3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3
9 Rewritten for Kangband 2.8.3i using Kamband's version of
10 bldg.c as written by Ivan Tkatchev
12 Changed for ZAngband by Robert Ruehlmann
20 #include "core/show-file.h"
21 #include "io/write-diary.h"
22 #include "cmd/cmd-dump.h"
23 #include "cmd/cmd-magiceat.h"
25 #include "floor-events.h"
26 #include "floor-save.h"
28 #include "objectkind.h"
29 #include "object-boost.h"
30 #include "object-flavor.h"
31 #include "object-hook.h"
33 #include "monsterrace-hook.h"
45 #include "cmd-spell.h"
48 #include "spells-object.h"
49 #include "spells-status.h"
50 #include "realm-hex.h"
51 #include "dungeon-file.h"
54 #include "player-status.h"
55 #include "player-effects.h"
56 #include "player-class.h"
57 #include "player-personality.h"
58 #include "player-inventory.h"
61 #include "view-mainwindow.h"
62 #include "monsterrace.h"
65 #include "market/poker.h"
66 #include "market/building-util.h"
67 #include "view/display-fruit.h"
70 * 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
73 building_type building[MAX_BLDG];
75 MONRACE_IDX battle_mon[4];
81 bool reinit_wilderness = FALSE;
82 MONSTER_IDX today_mon;
85 * 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
86 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
88 const arena_type arena_info[MAX_ARENA_MONS + 2] =
90 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
91 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
92 { MON_IMP, TV_POTION, SV_POTION_SPEED },
93 { MON_LION_HEART, 0, 0 },
94 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
95 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
96 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
97 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
98 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
99 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
100 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
101 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
102 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
103 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
104 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
105 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
106 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
107 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
108 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
109 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
110 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
111 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
112 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
113 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
114 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
115 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
116 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
117 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
118 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
119 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
120 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
121 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
122 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
123 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
124 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
125 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
126 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
127 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
128 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
129 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
130 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
131 { 0, 0, 0 }, /* Victory prizing */
132 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
136 * @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。
137 * @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、
138 * 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。
139 * @param player_ptr プレーヤーへの参照ポインタ
140 * @param bldg 施設構造体の参照ポインタ
141 * @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。
143 static bool is_owner(player_type *player_ptr, building_type *bldg)
145 if (bldg->member_class[player_ptr->pclass] == BUILDING_OWNER)
150 if (bldg->member_race[player_ptr->prace] == BUILDING_OWNER)
155 REALM_IDX realm1 = player_ptr->realm1;
156 REALM_IDX realm2 = player_ptr->realm2;
157 if ((is_magic(realm1) && (bldg->member_realm[realm1] == BUILDING_OWNER)) ||
158 (is_magic(realm2) && (bldg->member_realm[realm2] == BUILDING_OWNER)))
168 * @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。
170 * @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、
171 * 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。
172 * @param player_ptr プレーヤーへの参照ポインタ
173 * @param bldg 施設構造体の参照ポインタ
174 * @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。
175 * @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。
177 static bool is_member(player_type *player_ptr, building_type *bldg)
179 if (bldg->member_class[player_ptr->pclass])
184 if (bldg->member_race[player_ptr->prace])
189 REALM_IDX realm1 = player_ptr->realm1;
190 REALM_IDX realm2 = player_ptr->realm2;
191 if ((is_magic(realm1) && bldg->member_realm[realm1]) ||
192 (is_magic(realm2) && bldg->member_realm[realm2]))
197 if (player_ptr->pclass != CLASS_SORCERER) return FALSE;
199 for (int i = 0; i < MAX_MAGIC; i++)
201 if (bldg->member_realm[i + 1]) return TRUE;
210 * @param player_ptr プレーヤーへの参照ポインタ
213 static void building_prt_gold(player_type *player_ptr)
216 prt(_("手持ちのお金: ", "Gold Remaining: "), 23, 53);
217 sprintf(tmp_str, "%9ld", (long)player_ptr->au);
218 prt(tmp_str, 23, 68);
223 * @brief 施設のサービス一覧を表示する / Display a building.
224 * @param player_ptr プレーヤーへの参照ポインタ
225 * @param bldg 施設構造体の参照ポインタ
228 static void show_building(player_type *player_ptr, building_type* bldg)
235 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
238 for (int i = 0; i < 8; i++)
240 if (!bldg->letters[i]) continue;
242 if (bldg->action_restr[i] == 0)
244 if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
245 (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
247 action_color = TERM_WHITE;
250 else if (is_owner(player_ptr, bldg))
252 action_color = TERM_YELLOW;
253 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
257 action_color = TERM_YELLOW;
258 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
261 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
262 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
266 if (bldg->action_restr[i] == 1)
268 if (!is_member(player_ptr, bldg))
270 action_color = TERM_L_DARK;
271 strcpy(buff, _("(閉店)", "(closed)"));
273 else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
274 (is_member(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
276 action_color = TERM_WHITE;
279 else if (is_owner(player_ptr, bldg))
281 action_color = TERM_YELLOW;
282 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
286 action_color = TERM_YELLOW;
287 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
290 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
291 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
295 if (!is_owner(player_ptr, bldg))
297 action_color = TERM_L_DARK;
298 strcpy(buff, _("(閉店)", "(closed)"));
300 else if (bldg->member_costs[i] != 0)
302 action_color = TERM_YELLOW;
303 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
307 action_color = TERM_WHITE;
311 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
312 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
315 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
320 * @brief 闘技場に入るコマンドの処理 / arena commands
321 * @param player_ptr プレーヤーへの参照ポインタ
322 * @param cmd 闘技場処理のID
325 static void arena_comm(player_type *player_ptr, int cmd)
333 if (player_ptr->arena_number == MAX_ARENA_MONS)
336 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
337 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);
338 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);
342 player_ptr->au += 1000000L;
343 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
345 player_ptr->arena_number++;
349 if (player_ptr->arena_number > MAX_ARENA_MONS)
351 if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
353 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."));
355 if (get_check(_("挑戦するかね?", "Do you fight? ")))
357 msg_print(_("死ぬがよい。", "Die, maggots."));
360 player_ptr->exit_bldg = FALSE;
361 reset_tim_flags(player_ptr);
363 /* Save the surface floor as saved floor */
364 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
366 player_ptr->current_floor_ptr->inside_arena = TRUE;
367 player_ptr->leaving = TRUE;
368 player_ptr->leave_bldg = TRUE;
372 msg_print(_("残念だ。", "We are disappointed."));
377 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。",
378 "You enter the arena briefly and bask in your glory."));
385 if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
387 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。",
388 "You don't have permission to enter with pet."));
393 player_ptr->exit_bldg = FALSE;
394 reset_tim_flags(player_ptr);
395 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
397 player_ptr->current_floor_ptr->inside_arena = TRUE;
398 player_ptr->leaving = TRUE;
399 player_ptr->leave_bldg = TRUE;
402 if (player_ptr->arena_number == MAX_ARENA_MONS)
404 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。",
405 "You are victorious. Enter the arena for the ceremony."));
409 if (player_ptr->arena_number > MAX_ARENA_MONS)
411 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
415 r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
416 name = (r_name + r_ptr->name);
417 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
419 player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
420 player_ptr->window |= (PW_MONSTER);
421 handle_stuff(player_ptr);
423 case BACT_ARENA_RULES:
426 /* Peruse the arena help file */
427 (void)show_file(player_ptr, TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
435 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
436 * @param player_ptr プレーヤーへの参照ポインタ
437 * @param cmd プレイするゲームID
440 static bool gamble_comm(player_type *player_ptr, int cmd)
443 int roll1, roll2, roll3, choice, odds, win;
448 char out_val[160], tmp_str[80], again;
453 if (cmd == BACT_GAMBLE_RULES)
455 (void)show_file(player_ptr, TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
460 if (player_ptr->au < 1)
462 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
463 "Hey! You don't have gold - get out of here!"));
470 maxbet = player_ptr->lev * 200;
471 maxbet = MIN(maxbet, player_ptr->au);
474 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
478 * Use get_string() because we may need more than
479 * the s16b value returned by get_quantity().
