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-object.h"
47 #include "spells-status.h"
48 #include "realm-hex.h"
49 #include "dungeon-file.h"
52 #include "player-status.h"
53 #include "player-effects.h"
54 #include "player-class.h"
55 #include "player-personality.h"
56 #include "player-inventory.h"
59 #include "view-mainwindow.h"
60 #include "monsterrace.h"
64 * todo MAX_BLDGが定義されていない旨のエラーが出る……がコンパイルには成功する
67 building_type building[MAX_BLDG];
69 MONRACE_IDX battle_mon[4];
75 bool reinit_wilderness = FALSE;
76 MONSTER_IDX today_mon;
79 * todo MAX_ARENA_MONSが定義されていない旨のエラーが出る……がコンパイルには成功する
80 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
82 const arena_type arena_info[MAX_ARENA_MONS + 2] =
84 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
85 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
86 { MON_IMP, TV_POTION, SV_POTION_SPEED },
87 { MON_LION_HEART, 0, 0 },
88 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
89 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
90 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
91 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
92 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
93 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
94 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
95 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
96 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
97 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
98 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
99 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
100 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
101 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
102 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
103 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
104 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
105 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
106 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
107 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
108 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
109 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
110 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
111 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
112 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
113 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
114 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
115 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
116 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
117 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
118 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
119 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
120 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
121 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
122 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
123 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
124 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
125 { 0, 0, 0 }, /* Victory prizing */
126 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
130 * todo グローバルである必要があるか?
135 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
136 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
137 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
138 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
139 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
140 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
141 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
142 #define ODDS_ST 4 /*!< ストレートの役倍率 */
143 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
144 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
147 * @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。
148 * @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、
149 * 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。
150 * @param player_ptr プレーヤーへの参照ポインタ
151 * @param bldg 施設構造体の参照ポインタ
152 * @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。
154 static bool is_owner(player_type *player_ptr, building_type *bldg)
156 if (bldg->member_class[player_ptr->pclass] == BUILDING_OWNER)
161 if (bldg->member_race[player_ptr->prace] == BUILDING_OWNER)
166 REALM_IDX realm1 = player_ptr->realm1;
167 REALM_IDX realm2 = player_ptr->realm2;
168 if ((is_magic(realm1) && (bldg->member_realm[realm1] == BUILDING_OWNER)) ||
169 (is_magic(realm2) && (bldg->member_realm[realm2] == BUILDING_OWNER)))
179 * @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。
181 * @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、
182 * 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。
183 * @param player_ptr プレーヤーへの参照ポインタ
184 * @param bldg 施設構造体の参照ポインタ
185 * @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。
186 * @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。
188 static bool is_member(building_type *bldg)
190 if (bldg->member_class[p_ptr->pclass])
195 if (bldg->member_race[p_ptr->prace])
200 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
201 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
206 if (p_ptr->pclass == CLASS_SORCERER)
210 for (i = 0; i < MAX_MAGIC; i++)
212 if (bldg->member_realm[i + 1]) OK = TRUE;
222 * @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
223 * @details 消去は行毎にヌル文字列で行われる。
224 * @param min_row 開始行番号
225 * @param max_row 末尾行番号
228 void clear_bldg(int min_row, int max_row)
232 for (i = min_row; i <= max_row; i++)
239 * @param player_ptr プレーヤーへの参照ポインタ
242 static void building_prt_gold(void)
245 prt(_("手持ちのお金: ", "Gold Remaining: "), 23, 53);
246 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
247 prt(tmp_str, 23, 68);
252 * @brief 施設のサービス一覧を表示する / Display a building.
253 * @param player_ptr プレーヤーへの参照ポインタ
254 * @param bldg 施設構造体の参照ポインタ
257 static void show_building(player_type *player_ptr, building_type* bldg)
265 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
269 for (i = 0; i < 8; i++)
271 if (bldg->letters[i])
273 if (bldg->action_restr[i] == 0)
275 if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
276 (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
278 action_color = TERM_WHITE;
281 else if (is_owner(player_ptr, bldg))
283 action_color = TERM_YELLOW;
284 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
288 action_color = TERM_YELLOW;
289 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
292 else if (bldg->action_restr[i] == 1)
294 if (!is_member(bldg))
296 action_color = TERM_L_DARK;
297 strcpy(buff, _("(閉店)", "(closed)"));
299 else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
300 (is_member(bldg) && (bldg->other_costs[i] == 0)))
302 action_color = TERM_WHITE;
305 else if (is_owner(player_ptr, bldg))
307 action_color = TERM_YELLOW;
308 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
312 action_color = TERM_YELLOW;
313 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
318 if (!is_owner(player_ptr, bldg))
320 action_color = TERM_L_DARK;
321 strcpy(buff, _("(閉店)", "(closed)"));
323 else if (bldg->member_costs[i] != 0)
325 action_color = TERM_YELLOW;
326 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
330 action_color = TERM_WHITE;
335 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
336 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
340 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
345 * @brief 闘技場に入るコマンドの処理 / arena commands
346 * @param player_ptr プレーヤーへの参照ポインタ
347 * @param cmd 闘技場処理のID
350 static void arena_comm(player_type *player_ptr, int cmd)
358 if (player_ptr->arena_number == MAX_ARENA_MONS)
361 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
362 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);
363 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);
367 player_ptr->au += 1000000L;
368 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
370 player_ptr->arena_number++;
372 else if (player_ptr->arena_number > MAX_ARENA_MONS)
374 if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
376 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."));
378 if (get_check(_("挑戦するかね?", "Do you fight? ")))
380 msg_print(_("死ぬがよい。", "Die, maggots."));
383 player_ptr->exit_bldg = FALSE;
384 reset_tim_flags(player_ptr);
386 /* Save the surface floor as saved floor */
387 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
389 player_ptr->current_floor_ptr->inside_arena = TRUE;
390 player_ptr->leaving = TRUE;
391 player_ptr->leave_bldg = TRUE;
395 msg_print(_("残念だ。", "We are disappointed."));
400 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。",
401 "You enter the arena briefly and bask in your glory."));
405 else if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
407 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。",
408 "You don't have permission to enter with pet."));
413 player_ptr->exit_bldg = FALSE;
414 reset_tim_flags(player_ptr);
416 /* Save the surface floor as saved floor */
417 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
419 player_ptr->current_floor_ptr->inside_arena = TRUE;
420 player_ptr->leaving = TRUE;
421 player_ptr->leave_bldg = TRUE;
425 if (player_ptr->arena_number == MAX_ARENA_MONS)
426 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。",
427 "You are victorious. Enter the arena for the ceremony."));
429 else if (player_ptr->arena_number > MAX_ARENA_MONS)
431 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
435 r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
436 name = (r_name + r_ptr->name);
437 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
439 player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
440 player_ptr->window |= (PW_MONSTER);
441 handle_stuff(player_ptr);
445 case BACT_ARENA_RULES:
448 /* Peruse the arena help file */
449 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
458 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
459 * @param row シンボルを表示する行の上端
460 * @param col シンボルを表示する行の左端
461 * @param fruit 表示するシンボルID
464 static void display_fruit(int row, int col, int fruit)
469 c_put_str(TERM_YELLOW, " ####.", row, col);
470 c_put_str(TERM_YELLOW, " # #", row + 1, col);
471 c_put_str(TERM_YELLOW, " # #", row + 2, col);
472 c_put_str(TERM_YELLOW, "# #", row + 3, col);
473 c_put_str(TERM_YELLOW, "# #", row + 4, col);
474 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
475 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
476 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
478 " Lemon "), row + 8, col);
481 c_put_str(TERM_ORANGE, " ## ", row, col);
482 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
483 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
484 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
485 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
486 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
487 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
488 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
490 " Orange "), row + 8, col);
493 c_put_str(TERM_SLATE, _(" Λ ", " /\\ "), row, col);
494 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 1, col);
495 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 2, col);
496 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 3, col);
497 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 4, col);
498 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 5, col);
499 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### "), row + 6, col);
500 c_put_str(TERM_UMBER, _(" 目 ", " ## "), row + 7, col);
501 prt(_(" 剣 ", " Sword "), row + 8, col);
504 c_put_str(TERM_SLATE, " ###### ", row, col);
505 c_put_str(TERM_SLATE, "# #", row + 1, col);
506 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
507 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
508 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
509 c_put_str(TERM_SLATE, " # # ", row + 5, col);
510 c_put_str(TERM_SLATE, " # # ", row + 6, col);
511 c_put_str(TERM_SLATE, " ## ", row + 7, col);
513 " Shield "), row + 8, col);
516 c_put_str(TERM_VIOLET, " ## ", row, col);
517 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
518 c_put_str(TERM_VIOLET, "########", row + 2, col);
519 c_put_str(TERM_VIOLET, "########", row + 3, col);
520 c_put_str(TERM_VIOLET, "########", row + 4, col);
521 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
522 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
523 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
525 " Plum "), row + 8, col);
528 c_put_str(TERM_RED, " ##", row, col);
529 c_put_str(TERM_RED, " ### ", row + 1, col);
530 c_put_str(TERM_RED, " #..# ", row + 2, col);
531 c_put_str(TERM_RED, " #..# ", row + 3, col);
532 c_put_str(TERM_RED, " ###### ", row + 4, col);
533 c_put_str(TERM_RED, "#..##..#", row + 5, col);
534 c_put_str(TERM_RED, "#..##..#", row + 6, col);
535 c_put_str(TERM_RED, " ## ## ", row + 7, col);
537 " Cherry "), row + 8, col);
544 * kpoker no (tyuto-hannpa na)pakuri desu...
