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
21 #include "cmd-magiceat.h"
23 #include "floor-events.h"
24 #include "floor-save.h"
26 #include "objectkind.h"
27 #include "object-boost.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
31 #include "monsterrace-hook.h"
43 #include "cmd-spell.h"
46 #include "spells-status.h"
47 #include "realm-hex.h"
48 #include "dungeon-file.h"
51 #include "player-status.h"
52 #include "player-effects.h"
53 #include "player-class.h"
54 #include "player-personality.h"
57 #include "view-mainwindow.h"
58 #include "monsterrace.h"
65 building_type building[MAX_BLDG];
67 MONRACE_IDX battle_mon[4];
73 bool reinit_wilderness = FALSE;
74 MONSTER_IDX today_mon;
77 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
79 const arena_type arena_info[MAX_ARENA_MONS + 2] =
81 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
82 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
83 { MON_IMP, TV_POTION, SV_POTION_SPEED },
84 { MON_LION_HEART, 0, 0 },
85 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
86 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
87 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
88 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
89 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
90 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
91 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
92 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
93 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
94 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
95 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
96 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
97 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
98 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
99 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
100 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
101 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
102 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
103 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
104 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
105 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
106 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
107 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
108 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
109 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
110 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
111 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
112 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
113 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
114 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
115 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
116 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
117 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
118 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
119 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
120 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
121 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
122 { 0, 0, 0 }, /* Victory prizing */
123 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
127 * @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。
128 * @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、
129 * 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。
130 * @param bldg 施設構造体の参照ポインタ
131 * @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。
133 static bool is_owner(building_type *bldg)
135 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
140 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
145 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
146 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
155 * @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。
157 * @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、
158 * 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。
159 * @param bldg 施設構造体の参照ポインタ
160 * @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。
161 * @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。
163 static bool is_member(building_type *bldg)
165 if (bldg->member_class[p_ptr->pclass])
170 if (bldg->member_race[p_ptr->prace])
175 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
176 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
182 if (p_ptr->pclass == CLASS_SORCERER)
186 for (i = 0; i < MAX_MAGIC; i++)
188 if (bldg->member_realm[i+1]) OK = TRUE;
196 * @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
197 * @details 消去は行毎にヌル文字列で行われる。
198 * @param min_row 開始行番号
199 * @param max_row 末尾行番号
202 void clear_bldg(int min_row, int max_row)
206 for (i = min_row; i <= max_row; i++)
214 static void building_prt_gold(void)
217 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
218 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
219 prt(tmp_str, 23, 68);
223 * @brief 施設のサービス一覧を表示する / Display a building.
224 * @param bldg 施設構造体の参照ポインタ
227 static void show_building(building_type* bldg)
235 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
239 for (i = 0; i < 8; i++)
241 if (bldg->letters[i])
243 if (bldg->action_restr[i] == 0)
245 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
246 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
248 action_color = TERM_WHITE;
251 else if (is_owner(bldg))
253 action_color = TERM_YELLOW;
254 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
258 action_color = TERM_YELLOW;
259 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
261 else if (bldg->action_restr[i] == 1)
263 if (!is_member(bldg))
265 action_color = TERM_L_DARK;
266 strcpy(buff, _("(閉店)", "(closed)"));
268 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
269 (is_member(bldg) && (bldg->other_costs[i] == 0)))
271 action_color = TERM_WHITE;
274 else if (is_owner(bldg))
276 action_color = TERM_YELLOW;
277 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
281 action_color = TERM_YELLOW;
282 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
289 action_color = TERM_L_DARK;
290 strcpy(buff, _("(閉店)", "(closed)"));
292 else if (bldg->member_costs[i] != 0)
294 action_color = TERM_YELLOW;
295 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
299 action_color = TERM_WHITE;
304 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
305 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
308 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
312 * @brief 闘技場に入るコマンドの処理 / arena commands
313 * @param cmd 闘技場処理のID
316 static void arena_comm(int cmd)
325 if (p_ptr->arena_number == MAX_ARENA_MONS)
328 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
329 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);
330 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);
334 p_ptr->au += 1000000L;
335 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
337 p_ptr->arena_number++;
339 else if (p_ptr->arena_number > MAX_ARENA_MONS)
341 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
343 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."));
345 if (get_check(_("挑戦するかね?", "Do you fight? ")))
347 msg_print(_("死ぬがよい。", "Die, maggots."));
350 p_ptr->exit_bldg = FALSE;
353 /* Save the surface floor as saved floor */
354 prepare_change_floor_mode(CFM_SAVE_FLOORS);
356 p_ptr->inside_arena = TRUE;
357 p_ptr->leaving = TRUE;
358 p_ptr->leave_bldg = TRUE;
362 msg_print(_("残念だ。", "We are disappointed."));
367 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。",
368 "You enter the arena briefly and bask in your glory."));
372 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
374 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。",
375 "You don't have permission to enter with pet."));
380 p_ptr->exit_bldg = FALSE;
383 /* Save the surface floor as saved floor */
384 prepare_change_floor_mode(CFM_SAVE_FLOORS);
386 p_ptr->inside_arena = TRUE;
387 p_ptr->leaving = TRUE;
388 p_ptr->leave_bldg = TRUE;
392 if (p_ptr->arena_number == MAX_ARENA_MONS)
393 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。",
394 "You are victorious. Enter the arena for the ceremony."));
396 else if (p_ptr->arena_number > MAX_ARENA_MONS)
398 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
402 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
403 name = (r_name + r_ptr->name);
404 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
406 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
407 p_ptr->window |= (PW_MONSTER);
412 case BACT_ARENA_RULES:
415 /* Peruse the arena help file */
416 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
424 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
425 * @param row シンボルを表示する行の上端
426 * @param col シンボルを表示する行の左端
427 * @param fruit 表示するシンボルID
430 static void display_fruit(int row, int col, int fruit)
435 c_put_str(TERM_YELLOW, " ####.", row, col);
436 c_put_str(TERM_YELLOW, " # #", row + 1, col);
437 c_put_str(TERM_YELLOW, " # #", row + 2, col);
438 c_put_str(TERM_YELLOW, "# #", row + 3, col);
439 c_put_str(TERM_YELLOW, "# #", row + 4, col);
440 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
441 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
442 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
444 " Lemon "), row + 8, col);
447 c_put_str(TERM_ORANGE, " ## ", row, col);
448 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
449 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
450 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
451 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
452 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
453 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
454 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
456 " Orange "), row + 8, col);
459 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
460 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
461 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
462 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
463 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
464 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
465 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
466 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
467 prt( _(" 剣 ", " Sword ") , row + 8, col);
470 c_put_str(TERM_SLATE, " ###### ", row, col);
471 c_put_str(TERM_SLATE, "# #", row + 1, col);
472 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
473 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
474 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
475 c_put_str(TERM_SLATE, " # # ", row + 5, col);
476 c_put_str(TERM_SLATE, " # # ", row + 6, col);
477 c_put_str(TERM_SLATE, " ## ", row + 7, col);
479 " Shield "), row + 8, col);
482 c_put_str(TERM_VIOLET, " ## ", row, col);
483 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
484 c_put_str(TERM_VIOLET, "########", row + 2, col);
485 c_put_str(TERM_VIOLET, "########", row + 3, col);
486 c_put_str(TERM_VIOLET, "########", row + 4, col);
487 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
488 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
489 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
491 " Plum "), row + 8, col);
494 c_put_str(TERM_RED, " ##", row, col);
495 c_put_str(TERM_RED, " ### ", row + 1, col);
496 c_put_str(TERM_RED, " #..# ", row + 2, col);
497 c_put_str(TERM_RED, " #..# ", row + 3, col);
498 c_put_str(TERM_RED, " ###### ", row + 4, col);
499 c_put_str(TERM_RED, "#..##..#", row + 5, col);
500 c_put_str(TERM_RED, "#..##..#", row + 6, col);
501 c_put_str(TERM_RED, " ## ## ", row + 7, col);
503 " Cherry "), row + 8, col);
509 * kpoker no (tyuto-hannpa na)pakuri desu...
510 * joker ha shineru node haitte masen.
512 * TODO: donataka! tsukutte!
513 * - agatta yaku no kiroku (like DQ).
514 * - kakkoii card no e.
515 * - sousa-sei no koujyo.
516 * - code wo wakariyasuku.
518 * - Joker... -- done.