481 if (!get_string(tmp_str, out_val, 32))
488 for (p = out_val; *p == ' '; p++);
491 if (wager > player_ptr->au)
493 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!"));
498 else if (wager > maxbet)
500 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
501 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
506 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
512 oldgold = player_ptr->au;
514 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
516 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
521 player_ptr->au -= wager;
524 case BACT_IN_BETWEEN: /* Game of In-Between */
525 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"), 5, 2);
529 roll1 = randint1(10);
530 roll2 = randint1(10);
531 choice = randint1(10);
532 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
535 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
537 prt(tmp_str, 11, 14);
538 if (((choice > roll1) && (choice < roll2)) ||
539 ((choice < roll1) && (choice > roll2)))
542 case BACT_CRAPS: /* Game of Craps */
543 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
549 roll3 = roll1 + roll2;
551 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
552 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
554 if ((roll3 == 7) || (roll3 == 11))
556 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
562 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"));
567 roll3 = roll1 + roll2;
568 sprintf(tmp_str, _("出目: %d %d 合計: %d",
569 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
575 } while ((win != TRUE) && (win != FALSE));
580 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
583 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
585 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
586 prt("--------------------------------", 8, 3);
588 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
590 for (p = out_val; iswspace(*p); p++);
594 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
599 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
603 roll1 = randint0(10);
604 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
605 "The wheel spins to a stop and the winner is %d"), roll1);
608 prt("*", 9, (3 * roll1 + 5));
613 case BACT_DICE_SLOTS: /* The Dice Slots */
614 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
615 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
616 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
617 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
618 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
619 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
620 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
621 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
624 roll1 = randint1(21);
625 for (i = 6; i > 0; i--)
634 roll2 = randint1(21);
635 for (i = 6; i > 0; i--)
644 choice = randint1(21);
645 for (i = 6; i > 0; i--)
647 if ((choice - i) < 1)
654 put_str("/--------------------------\\", 7, 2);
655 prt("\\--------------------------/", 17, 2);
656 display_fruit(8, 3, roll1 - 1);
657 display_fruit(8, 12, roll2 - 1);
658 display_fruit(8, 21, choice - 1);
659 if ((roll1 == roll2) && (roll2 == choice))
678 else if ((roll1 == 1) && (roll2 == 1))
687 if (odds) win = TRUE;
693 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
695 player_ptr->au += odds * wager;
696 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
698 prt(tmp_str, 17, 37);
702 prt(_("あなたの負け", "You Lost"), 16, 37);
706 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)player_ptr->au);
709 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
716 if (wager > player_ptr->au)
718 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
719 "Hey! You don't have the gold - get out of here!"));
725 } while ((again == 'y') || (again == 'Y'));
728 if (player_ptr->au >= oldgold)
730 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!」",
731 "You came out a winner! We'll win next time, I'm sure."));
732 chg_virtue(player_ptr, V_CHANCE, 3);
736 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."));
737 chg_virtue(player_ptr, V_CHANCE, -3);
747 * @brief モンスター闘技場に参加するモンスターを更新する。
748 * @param player_ptr プレーヤーへの参照ポインタ
751 void update_gambling_monsters(player_type *player_ptr)
759 for (i = 0; i < current_world_ptr->max_d_idx; i++)
761 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
764 mon_level = randint1(MIN(max_dl, 122)) + 5;
765 if (randint0(100) < 60)
767 i = randint1(MIN(max_dl, 122)) + 5;
768 mon_level = MAX(i, mon_level);
771 if (randint0(100) < 30)
773 i = randint1(MIN(max_dl, 122)) + 5;
774 mon_level = MAX(i, mon_level);
781 for (i = 0; i < 4; i++)
787 get_mon_num_prep(player_ptr, monster_can_entry_arena, NULL);
788 r_idx = get_mon_num(player_ptr, mon_level, GMN_ARENA);
789 if (!r_idx) continue;
791 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
793 if ((r_info[r_idx].level + 10) > mon_level) continue;
796 for (j = 0; j < i; j++)
797 if (r_idx == battle_mon[j]) break;
802 battle_mon[i] = r_idx;
803 if (r_info[r_idx].level < 45) tekitou = TRUE;
806 for (i = 0; i < 4; i++)
808 monster_race *r_ptr = &r_info[battle_mon[i]];
809 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
811 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
812 power[i] = r_ptr->hdice * r_ptr->hside * 2;
814 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
815 power[i] = power[i] * (100 + r_ptr->level) / 100;
816 if (r_ptr->speed > 110)
817 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
818 if (r_ptr->speed < 110)
819 power[i] = power[i] * (r_ptr->speed - 20) / 100;
821 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
822 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
823 power[i] = power[i] * 4 / 3;
824 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
825 power[i] = power[i] * 4 / 3;
826 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
827 power[i] = power[i] * 11 / 10;
828 if (r_ptr->flags1 & RF1_RAND_25)
829 power[i] = power[i] * 9 / 10;
830 if (r_ptr->flags1 & RF1_RAND_50)
831 power[i] = power[i] * 9 / 10;
832 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
833 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
837 for (i = 0; i < 4; i++)
839 if (power[i] <= 0) break;
840 power[i] = total * 60 / power[i];
841 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
842 if ((power[i] < 160) && randint0(20)) break;
843 if (power[i] < 101) power[i] = 100 + randint1(5);
844 mon_odds[i] = power[i];
853 * @brief モンスター闘技場のメインルーチン
854 * @param player_ptr プレーヤーへの参照ポインタ
857 static bool kakutoujou(player_type *player_ptr)
861 char out_val[160], tmp_str[80];
864 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
866 update_gambling_monsters(player_ptr);
867 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
873 if (player_ptr->au <= 1)
875 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!"));
884 "Monsters Odds"), 4, 4);
885 for (int i = 0; i < 4; i++)
888 monster_race *r_ptr = &r_info[battle_mon[i]];
890 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i + 1,
891 _(format("%s%s", r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
892 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
893 (long int)mon_odds[i] / 100, (long int)mon_odds[i] % 100);
897 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
908 if (i >= '1' && i <= '4')
910 sel_monster = i - '1';
911 battle_odds = mon_odds[sel_monster];
919 for (int i = 0; i < 4; i++)
920 if (i != sel_monster) clear_bldg(i + 5, i + 5);
922 maxbet = player_ptr->lev * 200;
924 /* We can't bet more than we have */
925 maxbet = MIN(maxbet, player_ptr->au);
929 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
932 * Use get_string() because we may need more than
933 * the s16b value returned by get_quantity().
