3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
9 Rewritten for Kangband 2.8.3i using Kamband's version of\n
10 bldg.c as written by Ivan Tkatchev\n
12 Changed for ZAngband by Robert Ruehlmann\n
19 * ループ中で / hack as in leave_store in store.c
21 static bool leave_bldg = FALSE;
24 * @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。
25 * @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、
26 * 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。
27 * @param bldg 施設構造体の参照ポインタ
28 * @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。
30 static bool is_owner(building_type *bldg)
32 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
37 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
42 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
52 * @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。
54 * @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、
55 * 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。
56 * @param bldg 施設構造体の参照ポインタ
57 * @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。
58 * @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。
60 static bool is_member(building_type *bldg)
62 if (bldg->member_class[p_ptr->pclass])
67 if (bldg->member_race[p_ptr->prace])
72 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
79 if (p_ptr->pclass == CLASS_SORCERER)
83 for (i = 0; i < MAX_MAGIC; i++)
85 if (bldg->member_realm[i+1]) OK = TRUE;
93 * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94 * @details 消去は行毎にヌル文字列で行われる。
95 * @param min_row 開始行番号
96 * @param max_row 末尾行番号
99 static void clear_bldg(int min_row, int max_row)
103 for (i = min_row; i <= max_row; i++)
111 static void building_prt_gold(void)
114 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116 prt(tmp_str, 23, 68);
120 * @brief 施設のサービス一覧を表示する / Display a building.
121 * @param bldg 施設構造体の参照ポインタ
124 static void show_building(building_type* bldg)
132 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
136 for (i = 0; i < 8; i++)
138 if (bldg->letters[i])
140 if (bldg->action_restr[i] == 0)
142 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
145 action_color = TERM_WHITE;
148 else if (is_owner(bldg))
150 action_color = TERM_YELLOW;
151 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
155 action_color = TERM_YELLOW;
156 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
158 else if (bldg->action_restr[i] == 1)
160 if (!is_member(bldg))
162 action_color = TERM_L_DARK;
163 strcpy(buff, _("(閉店)", "(closed)"));
165 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166 (is_member(bldg) && (bldg->other_costs[i] == 0)))
168 action_color = TERM_WHITE;
171 else if (is_owner(bldg))
173 action_color = TERM_YELLOW;
174 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
178 action_color = TERM_YELLOW;
179 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
186 action_color = TERM_L_DARK;
187 strcpy(buff, _("(閉店)", "(closed)"));
189 else if (bldg->member_costs[i] != 0)
191 action_color = TERM_YELLOW;
192 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
196 action_color = TERM_WHITE;
201 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
205 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
209 * @brief 闘技場に入るコマンドの処理 / arena commands
210 * @param cmd 闘技場処理のID
213 static void arena_comm(int cmd)
222 if (p_ptr->arena_number == MAX_ARENA_MONS)
225 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
226 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);
227 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);
231 p_ptr->au += 1000000L;
232 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
234 p_ptr->arena_number++;
236 else if (p_ptr->arena_number > MAX_ARENA_MONS)
238 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
240 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."));
242 if (get_check(_("挑戦するかね?", "Do you fight? ")))
244 msg_print(_("死ぬがよい。", "Die, maggots."));
247 p_ptr->exit_bldg = FALSE;
250 /* Save the surface floor as saved floor */
251 prepare_change_floor_mode(CFM_SAVE_FLOORS);
253 p_ptr->inside_arena = TRUE;
254 p_ptr->leaving = TRUE;
259 msg_print(_("残念だ。", "We are disappointed."));
264 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。",
265 "You enter the arena briefly and bask in your glory."));
269 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
271 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。",
272 "You don't have permission to enter with pet."));
277 p_ptr->exit_bldg = FALSE;
280 /* Save the surface floor as saved floor */
281 prepare_change_floor_mode(CFM_SAVE_FLOORS);
283 p_ptr->inside_arena = TRUE;
284 p_ptr->leaving = TRUE;
289 if (p_ptr->arena_number == MAX_ARENA_MONS)
290 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。",
291 "You are victorious. Enter the arena for the ceremony."));
293 else if (p_ptr->arena_number > MAX_ARENA_MONS)
295 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
299 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300 name = (r_name + r_ptr->name);
301 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
303 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304 p_ptr->window |= (PW_MONSTER);
309 case BACT_ARENA_RULES:
314 /* Peruse the arena help file */
315 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
325 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
326 * @param row シンボルを表示する行の上端
327 * @param col シンボルを表示する行の左端
328 * @param fruit 表示するシンボルID
331 static void display_fruit(int row, int col, int fruit)
336 c_put_str(TERM_YELLOW, " ####.", row, col);
337 c_put_str(TERM_YELLOW, " # #", row + 1, col);
338 c_put_str(TERM_YELLOW, " # #", row + 2, col);
339 c_put_str(TERM_YELLOW, "# #", row + 3, col);
340 c_put_str(TERM_YELLOW, "# #", row + 4, col);
341 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
342 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
343 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
345 " Lemon "), row + 8, col);
348 c_put_str(TERM_ORANGE, " ## ", row, col);
349 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
350 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
351 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
352 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
353 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
354 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
355 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
357 " Orange "), row + 8, col);
360 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
361 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
362 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
363 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
364 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
365 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
366 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
367 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
368 prt( _(" 剣 ", " Sword ") , row + 8, col);
371 c_put_str(TERM_SLATE, " ###### ", row, col);
372 c_put_str(TERM_SLATE, "# #", row + 1, col);
373 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
374 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
375 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
376 c_put_str(TERM_SLATE, " # # ", row + 5, col);
377 c_put_str(TERM_SLATE, " # # ", row + 6, col);
378 c_put_str(TERM_SLATE, " ## ", row + 7, col);
380 " Shield "), row + 8, col);
383 c_put_str(TERM_VIOLET, " ## ", row, col);
384 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
385 c_put_str(TERM_VIOLET, "########", row + 2, col);
386 c_put_str(TERM_VIOLET, "########", row + 3, col);
387 c_put_str(TERM_VIOLET, "########", row + 4, col);
388 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
389 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
390 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
392 " Plum "), row + 8, col);
395 c_put_str(TERM_RED, " ##", row, col);
396 c_put_str(TERM_RED, " ### ", row + 1, col);
397 c_put_str(TERM_RED, " #..# ", row + 2, col);
398 c_put_str(TERM_RED, " #..# ", row + 3, col);
399 c_put_str(TERM_RED, " ###### ", row + 4, col);
400 c_put_str(TERM_RED, "#..##..#", row + 5, col);
401 c_put_str(TERM_RED, "#..##..#", row + 6, col);
402 c_put_str(TERM_RED, " ## ## ", row + 7, col);
404 " Cherry "), row + 8, col);
410 * kpoker no (tyuto-hannpa na)pakuri desu...
411 * joker ha shineru node haitte masen.
413 * TODO: donataka! tsukutte!
414 * - agatta yaku no kiroku (like DQ).
415 * - kakkoii card no e.
416 * - sousa-sei no koujyo.
417 * - code wo wakariyasuku.
419 * - Joker... -- done.
