3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
9 Rewritten for Kangband 2.8.3i using Kamband's version of\n
10 bldg.c as written by Ivan Tkatchev\n
12 Changed for ZAngband by Robert Ruehlmann\n
19 #include "floor-events.h"
20 #include "floor-save.h"
21 #include "objectkind.h"
22 #include "object-boost.h"
23 #include "object-flavor.h"
24 #include "object-hook.h"
26 #include "monsterrace-hook.h"
38 #include "cmd-spell.h"
40 #include "player-status.h"
42 #include "spells-status.h"
43 #include "realm-hex.h"
44 #include "dungeon-file.h"
47 #include "player-effects.h"
50 #include "view-mainwindow.h"
56 building_type building[MAX_BLDG];
60 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
62 const arena_type arena_info[MAX_ARENA_MONS + 2] =
64 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
65 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
66 { MON_IMP, TV_POTION, SV_POTION_SPEED },
67 { MON_LION_HEART, 0, 0 },
68 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
69 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
70 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
71 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
72 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
73 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
74 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
75 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
76 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
77 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
78 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
79 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
80 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
81 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
82 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
83 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
84 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
85 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
86 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
87 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
88 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
89 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
90 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
91 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
92 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
93 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
94 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
95 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
96 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
97 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
98 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
99 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
100 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
101 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
102 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
103 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
104 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
105 { 0, 0, 0 }, /* Victory prizing */
106 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
110 * @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。
111 * @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、
112 * 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。
113 * @param bldg 施設構造体の参照ポインタ
114 * @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。
116 static bool is_owner(building_type *bldg)
118 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
123 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
128 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
129 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
138 * @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。
140 * @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、
141 * 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。
142 * @param bldg 施設構造体の参照ポインタ
143 * @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。
144 * @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。
146 static bool is_member(building_type *bldg)
148 if (bldg->member_class[p_ptr->pclass])
153 if (bldg->member_race[p_ptr->prace])
158 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
159 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
165 if (p_ptr->pclass == CLASS_SORCERER)
169 for (i = 0; i < MAX_MAGIC; i++)
171 if (bldg->member_realm[i+1]) OK = TRUE;
179 * @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
180 * @details 消去は行毎にヌル文字列で行われる。
181 * @param min_row 開始行番号
182 * @param max_row 末尾行番号
185 void clear_bldg(int min_row, int max_row)
189 for (i = min_row; i <= max_row; i++)
197 static void building_prt_gold(void)
200 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
201 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
202 prt(tmp_str, 23, 68);
206 * @brief 施設のサービス一覧を表示する / Display a building.
207 * @param bldg 施設構造体の参照ポインタ
210 static void show_building(building_type* bldg)
218 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
222 for (i = 0; i < 8; i++)
224 if (bldg->letters[i])
226 if (bldg->action_restr[i] == 0)
228 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
229 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
231 action_color = TERM_WHITE;
234 else if (is_owner(bldg))
236 action_color = TERM_YELLOW;
237 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
241 action_color = TERM_YELLOW;
242 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
244 else if (bldg->action_restr[i] == 1)
246 if (!is_member(bldg))
248 action_color = TERM_L_DARK;
249 strcpy(buff, _("(閉店)", "(closed)"));
251 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
252 (is_member(bldg) && (bldg->other_costs[i] == 0)))
254 action_color = TERM_WHITE;
257 else if (is_owner(bldg))
259 action_color = TERM_YELLOW;
260 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
264 action_color = TERM_YELLOW;
265 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
272 action_color = TERM_L_DARK;
273 strcpy(buff, _("(閉店)", "(closed)"));
275 else if (bldg->member_costs[i] != 0)
277 action_color = TERM_YELLOW;
278 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
282 action_color = TERM_WHITE;
287 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
288 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
291 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
295 * @brief 闘技場に入るコマンドの処理 / arena commands
296 * @param cmd 闘技場処理のID
299 static void arena_comm(int cmd)
308 if (p_ptr->arena_number == MAX_ARENA_MONS)
311 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
312 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);
313 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);
317 p_ptr->au += 1000000L;
318 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
320 p_ptr->arena_number++;
322 else if (p_ptr->arena_number > MAX_ARENA_MONS)
324 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
326 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."));
328 if (get_check(_("挑戦するかね?", "Do you fight? ")))
330 msg_print(_("死ぬがよい。", "Die, maggots."));
333 p_ptr->exit_bldg = FALSE;
336 /* Save the surface floor as saved floor */
337 prepare_change_floor_mode(CFM_SAVE_FLOORS);
339 p_ptr->inside_arena = TRUE;
340 p_ptr->leaving = TRUE;
341 p_ptr->leave_bldg = TRUE;
345 msg_print(_("残念だ。", "We are disappointed."));
350 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。",
351 "You enter the arena briefly and bask in your glory."));
355 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
357 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。",
358 "You don't have permission to enter with pet."));
363 p_ptr->exit_bldg = FALSE;
366 /* Save the surface floor as saved floor */
367 prepare_change_floor_mode(CFM_SAVE_FLOORS);
369 p_ptr->inside_arena = TRUE;
370 p_ptr->leaving = TRUE;
371 p_ptr->leave_bldg = TRUE;
375 if (p_ptr->arena_number == MAX_ARENA_MONS)
376 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。",
377 "You are victorious. Enter the arena for the ceremony."));
379 else if (p_ptr->arena_number > MAX_ARENA_MONS)
381 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
385 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
386 name = (r_name + r_ptr->name);
387 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
389 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
390 p_ptr->window |= (PW_MONSTER);
395 case BACT_ARENA_RULES:
398 /* Peruse the arena help file */
399 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
407 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
408 * @param row シンボルを表示する行の上端
409 * @param col シンボルを表示する行の左端
410 * @param fruit 表示するシンボルID
413 static void display_fruit(int row, int col, int fruit)
418 c_put_str(TERM_YELLOW, " ####.", row, col);
419 c_put_str(TERM_YELLOW, " # #", row + 1, col);
420 c_put_str(TERM_YELLOW, " # #", row + 2, col);
421 c_put_str(TERM_YELLOW, "# #", row + 3, col);
422 c_put_str(TERM_YELLOW, "# #", row + 4, col);
423 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
424 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
425 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
427 " Lemon "), row + 8, col);
430 c_put_str(TERM_ORANGE, " ## ", row, col);
431 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
432 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
433 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
434 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
435 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
436 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
437 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
439 " Orange "), row + 8, col);
442 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
443 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
444 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
445 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
446 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
447 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
448 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
449 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
450 prt( _(" 剣 ", " Sword ") , 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_SLATE, " # # ", row + 6, col);
460 c_put_str(TERM_SLATE, " ## ", row + 7, col);
462 " Shield "), row + 8, col);
465 c_put_str(TERM_VIOLET, " ## ", row, col);
466 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
467 c_put_str(TERM_VIOLET, "########", row + 2, col);
468 c_put_str(TERM_VIOLET, "########", row + 3, col);
469 c_put_str(TERM_VIOLET, "########", row + 4, col);
470 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
471 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
472 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
474 " Plum "), row + 8, col);
477 c_put_str(TERM_RED, " ##", row, col);
478 c_put_str(TERM_RED, " ### ", row + 1, col);
479 c_put_str(TERM_RED, " #..# ", row + 2, col);
480 c_put_str(TERM_RED, " #..# ", row + 3, col);
481 c_put_str(TERM_RED, " ###### ", row + 4, col);
482 c_put_str(TERM_RED, "#..##..#", row + 5, col);
483 c_put_str(TERM_RED, "#..##..#", row + 6, col);
484 c_put_str(TERM_RED, " ## ## ", row + 7, col);
486 " Cherry "), row + 8, col);
492 * kpoker no (tyuto-hannpa na)pakuri desu...
493 * joker ha shineru node haitte masen.
495 * TODO: donataka! tsukutte!
496 * - agatta yaku no kiroku (like DQ).
497 * - kakkoii card no e.
498 * - sousa-sei no koujyo.
499 * - code wo wakariyasuku.
501 * - Joker... -- done.
