3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
9 Rewritten for Kangband 2.8.3i using Kamband's version of\n
10 bldg.c as written by Ivan Tkatchev\n
12 Changed for ZAngband by Robert Ruehlmann\n
21 #include "floor-events.h"
22 #include "floor-save.h"
24 #include "objectkind.h"
25 #include "object-boost.h"
26 #include "object-flavor.h"
27 #include "object-hook.h"
29 #include "monsterrace-hook.h"
41 #include "cmd-spell.h"
43 #include "player-status.h"
45 #include "spells-status.h"
46 #include "realm-hex.h"
47 #include "dungeon-file.h"
50 #include "player-effects.h"
53 #include "view-mainwindow.h"
54 #include "monsterrace.h"
61 building_type building[MAX_BLDG];
63 MONRACE_IDX battle_mon[4];
70 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
72 const arena_type arena_info[MAX_ARENA_MONS + 2] =
74 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
75 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
76 { MON_IMP, TV_POTION, SV_POTION_SPEED },
77 { MON_LION_HEART, 0, 0 },
78 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
79 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
80 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
81 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
82 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
83 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
84 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
85 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
86 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
87 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
88 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
89 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
90 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
91 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
92 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
93 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
94 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
95 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
96 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
97 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
98 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
99 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
100 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
101 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
102 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
103 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
104 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
105 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
106 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
107 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
108 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
109 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
110 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
111 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
112 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
113 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
114 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
115 { 0, 0, 0 }, /* Victory prizing */
116 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
120 * @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。
121 * @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、
122 * 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。
123 * @param bldg 施設構造体の参照ポインタ
124 * @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。
126 static bool is_owner(building_type *bldg)
128 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
133 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
138 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
139 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
148 * @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。
150 * @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、
151 * 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。
152 * @param bldg 施設構造体の参照ポインタ
153 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
154 * @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。
156 static bool is_member(building_type *bldg)
158 if (bldg->member_class[p_ptr->pclass])
163 if (bldg->member_race[p_ptr->prace])
168 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
169 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
175 if (p_ptr->pclass == CLASS_SORCERER)
179 for (i = 0; i < MAX_MAGIC; i++)
181 if (bldg->member_realm[i+1]) OK = TRUE;
189 * @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
190 * @details 消去は行毎にヌル文字列で行われる。
191 * @param min_row 開始行番号
192 * @param max_row 末尾行番号
195 void clear_bldg(int min_row, int max_row)
199 for (i = min_row; i <= max_row; i++)
207 static void building_prt_gold(void)
210 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
211 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
212 prt(tmp_str, 23, 68);
216 * @brief 施設のサービス一覧を表示する / Display a building.
217 * @param bldg 施設構造体の参照ポインタ
220 static void show_building(building_type* bldg)
228 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
232 for (i = 0; i < 8; i++)
234 if (bldg->letters[i])
236 if (bldg->action_restr[i] == 0)
238 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
239 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
241 action_color = TERM_WHITE;
244 else if (is_owner(bldg))
246 action_color = TERM_YELLOW;
247 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
251 action_color = TERM_YELLOW;
252 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
254 else if (bldg->action_restr[i] == 1)
256 if (!is_member(bldg))
258 action_color = TERM_L_DARK;
259 strcpy(buff, _("(閉店)", "(closed)"));
261 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
262 (is_member(bldg) && (bldg->other_costs[i] == 0)))
264 action_color = TERM_WHITE;
267 else if (is_owner(bldg))
269 action_color = TERM_YELLOW;
270 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