545 * joker ha shineru node haitte masen.
547 * TODO: donataka! tsukutte!
548 * - agatta yaku no kiroku (like DQ).
549 * - kakkoii card no e.
550 * - sousa-sei no koujyo.
551 * - code wo wakariyasuku.
553 * - Joker... -- done.
556 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
559 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
560 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
561 #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 */
568 static void reset_deck(int deck[])
571 for (i = 0; i < 53; i++) deck[i] = i;
574 for (i = 0; i < 53; i++) {
575 int tmp1 = randint0(53 - i) + i;
577 deck[i] = deck[tmp1];
584 * @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。
585 * @return ジョーカーを持っているか。
587 static bool have_joker(void)
591 for (i = 0; i < 5; i++) {
592 if (IS_JOKER(cards[i])) return TRUE;
599 * @brief ポーカーの手札に該当の番号の札があるかを返す。
600 * @param num 探したいカードの番号。
601 * @return 該当の番号が手札にあるか。
603 static bool find_card_num(int num)
606 for (i = 0; i < 5; i++)
607 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
613 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
616 static bool yaku_check_flush(void)
619 bool joker_is_used = FALSE;
621 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
622 for (i = 0; i < 5; i++) {
623 if (SUIT_OF(cards[i]) != suit) {
624 if (have_joker() && !joker_is_used)
625 joker_is_used = TRUE;
636 * @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。
637 * @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
639 static int yaku_check_straight(void)
642 bool joker_is_used = FALSE;
643 bool straight = FALSE;
646 for (i = 0; i < 5; i++)
648 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
649 lowest = NUM_OF(cards[i]);
652 /* Check Royal Straight Flush */
653 if (yaku_check_flush())
656 for (i = 0; i < 4; i++)
658 if (!find_card_num(9 + i)) {
659 if (have_joker() && !joker_is_used)
660 joker_is_used = TRUE;
665 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
668 for (i = 0; i < 3; i++)
670 if (!find_card_num(10 + i))
673 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
677 joker_is_used = FALSE;
679 /* Straight Only Check */
681 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
682 for (i = 0; i < 4; i++)
684 if (!find_card_num(9 + i)) {
685 if (have_joker() && !joker_is_used)
686 joker_is_used = TRUE;
691 if (i == 4) straight = TRUE;
694 joker_is_used = FALSE;
696 for (i = 0; i < 5; i++)
698 if (!find_card_num(lowest + i)) {
699 if (have_joker() && !joker_is_used)
700 joker_is_used = TRUE;
705 if (i == 5) straight = TRUE;
707 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
708 else if (straight) return 1; /* Only Straight */
714 * @brief ポーカーのペア役の状態を返す。
715 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
717 static int yaku_check_pair(void)
719 int i, i2, matching = 0;
721 for (i = 0; i < 5; i++)
723 for (i2 = i + 1; i2 < 5; i2++)
725 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
726 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
759 * @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。
762 static int yaku_check(void)
766 switch (yaku_check_straight()) {
768 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
771 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
774 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
777 /* Not straight -- fall through */
781 if (yaku_check_flush())
783 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
787 switch (yaku_check_pair())
790 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
793 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
796 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
799 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
802 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
805 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
807 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
812 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
824 * @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。
825 * @param hoge カーソルの現在位置
826 * @param kaeruka カードの捨てる/残すフラグ配列
829 static void display_kaeruka(int hoge, int kaeruka[])
832 char col = TERM_WHITE;
833 for (i = 0; i < 5; i++)
835 if (i == hoge) col = TERM_YELLOW;
836 else if (kaeruka[i]) col = TERM_WHITE;
837 else col = TERM_L_BLUE;
840 c_put_str(col, _("かえる", "Change"), 14, 5 + i * 16);
842 c_put_str(col, _("のこす", " Stay "), 14, 5 + i * 16);
844 if (hoge > 4) col = TERM_YELLOW;
845 else col = TERM_WHITE;
846 c_put_str(col, _("決定", "Sure"), 16, 38);
848 /* Hilite current option */
849 if (hoge < 5) move_cursor(14, 5 + hoge * 16);
850 else move_cursor(16, 38);
855 * @brief ポーカーの手札を表示する。
858 static void display_cards(void)
861 char suitcolor[4] = { TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN };
863 concptr suit[4] = { "★", "●", "¶", "†" };
864 concptr card_grph[13][7] = { {"A %s ",
955 concptr joker_grph[7] = { " ",
965 concptr suit[4] = { "[]", "qp", "<>", "db" };
966 concptr card_grph[13][7] = { {"A %s ",
1057 concptr joker_grph[7] = { " ",
1066 for (i = 0; i < 5; i++)
1068 prt(_("┏━━━━━━┓", " +------------+ "), 5, i * 16);
1071 for (i = 0; i < 5; i++)
1073 for (j = 0; j < 7; j++)
1075 prt(_("┃", " |"), j + 6, i * 16);
1076 if (IS_JOKER(cards[i]))
1077 c_put_str(TERM_VIOLET, joker_grph[j], j + 6, 2 + i * 16);
1079 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);
1080 prt(_("┃", "| "), j + 6, i * 16 + 14);
1083 for (i = 0; i < 5; i++)
1085 prt(_("┗━━━━━━┛", " +------------+ "), 13, i * 16);
1091 * @brief ポーカーの1プレイルーチン。
1094 static int do_poker(void)
1098 int deck[53]; /* yamafuda : 0...52 */
1100 int kaeruka[5]; /* 0:kaenai 1:kaeru */
1104 bool kakikae = TRUE;
1108 for (i = 0; i < 5; i++)
1110 cards[i] = deck[deck_ptr++];
1111 kaeruka[i] = 0; /* default:nokosu */
1114 /* suteruno wo kimeru */
1115 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);
1122 if (kakikae) display_kaeruka(k + kettei * 5, kaeruka);
1127 case '6': case 'l': case 'L': case KTRL('F'):
1128 if (!kettei) k = (k + 1) % 5;
1129 else { k = 0; kettei = FALSE; }
1132 case '4': case 'h': case 'H': case KTRL('B'):
1133 if (!kettei) k = (k + 4) % 5;
1134 else { k = 4; kettei = FALSE; }
1137 case '2': case 'j': case 'J': case KTRL('N'):
1138 if (!kettei) { kettei = TRUE; kakikae = TRUE; }
1140 case '8': case 'k': case 'K': case KTRL('P'):
1141 if (kettei) { kettei = FALSE; kakikae = TRUE; }
1143 case ' ': case '\r':
1144 if (kettei) done = TRUE;
1145 else { kaeruka[k] = !kaeruka[k]; kakikae = TRUE; }
1154 for (i = 0; i < 5; i++)
1155 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1159 return yaku_check();
1162 // todo このundefは必要か?
1166 /* end of poker codes --Koka */
1170 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1171 * @param player_ptr プレーヤーへの参照ポインタ
1172 * @param cmd プレイするゲームID
1175 static bool gamble_comm(int cmd)
1178 int roll1, roll2, roll3, choice, odds, win;
1183 char out_val[160], tmp_str[80], again;
1188 if (cmd == BACT_GAMBLE_RULES)
1190 /* Peruse the gambling help file */
1191 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1198 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1199 "Hey! You don't have gold - get out of here!"));
1207 maxbet = p_ptr->lev * 200;
1209 /* We can't bet more than we have */
1210 maxbet = MIN(maxbet, p_ptr->au);
1213 strcpy(out_val, "");
1214 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1218 * Use get_string() because we may need more than
1219 * the s16b value returned by get_quantity().