422 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
425 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
426 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
427 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
429 static int cards[5]; /*!< ポーカーの現在の手札ID */
436 static void reset_deck(int deck[])
439 for (i = 0; i < 53; i++) deck[i] = i;
442 for (i = 0; i < 53; i++){
443 int tmp1 = randint0(53 - i) + i;
445 deck[i] = deck[tmp1];
451 * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
452 * @return ジョーカーを持っているか。
454 static bool have_joker(void)
458 for (i = 0; i < 5; i++){
459 if(IS_JOKER(cards[i])) return TRUE;
465 * @brief ポーカーの手札に該当の番号の札があるかを返す。
466 * @param num 探したいカードの番号。
467 * @return 該当の番号が手札にあるか。
469 static bool find_card_num(int num)
472 for (i = 0; i < 5; i++)
473 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
478 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
481 static bool yaku_check_flush(void)
484 bool joker_is_used = FALSE;
486 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
487 for (i = 0; i < 5; i++){
488 if (SUIT_OF(cards[i]) != suit){
489 if(have_joker() && !joker_is_used)
490 joker_is_used = TRUE;
500 * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
501 * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
503 static int yaku_check_straight(void)
506 bool joker_is_used = FALSE;
507 bool straight = FALSE;
510 for (i = 0; i < 5; i++)
512 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
513 lowest = NUM_OF(cards[i]);
516 /* Check Royal Straight Flush */
517 if (yaku_check_flush())
520 for (i = 0; i < 4; i++)
522 if (!find_card_num(9 + i)){
523 if( have_joker() && !joker_is_used )
524 joker_is_used = TRUE;
529 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
532 for (i = 0; i < 3; i++)
534 if (!find_card_num(10 + i))
537 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
541 joker_is_used = FALSE;
544 /* Straight Only Check */
546 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
547 for (i = 0; i < 4; i++)
549 if (!find_card_num(9 + i)) {
550 if (have_joker() && !joker_is_used)
551 joker_is_used = TRUE;
556 if(i == 4) straight = TRUE;
558 if (lowest == 9) { /* 10 - J - Q - K - [JOKER] */
559 for (i = 0; i < 3; i++)
561 if (!find_card_num(10 + i))
564 if (i == 3 && have_joker()) straight = TRUE;
566 for (i = 0; i < 5; i++)
568 if(!find_card_num(lowest + i)){
569 if( have_joker() && !joker_is_used )
570 joker_is_used = TRUE;
575 if(i == 5) straight = TRUE;
577 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
578 else if(straight) return 1; /* Only Straight */
583 * @brief ポーカーのペア役の状態を返す。
584 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
586 static int yaku_check_pair(void)
588 int i, i2, matching = 0;
590 for (i = 0; i < 5; i++)
592 for (i2 = i+1; i2 < 5; i2++)
594 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
595 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
626 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
627 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
628 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
629 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
630 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
631 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
632 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
633 #define ODDS_ST 4 /*!< ストレートの役倍率 */
634 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
635 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
638 * @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
641 static int yaku_check(void)
645 switch(yaku_check_straight()){
647 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
650 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
653 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
656 /* Not straight -- fall through */
660 if (yaku_check_flush())
662 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
666 switch (yaku_check_pair())
669 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
672 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
675 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
678 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
681 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
684 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
686 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
691 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
701 * @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
702 * @param hoge カーソルの現在位置
703 * @param kaeruka カードの捨てる/残すフラグ配列
706 static void display_kaeruka(int hoge, int kaeruka[])
709 char col = TERM_WHITE;
710 for (i = 0; i < 5; i++)
712 if (i == hoge) col = TERM_YELLOW;
713 else if(kaeruka[i]) col = TERM_WHITE;
714 else col = TERM_L_BLUE;
717 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
719 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
721 if (hoge > 4) col = TERM_YELLOW;
722 else col = TERM_WHITE;
723 c_put_str(col, _("決定", "Sure"), 16, 38);
725 /* Hilite current option */
726 if (hoge < 5) move_cursor(14, 5+hoge*16);
727 else move_cursor(16, 38);
731 * @brief ポーカーの手札を表示する。
734 static void display_cards(void)
737 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
739 cptr suit[4] = {"★", "●", "¶", "†"};
740 cptr card_grph[13][7] = {{"A %s ",
831 cptr joker_grph[7] = { " ",
841 cptr suit[4] = {"[]", "qp", "<>", "db"};
842 cptr card_grph[13][7] = {{"A %s ",
933 cptr joker_grph[7] = { " ",
942 for (i = 0; i < 5; i++)
944 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
947 for (i = 0; i < 5; i++)
949 for (j = 0; j < 7; j++)
951 prt(_("┃", " |"), j+6, i*16);
952 if(IS_JOKER(cards[i]))
953 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
955 c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]), j+6, 2+i*16);
956 prt(_("┃", "| "), j+6, i*16+14);
959 for (i = 0; i < 5; i++)
961 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
966 * @brief ポーカーの1プレイルーチン。
969 static int do_poker(void)
973 int deck[53]; /* yamafuda : 0...52 */
975 int kaeruka[5]; /* 0:kaenai 1:kaeru */
983 for (i = 0; i < 5; i++)
985 cards[i] = deck[deck_ptr++];
986 kaeruka[i] = 0; /* default:nokosu */
1006 /* debug:Four Cards */
1008 cards[1] = 0 + 13 * 1;
1009 cards[2] = 0 + 13 * 2;
1010 cards[3] = 0 + 13 * 3;
1014 /* debug:Straight1 */
1022 /* debug:Straight2 */
1026 cards[3] = 11 + 13 * 2;
1030 /* debug:Straight3 */
1034 cards[3] = 11 + 13 * 2;
1038 /* debug:Straight4 */
1042 cards[3] = 11 + 13 * 2;
1046 /* debug:Straight5 */
1062 /* suteruno wo kimeru */
1063 prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
1070 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1075 case '6': case 'l': case 'L': case KTRL('F'):
1076 if (!kettei) k = (k+1)%5;
1077 else {k = 0;kettei = FALSE;}
1080 case '4': case 'h': case 'H': case KTRL('B'):
1081 if (!kettei) k = (k+4)%5;
1082 else {k = 4;kettei = FALSE;}
1085 case '2': case 'j': case 'J': case KTRL('N'):
1086 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1088 case '8': case 'k': case 'K': case KTRL('P'):
1089 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1091 case ' ': case '\r':
1092 if (kettei) done = TRUE;
1093 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1102 for (i = 0; i < 5; i++)
1103 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1107 return yaku_check();
1112 /* end of poker codes --Koka */
1115 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1116 * @param cmd プレイするゲームID
1119 static bool gamble_comm(int cmd)
1122 int roll1, roll2, roll3, choice, odds, win;
1127 char out_val[160], tmp_str[80], again;
1132 if (cmd == BACT_GAMBLE_RULES)
1134 /* Peruse the gambling help file */
1135 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1142 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1143 "Hey! You don't have gold - get out of here!"));
1151 maxbet = p_ptr->lev * 200;
1153 /* We can't bet more than we have */
1154 maxbet = MIN(maxbet, p_ptr->au);
1157 strcpy(out_val, "");
1158 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1162 * Use get_string() because we may need more than
1163 * the s16b value returned by get_quantity().
1165 if (get_string(tmp_str, out_val, 32))
1168 for (p = out_val; *p == ' '; p++);
1173 if (wager > p_ptr->au)
1175 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!"));
1180 else if (wager > maxbet)
1182 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1183 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1188 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1194 oldgold = p_ptr->au;
1196 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1197 prt(tmp_str, 20, 2);
1198 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1199 prt(tmp_str, 21, 2);
1206 case BACT_IN_BETWEEN: /* Game of In-Between */
1207 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1211 roll1 = randint1(10);
1212 roll2 = randint1(10);
1213 choice = randint1(10);
1214 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1217 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1219 prt(tmp_str, 11, 14);
1220 if (((choice > roll1) && (choice < roll2)) ||
1221 ((choice < roll1) && (choice > roll2)))
1224 case BACT_CRAPS: /* Game of Craps */
1225 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1229 roll1 = randint1(6);
1230 roll2 = randint1(6);
1231 roll3 = roll1 + roll2;
1233 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1234 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1236 if ((roll3 == 7) || (roll3 == 11))
1238 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1243 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"));
1246 roll1 = randint1(6);
1247 roll2 = randint1(6);
1248 roll3 = roll1 + roll2;
1249 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1250 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1252 if (roll3 == choice)
1254 else if (roll3 == 7)
1256 } while ((win != TRUE) && (win != FALSE));
1259 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1262 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1264 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1265 prt("--------------------------------", 8, 3);
1266 strcpy(out_val, "");
1267 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1269 for (p = out_val; iswspace(*p); p++);
1273 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1276 else if (choice > 9)
1278 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1282 roll1 = randint0(10);
1283 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1284 "The wheel spins to a stop and the winner is %d"), roll1);
1285 prt(tmp_str, 13, 3);
1287 prt("*", 9, (3 * roll1 + 5));
1288 if (roll1 == choice)
1292 case BACT_DICE_SLOTS: /* The Dice Slots */
1293 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1294 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1295 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1296 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1297 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1298 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1299 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1300 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1303 roll1 = randint1(21);
1313 roll2 = randint1(21);
1323 choice = randint1(21);
1333 put_str("/--------------------------\\", 7, 2);
1334 prt("\\--------------------------/", 17, 2);
1335 display_fruit(8, 3, roll1 - 1);
1336 display_fruit(8, 12, roll2 - 1);
1337 display_fruit(8, 21, choice - 1);
1338 if ((roll1 == roll2) && (roll2 == choice))
1357 else if ((roll1 == 1) && (roll2 == 1))
1366 if (odds) win = TRUE;
1372 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1374 p_ptr->au += odds * wager;
1375 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1377 prt(tmp_str, 17, 37);
1381 prt(_("あなたの負け", "You Lost"), 16, 37);
1384 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1386 prt(tmp_str, 22, 2);
1387 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1389 move_cursor(18, 52);
1394 if (wager > p_ptr->au)
1396 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1397 "Hey! You don't have the gold - get out of here!"));
1403 } while ((again == 'y') || (again == 'Y'));
1406 if (p_ptr->au >= oldgold)
1408 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!」",
1409 "You came out a winner! We'll win next time, I'm sure."));
1410 chg_virtue(V_CHANCE, 3);
1414 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."));
1415 chg_virtue(V_CHANCE, -3);
1425 * @brief モンスター闘技場に参加できるモンスターの判定
1426 * @param r_idx モンスターID
1427 * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1428 * 自爆以外のなんらかのHP攻撃手段を持っていること。
1431 static bool vault_aux_battle(int r_idx)
1436 monster_race *r_ptr = &r_info[r_idx];
1438 /* Decline town monsters */
1439 /* if (!mon_hook_dungeon(r_idx)) return FALSE; */
1441 /* Decline unique monsters */
1442 /* if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1443 /* if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1445 if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1446 if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1447 if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1448 if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1449 if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1451 for (i = 0; i < 4; i++)
1453 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1454 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1456 if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1463 * @brief モンスター闘技場に参加するモンスターをリセットする。
1466 void battle_monsters(void)
1473 bool old_inside_battle = p_ptr->inside_battle;
1475 for (i = 0; i < max_d_idx; i++)
1476 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1478 mon_level = randint1(MIN(max_dl, 122))+5;
1479 if (randint0(100) < 60)
1481 i = randint1(MIN(max_dl, 122))+5;
1482 mon_level = MAX(i, mon_level);
1484 if (randint0(100) < 30)
1486 i = randint1(MIN(max_dl, 122))+5;
1487 mon_level = MAX(i, mon_level);
1499 get_mon_num_prep(vault_aux_battle, NULL);
1500 p_ptr->inside_battle = TRUE;
1501 r_idx = get_mon_num(mon_level);
1502 p_ptr->inside_battle = old_inside_battle;
1503 if (!r_idx) continue;
1505 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1507 if ((r_info[r_idx].level + 10) > mon_level) continue;
1510 for (j = 0; j < i; j++)
1511 if(r_idx == battle_mon[j]) break;
1516 battle_mon[i] = r_idx;
1517 if (r_info[r_idx].level < 45) tekitou = TRUE;
1522 monster_race *r_ptr = &r_info[battle_mon[i]];
1523 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1525 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1526 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1528 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1529 power[i] = power[i] * (100 + r_ptr->level) / 100;
1530 if (r_ptr->speed > 110)
1531 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1532 if (r_ptr->speed < 110)
1533 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1535 power[i] = power[i] * (num_taisei*2+5) / 10;
1536 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1537 power[i] = power[i] * 4 / 3;
1538 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1539 power[i] = power[i] * 4 / 3;
1540 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1541 power[i] = power[i] * 11 / 10;
1542 if (r_ptr->flags1 & RF1_RAND_25)
1543 power[i] = power[i] * 9 / 10;
1544 if (r_ptr->flags1 & RF1_RAND_50)
1545 power[i] = power[i] * 9 / 10;
1546 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1547 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1554 power[i] = total*60/power[i];
1555 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1556 if ((power[i] < 160) && randint0(20)) break;
1557 if (power[i] < 101) power[i] = 100 + randint1(5);
1558 mon_odds[i] = power[i];
1565 * @brief モンスター闘技場のメインルーチン
1566 * @return 賭けを開始したか否か
1568 static bool kakutoujou(void)
1572 char out_val[160], tmp_str[80];
1575 if ((turn - old_battle) > TURNS_PER_TICK*250)
1586 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!"));
1598 "Monsters Odds"), 4, 4);
1602 monster_race *r_ptr = &r_info[battle_mon[i]];
1604 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1605 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1606 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1607 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1610 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1620 if (i >= '1' && i <= '4')
1622 sel_monster = i-'1';
1623 battle_odds = mon_odds[sel_monster];
1631 if (i !=sel_monster) clear_bldg(i+5,i+5);
1633 maxbet = p_ptr->lev * 200;
1635 /* We can't bet more than we have */
1636 maxbet = MIN(maxbet, p_ptr->au);
1639 strcpy(out_val, "");
1640 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1642 * Use get_string() because we may need more than
1643 * the s16b value returned by get_quantity().