274 action_color = TERM_YELLOW;
275 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
282 action_color = TERM_L_DARK;
283 strcpy(buff, _("(閉店)", "(closed)"));
285 else if (bldg->member_costs[i] != 0)
287 action_color = TERM_YELLOW;
288 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
292 action_color = TERM_WHITE;
297 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
298 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
301 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
305 * @brief 闘技場に入るコマンドの処理 / arena commands
306 * @param cmd 闘技場処理のID
309 static void arena_comm(int cmd)
318 if (p_ptr->arena_number == MAX_ARENA_MONS)
321 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
322 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);
323 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);
327 p_ptr->au += 1000000L;
328 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
330 p_ptr->arena_number++;
332 else if (p_ptr->arena_number > MAX_ARENA_MONS)
334 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
336 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."));
338 if (get_check(_("挑戦するかね?", "Do you fight? ")))
340 msg_print(_("死ぬがよい。", "Die, maggots."));
343 p_ptr->exit_bldg = FALSE;
346 /* Save the surface floor as saved floor */
347 prepare_change_floor_mode(CFM_SAVE_FLOORS);
349 p_ptr->inside_arena = TRUE;
350 p_ptr->leaving = TRUE;
351 p_ptr->leave_bldg = TRUE;
355 msg_print(_("残念だ。", "We are disappointed."));
360 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。",
361 "You enter the arena briefly and bask in your glory."));
365 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
367 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。",
368 "You don't have permission to enter with pet."));
373 p_ptr->exit_bldg = FALSE;
376 /* Save the surface floor as saved floor */
377 prepare_change_floor_mode(CFM_SAVE_FLOORS);
379 p_ptr->inside_arena = TRUE;
380 p_ptr->leaving = TRUE;
381 p_ptr->leave_bldg = TRUE;
385 if (p_ptr->arena_number == MAX_ARENA_MONS)
386 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。",
387 "You are victorious. Enter the arena for the ceremony."));
389 else if (p_ptr->arena_number > MAX_ARENA_MONS)
391 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
395 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
396 name = (r_name + r_ptr->name);
397 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
399 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
400 p_ptr->window |= (PW_MONSTER);
405 case BACT_ARENA_RULES:
408 /* Peruse the arena help file */
409 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
417 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
418 * @param row シンボルを表示する行の上端
419 * @param col シンボルを表示する行の左端
420 * @param fruit 表示するシンボルID
423 static void display_fruit(int row, int col, int fruit)
428 c_put_str(TERM_YELLOW, " ####.", row, col);
429 c_put_str(TERM_YELLOW, " # #", row + 1, col);
430 c_put_str(TERM_YELLOW, " # #", row + 2, col);
431 c_put_str(TERM_YELLOW, "# #", row + 3, col);
432 c_put_str(TERM_YELLOW, "# #", row + 4, col);
433 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
434 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
435 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
437 " Lemon "), row + 8, col);
440 c_put_str(TERM_ORANGE, " ## ", row, col);
441 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
442 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
443 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
444 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
445 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
446 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
447 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
449 " Orange "), row + 8, col);
452 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
453 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
454 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
455 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
456 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
457 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
458 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
459 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
460 prt( _(" 剣 ", " Sword ") , row + 8, col);
463 c_put_str(TERM_SLATE, " ###### ", row, col);
464 c_put_str(TERM_SLATE, "# #", row + 1, col);
465 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
466 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
467 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
468 c_put_str(TERM_SLATE, " # # ", row + 5, col);
469 c_put_str(TERM_SLATE, " # # ", row + 6, col);
470 c_put_str(TERM_SLATE, " ## ", row + 7, col);
472 " Shield "), row + 8, col);
475 c_put_str(TERM_VIOLET, " ## ", row, col);
476 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
477 c_put_str(TERM_VIOLET, "########", row + 2, col);
478 c_put_str(TERM_VIOLET, "########", row + 3, col);
479 c_put_str(TERM_VIOLET, "########", row + 4, col);
480 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
481 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
482 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
484 " Plum "), row + 8, col);
487 c_put_str(TERM_RED, " ##", row, col);
488 c_put_str(TERM_RED, " ### ", row + 1, col);
489 c_put_str(TERM_RED, " #..# ", row + 2, col);
490 c_put_str(TERM_RED, " #..# ", row + 3, col);
491 c_put_str(TERM_RED, " ###### ", row + 4, col);
492 c_put_str(TERM_RED, "#..##..#", row + 5, col);
493 c_put_str(TERM_RED, "#..##..#", row + 6, col);
494 c_put_str(TERM_RED, " ## ## ", row + 7, col);
496 " Cherry "), row + 8, col);
502 * kpoker no (tyuto-hannpa na)pakuri desu...
503 * joker ha shineru node haitte masen.
505 * TODO: donataka! tsukutte!
506 * - agatta yaku no kiroku (like DQ).
507 * - kakkoii card no e.
508 * - sousa-sei no koujyo.
509 * - code wo wakariyasuku.
511 * - Joker... -- done.