935 if (!get_string(tmp_str, out_val, 32))
941 for (p = out_val; *p == ' '; p++);
944 if (wager > player_ptr->au)
946 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!"));
952 else if (wager > maxbet)
954 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);
960 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
965 battle_odds = MAX(wager + 1, wager * battle_odds / 100);
967 player_ptr->au -= wager;
968 reset_tim_flags(player_ptr);
970 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
972 player_ptr->phase_out = TRUE;
973 player_ptr->leaving = TRUE;
974 player_ptr->leave_bldg = TRUE;
982 * @brief 本日の賞金首情報を表示する。
983 * @param player_ptr プレーヤーへの参照ポインタ
986 static void today_target(player_type *player_ptr)
989 monster_race *r_ptr = &r_info[today_mon];
992 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
993 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
994 c_put_str(TERM_YELLOW, buf, 6, 10);
995 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
997 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
999 player_ptr->today_mon = today_mon;
1004 * @brief ツチノコの賞金首情報を表示する。
1007 static void tsuchinoko(void)
1010 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
1011 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);
1012 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1013 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1014 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1019 * @brief 通常の賞金首情報を表示する。
1022 static void show_bounty(void)
1027 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);
1028 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1030 for (int i = 0; i < MAX_BOUNTY; i++)
1034 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])];
1036 if (current_world_ptr->bounty_r_idx[i] > 10000)
1039 done_mark = _("(済)", "(done)");
1047 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
1050 if (!y && (i < MAX_BOUNTY - 1))
1052 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1062 * 賞金首の報酬テーブル / List of prize object
1065 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1066 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1067 } prize_list[MAX_BOUNTY] =
1069 {TV_POTION, SV_POTION_CURING},
1070 {TV_POTION, SV_POTION_SPEED},
1071 {TV_POTION, SV_POTION_SPEED},
1072 {TV_POTION, SV_POTION_RESISTANCE},
1073 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1075 {TV_POTION, SV_POTION_HEALING},
1076 {TV_POTION, SV_POTION_RESTORE_MANA},
1077 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1078 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1079 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1081 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1082 {TV_POTION, SV_POTION_STAR_HEALING},
1083 {TV_POTION, SV_POTION_STAR_HEALING},
1084 {TV_POTION, SV_POTION_NEW_LIFE},
1085 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1087 {TV_POTION, SV_POTION_LIFE},
1088 {TV_POTION, SV_POTION_LIFE},
1089 {TV_POTION, SV_POTION_AUGMENTATION},
1090 {TV_POTION, SV_POTION_INVULNERABILITY},
1091 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1096 * @brief 賞金首の引き換え処理 / Get prize
1097 * @param player_ptr プレーヤーへの参照ポインタ
1098 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1100 static bool kankin(player_type *player_ptr)
1102 bool change = FALSE;
1103 GAME_TEXT o_name[MAX_NLEN];
1106 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++)
1108 o_ptr = &player_ptr->inventory_list[i];
1109 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1111 char buf[MAX_NLEN + 20];
1112 object_desc(player_ptr, o_name, o_ptr, 0);
1113 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1116 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1117 player_ptr->au += 1000000L * o_ptr->number;
1118 player_ptr->redraw |= (PR_GOLD);
1119 vary_item(player_ptr, i, -o_ptr->number);
1126 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1128 o_ptr = &player_ptr->inventory_list[i];
1129 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1131 char buf[MAX_NLEN + 20];
1132 object_desc(player_ptr, o_name, o_ptr, 0);
1133 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1136 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1137 player_ptr->au += 200000L * o_ptr->number;
1138 player_ptr->redraw |= (PR_GOLD);
1139 vary_item(player_ptr, i, -o_ptr->number);
1146 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1148 o_ptr = &player_ptr->inventory_list[i];
1149 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1151 char buf[MAX_NLEN + 20];
1152 object_desc(player_ptr, o_name, o_ptr, 0);
1153 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1156 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1157 player_ptr->au += 100000L * o_ptr->number;
1158 player_ptr->redraw |= (PR_GOLD);
1159 vary_item(player_ptr, i, -o_ptr->number);
1165 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1167 o_ptr = &player_ptr->inventory_list[i];
1168 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)))
1170 char buf[MAX_NLEN + 20];
1171 object_desc(player_ptr, o_name, o_ptr, 0);
1172 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1175 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1176 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1177 player_ptr->redraw |= (PR_GOLD);
1178 vary_item(player_ptr, i, -o_ptr->number);
1184 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1186 o_ptr = &player_ptr->inventory_list[i];
1188 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1190 char buf[MAX_NLEN + 20];
1191 object_desc(player_ptr, o_name, o_ptr, 0);
1192 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1195 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1196 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1197 player_ptr->redraw |= (PR_GOLD);
1198 vary_item(player_ptr, i, -o_ptr->number);
1205 for (int j = 0; j < MAX_BOUNTY; j++)
1207 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--)
1209 o_ptr = &player_ptr->inventory_list[i];
1210 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j])) continue;
1212 char buf[MAX_NLEN + 20];
1214 INVENTORY_IDX item_new;
1217 object_desc(player_ptr, o_name, o_ptr, 0);
1218 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
1219 if (!get_check(buf)) continue;
1221 vary_item(player_ptr, i, -o_ptr->number);
1222 chg_virtue(player_ptr, V_JUSTICE, 5);
1223 current_world_ptr->bounty_r_idx[j] += 10000;
1225 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
1227 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1230 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" : ""));
1232 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
1233 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
1235 object_aware(player_ptr, &forge);
1236 object_known(&forge);
1239 * Hand it --- Assume there is an empty slot.
1240 * Since a corpse is handed at first,
1241 * there is at least one empty slot.
1243 item_new = inven_carry(player_ptr, &forge);
1244 object_desc(player_ptr, o_name, &forge, 0);
1245 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1247 autopick_alter_item(player_ptr, item_new, FALSE);
1248 handle_stuff(player_ptr);
1253 if (change) return TRUE;
1255 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."));
1262 * @brief 宿屋の利用サブルーチン
1263 * @details inn commands\n
1264 * Note that resting for the night was a perfect way to avoid player\n
1265 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1266 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1267 * will not be that useful. I will keep it in the hopes the player\n
1268 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1269 * Resting at night is also a quick way to restock stores -KMW-\n
1270 * @param cmd 宿屋の利用施設ID
1271 * @return 施設の利用が実際に行われたか否か。
1273 static bool inn_comm(player_type *customer_ptr, int cmd)
1277 case BACT_FOOD: /* Buy food & drink */
1278 if (customer_ptr->food >= PY_FOOD_FULL)
1280 msg_print(_("今は満腹だ。", "You are full now."));
1284 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."));
1285 (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
1288 case BACT_REST: /* Rest for the night */
1290 if ((customer_ptr->poisoned) || (customer_ptr->cut))
1292 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."));
1294 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."));
1298 s32b oldturn = current_world_ptr->game_turn;
1299 int prev_day, prev_hour, prev_min;
1301 extract_day_hour_min(customer_ptr, &prev_day, &prev_hour, &prev_min);
1302 if ((prev_hour >= 6) && (prev_hour <= 17))
1303 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("宿屋に泊まった。", "stayed during the day at the inn."));
1305 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("宿屋に泊まった。", "stayed overnight at the inn."));
1307 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1308 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
1310 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1311 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
1314 prevent_turn_overflow(customer_ptr);
1316 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, DIARY_DIALY, 0, NULL);
1317 customer_ptr->chp = customer_ptr->mhp;
1319 if (ironman_nightmare)
1321 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."));
1325 sanity_blast(customer_ptr, NULL, FALSE);
1326 if (!one_in_(3)) break;
1329 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
1330 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("悪夢にうなされてよく眠れなかった。", "had a nightmare."));
1334 set_blind(customer_ptr, 0);
1335 set_confused(customer_ptr, 0);
1336 customer_ptr->stun = 0;
1337 customer_ptr->chp = customer_ptr->mhp;
1338 customer_ptr->csp = customer_ptr->msp;
1339 if (customer_ptr->pclass == CLASS_MAGIC_EATER)
1342 for (i = 0; i < 72; i++)
1344 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
1347 for (; i < 108; i++)
1349 customer_ptr->magic_num1[i] = 0;
1353 if ((prev_hour >= 6) && (prev_hour <= 17))
1355 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."));
1356 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("夕方を迎えた。", "awoke refreshed."));
1360 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."));
1361 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("すがすがしい朝を迎えた。", "awoke refreshed."));
1364 case BACT_RUMORS: /* Listen for rumors */
1366 display_rumor(customer_ptr, TRUE);
1376 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
1377 * @param player_ptr プレーヤーへの参照ポインタ
1378 * @param questnum クエストのID
1379 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
1382 static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
1384 for (int i = 0; i < 10; i++)
1386 quest_text[i][0] = '\0';
1389 quest_text_line = 0;
1391 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1392 QUEST_IDX old_quest = floor_ptr->inside_quest;
1393 floor_ptr->inside_quest = questnum;
1395 init_flags = INIT_SHOW_TEXT;
1396 if (do_init) init_flags |= INIT_ASSIGN;
1398 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
1399 floor_ptr->inside_quest = old_quest;
1401 GAME_TEXT tmp_str[80];
1402 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);