504 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
507 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
508 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
509 #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 */
511 static int cards[5]; /*!< ポーカーの現在の手札ID */
518 static void reset_deck(int deck[])
521 for (i = 0; i < 53; i++) deck[i] = i;
524 for (i = 0; i < 53; i++){
525 int tmp1 = randint0(53 - i) + i;
527 deck[i] = deck[tmp1];
533 * @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。
534 * @return ジョーカーを持っているか。
536 static bool have_joker(void)
540 for (i = 0; i < 5; i++){
541 if(IS_JOKER(cards[i])) return TRUE;
547 * @brief ポーカーの手札に該当の番号の札があるかを返す。
548 * @param num 探したいカードの番号。
549 * @return 該当の番号が手札にあるか。
551 static bool find_card_num(int num)
554 for (i = 0; i < 5; i++)
555 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
560 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
563 static bool yaku_check_flush(void)
566 bool joker_is_used = FALSE;
568 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
569 for (i = 0; i < 5; i++){
570 if (SUIT_OF(cards[i]) != suit){
571 if(have_joker() && !joker_is_used)
572 joker_is_used = TRUE;
582 * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
583 * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
585 static int yaku_check_straight(void)
588 bool joker_is_used = FALSE;
589 bool straight = FALSE;
592 for (i = 0; i < 5; i++)
594 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
595 lowest = NUM_OF(cards[i]);
598 /* Check Royal Straight Flush */
599 if (yaku_check_flush())
602 for (i = 0; i < 4; i++)
604 if (!find_card_num(9 + i)){
605 if( have_joker() && !joker_is_used )
606 joker_is_used = TRUE;
611 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
614 for (i = 0; i < 3; i++)
616 if (!find_card_num(10 + i))
619 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
623 joker_is_used = FALSE;
625 /* Straight Only Check */
627 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
628 for (i = 0; i < 4; i++)
630 if (!find_card_num(9 + i)) {
631 if (have_joker() && !joker_is_used)
632 joker_is_used = TRUE;
637 if(i == 4) straight = TRUE;
640 joker_is_used = FALSE;
642 for (i = 0; i < 5; i++)
644 if(!find_card_num(lowest + i)){
645 if( have_joker() && !joker_is_used )
646 joker_is_used = TRUE;
651 if(i == 5) straight = TRUE;
653 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
654 else if(straight) return 1; /* Only Straight */
659 * @brief ポーカーのペア役の状態を返す。
660 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
662 static int yaku_check_pair(void)
664 int i, i2, matching = 0;
666 for (i = 0; i < 5; i++)
668 for (i2 = i+1; i2 < 5; i2++)
670 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
671 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
702 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
703 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
704 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
705 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
706 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
707 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
708 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
709 #define ODDS_ST 4 /*!< ストレートの役倍率 */
710 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
711 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
714 * @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。
717 static int yaku_check(void)
721 switch(yaku_check_straight()){
723 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
726 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
729 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
732 /* Not straight -- fall through */
736 if (yaku_check_flush())
738 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
742 switch (yaku_check_pair())
745 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
748 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
751 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
754 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
757 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
760 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
762 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
767 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
777 * @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。
778 * @param hoge カーソルの現在位置
779 * @param kaeruka カードの捨てる/残すフラグ配列
782 static void display_kaeruka(int hoge, int kaeruka[])
785 char col = TERM_WHITE;
786 for (i = 0; i < 5; i++)
788 if (i == hoge) col = TERM_YELLOW;
789 else if(kaeruka[i]) col = TERM_WHITE;
790 else col = TERM_L_BLUE;
793 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
795 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
797 if (hoge > 4) col = TERM_YELLOW;
798 else col = TERM_WHITE;
799 c_put_str(col, _("決定", "Sure"), 16, 38);
801 /* Hilite current option */
802 if (hoge < 5) move_cursor(14, 5+hoge*16);
803 else move_cursor(16, 38);
807 * @brief ポーカーの手札を表示する。
810 static void display_cards(void)
813 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
815 concptr suit[4] = {"★", "●", "¶", "†"};
816 concptr card_grph[13][7] = {{"A %s ",
907 concptr joker_grph[7] = { " ",
917 concptr suit[4] = {"[]", "qp", "<>", "db"};
918 concptr card_grph[13][7] = {{"A %s ",
1009 concptr joker_grph[7] = { " ",
1018 for (i = 0; i < 5; i++)
1020 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
1023 for (i = 0; i < 5; i++)
1025 for (j = 0; j < 7; j++)
1027 prt(_("┃", " |"), j+6, i*16);
1028 if(IS_JOKER(cards[i]))
1029 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
1031 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);
1032 prt(_("┃", "| "), j+6, i*16+14);
1035 for (i = 0; i < 5; i++)
1037 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
1042 * @brief ポーカーの1プレイルーチン。
1045 static int do_poker(void)
1049 int deck[53]; /* yamafuda : 0...52 */
1051 int kaeruka[5]; /* 0:kaenai 1:kaeru */
1055 bool kakikae = TRUE;
1059 for (i = 0; i < 5; i++)
1061 cards[i] = deck[deck_ptr++];
1062 kaeruka[i] = 0; /* default:nokosu */
1065 /* suteruno wo kimeru */
1066 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);
1073 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1078 case '6': case 'l': case 'L': case KTRL('F'):
1079 if (!kettei) k = (k+1)%5;
1080 else {k = 0;kettei = FALSE;}
1083 case '4': case 'h': case 'H': case KTRL('B'):
1084 if (!kettei) k = (k+4)%5;
1085 else {k = 4;kettei = FALSE;}
1088 case '2': case 'j': case 'J': case KTRL('N'):
1089 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1091 case '8': case 'k': case 'K': case KTRL('P'):
1092 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1094 case ' ': case '\r':
1095 if (kettei) done = TRUE;
1096 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1105 for (i = 0; i < 5; i++)
1106 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1110 return yaku_check();
1115 /* end of poker codes --Koka */
1118 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1119 * @param cmd プレイするゲームID
1122 static bool gamble_comm(int cmd)
1125 int roll1, roll2, roll3, choice, odds, win;
1130 char out_val[160], tmp_str[80], again;
1135 if (cmd == BACT_GAMBLE_RULES)
1137 /* Peruse the gambling help file */
1138 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1145 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1146 "Hey! You don't have gold - get out of here!"));
1154 maxbet = p_ptr->lev * 200;
1156 /* We can't bet more than we have */
1157 maxbet = MIN(maxbet, p_ptr->au);
1160 strcpy(out_val, "");
1161 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1165 * Use get_string() because we may need more than
1166 * the s16b value returned by get_quantity().