1221 if (get_string(tmp_str, out_val, 32))
1224 for (p = out_val; *p == ' '; p++);
1229 if (wager > p_ptr->au)
1231 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!"));
1236 else if (wager > maxbet)
1238 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1239 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1244 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1250 oldgold = p_ptr->au;
1252 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1253 prt(tmp_str, 20, 2);
1254 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1255 prt(tmp_str, 21, 2);
1262 case BACT_IN_BETWEEN: /* Game of In-Between */
1263 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"), 5, 2);
1267 roll1 = randint1(10);
1268 roll2 = randint1(10);
1269 choice = randint1(10);
1270 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1273 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1275 prt(tmp_str, 11, 14);
1276 if (((choice > roll1) && (choice < roll2)) ||
1277 ((choice < roll1) && (choice > roll2)))
1280 case BACT_CRAPS: /* Game of Craps */
1281 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1285 roll1 = randint1(6);
1286 roll2 = randint1(6);
1287 roll3 = roll1 + roll2;
1289 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1290 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1292 if ((roll3 == 7) || (roll3 == 11))
1294 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1299 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"));
1302 roll1 = randint1(6);
1303 roll2 = randint1(6);
1304 roll3 = roll1 + roll2;
1305 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1306 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1308 if (roll3 == choice)
1310 else if (roll3 == 7)
1312 } while ((win != TRUE) && (win != FALSE));
1315 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1318 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1320 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1321 prt("--------------------------------", 8, 3);
1322 strcpy(out_val, "");
1323 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1325 for (p = out_val; iswspace(*p); p++);
1329 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1332 else if (choice > 9)
1334 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1338 roll1 = randint0(10);
1339 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1340 "The wheel spins to a stop and the winner is %d"), roll1);
1341 prt(tmp_str, 13, 3);
1343 prt("*", 9, (3 * roll1 + 5));
1344 if (roll1 == choice)
1348 case BACT_DICE_SLOTS: /* The Dice Slots */
1349 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1350 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1351 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1352 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1353 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1354 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1355 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1356 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1359 roll1 = randint1(21);
1360 for (i = 6; i > 0; i--)
1362 if ((roll1 - i) < 1)
1369 roll2 = randint1(21);
1370 for (i = 6; i > 0; i--)
1372 if ((roll2 - i) < 1)
1379 choice = randint1(21);
1380 for (i = 6; i > 0; i--)
1382 if ((choice - i) < 1)
1389 put_str("/--------------------------\\", 7, 2);
1390 prt("\\--------------------------/", 17, 2);
1391 display_fruit(8, 3, roll1 - 1);
1392 display_fruit(8, 12, roll2 - 1);
1393 display_fruit(8, 21, choice - 1);
1394 if ((roll1 == roll2) && (roll2 == choice))
1413 else if ((roll1 == 1) && (roll2 == 1))
1422 if (odds) win = TRUE;
1428 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1430 p_ptr->au += odds * wager;
1431 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1433 prt(tmp_str, 17, 37);
1437 prt(_("あなたの負け", "You Lost"), 16, 37);
1441 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1443 prt(tmp_str, 22, 2);
1444 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1446 move_cursor(18, 52);
1451 if (wager > p_ptr->au)
1453 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1454 "Hey! You don't have the gold - get out of here!"));
1460 } while ((again == 'y') || (again == 'Y'));
1463 if (p_ptr->au >= oldgold)
1465 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!」",
1466 "You came out a winner! We'll win next time, I'm sure."));
1467 chg_virtue(p_ptr, V_CHANCE, 3);
1471 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."));
1472 chg_virtue(p_ptr, V_CHANCE, -3);
1484 * @brief モンスター闘技場に参加するモンスターを更新する。
1485 * @param player_ptr プレーヤーへの参照ポインタ
1488 void update_gambling_monsters(void)
1495 bool old_inside_battle = p_ptr->phase_out;
1497 for (i = 0; i < current_world_ptr->max_d_idx; i++)
1498 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1500 mon_level = randint1(MIN(max_dl, 122)) + 5;
1501 if (randint0(100) < 60)
1503 i = randint1(MIN(max_dl, 122)) + 5;
1504 mon_level = MAX(i, mon_level);
1506 if (randint0(100) < 30)
1508 i = randint1(MIN(max_dl, 122)) + 5;
1509 mon_level = MAX(i, mon_level);
1516 for (i = 0; i < 4; i++)
1522 get_mon_num_prep(monster_can_entry_arena, NULL);
1523 p_ptr->phase_out = TRUE;
1524 r_idx = get_mon_num(mon_level);
1525 p_ptr->phase_out = old_inside_battle;
1526 if (!r_idx) continue;
1528 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1530 if ((r_info[r_idx].level + 10) > mon_level) continue;
1533 for (j = 0; j < i; j++)
1534 if (r_idx == battle_mon[j]) break;
1535 if (j < i) continue;
1539 battle_mon[i] = r_idx;
1540 if (r_info[r_idx].level < 45) tekitou = TRUE;
1543 for (i = 0; i < 4; i++)
1545 monster_race *r_ptr = &r_info[battle_mon[i]];
1546 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1548 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1549 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1551 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1552 power[i] = power[i] * (100 + r_ptr->level) / 100;
1553 if (r_ptr->speed > 110)
1554 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1555 if (r_ptr->speed < 110)
1556 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1558 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1559 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1560 power[i] = power[i] * 4 / 3;
1561 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1562 power[i] = power[i] * 4 / 3;
1563 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1564 power[i] = power[i] * 11 / 10;
1565 if (r_ptr->flags1 & RF1_RAND_25)
1566 power[i] = power[i] * 9 / 10;
1567 if (r_ptr->flags1 & RF1_RAND_50)
1568 power[i] = power[i] * 9 / 10;
1569 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1570 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1573 for (i = 0; i < 4; i++)
1575 if (power[i] <= 0) break;
1576 power[i] = total * 60 / power[i];
1577 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1578 if ((power[i] < 160) && randint0(20)) break;
1579 if (power[i] < 101) power[i] = 100 + randint1(5);
1580 mon_odds[i] = power[i];
1588 * @brief モンスター闘技場のメインルーチン
1589 * @param player_ptr プレーヤーへの参照ポインタ
1590 * @return 賭けを開始したか否か
1592 static bool kakutoujou(player_type *player_ptr)
1596 char out_val[160], tmp_str[80];
1599 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1601 update_gambling_monsters();
1602 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1608 if (player_ptr->au <= 1)
1610 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!"));
1622 "Monsters Odds"), 4, 4);
1623 for (i = 0; i < 4; i++)
1626 monster_race *r_ptr = &r_info[battle_mon[i]];
1628 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i + 1,
1629 _(format("%s%s", r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1630 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1631 (long int)mon_odds[i] / 100, (long int)mon_odds[i] % 100);
1634 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1644 if (i >= '1' && i <= '4')
1646 sel_monster = i - '1';
1647 battle_odds = mon_odds[sel_monster];
1654 for (i = 0; i < 4; i++)
1655 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1657 maxbet = player_ptr->lev * 200;
1659 /* We can't bet more than we have */
1660 maxbet = MIN(maxbet, player_ptr->au);
1663 strcpy(out_val, "");
1664 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1666 * Use get_string() because we may need more than
1667 * the s16b value returned by get_quantity().
