ptr->au < total_cost)
4116 msg_format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d ɬÍפǤ¹¡ª", total_cost );
4118 msg_format("You need %d gold to recharge all items!",total_cost);
4126 if (!get_check(format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤ò ¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©", total_cost))) return;
4128 if (!get_check(format("Recharge all items for %d gold? ", total_cost))) return;
4131 for (i = 0; i < INVEN_PACK; i++)
4133 o_ptr = &inventory[i];
4134 k_ptr = &k_info[o_ptr->k_idx];
4136 /* skip non magic device */
4137 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4140 if (!object_known_p(o_ptr))
4142 identify_item(o_ptr);
4144 /* Auto-inscription */
4145 auto_do_item(i, FALSE);
4149 switch (o_ptr->tval)
4155 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
4156 /* We no longer think the item is empty */
4157 o_ptr->ident &= ~(IDENT_EMPTY);
4160 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
4161 o_ptr->pval = o_ptr->number * k_ptr->pval;
4162 /* We no longer think the item is empty */
4163 o_ptr->ident &= ~(IDENT_EMPTY);
4170 msg_format("¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", total_cost);
4172 msg_format("You pay %d gold.", total_cost);
4177 /* Combine / Reorder the pack (later) */
4178 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4181 p_ptr->window |= (PW_INVEN);
4184 p_ptr->au -= total_cost;
4191 bool tele_town(void)
4199 msg_print("¤³¤ÎËâË¡¤ÏÃϾå¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
4201 msg_print("This spell can only be used on the surface!");
4206 if (p_ptr->inside_arena || p_ptr->inside_battle)
4209 msg_print("¤³¤ÎËâË¡¤Ï³°¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
4211 msg_print("This spell can only be used outside!");
4219 for (i=1;i<max_towns;i++)
4223 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
4225 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
4233 msg_print("¤Þ¤À¹Ô¤±¤ë¤È¤³¤í¤¬¤Ê¤¤¡£");
4235 msg_print("You have not yet visited any town.");
4244 prt("¤É¤³¤Ë¹Ô¤¤Þ¤¹¤«:", 0, 0);
4246 prt("Which town you go: ", 0, 0);
4257 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
4258 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;
4262 for (y = 0; y < max_wild_y; y++)
4264 for (x = 0; x < max_wild_x; x++)
4266 if(wilderness[y][x].town == (i-'a'+1))
4268 p_ptr->wilderness_y = y;
4269 p_ptr->wilderness_x = x;
4274 p_ptr->leaving = TRUE;
4276 p_ptr->teleport_town = TRUE;
4286 static bool research_mon(void)
4294 bool recall = FALSE;
4300 /* XTRA HACK WHATSEARCH */
4306 /* XTRA HACK REMEMBER_IDX */
4307 static int old_sym = '\0';
4308 static int old_i = 0;
4311 /* Save the screen */
4314 /* Get a character, or abort */
4316 if (!get_com("¥â¥ó¥¹¥¿¡¼¤Îʸ»ú¤òÆþÎϤ·¤Æ²¼¤µ¤¤(µ¹æ or ^AÁ´,^U¥æ,^NÈó¥æ,^M̾Á°):", &sym, FALSE))
4318 if (!get_com("Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): ", &sym, FALSE))
4328 /* Find that character info, and describe it */
4329 for (i = 0; ident_info[i]; ++i)
4331 if (sym == ident_info[i][0]) break;
4334 /* XTRA HACK WHATSEARCH */
4335 if (sym == KTRL('A'))
4339 strcpy(buf, "Á´¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4341 strcpy(buf, "Full monster list.");
4344 else if (sym == KTRL('U'))
4348 strcpy(buf, "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4350 strcpy(buf, "Unique monster list.");
4353 else if (sym == KTRL('N'))