1404 prt(quest[questnum].name, 7, 0);
1406 for (int i = 0; i < 10; i++)
1408 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
1413 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
1414 * @param player_ptr プレーヤーへの参照ポインタ
1417 static void castle_quest(player_type *player_ptr)
1420 QUEST_IDX q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
1424 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);
1429 q_ptr = &quest[q_index];
1430 if (q_ptr->status == QUEST_STATUS_COMPLETED)
1432 q_ptr->status = QUEST_STATUS_REWARDED;
1433 get_questinfo(player_ptr, q_index, FALSE);
1434 reinit_wilderness = TRUE;
1438 if (q_ptr->status == QUEST_STATUS_FAILED)
1440 get_questinfo(player_ptr, q_index, FALSE);
1441 q_ptr->status = QUEST_STATUS_FAILED_DONE;
1442 reinit_wilderness = TRUE;
1446 if (q_ptr->status == QUEST_STATUS_TAKEN)
1448 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);
1449 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);
1450 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);
1454 if (q_ptr->status != QUEST_STATUS_UNTAKEN) return;
1456 q_ptr->status = QUEST_STATUS_TAKEN;
1457 reinit_wilderness = TRUE;
1458 if (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL)
1460 get_questinfo(player_ptr, q_index, TRUE);
1464 if (q_ptr->r_idx == 0)
1466 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6), 0);
1469 monster_race *r_ptr;
1470 r_ptr = &r_info[q_ptr->r_idx];
1471 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
1473 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6), 0);
1474 r_ptr = &r_info[q_ptr->r_idx];
1477 if (q_ptr->max_num == 0)
1479 if (randint1(10) > 7)
1482 q_ptr->max_num = randint1(3) + 1;
1486 concptr name = (r_name + r_ptr->name);
1488 msg_format("クエスト: %sを %d体倒す", name, q_ptr->max_num);
1490 msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
1492 get_questinfo(player_ptr, q_index, TRUE);
1497 * @brief 町に関するヘルプを表示する / Display town history
1498 * @param player_ptr プレーヤーへの参照ポインタ
1501 static void town_history(player_type *player_ptr)
1504 (void)show_file(player_ptr, TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
1510 * @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
1512 * @param mult スレイ倍率(掛け算部分)
1513 * @param div スレイ倍率(割り算部分)
1514 * @param force 理力特別計算フラグ
1517 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
1525 tmp += dam * 60 * 2;
1539 * @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)
1540 * @param player_ptr プレーヤーへの参照ポインタ
1542 * @param mult スレイ倍率(掛け算部分)
1543 * @param div スレイ倍率(割り算部分)
1544 * @param force 理力特別計算フラグ
1546 * @param plus 武器ダメージ修正
1547 * @param meichuu 命中値
1548 * @param dokubari 毒針処理か否か
1549 * @param vorpal_mult 切れ味倍率(掛け算部分)
1550 * @param vorpal_div 切れ味倍率(割り算部分)
1553 static u32b calc_expect_dice(player_type *owner_ptr, u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
1555 dam = calc_slaydam(dam, mult, div, force);
1556 dam = calc_expect_crit(owner_ptr, weight, plus, dam, meichuu, dokubari);
1557 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
1563 * @brief 武器の各条件毎のダメージ期待値を表示する。
1566 * @param mindice ダイス部分最小値
1567 * @param maxdice ダイス部分最大値
1569 * @param dam_bonus ダメージ修正値
1571 * @param color 条件内容の表示色
1573 * Display the damage figure of an object\n
1574 * (used by compare_weapon_aux)\n
1576 * Only accurate for the current weapon, because it includes\n
1577 * the current +dam of the player.\n
1580 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
1582 c_put_str(color, attr, r, c);
1583 GAME_TEXT tmp_str[80];
1584 int mindam = blows * (mindice + dam_bonus);
1585 int maxdam = blows * (maxdice + dam_bonus);
1586 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
1587 put_str(tmp_str, r, c + 8);
1592 * @brief 武器一つ毎のダメージ情報を表示する。
1593 * @param o_ptr オブジェクトの構造体の参照ポインタ。
1594 * @param col 表示する行の上端
1597 * Show the damage figures for the various monster types\n
1599 * Only accurate for the current weapon, because it includes\n
1600 * the current number of blows for the player.\n
1603 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
1605 BIT_FLAGS flgs[TR_FLAG_SIZE];
1606 int blow = owner_ptr->num_blow[0];
1608 bool dokubari = FALSE;
1610 int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
1611 int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
1613 int mindice = eff_dd;
1614 int maxdice = eff_ds * eff_dd;
1617 int vorpal_mult = 1;
1619 int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
1621 object_flags(o_ptr, flgs);
1622 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) dokubari = TRUE;
1624 mindam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
1625 maxdam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
1626 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
1627 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(owner_ptr, HEX_RUNESWORD)))
1629 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
1640 mindam = calc_expect_dice(owner_ptr, mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1641 maxdam = calc_expect_dice(owner_ptr, maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1642 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
1645 if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
1649 mindam = calc_expect_dice(owner_ptr, mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1650 maxdam = calc_expect_dice(owner_ptr, maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1651 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
1654 if (have_flag(flgs, TR_KILL_ANIMAL))
1656 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1657 maxdam = calc_expect_dice(owner_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1658 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
1660 else if (have_flag(flgs, TR_SLAY_ANIMAL))
1662 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1663 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1664 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
1667 if (have_flag(flgs, TR_KILL_EVIL))
1669 mindam = calc_expect_dice(owner_ptr, mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1670 maxdam = calc_expect_dice(owner_ptr, maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1671 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
1673 else if (have_flag(flgs, TR_SLAY_EVIL))
1675 mindam = calc_expect_dice(owner_ptr, mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1676 maxdam = calc_expect_dice(owner_ptr, maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1677 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
1680 if (have_flag(flgs, TR_KILL_HUMAN))
1682 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1683 maxdam = calc_expect_dice(owner_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1684 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
1686 else if (have_flag(flgs, TR_SLAY_HUMAN))
1688 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1689 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1690 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
1693 if (have_flag(flgs, TR_KILL_UNDEAD))
1695 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1696 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1697 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
1699 else if (have_flag(flgs, TR_SLAY_UNDEAD))
1701 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1702 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1703 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
1706 if (have_flag(flgs, TR_KILL_DEMON))
1708 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1709 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1710 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
1712 else if (have_flag(flgs, TR_SLAY_DEMON))
1714 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1715 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1716 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
1719 if (have_flag(flgs, TR_KILL_ORC))
1721 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1722 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1723 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
1725 else if (have_flag(flgs, TR_SLAY_ORC))
1727 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1728 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1729 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
1732 if (have_flag(flgs, TR_KILL_TROLL))
1734 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1735 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1736 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
1738 else if (have_flag(flgs, TR_SLAY_TROLL))
1740 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1741 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1742 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
1745 if (have_flag(flgs, TR_KILL_GIANT))
1747 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1748 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1749 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
1751 else if (have_flag(flgs, TR_SLAY_GIANT))
1753 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1754 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1755 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
1758 if (have_flag(flgs, TR_KILL_DRAGON))
1760 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1761 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1762 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
1764 else if (have_flag(flgs, TR_SLAY_DRAGON))
1766 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1767 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1768 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
1771 if (have_flag(flgs, TR_BRAND_ACID))
1773 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1774 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1775 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
1778 if (have_flag(flgs, TR_BRAND_ELEC))
1780 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1781 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1782 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
1785 if (have_flag(flgs, TR_BRAND_FIRE))
1787 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1788 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1789 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
1792 if (have_flag(flgs, TR_BRAND_COLD))
1794 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1795 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1796 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
1799 if (have_flag(flgs, TR_BRAND_POIS))
1801 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1802 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1803 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
1809 * @brief 武器匠における武器一つ毎の完全情報を表示する。
1810 * @param player_type プレーヤーへの参照ポインタ
1811 * @param o_ptr オブジェクトの構造体の参照ポインタ。
1812 * @param row 表示する列の左端
1813 * @param col 表示する行の上端
1815 * Displays all info about a weapon
1817 * Only accurate for the current weapon, because it includes
1818 * various info about the player's +to_dam and number of blows.