1669 if (get_string(tmp_str, out_val, 32))
1672 for (p = out_val; *p == ' '; p++);
1677 if (wager > player_ptr->au)
1679 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!"));
1685 else if (wager > maxbet)
1687 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);
1693 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1697 battle_odds = MAX(wager + 1, wager * battle_odds / 100);
1699 player_ptr->au -= wager;
1700 reset_tim_flags(player_ptr);
1702 /* Save the surface floor as saved floor */
1703 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
1705 player_ptr->phase_out = TRUE;
1706 player_ptr->leaving = TRUE;
1707 player_ptr->leave_bldg = TRUE;
1721 * @brief 本日の賞金首情報を表示する。
1722 * @param player_ptr プレーヤーへの参照ポインタ
1725 static void today_target(void)
1728 monster_race *r_ptr = &r_info[today_mon];
1731 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1732 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
1733 c_put_str(TERM_YELLOW, buf, 6, 10);
1734 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1736 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1738 p_ptr->today_mon = today_mon;
1743 * @brief ツチノコの賞金首情報を表示する。
1746 static void tsuchinoko(void)
1749 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1750 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);
1751 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1752 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1753 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1758 * @brief 通常の賞金首情報を表示する。
1761 static void show_bounty(void)
1767 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);
1768 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1770 for (i = 0; i < MAX_BOUNTY; i++)
1774 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])];
1776 if (current_world_ptr->bounty_r_idx[i] > 10000)
1779 done_mark = _("(済)", "(done)");
1787 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
1790 if (!y && (i < MAX_BOUNTY - 1))
1792 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1802 * 賞金首の報酬テーブル / List of prize object
1805 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1806 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1807 } prize_list[MAX_BOUNTY] =
1809 {TV_POTION, SV_POTION_CURING},
1810 {TV_POTION, SV_POTION_SPEED},
1811 {TV_POTION, SV_POTION_SPEED},
1812 {TV_POTION, SV_POTION_RESISTANCE},
1813 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1815 {TV_POTION, SV_POTION_HEALING},
1816 {TV_POTION, SV_POTION_RESTORE_MANA},
1817 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1818 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1819 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1821 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1822 {TV_POTION, SV_POTION_STAR_HEALING},
1823 {TV_POTION, SV_POTION_STAR_HEALING},
1824 {TV_POTION, SV_POTION_NEW_LIFE},
1825 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1827 {TV_POTION, SV_POTION_LIFE},
1828 {TV_POTION, SV_POTION_LIFE},
1829 {TV_POTION, SV_POTION_AUGMENTATION},
1830 {TV_POTION, SV_POTION_INVULNERABILITY},
1831 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1836 * @brief 賞金首の引き換え処理 / Get prize
1837 * @param player_ptr プレーヤーへの参照ポインタ
1838 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1840 static bool kankin(player_type *player_ptr)
1844 bool change = FALSE;
1845 GAME_TEXT o_name[MAX_NLEN];
1848 /* Loop for inventory and right/left arm */
1849 for (i = 0; i <= INVEN_LARM; i++)
1851 o_ptr = &player_ptr->inventory_list[i];
1853 /* Living Tsuchinoko worthes $1000000 */
1854 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1856 char buf[MAX_NLEN + 20];
1857 object_desc(o_name, o_ptr, 0);
1858 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1861 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1862 player_ptr->au += 1000000L * o_ptr->number;
1863 player_ptr->redraw |= (PR_GOLD);
1864 vary_item(player_ptr, i, -o_ptr->number);
1870 for (i = 0; i < INVEN_PACK; i++)
1872 o_ptr = &player_ptr->inventory_list[i];
1874 /* Corpse of Tsuchinoko worthes $200000 */
1875 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1877 char buf[MAX_NLEN + 20];
1878 object_desc(o_name, o_ptr, 0);
1879 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1882 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1883 player_ptr->au += 200000L * o_ptr->number;
1884 player_ptr->redraw |= (PR_GOLD);
1885 vary_item(player_ptr, i, -o_ptr->number);
1891 for (i = 0; i < INVEN_PACK; i++)
1893 o_ptr = &player_ptr->inventory_list[i];
1895 /* Bones of Tsuchinoko worthes $100000 */
1896 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1898 char buf[MAX_NLEN + 20];
1899 object_desc(o_name, o_ptr, 0);
1900 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1903 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1904 player_ptr->au += 100000L * o_ptr->number;
1905 player_ptr->redraw |= (PR_GOLD);
1906 vary_item(player_ptr, i, -o_ptr->number);
1912 for (i = 0; i < INVEN_PACK; i++)
1914 o_ptr = &player_ptr->inventory_list[i];
1915 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)))
1917 char buf[MAX_NLEN + 20];
1918 object_desc(o_name, o_ptr, 0);
1919 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1922 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1923 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1924 player_ptr->redraw |= (PR_GOLD);
1925 vary_item(player_ptr, i, -o_ptr->number);
1931 for (i = 0; i < INVEN_PACK; i++)
1933 o_ptr = &player_ptr->inventory_list[i];
1935 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1937 char buf[MAX_NLEN + 20];
1938 object_desc(o_name, o_ptr, 0);
1939 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1942 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1943 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1944 player_ptr->redraw |= (PR_GOLD);
1945 vary_item(player_ptr, i, -o_ptr->number);
1951 for (j = 0; j < MAX_BOUNTY; j++)
1953 /* Need reverse order --- Positions will be changed in the loop */
1954 for (i = INVEN_PACK - 1; i >= 0; i--)
1956 o_ptr = &player_ptr->inventory_list[i];
1957 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1959 char buf[MAX_NLEN + 20];
1961 INVENTORY_IDX item_new;
1964 object_desc(o_name, o_ptr, 0);
1965 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
1966 if (!get_check(buf)) continue;
1968 #if 0 /* Obsoleted */
1969 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);
1970 player_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number;
1971 player_ptr->redraw |= (PR_GOLD);
1972 vary_item(i, -o_ptr->number);
1973 chg_virtue(player_ptr, V_JUSTICE, 5);
1974 current_world_ptr->bounty_r_idx[j] += 10000;
1977 #endif /* Obsoleted */
1980 vary_item(player_ptr, i, -o_ptr->number);
1982 chg_virtue(player_ptr, V_JUSTICE, 5);
1983 current_world_ptr->bounty_r_idx[j] += 10000;
1985 /* Count number of unique corpses already handed */
1986 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
1988 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1990 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" : ""));
1992 /* Prepare to make a prize */
1993 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
1994 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
1996 object_aware(player_ptr, &forge);
1997 object_known(&forge);
2000 * Hand it --- Assume there is an empty slot.
2001 * Since a corpse is handed at first,
2002 * there is at least one empty slot.
2004 item_new = inven_carry(player_ptr, &forge);
2006 object_desc(o_name, &forge, 0);
2007 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2009 /* Auto-inscription */
2010 autopick_alter_item(player_ptr, item_new, FALSE);
2011 handle_stuff(player_ptr);
2018 if (change) return TRUE;
2020 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."));
2027 * @brief 宿屋の利用サブルーチン
2028 * @details inn commands\n
2029 * Note that resting for the night was a perfect way to avoid player\n
2030 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2031 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2032 * will not be that useful. I will keep it in the hopes the player\n
2033 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2034 * Resting at night is also a quick way to restock stores -KMW-\n
2035 * @param cmd 宿屋の利用施設ID
2036 * @return 施設の利用が実際に行われたか否か。
2038 static bool inn_comm(player_type *customer_ptr, int cmd)
2042 case BACT_FOOD: /* Buy food & drink */
2043 if (customer_ptr->food >= PY_FOOD_FULL)
2045 msg_print(_("今は満腹だ。", "You are full now."));
2048 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."));
2049 (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
2052 case BACT_REST: /* Rest for the night */
2053 if ((customer_ptr->poisoned) || (customer_ptr->cut))
2055 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."));
2057 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."));
2061 s32b oldturn = current_world_ptr->game_turn;
2062 int prev_day, prev_hour, prev_min;
2064 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2065 if ((prev_hour >= 6) && (prev_hour <= 17))
2066 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2068 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2070 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2071 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2073 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2074 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2077 prevent_turn_overflow();
2079 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, NIKKI_HIGAWARI, 0, NULL);
2080 customer_ptr->chp = customer_ptr->mhp;
2082 if (ironman_nightmare)
2084 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."));
2086 /* Have some nightmares */
2089 sanity_blast(customer_ptr, NULL, FALSE);
2090 if (!one_in_(3)) break;
2093 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2094 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2098 set_blind(customer_ptr, 0);
2099 set_confused(customer_ptr, 0);
2100 customer_ptr->stun = 0;
2101 customer_ptr->chp = customer_ptr->mhp;
2102 customer_ptr->csp = customer_ptr->msp;
2103 if (customer_ptr->pclass == CLASS_MAGIC_EATER)
2106 for (i = 0; i < 72; i++)
2108 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
2110 for (; i < 108; i++)
2112 customer_ptr->magic_num1[i] = 0;
2116 if ((prev_hour >= 6) && (prev_hour <= 17))
2118 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."));
2119 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2123 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."));
2124 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2130 case BACT_RUMORS: /* Listen for rumors */
2132 display_rumor(TRUE);
2142 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2143 * @param player_ptr プレーヤーへの参照ポインタ
2144 * @param questnum クエストのID
2145 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2148 static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
2151 QUEST_IDX old_quest;
2152 GAME_TEXT tmp_str[80];
2154 /* Clear the text */
2155 for (i = 0; i < 10; i++)
2157 quest_text[i][0] = '\0';
2160 quest_text_line = 0;
2162 /* Set the quest number temporary */
2163 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2164 old_quest = floor_ptr->inside_quest;
2165 floor_ptr->inside_quest = questnum;
2167 /* Get the quest text */
2168 init_flags = INIT_SHOW_TEXT;
2169 if (do_init) init_flags |= INIT_ASSIGN;
2171 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
2173 /* Reset the old quest number */
2174 floor_ptr->inside_quest = old_quest;
2176 /* Print the quest info */
2177 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);
2181 prt(quest[questnum].name, 7, 0);
2183 for (i = 0; i < 10; i++)
2185 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2190 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2191 * @param player_ptr プレーヤーへの参照ポインタ
2194 static void castle_quest(player_type *player_ptr)
2196 QUEST_IDX q_index = 0;
2197 monster_race *r_ptr;
2204 /* Current quest of the building */
2205 q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
2207 /* Is there a quest available at the building? */
2210 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);
2214 q_ptr = &quest[q_index];
2216 /* Quest is completed */
2217 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2219 /* Rewarded quest */
2220 q_ptr->status = QUEST_STATUS_REWARDED;
2222 get_questinfo(player_ptr, q_index, FALSE);
2224 reinit_wilderness = TRUE;
2227 else if (q_ptr->status == QUEST_STATUS_FAILED)
2229 get_questinfo(player_ptr, q_index, FALSE);
2231 /* Mark quest as done (but failed) */
2232 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2234 reinit_wilderness = TRUE;
2236 /* Quest is still unfinished */
2237 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2239 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);
2240 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);
2241 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);
2244 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2246 q_ptr->status = QUEST_STATUS_TAKEN;
2248 reinit_wilderness = TRUE;
2250 /* Assign a new quest */
2251 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2253 if (q_ptr->r_idx == 0)