4357 strcpy(buf, "¥æ¥Ë¡¼¥¯³°¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
4359 strcpy(buf, "Non-unique monster list.");
4362 else if (sym == KTRL('M'))
4366 if (!get_string("̾Á°(±Ñ¸ì¤Î¾ì¹ç¾®Ê¸»ú¤Ç²Ä)",temp, 70))
4368 if (!get_string("Enter name:",temp, 70))
4379 sprintf(buf, "̾Á°:%s¤Ë¥Þ¥Ã¥Á",temp);
4381 sprintf(buf, "Monsters with a name \"%s\"",temp);
4384 else if (ident_info[i])
4386 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4391 sprintf(buf, "%c - %s", sym, "̵¸ú¤Êʸ»ú");
4393 sprintf(buf, "%c - %s.", sym, "Unknown Symbol");
4398 /* Display the result */
4402 /* Allocate the "who" array */
4403 C_MAKE(who, max_r_idx, u16b);
4405 /* Collect matching monsters */
4406 for (n = 0, i = 1; i < max_r_idx; i++)
4408 monster_race *r_ptr = &r_info[i];
4411 if (!r_ptr->name) continue;
4413 /* XTRA HACK WHATSEARCH */
4414 /* Require non-unique monsters if needed */
4415 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4417 /* Require unique monsters if needed */
4418 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4426 for (xx = 0; temp[xx] && xx < 80; xx++)
4429 if (iskanji(temp[xx]))
4435 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4439 strcpy(temp2, r_name + r_ptr->E_name);
4441 strcpy(temp2, r_name + r_ptr->name);
4443 for (xx = 0; temp2[xx] && xx < 80; xx++)
4444 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4447 if (strstr(temp2, temp) || strstr_j(r_name + r_ptr->name, temp))
4449 if (strstr(temp2, temp))
4453 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4456 /* Nothing to recall */
4459 /* Free the "who" array */
4460 C_KILL(who, max_r_idx, u16b);
4472 /* Sort if needed */
4475 /* Select the sort method */
4476 ang_sort_comp = ang_sort_comp_hook;
4477 ang_sort_swap = ang_sort_swap_hook;
4479 /* Sort the array */
4480 ang_sort(who, &why, n);
4484 /* Start at the end */
4485 /* XTRA HACK REMEMBER_IDX */
4486 if (old_sym == sym && old_i < n) i = old_i;
4491 /* Scan the monster memory */
4494 /* Extract a race */
4497 /* Hack -- Begin the prompt */
4500 /* Hack -- Complete the prompt */
4502 Term_addstr(-1, TERM_WHITE, " ['r'»×¤¤½Ð, ' '¤Ç³¹Ô, ESC]");
4504 Term_addstr(-1, TERM_WHITE, " [(r)ecall, ESC, space to continue]");
4514 /*** Recall on screen ***/
4516 /* Get maximal info about this monster */
4517 lore_do_probe(r_idx);
4519 /* Save this monster ID */
4520 monster_race_track(r_idx);
4522 /* Hack -- Handle stuff */
4525 /* know every thing mode */
4526 screen_roff(r_idx, 0x01);
4529 /* XTRA HACK REMEMBER_IDX */
4537 /* Normal commands */
4538 if (query != 'r') break;
4545 if (query == ESCAPE) break;
4547 /* Move to "prev" monster */
4553 if (!expand_list) break;
4557 /* Move to "next" monster */
4563 if (!expand_list) break;
4569 /* Re-display the identity */
4570 /* prt(buf, 5, 5);*/
4572 /* Free the "who" array */
4573 C_KILL(who, max_r_idx, u16b);
4578 return (!notpicked);
4583 * Execute a building command
4585 static void bldg_process_command(building_type *bldg, int i)
4587 int bact = bldg->actions[i];
4592 /* Flush messages XXX XXX XXX */
4597 bcost = bldg->member_costs[i];
4599 bcost = bldg->other_costs[i];
4601 /* action restrictions */
4602 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4603 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4606 msg_print("¤½¤ì¤òÁªÂò¤¹¤ë¸¢Íø¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
4608 msg_print("You have no right to choose that!");