1821 static void list_weapon(player_type *player_ptr, object_type *o_ptr, TERM_LEN row, TERM_LEN col)
1823 GAME_TEXT o_name[MAX_NLEN];
1824 GAME_TEXT tmp_str[80];
1826 DICE_NUMBER eff_dd = o_ptr->dd + player_ptr->to_dd[0];
1827 DICE_SID eff_ds = o_ptr->ds + player_ptr->to_ds[0];
1828 HIT_RELIABILITY reli = player_ptr->skill_thn + (player_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
1830 object_desc(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
1831 c_put_str(TERM_YELLOW, o_name, row, col);
1832 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), player_ptr->num_blow[0]);
1833 put_str(tmp_str, row + 1, col);
1835 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
1836 put_str(tmp_str, row + 2, col);
1837 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
1838 (int)hit_chance(player_ptr, reli, 0),
1839 (int)hit_chance(player_ptr, reli, 50),
1840 (int)hit_chance(player_ptr, reli, 100),
1841 (int)hit_chance(player_ptr, reli, 150),
1842 (int)hit_chance(player_ptr, reli, 200));
1843 put_str(tmp_str, row + 3, col);
1844 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
1846 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
1847 (int)(eff_dd + o_ptr->to_d + player_ptr->to_d[0]),
1848 (int)(eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0]));
1849 put_str(tmp_str, row + 6, col + 1);
1851 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
1852 (int)(player_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + player_ptr->to_d[0])),
1853 (int)(player_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0])));
1854 put_str(tmp_str, row + 7, col + 1);
1859 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
1861 * Copies the weapons to compare into the weapon-slot and\n
1862 * compares the values for both weapons.\n
1863 * 武器1つだけで比較をしないなら費用は半額になる。
1864 * @param bcost 基本鑑定費用
1865 * @return 最終的にかかった費用
1867 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
1869 object_type *o_ptr[2];
1870 object_type orig_weapon;
1873 TERM_LEN wid = 38, mgn = 2;
1874 bool old_character_xtra = current_world_ptr->character_xtra;
1877 PRICE cost = 0; /* First time no price */
1881 i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
1882 object_copy(&orig_weapon, i_ptr);
1884 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1885 concptr q = _("第一の武器は?", "What is your first weapon? ");
1886 concptr s = _("比べるものがありません。", "You have nothing to compare.");
1889 o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
1902 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1903 current_world_ptr->character_xtra = TRUE;
1904 for (int i = 0; i < n; i++)
1906 int col = (wid * i + mgn);
1907 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
1909 customer_ptr->update |= PU_BONUS;
1910 handle_stuff(customer_ptr);
1912 list_weapon(customer_ptr, o_ptr[i], row, col);
1913 compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
1914 object_copy(i_ptr, &orig_weapon);
1917 customer_ptr->update |= PU_BONUS;
1918 handle_stuff(customer_ptr);
1920 current_world_ptr->character_xtra = old_character_xtra;
1922 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
1923 put_str("(一番高いダメージが適用されます。複数の倍打効果は足し算されません。)", row + 4, 0);
1924 prt("現在の技量から判断すると、あなたの武器は以下のような威力を発揮します:", 0, 0);
1926 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), 1, (wid + mgn));
1927 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
1928 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
1933 if (ch != 's') break;
1935 if (total + cost > customer_ptr->au)
1937 msg_print(_("お金が足りません!", "You don't have enough money!"));
1942 q = _("第二の武器は?", "What is your second weapon? ");
1943 s = _("比べるものがありません。", "You have nothing to compare.");
1945 o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
1946 if (!o_ptr[1]) continue;
1959 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
1961 * Calculate and display the dodge-rate and the protection-rate
1963 * @param iAC プレイヤーのAC。
1964 * @return 常にTRUEを返す。
1966 static bool eval_ac(ARMOUR_CLASS iAC)
1970 "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"
1971 "何パーセント軽減するかを示します。\n"
1972 "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"
1973 "に対してのみ効果があります。\n \n"
1974 "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"
1975 "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"
1976 "敵のレベルとあなたのACによって決定されます。\n \n"
1977 "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"
1978 "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";
1981 "'Protection Rate' means how much damage is reduced by your armor.\n"
1982 "Note that the Protection rate is effective only against normal "
1983 "'attack' and 'shatter' type melee attacks, "
1984 "and has no effect against any other types such as 'poison'.\n \n"
1985 "'Dodge Rate' indicates the success rate on dodging the "
1986 "monster's melee attacks. "
1987 "It is depend on the level of the monster and your AC.\n \n"
1988 "'Average Damage' indicates the expected amount of damage "
1989 "when you are attacked by normal melee attacks with power=100.";
1993 TERM_LEN col, row = 2;
1995 char buf[80 * 20], *t;
1997 if (iAC < 0) iAC = 0;
1999 protection = 100 * MIN(iAC, 150) / 250;
2003 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2004 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2007 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2008 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2009 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2011 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2013 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2014 int dodge; /* 回避率(%) */
2015 int average; /* ダメージ期待値 */
2017 put_str(format("%3d", lvl), row + 0, col);
2020 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2021 put_str(format("%3d%%", dodge), row + 1, col);
2023 /* 100点の攻撃に対してのダメージ期待値を計算 */
2024 average = (100 - dodge) * (100 - protection) / 100;
2025 put_str(format("%3d", average), row + 2, col);
2028 roff_to_buf(memo, 70, buf, sizeof(buf));
2029 for (t = buf; t[0]; t += strlen(t) + 1)
2030 put_str(t, (row++) + 4, 4);
2032 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);
2043 * @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。
2044 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2045 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2046 * @return 修復対象になるならTRUEを返す。
2048 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2050 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2051 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2052 object_flags(to_ptr, to_flgs);
2053 object_flags(from_ptr, from_flgs);
2056 int cand[TR_FLAG_MAX];
2057 for (int i = 0; i < TR_FLAG_MAX; i++)
2061 case TR_IGNORE_ACID:
2062 case TR_IGNORE_ELEC:
2063 case TR_IGNORE_FIRE:
2064 case TR_IGNORE_COLD:
2073 case TR_FIXED_FLAVOR:
2076 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2078 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2085 int tr_idx = cand[randint0(n)];
2086 add_flag(to_ptr->art_flags, tr_idx);
2087 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2088 int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2089 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2090 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2095 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2096 * @param player_ptr プレーヤーへの参照ポインタ
2097 * @param bcost 基本修復費用
2100 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
2104 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);
2105 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);