1645 if (get_string(tmp_str, out_val, 32))
1648 for (p = out_val; *p == ' '; p++);
1653 if (wager > p_ptr->au)
1655 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!"));
1661 else if (wager > maxbet)
1663 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);
1669 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1673 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1678 /* Save the surface floor as saved floor */
1679 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1681 p_ptr->inside_battle = TRUE;
1682 p_ptr->leaving = TRUE;
1696 * @brief 本日の賞金首情報を表示する。
1699 static void today_target(void)
1702 monster_race *r_ptr = &r_info[today_mon];
1705 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1706 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1707 c_put_str(TERM_YELLOW, buf, 6, 10);
1708 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"),r_ptr->level * 50 + 100);
1710 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
1712 p_ptr->today_mon = today_mon;
1716 * @brief ツチノコの賞金首情報を表示する。
1719 static void tsuchinoko(void)
1722 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1723 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);
1724 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1725 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1726 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1730 * @brief 通常の賞金首情報を表示する。
1733 static void shoukinkubi(void)
1739 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);
1740 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1742 for (i = 0; i < MAX_KUBI; i++)
1746 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1748 if (kubi_r_idx[i] > 10000)
1751 done_mark = _("(済)", "(done)");
1759 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1762 if (!y && (i < MAX_KUBI -1))
1764 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1775 * 賞金首の報酬テーブル / List of prize object
1778 s16b tval; /*!< ベースアイテムのメイン種別ID */
1779 s16b sval; /*!< ベースアイテムのサブ種別ID */
1780 } prize_list[MAX_KUBI] =
1782 {TV_POTION, SV_POTION_CURING},
1783 {TV_POTION, SV_POTION_SPEED},
1784 {TV_POTION, SV_POTION_SPEED},
1785 {TV_POTION, SV_POTION_RESISTANCE},
1786 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1788 {TV_POTION, SV_POTION_HEALING},
1789 {TV_POTION, SV_POTION_RESTORE_MANA},
1790 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1791 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1792 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1794 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1795 {TV_POTION, SV_POTION_STAR_HEALING},
1796 {TV_POTION, SV_POTION_STAR_HEALING},
1797 {TV_POTION, SV_POTION_NEW_LIFE},
1798 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1800 {TV_POTION, SV_POTION_LIFE},
1801 {TV_POTION, SV_POTION_LIFE},
1802 {TV_POTION, SV_POTION_AUGMENTATION},
1803 {TV_POTION, SV_POTION_INVULNERABILITY},
1804 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1808 * @brief 賞金首の引き換え処理 / Get prize
1809 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1811 static bool kankin(void)
1814 bool change = FALSE;
1815 char o_name[MAX_NLEN];
1818 /* Loop for inventory and right/left arm */
1819 for (i = 0; i <= INVEN_LARM; i++)
1821 o_ptr = &inventory[i];
1823 /* Living Tsuchinoko worthes $1000000 */
1824 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1826 char buf[MAX_NLEN+20];
1827 object_desc(o_name, o_ptr, 0);
1828 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1831 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1832 p_ptr->au += 1000000L * o_ptr->number;
1833 p_ptr->redraw |= (PR_GOLD);
1834 inven_item_increase(i, -o_ptr->number);
1835 inven_item_describe(i);
1836 inven_item_optimize(i);
1842 for (i = 0; i < INVEN_PACK; i++)
1844 o_ptr = &inventory[i];
1846 /* Corpse of Tsuchinoko worthes $200000 */
1847 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1849 char buf[MAX_NLEN+20];
1850 object_desc(o_name, o_ptr, 0);
1851 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1854 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1855 p_ptr->au += 200000L * o_ptr->number;
1856 p_ptr->redraw |= (PR_GOLD);
1857 inven_item_increase(i, -o_ptr->number);
1858 inven_item_describe(i);
1859 inven_item_optimize(i);
1865 for (i = 0; i < INVEN_PACK; i++)
1867 o_ptr = &inventory[i];
1869 /* Bones of Tsuchinoko worthes $100000 */
1870 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1872 char buf[MAX_NLEN+20];
1873 object_desc(o_name, o_ptr, 0);
1874 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1877 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1878 p_ptr->au += 100000L * o_ptr->number;
1879 p_ptr->redraw |= (PR_GOLD);
1880 inven_item_increase(i, -o_ptr->number);
1881 inven_item_describe(i);
1882 inven_item_optimize(i);
1888 for (i = 0; i < INVEN_PACK; i++)
1890 o_ptr = &inventory[i];
1891 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)))
1893 char buf[MAX_NLEN+20];
1894 object_desc(o_name, o_ptr, 0);
1895 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1898 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1899 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1900 p_ptr->redraw |= (PR_GOLD);
1901 inven_item_increase(i, -o_ptr->number);
1902 inven_item_describe(i);
1903 inven_item_optimize(i);
1909 for (i = 0; i < INVEN_PACK; i++)
1911 o_ptr = &inventory[i];
1913 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1915 char buf[MAX_NLEN+20];
1916 object_desc(o_name, o_ptr, 0);
1917 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1920 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1921 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1922 p_ptr->redraw |= (PR_GOLD);
1923 inven_item_increase(i, -o_ptr->number);
1924 inven_item_describe(i);
1925 inven_item_optimize(i);
1931 for (j = 0; j < MAX_KUBI; j++)
1933 /* Need reverse order --- Positions will be changed in the loop */
1934 for (i = INVEN_PACK-1; i >= 0; i--)
1936 o_ptr = &inventory[i];
1937 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1939 char buf[MAX_NLEN+20];
1940 int num, k, item_new;
1943 object_desc(o_name, o_ptr, 0);
1944 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1945 if (!get_check(buf)) continue;
1947 #if 0 /* Obsoleted */
1948 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
1949 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1950 p_ptr->redraw |= (PR_GOLD);
1951 inven_item_increase(i, -o_ptr->number);
1952 inven_item_describe(i);
1953 inven_item_optimize(i);
1954 chg_virtue(V_JUSTICE, 5);
1955 kubi_r_idx[j] += 10000;
1958 #endif /* Obsoleted */
1961 inven_item_increase(i, -o_ptr->number);
1962 inven_item_describe(i);
1963 inven_item_optimize(i);
1965 chg_virtue(V_JUSTICE, 5);
1966 kubi_r_idx[j] += 10000;
1968 /* Count number of unique corpses already handed */
1969 for (num = 0, k = 0; k < MAX_KUBI; k++)
1971 if (kubi_r_idx[k] >= 10000) num++;
1973 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" : ""));
1975 /* Prepare to make a prize */
1976 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1977 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1979 /* Identify it fully */
1980 object_aware(&forge);
1981 object_known(&forge);
1984 * Hand it --- Assume there is an empty slot.