2255 /* Random monster at least 5 - 10 levels out of deep */
2256 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2259 r_ptr = &r_info[q_ptr->r_idx];
2261 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2263 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2264 r_ptr = &r_info[q_ptr->r_idx];
2267 if (q_ptr->max_num == 0)
2269 /* Random monster number */
2270 if (randint1(10) > 7)
2273 q_ptr->max_num = randint1(3) + 1;
2277 name = (r_name + r_ptr->name);
2278 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name, q_ptr->max_num);
2282 get_questinfo(player_ptr, q_index, TRUE);
2289 * @brief 町に関するヘルプを表示する / Display town history
2292 static void town_history(void)
2296 /* Peruse the building help file */
2297 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2303 * @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
2305 * @param mult スレイ倍率(掛け算部分)
2306 * @param div スレイ倍率(割り算部分)
2307 * @param force 理力特別計算フラグ
2310 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2318 tmp += dam * 60 * 2;
2333 * @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)
2335 * @param mult スレイ倍率(掛け算部分)
2336 * @param div スレイ倍率(割り算部分)
2337 * @param force 理力特別計算フラグ
2339 * @param plus 武器ダメージ修正
2340 * @param meichuu 命中値
2341 * @param dokubari 毒針処理か否か
2342 * @param vorpal_mult 切れ味倍率(掛け算部分)
2343 * @param vorpal_div 切れ味倍率(割り算部分)
2346 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)
2348 dam = calc_slaydam(dam, mult, div, force);
2349 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2350 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2356 * @brief 武器の各条件毎のダメージ期待値を表示する。
2359 * @param mindice ダイス部分最小値
2360 * @param maxdice ダイス部分最大値
2362 * @param dam_bonus ダメージ修正値
2364 * @param color 条件内容の表示色
2366 * Display the damage figure of an object\n
2367 * (used by compare_weapon_aux)\n
2369 * Only accurate for the current weapon, because it includes\n
2370 * the current +dam of the player.\n
2373 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2375 GAME_TEXT tmp_str[80];
2378 mindam = blows * (mindice + dam_bonus);
2379 maxdam = blows * (maxdice + dam_bonus);
2381 /* Print the intro text */
2382 c_put_str(color, attr, r, c);
2384 /* Calculate the min and max damage figures */
2385 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2387 /* Print the damage */
2388 put_str(tmp_str, r, c + 8);
2393 * @brief 武器一つ毎のダメージ情報を表示する。
2394 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2395 * @param col 表示する行の上端
2398 * Show the damage figures for the various monster types\n
2400 * Only accurate for the current weapon, because it includes\n
2401 * the current number of blows for the player.\n
2404 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
2406 BIT_FLAGS flgs[TR_FLAG_SIZE];
2407 int blow = owner_ptr->num_blow[0];
2409 bool dokubari = FALSE;
2411 /* Effective dices */
2412 int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
2413 int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
2415 int mindice = eff_dd;
2416 int maxdice = eff_ds * eff_dd;
2419 int vorpal_mult = 1;
2421 int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
2424 /* Get the flags of the weapon */
2425 object_flags(o_ptr, flgs);
2427 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2430 /* Show Critical Damage*/
2431 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
2432 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
2434 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2438 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2440 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2451 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2452 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2453 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
2456 if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2460 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2461 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2462 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2465 /* Print the relevant lines */
2466 if (have_flag(flgs, TR_KILL_ANIMAL))
2468 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2469 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2470 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2472 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2474 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2475 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2476 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2478 if (have_flag(flgs, TR_KILL_EVIL))
2480 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2481 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2482 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2484 else if (have_flag(flgs, TR_SLAY_EVIL))
2486 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2487 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2488 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2490 if (have_flag(flgs, TR_KILL_HUMAN))
2492 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2493 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2494 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2496 else if (have_flag(flgs, TR_SLAY_HUMAN))
2498 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2499 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2500 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2502 if (have_flag(flgs, TR_KILL_UNDEAD))
2504 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_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, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2506 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2508 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2510 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_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, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2512 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2514 if (have_flag(flgs, TR_KILL_DEMON))
2516 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_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, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2518 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
2520 else if (have_flag(flgs, TR_SLAY_DEMON))
2522 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_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, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2524 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
2526 if (have_flag(flgs, TR_KILL_ORC))
2528 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_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, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2530 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2532 else if (have_flag(flgs, TR_SLAY_ORC))
2534 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_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, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2536 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2538 if (have_flag(flgs, TR_KILL_TROLL))
2540 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2541 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2542 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
2544 else if (have_flag(flgs, TR_SLAY_TROLL))
2546 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2547 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2548 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
2550 if (have_flag(flgs, TR_KILL_GIANT))
2552 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2553 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2554 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2556 else if (have_flag(flgs, TR_SLAY_GIANT))
2558 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2559 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2560 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2562 if (have_flag(flgs, TR_KILL_DRAGON))
2564 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2565 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2566 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2568 else if (have_flag(flgs, TR_SLAY_DRAGON))
2570 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2571 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2572 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2574 if (have_flag(flgs, TR_BRAND_ACID))
2576 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2577 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2578 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2580 if (have_flag(flgs, TR_BRAND_ELEC))
2582 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2583 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2584 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2586 if (have_flag(flgs, TR_BRAND_FIRE))
2588 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2589 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2590 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2592 if (have_flag(flgs, TR_BRAND_COLD))
2594 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2595 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2596 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2598 if (have_flag(flgs, TR_BRAND_POIS))
2600 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2601 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2602 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2608 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2609 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2610 * @param row 表示する列の左端
2611 * @param col 表示する行の上端
2613 * Displays all info about a weapon
2615 * Only accurate for the current weapon, because it includes
2616 * various info about the player's +to_dam and number of blows.
2619 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2621 GAME_TEXT o_name[MAX_NLEN];
2622 GAME_TEXT tmp_str[80];
2624 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2625 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2626 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2628 /* Print the weapon name */
2629 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2630 c_put_str(TERM_YELLOW, o_name, row, col);
2632 /* Print the player's number of blows */
2633 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2634 put_str(tmp_str, row + 1, col);
2636 /* Print to_hit and to_dam of the weapon */
2637 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2638 put_str(tmp_str, row + 2, col);
2640 /* Print the weapons base damage dice */
2641 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2642 (int)hit_chance(reli, 0),
2643 (int)hit_chance(reli, 50),
2644 (int)hit_chance(reli, 100),
2645 (int)hit_chance(reli, 150),
2646 (int)hit_chance(reli, 200));
2647 put_str(tmp_str, row + 3, col);
2648 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
2650 /* Damage for one blow (if it hits) */
2651 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2652 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2653 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2654 put_str(tmp_str, row + 6, col + 1);
2656 /* Damage for the complete attack (if all blows hit) */
2657 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2658 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2659 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2660 put_str(tmp_str, row + 7, col + 1);
2665 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2667 * Copies the weapons to compare into the weapon-slot and\n
2668 * compares the values for both weapons.\n
2669 * 武器1つだけで比較をしないなら費用は半額になる。
2670 * @param bcost 基本鑑定費用
2671 * @return 最終的にかかった費用
2673 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
2676 OBJECT_IDX item, item2;
2677 object_type *o_ptr[2];
2678 object_type orig_weapon;
2682 TERM_LEN wid = 38, mgn = 2;
2683 bool old_character_xtra = current_world_ptr->character_xtra;
2686 PRICE cost = 0; /* First time no price */
2691 /* Store copy of original wielded weapon */
2692 i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
2693 object_copy(&orig_weapon, i_ptr);
2695 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2697 /* Get the first weapon */
2698 q = _("第一の武器は?", "What is your first weapon? ");
2699 s = _("比べるものがありません。", "You have nothing to compare.");
2701 o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2715 /* Only compare melee weapons */
2716 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2718 /* Hack -- prevent "icky" message */
2719 current_world_ptr->character_xtra = TRUE;
2721 /* Diaplay selected weapon's infomation */
2722 for (i = 0; i < n; i++)
2724 int col = (wid * i + mgn);
2726 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2727 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2729 customer_ptr->update |= PU_BONUS;
2730 handle_stuff(customer_ptr);
2732 /* List the new values */
2733 list_weapon(o_ptr[i], row, col);
2734 compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
2736 /* Copy back the original weapon into the weapon slot */
2737 object_copy(i_ptr, &orig_weapon);
2740 /* Reset the values for the old weapon */
2741 customer_ptr->update |= PU_BONUS;
2742 handle_stuff(customer_ptr);
2744 current_world_ptr->character_xtra = old_character_xtra;