1168 if (get_string(tmp_str, out_val, 32))
1171 for (p = out_val; *p == ' '; p++);
1176 if (wager > p_ptr->au)
1178 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!"));
1183 else if (wager > maxbet)
1185 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1186 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1191 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1197 oldgold = p_ptr->au;
1199 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1200 prt(tmp_str, 20, 2);
1201 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1202 prt(tmp_str, 21, 2);
1209 case BACT_IN_BETWEEN: /* Game of In-Between */
1210 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1214 roll1 = randint1(10);
1215 roll2 = randint1(10);
1216 choice = randint1(10);
1217 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1220 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1222 prt(tmp_str, 11, 14);
1223 if (((choice > roll1) && (choice < roll2)) ||
1224 ((choice < roll1) && (choice > roll2)))
1227 case BACT_CRAPS: /* Game of Craps */
1228 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1232 roll1 = randint1(6);
1233 roll2 = randint1(6);
1234 roll3 = roll1 + roll2;
1236 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1237 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1239 if ((roll3 == 7) || (roll3 == 11))
1241 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1246 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"));
1249 roll1 = randint1(6);
1250 roll2 = randint1(6);
1251 roll3 = roll1 + roll2;
1252 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1253 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1255 if (roll3 == choice)
1257 else if (roll3 == 7)
1259 } while ((win != TRUE) && (win != FALSE));
1262 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1265 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1267 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1268 prt("--------------------------------", 8, 3);
1269 strcpy(out_val, "");
1270 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1272 for (p = out_val; iswspace(*p); p++);
1276 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1279 else if (choice > 9)
1281 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1285 roll1 = randint0(10);
1286 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1287 "The wheel spins to a stop and the winner is %d"), roll1);
1288 prt(tmp_str, 13, 3);
1290 prt("*", 9, (3 * roll1 + 5));
1291 if (roll1 == choice)
1295 case BACT_DICE_SLOTS: /* The Dice Slots */
1296 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1297 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1298 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1299 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1300 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1301 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1302 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1303 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1306 roll1 = randint1(21);
1316 roll2 = randint1(21);
1326 choice = randint1(21);
1336 put_str("/--------------------------\\", 7, 2);
1337 prt("\\--------------------------/", 17, 2);
1338 display_fruit(8, 3, roll1 - 1);
1339 display_fruit(8, 12, roll2 - 1);
1340 display_fruit(8, 21, choice - 1);
1341 if ((roll1 == roll2) && (roll2 == choice))
1360 else if ((roll1 == 1) && (roll2 == 1))
1369 if (odds) win = TRUE;
1375 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1377 p_ptr->au += odds * wager;
1378 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1380 prt(tmp_str, 17, 37);
1384 prt(_("あなたの負け", "You Lost"), 16, 37);
1387 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1389 prt(tmp_str, 22, 2);
1390 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1392 move_cursor(18, 52);
1397 if (wager > p_ptr->au)
1399 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1400 "Hey! You don't have the gold - get out of here!"));
1406 } while ((again == 'y') || (again == 'Y'));
1409 if (p_ptr->au >= oldgold)
1411 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!」",
1412 "You came out a winner! We'll win next time, I'm sure."));
1413 chg_virtue(V_CHANCE, 3);
1417 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."));
1418 chg_virtue(V_CHANCE, -3);
1428 * @brief モンスター闘技場に参加するモンスターを更新する。
1431 void update_gambling_monsters(void)
1438 bool old_inside_battle = p_ptr->inside_battle;
1440 for (i = 0; i < max_d_idx; i++)
1441 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1443 mon_level = randint1(MIN(max_dl, 122)) + 5;
1444 if (randint0(100) < 60)
1446 i = randint1(MIN(max_dl, 122)) + 5;
1447 mon_level = MAX(i, mon_level);
1449 if (randint0(100) < 30)
1451 i = randint1(MIN(max_dl, 122)) + 5;
1452 mon_level = MAX(i, mon_level);
1459 for (i = 0; i < 4; i++)
1465 get_mon_num_prep(monster_can_entry_arena, NULL);
1466 p_ptr->inside_battle = TRUE;
1467 r_idx = get_mon_num(mon_level);
1468 p_ptr->inside_battle = old_inside_battle;
1469 if (!r_idx) continue;
1471 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1473 if ((r_info[r_idx].level + 10) > mon_level) continue;
1476 for (j = 0; j < i; j++)
1477 if (r_idx == battle_mon[j]) break;
1478 if (j < i) continue;
1482 battle_mon[i] = r_idx;
1483 if (r_info[r_idx].level < 45) tekitou = TRUE;
1486 for (i = 0; i < 4; i++)
1488 monster_race *r_ptr = &r_info[battle_mon[i]];
1489 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1491 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1492 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1494 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1495 power[i] = power[i] * (100 + r_ptr->level) / 100;
1496 if (r_ptr->speed > 110)
1497 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1498 if (r_ptr->speed < 110)
1499 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1501 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1502 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1503 power[i] = power[i] * 4 / 3;
1504 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1505 power[i] = power[i] * 4 / 3;
1506 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1507 power[i] = power[i] * 11 / 10;
1508 if (r_ptr->flags1 & RF1_RAND_25)
1509 power[i] = power[i] * 9 / 10;
1510 if (r_ptr->flags1 & RF1_RAND_50)
1511 power[i] = power[i] * 9 / 10;
1512 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1513 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1518 for (i = 0; i < 4; i++)
1520 power[i] = total * 60 / power[i];
1521 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1522 if ((power[i] < 160) && randint0(20)) break;
1523 if (power[i] < 101) power[i] = 100 + randint1(5);
1524 mon_odds[i] = power[i];
1531 * @brief モンスター闘技場のメインルーチン
1532 * @return 賭けを開始したか否か
1534 static bool kakutoujou(void)
1538 char out_val[160], tmp_str[80];
1541 if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
1543 update_gambling_monsters();
1544 old_battle = current_world_ptr->game_turn;
1552 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!"));
1564 "Monsters Odds"), 4, 4);
1568 monster_race *r_ptr = &r_info[battle_mon[i]];
1570 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1571 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1572 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1573 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1576 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1586 if (i >= '1' && i <= '4')
1588 sel_monster = i-'1';
1589 battle_odds = mon_odds[sel_monster];
1596 for (i = 0; i < 4; i++)
1597 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1599 maxbet = p_ptr->lev * 200;
1601 /* We can't bet more than we have */
1602 maxbet = MIN(maxbet, p_ptr->au);
1605 strcpy(out_val, "");
1606 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1608 * Use get_string() because we may need more than
1609 * the s16b value returned by get_quantity().
1611 if (get_string(tmp_str, out_val, 32))
1614 for (p = out_val; *p == ' '; p++);
1619 if (wager > p_ptr->au)
1621 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!"));
1627 else if (wager > maxbet)
1629 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);
1635 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1639 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1644 /* Save the surface floor as saved floor */
1645 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1647 p_ptr->inside_battle = TRUE;
1648 p_ptr->leaving = TRUE;
1650 p_ptr->leave_bldg = TRUE;
1662 * @brief 本日の賞金首情報を表示する。
1665 static void today_target(void)
1668 monster_race *r_ptr = &r_info[today_mon];
1671 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1672 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1673 c_put_str(TERM_YELLOW, buf, 6, 10);
1674 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1676 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1678 p_ptr->today_mon = today_mon;
1682 * @brief ツチノコの賞金首情報を表示する。
1685 static void tsuchinoko(void)
1688 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1689 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);
1690 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1691 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1692 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1696 * @brief 通常の賞金首情報を表示する。
1699 static void shoukinkubi(void)
1705 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);
1706 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1708 for (i = 0; i < MAX_KUBI; i++)
1712 monster_race *r_ptr = &r_info[(current_world_ptr->bounty_r_idx[i] > 10000 ? current_world_ptr->bounty_r_idx[i] - 10000 : current_world_ptr->bounty_r_idx[i])];
1714 if (current_world_ptr->bounty_r_idx[i] > 10000)
1717 done_mark = _("(済)", "(done)");
1725 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1728 if (!y && (i < MAX_KUBI -1))
1730 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1741 * 賞金首の報酬テーブル / List of prize object
1744 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1745 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1746 } prize_list[MAX_KUBI] =
1748 {TV_POTION, SV_POTION_CURING},
1749 {TV_POTION, SV_POTION_SPEED},
1750 {TV_POTION, SV_POTION_SPEED},
1751 {TV_POTION, SV_POTION_RESISTANCE},
1752 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1754 {TV_POTION, SV_POTION_HEALING},
1755 {TV_POTION, SV_POTION_RESTORE_MANA},
1756 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1757 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1758 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1760 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1761 {TV_POTION, SV_POTION_STAR_HEALING},
1762 {TV_POTION, SV_POTION_STAR_HEALING},
1763 {TV_POTION, SV_POTION_NEW_LIFE},
1764 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1766 {TV_POTION, SV_POTION_LIFE},
1767 {TV_POTION, SV_POTION_LIFE},
1768 {TV_POTION, SV_POTION_AUGMENTATION},
1769 {TV_POTION, SV_POTION_INVULNERABILITY},
1770 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1774 * @brief 賞金首の引き換え処理 / Get prize
1775 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1777 static bool kankin(void)
1781 bool change = FALSE;
1782 GAME_TEXT o_name[MAX_NLEN];
1785 /* Loop for p_ptr->inventory_list and right/left arm */
1786 for (i = 0; i <= INVEN_LARM; i++)
1788 o_ptr = &p_ptr->inventory_list[i];
1790 /* Living Tsuchinoko worthes $1000000 */
1791 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1793 char buf[MAX_NLEN+20];
1794 object_desc(o_name, o_ptr, 0);