1985 * Since a corpse is handed at first,
1986 * there is at least one empty slot.
1988 item_new = inven_carry(&forge);
1990 /* Describe the object */
1991 object_desc(o_name, &forge, 0);
1992 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1994 /* Auto-inscription */
1995 autopick_alter_item(item_new, FALSE);
2007 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."));
2015 * @brief 悪夢の元凶となるモンスターかどうかを返す。
2016 * @param r_idx 判定対象となるモンスターのID
2017 * @return 悪夢の元凶となり得るか否か。
2019 bool get_nightmare(int r_idx)
2021 monster_race *r_ptr = &r_info[r_idx];
2023 /* Require eldritch horrors */
2024 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2026 /* Require high level */
2027 if (r_ptr->level <= p_ptr->lev) return (FALSE);
2029 /* Accept this monster */
2034 * @brief 宿屋の利用サブルーチン
2035 * @details inn commands\n
2036 * Note that resting for the night was a perfect way to avoid player\n
2037 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2038 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2039 * will not be that useful. I will keep it in the hopes the player\n
2040 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2041 * Resting at night is also a quick way to restock stores -KMW-\n
2042 * @param cmd 宿屋の利用施設ID
2043 * @return 施設の利用が実際に行われたか否か。
2045 static bool inn_comm(int cmd)
2049 case BACT_FOOD: /* Buy food & drink */
2050 if (p_ptr->food >= PY_FOOD_FULL)
2052 msg_print(_("今は満腹だ。", "You are full now."));
2055 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."));
2056 (void)set_food(PY_FOOD_MAX - 1);
2059 case BACT_REST: /* Rest for the night */
2060 if ((p_ptr->poisoned) || (p_ptr->cut))
2062 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."));
2064 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."));
2068 s32b oldturn = turn;
2069 int prev_day, prev_hour, prev_min;
2071 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2072 if ((prev_hour >= 6) && (prev_hour <= 17))
2073 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2075 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2077 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2078 if (dungeon_turn < dungeon_turn_limit)
2080 dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2081 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2084 prevent_turn_overflow();
2086 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2087 p_ptr->chp = p_ptr->mhp;
2089 if (ironman_nightmare)
2091 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."));
2093 /* Have some nightmares */
2096 sanity_blast(NULL, FALSE);
2097 if (!one_in_(3)) break;
2100 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2101 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2108 p_ptr->chp = p_ptr->mhp;
2109 p_ptr->csp = p_ptr->msp;
2110 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2113 for (i = 0; i < 72; i++)
2115 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2117 for (; i < 108; i++)
2119 p_ptr->magic_num1[i] = 0;
2123 if ((prev_hour >= 6) && (prev_hour <= 17))
2125 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."));
2126 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2130 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."));
2131 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2137 case BACT_RUMORS: /* Listen for rumors */
2139 display_rumor(TRUE);
2149 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2150 * @param questnum クエストのID
2151 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2154 static void get_questinfo(int questnum, bool do_init)
2160 /* Clear the text */
2161 for (i = 0; i < 10; i++)
2163 quest_text[i][0] = '\0';
2166 quest_text_line = 0;
2168 /* Set the quest number temporary */
2169 old_quest = p_ptr->inside_quest;
2170 p_ptr->inside_quest = questnum;
2172 /* Get the quest text */
2173 init_flags = INIT_SHOW_TEXT;
2174 if (do_init) init_flags |= INIT_ASSIGN;
2176 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2178 /* Reset the old quest number */
2179 p_ptr->inside_quest = old_quest;
2181 /* Print the quest info */
2182 sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
2186 prt(quest[questnum].name, 7, 0);
2188 for (i = 0; i < 10; i++)
2190 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2195 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2198 static void castle_quest(void)
2201 monster_race *r_ptr;
2208 /* Current quest of the building */
2209 q_index = cave[p_ptr->y][p_ptr->x].special;
2211 /* Is there a quest available at the building? */
2214 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);
2218 q_ptr = &quest[q_index];
2220 /* Quest is completed */
2221 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2223 /* Rewarded quest */
2224 q_ptr->status = QUEST_STATUS_REWARDED;
2226 get_questinfo(q_index, FALSE);
2228 reinit_wilderness = TRUE;
2231 else if (q_ptr->status == QUEST_STATUS_FAILED)
2233 get_questinfo(q_index, FALSE);
2235 /* Mark quest as done (but failed) */
2236 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2238 reinit_wilderness = TRUE;
2240 /* Quest is still unfinished */
2241 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2243 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);
2244 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);
2245 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);
2248 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2250 q_ptr->status = QUEST_STATUS_TAKEN;
2252 reinit_wilderness = TRUE;
2254 /* Assign a new quest */
2255 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2257 if (q_ptr->r_idx == 0)
2259 /* Random monster at least 5 - 10 levels out of deep */
2260 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2263 r_ptr = &r_info[q_ptr->r_idx];
2265 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2267 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2268 r_ptr = &r_info[q_ptr->r_idx];
2271 if (q_ptr->max_num == 0)
2273 /* Random monster number */
2274 if (randint1(10) > 7)
2277 q_ptr->max_num = randint1(3) + 1;
2281 name = (r_name + r_ptr->name);
2282 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2286 get_questinfo(q_index, TRUE);
2293 * @brief 町に関するヘルプを表示する / Display town history
2296 static void town_history(void)
2301 /* Peruse the building help file */
2302 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2309 * @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
2310 * @param plus_ammo 矢弾のダメージ修正
2311 * @param plus_bow 弓のダメージ修正
2313 * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
2315 s16b calc_crit_ratio_shot(int plus_ammo, int plus_bow)
2318 object_type *j_ptr = &inventory[INVEN_BOW];
2320 /* Extract "shot" power */
2321 i = p_ptr->to_h_b + plus_ammo;
2323 if (p_ptr->tval_ammo == TV_BOLT)
2324 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2326 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2328 /* Snipers can shot more critically with crossbows */
2329 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2330 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2332 /* Good bow makes more critical */
2333 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2341 * @brief 射撃時クリティカルによるダメージ期待値修正計算(重量依存部分) / critical happens at i / 10000
2342 * @param weight 武器の重量
2343 * @param plus_ammo 矢弾のダメージ修正
2344 * @param plus_bow 弓のダメージ修正
2345 * @param dam 基本ダメージ量
2348 s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, int dam)
2352 i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2357 crit = MIN(500, 900/weight);
2358 num += dam * 3 /2 * crit;
2361 crit = MIN(500, 1350/weight);
2363 num += dam * 2 * crit;
2369 num += dam * 3 * crit;
2375 num += (10000 - i) * dam;
2382 * @brief 攻撃時クリティカルによるダメージ期待値修正計算(重量と毒針処理) / critical happens at i / 10000
2383 * @param weight 武器の重量
2384 * @param plus 武器のダメージ修正
2386 * @param meichuu 命中値
2387 * @param dokubari 毒針処理か否か
2390 s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
2395 if(dokubari) return dam;
2397 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2403 if (k < 400) num += (2 * dam + 5) * (400 - k);
2404 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2405 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2406 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2407 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2410 if(p_ptr->pclass == CLASS_NINJA)
2413 num += (4444 - i) * dam;
2419 num += (5000 - i) * dam;
2427 * @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
2429 * @param mult スレイ倍率(掛け算部分)
2430 * @param div スレイ倍率(割り算部分)
2431 * @param force 理力特別計算フラグ
2434 static s16b calc_slaydam(int dam, int mult, int div, bool force)
2442 tmp += dam * 60 * 2;
2456 * @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)
2458 * @param mult スレイ倍率(掛け算部分)
2459 * @param div スレイ倍率(割り算部分)
2460 * @param force 理力特別計算フラグ
2462 * @param plus 武器ダメージ修正
2463 * @param meichuu 命中値
2464 * @param dokubari 毒針処理か否か
2465 * @param vorpal_mult 切れ味倍率(掛け算部分)
2466 * @param vorpal_div 切れ味倍率(割り算部分)
2469 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2471 dam = calc_slaydam(dam, mult, div, force);
2472 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2473 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2479 * @brief 武器の各条件毎のダメージ期待値を表示する。
2482 * @param mindice ダイス部分最小値
2483 * @param maxdice ダイス部分最大値
2485 * @param dam_bonus ダメージ修正値
2487 * @param color 条件内容の表示色
2489 * Display the damage figure of an object\n
2490 * (used by compare_weapon_aux)\n
2492 * Only accurate for the current weapon, because it includes\n
2493 * the current +dam of the player.\n
2496 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2501 mindam = blows * (mindice + dam_bonus);
2502 maxdam = blows * (maxdice + dam_bonus);
2504 /* Print the intro text */
2505 c_put_str(color, attr, r, c);
2507 /* Calculate the min and max damage figures */
2508 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2510 /* Print the damage */
2511 put_str(tmp_str, r, c + 8);
2516 * @brief 武器一つ毎のダメージ情報を表示する。
2517 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2518 * @param col 表示する行の上端
2521 * Show the damage figures for the various monster types\n
2523 * Only accurate for the current weapon, because it includes\n
2524 * the current number of blows for the player.\n
2527 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2529 u32b flgs[TR_FLAG_SIZE];
2530 int blow = p_ptr->num_blow[0];
2532 bool dokubari = FALSE;
2534 /* Effective dices */
2535 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2536 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2538 int mindice = eff_dd;
2539 int maxdice = eff_ds * eff_dd;
2542 int vorpal_mult = 1;
2544 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2547 /* Get the flags of the weapon */
2548 object_flags(o_ptr, flgs);
2550 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2553 /* Show Critical Damage*/
2554 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2555 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2557 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2561 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2563 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2574 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2575 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2576 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2579 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2583 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2584 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2585 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2588 /* Print the relevant lines */
2589 if (have_flag(flgs, TR_KILL_ANIMAL))