521 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
524 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
525 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
526 #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 */
528 static int cards[5]; /*!< ポーカーの現在の手札ID */
535 static void reset_deck(int deck[])
538 for (i = 0; i < 53; i++) deck[i] = i;
541 for (i = 0; i < 53; i++){
542 int tmp1 = randint0(53 - i) + i;
544 deck[i] = deck[tmp1];
550 * @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。
551 * @return ジョーカーを持っているか。
553 static bool have_joker(void)
557 for (i = 0; i < 5; i++){
558 if(IS_JOKER(cards[i])) return TRUE;
564 * @brief ポーカーの手札に該当の番号の札があるかを返す。
565 * @param num 探したいカードの番号。
566 * @return 該当の番号が手札にあるか。
568 static bool find_card_num(int num)
571 for (i = 0; i < 5; i++)
572 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
577 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
580 static bool yaku_check_flush(void)
583 bool joker_is_used = FALSE;
585 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
586 for (i = 0; i < 5; i++){
587 if (SUIT_OF(cards[i]) != suit){
588 if(have_joker() && !joker_is_used)
589 joker_is_used = TRUE;
599 * @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。
600 * @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
602 static int yaku_check_straight(void)
605 bool joker_is_used = FALSE;
606 bool straight = FALSE;
609 for (i = 0; i < 5; i++)
611 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
612 lowest = NUM_OF(cards[i]);
615 /* Check Royal Straight Flush */
616 if (yaku_check_flush())
619 for (i = 0; i < 4; i++)
621 if (!find_card_num(9 + i)){
622 if( have_joker() && !joker_is_used )
623 joker_is_used = TRUE;
628 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
631 for (i = 0; i < 3; i++)
633 if (!find_card_num(10 + i))
636 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
640 joker_is_used = FALSE;
642 /* Straight Only Check */
644 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
645 for (i = 0; i < 4; i++)
647 if (!find_card_num(9 + i)) {
648 if (have_joker() && !joker_is_used)
649 joker_is_used = TRUE;
654 if(i == 4) straight = TRUE;
657 joker_is_used = FALSE;
659 for (i = 0; i < 5; i++)
661 if(!find_card_num(lowest + i)){
662 if( have_joker() && !joker_is_used )
663 joker_is_used = TRUE;
668 if(i == 5) straight = TRUE;
670 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
671 else if(straight) return 1; /* Only Straight */
676 * @brief ポーカーのペア役の状態を返す。
677 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
679 static int yaku_check_pair(void)
681 int i, i2, matching = 0;
683 for (i = 0; i < 5; i++)
685 for (i2 = i+1; i2 < 5; i2++)
687 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
688 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
719 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
720 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
721 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
722 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
723 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
724 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
725 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
726 #define ODDS_ST 4 /*!< ストレートの役倍率 */
727 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
728 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
731 * @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。
734 static int yaku_check(void)
738 switch(yaku_check_straight()){
740 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
743 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
746 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
749 /* Not straight -- fall through */
753 if (yaku_check_flush())
755 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
759 switch (yaku_check_pair())
762 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
765 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
768 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
771 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
774 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
777 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
779 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
784 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
794 * @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。
795 * @param hoge カーソルの現在位置
796 * @param kaeruka カードの捨てる/残すフラグ配列
799 static void display_kaeruka(int hoge, int kaeruka[])
802 char col = TERM_WHITE;
803 for (i = 0; i < 5; i++)
805 if (i == hoge) col = TERM_YELLOW;
806 else if(kaeruka[i]) col = TERM_WHITE;
807 else col = TERM_L_BLUE;
810 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
812 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
814 if (hoge > 4) col = TERM_YELLOW;
815 else col = TERM_WHITE;
816 c_put_str(col, _("決定", "Sure"), 16, 38);
818 /* Hilite current option */
819 if (hoge < 5) move_cursor(14, 5+hoge*16);
820 else move_cursor(16, 38);
824 * @brief ポーカーの手札を表示する。
827 static void display_cards(void)
830 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
832 concptr suit[4] = {"★", "●", "¶", "†"};
833 concptr card_grph[13][7] = {{"A %s ",
924 concptr joker_grph[7] = { " ",
934 concptr suit[4] = {"[]", "qp", "<>", "db"};
935 concptr card_grph[13][7] = {{"A %s ",
1026 concptr joker_grph[7] = { " ",
1035 for (i = 0; i < 5; i++)
1037 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
1040 for (i = 0; i < 5; i++)
1042 for (j = 0; j < 7; j++)
1044 prt(_("┃", " |"), j+6, i*16);
1045 if(IS_JOKER(cards[i]))
1046 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
1048 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);
1049 prt(_("┃", "| "), j+6, i*16+14);
1052 for (i = 0; i < 5; i++)
1054 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
1059 * @brief ポーカーの1プレイルーチン。
1062 static int do_poker(void)
1066 int deck[53]; /* yamafuda : 0...52 */
1068 int kaeruka[5]; /* 0:kaenai 1:kaeru */
1072 bool kakikae = TRUE;
1076 for (i = 0; i < 5; i++)
1078 cards[i] = deck[deck_ptr++];
1079 kaeruka[i] = 0; /* default:nokosu */
1082 /* suteruno wo kimeru */
1083 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);
1090 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1095 case '6': case 'l': case 'L': case KTRL('F'):
1096 if (!kettei) k = (k+1)%5;
1097 else {k = 0;kettei = FALSE;}
1100 case '4': case 'h': case 'H': case KTRL('B'):
1101 if (!kettei) k = (k+4)%5;
1102 else {k = 4;kettei = FALSE;}
1105 case '2': case 'j': case 'J': case KTRL('N'):
1106 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1108 case '8': case 'k': case 'K': case KTRL('P'):
1109 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1111 case ' ': case '\r':
1112 if (kettei) done = TRUE;
1113 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1122 for (i = 0; i < 5; i++)
1123 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1127 return yaku_check();
1132 /* end of poker codes --Koka */
1135 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1136 * @param cmd プレイするゲームID
1139 static bool gamble_comm(int cmd)
1142 int roll1, roll2, roll3, choice, odds, win;
1147 char out_val[160], tmp_str[80], again;
1152 if (cmd == BACT_GAMBLE_RULES)
1154 /* Peruse the gambling help file */
1155 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1162 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1163 "Hey! You don't have gold - get out of here!"));
1171 maxbet = p_ptr->lev * 200;
1173 /* We can't bet more than we have */
1174 maxbet = MIN(maxbet, p_ptr->au);
1177 strcpy(out_val, "");
1178 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1182 * Use get_string() because we may need more than
1183 * the s16b value returned by get_quantity().