2107 concptr q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2108 concptr s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2109 item_tester_hook = item_tester_hook_broken_weapon;
2113 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2114 if (!o_ptr) return 0;
2116 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2118 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2122 if (o_ptr->number > 1)
2124 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!"));
2128 char basenm[MAX_NLEN];
2129 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
2130 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
2132 q = _("材料となる武器は?", "Which weapon for material? ");
2133 s = _("材料となる武器がありません。", "You have no material to repair.");
2135 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2137 object_type *mo_ptr;
2138 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2139 if (!mo_ptr) return 0;
2142 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2146 object_desc(player_ptr, basenm, mo_ptr, OD_NAME_ONLY);
2147 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
2148 PRICE cost = bcost + object_value_real(o_ptr) * 2;
2149 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;
2151 if (player_ptr->au < cost)
2153 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
2154 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);
2159 player_ptr->total_weight -= o_ptr->weight;
2160 KIND_OBJECT_IDX k_idx;
2161 if (o_ptr->sval == SV_BROKEN_DAGGER)
2165 for (KIND_OBJECT_IDX j = 1; j < max_k_idx; j++)
2167 object_kind *k_aux_ptr = &k_info[j];
2169 if (k_aux_ptr->tval != TV_SWORD) continue;
2170 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2171 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2172 (k_aux_ptr->sval == SV_POISON_NEEDLE)) continue;
2173 if (k_aux_ptr->weight > 99) continue;
2184 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2187 object_kind *ck_ptr;
2188 k_idx = lookup_kind(tval, SV_ANY);
2189 ck_ptr = &k_info[k_idx];
2191 if (tval == TV_SWORD)
2193 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
2194 (ck_ptr->sval == SV_BROKEN_SWORD) ||
2195 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
2196 (ck_ptr->sval == SV_POISON_NEEDLE)) continue;
2198 if (tval == TV_POLEARM)
2200 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
2201 (ck_ptr->sval == SV_TSURIZAO)) continue;
2203 if (tval == TV_HAFTED)
2205 if ((ck_ptr->sval == SV_GROND) ||
2206 (ck_ptr->sval == SV_WIZSTAFF) ||
2207 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
2214 int dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
2215 int ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
2216 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
2217 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
2220 k_ptr = &k_info[k_idx];
2221 o_ptr->k_idx = k_idx;
2222 o_ptr->weight = k_ptr->weight;
2223 o_ptr->tval = k_ptr->tval;
2224 o_ptr->sval = k_ptr->sval;
2225 o_ptr->dd = k_ptr->dd;
2226 o_ptr->ds = k_ptr->ds;
2228 for (int i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
2229 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
2230 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte)k_ptr->act_idx;
2235 for (int i = 1; i < dd_bonus; i++)
2237 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
2244 for (int i = 1; i < ds_bonus; i++)
2246 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
2250 if (have_flag(k_ptr->flags, TR_BLOWS))
2252 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
2253 o_ptr->pval = MIN(o_ptr->pval, bmax);
2256 give_one_ability_of_object(o_ptr, mo_ptr);
2257 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
2258 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
2259 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
2261 if ((o_ptr->name1 == ART_NARSIL) ||
2262 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
2263 (object_is_ego(o_ptr) && one_in_(7)))
2265 if (object_is_ego(o_ptr))
2267 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
2268 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
2271 give_one_ability_of_object(o_ptr, mo_ptr);
2272 if (!activation_index(o_ptr)) one_activation(o_ptr);
2274 if (o_ptr->name1 == ART_NARSIL)
2276 one_high_resistance(o_ptr);
2280 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptional."));
2283 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
2285 msg_format("$%dで%sに修復しました。", cost, basenm);
2287 msg_format("Repaired into %s for %d gold.", basenm, cost);
2290 o_ptr->ident &= ~(IDENT_BROKEN);
2291 o_ptr->discount = 99;
2293 player_ptr->total_weight += o_ptr->weight;
2294 calc_android_exp(player_ptr);
2295 inven_item_increase(player_ptr, mater, -1);
2296 inven_item_optimize(player_ptr, mater);
2298 player_ptr->update |= PU_BONUS;
2299 handle_stuff(player_ptr);
2305 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
2306 * @param player_ptr プレーヤーへの参照ポインタ
2307 * @param bcost 基本鑑定費用
2310 static int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
2314 cost = repair_broken_weapon_aux(player_ptr, bcost);
2321 * @brief アイテムの強化を行う。 / Enchant item
2322 * @param player_ptr プレーヤーへの参照ポインタ
2323 * @param cost 1回毎の費用
2324 * @param to_hit 命中をアップさせる量
2325 * @param to_dam ダメージをアップさせる量
2326 * @param to_ac ACをアップさせる量
2327 * @return 実際に行ったらTRUE
2329 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
2332 int maxenchant = (player_ptr->lev / 5);
2333 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);
2334 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
2336 concptr q = _("どのアイテムを改良しますか?", "Improve which item? ");
2337 concptr s = _("改良できるものがありません。", "You have nothing to improve.");
2341 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
2342 if (!o_ptr) return FALSE;
2344 char tmp_str[MAX_NLEN];
2345 if (player_ptr->au < (cost * o_ptr->number))
2347 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
2348 msg_format(_("%sを改良するだけのゴールドがありません!", "You do not have the gold to improve %s!"), tmp_str);
2353 for (int i = 0; i < to_hit; i++)
2355 if ((o_ptr->to_h < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
2362 for (int i = 0; i < to_dam; i++)
2364 if ((o_ptr->to_d < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
2371 for (int i = 0; i < to_ac; i++)
2373 if ((o_ptr->to_a < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
2382 if (flush_failure) flush();
2383 msg_print(_("改良に失敗した。", "The improvement failed."));
2387 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
2389 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
2391 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
2394 player_ptr->au -= (cost * o_ptr->number);
2395 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
2401 * @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 staffs
2403 * The player can select the number of charges to add\n
2404 * (up to a limit), and the recharge never fails.\n
2406 * The cost for rods depends on the level of the rod. The prices\n
2407 * for recharging wands and staffs are dependent on the cost of\n
2409 * @param player_ptr プレーヤーへの参照ポインタ
2412 static void building_recharge(player_type *player_ptr)
2416 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);
2417 item_tester_hook = item_tester_hook_recharge;
2419 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2420 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2424 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
2428 k_ptr = &k_info[o_ptr->k_idx];
2431 * We don't want to give the player free info about
2432 * the level of the item or the number of charges.