2591 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2592 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2593 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2595 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2597 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2598 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2599 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2601 if (have_flag(flgs, TR_KILL_EVIL))
2603 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2604 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2605 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2607 else if (have_flag(flgs, TR_SLAY_EVIL))
2609 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2610 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2611 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2613 if (have_flag(flgs, TR_KILL_HUMAN))
2615 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2616 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2617 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2619 else if (have_flag(flgs, TR_SLAY_HUMAN))
2621 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2622 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2623 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2625 if (have_flag(flgs, TR_KILL_UNDEAD))
2627 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2628 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2629 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2631 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2633 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2634 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2635 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2637 if (have_flag(flgs, TR_KILL_DEMON))
2639 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2640 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2641 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2643 else if (have_flag(flgs, TR_SLAY_DEMON))
2645 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2646 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2647 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2649 if (have_flag(flgs, TR_KILL_ORC))
2651 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2652 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2653 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2655 else if (have_flag(flgs, TR_SLAY_ORC))
2657 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2658 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2659 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2661 if (have_flag(flgs, TR_KILL_TROLL))
2663 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2664 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2665 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2667 else if (have_flag(flgs, TR_SLAY_TROLL))
2669 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2670 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2671 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2673 if (have_flag(flgs, TR_KILL_GIANT))
2675 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2676 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2677 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2679 else if (have_flag(flgs, TR_SLAY_GIANT))
2681 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2682 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2683 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2685 if (have_flag(flgs, TR_KILL_DRAGON))
2687 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2688 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2689 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2691 else if (have_flag(flgs, TR_SLAY_DRAGON))
2693 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2694 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2695 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2697 if (have_flag(flgs, TR_BRAND_ACID))
2699 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2700 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2701 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2703 if (have_flag(flgs, TR_BRAND_ELEC))
2705 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2706 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2707 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2709 if (have_flag(flgs, TR_BRAND_FIRE))
2711 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2712 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2713 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2715 if (have_flag(flgs, TR_BRAND_COLD))
2717 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2718 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2719 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2721 if (have_flag(flgs, TR_BRAND_POIS))
2723 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2724 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2725 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2730 * @brief モンスターへの命中率の計算
2735 static int hit_chance(int to_h, int ac)
2738 int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2740 if (meichuu <= 0) return 5;
2742 chance = 100 - ((ac * 75) / meichuu);
2744 if (chance > 95) chance = 95;
2745 if (chance < 5) chance = 5;
2746 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2747 chance = (chance*19+9)/20;
2752 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2753 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2754 * @param row 表示する列の左端
2755 * @param col 表示する行の上端
2757 * Displays all info about a weapon
2759 * Only accurate for the current weapon, because it includes
2760 * various info about the player's +to_dam and number of blows.
2763 static void list_weapon(object_type *o_ptr, int row, int col)
2765 char o_name[MAX_NLEN];
2768 /* Effective dices */
2769 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2770 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2772 /* Print the weapon name */
2773 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2774 c_put_str(TERM_YELLOW, o_name, row, col);
2776 /* Print the player's number of blows */
2777 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2778 put_str(tmp_str, row+1, col);
2780 /* Print to_hit and to_dam of the weapon */
2781 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2782 put_str(tmp_str, row+2, col);
2784 /* Print the weapons base damage dice */
2785 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2786 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2787 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2788 put_str(tmp_str, row+3, col);
2789 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2791 /* Damage for one blow (if it hits) */
2792 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2793 eff_dd + o_ptr->to_d + p_ptr->to_d[0],
2794 eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
2795 put_str(tmp_str, row+6, col+1);
2797 /* Damage for the complete attack (if all blows hit) */
2798 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2799 p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2800 p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2801 put_str(tmp_str, row+7, col+1);
2806 * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2807 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2808 * @return 対象になるならTRUEを返す。
2810 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
2812 switch (o_ptr->tval)
2822 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2831 * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2832 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2833 * @return 対象になるならTRUEを返す。
2835 static bool item_tester_hook_ammo(object_type *o_ptr)
2837 switch (o_ptr->tval)
2852 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2854 * Copies the weapons to compare into the weapon-slot and\n
2855 * compares the values for both weapons.\n
2856 * 武器1つだけで比較をしないなら費用は半額になる。
2857 * @param bcost 基本鑑定費用
2858 * @return 最終的にかかった費用
2860 static int compare_weapons(int bcost)
2864 object_type *o_ptr[2];
2865 object_type orig_weapon;
2869 int wid = 38, mgn = 2;
2870 bool old_character_xtra = character_xtra;
2873 int cost = 0; /* First time no price */
2875 /* Save the screen */
2878 /* Clear the screen */
2881 /* Store copy of original wielded weapon */
2882 i_ptr = &inventory[INVEN_RARM];
2883 object_copy(&orig_weapon, i_ptr);
2885 /* Only compare melee weapons */
2886 item_tester_no_ryoute = TRUE;
2887 item_tester_hook = item_tester_hook_melee_weapon;
2889 /* Get the first weapon */
2890 q = _("第一の武器は?", "What is your first weapon? ");
2891 s = _("比べるものがありません。", "You have nothing to compare.");
2893 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2899 /* Get the item (in the pack) */
2900 o_ptr[0] = &inventory[item];
2906 /* Clear the screen */
2909 /* Only compare melee weapons */
2910 item_tester_no_ryoute = TRUE;
2911 item_tester_hook = item_tester_hook_melee_weapon;
2913 /* Hack -- prevent "icky" message */
2914 character_xtra = TRUE;
2916 /* Diaplay selected weapon's infomation */
2917 for (i = 0; i < n; i++)
2919 int col = (wid * i + mgn);
2921 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2922 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2924 /* Get the new values */
2927 /* List the new values */
2928 list_weapon(o_ptr[i], row, col);
2929 compare_weapon_aux(o_ptr[i], col, row + 8);
2931 /* Copy back the original weapon into the weapon slot */
2932 object_copy(i_ptr, &orig_weapon);
2935 /* Reset the values for the old weapon */
2938 character_xtra = old_character_xtra;
2941 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2942 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);
2943 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);
2945 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2946 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2947 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2955 if (total + cost > p_ptr->au)
2957 msg_print(_("お金が足りません!", "You don't have enough money!"));
2962 q = _("第二の武器は?", "What is your second weapon? ");
2963 s = _("比べるものがありません。", "You have nothing to compare.");
2965 /* Get the second weapon */
2966 if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2971 /* Get the item (in the pack) */
2972 o_ptr[1] = &inventory[item2];
2981 /* Restore the screen */
2990 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2992 * Calculate and display the dodge-rate and the protection-rate
2994 * @param iAC プレイヤーのAC。
2995 * @return 常にTRUEを返す。
2997 static bool eval_ac(int iAC)
3001 "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"
3002 "何パーセント軽減するかを示します。\n"
3003 "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"
3004 "に対してのみ効果があります。\n \n"
3005 "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"
3006 "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"
3007 "敵のレベルとあなたのACによって決定されます。\n \n"
3008 "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"
3009 "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";
3012 "'Protection Rate' means how much damage is reduced by your armor.\n"
3013 "Note that the Protection rate is effective only against normal "
3014 "'attack' and 'shatter' type melee attacks, "
3015 "and has no effect against any other types such as 'poison'.\n \n"
3016 "'Dodge Rate' indicates the success rate on dodging the "
3017 "monster's melee attacks. "
3018 "It is depend on the level of the monster and your AC.\n \n"
3019 "'Average Damage' indicates the expected amount of damage "
3020 "when you are attacked by normal melee attacks with power=100.";
3026 char buf[80*20], *t;
3028 /* AC lower than zero has no effect */