1795 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1798 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1799 p_ptr->au += 1000000L * o_ptr->number;
1800 p_ptr->redraw |= (PR_GOLD);
1801 inven_item_increase(i, -o_ptr->number);
1802 inven_item_describe(i);
1803 inven_item_optimize(i);
1809 for (i = 0; i < INVEN_PACK; i++)
1811 o_ptr = &p_ptr->inventory_list[i];
1813 /* Corpse of Tsuchinoko worthes $200000 */
1814 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1816 char buf[MAX_NLEN+20];
1817 object_desc(o_name, o_ptr, 0);
1818 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1821 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1822 p_ptr->au += 200000L * o_ptr->number;
1823 p_ptr->redraw |= (PR_GOLD);
1824 inven_item_increase(i, -o_ptr->number);
1825 inven_item_describe(i);
1826 inven_item_optimize(i);
1832 for (i = 0; i < INVEN_PACK; i++)
1834 o_ptr = &p_ptr->inventory_list[i];
1836 /* Bones of Tsuchinoko worthes $100000 */
1837 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1839 char buf[MAX_NLEN+20];
1840 object_desc(o_name, o_ptr, 0);
1841 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1844 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1845 p_ptr->au += 100000L * o_ptr->number;
1846 p_ptr->redraw |= (PR_GOLD);
1847 inven_item_increase(i, -o_ptr->number);
1848 inven_item_describe(i);
1849 inven_item_optimize(i);
1855 for (i = 0; i < INVEN_PACK; i++)
1857 o_ptr = &p_ptr->inventory_list[i];
1858 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)))
1860 char buf[MAX_NLEN+20];
1861 object_desc(o_name, o_ptr, 0);
1862 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1865 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1866 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1867 p_ptr->redraw |= (PR_GOLD);
1868 inven_item_increase(i, -o_ptr->number);
1869 inven_item_describe(i);
1870 inven_item_optimize(i);
1876 for (i = 0; i < INVEN_PACK; i++)
1878 o_ptr = &p_ptr->inventory_list[i];
1880 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1882 char buf[MAX_NLEN+20];
1883 object_desc(o_name, o_ptr, 0);
1884 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1887 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1888 p_ptr->au += (r_info[today_mon].level * 30 + 60) * 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 (j = 0; j < MAX_KUBI; j++)
1900 /* Need reverse order --- Positions will be changed in the loop */
1901 for (i = INVEN_PACK-1; i >= 0; i--)
1903 o_ptr = &p_ptr->inventory_list[i];
1904 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1906 char buf[MAX_NLEN+20];
1908 INVENTORY_IDX item_new;
1911 object_desc(o_name, o_ptr, 0);
1912 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1913 if (!get_check(buf)) continue;
1915 #if 0 /* Obsoleted */
1916 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number);
1917 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1918 p_ptr->redraw |= (PR_GOLD);
1919 inven_item_increase(i, -o_ptr->number);
1920 inven_item_describe(i);
1921 inven_item_optimize(i);
1922 chg_virtue(V_JUSTICE, 5);
1923 current_world_ptr->bounty_r_idx[j] += 10000;
1926 #endif /* Obsoleted */
1929 inven_item_increase(i, -o_ptr->number);
1930 inven_item_describe(i);
1931 inven_item_optimize(i);
1933 chg_virtue(V_JUSTICE, 5);
1934 current_world_ptr->bounty_r_idx[j] += 10000;
1936 /* Count number of unique corpses already handed */
1937 for (num = 0, k = 0; k < MAX_KUBI; k++)
1939 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1941 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" : ""));
1943 /* Prepare to make a prize */
1944 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1945 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1947 object_aware(&forge);
1948 object_known(&forge);
1951 * Hand it --- Assume there is an empty slot.
1952 * Since a corpse is handed at first,
1953 * there is at least one empty slot.
1955 item_new = inven_carry(&forge);
1957 object_desc(o_name, &forge, 0);
1958 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1960 /* Auto-inscription */
1961 autopick_alter_item(item_new, FALSE);
1971 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."));
1979 * @brief 宿屋の利用サブルーチン
1980 * @details inn commands\n
1981 * Note that resting for the night was a perfect way to avoid player\n
1982 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1983 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1984 * will not be that useful. I will keep it in the hopes the player\n
1985 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1986 * Resting at night is also a quick way to restock stores -KMW-\n
1987 * @param cmd 宿屋の利用施設ID
1988 * @return 施設の利用が実際に行われたか否か。
1990 static bool inn_comm(int cmd)
1994 case BACT_FOOD: /* Buy food & drink */
1995 if (p_ptr->food >= PY_FOOD_FULL)
1997 msg_print(_("今は満腹だ。", "You are full now."));
2000 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."));
2001 (void)set_food(PY_FOOD_MAX - 1);
2004 case BACT_REST: /* Rest for the night */
2005 if ((p_ptr->poisoned) || (p_ptr->cut))
2007 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."));
2009 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."));
2013 s32b oldturn = current_world_ptr->game_turn;
2014 int prev_day, prev_hour, prev_min;
2016 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2017 if ((prev_hour >= 6) && (prev_hour <= 17))
2018 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2020 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2022 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2023 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2025 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2026 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2029 prevent_turn_overflow();
2031 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2032 p_ptr->chp = p_ptr->mhp;
2034 if (ironman_nightmare)
2036 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."));
2038 /* Have some nightmares */
2041 sanity_blast(NULL, FALSE);
2042 if (!one_in_(3)) break;
2045 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2046 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."));
2053 p_ptr->chp = p_ptr->mhp;
2054 p_ptr->csp = p_ptr->msp;
2055 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2058 for (i = 0; i < 72; i++)
2060 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2062 for (; i < 108; i++)
2064 p_ptr->magic_num1[i] = 0;
2068 if ((prev_hour >= 6) && (prev_hour <= 17))
2070 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."));
2071 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2075 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."));
2076 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2082 case BACT_RUMORS: /* Listen for rumors */
2084 display_rumor(TRUE);
2094 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2095 * @param questnum クエストのID
2096 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2099 static void get_questinfo(IDX questnum, bool do_init)
2102 QUEST_IDX old_quest;
2103 GAME_TEXT tmp_str[80];
2105 /* Clear the text */
2106 for (i = 0; i < 10; i++)
2108 quest_text[i][0] = '\0';
2111 quest_text_line = 0;
2113 /* Set the quest number temporary */
2114 old_quest = p_ptr->inside_quest;
2115 p_ptr->inside_quest = questnum;
2117 /* Get the quest text */
2118 init_flags = INIT_SHOW_TEXT;
2119 if (do_init) init_flags |= INIT_ASSIGN;
2121 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2123 /* Reset the old quest number */
2124 p_ptr->inside_quest = old_quest;
2126 /* Print the quest info */
2127 sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
2131 prt(quest[questnum].name, 7, 0);
2133 for (i = 0; i < 10; i++)
2135 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2140 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2143 static void castle_quest(void)
2145 QUEST_IDX q_index = 0;
2146 monster_race *r_ptr;
2153 /* Current quest of the building */
2154 q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2156 /* Is there a quest available at the building? */
2159 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);
2163 q_ptr = &quest[q_index];
2165 /* Quest is completed */
2166 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2168 /* Rewarded quest */
2169 q_ptr->status = QUEST_STATUS_REWARDED;
2171 get_questinfo(q_index, FALSE);
2173 reinit_wilderness = TRUE;
2176 else if (q_ptr->status == QUEST_STATUS_FAILED)
2178 get_questinfo(q_index, FALSE);
2180 /* Mark quest as done (but failed) */
2181 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2183 reinit_wilderness = TRUE;
2185 /* Quest is still unfinished */
2186 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2188 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);
2189 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);
2190 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);
2193 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2195 q_ptr->status = QUEST_STATUS_TAKEN;
2197 reinit_wilderness = TRUE;
2199 /* Assign a new quest */
2200 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2202 if (q_ptr->r_idx == 0)
2204 /* Random monster at least 5 - 10 levels out of deep */
2205 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2208 r_ptr = &r_info[q_ptr->r_idx];
2210 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2212 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2213 r_ptr = &r_info[q_ptr->r_idx];
2216 if (q_ptr->max_num == 0)
2218 /* Random monster number */
2219 if (randint1(10) > 7)
2222 q_ptr->max_num = randint1(3) + 1;
2226 name = (r_name + r_ptr->name);
2227 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2231 get_questinfo(q_index, TRUE);
2238 * @brief 町に関するヘルプを表示する / Display town history
2241 static void town_history(void)
2245 /* Peruse the building help file */
2246 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2251 * @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
2253 * @param mult スレイ倍率(掛け算部分)
2254 * @param div スレイ倍率(割り算部分)
2255 * @param force 理力特別計算フラグ
2258 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2266 tmp += dam * 60 * 2;
2280 * @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)
2282 * @param mult スレイ倍率(掛け算部分)
2283 * @param div スレイ倍率(割り算部分)
2284 * @param force 理力特別計算フラグ
2286 * @param plus 武器ダメージ修正
2287 * @param meichuu 命中値
2288 * @param dokubari 毒針処理か否か
2289 * @param vorpal_mult 切れ味倍率(掛け算部分)
2290 * @param vorpal_div 切れ味倍率(割り算部分)
2293 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2295 dam = calc_slaydam(dam, mult, div, force);
2296 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2297 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2303 * @brief 武器の各条件毎のダメージ期待値を表示する。
2306 * @param mindice ダイス部分最小値
2307 * @param maxdice ダイス部分最大値
2309 * @param dam_bonus ダメージ修正値
2311 * @param color 条件内容の表示色
2313 * Display the damage figure of an object\n
2314 * (used by compare_weapon_aux)\n
2316 * Only accurate for the current weapon, because it includes\n
2317 * the current +dam of the player.\n
2320 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2322 GAME_TEXT tmp_str[80];
2325 mindam = blows * (mindice + dam_bonus);
2326 maxdam = blows * (maxdice + dam_bonus);
2328 /* Print the intro text */
2329 c_put_str(color, attr, r, c);
2331 /* Calculate the min and max damage figures */
2332 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2334 /* Print the damage */
2335 put_str(tmp_str, r, c + 8);
2340 * @brief 武器一つ毎のダメージ情報を表示する。
2341 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2342 * @param col 表示する行の上端
2345 * Show the damage figures for the various monster types\n