2747 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2748 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);
2749 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);
2751 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2752 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2753 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2761 if (total + cost > customer_ptr->au)
2763 msg_print(_("お金が足りません!", "You don't have enough money!"));
2768 q = _("第二の武器は?", "What is your second weapon? ");
2769 s = _("比べるものがありません。", "You have nothing to compare.");
2771 /* Get the second weapon */
2772 o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2773 if (!o_ptr[1]) continue;
2791 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2793 * Calculate and display the dodge-rate and the protection-rate
2795 * @param iAC プレイヤーのAC。
2796 * @return 常にTRUEを返す。
2798 static bool eval_ac(ARMOUR_CLASS iAC)
2802 "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"
2803 "何パーセント軽減するかを示します。\n"
2804 "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"
2805 "に対してのみ効果があります。\n \n"
2806 "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"
2807 "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"
2808 "敵のレベルとあなたのACによって決定されます。\n \n"
2809 "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"
2810 "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";
2813 "'Protection Rate' means how much damage is reduced by your armor.\n"
2814 "Note that the Protection rate is effective only against normal "
2815 "'attack' and 'shatter' type melee attacks, "
2816 "and has no effect against any other types such as 'poison'.\n \n"
2817 "'Dodge Rate' indicates the success rate on dodging the "
2818 "monster's melee attacks. "
2819 "It is depend on the level of the monster and your AC.\n \n"
2820 "'Average Damage' indicates the expected amount of damage "
2821 "when you are attacked by normal melee attacks with power=100.";
2825 TERM_LEN col, row = 2;
2827 char buf[80 * 20], *t;
2829 /* AC lower than zero has no effect */
2830 if (iAC < 0) iAC = 0;
2833 protection = 100 * MIN(iAC, 150) / 250;
2838 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2839 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2842 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2843 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2844 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2846 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2848 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2849 int dodge; /* 回避率(%) */
2850 int average; /* ダメージ期待値 */
2852 put_str(format("%3d", lvl), row + 0, col);
2855 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2856 put_str(format("%3d%%", dodge), row + 1, col);
2858 /* 100点の攻撃に対してのダメージ期待値を計算 */
2859 average = (100 - dodge) * (100 - protection) / 100;
2860 put_str(format("%3d", average), row + 2, col);
2864 roff_to_buf(memo, 70, buf, sizeof(buf));
2865 for (t = buf; t[0]; t += strlen(t) + 1)
2866 put_str(t, (row++) + 4, 4);
2868 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);
2879 * @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。
2880 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2881 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2882 * @return 修復対象になるならTRUEを返す。
2884 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2887 int cand[TR_FLAG_MAX];
2888 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2889 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2891 object_flags(to_ptr, to_flgs);
2892 object_flags(from_ptr, from_flgs);
2894 for (i = 0; i < TR_FLAG_MAX; i++)
2898 case TR_IGNORE_ACID:
2899 case TR_IGNORE_ELEC:
2900 case TR_IGNORE_FIRE:
2901 case TR_IGNORE_COLD:
2910 case TR_FIXED_FLAVOR:
2913 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2915 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2922 int tr_idx = cand[randint0(n)];
2923 add_flag(to_ptr->art_flags, tr_idx);
2924 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2925 int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2926 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2927 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2932 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2933 * @param player_ptr プレーヤーへの参照ポインタ
2934 * @param bcost 基本修復費用
2937 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
2940 OBJECT_IDX item, mater;
2941 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2943 int i, dd_bonus, ds_bonus;
2944 KIND_OBJECT_IDX k_idx;
2945 char basenm[MAX_NLEN];
2950 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);
2951 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);
2953 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2954 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2956 /* Only forge broken weapons */
2957 item_tester_hook = item_tester_hook_broken_weapon;
2959 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2960 if (!o_ptr) return (0);
2962 /* It is worthless */
2963 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2965 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2969 /* They are too many */
2970 if (o_ptr->number > 1)
2972 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!"));
2976 /* Display item name */
2977 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2978 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
2980 q = _("材料となる武器は?", "Which weapon for material? ");
2981 s = _("材料となる武器がありません。", "You have no material to repair.");
2983 /* Only forge broken weapons */
2984 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2986 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2987 if (!mo_ptr) return (0);
2990 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2994 /* Display item name */
2995 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2996 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
2998 /* Get the value of one of the items (except curses) */
2999 cost = bcost + object_value_real(o_ptr) * 2;
3001 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);
3003 /* Check if the player has enough money */
3004 if (player_ptr->au < cost)
3006 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3007 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);
3012 player_ptr->total_weight -= o_ptr->weight;
3014 if (o_ptr->sval == SV_BROKEN_DAGGER)
3019 /* Suppress compiler warning */
3022 for (j = 1; j < max_k_idx; j++)
3024 object_kind *k_aux_ptr = &k_info[j];
3026 if (k_aux_ptr->tval != TV_SWORD) continue;
3027 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3028 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3029 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3030 if (k_aux_ptr->weight > 99) continue;
3039 else /* TV_BROKEN_SWORD */
3041 /* Repair to a sword or sometimes material's type weapon */
3042 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3046 object_kind *ck_ptr;
3048 k_idx = lookup_kind(tval, SV_ANY);
3049 ck_ptr = &k_info[k_idx];
3051 if (tval == TV_SWORD)
3053 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3054 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3055 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3056 (ck_ptr->sval == SV_DOKUBARI)) continue;
3058 if (tval == TV_POLEARM)
3060 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3061 (ck_ptr->sval == SV_TSURIZAO)) continue;
3063 if (tval == TV_HAFTED)
3065 if ((ck_ptr->sval == SV_GROND) ||
3066 (ck_ptr->sval == SV_WIZSTAFF) ||
3067 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3074 /* Calculate dice bonuses */
3075 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3076 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3077 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3078 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3080 /* Change base object */
3081 k_ptr = &k_info[k_idx];
3082 o_ptr->k_idx = k_idx;
3083 o_ptr->weight = k_ptr->weight;
3084 o_ptr->tval = k_ptr->tval;
3085 o_ptr->sval = k_ptr->sval;
3086 o_ptr->dd = k_ptr->dd;
3087 o_ptr->ds = k_ptr->ds;
3089 /* Copy base object's ability */
3090 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3091 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3092 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3098 for (i = 1; i < dd_bonus; i++)
3100 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3106 for (i = 1; i < ds_bonus; i++)
3108 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3112 if (have_flag(k_ptr->flags, TR_BLOWS))
3114 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3115 o_ptr->pval = MIN(o_ptr->pval, bmax);
3118 /* Add one random ability from material weapon */
3119 give_one_ability_of_object(o_ptr, mo_ptr);
3121 /* Add to-dam, to-hit and to-ac from material weapon */
3122 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3123 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3124 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3126 if ((o_ptr->name1 == ART_NARSIL) ||
3127 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3128 (object_is_ego(o_ptr) && one_in_(7)))
3131 if (object_is_ego(o_ptr))
3133 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3134 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3137 /* Add one random ability from material weapon */
3138 give_one_ability_of_object(o_ptr, mo_ptr);
3140 /* Add one random activation */
3141 if (!activation_index(o_ptr)) one_activation(o_ptr);
3144 if (o_ptr->name1 == ART_NARSIL)
3146 one_high_resistance(o_ptr);
3150 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3153 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3155 msg_format("$%dで%sに修復しました。", cost, basenm);
3157 msg_format("Repaired into %s for %d gold.", basenm, cost);
3161 /* Remove BROKEN flag */
3162 o_ptr->ident &= ~(IDENT_BROKEN);
3164 /* Add repaired flag */
3165 o_ptr->discount = 99;
3167 player_ptr->total_weight += o_ptr->weight;
3168 calc_android_exp(player_ptr);
3170 /* Decrease material object */
3171 inven_item_increase(player_ptr, mater, -1);
3172 inven_item_optimize(player_ptr, mater);
3175 player_ptr->update |= PU_BONUS;
3176 handle_stuff(player_ptr);
3178 /* Something happened */
3184 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3185 * @param player_ptr プレーヤーへの参照ポインタ
3186 * @param bcost 基本鑑定費用
3189 static int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
3193 cost = repair_broken_weapon_aux(player_ptr, bcost);
3200 * @brief アイテムの強化を行う。 / Enchant item
3201 * @param player_ptr プレーヤーへの参照ポインタ
3202 * @param cost 1回毎の費用
3203 * @param to_hit 命中をアップさせる量
3204 * @param to_dam ダメージをアップさせる量
3205 * @param to_ac ACをアップさせる量
3206 * @return 実際に行ったらTRUE
3208 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3215 int maxenchant = (player_ptr->lev / 5);
3216 char tmp_str[MAX_NLEN];
3219 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3220 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3222 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3223 s = _("改良できるものがありません。", "You have nothing to improve.");
3225 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3226 if (!o_ptr) return FALSE;
3228 /* Check if the player has enough money */
3229 if (player_ptr->au < (cost * o_ptr->number))
3231 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3232 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);
3236 /* Enchant to hit */
3237 for (i = 0; i < to_hit; i++)
3239 if (o_ptr->to_h < maxenchant)
3241 if (enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3249 /* Enchant to damage */
3250 for (i = 0; i < to_dam; i++)
3252 if (o_ptr->to_d < maxenchant)
3254 if (enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3263 for (i = 0; i < to_ac; i++)
3265 if (o_ptr->to_a < maxenchant)
3267 if (enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3278 if (flush_failure) flush();
3279 msg_print(_("改良に失敗した。", "The improvement failed."));
3284 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3286 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3288 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3291 /* Charge the money */
3292 player_ptr->au -= (cost * o_ptr->number);
3294 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
3296 /* Something happened */
3303 * @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
3305 * The player can select the number of charges to add\n
3306 * (up to a limit), and the recharge never fails.\n
3308 * The cost for rods depends on the level of the rod. The prices\n
3309 * for recharging wands and staves are dependent on the cost of\n
3311 * @param player_ptr プレーヤーへの参照ポインタ
3314 static void building_recharge(player_type *player_ptr)
3322 PARAMETER_VALUE charges;
3324 char tmp_str[MAX_NLEN];
3328 /* Display some info */
3330 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);
3333 /* Only accept legal items */
3334 item_tester_hook = item_tester_hook_recharge;
3336 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3337 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3339 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
3342 k_ptr = &k_info[o_ptr->k_idx];
3345 * We don't want to give the player free info about
3346 * the level of the item or the number of charges.
