1 #include "market/building-craft-weapon.h"
2 #include "artifact/fixed-art-types.h"
3 #include "combat/attack-accuracy.h"
4 #include "combat/shoot.h"
5 #include "core/player-update-types.h"
6 #include "core/stuff-handler.h"
7 #include "flavor/flavor-describer.h"
8 #include "flavor/object-flavor-types.h"
9 #include "floor/floor-object.h"
10 #include "inventory/inventory-slot-types.h"
11 #include "io/input-key-acceptor.h"
12 #include "market/building-util.h"
13 #include "object-enchant/tr-types.h"
14 #include "object-hook/hook-weapon.h"
15 #include "object/item-tester-hooker.h"
16 #include "object/item-use-flags.h"
17 #include "object/object-flags.h"
18 #include "player-base/player-class.h"
19 #include "realm/realm-hex-numbers.h"
20 #include "spell-realm/spells-hex.h"
21 #include "sv-definition/sv-weapon-types.h"
22 #include "system/object-type-definition.h"
23 #include "system/player-type-definition.h"
24 #include "term/screen-processor.h"
25 #include "term/term-color-types.h"
26 #include "util/bit-flags-calculator.h"
27 #include "view/display-messages.h"
28 #include "world/world.h"
31 * @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
33 * @param mult スレイ倍率(掛け算部分)
34 * @param div スレイ倍率(割り算部分)
35 * @param force 理力特別計算フラグ
38 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
58 * @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)
59 * @param player_ptr プレイヤーへの参照ポインタ
61 * @param mult スレイ倍率(掛け算部分)
62 * @param div スレイ倍率(割り算部分)
63 * @param force 理力特別計算フラグ
65 * @param plus 武器ダメージ修正
67 * @param dokubari 毒針処理か否か
69 * @param vorpal_mult 切れ味倍率(掛け算部分)
70 * @param vorpal_div 切れ味倍率(割り算部分)
73 static uint32_t calc_expect_dice(
74 PlayerType *player_ptr, uint32_t dam, int mult, int div, bool force, WEIGHT weight, int plus, int16_t meichuu, bool dokubari, bool impact, int vorpal_mult, int vorpal_div)
76 dam = calc_slaydam(dam, mult, div, force);
77 dam = calc_expect_crit(player_ptr, weight, plus, dam, meichuu, dokubari, impact);
78 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, false);
83 * @brief 武器の各条件毎のダメージ期待値を表示する。
86 * @param mindice ダイス部分最小値
87 * @param maxdice ダイス部分最大値
89 * @param dam_bonus ダメージ修正値
91 * @param color 条件内容の表示色
93 * Display the damage figure of an object\n
94 * (used by compare_weapon_aux)\n
96 * Only accurate for the current weapon, because it includes\n
97 * the current +dam of the player.\n
99 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
101 c_put_str(color, attr, r, c);
102 GAME_TEXT tmp_str[80];
103 int mindam = blows * (mindice + dam_bonus);
104 int maxdam = blows * (maxdice + dam_bonus);
105 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
106 put_str(tmp_str, r, c + 8);
110 * @brief 武器一つ毎のダメージ情報を表示する。
111 * @param o_ptr オブジェクトの構造体の参照ポインタ。
112 * @param col 表示する行の上端
115 * Show the damage figures for the various monster types\n
117 * Only accurate for the current weapon, because it includes\n
118 * the current number of blows for the player.\n
120 static void compare_weapon_aux(PlayerType *player_ptr, ObjectType *o_ptr, int col, int r)
122 int blow = player_ptr->num_blow[0];
124 bool dokubari = false;
126 int eff_dd = o_ptr->dd + player_ptr->to_dd[0];
127 int eff_ds = o_ptr->ds + player_ptr->to_ds[0];
129 int mindice = eff_dd;
130 int maxdice = eff_ds * eff_dd;
135 int dmg_bonus = o_ptr->to_d + player_ptr->to_d[0];
137 auto flgs = object_flags(o_ptr);
138 if ((o_ptr->tval == ItemKindType::SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
141 bool impact = flgs.has(TR_IMPACT) || (player_ptr->impact != 0);
142 mindam = calc_expect_crit(player_ptr, o_ptr->weight, o_ptr->to_h, mindice, player_ptr->to_h[0], dokubari, impact);
143 maxdam = calc_expect_crit(player_ptr, o_ptr->weight, o_ptr->to_h, maxdice, player_ptr->to_h[0], dokubari, impact);
144 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
145 if ((flgs.has(TR_VORPAL) || SpellHex(player_ptr).is_spelling_specific(HEX_RUNESWORD))) {
146 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD)) {
154 mindam = calc_expect_dice(player_ptr, mindice, 1, 1, false, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
155 maxdam = calc_expect_dice(player_ptr, maxdice, 1, 1, false, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
156 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
159 if (!PlayerClass(player_ptr).equals(PlayerClassType::SAMURAI) && flgs.has(TR_FORCE_WEAPON) && (player_ptr->csp > (o_ptr->dd * o_ptr->ds / 5))) {
162 mindam = calc_expect_dice(player_ptr, mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
163 maxdam = calc_expect_dice(player_ptr, maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
164 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
167 if (flgs.has(TR_KILL_ANIMAL)) {
168 mindam = calc_expect_dice(player_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
169 maxdam = calc_expect_dice(player_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
170 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
171 } else if (flgs.has(TR_SLAY_ANIMAL)) {
172 mindam = calc_expect_dice(player_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
173 maxdam = calc_expect_dice(player_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
174 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
177 if (flgs.has(TR_KILL_EVIL)) {
178 mindam = calc_expect_dice(player_ptr, mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
179 maxdam = calc_expect_dice(player_ptr, maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
180 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
181 } else if (flgs.has(TR_SLAY_EVIL)) {
182 mindam = calc_expect_dice(player_ptr, mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
183 maxdam = calc_expect_dice(player_ptr, maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
184 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
187 if (flgs.has(TR_KILL_GOOD)) {
188 mindam = calc_expect_dice(player_ptr, mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
189 maxdam = calc_expect_dice(player_ptr, maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