2347 * Only accurate for the current weapon, because it includes\n
2348 * the current number of blows for the player.\n
2351 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2353 BIT_FLAGS flgs[TR_FLAG_SIZE];
2354 int blow = p_ptr->num_blow[0];
2356 bool dokubari = FALSE;
2358 /* Effective dices */
2359 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2360 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2362 int mindice = eff_dd;
2363 int maxdice = eff_ds * eff_dd;
2366 int vorpal_mult = 1;
2368 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2371 /* Get the flags of the weapon */
2372 object_flags(o_ptr, flgs);
2374 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2377 /* Show Critical Damage*/
2378 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2379 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2381 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2385 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2387 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2398 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);
2399 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);
2400 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2403 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2407 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);
2408 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);
2409 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2412 /* Print the relevant lines */
2413 if (have_flag(flgs, TR_KILL_ANIMAL))
2415 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);
2416 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);
2417 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2419 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2421 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);
2422 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);
2423 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2425 if (have_flag(flgs, TR_KILL_EVIL))
2427 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);
2428 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);
2429 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2431 else if (have_flag(flgs, TR_SLAY_EVIL))
2433 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);
2434 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);
2435 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2437 if (have_flag(flgs, TR_KILL_HUMAN))
2439 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);
2440 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);
2441 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2443 else if (have_flag(flgs, TR_SLAY_HUMAN))
2445 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);
2446 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);
2447 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2449 if (have_flag(flgs, TR_KILL_UNDEAD))
2451 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);
2452 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);
2453 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2455 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2457 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);
2458 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);
2459 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2461 if (have_flag(flgs, TR_KILL_DEMON))
2463 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);
2464 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);
2465 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2467 else if (have_flag(flgs, TR_SLAY_DEMON))
2469 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);
2470 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);
2471 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2473 if (have_flag(flgs, TR_KILL_ORC))
2475 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);
2476 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);
2477 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2479 else if (have_flag(flgs, TR_SLAY_ORC))
2481 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);
2482 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);
2483 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2485 if (have_flag(flgs, TR_KILL_TROLL))
2487 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);
2488 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);
2489 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2491 else if (have_flag(flgs, TR_SLAY_TROLL))
2493 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);
2494 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);
2495 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2497 if (have_flag(flgs, TR_KILL_GIANT))
2499 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);
2500 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);
2501 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2503 else if (have_flag(flgs, TR_SLAY_GIANT))
2505 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);
2506 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);
2507 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2509 if (have_flag(flgs, TR_KILL_DRAGON))
2511 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);
2512 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);
2513 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2515 else if (have_flag(flgs, TR_SLAY_DRAGON))
2517 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);
2518 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);
2519 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2521 if (have_flag(flgs, TR_BRAND_ACID))
2523 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);
2524 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);
2525 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2527 if (have_flag(flgs, TR_BRAND_ELEC))
2529 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);
2530 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);
2531 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2533 if (have_flag(flgs, TR_BRAND_FIRE))
2535 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);
2536 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);
2537 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2539 if (have_flag(flgs, TR_BRAND_COLD))
2541 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);
2542 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);
2543 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2545 if (have_flag(flgs, TR_BRAND_POIS))
2547 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);
2548 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);
2549 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2554 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2555 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2556 * @param row 表示する列の左端
2557 * @param col 表示する行の上端
2559 * Displays all info about a weapon
2561 * Only accurate for the current weapon, because it includes
2562 * various info about the player's +to_dam and number of blows.
2565 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2567 GAME_TEXT o_name[MAX_NLEN];
2568 GAME_TEXT tmp_str[80];
2570 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2571 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2572 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2574 /* Print the weapon name */
2575 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2576 c_put_str(TERM_YELLOW, o_name, row, col);
2578 /* Print the player's number of blows */
2579 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2580 put_str(tmp_str, row+1, col);
2582 /* Print to_hit and to_dam of the weapon */
2583 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2584 put_str(tmp_str, row+2, col);
2586 /* Print the weapons base damage dice */
2587 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2588 (int)hit_chance(reli, 0),
2589 (int)hit_chance(reli, 50),
2590 (int)hit_chance(reli, 100),
2591 (int)hit_chance(reli, 150),
2592 (int)hit_chance(reli, 200));
2593 put_str(tmp_str, row+3, col);
2594 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2596 /* Damage for one blow (if it hits) */
2597 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2598 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2599 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2600 put_str(tmp_str, row+6, col+1);
2602 /* Damage for the complete attack (if all blows hit) */
2603 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2604 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2605 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2606 put_str(tmp_str, row+7, col+1);
2610 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2612 * Copies the weapons to compare into the weapon-slot and\n
2613 * compares the values for both weapons.\n
2614 * 武器1つだけで比較をしないなら費用は半額になる。
2615 * @param bcost 基本鑑定費用
2616 * @return 最終的にかかった費用
2618 static PRICE compare_weapons(PRICE bcost)
2621 OBJECT_IDX item, item2;
2622 object_type *o_ptr[2];
2623 object_type orig_weapon;
2627 TERM_LEN wid = 38, mgn = 2;
2628 bool old_character_xtra = character_xtra;
2631 PRICE cost = 0; /* First time no price */
2636 /* Store copy of original wielded weapon */
2637 i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2638 object_copy(&orig_weapon, i_ptr);
2640 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2642 /* Get the first weapon */
2643 q = _("第一の武器は?", "What is your first weapon? ");
2644 s = _("比べるものがありません。", "You have nothing to compare.");
2646 o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2660 /* Only compare melee weapons */
2661 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2663 /* Hack -- prevent "icky" message */
2664 character_xtra = TRUE;
2666 /* Diaplay selected weapon's infomation */
2667 for (i = 0; i < n; i++)
2669 int col = (wid * i + mgn);
2671 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2672 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2674 p_ptr->update |= PU_BONUS;
2677 /* List the new values */
2678 list_weapon(o_ptr[i], row, col);
2679 compare_weapon_aux(o_ptr[i], col, row + 8);
2681 /* Copy back the original weapon into the weapon slot */
2682 object_copy(i_ptr, &orig_weapon);
2685 /* Reset the values for the old weapon */
2686 p_ptr->update |= PU_BONUS;
2689 character_xtra = old_character_xtra;
2692 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2693 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);
2694 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);
2696 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2697 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2698 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2706 if (total + cost > p_ptr->au)
2708 msg_print(_("お金が足りません!", "You don't have enough money!"));
2713 q = _("第二の武器は?", "What is your second weapon? ");
2714 s = _("比べるものがありません。", "You have nothing to compare.");
2716 /* Get the second weapon */
2717 o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2718 if (!o_ptr[1]) continue;
2736 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2738 * Calculate and display the dodge-rate and the protection-rate
2740 * @param iAC プレイヤーのAC。
2741 * @return 常にTRUEを返す。
2743 static bool eval_ac(ARMOUR_CLASS iAC)
2747 "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"
2748 "何パーセント軽減するかを示します。\n"
2749 "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"
2750 "に対してのみ効果があります。\n \n"
2751 "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"
2752 "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"
2753 "敵のレベルとあなたのACによって決定されます。\n \n"