1185 if (get_string(tmp_str, out_val, 32))
1188 for (p = out_val; *p == ' '; p++);
1193 if (wager > p_ptr->au)
1195 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!"));
1200 else if (wager > maxbet)
1202 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1203 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1208 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1214 oldgold = p_ptr->au;
1216 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1217 prt(tmp_str, 20, 2);
1218 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1219 prt(tmp_str, 21, 2);
1226 case BACT_IN_BETWEEN: /* Game of In-Between */
1227 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1231 roll1 = randint1(10);
1232 roll2 = randint1(10);
1233 choice = randint1(10);
1234 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1237 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1239 prt(tmp_str, 11, 14);
1240 if (((choice > roll1) && (choice < roll2)) ||
1241 ((choice < roll1) && (choice > roll2)))
1244 case BACT_CRAPS: /* Game of Craps */
1245 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1249 roll1 = randint1(6);
1250 roll2 = randint1(6);
1251 roll3 = roll1 + roll2;
1253 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1254 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1256 if ((roll3 == 7) || (roll3 == 11))
1258 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1263 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"));
1266 roll1 = randint1(6);
1267 roll2 = randint1(6);
1268 roll3 = roll1 + roll2;
1269 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1270 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1272 if (roll3 == choice)
1274 else if (roll3 == 7)
1276 } while ((win != TRUE) && (win != FALSE));
1279 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1282 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1284 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1285 prt("--------------------------------", 8, 3);
1286 strcpy(out_val, "");
1287 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1289 for (p = out_val; iswspace(*p); p++);
1293 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1296 else if (choice > 9)
1298 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1302 roll1 = randint0(10);
1303 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1304 "The wheel spins to a stop and the winner is %d"), roll1);
1305 prt(tmp_str, 13, 3);
1307 prt("*", 9, (3 * roll1 + 5));
1308 if (roll1 == choice)
1312 case BACT_DICE_SLOTS: /* The Dice Slots */
1313 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1314 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1315 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1316 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1317 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1318 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1319 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1320 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1323 roll1 = randint1(21);
1333 roll2 = randint1(21);
1343 choice = randint1(21);
1353 put_str("/--------------------------\\", 7, 2);
1354 prt("\\--------------------------/", 17, 2);
1355 display_fruit(8, 3, roll1 - 1);
1356 display_fruit(8, 12, roll2 - 1);
1357 display_fruit(8, 21, choice - 1);
1358 if ((roll1 == roll2) && (roll2 == choice))
1377 else if ((roll1 == 1) && (roll2 == 1))
1386 if (odds) win = TRUE;
1392 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1394 p_ptr->au += odds * wager;
1395 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1397 prt(tmp_str, 17, 37);
1401 prt(_("あなたの負け", "You Lost"), 16, 37);
1404 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1406 prt(tmp_str, 22, 2);
1407 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1409 move_cursor(18, 52);
1414 if (wager > p_ptr->au)
1416 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1417 "Hey! You don't have the gold - get out of here!"));
1423 } while ((again == 'y') || (again == 'Y'));
1426 if (p_ptr->au >= oldgold)
1428 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!」",
1429 "You came out a winner! We'll win next time, I'm sure."));
1430 chg_virtue(V_CHANCE, 3);
1434 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."));
1435 chg_virtue(V_CHANCE, -3);
1445 * @brief モンスター闘技場に参加するモンスターを更新する。
1448 void update_gambling_monsters(void)
1455 bool old_inside_battle = p_ptr->inside_battle;
1457 for (i = 0; i < max_d_idx; i++)
1458 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1460 mon_level = randint1(MIN(max_dl, 122)) + 5;
1461 if (randint0(100) < 60)
1463 i = randint1(MIN(max_dl, 122)) + 5;
1464 mon_level = MAX(i, mon_level);
1466 if (randint0(100) < 30)
1468 i = randint1(MIN(max_dl, 122)) + 5;
1469 mon_level = MAX(i, mon_level);
1476 for (i = 0; i < 4; i++)
1482 get_mon_num_prep(monster_can_entry_arena, NULL);
1483 p_ptr->inside_battle = TRUE;
1484 r_idx = get_mon_num(mon_level);
1485 p_ptr->inside_battle = old_inside_battle;
1486 if (!r_idx) continue;
1488 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1490 if ((r_info[r_idx].level + 10) > mon_level) continue;
1493 for (j = 0; j < i; j++)
1494 if (r_idx == battle_mon[j]) break;
1495 if (j < i) continue;
1499 battle_mon[i] = r_idx;
1500 if (r_info[r_idx].level < 45) tekitou = TRUE;
1503 for (i = 0; i < 4; i++)
1505 monster_race *r_ptr = &r_info[battle_mon[i]];
1506 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1508 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1509 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1511 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1512 power[i] = power[i] * (100 + r_ptr->level) / 100;
1513 if (r_ptr->speed > 110)
1514 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1515 if (r_ptr->speed < 110)
1516 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1518 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1519 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1520 power[i] = power[i] * 4 / 3;
1521 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1522 power[i] = power[i] * 4 / 3;
1523 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1524 power[i] = power[i] * 11 / 10;
1525 if (r_ptr->flags1 & RF1_RAND_25)
1526 power[i] = power[i] * 9 / 10;
1527 if (r_ptr->flags1 & RF1_RAND_50)
1528 power[i] = power[i] * 9 / 10;
1529 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1530 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1535 for (i = 0; i < 4; i++)
1537 power[i] = total * 60 / power[i];
1538 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1539 if ((power[i] < 160) && randint0(20)) break;
1540 if (power[i] < 101) power[i] = 100 + randint1(5);
1541 mon_odds[i] = power[i];
1548 * @brief モンスター闘技場のメインルーチン
1549 * @return 賭けを開始したか否か
1551 static bool kakutoujou(void)
1555 char out_val[160], tmp_str[80];
1558 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1560 update_gambling_monsters();
1561 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1569 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!"));
1581 "Monsters Odds"), 4, 4);
1585 monster_race *r_ptr = &r_info[battle_mon[i]];
1587 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1588 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1589 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1590 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1593 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1603 if (i >= '1' && i <= '4')
1605 sel_monster = i-'1';
1606 battle_odds = mon_odds[sel_monster];
1613 for (i = 0; i < 4; i++)
1614 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1616 maxbet = p_ptr->lev * 200;
1618 /* We can't bet more than we have */
1619 maxbet = MIN(maxbet, p_ptr->au);
1622 strcpy(out_val, "");
1623 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1625 * Use get_string() because we may need more than
1626 * the s16b value returned by get_quantity().
1628 if (get_string(tmp_str, out_val, 32))
1631 for (p = out_val; *p == ' '; p++);
1636 if (wager > p_ptr->au)
1638 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!"));
1644 else if (wager > maxbet)
1646 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);
1652 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1656 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1661 /* Save the surface floor as saved floor */
1662 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1664 p_ptr->inside_battle = TRUE;
1665 p_ptr->leaving = TRUE;
1667 p_ptr->leave_bldg = TRUE;
1679 * @brief 本日の賞金首情報を表示する。
1682 static void today_target(void)
1685 monster_race *r_ptr = &r_info[today_mon];
1688 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1689 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1690 c_put_str(TERM_YELLOW, buf, 6, 10);
1691 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1693 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1695 p_ptr->today_mon = today_mon;
1699 * @brief ツチノコの賞金首情報を表示する。
1702 static void tsuchinoko(void)
1705 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1706 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);
1707 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1708 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1709 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1713 * @brief 通常の賞金首情報を表示する。
1716 static void shoukinkubi(void)
1722 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);
1723 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1725 for (i = 0; i < MAX_KUBI; i++)
1729 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])];
1731 if (current_world_ptr->bounty_r_idx[i] > 10000)
1734 done_mark = _("(済)", "(done)");
1742 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1745 if (!y && (i < MAX_KUBI -1))
1747 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1758 * 賞金首の報酬テーブル / List of prize object
1761 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1762 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1763 } prize_list[MAX_KUBI] =
1765 {TV_POTION, SV_POTION_CURING},
1766 {TV_POTION, SV_POTION_SPEED},
1767 {TV_POTION, SV_POTION_SPEED},
1768 {TV_POTION, SV_POTION_RESISTANCE},
1769 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1771 {TV_POTION, SV_POTION_HEALING},
1772 {TV_POTION, SV_POTION_RESTORE_MANA},
1773 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1774 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1775 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1777 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1778 {TV_POTION, SV_POTION_STAR_HEALING},
1779 {TV_POTION, SV_POTION_STAR_HEALING},
1780 {TV_POTION, SV_POTION_NEW_LIFE},
1781 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1783 {TV_POTION, SV_POTION_LIFE},
1784 {TV_POTION, SV_POTION_LIFE},
1785 {TV_POTION, SV_POTION_AUGMENTATION},
1786 {TV_POTION, SV_POTION_INVULNERABILITY},
1787 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1791 * @brief 賞金首の引き換え処理 / Get prize
1792 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1794 static bool kankin(void)
1798 bool change = FALSE;
1799 GAME_TEXT o_name[MAX_NLEN];
1802 /* Loop for p_ptr->inventory_list and right/left arm */
1803 for (i = 0; i <= INVEN_LARM; i++)
1805 o_ptr = &p_ptr->inventory_list[i];
1807 /* Living Tsuchinoko worthes $1000000 */
1808 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1810 char buf[MAX_NLEN+20];
1811 object_desc(o_name, o_ptr, 0);
1812 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1815 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1816 p_ptr->au += 1000000L * o_ptr->number;