3029 if (iAC < 0) iAC = 0;
3032 protection = 100 * MIN(iAC, 150) / 250;
3038 put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3039 put_str(format("ダメージ軽減率 : %3d%%", protection), row++, 0);
3042 put_str("敵のレベル :", row + 0, 0);
3043 put_str("回避率 :", row + 1, 0);
3044 put_str("ダメージ期待値 :", row + 2, 0);
3046 put_str(format("Your current AC : %3d", iAC), row++, 0);
3047 put_str(format("Protection rate : %3d%%", protection), row++, 0);
3050 put_str("Level of Monster:", row + 0, 0);
3051 put_str("Dodge Rate :", row + 1, 0);
3052 put_str("Average Damage :", row + 2, 0);
3055 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3057 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3058 int dodge; /* 回避率(%) */
3059 int average; /* ダメージ期待値 */
3061 put_str(format("%3d", lvl), row + 0, col);
3064 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3065 put_str(format("%3d%%", dodge), row + 1, col);
3067 /* 100点の攻撃に対してのダメージ期待値を計算 */
3068 average = (100 - dodge) * (100 - protection) / 100;
3069 put_str(format("%3d", average), row + 2, col);
3073 roff_to_buf(memo, 70, buf, sizeof(buf));
3074 for (t = buf; t[0]; t += strlen(t) + 1)
3075 put_str(t, (row++) + 4, 4);
3078 prt("現在のあなたの装備からすると、あなたの防御力は"
3081 prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3094 * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
3095 * @param o_ptr オブジェクトの構造体の参照ポインタ。
3096 * @return 修復対象になるならTRUEを返す。
3098 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
3100 if (o_ptr->tval != TV_SWORD) return FALSE;
3102 switch (o_ptr->sval)
3104 case SV_BROKEN_DAGGER:
3105 case SV_BROKEN_SWORD:
3113 * @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。
3114 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3115 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3116 * @return 修復対象になるならTRUEを返す。
3118 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3121 int cand[TR_FLAG_MAX];
3122 u32b to_flgs[TR_FLAG_SIZE];
3123 u32b from_flgs[TR_FLAG_SIZE];
3125 object_flags(to_ptr, to_flgs);
3126 object_flags(from_ptr, from_flgs);
3128 for (i = 0; i < TR_FLAG_MAX; i++)
3132 case TR_IGNORE_ACID:
3133 case TR_IGNORE_ELEC:
3134 case TR_IGNORE_FIRE:
3135 case TR_IGNORE_COLD:
3144 case TR_FIXED_FLAVOR:
3147 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3149 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3157 int tr_idx = cand[randint0(n)];
3158 add_flag(to_ptr->art_flags, tr_idx);
3159 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3160 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3161 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3162 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3169 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3170 * @param bcost 基本鑑定費用
3173 static int repair_broken_weapon_aux(int bcost)
3177 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3179 int i, k_idx, dd_bonus, ds_bonus;
3180 char basenm[MAX_NLEN];
3181 cptr q, s; /* For get_item prompt */
3188 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);
3189 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);
3192 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3193 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3195 /* Only forge broken weapons */
3196 item_tester_hook = item_tester_hook_broken_weapon;
3198 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3200 /* Get the item (in the pack) */
3201 o_ptr = &inventory[item];
3203 /* It is worthless */
3204 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3206 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3210 /* They are too many */
3211 if (o_ptr->number > 1)
3213 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!"));
3217 /* Display item name */
3218 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3219 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3222 q = _("材料となる武器は?", "Which weapon for material? ");
3223 s = _("材料となる武器がありません。", "You have no material to repair.");
3225 /* Only forge broken weapons */
3226 item_tester_hook = item_tester_hook_melee_weapon;
3228 if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3231 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3235 /* Get the item (in the pack) */
3236 mo_ptr = &inventory[mater];
3238 /* Display item name */
3239 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3240 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3242 /* Get the value of one of the items (except curses) */
3243 cost = bcost + object_value_real(o_ptr) * 2;
3245 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);
3247 /* Check if the player has enough money */
3248 if (p_ptr->au < cost)
3250 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3251 msg_format(_("%sを修復するだけのゴールドがありません!",
3252 "You do not have the gold to repair %s!"), basenm);
3257 if (o_ptr->sval == SV_BROKEN_DAGGER)
3261 /* Suppress compiler warning */
3264 for (j = 1; j < max_k_idx; j++)
3266 object_kind *k_aux_ptr = &k_info[j];
3268 if (k_aux_ptr->tval != TV_SWORD) continue;
3269 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3270 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3271 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3272 if (k_aux_ptr->weight > 99) continue;
3281 else /* TV_BROKEN_SWORD */
3283 /* Repair to a sword or sometimes material's type weapon */
3284 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3288 object_kind *ck_ptr;
3290 k_idx = lookup_kind(tval, SV_ANY);
3291 ck_ptr = &k_info[k_idx];
3293 if (tval == TV_SWORD)
3295 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3296 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3297 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3298 (ck_ptr->sval == SV_DOKUBARI)) continue;
3300 if (tval == TV_POLEARM)
3302 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3303 (ck_ptr->sval == SV_TSURIZAO)) continue;
3305 if (tval == TV_HAFTED)
3307 if ((ck_ptr->sval == SV_GROND) ||
3308 (ck_ptr->sval == SV_WIZSTAFF) ||
3309 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3316 /* Calculate dice bonuses */
3317 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3318 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3319 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3320 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3322 /* Change base object */
3323 k_ptr = &k_info[k_idx];
3324 o_ptr->k_idx = k_idx;
3325 o_ptr->weight = k_ptr->weight;
3326 o_ptr->tval = k_ptr->tval;
3327 o_ptr->sval = k_ptr->sval;
3328 o_ptr->dd = k_ptr->dd;
3329 o_ptr->ds = k_ptr->ds;
3331 /* Copy base object's ability */
3332 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3333 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3334 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
3340 for (i = 0; i < dd_bonus; i++)
3342 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3348 for (i = 0; i < ds_bonus; i++)
3350 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3355 if (have_flag(k_ptr->flags, TR_BLOWS))
3357 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3358 o_ptr->pval = MIN(o_ptr->pval, bmax);
3361 /* Add one random ability from material weapon */
3362 give_one_ability_of_object(o_ptr, mo_ptr);
3364 /* Add to-dam, to-hit and to-ac from material weapon */
3365 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3366 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3367 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3369 if ((o_ptr->name1 == ART_NARSIL) ||
3370 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3371 (object_is_ego(o_ptr) && one_in_(7)))
3374 if (object_is_ego(o_ptr))
3376 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3377 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3380 /* Add one random ability from material weapon */
3381 give_one_ability_of_object(o_ptr, mo_ptr);
3383 /* Add one random activation */
3384 if (!activation_index(o_ptr)) one_activation(o_ptr);
3387 if (o_ptr->name1 == ART_NARSIL)
3389 one_high_resistance(o_ptr);
3393 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3396 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3398 msg_format("$%dで%sに修復しました。", cost, basenm);
3400 msg_format("Repaired into %s for %d gold.", basenm, cost);
3404 /* Remove BROKEN flag */
3405 o_ptr->ident &= ~(IDENT_BROKEN);
3407 /* Add repaired flag */
3408 o_ptr->discount = 99;
3410 /* Decrease material object */
3411 inven_item_increase(mater, -1);
3412 inven_item_optimize(mater);
3415 p_ptr->update |= PU_BONUS;
3418 /* Something happened */
3423 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3424 * @param bcost 基本鑑定費用
3427 static int repair_broken_weapon(int bcost)
3432 cost = repair_broken_weapon_aux(bcost);
3439 * @brief アイテムの強化を行う。 / Enchant item
3440 * @param cost 1回毎の費用
3441 * @param to_hit 命中をアップさせる量
3442 * @param to_dam ダメージをアップさせる量
3443 * @param to_ac ACをアップさせる量
3446 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3452 int maxenchant = (p_ptr->lev / 5);
3453 char tmp_str[MAX_NLEN];
3457 prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3458 prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3460 prt(format(" Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3461 prt(format(" The price for the service is %d gold per item.", cost), 7, 0);
3464 item_tester_no_ryoute = TRUE;
3467 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3468 s = _("改良できるものがありません。", "You have nothing to improve.");
3470 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3472 /* Get the item (in the pack) */
3473 o_ptr = &inventory[item];
3475 /* Check if the player has enough money */
3476 if (p_ptr->au < (cost * o_ptr->number))
3478 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3479 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);
3483 /* Enchant to hit */
3484 for (i = 0; i < to_hit; i++)
3486 if (o_ptr->to_h < maxenchant)
3488 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3496 /* Enchant to damage */
3497 for (i = 0; i < to_dam; i++)
3499 if (o_ptr->to_d < maxenchant)
3501 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3510 for (i = 0; i < to_ac; i++)
3512 if (o_ptr->to_a < maxenchant)
3514 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3526 if (flush_failure) flush();
3529 msg_print(_("改良に失敗した。", "The improvement failed."));
3535 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3537 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3539 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3542 /* Charge the money */
3543 p_ptr->au -= (cost * o_ptr->number);
3545 if (item >= INVEN_RARM) calc_android_exp();
3547 /* Something happened */
3554 * @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staves
3556 * The player can select the number of charges to add\n
3557 * (up to a limit), and the recharge never fails.\n
3559 * The cost for rods depends on the level of the rod. The prices\n
3560 * for recharging wands and staves are dependent on the cost of\n
3564 static void building_recharge(void)
3573 char tmp_str[MAX_NLEN];
3577 /* Display some info */
3579 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);
3582 /* Only accept legal items */
3583 item_tester_hook = item_tester_hook_recharge;
3586 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3587 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3588 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3590 /* Get the item (in the pack) */
3593 o_ptr = &inventory[item];
3596 /* Get the item (on the floor) */
3599 o_ptr = &o_list[0 - item];
3602 k_ptr = &k_info[o_ptr->k_idx];
3605 * We don't want to give the player free info about
3606 * the level of the item or the number of charges.