514 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
517 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
518 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
519 #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 */
521 static int cards[5]; /*!< ポーカーの現在の手札ID */
528 static void reset_deck(int deck[])
531 for (i = 0; i < 53; i++) deck[i] = i;
534 for (i = 0; i < 53; i++){
535 int tmp1 = randint0(53 - i) + i;
537 deck[i] = deck[tmp1];
543 * @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。
544 * @return ジョーカーを持っているか。
546 static bool have_joker(void)
550 for (i = 0; i < 5; i++){
551 if(IS_JOKER(cards[i])) return TRUE;
557 * @brief ポーカーの手札に該当の番号の札があるかを返す。
558 * @param num 探したいカードの番号。
559 * @return 該当の番号が手札にあるか。
561 static bool find_card_num(int num)
564 for (i = 0; i < 5; i++)
565 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
570 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
573 static bool yaku_check_flush(void)
576 bool joker_is_used = FALSE;
578 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
579 for (i = 0; i < 5; i++){
580 if (SUIT_OF(cards[i]) != suit){
581 if(have_joker() && !joker_is_used)
582 joker_is_used = TRUE;
592 * @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。
593 * @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
595 static int yaku_check_straight(void)
598 bool joker_is_used = FALSE;
599 bool straight = FALSE;
602 for (i = 0; i < 5; i++)
604 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
605 lowest = NUM_OF(cards[i]);
608 /* Check Royal Straight Flush */
609 if (yaku_check_flush())
612 for (i = 0; i < 4; i++)
614 if (!find_card_num(9 + i)){
615 if( have_joker() && !joker_is_used )
616 joker_is_used = TRUE;
621 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
624 for (i = 0; i < 3; i++)
626 if (!find_card_num(10 + i))
629 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
633 joker_is_used = FALSE;
635 /* Straight Only Check */
637 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
638 for (i = 0; i < 4; i++)
640 if (!find_card_num(9 + i)) {
641 if (have_joker() && !joker_is_used)
642 joker_is_used = TRUE;
647 if(i == 4) straight = TRUE;
650 joker_is_used = FALSE;
652 for (i = 0; i < 5; i++)
654 if(!find_card_num(lowest + i)){
655 if( have_joker() && !joker_is_used )
656 joker_is_used = TRUE;
661 if(i == 5) straight = TRUE;
663 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
664 else if(straight) return 1; /* Only Straight */
669 * @brief ポーカーのペア役の状態を返す。
670 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
672 static int yaku_check_pair(void)
674 int i, i2, matching = 0;
676 for (i = 0; i < 5; i++)
678 for (i2 = i+1; i2 < 5; i2++)
680 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
681 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
712 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
713 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
714 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
715 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
716 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
717 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
718 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
719 #define ODDS_ST 4 /*!< ストレートの役倍率 */
720 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
721 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
724 * @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。
727 static int yaku_check(void)
731 switch(yaku_check_straight()){
733 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
736 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
739 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
742 /* Not straight -- fall through */
746 if (yaku_check_flush())
748 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
752 switch (yaku_check_pair())
755 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
758 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
761 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
764 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
767 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
770 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
772 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
777 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
787 * @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。
788 * @param hoge カーソルの現在位置
789 * @param kaeruka カードの捨てる/残すフラグ配列
792 static void display_kaeruka(int hoge, int kaeruka[])
795 char col = TERM_WHITE;
796 for (i = 0; i < 5; i++)
798 if (i == hoge) col = TERM_YELLOW;
799 else if(kaeruka[i]) col = TERM_WHITE;
800 else col = TERM_L_BLUE;
803 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
805 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
807 if (hoge > 4) col = TERM_YELLOW;
808 else col = TERM_WHITE;
809 c_put_str(col, _("決定", "Sure"), 16, 38);
811 /* Hilite current option */
812 if (hoge < 5) move_cursor(14, 5+hoge*16);
813 else move_cursor(16, 38);
817 * @brief ポーカーの手札を表示する。
820 static void display_cards(void)
823 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
825 concptr suit[4] = {"★", "●", "¶", "†"};
826 concptr card_grph[13][7] = {{"A %s ",
917 concptr joker_grph[7] = { " ",
927 concptr suit[4] = {"[]", "qp", "<>", "db"};
928 concptr card_grph[13][7] = {{"A %s ",
1019 concptr joker_grph[7] = { " ",
1028 for (i = 0; i < 5; i++)
1030 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
1033 for (i = 0; i < 5; i++)
1035 for (j = 0; j < 7; j++)
1037 prt(_("┃", " |"), j+6, i*16);
1038 if(IS_JOKER(cards[i]))
1039 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
1041 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);
1042 prt(_("┃", "| "), j+6, i*16+14);
1045 for (i = 0; i < 5; i++)
1047 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
1052 * @brief ポーカーの1プレイルーチン。
1055 static int do_poker(void)
1059 int deck[53]; /* yamafuda : 0...52 */
1061 int kaeruka[5]; /* 0:kaenai 1:kaeru */
1065 bool kakikae = TRUE;
1069 for (i = 0; i < 5; i++)
1071 cards[i] = deck[deck_ptr++];
1072 kaeruka[i] = 0; /* default:nokosu */
1075 /* suteruno wo kimeru */
1076 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);
1083 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1088 case '6': case 'l': case 'L': case KTRL('F'):
1089 if (!kettei) k = (k+1)%5;
1090 else {k = 0;kettei = FALSE;}
1093 case '4': case 'h': case 'H': case KTRL('B'):
1094 if (!kettei) k = (k+4)%5;
1095 else {k = 4;kettei = FALSE;}
1098 case '2': case 'j': case 'J': case KTRL('N'):
1099 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1101 case '8': case 'k': case 'K': case KTRL('P'):
1102 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1104 case ' ': case '\r':
1105 if (kettei) done = TRUE;
1106 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1115 for (i = 0; i < 5; i++)
1116 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1120 return yaku_check();
1125 /* end of poker codes --Koka */
1128 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1129 * @param cmd プレイするゲームID
1132 static bool gamble_comm(int cmd)
1135 int roll1, roll2, roll3, choice, odds, win;
1140 char out_val[160], tmp_str[80], again;
1145 if (cmd == BACT_GAMBLE_RULES)
1147 /* Peruse the gambling help file */
1148 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1155 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1156 "Hey! You don't have gold - get out of here!"));
1164 maxbet = p_ptr->lev * 200;
1166 /* We can't bet more than we have */
1167 maxbet = MIN(maxbet, p_ptr->au);
1170 strcpy(out_val, "");
1171 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1175 * Use get_string() because we may need more than
1176 * the s16b value returned by get_quantity().