1817 p_ptr->redraw |= (PR_GOLD);
1818 inven_item_increase(i, -o_ptr->number);
1819 inven_item_describe(i);
1820 inven_item_optimize(i);
1826 for (i = 0; i < INVEN_PACK; i++)
1828 o_ptr = &p_ptr->inventory_list[i];
1830 /* Corpse of Tsuchinoko worthes $200000 */
1831 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1833 char buf[MAX_NLEN+20];
1834 object_desc(o_name, o_ptr, 0);
1835 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1838 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1839 p_ptr->au += 200000L * o_ptr->number;
1840 p_ptr->redraw |= (PR_GOLD);
1841 inven_item_increase(i, -o_ptr->number);
1842 inven_item_describe(i);
1843 inven_item_optimize(i);
1849 for (i = 0; i < INVEN_PACK; i++)
1851 o_ptr = &p_ptr->inventory_list[i];
1853 /* Bones of Tsuchinoko worthes $100000 */
1854 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1856 char buf[MAX_NLEN+20];
1857 object_desc(o_name, o_ptr, 0);
1858 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1861 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1862 p_ptr->au += 100000L * o_ptr->number;
1863 p_ptr->redraw |= (PR_GOLD);
1864 inven_item_increase(i, -o_ptr->number);
1865 inven_item_describe(i);
1866 inven_item_optimize(i);
1872 for (i = 0; i < INVEN_PACK; i++)
1874 o_ptr = &p_ptr->inventory_list[i];
1875 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)))
1877 char buf[MAX_NLEN+20];
1878 object_desc(o_name, o_ptr, 0);
1879 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1882 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1883 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1884 p_ptr->redraw |= (PR_GOLD);
1885 inven_item_increase(i, -o_ptr->number);
1886 inven_item_describe(i);
1887 inven_item_optimize(i);
1893 for (i = 0; i < INVEN_PACK; i++)
1895 o_ptr = &p_ptr->inventory_list[i];
1897 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1899 char buf[MAX_NLEN+20];
1900 object_desc(o_name, o_ptr, 0);
1901 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1904 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1905 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1906 p_ptr->redraw |= (PR_GOLD);
1907 inven_item_increase(i, -o_ptr->number);
1908 inven_item_describe(i);
1909 inven_item_optimize(i);
1915 for (j = 0; j < MAX_KUBI; j++)
1917 /* Need reverse order --- Positions will be changed in the loop */
1918 for (i = INVEN_PACK-1; i >= 0; i--)
1920 o_ptr = &p_ptr->inventory_list[i];
1921 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1923 char buf[MAX_NLEN+20];
1925 INVENTORY_IDX item_new;
1928 object_desc(o_name, o_ptr, 0);
1929 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1930 if (!get_check(buf)) continue;
1932 #if 0 /* Obsoleted */
1933 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);
1934 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1935 p_ptr->redraw |= (PR_GOLD);
1936 inven_item_increase(i, -o_ptr->number);
1937 inven_item_describe(i);
1938 inven_item_optimize(i);
1939 chg_virtue(V_JUSTICE, 5);
1940 current_world_ptr->bounty_r_idx[j] += 10000;
1943 #endif /* Obsoleted */
1946 inven_item_increase(i, -o_ptr->number);
1947 inven_item_describe(i);
1948 inven_item_optimize(i);
1950 chg_virtue(V_JUSTICE, 5);
1951 current_world_ptr->bounty_r_idx[j] += 10000;
1953 /* Count number of unique corpses already handed */
1954 for (num = 0, k = 0; k < MAX_KUBI; k++)
1956 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1958 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" : ""));
1960 /* Prepare to make a prize */
1961 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1962 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1964 object_aware(&forge);
1965 object_known(&forge);
1968 * Hand it --- Assume there is an empty slot.
1969 * Since a corpse is handed at first,
1970 * there is at least one empty slot.
1972 item_new = inven_carry(&forge);
1974 object_desc(o_name, &forge, 0);
1975 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1977 /* Auto-inscription */
1978 autopick_alter_item(item_new, FALSE);
1988 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."));
1996 * @brief 宿屋の利用サブルーチン
1997 * @details inn commands\n
1998 * Note that resting for the night was a perfect way to avoid player\n
1999 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2000 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2001 * will not be that useful. I will keep it in the hopes the player\n
2002 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2003 * Resting at night is also a quick way to restock stores -KMW-\n
2004 * @param cmd 宿屋の利用施設ID
2005 * @return 施設の利用が実際に行われたか否か。
2007 static bool inn_comm(int cmd)
2011 case BACT_FOOD: /* Buy food & drink */
2012 if (p_ptr->food >= PY_FOOD_FULL)
2014 msg_print(_("今は満腹だ。", "You are full now."));
2017 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."));
2018 (void)set_food(PY_FOOD_MAX - 1);
2021 case BACT_REST: /* Rest for the night */
2022 if ((p_ptr->poisoned) || (p_ptr->cut))
2024 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."));
2026 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."));
2030 s32b oldturn = current_world_ptr->game_turn;
2031 int prev_day, prev_hour, prev_min;
2033 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2034 if ((prev_hour >= 6) && (prev_hour <= 17))
2035 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2037 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2039 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2040 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2042 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2043 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2046 prevent_turn_overflow();
2048 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2049 p_ptr->chp = p_ptr->mhp;
2051 if (ironman_nightmare)
2053 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."));
2055 /* Have some nightmares */
2058 sanity_blast(NULL, FALSE);
2059 if (!one_in_(3)) break;
2062 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2063 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."));
2070 p_ptr->chp = p_ptr->mhp;
2071 p_ptr->csp = p_ptr->msp;
2072 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2075 for (i = 0; i < 72; i++)
2077 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2079 for (; i < 108; i++)
2081 p_ptr->magic_num1[i] = 0;
2085 if ((prev_hour >= 6) && (prev_hour <= 17))
2087 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."));
2088 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2092 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."));
2093 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2099 case BACT_RUMORS: /* Listen for rumors */
2101 display_rumor(TRUE);
2111 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2112 * @param questnum クエストのID
2113 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2116 static void get_questinfo(IDX questnum, bool do_init)
2119 QUEST_IDX old_quest;
2120 GAME_TEXT tmp_str[80];
2122 /* Clear the text */
2123 for (i = 0; i < 10; i++)
2125 quest_text[i][0] = '\0';
2128 quest_text_line = 0;
2130 /* Set the quest number temporary */
2131 old_quest = p_ptr->inside_quest;
2132 p_ptr->inside_quest = questnum;
2134 /* Get the quest text */
2135 init_flags = INIT_SHOW_TEXT;
2136 if (do_init) init_flags |= INIT_ASSIGN;
2138 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2140 /* Reset the old quest number */
2141 p_ptr->inside_quest = old_quest;
2143 /* Print the quest info */
2144 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);
2148 prt(quest[questnum].name, 7, 0);
2150 for (i = 0; i < 10; i++)
2152 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2157 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2160 static void castle_quest(void)
2162 QUEST_IDX q_index = 0;
2163 monster_race *r_ptr;
2170 /* Current quest of the building */
2171 q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2173 /* Is there a quest available at the building? */
2176 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);
2180 q_ptr = &quest[q_index];
2182 /* Quest is completed */
2183 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2185 /* Rewarded quest */
2186 q_ptr->status = QUEST_STATUS_REWARDED;
2188 get_questinfo(q_index, FALSE);
2190 reinit_wilderness = TRUE;
2193 else if (q_ptr->status == QUEST_STATUS_FAILED)
2195 get_questinfo(q_index, FALSE);
2197 /* Mark quest as done (but failed) */
2198 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2200 reinit_wilderness = TRUE;
2202 /* Quest is still unfinished */
2203 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2205 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);
2206 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);
2207 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);
2210 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2212 q_ptr->status = QUEST_STATUS_TAKEN;
2214 reinit_wilderness = TRUE;
2216 /* Assign a new quest */
2217 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2219 if (q_ptr->r_idx == 0)
2221 /* Random monster at least 5 - 10 levels out of deep */
2222 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2225 r_ptr = &r_info[q_ptr->r_idx];
2227 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2229 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2230 r_ptr = &r_info[q_ptr->r_idx];
2233 if (q_ptr->max_num == 0)
2235 /* Random monster number */
2236 if (randint1(10) > 7)
2239 q_ptr->max_num = randint1(3) + 1;
2243 name = (r_name + r_ptr->name);
2244 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2248 get_questinfo(q_index, TRUE);
2255 * @brief 町に関するヘルプを表示する / Display town history
2258 static void town_history(void)
2262 /* Peruse the building help file */
2263 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2268 * @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
2270 * @param mult スレイ倍率(掛け算部分)
2271 * @param div スレイ倍率(割り算部分)
2272 * @param force 理力特別計算フラグ
2275 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2283 tmp += dam * 60 * 2;
2297 * @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)
2299 * @param mult スレイ倍率(掛け算部分)
2300 * @param div スレイ倍率(割り算部分)
2301 * @param force 理力特別計算フラグ
2303 * @param plus 武器ダメージ修正
2304 * @param meichuu 命中値
2305 * @param dokubari 毒針処理か否か
2306 * @param vorpal_mult 切れ味倍率(掛け算部分)
2307 * @param vorpal_div 切れ味倍率(割り算部分)
2310 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)
2312 dam = calc_slaydam(dam, mult, div, force);
2313 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2314 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2320 * @brief 武器の各条件毎のダメージ期待値を表示する。
2323 * @param mindice ダイス部分最小値
2324 * @param maxdice ダイス部分最大値
2326 * @param dam_bonus ダメージ修正値
2328 * @param color 条件内容の表示色
2330 * Display the damage figure of an object\n
2331 * (used by compare_weapon_aux)\n
2333 * Only accurate for the current weapon, because it includes\n
2334 * the current +dam of the player.\n
2337 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2339 GAME_TEXT tmp_str[80];
2342 mindam = blows * (mindice + dam_bonus);
2343 maxdam = blows * (maxdice + dam_bonus);
2345 /* Print the intro text */
2346 c_put_str(color, attr, r, c);
2348 /* Calculate the min and max damage figures */
2349 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2351 /* Print the damage */
2352 put_str(tmp_str, r, c + 8);
2357 * @brief 武器一つ毎のダメージ情報を表示する。
2358 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2359 * @param col 表示する行の上端
2362 * Show the damage figures for the various monster types\n