2754 "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"
2755 "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";
2758 "'Protection Rate' means how much damage is reduced by your armor.\n"
2759 "Note that the Protection rate is effective only against normal "
2760 "'attack' and 'shatter' type melee attacks, "
2761 "and has no effect against any other types such as 'poison'.\n \n"
2762 "'Dodge Rate' indicates the success rate on dodging the "
2763 "monster's melee attacks. "
2764 "It is depend on the level of the monster and your AC.\n \n"
2765 "'Average Damage' indicates the expected amount of damage "
2766 "when you are attacked by normal melee attacks with power=100.";
2770 TERM_LEN col, row = 2;
2772 char buf[80*20], *t;
2774 /* AC lower than zero has no effect */
2775 if (iAC < 0) iAC = 0;
2778 protection = 100 * MIN(iAC, 150) / 250;
2783 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2784 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2787 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2788 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2789 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2791 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2793 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2794 int dodge; /* 回避率(%) */
2795 int average; /* ダメージ期待値 */
2797 put_str(format("%3d", lvl), row + 0, col);
2800 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2801 put_str(format("%3d%%", dodge), row + 1, col);
2803 /* 100点の攻撃に対してのダメージ期待値を計算 */
2804 average = (100 - dodge) * (100 - protection) / 100;
2805 put_str(format("%3d", average), row + 2, col);
2809 roff_to_buf(memo, 70, buf, sizeof(buf));
2810 for (t = buf; t[0]; t += strlen(t) + 1)
2811 put_str(t, (row++) + 4, 4);
2813 prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
2825 * @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。
2826 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2827 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2828 * @return 修復対象になるならTRUEを返す。
2830 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2833 int cand[TR_FLAG_MAX];
2834 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2835 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2837 object_flags(to_ptr, to_flgs);
2838 object_flags(from_ptr, from_flgs);
2840 for (i = 0; i < TR_FLAG_MAX; i++)
2844 case TR_IGNORE_ACID:
2845 case TR_IGNORE_ELEC:
2846 case TR_IGNORE_FIRE:
2847 case TR_IGNORE_COLD:
2856 case TR_FIXED_FLAVOR:
2859 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2861 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2869 int tr_idx = cand[randint0(n)];
2870 add_flag(to_ptr->art_flags, tr_idx);
2871 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2872 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2873 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2874 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2881 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2882 * @param bcost 基本修復費用
2885 static PRICE repair_broken_weapon_aux(PRICE bcost)
2888 OBJECT_IDX item, mater;
2889 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2891 int i, dd_bonus, ds_bonus;
2892 KIND_OBJECT_IDX k_idx;
2893 char basenm[MAX_NLEN];
2898 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);
2899 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);
2901 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2902 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2904 /* Only forge broken weapons */
2905 item_tester_hook = item_tester_hook_broken_weapon;
2907 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2908 if (!o_ptr) return (0);
2910 /* It is worthless */
2911 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2913 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2917 /* They are too many */
2918 if (o_ptr->number > 1)
2920 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!"));
2924 /* Display item name */
2925 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2926 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2928 q = _("材料となる武器は?", "Which weapon for material? ");
2929 s = _("材料となる武器がありません。", "You have no material to repair.");
2931 /* Only forge broken weapons */
2932 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2934 mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2935 if (!mo_ptr) return (0);
2938 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2942 /* Display item name */
2943 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2944 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2946 /* Get the value of one of the items (except curses) */
2947 cost = bcost + object_value_real(o_ptr) * 2;
2949 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);
2951 /* Check if the player has enough money */
2952 if (p_ptr->au < cost)
2954 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2955 msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
2960 p_ptr->total_weight -= o_ptr->weight;
2962 if (o_ptr->sval == SV_BROKEN_DAGGER)
2967 /* Suppress compiler warning */
2970 for (j = 1; j < max_k_idx; j++)
2972 object_kind *k_aux_ptr = &k_info[j];
2974 if (k_aux_ptr->tval != TV_SWORD) continue;
2975 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2976 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2977 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2978 if (k_aux_ptr->weight > 99) continue;
2987 else /* TV_BROKEN_SWORD */
2989 /* Repair to a sword or sometimes material's type weapon */
2990 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2994 object_kind *ck_ptr;
2996 k_idx = lookup_kind(tval, SV_ANY);
2997 ck_ptr = &k_info[k_idx];
2999 if (tval == TV_SWORD)
3001 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3002 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3003 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3004 (ck_ptr->sval == SV_DOKUBARI)) continue;
3006 if (tval == TV_POLEARM)
3008 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3009 (ck_ptr->sval == SV_TSURIZAO)) continue;
3011 if (tval == TV_HAFTED)
3013 if ((ck_ptr->sval == SV_GROND) ||
3014 (ck_ptr->sval == SV_WIZSTAFF) ||
3015 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3022 /* Calculate dice bonuses */
3023 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3024 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3025 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3026 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3028 /* Change base object */
3029 k_ptr = &k_info[k_idx];
3030 o_ptr->k_idx = k_idx;
3031 o_ptr->weight = k_ptr->weight;
3032 o_ptr->tval = k_ptr->tval;
3033 o_ptr->sval = k_ptr->sval;
3034 o_ptr->dd = k_ptr->dd;
3035 o_ptr->ds = k_ptr->ds;
3037 /* Copy base object's ability */
3038 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3039 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3040 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3046 for (i = 1; i < dd_bonus; i++)
3048 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3054 for (i = 1; i < ds_bonus; i++)
3056 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3060 if (have_flag(k_ptr->flags, TR_BLOWS))
3062 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3063 o_ptr->pval = MIN(o_ptr->pval, bmax);
3066 /* Add one random ability from material weapon */
3067 give_one_ability_of_object(o_ptr, mo_ptr);
3069 /* Add to-dam, to-hit and to-ac from material weapon */
3070 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3071 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3072 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3074 if ((o_ptr->name1 == ART_NARSIL) ||
3075 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3076 (object_is_ego(o_ptr) && one_in_(7)))
3079 if (object_is_ego(o_ptr))
3081 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3082 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3085 /* Add one random ability from material weapon */
3086 give_one_ability_of_object(o_ptr, mo_ptr);
3088 /* Add one random activation */
3089 if (!activation_index(o_ptr)) one_activation(o_ptr);
3092 if (o_ptr->name1 == ART_NARSIL)
3094 one_high_resistance(o_ptr);
3098 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3101 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3103 msg_format("$%dで%sに修復しました。", cost, basenm);
3105 msg_format("Repaired into %s for %d gold.", basenm, cost);
3109 /* Remove BROKEN flag */
3110 o_ptr->ident &= ~(IDENT_BROKEN);
3112 /* Add repaired flag */
3113 o_ptr->discount = 99;
3115 p_ptr->total_weight += o_ptr->weight;
3118 /* Decrease material object */
3119 inven_item_increase(mater, -1);
3120 inven_item_optimize(mater);
3123 p_ptr->update |= PU_BONUS;
3126 /* Something happened */
3131 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3132 * @param bcost 基本鑑定費用
3135 static int repair_broken_weapon(PRICE bcost)
3139 cost = repair_broken_weapon_aux(bcost);
3146 * @brief アイテムの強化を行う。 / Enchant item
3147 * @param cost 1回毎の費用
3148 * @param to_hit 命中をアップさせる量
3149 * @param to_dam ダメージをアップさせる量
3150 * @param to_ac ACをアップさせる量
3151 * @return 実際に行ったらTRUE
3153 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3160 int maxenchant = (p_ptr->lev / 5);
3161 char tmp_str[MAX_NLEN];
3164 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3165 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3167 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3168 s = _("改良できるものがありません。", "You have nothing to improve.");
3170 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3171 if (!o_ptr) return (FALSE);
3173 /* Check if the player has enough money */
3174 if (p_ptr->au < (cost * o_ptr->number))
3176 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3177 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);
3181 /* Enchant to hit */
3182 for (i = 0; i < to_hit; i++)
3184 if (o_ptr->to_h < maxenchant)
3186 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3194 /* Enchant to damage */
3195 for (i = 0; i < to_dam; i++)
3197 if (o_ptr->to_d < maxenchant)
3199 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3208 for (i = 0; i < to_ac; i++)
3210 if (o_ptr->to_a < maxenchant)
3212 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3223 if (flush_failure) flush();
3224 msg_print(_("改良に失敗した。", "The improvement failed."));
3229 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3231 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3233 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3236 /* Charge the money */
3237 p_ptr->au -= (cost * o_ptr->number);
3239 if (item >= INVEN_RARM) calc_android_exp();
3241 /* Something happened */
3248 * @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
3250 * The player can select the number of charges to add\n
3251 * (up to a limit), and the recharge never fails.\n
3253 * The cost for rods depends on the level of the rod. The prices\n
3254 * for recharging wands and staves are dependent on the cost of\n
3258 static void building_recharge(void)
3266 PARAMETER_VALUE charges;
3268 char tmp_str[MAX_NLEN];
3272 /* Display some info */
3274 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);
3277 /* Only accept legal items */
3278 item_tester_hook = item_tester_hook_recharge;
3280 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3281 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3283 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3286 k_ptr = &k_info[o_ptr->k_idx];
3289 * We don't want to give the player free info about
3290 * the level of the item or the number of charges.