2434 /* The item must be "known" */
2435 char tmp_str[MAX_NLEN];
2436 if (!object_is_known(o_ptr))
2438 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!"));
2441 if ((player_ptr->au >= 50) &&
2442 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
2445 player_ptr->au -= 50;
2446 identify_item(player_ptr, o_ptr);
2447 object_desc(player_ptr, tmp_str, o_ptr, 0);
2448 msg_format(_("%s です。", "You have: %s."), tmp_str);
2450 autopick_alter_item(player_ptr, item, FALSE);
2451 building_prt_gold(player_ptr);
2457 DEPTH lev = k_info[o_ptr->k_idx].level;
2459 if (o_ptr->tval == TV_ROD)
2461 if (o_ptr->timeout > 0)
2463 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
2468 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
2472 else if (o_ptr->tval == TV_STAFF)
2474 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
2475 price = MAX(10, price);
2479 price = (k_info[o_ptr->k_idx].cost / 10);
2480 price = MAX(10, price);
2483 if (o_ptr->tval == TV_WAND
2484 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
2486 if (o_ptr->number > 1)
2488 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
2492 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
2497 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
2499 if (o_ptr->number > 1)
2501 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
2505 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
2511 if (player_ptr->au < price)
2513 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
2515 msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
2517 msg_format("You need %d gold to recharge %s!", price, tmp_str);
2522 PARAMETER_VALUE charges;
2523 if (o_ptr->tval == TV_ROD)
2526 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
2528 if (get_check(format("Recharge the %s for %d gold? ",
2529 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
2543 if (o_ptr->tval == TV_STAFF)
2544 max_charges = k_ptr->pval - o_ptr->pval;
2546 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
2548 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
2549 MIN(player_ptr->au / price, max_charges));
2551 if (charges < 1) return;
2554 o_ptr->pval += charges;
2555 o_ptr->ident &= ~(IDENT_EMPTY);
2558 object_desc(player_ptr, tmp_str, o_ptr, 0);
2560 msg_format("%sを$%d で再充填しました。", tmp_str, price);
2562 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
2564 player_ptr->update |= (PU_COMBINE | PU_REORDER);
2565 player_ptr->window |= (PW_INVEN);
2566 player_ptr->au -= price;
2571 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staffs
2573 * The player can select the number of charges to add\n
2574 * (up to a limit), and the recharge never fails.\n
2576 * The cost for rods depends on the level of the rod. The prices\n
2577 * for recharging wands and staffs are dependent on the cost of\n
2579 * @param player_ptr プレーヤーへの参照ポインタ
2582 static void building_recharge_all(player_type *player_ptr)
2586 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
2589 PRICE total_cost = 0;
2590 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
2593 o_ptr = &player_ptr->inventory_list[i];
2595 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
2596 if (!object_is_known(o_ptr)) total_cost += 50;
2598 DEPTH lev = k_info[o_ptr->k_idx].level;
2600 k_ptr = &k_info[o_ptr->k_idx];
2602 switch (o_ptr->tval)
2605 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
2609 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
2610 price = MAX(10, price);
2611 price = (k_ptr->pval - o_ptr->pval) * price;
2615 price = (k_info[o_ptr->k_idx].cost / 10);
2616 price = MAX(10, price);
2617 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
2621 if (price > 0) total_cost += price;
2626 msg_print(_("充填する必要はありません。", "No need to recharge."));
2631 if (player_ptr->au < total_cost)
2633 msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost);
2638 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
2640 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
2643 o_ptr = &player_ptr->inventory_list[i];
2645 k_ptr = &k_info[o_ptr->k_idx];
2647 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
2649 if (!object_is_known(o_ptr))
2651 identify_item(player_ptr, o_ptr);
2652 autopick_alter_item(player_ptr, i, FALSE);
2655 switch (o_ptr->tval)
2661 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
2663 o_ptr->ident &= ~(IDENT_EMPTY);
2666 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
2667 o_ptr->pval = o_ptr->number * k_ptr->pval;
2669 o_ptr->ident &= ~(IDENT_EMPTY);
2674 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
2676 player_ptr->update |= (PU_COMBINE | PU_REORDER);
2677 player_ptr->window |= (PW_INVEN);
2678 player_ptr->au -= total_cost;
2683 * @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-
2684 * @param player_ptr プレーヤーへの参照ポインタ
2685 * @return 常にTRUEを返す。
2686 * @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。
2688 static bool research_mon(player_type *player_ptr)
2692 bool recall = FALSE;
2701 static int old_sym = '\0';
2702 static IDX old_i = 0;
2706 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):",
2707 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
2715 for (i = 0; ident_info[i]; ++i)
2717 if (sym == ident_info[i][0]) break;
2720 /* XTRA HACK WHATSEARCH */
2721 if (sym == KTRL('A'))
2724 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
2726 else if (sym == KTRL('U'))
2729 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
2731 else if (sym == KTRL('N'))
2734 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
2736 else if (sym == KTRL('M'))
2739 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"), temp, 70))
2747 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
2749 else if (ident_info[i])
2751 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
2755 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
2758 /* Display the result */
2761 /* Allocate the "who" array */
2762 C_MAKE(who, max_r_idx, MONRACE_IDX);
2764 /* Collect matching monsters */
2766 for (i = 1; i < max_r_idx; i++)
2768 monster_race *r_ptr = &r_info[i];
2771 if (!r_ptr->name) continue;
2773 /* XTRA HACK WHATSEARCH */
2774 /* Require non-unique monsters if needed */
2775 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
2777 /* Require unique monsters if needed */
2778 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
2783 for (int xx = 0; temp[xx] && xx < 80; xx++)
2786 if (iskanji(temp[xx]))
2792 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
2797 strcpy(temp2, r_name + r_ptr->E_name);
2799 strcpy(temp2, r_name + r_ptr->name);
2801 for (int xx = 0; temp2[xx] && xx < 80; xx++)
2803 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
2807 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
2809 if (my_strstr(temp2, temp))
2813 else if (all || (r_ptr->d_char == sym))
2821 C_KILL(who, max_r_idx, MONRACE_IDX);
2832 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2835 if (old_sym == sym && old_i < n) i = old_i;
2844 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
2849 lore_do_probe(player_ptr, r_idx);
2850 monster_race_track(player_ptr, r_idx);
2851 handle_stuff(player_ptr);
2852 screen_roff(player_ptr, r_idx, 0x01);
2859 if (query != 'r') break;
2864 if (query == ESCAPE) break;
2871 if (!expand_list) break;
2880 if (!expand_list) break;
2884 C_KILL(who, max_r_idx, MONRACE_IDX);
2891 * @brief 施設の処理実行メインルーチン / Execute a building command
2892 * @param player_ptr プレーヤーへの参照ポインタ
2893 * @param bldg 施設構造体の参照ポインタ
2894 * @param i 実行したい施設のサービステーブルの添字
2897 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
2903 if (is_owner(player_ptr, bldg))
2904 bcost = bldg->member_costs[i];
2906 bcost = bldg->other_costs[i];
2908 /* action restrictions */
2909 if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) ||
2910 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
2912 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