2364 * Only accurate for the current weapon, because it includes\n
2365 * the current number of blows for the player.\n
2368 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2370 BIT_FLAGS flgs[TR_FLAG_SIZE];
2371 int blow = p_ptr->num_blow[0];
2373 bool dokubari = FALSE;
2375 /* Effective dices */
2376 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2377 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2379 int mindice = eff_dd;
2380 int maxdice = eff_ds * eff_dd;
2383 int vorpal_mult = 1;
2385 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2388 /* Get the flags of the weapon */
2389 object_flags(o_ptr, flgs);
2391 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2394 /* Show Critical Damage*/
2395 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2396 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2398 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2402 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2404 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2415 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);
2416 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);
2417 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2420 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2424 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);
2425 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);
2426 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2429 /* Print the relevant lines */
2430 if (have_flag(flgs, TR_KILL_ANIMAL))
2432 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);
2433 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);
2434 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2436 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2438 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);
2439 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);
2440 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2442 if (have_flag(flgs, TR_KILL_EVIL))
2444 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);
2445 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);
2446 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2448 else if (have_flag(flgs, TR_SLAY_EVIL))
2450 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);
2451 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);
2452 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2454 if (have_flag(flgs, TR_KILL_HUMAN))
2456 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);
2457 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);
2458 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2460 else if (have_flag(flgs, TR_SLAY_HUMAN))
2462 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);
2463 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);
2464 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2466 if (have_flag(flgs, TR_KILL_UNDEAD))
2468 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);
2469 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);
2470 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2472 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2474 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);
2475 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);
2476 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2478 if (have_flag(flgs, TR_KILL_DEMON))
2480 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);
2481 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);
2482 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2484 else if (have_flag(flgs, TR_SLAY_DEMON))
2486 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);
2487 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);
2488 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2490 if (have_flag(flgs, TR_KILL_ORC))
2492 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);
2493 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);
2494 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2496 else if (have_flag(flgs, TR_SLAY_ORC))
2498 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);
2499 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);
2500 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2502 if (have_flag(flgs, TR_KILL_TROLL))
2504 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);
2505 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);
2506 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2508 else if (have_flag(flgs, TR_SLAY_TROLL))
2510 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);
2511 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);
2512 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2514 if (have_flag(flgs, TR_KILL_GIANT))
2516 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);
2517 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);
2518 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2520 else if (have_flag(flgs, TR_SLAY_GIANT))
2522 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);
2523 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);
2524 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2526 if (have_flag(flgs, TR_KILL_DRAGON))
2528 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);
2529 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);
2530 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2532 else if (have_flag(flgs, TR_SLAY_DRAGON))
2534 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);
2535 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);
2536 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2538 if (have_flag(flgs, TR_BRAND_ACID))
2540 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2541 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2542 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2544 if (have_flag(flgs, TR_BRAND_ELEC))
2546 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2547 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2548 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2550 if (have_flag(flgs, TR_BRAND_FIRE))
2552 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);
2553 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);
2554 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2556 if (have_flag(flgs, TR_BRAND_COLD))
2558 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);
2559 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);
2560 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2562 if (have_flag(flgs, TR_BRAND_POIS))
2564 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);
2565 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);
2566 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2571 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2572 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2573 * @param row 表示する列の左端
2574 * @param col 表示する行の上端
2576 * Displays all info about a weapon
2578 * Only accurate for the current weapon, because it includes
2579 * various info about the player's +to_dam and number of blows.
2582 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2584 GAME_TEXT o_name[MAX_NLEN];
2585 GAME_TEXT tmp_str[80];
2587 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2588 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2589 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2591 /* Print the weapon name */
2592 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2593 c_put_str(TERM_YELLOW, o_name, row, col);
2595 /* Print the player's number of blows */
2596 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2597 put_str(tmp_str, row+1, col);
2599 /* Print to_hit and to_dam of the weapon */
2600 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2601 put_str(tmp_str, row+2, col);
2603 /* Print the weapons base damage dice */
2604 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2605 (int)hit_chance(reli, 0),
2606 (int)hit_chance(reli, 50),
2607 (int)hit_chance(reli, 100),
2608 (int)hit_chance(reli, 150),
2609 (int)hit_chance(reli, 200));
2610 put_str(tmp_str, row+3, col);
2611 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2613 /* Damage for one blow (if it hits) */
2614 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2615 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2616 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2617 put_str(tmp_str, row+6, col+1);
2619 /* Damage for the complete attack (if all blows hit) */
2620 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2621 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2622 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2623 put_str(tmp_str, row+7, col+1);
2627 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2629 * Copies the weapons to compare into the weapon-slot and\n
2630 * compares the values for both weapons.\n
2631 * 武器1つだけで比較をしないなら費用は半額になる。
2632 * @param bcost 基本鑑定費用
2633 * @return 最終的にかかった費用
2635 static PRICE compare_weapons(PRICE bcost)
2638 OBJECT_IDX item, item2;
2639 object_type *o_ptr[2];
2640 object_type orig_weapon;
2644 TERM_LEN wid = 38, mgn = 2;
2645 bool old_character_xtra = current_world_ptr->character_xtra;
2648 PRICE cost = 0; /* First time no price */
2653 /* Store copy of original wielded weapon */
2654 i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2655 object_copy(&orig_weapon, i_ptr);
2657 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2659 /* Get the first weapon */
2660 q = _("第一の武器は?", "What is your first weapon? ");
2661 s = _("比べるものがありません。", "You have nothing to compare.");
2663 o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2677 /* Only compare melee weapons */
2678 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2680 /* Hack -- prevent "icky" message */
2681 current_world_ptr->character_xtra = TRUE;
2683 /* Diaplay selected weapon's infomation */
2684 for (i = 0; i < n; i++)
2686 int col = (wid * i + mgn);
2688 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2689 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2691 p_ptr->update |= PU_BONUS;
2694 /* List the new values */
2695 list_weapon(o_ptr[i], row, col);
2696 compare_weapon_aux(o_ptr[i], col, row + 8);
2698 /* Copy back the original weapon into the weapon slot */
2699 object_copy(i_ptr, &orig_weapon);
2702 /* Reset the values for the old weapon */
2703 p_ptr->update |= PU_BONUS;
2706 current_world_ptr->character_xtra = old_character_xtra;
2709 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2710 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);
2711 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);
2713 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2714 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2715 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2723 if (total + cost > p_ptr->au)
2725 msg_print(_("お金が足りません!", "You don't have enough money!"));
2730 q = _("第二の武器は?", "What is your second weapon? ");
2731 s = _("比べるものがありません。", "You have nothing to compare.");
2733 /* Get the second weapon */
2734 o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2735 if (!o_ptr[1]) continue;
2753 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2755 * Calculate and display the dodge-rate and the protection-rate
2757 * @param iAC プレイヤーのAC。
2758 * @return 常にTRUEを返す。
2760 static bool eval_ac(ARMOUR_CLASS iAC)
2764 "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"
2765 "何パーセント軽減するかを示します。\n"
2766 "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"
2767 "に対してのみ効果があります。\n \n"
2768 "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"
2769 "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"
2770 "敵のレベルとあなたのACによって決定されます。\n \n"