3292 /* The item must be "known" */
3293 if (!object_is_known(o_ptr))
3295 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!"));
3298 if ((p_ptr->au >= 50) &&
3299 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3303 identify_item(o_ptr);
3304 object_desc(tmp_str, o_ptr, 0);
3305 msg_format(_("%s です。", "You have: %s."), tmp_str);
3307 /* Auto-inscription */
3308 autopick_alter_item(item, FALSE);
3310 /* Update the gold display */
3311 building_prt_gold();
3319 /* Extract the object "level" */
3320 lev = k_info[o_ptr->k_idx].level;
3322 /* Price for a rod */
3323 if (o_ptr->tval == TV_ROD)
3325 if (o_ptr->timeout > 0)
3327 /* Fully recharge */
3328 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3332 /* No recharge necessary */
3334 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3338 else if (o_ptr->tval == TV_STAFF)
3340 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3341 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3343 /* Pay at least 10 gold per charge */
3344 price = MAX(10, price);
3348 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3349 price = (k_info[o_ptr->k_idx].cost / 10);
3351 /* Pay at least 10 gold per charge */
3352 price = MAX(10, price);
3355 /* Limit the number of charges for wands and staffs */
3356 if (o_ptr->tval == TV_WAND
3357 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3359 if (o_ptr->number > 1)
3361 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3365 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3369 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3371 if (o_ptr->number > 1)
3373 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3377 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3382 /* Check if the player has enough money */
3383 if (p_ptr->au < price)
3385 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3387 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3389 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3395 if (o_ptr->tval == TV_ROD)
3398 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3400 if (get_check(format("Recharge the %s for %d gold? ",
3401 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3405 /* Recharge fully */
3415 if (o_ptr->tval == TV_STAFF)
3416 max_charges = k_ptr->pval - o_ptr->pval;
3418 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3420 /* Get the quantity for staves and wands */
3421 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3422 MIN(p_ptr->au / price, max_charges));
3425 if (charges < 1) return;
3427 /* Get the new price */
3431 o_ptr->pval += charges;
3433 /* We no longer think the item is empty */
3434 o_ptr->ident &= ~(IDENT_EMPTY);
3438 object_desc(tmp_str, o_ptr, 0);
3440 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3442 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3444 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3446 p_ptr->window |= (PW_INVEN);
3457 * @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
3459 * The player can select the number of charges to add\n
3460 * (up to a limit), and the recharge never fails.\n
3462 * The cost for rods depends on the level of the rod. The prices\n
3463 * for recharging wands and staves are dependent on the cost of\n
3467 static void building_recharge_all(void)
3474 PRICE total_cost = 0;
3477 /* Display some info */
3480 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);
3482 /* Calculate cost */
3483 for ( i = 0; i < INVEN_PACK; i++)
3485 o_ptr = &p_ptr->inventory_list[i];
3487 /* skip non magic device */
3488 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3490 /* need identified */
3491 if (!object_is_known(o_ptr)) total_cost += 50;
3493 /* Extract the object "level" */
3494 lev = k_info[o_ptr->k_idx].level;
3496 k_ptr = &k_info[o_ptr->k_idx];
3498 switch (o_ptr->tval)
3501 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3505 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3506 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3508 /* Pay at least 10 gold per charge */
3509 price = MAX(10, price);
3512 price = (k_ptr->pval - o_ptr->pval) * price;
3516 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3517 price = (k_info[o_ptr->k_idx].cost / 10);
3519 /* Pay at least 10 gold per charge */
3520 price = MAX(10, price);
3523 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3527 /* if price <= 0 then item have enough charge */
3528 if (price > 0) total_cost += price;
3533 msg_print(_("充填する必要はありません。", "No need to recharge."));
3538 /* Check if the player has enough money */
3539 if (p_ptr->au < total_cost)
3541 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 );
3545 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3547 for (i = 0; i < INVEN_PACK; i++)
3549 o_ptr = &p_ptr->inventory_list[i];
3550 k_ptr = &k_info[o_ptr->k_idx];
3552 /* skip non magic device */
3553 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3555 if (!object_is_known(o_ptr))
3557 identify_item(o_ptr);
3559 /* Auto-inscription */
3560 autopick_alter_item(i, FALSE);
3564 switch (o_ptr->tval)
3570 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3571 /* We no longer think the item is empty */
3572 o_ptr->ident &= ~(IDENT_EMPTY);
3575 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3576 o_ptr->pval = o_ptr->number * k_ptr->pval;
3577 /* We no longer think the item is empty */
3578 o_ptr->ident &= ~(IDENT_EMPTY);
3584 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3586 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3588 p_ptr->window |= (PW_INVEN);
3591 p_ptr->au -= total_cost;
3598 * @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-
3599 * @return 常にTRUEを返す。
3600 * @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。
3602 static bool research_mon(void)
3610 bool recall = FALSE;
3614 /* XTRA HACK WHATSEARCH */
3620 /* XTRA HACK REMEMBER_IDX */
3621 static int old_sym = '\0';
3622 static IDX old_i = 0;
3626 /* Get a character, or abort */
3627 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):",
3628 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3636 /* Find that character info, and describe it */
3637 for (i = 0; ident_info[i]; ++i)
3639 if (sym == ident_info[i][0]) break;
3642 /* XTRA HACK WHATSEARCH */
3643 if (sym == KTRL('A'))
3646 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3648 else if (sym == KTRL('U'))
3651 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3653 else if (sym == KTRL('N'))
3656 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3658 else if (sym == KTRL('M'))
3661 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3668 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3670 else if (ident_info[i])
3672 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3676 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3679 /* Display the result */
3682 /* Allocate the "who" array */
3683 C_MAKE(who, max_r_idx, MONRACE_IDX);
3685 /* Collect matching monsters */
3686 for (n = 0, i = 1; i < max_r_idx; i++)
3688 monster_race *r_ptr = &r_info[i];
3691 if (!r_ptr->name) continue;
3693 /* XTRA HACK WHATSEARCH */
3694 /* Require non-unique monsters if needed */
3695 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3697 /* Require unique monsters if needed */
3698 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3706 for (xx = 0; temp[xx] && xx < 80; xx++)
3709 if (iskanji(temp[xx]))
3715 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3719 strcpy(temp2, r_name + r_ptr->E_name);
3721 strcpy(temp2, r_name + r_ptr->name);
3723 for (xx = 0; temp2[xx] && xx < 80; xx++)
3724 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3727 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3729 if (my_strstr(temp2, temp))
3733 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3736 /* Nothing to recall */
3739 /* Free the "who" array */
3740 C_KILL(who, max_r_idx, MONRACE_IDX);
3750 /* Sort if needed */
3753 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3757 /* Start at the end */
3758 /* XTRA HACK REMEMBER_IDX */
3759 if (old_sym == sym && old_i < n) i = old_i;
3764 /* Scan the monster memory */
3767 /* Extract a race */
3770 /* Hack -- Begin the prompt */
3773 /* Hack -- Complete the prompt */