4613 /* check gold (HACK - Recharge uses variable costs) */
4614 if ((bact != BACT_RECHARGE) &&
4615 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4616 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4619 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡ª");
4621 msg_print("You do not have the gold!");
4631 case BACT_RESEARCH_ITEM:
4632 paid = identify_fully(FALSE);
4634 case BACT_TOWN_HISTORY:
4637 case BACT_RACE_LEGENDS:
4643 case BACT_KING_LEGENDS:
4644 case BACT_ARENA_LEGENDS:
4649 case BACT_ARENA_RULES:
4653 case BACT_IN_BETWEEN:
4655 case BACT_SPIN_WHEEL:
4656 case BACT_DICE_SLOTS:
4657 case BACT_GAMBLE_RULES:
4664 paid = inn_comm(bact);
4666 case BACT_RESEARCH_MONSTER:
4667 paid = research_mon();
4669 case BACT_COMPARE_WEAPONS:
4670 paid = compare_weapons();
4672 case BACT_ENCHANT_WEAPON:
4673 item_tester_hook = item_tester_hook_melee_weapon;
4674 enchant_item(bcost, 1, 1, 0);
4676 case BACT_ENCHANT_ARMOR:
4677 item_tester_hook = item_tester_hook_armour;
4678 enchant_item(bcost, 0, 0, 1);
4681 building_recharge();
4683 case BACT_RECHARGE_ALL:
4684 building_recharge_all();
4686 case BACT_IDENTS: /* needs work */
4688 if (!get_check("»ý¤Áʪ¤òÁ´¤Æ´ÕÄꤷ¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
4690 msg_print(" »ý¤ÁʪÁ´¤Æ¤¬´ÕÄꤵ¤ì¤Þ¤·¤¿¡£");
4692 if (!get_check("Do you pay for identify all your possession? ")) break;
4694 msg_print("Your possessions have been identified.");
4699 case BACT_IDENT_ONE: /* needs work */
4700 paid = ident_spell(FALSE);
4705 case BACT_HEALING: /* needs work */
4714 case BACT_RESTORE: /* needs work */
4715 if (do_res_stat(A_STR)) paid = TRUE;
4716 if (do_res_stat(A_INT)) paid = TRUE;
4717 if (do_res_stat(A_WIS)) paid = TRUE;
4718 if (do_res_stat(A_DEX)) paid = TRUE;
4719 if (do_res_stat(A_CON)) paid = TRUE;
4720 if (do_res_stat(A_CHR)) paid = TRUE;
4722 case BACT_GOLD: /* set timed reward flag */
4723 if (!p_ptr->rewards[BACT_GOLD])
4726 p_ptr->rewards[BACT_GOLD] = TRUE;
4731 msg_print("º£Æü¤Îʬ¤±Á°¤Ï¤¹¤Ç¤Ë»Ùʧ¤Ã¤¿¤¾¡ª");
4733 msg_print("You just had your daily allowance!");
4737 case BACT_ENCHANT_ARROWS:
4738 item_tester_hook = item_tester_hook_ammo;
4739 enchant_item(bcost, 1, 1, 0);
4741 case BACT_ENCHANT_BOW:
4742 item_tester_tval = TV_BOW;
4743 enchant_item(bcost, 1, 1, 0);
4746 if (recall_player(1)) paid = TRUE;
4748 case BACT_TELEPORT_LEVEL:
4755 select_dungeon = choose_dungeon("¤Ë¥Æ¥ì¥Ý¡¼¥È", 4, 0);
4757 select_dungeon = choose_dungeon("teleport", 4, 0);
4759 show_building(bldg);
4760 if (!select_dungeon) return;
4762 max_depth = d_info[select_dungeon].maxdepth;
4764 /* Limit depth in Angband */
4765 if (select_dungeon == DUNGEON_ANGBAND)
4767 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4768 else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4772 amt = get_quantity(format("%s¤Î²¿³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", d_name + d_info[select_dungeon].name), max_depth);
4774 amt = get_quantity(format("Teleport to which level of %s? ", d_name + d_info[select_dungeon].name), max_depth);
4779 p_ptr->word_recall = 1;
4780 p_ptr->recall_dungeon = select_dungeon;
4781 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));
4782 if (record_maxdeapth)
4784 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥È¥é¥ó¥×¥¿¥ï¡¼¤Ç");
4786 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "at Trump Tower");
4789 msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