2771 "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"
2772 "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";
2775 "'Protection Rate' means how much damage is reduced by your armor.\n"
2776 "Note that the Protection rate is effective only against normal "
2777 "'attack' and 'shatter' type melee attacks, "
2778 "and has no effect against any other types such as 'poison'.\n \n"
2779 "'Dodge Rate' indicates the success rate on dodging the "
2780 "monster's melee attacks. "
2781 "It is depend on the level of the monster and your AC.\n \n"
2782 "'Average Damage' indicates the expected amount of damage "
2783 "when you are attacked by normal melee attacks with power=100.";
2787 TERM_LEN col, row = 2;
2789 char buf[80*20], *t;
2791 /* AC lower than zero has no effect */
2792 if (iAC < 0) iAC = 0;
2795 protection = 100 * MIN(iAC, 150) / 250;
2800 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2801 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2804 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2805 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2806 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2808 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2810 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2811 int dodge; /* 回避率(%) */
2812 int average; /* ダメージ期待値 */
2814 put_str(format("%3d", lvl), row + 0, col);
2817 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2818 put_str(format("%3d%%", dodge), row + 1, col);
2820 /* 100点の攻撃に対してのダメージ期待値を計算 */
2821 average = (100 - dodge) * (100 - protection) / 100;
2822 put_str(format("%3d", average), row + 2, col);
2826 roff_to_buf(memo, 70, buf, sizeof(buf));
2827 for (t = buf; t[0]; t += strlen(t) + 1)
2828 put_str(t, (row++) + 4, 4);
2830 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);
2842 * @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。
2843 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2844 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2845 * @return 修復対象になるならTRUEを返す。
2847 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2850 int cand[TR_FLAG_MAX];
2851 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2852 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2854 object_flags(to_ptr, to_flgs);
2855 object_flags(from_ptr, from_flgs);
2857 for (i = 0; i < TR_FLAG_MAX; i++)
2861 case TR_IGNORE_ACID:
2862 case TR_IGNORE_ELEC:
2863 case TR_IGNORE_FIRE:
2864 case TR_IGNORE_COLD:
2873 case TR_FIXED_FLAVOR:
2876 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2878 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2886 int tr_idx = cand[randint0(n)];
2887 add_flag(to_ptr->art_flags, tr_idx);
2888 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2889 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2890 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2891 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2898 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2899 * @param bcost 基本修復費用
2902 static PRICE repair_broken_weapon_aux(PRICE bcost)
2905 OBJECT_IDX item, mater;
2906 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2908 int i, dd_bonus, ds_bonus;
2909 KIND_OBJECT_IDX k_idx;
2910 char basenm[MAX_NLEN];
2915 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);
2916 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);
2918 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2919 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2921 /* Only forge broken weapons */
2922 item_tester_hook = item_tester_hook_broken_weapon;
2924 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2925 if (!o_ptr) return (0);
2927 /* It is worthless */
2928 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2930 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2934 /* They are too many */
2935 if (o_ptr->number > 1)
2937 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!"));
2941 /* Display item name */
2942 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2943 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2945 q = _("材料となる武器は?", "Which weapon for material? ");
2946 s = _("材料となる武器がありません。", "You have no material to repair.");
2948 /* Only forge broken weapons */
2949 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2951 mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2952 if (!mo_ptr) return (0);
2955 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2959 /* Display item name */
2960 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2961 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2963 /* Get the value of one of the items (except curses) */
2964 cost = bcost + object_value_real(o_ptr) * 2;
2966 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);
2968 /* Check if the player has enough money */
2969 if (p_ptr->au < cost)
2971 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2972 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);
2977 p_ptr->total_weight -= o_ptr->weight;
2979 if (o_ptr->sval == SV_BROKEN_DAGGER)
2984 /* Suppress compiler warning */
2987 for (j = 1; j < max_k_idx; j++)
2989 object_kind *k_aux_ptr = &k_info[j];
2991 if (k_aux_ptr->tval != TV_SWORD) continue;
2992 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2993 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2994 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2995 if (k_aux_ptr->weight > 99) continue;
3004 else /* TV_BROKEN_SWORD */
3006 /* Repair to a sword or sometimes material's type weapon */
3007 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3011 object_kind *ck_ptr;
3013 k_idx = lookup_kind(tval, SV_ANY);
3014 ck_ptr = &k_info[k_idx];
3016 if (tval == TV_SWORD)
3018 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3019 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3020 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3021 (ck_ptr->sval == SV_DOKUBARI)) continue;
3023 if (tval == TV_POLEARM)
3025 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3026 (ck_ptr->sval == SV_TSURIZAO)) continue;
3028 if (tval == TV_HAFTED)
3030 if ((ck_ptr->sval == SV_GROND) ||
3031 (ck_ptr->sval == SV_WIZSTAFF) ||
3032 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3039 /* Calculate dice bonuses */
3040 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3041 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3042 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3043 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3045 /* Change base object */
3046 k_ptr = &k_info[k_idx];
3047 o_ptr->k_idx = k_idx;
3048 o_ptr->weight = k_ptr->weight;
3049 o_ptr->tval = k_ptr->tval;
3050 o_ptr->sval = k_ptr->sval;
3051 o_ptr->dd = k_ptr->dd;
3052 o_ptr->ds = k_ptr->ds;
3054 /* Copy base object's ability */
3055 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3056 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3057 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3063 for (i = 1; i < dd_bonus; i++)
3065 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3071 for (i = 1; i < ds_bonus; i++)
3073 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3077 if (have_flag(k_ptr->flags, TR_BLOWS))
3079 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3080 o_ptr->pval = MIN(o_ptr->pval, bmax);
3083 /* Add one random ability from material weapon */
3084 give_one_ability_of_object(o_ptr, mo_ptr);
3086 /* Add to-dam, to-hit and to-ac from material weapon */
3087 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3088 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3089 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3091 if ((o_ptr->name1 == ART_NARSIL) ||
3092 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3093 (object_is_ego(o_ptr) && one_in_(7)))
3096 if (object_is_ego(o_ptr))
3098 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3099 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3102 /* Add one random ability from material weapon */
3103 give_one_ability_of_object(o_ptr, mo_ptr);
3105 /* Add one random activation */
3106 if (!activation_index(o_ptr)) one_activation(o_ptr);
3109 if (o_ptr->name1 == ART_NARSIL)
3111 one_high_resistance(o_ptr);
3115 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3118 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3120 msg_format("$%dで%sに修復しました。", cost, basenm);
3122 msg_format("Repaired into %s for %d gold.", basenm, cost);
3126 /* Remove BROKEN flag */
3127 o_ptr->ident &= ~(IDENT_BROKEN);
3129 /* Add repaired flag */
3130 o_ptr->discount = 99;
3132 p_ptr->total_weight += o_ptr->weight;
3135 /* Decrease material object */
3136 inven_item_increase(mater, -1);
3137 inven_item_optimize(mater);
3140 p_ptr->update |= PU_BONUS;
3143 /* Something happened */
3148 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3149 * @param bcost 基本鑑定費用
3152 static int repair_broken_weapon(PRICE bcost)
3156 cost = repair_broken_weapon_aux(bcost);
3163 * @brief アイテムの強化を行う。 / Enchant item
3164 * @param cost 1回毎の費用
3165 * @param to_hit 命中をアップさせる量
3166 * @param to_dam ダメージをアップさせる量
3167 * @param to_ac ACをアップさせる量
3168 * @return 実際に行ったらTRUE
3170 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3177 int maxenchant = (p_ptr->lev / 5);
3178 char tmp_str[MAX_NLEN];
3181 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3182 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3184 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3185 s = _("改良できるものがありません。", "You have nothing to improve.");
3187 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3188 if (!o_ptr) return (FALSE);
3190 /* Check if the player has enough money */
3191 if (p_ptr->au < (cost * o_ptr->number))
3193 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3194 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);
3198 /* Enchant to hit */
3199 for (i = 0; i < to_hit; i++)
3201 if (o_ptr->to_h < maxenchant)
3203 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3211 /* Enchant to damage */
3212 for (i = 0; i < to_dam; i++)
3214 if (o_ptr->to_d < maxenchant)
3216 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3225 for (i = 0; i < to_ac; i++)
3227 if (o_ptr->to_a < maxenchant)
3229 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3240 if (flush_failure) flush();
3241 msg_print(_("改良に失敗した。", "The improvement failed."));
3246 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3248 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3250 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3253 /* Charge the money */
3254 p_ptr->au -= (cost * o_ptr->number);
3256 if (item >= INVEN_RARM) calc_android_exp();
3258 /* Something happened */
3265 * @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
3267 * The player can select the number of charges to add\n
3268 * (up to a limit), and the recharge never fails.\n
3270 * The cost for rods depends on the level of the rod. The prices\n
3271 * for recharging wands and staves are dependent on the cost of\n
3275 static void building_recharge(void)
3283 PARAMETER_VALUE charges;
3285 char tmp_str[MAX_NLEN];
3289 /* Display some info */
3291 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);
3294 /* Only accept legal items */
3295 item_tester_hook = item_tester_hook_recharge;
3297 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3298 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3300 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3303 k_ptr = &k_info[o_ptr->k_idx];
3306 * We don't want to give the player free info about
3307 * the level of the item or the number of charges.