3608 /* The item must be "known" */
3609 if (!object_is_known(o_ptr))
3611 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!"));
3614 if ((p_ptr->au >= 50) &&
3615 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3622 identify_item(o_ptr);
3625 object_desc(tmp_str, o_ptr, 0);
3626 msg_format(_("%s です。", "You have: %s."), tmp_str);
3628 /* Auto-inscription */
3629 autopick_alter_item(item, FALSE);
3631 /* Update the gold display */
3632 building_prt_gold();
3640 /* Extract the object "level" */
3641 lev = k_info[o_ptr->k_idx].level;
3643 /* Price for a rod */
3644 if (o_ptr->tval == TV_ROD)
3646 if (o_ptr->timeout > 0)
3648 /* Fully recharge */
3649 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3653 /* No recharge necessary */
3655 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3659 else if (o_ptr->tval == TV_STAFF)
3661 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3662 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3664 /* Pay at least 10 gold per charge */
3665 price = MAX(10, price);
3669 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3670 price = (k_info[o_ptr->k_idx].cost / 10);
3672 /* Pay at least 10 gold per charge */
3673 price = MAX(10, price);
3676 /* Limit the number of charges for wands and staffs */
3677 if (o_ptr->tval == TV_WAND
3678 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3680 if (o_ptr->number > 1)
3682 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3686 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3690 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3692 if (o_ptr->number > 1)
3694 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3698 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3703 /* Check if the player has enough money */
3704 if (p_ptr->au < price)
3706 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3708 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3710 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3716 if (o_ptr->tval == TV_ROD)
3719 if (get_check(format("そのロッドを$%d で再充填しますか?",
3722 if (get_check(format("Recharge the %s for %d gold? ",
3723 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3727 /* Recharge fully */
3737 if (o_ptr->tval == TV_STAFF)
3738 max_charges = k_ptr->pval - o_ptr->pval;
3740 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3742 /* Get the quantity for staves and wands */
3743 charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3744 MIN(p_ptr->au / price, max_charges));
3747 if (charges < 1) return;
3749 /* Get the new price */
3753 o_ptr->pval += charges;
3755 /* We no longer think the item is empty */
3756 o_ptr->ident &= ~(IDENT_EMPTY);
3760 object_desc(tmp_str, o_ptr, 0);
3762 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3764 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3767 /* Combine / Reorder the pack (later) */
3768 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3771 p_ptr->window |= (PW_INVEN);
3782 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staves
3784 * The player can select the number of charges to add\n
3785 * (up to a limit), and the recharge never fails.\n
3787 * The cost for rods depends on the level of the rod. The prices\n
3788 * for recharging wands and staves are dependent on the cost of\n
3792 static void building_recharge_all(void)
3802 /* Display some info */
3805 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);
3807 /* Calculate cost */
3808 for ( i = 0; i < INVEN_PACK; i++)
3810 o_ptr = &inventory[i];
3812 /* skip non magic device */
3813 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3815 /* need identified */
3816 if (!object_is_known(o_ptr)) total_cost += 50;
3818 /* Extract the object "level" */
3819 lev = k_info[o_ptr->k_idx].level;
3821 k_ptr = &k_info[o_ptr->k_idx];
3823 switch (o_ptr->tval)
3826 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3830 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3831 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3833 /* Pay at least 10 gold per charge */
3834 price = MAX(10, price);
3837 price = (k_ptr->pval - o_ptr->pval) * price;
3841 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3842 price = (k_info[o_ptr->k_idx].cost / 10);
3844 /* Pay at least 10 gold per charge */
3845 price = MAX(10, price);
3848 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3852 /* if price <= 0 then item have enough charge */
3853 if (price > 0) total_cost += price;
3858 msg_print(_("充填する必要はありません。", "No need to recharge."));
3863 /* Check if the player has enough money */
3864 if (p_ptr->au < total_cost)
3866 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 );
3870 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3872 for (i = 0; i < INVEN_PACK; i++)
3874 o_ptr = &inventory[i];
3875 k_ptr = &k_info[o_ptr->k_idx];
3877 /* skip non magic device */
3878 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3881 if (!object_is_known(o_ptr))
3883 identify_item(o_ptr);
3885 /* Auto-inscription */
3886 autopick_alter_item(i, FALSE);
3890 switch (o_ptr->tval)
3896 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3897 /* We no longer think the item is empty */
3898 o_ptr->ident &= ~(IDENT_EMPTY);
3901 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3902 o_ptr->pval = o_ptr->number * k_ptr->pval;
3903 /* We no longer think the item is empty */
3904 o_ptr->ident &= ~(IDENT_EMPTY);
3910 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3913 /* Combine / Reorder the pack (later) */
3914 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3917 p_ptr->window |= (PW_INVEN);
3920 p_ptr->au -= total_cost;
3927 * @brief 町間のテレポートを行うメインルーチン。
3928 * @return テレポート処理を決定したか否か
3930 bool tele_town(void)
3937 msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
3941 if (p_ptr->inside_arena || p_ptr->inside_battle)
3943 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3950 for (i=1;i<max_towns;i++)
3954 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
3956 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
3963 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3969 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3979 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3980 else if (((i-'a'+1) == p_ptr->town_num) || ((i-'a'+1) == NO_TOWN) || ((i-'a'+1) == SECRET_TOWN) || !(p_ptr->visit & (1L << (i-'a')))) continue;
3984 for (y = 0; y < max_wild_y; y++)
3986 for (x = 0; x < max_wild_x; x++)
3988 if(wilderness[y][x].town == (i-'a'+1))
3990 p_ptr->wilderness_y = y;
3991 p_ptr->wilderness_x = x;
3996 p_ptr->leaving = TRUE;
3998 p_ptr->teleport_town = TRUE;
4004 * @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-
4005 * @return 常にTRUEを返す。
4006 * @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。
4008 static bool research_mon(void)
4016 bool recall = FALSE;
4022 /* XTRA HACK WHATSEARCH */
4028 /* XTRA HACK REMEMBER_IDX */
4029 static int old_sym = '\0';
4030 static int old_i = 0;
4033 /* Save the screen */
4036 /* Get a character, or abort */
4037 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):",
4038 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
4047 /* Find that character info, and describe it */
4048 for (i = 0; ident_info[i]; ++i)
4050 if (sym == ident_info[i][0]) break;
4053 /* XTRA HACK WHATSEARCH */
4054 if (sym == KTRL('A'))
4057 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4059 else if (sym == KTRL('U'))
4062 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4064 else if (sym == KTRL('N'))
4067 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4069 else if (sym == KTRL('M'))
4072 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4081 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4083 else if (ident_info[i])
4085 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4089 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4092 /* Display the result */
4096 /* Allocate the "who" array */
4097 C_MAKE(who, max_r_idx, u16b);
4099 /* Collect matching monsters */
4100 for (n = 0, i = 1; i < max_r_idx; i++)
4102 monster_race *r_ptr = &r_info[i];
4105 if (!r_ptr->name) continue;
4107 /* XTRA HACK WHATSEARCH */
4108 /* Require non-unique monsters if needed */
4109 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4111 /* Require unique monsters if needed */
4112 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4120 for (xx = 0; temp[xx] && xx < 80; xx++)
4123 if (iskanji(temp[xx]))
4129 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4133 strcpy(temp2, r_name + r_ptr->E_name);
4135 strcpy(temp2, r_name + r_ptr->name);
4137 for (xx = 0; temp2[xx] && xx < 80; xx++)
4138 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4141 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4143 if (my_strstr(temp2, temp))
4147 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4150 /* Nothing to recall */
4153 /* Free the "who" array */
4154 C_KILL(who, max_r_idx, u16b);
4166 /* Sort if needed */
4169 /* Select the sort method */
4170 ang_sort_comp = ang_sort_comp_hook;
4171 ang_sort_swap = ang_sort_swap_hook;
4173 /* Sort the array */
4174 ang_sort(who, &why, n);
4178 /* Start at the end */
4179 /* XTRA HACK REMEMBER_IDX */
4180 if (old_sym == sym && old_i < n) i = old_i;
4185 /* Scan the monster memory */
4188 /* Extract a race */
4191 /* Hack -- Begin the prompt */
4194 /* Hack -- Complete the prompt */
4195 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4203 /*** Recall on screen ***/
4205 /* Get maximal info about this monster */
4206 lore_do_probe(r_idx);
4208 /* Save this monster ID */
4209 monster_race_track(r_idx);
4211 /* Hack -- Handle stuff */
4214 /* know every thing mode */
4215 screen_roff(r_idx, 0x01);
4218 /* XTRA HACK REMEMBER_IDX */
4226 /* Normal commands */
4227 if (query != 'r') break;
4234 if (query == ESCAPE) break;
4236 /* Move to "prev" monster */
4242 if (!expand_list) break;
4246 /* Move to "next" monster */
4252 if (!expand_list) break;
4258 /* Re-display the identity */