3774 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3782 /*** Recall on screen ***/
3784 /* Get maximal info about this monster */
3785 lore_do_probe(r_idx);
3787 /* Save this monster ID */
3788 monster_race_track(r_idx);
3791 /* know every thing mode */
3792 screen_roff(r_idx, 0x01);
3795 /* XTRA HACK REMEMBER_IDX */
3803 /* Normal commands */
3804 if (query != 'r') break;
3811 if (query == ESCAPE) break;
3813 /* Move to "prev" monster */
3819 if (!expand_list) break;
3823 /* Move to "next" monster */
3829 if (!expand_list) break;
3835 /* Re-display the identity */
3836 /* prt(buf, 5, 5);*/
3838 /* Free the "who" array */
3839 C_KILL(who, max_r_idx, MONRACE_IDX);
3842 return (!notpicked);
3847 * @brief 施設の処理実行メインルーチン / Execute a building command
3848 * @param bldg 施設構造体の参照ポインタ
3849 * @param i 実行したい施設のサービステーブルの添字
3852 static void bldg_process_command(building_type *bldg, int i)
3854 BACT_IDX bact = bldg->actions[i];
3862 bcost = bldg->member_costs[i];
3864 bcost = bldg->other_costs[i];
3866 /* action restrictions */
3867 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3868 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3870 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3874 /* check gold (HACK - Recharge uses variable costs) */
3875 if ((bact != BACT_RECHARGE) &&
3876 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3877 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3879 msg_print(_("お金が足りません!", "You do not have the gold!"));
3888 case BACT_RESEARCH_ITEM:
3889 paid = identify_fully(FALSE);
3891 case BACT_TOWN_HISTORY:
3894 case BACT_RACE_LEGENDS:
3900 case BACT_KING_LEGENDS:
3901 case BACT_ARENA_LEGENDS:
3906 case BACT_ARENA_RULES:
3910 case BACT_IN_BETWEEN:
3912 case BACT_SPIN_WHEEL:
3913 case BACT_DICE_SLOTS:
3914 case BACT_GAMBLE_RULES:
3921 paid = inn_comm(bact);
3923 case BACT_RESEARCH_MONSTER:
3924 paid = research_mon();
3926 case BACT_COMPARE_WEAPONS:
3928 bcost = compare_weapons(bcost);
3930 case BACT_ENCHANT_WEAPON:
3931 item_tester_hook = object_allow_enchant_melee_weapon;
3932 enchant_item(bcost, 1, 1, 0);
3934 case BACT_ENCHANT_ARMOR:
3935 item_tester_hook = object_is_armour;
3936 enchant_item(bcost, 0, 0, 1);
3939 building_recharge();
3941 case BACT_RECHARGE_ALL:
3942 building_recharge_all();
3944 case BACT_IDENTS: /* needs work */
3945 if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
3947 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3950 case BACT_IDENT_ONE: /* needs work */
3951 paid = ident_spell(FALSE);
3956 case BACT_HEALING: /* needs work */
3957 paid = cure_critical_wounds(200);
3959 case BACT_RESTORE: /* needs work */
3960 paid = restore_all_status();
3962 case BACT_ENCHANT_ARROWS:
3963 item_tester_hook = item_tester_hook_ammo;
3964 enchant_item(bcost, 1, 1, 0);
3966 case BACT_ENCHANT_BOW:
3967 item_tester_tval = TV_BOW;
3968 enchant_item(bcost, 1, 1, 0);
3972 if (recall_player(p_ptr, 1)) paid = TRUE;
3975 case BACT_TELEPORT_LEVEL:
3977 paid = free_level_recall(p_ptr);
3980 case BACT_LOSE_MUTATION:
3981 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3982 (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3984 while(!lose_mutation(0));
3989 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3998 case BACT_TSUCHINOKO:
4015 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4016 set_virtue(V_COMPASSION, 0);
4017 set_virtue(V_HONOUR, 0);
4018 set_virtue(V_JUSTICE, 0);
4019 set_virtue(V_SACRIFICE, 0);
4020 set_virtue(V_KNOWLEDGE, 0);
4021 set_virtue(V_FAITH, 0);
4022 set_virtue(V_ENLIGHTEN, 0);
4023 set_virtue(V_ENCHANT, 0);
4024 set_virtue(V_CHANCE, 0);
4025 set_virtue(V_NATURE, 0);
4026 set_virtue(V_HARMONY, 0);
4027 set_virtue(V_VITALITY, 0);
4028 set_virtue(V_UNLIFE, 0);
4029 set_virtue(V_PATIENCE, 0);
4030 set_virtue(V_TEMPERANCE, 0);
4031 set_virtue(V_DILIGENCE, 0);
4032 set_virtue(V_VALOUR, 0);
4033 set_virtue(V_INDIVIDUALISM, 0);
4038 case BACT_TELE_TOWN:
4043 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4046 case BACT_BROKEN_WEAPON:
4048 bcost = repair_broken_weapon(bcost);
4059 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4062 void do_cmd_bldg(void)
4067 building_type *bldg;
4069 if(p_ptr->wild_mode) return;
4071 take_turn(p_ptr, 100);
4073 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4075 msg_print(_("ここには建物はない。", "You see no building here."));
4079 which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4081 bldg = &building[which];
4083 /* Don't re-init the wilderness */
4084 reinit_wilderness = FALSE;
4086 if ((which == 2) && (p_ptr->arena_number < 0))
4088 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4091 else if ((which == 2) && p_ptr->inside_arena)
4093 if (!p_ptr->exit_bldg && current_floor_ptr->m_cnt > 0)
4095 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);
4099 /* Don't save the arena as saved floor */
4100 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4102 p_ptr->inside_arena = FALSE;
4103 p_ptr->leaving = TRUE;
4105 /* Re-enter the arena */
4106 command_new = SPECIAL_KEY_BUILDING;
4108 /* No energy needed to re-enter the arena */
4114 else if (p_ptr->inside_battle)
4116 /* Don't save the arena as saved floor */
4117 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4119 p_ptr->leaving = TRUE;
4120 p_ptr->inside_battle = FALSE;
4122 /* Re-enter the monster arena */
4123 command_new = SPECIAL_KEY_BUILDING;
4125 /* No energy needed to re-enter the arena */
4132 p_ptr->oldpy = p_ptr->y;
4133 p_ptr->oldpx = p_ptr->x;
4139 /* Hack -- Increase "icky" depth */
4146 show_building(bldg);
4147 p_ptr->leave_bldg = FALSE;
4149 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4151 while (!p_ptr->leave_bldg)
4156 building_prt_gold();
4160 if (command == ESCAPE)
4162 p_ptr->leave_bldg = TRUE;
4163 p_ptr->inside_arena = FALSE;
4164 p_ptr->inside_battle = FALSE;
4168 for (i = 0; i < 8; i++)
4170 if (bldg->letters[i])
4172 if (bldg->letters[i] == command)
4180 if(validcmd) bldg_process_command(bldg, i);
4185 select_floor_music();
4190 /* Reinit wilderness to activate quests ... */
4191 if (reinit_wilderness)
4193 p_ptr->leaving = TRUE;
4196 /* Hack -- Decrease "icky" depth */
4201 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4202 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4203 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4208 * @brief 今日の賞金首を確定する / Determine today's bounty monster
4210 * @note conv_old is used if loaded 0.0.3 or older save file
4212 void determine_today_mon(bool conv_old)
4215 bool old_inside_battle = p_ptr->inside_battle;
4216 monster_race *r_ptr;
4220 for (i = 0; i < max_d_idx; i++)
4222 if (max_dlv[i] < d_info[i].mindepth) continue;
4223 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4226 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4228 p_ptr->inside_battle = TRUE;
4229 get_mon_num_prep(NULL, NULL);
4233 today_mon = get_mon_num(max_dl);
4234 r_ptr = &r_info[today_mon];
4236 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4237 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4238 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4239 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4240 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4241 if (r_ptr->rarity > 10) continue;
4245 p_ptr->today_mon = 0;
4246 p_ptr->inside_battle = old_inside_battle;
4252 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4255 void determine_bounty_uniques(void)
4259 monster_race *r_ptr;
4261 get_mon_num_prep(NULL, NULL);
4262 for (i = 0; i < MAX_KUBI; i++)
4266 current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4267 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4269 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4271 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4273 if (r_ptr->rarity > 100) continue;
4275 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4277 for (j = 0; j < i; j++)
4278 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4285 for (i = 0; i < MAX_KUBI - 1; i++)
4287 for (j = i; j < MAX_KUBI; j++)
4289 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4291 tmp = current_world_ptr->bounty_r_idx[i];
4292 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4293 current_world_ptr->bounty_r_idx[j] = tmp;