2916 BACT_IDX bact = bldg->actions[i];
2917 if ((bact != BACT_RECHARGE) &&
2918 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
2919 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
2921 msg_print(_("お金が足りません!", "You do not have the gold!"));
2931 case BACT_RESEARCH_ITEM:
2932 paid = identify_fully(player_ptr, FALSE);
2934 case BACT_TOWN_HISTORY:
2935 town_history(player_ptr);
2937 case BACT_RACE_LEGENDS:
2938 race_legends(player_ptr);
2941 castle_quest(player_ptr);
2943 case BACT_KING_LEGENDS:
2944 case BACT_ARENA_LEGENDS:
2946 show_highclass(player_ptr);
2949 case BACT_ARENA_RULES:
2951 arena_comm(player_ptr, bact);
2953 case BACT_IN_BETWEEN:
2955 case BACT_SPIN_WHEEL:
2956 case BACT_DICE_SLOTS:
2957 case BACT_GAMBLE_RULES:
2959 gamble_comm(player_ptr, bact);
2964 paid = inn_comm(player_ptr, bact);
2966 case BACT_RESEARCH_MONSTER:
2967 paid = research_mon(player_ptr);
2969 case BACT_COMPARE_WEAPONS:
2971 bcost = compare_weapons(player_ptr, bcost);
2973 case BACT_ENCHANT_WEAPON:
2974 item_tester_hook = object_allow_enchant_melee_weapon;
2975 enchant_item(player_ptr, bcost, 1, 1, 0);
2977 case BACT_ENCHANT_ARMOR:
2978 item_tester_hook = object_is_armour;
2979 enchant_item(player_ptr, bcost, 0, 0, 1);
2982 building_recharge(player_ptr);
2984 case BACT_RECHARGE_ALL:
2985 building_recharge_all(player_ptr);
2988 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;
2989 identify_pack(player_ptr);
2990 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
2993 case BACT_IDENT_ONE:
2994 paid = ident_spell(player_ptr, FALSE);
2997 do_cmd_study(player_ptr);
3000 paid = cure_critical_wounds(player_ptr, 200);
3003 paid = restore_all_status(player_ptr);
3005 case BACT_ENCHANT_ARROWS:
3006 item_tester_hook = item_tester_hook_ammo;
3007 enchant_item(player_ptr, bcost, 1, 1, 0);
3009 case BACT_ENCHANT_BOW:
3010 item_tester_tval = TV_BOW;
3011 enchant_item(player_ptr, bcost, 1, 1, 0);
3015 if (recall_player(player_ptr, 1)) paid = TRUE;
3018 case BACT_TELEPORT_LEVEL:
3020 paid = free_level_recall(player_ptr);
3023 case BACT_LOSE_MUTATION:
3024 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3025 (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
3027 while (!lose_mutation(player_ptr, 0));
3032 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3037 kakutoujou(player_ptr);
3040 case BACT_TSUCHINOKO:
3049 today_target(player_ptr);
3057 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
3058 set_virtue(player_ptr, V_COMPASSION, 0);
3059 set_virtue(player_ptr, V_HONOUR, 0);
3060 set_virtue(player_ptr, V_JUSTICE, 0);
3061 set_virtue(player_ptr, V_SACRIFICE, 0);
3062 set_virtue(player_ptr, V_KNOWLEDGE, 0);
3063 set_virtue(player_ptr, V_FAITH, 0);
3064 set_virtue(player_ptr, V_ENLIGHTEN, 0);
3065 set_virtue(player_ptr, V_ENCHANT, 0);
3066 set_virtue(player_ptr, V_CHANCE, 0);
3067 set_virtue(player_ptr, V_NATURE, 0);
3068 set_virtue(player_ptr, V_HARMONY, 0);
3069 set_virtue(player_ptr, V_VITALITY, 0);
3070 set_virtue(player_ptr, V_UNLIFE, 0);
3071 set_virtue(player_ptr, V_PATIENCE, 0);
3072 set_virtue(player_ptr, V_TEMPERANCE, 0);
3073 set_virtue(player_ptr, V_DILIGENCE, 0);
3074 set_virtue(player_ptr, V_VALOUR, 0);
3075 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
3076 get_virtues(player_ptr);
3080 case BACT_TELE_TOWN:
3081 paid = tele_town(player_ptr);
3085 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
3088 case BACT_BROKEN_WEAPON:
3090 bcost = repair_broken_weapon(player_ptr, bcost);
3094 if (paid) player_ptr->au -= bcost;
3099 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
3100 * @param プレーヤーへの参照ポインタ
3103 void do_cmd_bldg(player_type *player_ptr)
3105 if (player_ptr->wild_mode) return;
3107 take_turn(player_ptr, 100);
3109 if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
3111 msg_print(_("ここには建物はない。", "You see no building here."));
3115 int which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
3117 building_type *bldg;
3118 bldg = &building[which];
3120 reinit_wilderness = FALSE;
3122 if ((which == 2) && (player_ptr->arena_number < 0))
3124 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
3127 else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
3129 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
3131 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);
3135 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
3136 player_ptr->current_floor_ptr->inside_arena = FALSE;
3137 player_ptr->leaving = TRUE;
3138 command_new = SPECIAL_KEY_BUILDING;
3139 free_turn(player_ptr);
3144 else if (player_ptr->phase_out)
3146 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
3147 player_ptr->leaving = TRUE;
3148 player_ptr->phase_out = FALSE;
3149 command_new = SPECIAL_KEY_BUILDING;
3150 free_turn(player_ptr);
3155 player_ptr->oldpy = player_ptr->y;
3156 player_ptr->oldpx = player_ptr->x;
3159 forget_lite(player_ptr->current_floor_ptr);
3160 forget_view(player_ptr->current_floor_ptr);
3161 current_world_ptr->character_icky++;
3167 show_building(player_ptr, bldg);
3168 player_ptr->leave_bldg = FALSE;
3169 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
3172 while (!player_ptr->leave_bldg)
3177 building_prt_gold(player_ptr);
3179 char command = inkey();
3181 if (command == ESCAPE)
3183 player_ptr->leave_bldg = TRUE;
3184 player_ptr->current_floor_ptr->inside_arena = FALSE;
3185 player_ptr->phase_out = FALSE;
3190 for (i = 0; i < 8; i++)
3192 if (bldg->letters[i] && (bldg->letters[i] == command))
3199 if (validcmd) bldg_process_command(player_ptr, bldg, i);
3201 handle_stuff(player_ptr);
3204 select_floor_music(player_ptr);
3209 if (reinit_wilderness) player_ptr->leaving = TRUE;
3211 current_world_ptr->character_icky--;
3214 player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
3215 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
3216 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3221 * @brief 今日の賞金首を確定する / Determine today's bounty monster
3222 * @param player_type プレーヤーへの参照ポインタ
3224 * @note conv_old is used if loaded 0.0.3 or older save file
3226 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
3231 for (i = 0; i < current_world_ptr->max_d_idx; i++)
3233 if (max_dlv[i] < d_info[i].mindepth) continue;
3234 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
3239 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
3242 get_mon_num_prep(player_ptr, NULL, NULL);
3246 today_mon = get_mon_num(player_ptr, max_dl, GMN_ARENA);
3247 monster_race *r_ptr;
3248 r_ptr = &r_info[today_mon];
3250 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3251 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
3252 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
3253 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
3254 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
3255 if (r_ptr->rarity > 10) continue;
3262 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
3263 * @param player_ptr プレーヤーへの参照ポインタ
3266 void determine_bounty_uniques(player_type *player_ptr)
3268 get_mon_num_prep(player_ptr, NULL, NULL);
3269 for (int i = 0; i < MAX_BOUNTY; i++)
3273 current_world_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, MAX_DEPTH - 1, GMN_ARENA);
3274 monster_race *r_ptr;
3275 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
3277 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
3279 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
3282 if (r_ptr->rarity > 100) continue;
3284 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
3288 for (j = 0; j < i; j++)
3290 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
3298 for (int i = 0; i < MAX_BOUNTY - 1; i++)
3300 for (int j = i; j < MAX_BOUNTY; j++)
3303 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
3305 tmp = current_world_ptr->bounty_r_idx[i];
3306 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
3307 current_world_ptr->bounty_r_idx[j] = tmp;