4259 /* prt(buf, 5, 5);*/
4261 /* Free the "who" array */
4262 C_KILL(who, max_r_idx, u16b);
4267 return (!notpicked);
4272 * @brief 施設の処理実行メインルーチン / Execute a building command
4273 * @param bldg 施設構造体の参照ポインタ
4274 * @param i 実行したい施設のサービステーブルの添字
4277 static void bldg_process_command(building_type *bldg, int i)
4279 int bact = bldg->actions[i];
4284 /* Flush messages XXX XXX XXX */
4289 bcost = bldg->member_costs[i];
4291 bcost = bldg->other_costs[i];
4293 /* action restrictions */
4294 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4295 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4297 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4301 /* check gold (HACK - Recharge uses variable costs) */
4302 if ((bact != BACT_RECHARGE) &&
4303 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4304 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4306 msg_print(_("お金が足りません!", "You do not have the gold!"));
4315 case BACT_RESEARCH_ITEM:
4316 paid = identify_fully(FALSE);
4318 case BACT_TOWN_HISTORY:
4321 case BACT_RACE_LEGENDS:
4327 case BACT_KING_LEGENDS:
4328 case BACT_ARENA_LEGENDS:
4333 case BACT_ARENA_RULES:
4337 case BACT_IN_BETWEEN:
4339 case BACT_SPIN_WHEEL:
4340 case BACT_DICE_SLOTS:
4341 case BACT_GAMBLE_RULES:
4348 paid = inn_comm(bact);
4350 case BACT_RESEARCH_MONSTER:
4351 paid = research_mon();
4353 case BACT_COMPARE_WEAPONS:
4355 bcost = compare_weapons(bcost);
4357 case BACT_ENCHANT_WEAPON:
4358 item_tester_hook = object_allow_enchant_melee_weapon;
4359 enchant_item(bcost, 1, 1, 0);
4361 case BACT_ENCHANT_ARMOR:
4362 item_tester_hook = object_is_armour;
4363 enchant_item(bcost, 0, 0, 1);
4366 building_recharge();
4368 case BACT_RECHARGE_ALL:
4369 building_recharge_all();
4371 case BACT_IDENTS: /* needs work */
4373 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4375 msg_print(" 持ち物全てが鑑定されました。");
4377 if (!get_check("Do you pay for identify all your possession? ")) break;
4379 msg_print("Your possessions have been identified.");
4384 case BACT_IDENT_ONE: /* needs work */
4385 paid = ident_spell(FALSE);
4390 case BACT_HEALING: /* needs work */
4399 case BACT_RESTORE: /* needs work */
4400 if (do_res_stat(A_STR)) paid = TRUE;
4401 if (do_res_stat(A_INT)) paid = TRUE;
4402 if (do_res_stat(A_WIS)) paid = TRUE;
4403 if (do_res_stat(A_DEX)) paid = TRUE;
4404 if (do_res_stat(A_CON)) paid = TRUE;
4405 if (do_res_stat(A_CHR)) paid = TRUE;
4407 case BACT_ENCHANT_ARROWS:
4408 item_tester_hook = item_tester_hook_ammo;
4409 enchant_item(bcost, 1, 1, 0);
4411 case BACT_ENCHANT_BOW:
4412 item_tester_tval = TV_BOW;
4413 enchant_item(bcost, 1, 1, 0);
4416 if (recall_player(1)) paid = TRUE;
4418 case BACT_TELEPORT_LEVEL:
4424 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4425 show_building(bldg);
4426 if (!select_dungeon) return;
4428 max_depth = d_info[select_dungeon].maxdepth;
4430 /* Limit depth in Angband */
4431 if (select_dungeon == DUNGEON_ANGBAND)
4433 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4434 else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4436 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
4437 d_name + d_info[select_dungeon].name), max_depth);
4441 p_ptr->word_recall = 1;
4442 p_ptr->recall_dungeon = select_dungeon;
4443 max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4444 if (record_maxdepth)
4445 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4447 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4450 p_ptr->redraw |= (PR_STATUS);
4454 case BACT_LOSE_MUTATION:
4455 if (p_ptr->muta1 || p_ptr->muta2 ||
4456 (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4457 (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4458 (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4460 while(!lose_mutation(0));
4465 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4472 case BACT_TSUCHINOKO:
4485 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4486 set_virtue(V_COMPASSION, 0);
4487 set_virtue(V_HONOUR, 0);
4488 set_virtue(V_JUSTICE, 0);
4489 set_virtue(V_SACRIFICE, 0);
4490 set_virtue(V_KNOWLEDGE, 0);
4491 set_virtue(V_FAITH, 0);
4492 set_virtue(V_ENLIGHTEN, 0);
4493 set_virtue(V_ENCHANT, 0);
4494 set_virtue(V_CHANCE, 0);
4495 set_virtue(V_NATURE, 0);
4496 set_virtue(V_HARMONY, 0);
4497 set_virtue(V_VITALITY, 0);
4498 set_virtue(V_UNLIFE, 0);
4499 set_virtue(V_PATIENCE, 0);
4500 set_virtue(V_TEMPERANCE, 0);
4501 set_virtue(V_DILIGENCE, 0);
4502 set_virtue(V_VALOUR, 0);
4503 set_virtue(V_INDIVIDUALISM, 0);
4507 case BACT_TELE_TOWN:
4511 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4513 case BACT_BROKEN_WEAPON:
4515 bcost = repair_broken_weapon(bcost);
4526 * @brief クエスト入り口にプレイヤーが乗った際の処理 / Do building commands
4529 void do_cmd_quest(void)
4531 p_ptr->energy_use = 100;
4533 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4535 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4540 msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
4541 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4542 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4543 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4545 /* Player enters a new quest */
4549 leave_quest_check();
4551 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4552 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4554 p_ptr->leaving = TRUE;
4560 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4563 void do_cmd_bldg(void)
4568 building_type *bldg;
4571 p_ptr->energy_use = 100;
4573 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4575 msg_print(_("ここには建物はない。", "You see no building here."));
4579 which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4581 bldg = &building[which];
4583 /* Don't re-init the wilderness */
4584 reinit_wilderness = FALSE;
4586 if ((which == 2) && (p_ptr->arena_number < 0))
4588 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4591 else if ((which == 2) && p_ptr->inside_arena)
4593 if (!p_ptr->exit_bldg && m_cnt > 0)
4595 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);
4599 /* Don't save the arena as saved floor */
4600 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4602 p_ptr->inside_arena = FALSE;
4603 p_ptr->leaving = TRUE;
4605 /* Re-enter the arena */
4606 command_new = SPECIAL_KEY_BUILDING;
4608 /* No energy needed to re-enter the arena */
4609 p_ptr->energy_use = 0;
4614 else if (p_ptr->inside_battle)
4616 /* Don't save the arena as saved floor */
4617 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4619 p_ptr->leaving = TRUE;
4620 p_ptr->inside_battle = FALSE;
4622 /* Re-enter the monster arena */
4623 command_new = SPECIAL_KEY_BUILDING;
4625 /* No energy needed to re-enter the arena */
4626 p_ptr->energy_use = 0;
4632 p_ptr->oldpy = p_ptr->y;
4633 p_ptr->oldpx = p_ptr->x;
4636 /* Forget the lite */
4639 /* Forget the view */
4642 /* Hack -- Increase "icky" depth */
4649 show_building(bldg);
4652 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4659 building_prt_gold();
4663 if (command == ESCAPE)
4666 p_ptr->inside_arena = FALSE;
4667 p_ptr->inside_battle = FALSE;
4671 for (i = 0; i < 8; i++)
4673 if (bldg->letters[i])
4675 if (bldg->letters[i] == command)
4684 bldg_process_command(bldg, i);
4693 select_floor_music();
4695 /* Flush messages XXX XXX XXX */
4699 /* Reinit wilderness to activate quests ... */
4700 if (reinit_wilderness)
4702 p_ptr->leaving = TRUE;
4705 /* Hack -- Decrease "icky" depth */
4708 /* Clear the screen */
4711 /* Update the visuals */
4712 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4714 /* Redraw entire screen */
4715 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4718 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4723 * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4725 static cptr find_quest[] =
4727 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4728 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4729 _("メッセージを見つけた:", "There is a sign saying"),
4730 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4731 _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4736 * @brief クエストの導入メッセージを表示する / Discover quest
4737 * @param q_idx 開始されたクエストのID
4739 void quest_discovery(int q_idx)
4741 quest_type *q_ptr = &quest[q_idx];
4742 monster_race *r_ptr = &r_info[q_ptr->r_idx];
4743 int q_num = q_ptr->max_num;
4746 /* No quest index */
4749 strcpy(name, (r_name + r_ptr->name));
4751 msg_print(find_quest[rand_range(0, 4)]);
4758 /* Hack -- "unique" monsters must be "unique" */
4759 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4760 (0 == r_ptr->max_num))
4762 msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4763 /* The unique is already dead */
4764 quest[q_idx].status = QUEST_STATUS_FINISHED;
4767 q_ptr->comptime = playtime;
4771 msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4776 /* Normal monsters */
4780 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4787 * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4788 * / Hack -- Check if a level is a "quest" level
4789 * @param level 検索対象になる階
4790 * @return クエストIDを返す。該当がない場合0を返す。
4792 int quest_number(int level)
4797 if (p_ptr->inside_quest)
4798 return (p_ptr->inside_quest);
4800 for (i = 0; i < max_quests; i++)
4802 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4804 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4805 !(quest[i].flags & QUEST_FLAG_PRESET) &&
4806 (quest[i].level == level) &&
4807 (quest[i].dungeon == dungeon_type))
4811 /* Check for random quest */
4812 return (random_quest_number(level));
4816 * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4817 * @param level 検索対象になる階
4818 * @return クエストIDを返す。該当がない場合0を返す。
4820 int random_quest_number(int level)
4824 if (dungeon_type != DUNGEON_ANGBAND) return 0;
4826 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4828 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4829 (quest[i].status == QUEST_STATUS_TAKEN) &&
4830 (quest[i].level == level) &&
4831 (quest[i].dungeon == DUNGEON_ANGBAND))