190 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("善良:", "Good:"), TERM_YELLOW);
191 } else if (flgs.has(TR_SLAY_GOOD)) {
192 mindam = calc_expect_dice(player_ptr, mindice, 2, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
193 maxdam = calc_expect_dice(player_ptr, maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
194 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("善良:", "Good:"), TERM_YELLOW);
197 if (flgs.has(TR_KILL_HUMAN)) {
198 mindam = calc_expect_dice(player_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
199 maxdam = calc_expect_dice(player_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
200 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
201 } else if (flgs.has(TR_SLAY_HUMAN)) {
202 mindam = calc_expect_dice(player_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
203 maxdam = calc_expect_dice(player_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
204 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
207 if (flgs.has(TR_KILL_UNDEAD)) {
208 mindam = calc_expect_dice(player_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
209 maxdam = calc_expect_dice(player_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
210 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
211 } else if (flgs.has(TR_SLAY_UNDEAD)) {
212 mindam = calc_expect_dice(player_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
213 maxdam = calc_expect_dice(player_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
214 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
217 if (flgs.has(TR_KILL_DEMON)) {
218 mindam = calc_expect_dice(player_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
219 maxdam = calc_expect_dice(player_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
220 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
221 } else if (flgs.has(TR_SLAY_DEMON)) {
222 mindam = calc_expect_dice(player_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
223 maxdam = calc_expect_dice(player_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
224 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
227 if (flgs.has(TR_KILL_ORC)) {
228 mindam = calc_expect_dice(player_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
229 maxdam = calc_expect_dice(player_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
230 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
231 } else if (flgs.has(TR_SLAY_ORC)) {
232 mindam = calc_expect_dice(player_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
233 maxdam = calc_expect_dice(player_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
234 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
237 if (flgs.has(TR_KILL_TROLL)) {
238 mindam = calc_expect_dice(player_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
239 maxdam = calc_expect_dice(player_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
240 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
241 } else if (flgs.has(TR_SLAY_TROLL)) {
242 mindam = calc_expect_dice(player_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
243 maxdam = calc_expect_dice(player_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
244 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
247 if (flgs.has(TR_KILL_GIANT)) {
248 mindam = calc_expect_dice(player_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
249 maxdam = calc_expect_dice(player_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
250 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
251 } else if (flgs.has(TR_SLAY_GIANT)) {
252 mindam = calc_expect_dice(player_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
253 maxdam = calc_expect_dice(player_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
254 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
257 if (flgs.has(TR_KILL_DRAGON)) {
258 mindam = calc_expect_dice(player_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
259 maxdam = calc_expect_dice(player_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
260 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
261 } else if (flgs.has(TR_SLAY_DRAGON)) {
262 mindam = calc_expect_dice(player_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
263 maxdam = calc_expect_dice(player_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
264 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
267 if (flgs.has(TR_BRAND_ACID)) {
268 mindam = calc_expect_dice(player_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
269 maxdam = calc_expect_dice(player_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
270 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
273 if (flgs.has(TR_BRAND_ELEC)) {
274 mindam = calc_expect_dice(player_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
275 maxdam = calc_expect_dice(player_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
276 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
279 if (flgs.has(TR_BRAND_FIRE)) {
280 mindam = calc_expect_dice(player_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
281 maxdam = calc_expect_dice(player_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
282 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
285 if (flgs.has(TR_BRAND_COLD)) {
286 mindam = calc_expect_dice(player_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
287 maxdam = calc_expect_dice(player_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
288 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
291 if (flgs.has(TR_BRAND_POIS)) {
292 mindam = calc_expect_dice(player_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
293 maxdam = calc_expect_dice(player_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, player_ptr->to_h[0], dokubari, impact, vorpal_mult, vorpal_div);
294 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
299 * @brief 武器匠における武器一つ毎の完全情報を表示する。
300 * @param PlayerType プレイヤーへの参照ポインタ
301 * @param o_ptr オブジェクトの構造体の参照ポインタ。
302 * @param row 表示する列の左端
303 * @param col 表示する行の上端
305 * Displays all info about a weapon
307 * Only accurate for the current weapon, because it includes
308 * various info about the player's +to_dam and number of blows.