4791 msg_print("The air about you becomes charged...");
4795 p_ptr->redraw |= (PR_STATUS);
4799 case BACT_LOSE_MUTATION:
4800 if (p_ptr->muta1 || p_ptr->muta2 ||
4801 (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4802 (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4803 (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4805 while(!lose_mutation(0));
4811 msg_print("¼£¤¹¤Ù¤ÆÍÁ³ÊÑ°Û¤¬Ìµ¤¤¡£");
4813 msg_print("You have no mutations.");
4821 case BACT_TSUCHINOKO:
4835 msg_print("Ê¿¹Õ²½¤Îµ·¼°¤ò¹Ô¤Ê¤Ã¤¿¡£");
4837 msg_print("You received an equalization ritual.");
4839 set_virtue(V_COMPASSION, 0);
4840 set_virtue(V_HONOUR, 0);
4841 set_virtue(V_JUSTICE, 0);
4842 set_virtue(V_SACRIFICE, 0);
4843 set_virtue(V_KNOWLEDGE, 0);
4844 set_virtue(V_FAITH, 0);
4845 set_virtue(V_ENLIGHTEN, 0);
4846 set_virtue(V_ENCHANT, 0);
4847 set_virtue(V_CHANCE, 0);
4848 set_virtue(V_NATURE, 0);
4849 set_virtue(V_HARMONY, 0);
4850 set_virtue(V_VITALITY, 0);
4851 set_virtue(V_UNLIFE, 0);
4852 set_virtue(V_PATIENCE, 0);
4853 set_virtue(V_TEMPERANCE, 0);
4854 set_virtue(V_DILIGENCE, 0);
4855 set_virtue(V_VALOUR, 0);
4856 set_virtue(V_INDIVIDUALISM, 0);
4860 case BACT_TELE_TOWN:
4864 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4878 void do_cmd_quest(void)
4882 if (cave[py][px].feat != FEAT_QUEST_ENTER)
4885 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤ÎÆþ¸ý¤Ï¤Ê¤¤¡£");
4887 msg_print("You see no quest level here.");
4895 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤Ø¤ÎÆþ¸ý¤¬¤¢¤ê¤Þ¤¹¡£");
4896 if (!get_check("¥¯¥¨¥¹¥È¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
4897 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4898 msg_print("¡Ø¤È¤Ë¤«¤¯Æþ¤Ã¤Æ¤ß¤è¤¦¤¼¤§¡£¡Ù");
4900 msg_print("There is an entry of a quest.");
4901 if (!get_check("Do you enter? ")) return;
4904 /* Player enters a new quest */
4908 leave_quest_check();
4910 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4911 p_ptr->inside_quest = cave[py][px].special;
4913 p_ptr->leaving = TRUE;
4919 * Do building commands
4921 void do_cmd_bldg(void)
4926 building_type *bldg;
4931 if (!((cave[py][px].feat >= FEAT_BLDG_HEAD) &&
4932 (cave[py][px].feat <= FEAT_BLDG_TAIL)))
4935 msg_print("¤³¤³¤Ë¤Ï·úʪ¤Ï¤Ê¤¤¡£");
4937 msg_print("You see no building here.");
4943 which = (cave[py][px].feat - FEAT_BLDG_HEAD);
4945 bldg = &building[which];
4947 /* Don't re-init the wilderness */
4948 reinit_wilderness = FALSE;
4950 if ((which == 2) && (p_ptr->arena_number < 0))
4953 msg_print("¡ÖÇÔ¼Ô¤ËÍѤϤʤ¤¡£¡×");
4955 msg_print("'There's no place here for a LOSER like you!'");
4959 else if ((which == 2) && p_ptr->inside_arena && !p_ptr->exit_bldg)
4962 prt("¥²¡¼¥È¤ÏÊĤޤäƤ¤¤ë¡£¥â¥ó¥¹¥¿¡¼¤¬¤¢¤Ê¤¿¤òÂԤäƤ¤¤ë¡ª",0,0);
4964 prt("The gates are closed. The monster awaits!", 0, 0);
4969 else if ((which == 2) && p_ptr->inside_arena)
4971 /* Don't save the arena as saved floor */
4972 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4974 p_ptr->inside_arena = FALSE;
4975 p_ptr->leaving = TRUE;
4977 /* Re-enter the arena */
4978 command_new = SPECIAL_KEY_BUILDING;
4980 /* No energy needed to re-enter the arena */
4985 else if (p_ptr->inside_battle)
4987 /* Don't save the arena as saved floor */
4988 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4990 p_ptr->leaving = TRUE;
4991 p_ptr->inside_battle = FALSE;
4993 /* Re-enter the monster arena */