3309 /* The item must be "known" */
3310 if (!object_is_known(o_ptr))
3312 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!"));
3315 if ((p_ptr->au >= 50) &&
3316 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3320 identify_item(o_ptr);
3321 object_desc(tmp_str, o_ptr, 0);
3322 msg_format(_("%s です。", "You have: %s."), tmp_str);
3324 /* Auto-inscription */
3325 autopick_alter_item(item, FALSE);
3327 /* Update the gold display */
3328 building_prt_gold();
3336 /* Extract the object "level" */
3337 lev = k_info[o_ptr->k_idx].level;
3339 /* Price for a rod */
3340 if (o_ptr->tval == TV_ROD)
3342 if (o_ptr->timeout > 0)
3344 /* Fully recharge */
3345 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3349 /* No recharge necessary */
3351 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3355 else if (o_ptr->tval == TV_STAFF)
3357 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3358 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3360 /* Pay at least 10 gold per charge */
3361 price = MAX(10, price);
3365 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3366 price = (k_info[o_ptr->k_idx].cost / 10);
3368 /* Pay at least 10 gold per charge */
3369 price = MAX(10, price);
3372 /* Limit the number of charges for wands and staffs */
3373 if (o_ptr->tval == TV_WAND
3374 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3376 if (o_ptr->number > 1)
3378 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3382 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3386 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3388 if (o_ptr->number > 1)
3390 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3394 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3399 /* Check if the player has enough money */
3400 if (p_ptr->au < price)
3402 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3404 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3406 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3412 if (o_ptr->tval == TV_ROD)
3415 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3417 if (get_check(format("Recharge the %s for %d gold? ",
3418 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3422 /* Recharge fully */
3432 if (o_ptr->tval == TV_STAFF)
3433 max_charges = k_ptr->pval - o_ptr->pval;
3435 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3437 /* Get the quantity for staves and wands */
3438 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3439 MIN(p_ptr->au / price, max_charges));
3442 if (charges < 1) return;
3444 /* Get the new price */
3448 o_ptr->pval += charges;
3450 /* We no longer think the item is empty */
3451 o_ptr->ident &= ~(IDENT_EMPTY);
3455 object_desc(tmp_str, o_ptr, 0);
3457 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3459 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3461 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3463 p_ptr->window |= (PW_INVEN);
3474 * @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
3476 * The player can select the number of charges to add\n
3477 * (up to a limit), and the recharge never fails.\n
3479 * The cost for rods depends on the level of the rod. The prices\n
3480 * for recharging wands and staves are dependent on the cost of\n
3484 static void building_recharge_all(void)
3491 PRICE total_cost = 0;
3494 /* Display some info */
3497 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);
3499 /* Calculate cost */
3500 for ( i = 0; i < INVEN_PACK; i++)
3502 o_ptr = &p_ptr->inventory_list[i];
3504 /* skip non magic device */
3505 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3507 /* need identified */
3508 if (!object_is_known(o_ptr)) total_cost += 50;
3510 /* Extract the object "level" */
3511 lev = k_info[o_ptr->k_idx].level;
3513 k_ptr = &k_info[o_ptr->k_idx];
3515 switch (o_ptr->tval)
3518 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3522 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3523 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3525 /* Pay at least 10 gold per charge */
3526 price = MAX(10, price);
3529 price = (k_ptr->pval - o_ptr->pval) * price;
3533 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3534 price = (k_info[o_ptr->k_idx].cost / 10);
3536 /* Pay at least 10 gold per charge */
3537 price = MAX(10, price);
3540 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3544 /* if price <= 0 then item have enough charge */
3545 if (price > 0) total_cost += price;
3550 msg_print(_("充填する必要はありません。", "No need to recharge."));
3555 /* Check if the player has enough money */
3556 if (p_ptr->au < total_cost)
3558 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 );
3562 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3564 for (i = 0; i < INVEN_PACK; i++)
3566 o_ptr = &p_ptr->inventory_list[i];
3567 k_ptr = &k_info[o_ptr->k_idx];
3569 /* skip non magic device */
3570 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3572 if (!object_is_known(o_ptr))
3574 identify_item(o_ptr);
3576 /* Auto-inscription */
3577 autopick_alter_item(i, FALSE);
3581 switch (o_ptr->tval)
3587 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3588 /* We no longer think the item is empty */
3589 o_ptr->ident &= ~(IDENT_EMPTY);
3592 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3593 o_ptr->pval = o_ptr->number * k_ptr->pval;
3594 /* We no longer think the item is empty */
3595 o_ptr->ident &= ~(IDENT_EMPTY);
3601 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3603 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3605 p_ptr->window |= (PW_INVEN);
3608 p_ptr->au -= total_cost;
3615 * @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-
3616 * @return 常にTRUEを返す。
3617 * @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。
3619 static bool research_mon(void)
3627 bool recall = FALSE;
3631 /* XTRA HACK WHATSEARCH */
3637 /* XTRA HACK REMEMBER_IDX */
3638 static int old_sym = '\0';
3639 static IDX old_i = 0;
3643 /* Get a character, or abort */
3644 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):",
3645 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3653 /* Find that character info, and describe it */
3654 for (i = 0; ident_info[i]; ++i)
3656 if (sym == ident_info[i][0]) break;
3659 /* XTRA HACK WHATSEARCH */
3660 if (sym == KTRL('A'))
3663 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3665 else if (sym == KTRL('U'))
3668 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3670 else if (sym == KTRL('N'))
3673 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3675 else if (sym == KTRL('M'))
3678 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3685 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3687 else if (ident_info[i])
3689 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3693 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3696 /* Display the result */
3699 /* Allocate the "who" array */
3700 C_MAKE(who, max_r_idx, MONRACE_IDX);
3702 /* Collect matching monsters */
3703 for (n = 0, i = 1; i < max_r_idx; i++)
3705 monster_race *r_ptr = &r_info[i];
3708 if (!r_ptr->name) continue;
3710 /* XTRA HACK WHATSEARCH */
3711 /* Require non-unique monsters if needed */
3712 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3714 /* Require unique monsters if needed */
3715 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3723 for (xx = 0; temp[xx] && xx < 80; xx++)
3726 if (iskanji(temp[xx]))
3732 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3736 strcpy(temp2, r_name + r_ptr->E_name);
3738 strcpy(temp2, r_name + r_ptr->name);
3740 for (xx = 0; temp2[xx] && xx < 80; xx++)
3741 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3744 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3746 if (my_strstr(temp2, temp))
3750 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3753 /* Nothing to recall */
3756 /* Free the "who" array */
3757 C_KILL(who, max_r_idx, MONRACE_IDX);
3767 /* Sort if needed */
3770 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3774 /* Start at the end */
3775 /* XTRA HACK REMEMBER_IDX */
3776 if (old_sym == sym && old_i < n) i = old_i;
3781 /* Scan the monster memory */
3784 /* Extract a race */
3787 /* Hack -- Begin the prompt */
3790 /* Hack -- Complete the prompt */
3791 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3799 /*** Recall on screen ***/