3348 /* The item must be "known" */
3349 if (!object_is_known(o_ptr))
3351 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!"));
3354 if ((player_ptr->au >= 50) &&
3355 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3358 player_ptr->au -= 50;
3359 identify_item(player_ptr, o_ptr);
3360 object_desc(tmp_str, o_ptr, 0);
3361 msg_format(_("%s です。", "You have: %s."), tmp_str);
3363 /* Auto-inscription */
3364 autopick_alter_item(player_ptr, item, FALSE);
3366 /* Update the gold display */
3367 building_prt_gold();
3375 /* Extract the object "level" */
3376 lev = k_info[o_ptr->k_idx].level;
3378 /* Price for a rod */
3379 if (o_ptr->tval == TV_ROD)
3381 if (o_ptr->timeout > 0)
3383 /* Fully recharge */
3384 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3388 /* No recharge necessary */
3390 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3394 else if (o_ptr->tval == TV_STAFF)
3396 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3397 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3399 /* Pay at least 10 gold per charge */
3400 price = MAX(10, price);
3404 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3405 price = (k_info[o_ptr->k_idx].cost / 10);
3407 /* Pay at least 10 gold per charge */
3408 price = MAX(10, price);
3411 /* Limit the number of charges for wands and staffs */
3412 if (o_ptr->tval == TV_WAND
3413 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3415 if (o_ptr->number > 1)
3417 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3421 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3425 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3427 if (o_ptr->number > 1)
3429 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3433 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3438 /* Check if the player has enough money */
3439 if (player_ptr->au < price)
3441 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3443 msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
3445 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3451 if (o_ptr->tval == TV_ROD)
3454 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3456 if (get_check(format("Recharge the %s for %d gold? ",
3457 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3461 /* Recharge fully */
3471 if (o_ptr->tval == TV_STAFF)
3472 max_charges = k_ptr->pval - o_ptr->pval;
3474 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3476 /* Get the quantity for staves and wands */
3477 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3478 MIN(player_ptr->au / price, max_charges));
3481 if (charges < 1) return;
3483 /* Get the new price */
3487 o_ptr->pval += charges;
3489 /* We no longer think the item is empty */
3490 o_ptr->ident &= ~(IDENT_EMPTY);
3494 object_desc(tmp_str, o_ptr, 0);
3496 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3498 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3500 player_ptr->update |= (PU_COMBINE | PU_REORDER);
3502 player_ptr->window |= (PW_INVEN);
3505 player_ptr->au -= price;
3513 * @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
3515 * The player can select the number of charges to add\n
3516 * (up to a limit), and the recharge never fails.\n
3518 * The cost for rods depends on the level of the rod. The prices\n
3519 * for recharging wands and staves are dependent on the cost of\n
3521 * @param player_ptr プレーヤーへの参照ポインタ
3524 static void building_recharge_all(player_type *player_ptr)
3531 PRICE total_cost = 0;
3533 /* Display some info */
3536 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);
3538 /* Calculate cost */
3539 for (i = 0; i < INVEN_PACK; i++)
3541 o_ptr = &player_ptr->inventory_list[i];
3543 /* skip non magic device */
3544 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3546 /* need identified */
3547 if (!object_is_known(o_ptr)) total_cost += 50;
3549 /* Extract the object "level" */
3550 lev = k_info[o_ptr->k_idx].level;
3552 k_ptr = &k_info[o_ptr->k_idx];
3554 switch (o_ptr->tval)
3557 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3561 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3562 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3564 /* Pay at least 10 gold per charge */
3565 price = MAX(10, price);
3568 price = (k_ptr->pval - o_ptr->pval) * price;
3572 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3573 price = (k_info[o_ptr->k_idx].cost / 10);
3575 /* Pay at least 10 gold per charge */
3576 price = MAX(10, price);
3579 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3583 /* if price <= 0 then item have enough charge */
3584 if (price > 0) total_cost += price;
3589 msg_print(_("充填する必要はありません。", "No need to recharge."));
3594 /* Check if the player has enough money */
3595 if (player_ptr->au < total_cost)
3597 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);
3601 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3603 for (i = 0; i < INVEN_PACK; i++)
3605 o_ptr = &player_ptr->inventory_list[i];
3606 k_ptr = &k_info[o_ptr->k_idx];
3608 /* skip non magic device */
3609 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3611 if (!object_is_known(o_ptr))
3613 identify_item(player_ptr, o_ptr);
3615 /* Auto-inscription */
3616 autopick_alter_item(player_ptr, i, FALSE);
3620 switch (o_ptr->tval)
3626 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3627 /* We no longer think the item is empty */
3628 o_ptr->ident &= ~(IDENT_EMPTY);
3631 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3632 o_ptr->pval = o_ptr->number * k_ptr->pval;
3633 /* We no longer think the item is empty */
3634 o_ptr->ident &= ~(IDENT_EMPTY);
3640 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3642 player_ptr->update |= (PU_COMBINE | PU_REORDER);
3644 player_ptr->window |= (PW_INVEN);
3647 player_ptr->au -= total_cost;
3655 * @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-
3656 * @param player_ptr プレーヤーへの参照ポインタ
3657 * @return 常にTRUEを返す。
3658 * @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。
3660 static bool research_mon(player_type *player_ptr)
3668 bool recall = FALSE;
3672 /* XTRA HACK WHATSEARCH */
3678 /* XTRA HACK REMEMBER_IDX */
3679 static int old_sym = '\0';
3680 static IDX old_i = 0;
3684 /* Get a character, or abort */
3685 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):",
3686 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3694 /* Find that character info, and describe it */
3695 for (i = 0; ident_info[i]; ++i)
3697 if (sym == ident_info[i][0]) break;
3700 /* XTRA HACK WHATSEARCH */
3701 if (sym == KTRL('A'))
3704 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3706 else if (sym == KTRL('U'))
3709 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3711 else if (sym == KTRL('N'))
3714 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3716 else if (sym == KTRL('M'))
3719 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"), temp, 70))
3726 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
3728 else if (ident_info[i])
3730 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3734 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3737 /* Display the result */
3740 /* Allocate the "who" array */
3741 C_MAKE(who, max_r_idx, MONRACE_IDX);
3743 /* Collect matching monsters */
3744 for (n = 0, i = 1; i < max_r_idx; i++)
3746 monster_race *r_ptr = &r_info[i];
3749 if (!r_ptr->name) continue;
3751 /* XTRA HACK WHATSEARCH */
3752 /* Require non-unique monsters if needed */
3753 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3755 /* Require unique monsters if needed */
3756 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3764 for (xx = 0; temp[xx] && xx < 80; xx++)
3767 if (iskanji(temp[xx]))
3773 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3777 strcpy(temp2, r_name + r_ptr->E_name);
3779 strcpy(temp2, r_name + r_ptr->name);
3781 for (xx = 0; temp2[xx] && xx < 80; xx++)
3782 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3785 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3787 if (my_strstr(temp2, temp))
3791 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3794 /* Nothing to recall */
3797 /* Free the "who" array */
3798 C_KILL(who, max_r_idx, MONRACE_IDX);
3808 /* Sort if needed */
3811 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3815 /* Start at the end */
3816 /* XTRA HACK REMEMBER_IDX */
3817 if (old_sym == sym && old_i < n) i = old_i;
3822 /* Scan the monster memory */
3827 /* Hack -- Begin the prompt */
3830 /* Hack -- Complete the prompt */
3831 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3838 /*** Recall on screen ***/
3840 /* Get maximal info about this monster */
3841 lore_do_probe(r_idx);
3843 /* Save this monster ID */
3844 monster_race_track(r_idx);
3845 handle_stuff(player_ptr);
3847 /* know every thing mode */
3848 screen_roff(r_idx, 0x01);
3851 /* XTRA HACK REMEMBER_IDX */
3858 /* Normal commands */
3859 if (query != 'r') break;
3865 if (query == ESCAPE) break;
3867 /* Move to "prev" monster */
3873 if (!expand_list) break;
3877 /* Move to "next" monster */