4994 command_new = SPECIAL_KEY_BUILDING;
4996 /* No energy needed to re-enter the arena */
5007 /* Forget the lite */
5010 /* Forget the view */
5013 /* Hack -- Increase "icky" depth */
5020 show_building(bldg);
5028 building_prt_gold();
5032 if (command == ESCAPE)
5035 p_ptr->inside_arena = FALSE;
5036 p_ptr->inside_battle = FALSE;
5040 for (i = 0; i < 8; i++)
5042 if (bldg->letters[i])
5044 if (bldg->letters[i] == command)
5053 bldg_process_command(bldg, i);
5062 /* Flush messages XXX XXX XXX */
5066 /* Reinit wilderness to activate quests ... */
5067 if (reinit_wilderness)
5069 p_ptr->leaving = TRUE;
5072 /* Hack -- Decrease "icky" depth */
5075 /* Clear the screen */
5078 /* Update the visuals */
5079 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
5081 /* Redraw entire screen */
5082 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
5085 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5089 /* Array of places to find an inscription */
5090 static cptr find_quest[] =
5093 "¾²¤Ë¥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
5095 "You find the following inscription in the floor",
5099 "Êɤ˥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
5101 "You see a message inscribed in the wall",
5105 "¥á¥Ã¥»¡¼¥¸¤ò¸«¤Ä¤±¤¿:",
5107 "There is a sign saying",
5111 "²¿¤«¤¬³¬Ãʤξå¤Ë½ñ¤¤¤Æ¤¢¤ë:",
5113 "Something is written on the staircase",
5117 "´¬Êª¤ò¸«¤Ä¤±¤¿¡£¥á¥Ã¥»¡¼¥¸¤¬½ñ¤¤¤Æ¤¢¤ë:",
5119 "You find a scroll with the following message",
5128 void quest_discovery(int q_idx)
5130 quest_type *q_ptr = &quest[q_idx];
5131 monster_race *r_ptr = &r_info[q_ptr->r_idx];
5132 int q_num = q_ptr->max_num;
5135 /* No quest index */
5138 strcpy(name, (r_name + r_ptr->name));
5140 msg_print(find_quest[rand_range(0, 4)]);
5147 /* Hack -- "unique" monsters must be "unique" */
5148 if ((r_ptr->flags1 & RF1_UNIQUE) &&
5149 (0 == r_ptr->max_num))
5152 msg_print("¤³¤Î³¬¤Ï°ÊÁ°¤Ï狼¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤¿¤è¤¦¤À¡Ä¡£");
5154 msg_print("It seems that this level was protected by someone before...");
5156 /* The unique is already dead */
5157 quest[q_idx].status = QUEST_STATUS_FINISHED;
5162 msg_format("Ãí°Õ¤»¤è¡ª¤³¤Î³¬¤Ï%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", name);
5164 msg_format("Beware, this level is protected by %s!", name);
5170 /* Normal monsters */
5172 msg_format("Ãí°Õ¤·¤í¡ª¤³¤Î³¬¤Ï%dÂΤÎ%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", q_num, name);
5175 msg_format("Be warned, this level is guarded by %d %s!", q_num, name);
5183 * Hack -- Check if a level is a "quest" level
5185 int quest_number(int level)
5190 if (p_ptr->inside_quest)
5191 return (p_ptr->inside_quest);
5193 for (i = 0; i < max_quests; i++)
5195 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
5197 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
5198 !(quest[i].flags & QUEST_FLAG_PRESET) &&
5199 (quest[i].level == level) &&
5200 (quest[i].dungeon == dungeon_type))
5204 /* Check for random quest */
5205 return (random_quest_number(level));
5210 * Return the index of the random quest on this level
5213 int random_quest_number(int level)
5217 if (dungeon_type != DUNGEON_ANGBAND) return 0;
5219 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
5221 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
5222 (quest[i].status == QUEST_STATUS_TAKEN) &&
5223 (quest[i].level == level) &&
5224 (quest[i].dungeon == DUNGEON_ANGBAND))