310 static void list_weapon(PlayerType *player_ptr, ObjectType *o_ptr, TERM_LEN row, TERM_LEN col)
312 GAME_TEXT o_name[MAX_NLEN];
313 GAME_TEXT tmp_str[80];
315 DICE_NUMBER eff_dd = o_ptr->dd + player_ptr->to_dd[0];
316 DICE_SID eff_ds = o_ptr->ds + player_ptr->to_ds[0];
317 auto hit_reliability = player_ptr->skill_thn + (player_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
319 describe_flavor(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
320 c_put_str(TERM_YELLOW, o_name, row, col);
321 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), player_ptr->num_blow[0]);
322 put_str(tmp_str, row + 1, col);
324 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
325 put_str(tmp_str, row + 2, col);
326 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)", (int)hit_chance(player_ptr, hit_reliability, 0), (int)hit_chance(player_ptr, hit_reliability, 50),
327 (int)hit_chance(player_ptr, hit_reliability, 100), (int)hit_chance(player_ptr, hit_reliability, 150), (int)hit_chance(player_ptr, hit_reliability, 200));
328 put_str(tmp_str, row + 3, col);
329 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
331 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"), (int)(eff_dd + o_ptr->to_d + player_ptr->to_d[0]),
332 (int)(eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0]));
333 put_str(tmp_str, row + 6, col + 1);
335 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"), (int)(player_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + player_ptr->to_d[0])),
336 (int)(player_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0])));
337 put_str(tmp_str, row + 7, col + 1);
341 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
343 * Copies the weapons to compare into the weapon-slot and\n
344 * compares the values for both weapons.\n
345 * 武器1つだけで比較をしないなら費用は半額になる。
346 * @param bcost 基本鑑定費用
349 PRICE compare_weapons(PlayerType *player_ptr, PRICE bcost)
351 ObjectType *o_ptr[2];
352 ObjectType orig_weapon;
355 TERM_LEN wid = 38, mgn = 2;
356 bool old_character_xtra = w_ptr->character_xtra;
359 PRICE cost = 0; /* First time no price */
363 i_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND];
364 (&orig_weapon)->copy_from(i_ptr);
366 concptr q = _("第一の武器は?", "What is your first weapon? ");
367 concptr s = _("比べるものがありません。", "You have nothing to compare.");
370 o_ptr[0] = choose_object(player_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), FuncItemTester(&ObjectType::is_orthodox_melee_weapons));
381 w_ptr->character_xtra = true;
382 for (int i = 0; i < n; i++) {
383 int col = (wid * i + mgn);
384 if (o_ptr[i] != i_ptr)
385 i_ptr->copy_from(o_ptr[i]);
387 player_ptr->update |= PU_BONUS;
388 handle_stuff(player_ptr);
390 list_weapon(player_ptr, o_ptr[i], row, col);
391 compare_weapon_aux(player_ptr, o_ptr[i], col, row + 8);
392 i_ptr->copy_from(&orig_weapon);
395 player_ptr->update |= PU_BONUS;
396 handle_stuff(player_ptr);
398 w_ptr->character_xtra = old_character_xtra;
400 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
401 put_str("(一番高いダメージが適用されます。複数の倍打効果は足し算されません。)", row + 4, 0);
402 prt("現在の技量から判断すると、あなたの武器は以下のような威力を発揮します:", 0, 0);
404 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), 1, (wid + mgn));
405 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
406 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
414 if (total + cost > player_ptr->au) {
415 msg_print(_("お金が足りません!", "You don't have enough money!"));
420 q = _("第二の武器は?", "What is your second weapon? ");
421 s = _("比べるものがありません。", "You have nothing to compare.");
423 ObjectType *i2_ptr = choose_object(player_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), FuncItemTester(&ObjectType::is_orthodox_melee_weapons));
427 if (i2_ptr == o_ptr[0] || (n == 2 && i2_ptr == o_ptr[1])) {
428 msg_print(_("表示中の武器は選べません!", "Select a different weapon than those displayed."));