3883 if (!expand_list) break;
3888 /* Re-display the identity */
3889 /* prt(buf, 5, 5);*/
3891 /* Free the "who" array */
3892 C_KILL(who, max_r_idx, MONRACE_IDX);
3895 return (!notpicked);
3900 * @brief 施設の処理実行メインルーチン / Execute a building command
3901 * @param player_ptr プレーヤーへの参照ポインタ
3902 * @param bldg 施設構造体の参照ポインタ
3903 * @param i 実行したい施設のサービステーブルの添字
3906 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
3908 BACT_IDX bact = bldg->actions[i];
3915 if (is_owner(player_ptr, bldg))
3916 bcost = bldg->member_costs[i];
3918 bcost = bldg->other_costs[i];
3920 /* action restrictions */
3921 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3922 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
3924 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3928 /* check gold (HACK - Recharge uses variable costs) */
3929 if ((bact != BACT_RECHARGE) &&
3930 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
3931 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
3933 msg_print(_("お金が足りません!", "You do not have the gold!"));
3942 case BACT_RESEARCH_ITEM:
3943 paid = identify_fully(player_ptr, FALSE);
3945 case BACT_TOWN_HISTORY:
3948 case BACT_RACE_LEGENDS:
3949 race_legends(player_ptr);
3952 castle_quest(player_ptr);
3954 case BACT_KING_LEGENDS:
3955 case BACT_ARENA_LEGENDS:
3957 show_highclass(player_ptr);
3960 case BACT_ARENA_RULES:
3962 arena_comm(player_ptr, bact);
3964 case BACT_IN_BETWEEN:
3966 case BACT_SPIN_WHEEL:
3967 case BACT_DICE_SLOTS:
3968 case BACT_GAMBLE_RULES:
3975 paid = inn_comm(player_ptr, bact);
3977 case BACT_RESEARCH_MONSTER:
3978 paid = research_mon(player_ptr);
3980 case BACT_COMPARE_WEAPONS:
3982 bcost = compare_weapons(player_ptr, bcost);
3984 case BACT_ENCHANT_WEAPON:
3985 item_tester_hook = object_allow_enchant_melee_weapon;
3986 enchant_item(player_ptr, bcost, 1, 1, 0);
3988 case BACT_ENCHANT_ARMOR:
3989 item_tester_hook = object_is_armour;
3990 enchant_item(player_ptr, bcost, 0, 0, 1);
3993 building_recharge(player_ptr);
3995 case BACT_RECHARGE_ALL:
3996 building_recharge_all(player_ptr);
3998 case BACT_IDENTS: /* needs work */
3999 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;
4000 identify_pack(player_ptr);
4001 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4004 case BACT_IDENT_ONE: /* needs work */
4005 paid = ident_spell(player_ptr, FALSE);
4008 do_cmd_study(player_ptr);
4010 case BACT_HEALING: /* needs work */
4011 paid = cure_critical_wounds(player_ptr, 200);
4013 case BACT_RESTORE: /* needs work */
4014 paid = restore_all_status(player_ptr);
4016 case BACT_ENCHANT_ARROWS:
4017 item_tester_hook = item_tester_hook_ammo;
4018 enchant_item(player_ptr, bcost, 1, 1, 0);
4020 case BACT_ENCHANT_BOW:
4021 item_tester_tval = TV_BOW;
4022 enchant_item(player_ptr, bcost, 1, 1, 0);
4026 if (recall_player(player_ptr, 1)) paid = TRUE;
4029 case BACT_TELEPORT_LEVEL:
4031 paid = free_level_recall(player_ptr);
4034 case BACT_LOSE_MUTATION:
4035 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4036 (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
4038 while (!lose_mutation(player_ptr, 0));
4043 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4049 kakutoujou(player_ptr);
4052 case BACT_TSUCHINOKO:
4069 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4070 set_virtue(player_ptr, V_COMPASSION, 0);
4071 set_virtue(player_ptr, V_HONOUR, 0);
4072 set_virtue(player_ptr, V_JUSTICE, 0);
4073 set_virtue(player_ptr, V_SACRIFICE, 0);
4074 set_virtue(player_ptr, V_KNOWLEDGE, 0);
4075 set_virtue(player_ptr, V_FAITH, 0);
4076 set_virtue(player_ptr, V_ENLIGHTEN, 0);
4077 set_virtue(player_ptr, V_ENCHANT, 0);
4078 set_virtue(player_ptr, V_CHANCE, 0);
4079 set_virtue(player_ptr, V_NATURE, 0);
4080 set_virtue(player_ptr, V_HARMONY, 0);
4081 set_virtue(player_ptr, V_VITALITY, 0);
4082 set_virtue(player_ptr, V_UNLIFE, 0);
4083 set_virtue(player_ptr, V_PATIENCE, 0);
4084 set_virtue(player_ptr, V_TEMPERANCE, 0);
4085 set_virtue(player_ptr, V_DILIGENCE, 0);
4086 set_virtue(player_ptr, V_VALOUR, 0);
4087 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
4088 get_virtues(player_ptr);
4092 case BACT_TELE_TOWN:
4093 paid = tele_town(player_ptr);
4097 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
4100 case BACT_BROKEN_WEAPON:
4102 bcost = repair_broken_weapon(player_ptr, bcost);
4106 if (paid) player_ptr->au -= bcost;
4111 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4112 * @param プレーヤーへの参照ポインタ
4115 void do_cmd_bldg(player_type *player_ptr)
4120 building_type *bldg;
4122 if (player_ptr->wild_mode) return;
4124 take_turn(player_ptr, 100);
4126 if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
4128 msg_print(_("ここには建物はない。", "You see no building here."));
4132 which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
4134 bldg = &building[which];
4136 /* Don't re-init the wilderness */
4137 reinit_wilderness = FALSE;
4139 if ((which == 2) && (player_ptr->arena_number < 0))
4141 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4144 else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
4146 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
4148 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);
4152 /* Don't save the arena as saved floor */
4153 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
4155 player_ptr->current_floor_ptr->inside_arena = FALSE;
4156 player_ptr->leaving = TRUE;
4158 /* Re-enter the arena */
4159 command_new = SPECIAL_KEY_BUILDING;
4161 /* No energy needed to re-enter the arena */
4162 free_turn(player_ptr);
4167 else if (player_ptr->phase_out)
4169 /* Don't save the arena as saved floor */
4170 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
4172 player_ptr->leaving = TRUE;
4173 player_ptr->phase_out = FALSE;
4175 /* Re-enter the monster arena */
4176 command_new = SPECIAL_KEY_BUILDING;
4178 /* No energy needed to re-enter the arena */
4179 free_turn(player_ptr);
4185 player_ptr->oldpy = player_ptr->y;
4186 player_ptr->oldpx = player_ptr->x;
4189 forget_lite(player_ptr->current_floor_ptr);
4190 forget_view(player_ptr->current_floor_ptr);
4192 /* Hack -- Increase "icky" depth */
4193 current_world_ptr->character_icky++;
4199 show_building(player_ptr, bldg);
4200 player_ptr->leave_bldg = FALSE;
4202 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4204 while (!player_ptr->leave_bldg)
4209 building_prt_gold();
4213 if (command == ESCAPE)
4215 player_ptr->leave_bldg = TRUE;
4216 player_ptr->current_floor_ptr->inside_arena = FALSE;
4217 player_ptr->phase_out = FALSE;
4221 for (i = 0; i < 8; i++)
4223 if (bldg->letters[i])
4225 if (bldg->letters[i] == command)
4233 if (validcmd) bldg_process_command(player_ptr, bldg, i);
4235 handle_stuff(player_ptr);
4238 select_floor_music(player_ptr);
4243 /* Reinit wilderness to activate quests ... */
4244 if (reinit_wilderness) player_ptr->leaving = TRUE;
4246 /* Hack -- Decrease "icky" depth */
4247 current_world_ptr->character_icky--;
4251 player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4252 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4253 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4258 * @brief 今日の賞金首を確定する / Determine today's bounty monster
4260 * @note conv_old is used if loaded 0.0.3 or older save file
4262 void determine_today_mon(bool conv_old)
4265 bool old_inside_battle = p_ptr->phase_out;
4266 monster_race *r_ptr;
4270 for (i = 0; i < current_world_ptr->max_d_idx; i++)
4272 if (max_dlv[i] < d_info[i].mindepth) continue;
4273 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4276 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4278 p_ptr->phase_out = TRUE;
4279 get_mon_num_prep(NULL, NULL);
4283 today_mon = get_mon_num(max_dl);
4284 r_ptr = &r_info[today_mon];
4286 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4287 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4288 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4289 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4290 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4291 if (r_ptr->rarity > 10) continue;
4295 p_ptr->today_mon = 0;
4296 p_ptr->phase_out = old_inside_battle;
4301 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4304 void determine_bounty_uniques(void)
4308 monster_race *r_ptr;
4310 get_mon_num_prep(NULL, NULL);
4311 for (i = 0; i < MAX_BOUNTY; i++)
4315 current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4316 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4318 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4320 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4322 if (r_ptr->rarity > 100) continue;
4324 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4326 for (j = 0; j < i; j++)
4327 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4334 for (i = 0; i < MAX_BOUNTY - 1; i++)
4336 for (j = i; j < MAX_BOUNTY; j++)
4338 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4340 tmp = current_world_ptr->bounty_r_idx[i];
4341 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4342 current_world_ptr->bounty_r_idx[j] = tmp;