3801 /* Get maximal info about this monster */
3802 lore_do_probe(r_idx);
3804 /* Save this monster ID */
3805 monster_race_track(r_idx);
3808 /* know every thing mode */
3809 screen_roff(r_idx, 0x01);
3812 /* XTRA HACK REMEMBER_IDX */
3819 /* Normal commands */
3820 if (query != 'r') break;
3827 if (query == ESCAPE) break;
3829 /* Move to "prev" monster */
3835 if (!expand_list) break;
3839 /* Move to "next" monster */
3845 if (!expand_list) break;
3851 /* Re-display the identity */
3852 /* prt(buf, 5, 5);*/
3854 /* Free the "who" array */
3855 C_KILL(who, max_r_idx, MONRACE_IDX);
3858 return (!notpicked);
3863 * @brief 施設の処理実行メインルーチン / Execute a building command
3864 * @param bldg 施設構造体の参照ポインタ
3865 * @param i 実行したい施設のサービステーブルの添字
3868 static void bldg_process_command(building_type *bldg, int i)
3870 BACT_IDX bact = bldg->actions[i];
3878 bcost = bldg->member_costs[i];
3880 bcost = bldg->other_costs[i];
3882 /* action restrictions */
3883 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3884 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3886 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3890 /* check gold (HACK - Recharge uses variable costs) */
3891 if ((bact != BACT_RECHARGE) &&
3892 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3893 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3895 msg_print(_("お金が足りません!", "You do not have the gold!"));
3904 case BACT_RESEARCH_ITEM:
3905 paid = identify_fully(FALSE);
3907 case BACT_TOWN_HISTORY:
3910 case BACT_RACE_LEGENDS:
3916 case BACT_KING_LEGENDS:
3917 case BACT_ARENA_LEGENDS:
3922 case BACT_ARENA_RULES:
3926 case BACT_IN_BETWEEN:
3928 case BACT_SPIN_WHEEL:
3929 case BACT_DICE_SLOTS:
3930 case BACT_GAMBLE_RULES:
3937 paid = inn_comm(bact);
3939 case BACT_RESEARCH_MONSTER:
3940 paid = research_mon();
3942 case BACT_COMPARE_WEAPONS:
3944 bcost = compare_weapons(bcost);
3946 case BACT_ENCHANT_WEAPON:
3947 item_tester_hook = object_allow_enchant_melee_weapon;
3948 enchant_item(bcost, 1, 1, 0);
3950 case BACT_ENCHANT_ARMOR:
3951 item_tester_hook = object_is_armour;
3952 enchant_item(bcost, 0, 0, 1);
3955 building_recharge();
3957 case BACT_RECHARGE_ALL:
3958 building_recharge_all();
3960 case BACT_IDENTS: /* needs work */
3961 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;
3963 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3966 case BACT_IDENT_ONE: /* needs work */
3967 paid = ident_spell(FALSE);
3972 case BACT_HEALING: /* needs work */
3973 paid = cure_critical_wounds(200);
3975 case BACT_RESTORE: /* needs work */
3976 paid = restore_all_status();
3978 case BACT_ENCHANT_ARROWS:
3979 item_tester_hook = item_tester_hook_ammo;
3980 enchant_item(bcost, 1, 1, 0);
3982 case BACT_ENCHANT_BOW:
3983 item_tester_tval = TV_BOW;
3984 enchant_item(bcost, 1, 1, 0);
3988 if (recall_player(p_ptr, 1)) paid = TRUE;
3991 case BACT_TELEPORT_LEVEL:
3993 paid = free_level_recall(p_ptr);
3996 case BACT_LOSE_MUTATION:
3997 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3998 (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4000 while(!lose_mutation(0));
4005 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4014 case BACT_TSUCHINOKO:
4031 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4032 set_virtue(V_COMPASSION, 0);
4033 set_virtue(V_HONOUR, 0);
4034 set_virtue(V_JUSTICE, 0);
4035 set_virtue(V_SACRIFICE, 0);
4036 set_virtue(V_KNOWLEDGE, 0);
4037 set_virtue(V_FAITH, 0);
4038 set_virtue(V_ENLIGHTEN, 0);
4039 set_virtue(V_ENCHANT, 0);
4040 set_virtue(V_CHANCE, 0);
4041 set_virtue(V_NATURE, 0);
4042 set_virtue(V_HARMONY, 0);
4043 set_virtue(V_VITALITY, 0);
4044 set_virtue(V_UNLIFE, 0);
4045 set_virtue(V_PATIENCE, 0);
4046 set_virtue(V_TEMPERANCE, 0);
4047 set_virtue(V_DILIGENCE, 0);
4048 set_virtue(V_VALOUR, 0);
4049 set_virtue(V_INDIVIDUALISM, 0);
4054 case BACT_TELE_TOWN:
4059 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4062 case BACT_BROKEN_WEAPON:
4064 bcost = repair_broken_weapon(bcost);
4075 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4078 void do_cmd_bldg(void)
4083 building_type *bldg;
4085 if(p_ptr->wild_mode) return;
4087 take_turn(p_ptr, 100);
4089 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4091 msg_print(_("ここには建物はない。", "You see no building here."));
4095 which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4097 bldg = &building[which];
4099 /* Don't re-init the wilderness */
4100 reinit_wilderness = FALSE;
4102 if ((which == 2) && (p_ptr->arena_number < 0))
4104 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4107 else if ((which == 2) && p_ptr->inside_arena)
4109 if (!p_ptr->exit_bldg && current_floor_ptr->m_cnt > 0)
4111 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);
4115 /* Don't save the arena as saved floor */
4116 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4118 p_ptr->inside_arena = FALSE;
4119 p_ptr->leaving = TRUE;
4121 /* Re-enter the arena */
4122 command_new = SPECIAL_KEY_BUILDING;
4124 /* No energy needed to re-enter the arena */
4130 else if (p_ptr->inside_battle)
4132 /* Don't save the arena as saved floor */
4133 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4135 p_ptr->leaving = TRUE;
4136 p_ptr->inside_battle = FALSE;
4138 /* Re-enter the monster arena */
4139 command_new = SPECIAL_KEY_BUILDING;
4141 /* No energy needed to re-enter the arena */
4148 p_ptr->oldpy = p_ptr->y;
4149 p_ptr->oldpx = p_ptr->x;
4155 /* Hack -- Increase "icky" depth */
4156 current_world_ptr->character_icky++;
4162 show_building(bldg);
4163 p_ptr->leave_bldg = FALSE;
4165 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4167 while (!p_ptr->leave_bldg)
4172 building_prt_gold();
4176 if (command == ESCAPE)
4178 p_ptr->leave_bldg = TRUE;
4179 p_ptr->inside_arena = FALSE;
4180 p_ptr->inside_battle = FALSE;
4184 for (i = 0; i < 8; i++)
4186 if (bldg->letters[i])
4188 if (bldg->letters[i] == command)
4196 if(validcmd) bldg_process_command(bldg, i);
4201 select_floor_music();
4206 /* Reinit wilderness to activate quests ... */
4207 if (reinit_wilderness)
4209 p_ptr->leaving = TRUE;
4212 /* Hack -- Decrease "icky" depth */
4213 current_world_ptr->character_icky--;
4217 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4218 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4219 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4224 * @brief 今日の賞金首を確定する / Determine today's bounty monster
4226 * @note conv_old is used if loaded 0.0.3 or older save file
4228 void determine_today_mon(bool conv_old)
4231 bool old_inside_battle = p_ptr->inside_battle;
4232 monster_race *r_ptr;
4236 for (i = 0; i < max_d_idx; i++)
4238 if (max_dlv[i] < d_info[i].mindepth) continue;
4239 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4242 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4244 p_ptr->inside_battle = TRUE;
4245 get_mon_num_prep(NULL, NULL);
4249 today_mon = get_mon_num(max_dl);
4250 r_ptr = &r_info[today_mon];
4252 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4253 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4254 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4255 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4256 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4257 if (r_ptr->rarity > 10) continue;
4261 p_ptr->today_mon = 0;
4262 p_ptr->inside_battle = old_inside_battle;
4268 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4271 void determine_bounty_uniques(void)
4275 monster_race *r_ptr;
4277 get_mon_num_prep(NULL, NULL);
4278 for (i = 0; i < MAX_KUBI; i++)
4282 current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4283 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4285 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4287 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4289 if (r_ptr->rarity > 100) continue;
4291 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4293 for (j = 0; j < i; j++)
4294 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4301 for (i = 0; i < MAX_KUBI - 1; i++)
4303 for (j = i; j < MAX_KUBI; j++)
4305 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4307 tmp = current_world_ptr->bounty_r_idx[i];
4308 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4309 current_world_ptr->bounty_r_idx[j] = tmp;