1178 if (get_string(tmp_str, out_val, 32))
1181 for (p = out_val; *p == ' '; p++);
1186 if (wager > p_ptr->au)
1188 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!"));
1193 else if (wager > maxbet)
1195 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1196 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1201 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1207 oldgold = p_ptr->au;
1209 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1210 prt(tmp_str, 20, 2);
1211 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1212 prt(tmp_str, 21, 2);
1219 case BACT_IN_BETWEEN: /* Game of In-Between */
1220 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1224 roll1 = randint1(10);
1225 roll2 = randint1(10);
1226 choice = randint1(10);
1227 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1230 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1232 prt(tmp_str, 11, 14);
1233 if (((choice > roll1) && (choice < roll2)) ||
1234 ((choice < roll1) && (choice > roll2)))
1237 case BACT_CRAPS: /* Game of Craps */
1238 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1242 roll1 = randint1(6);
1243 roll2 = randint1(6);
1244 roll3 = roll1 + roll2;
1246 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1247 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1249 if ((roll3 == 7) || (roll3 == 11))
1251 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1256 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"));
1259 roll1 = randint1(6);
1260 roll2 = randint1(6);
1261 roll3 = roll1 + roll2;
1262 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1263 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1265 if (roll3 == choice)
1267 else if (roll3 == 7)
1269 } while ((win != TRUE) && (win != FALSE));
1272 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1275 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1277 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1278 prt("--------------------------------", 8, 3);
1279 strcpy(out_val, "");
1280 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1282 for (p = out_val; iswspace(*p); p++);
1286 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1289 else if (choice > 9)
1291 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1295 roll1 = randint0(10);
1296 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1297 "The wheel spins to a stop and the winner is %d"), roll1);
1298 prt(tmp_str, 13, 3);
1300 prt("*", 9, (3 * roll1 + 5));
1301 if (roll1 == choice)
1305 case BACT_DICE_SLOTS: /* The Dice Slots */
1306 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1307 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1308 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1309 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1310 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1311 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1312 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1313 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1316 roll1 = randint1(21);
1326 roll2 = randint1(21);
1336 choice = randint1(21);
1346 put_str("/--------------------------\\", 7, 2);
1347 prt("\\--------------------------/", 17, 2);
1348 display_fruit(8, 3, roll1 - 1);
1349 display_fruit(8, 12, roll2 - 1);
1350 display_fruit(8, 21, choice - 1);
1351 if ((roll1 == roll2) && (roll2 == choice))
1370 else if ((roll1 == 1) && (roll2 == 1))
1379 if (odds) win = TRUE;
1385 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1387 p_ptr->au += odds * wager;
1388 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1390 prt(tmp_str, 17, 37);
1394 prt(_("あなたの負け", "You Lost"), 16, 37);
1397 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1399 prt(tmp_str, 22, 2);
1400 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1402 move_cursor(18, 52);
1407 if (wager > p_ptr->au)
1409 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1410 "Hey! You don't have the gold - get out of here!"));
1416 } while ((again == 'y') || (again == 'Y'));
1419 if (p_ptr->au >= oldgold)
1421 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!」",
1422 "You came out a winner! We'll win next time, I'm sure."));
1423 chg_virtue(V_CHANCE, 3);
1427 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."));
1428 chg_virtue(V_CHANCE, -3);
1438 * @brief モンスター闘技場に参加するモンスターを更新する。
1441 void update_gambling_monsters(void)
1448 bool old_inside_battle = p_ptr->inside_battle;
1450 for (i = 0; i < max_d_idx; i++)
1451 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1453 mon_level = randint1(MIN(max_dl, 122)) + 5;
1454 if (randint0(100) < 60)
1456 i = randint1(MIN(max_dl, 122)) + 5;
1457 mon_level = MAX(i, mon_level);
1459 if (randint0(100) < 30)
1461 i = randint1(MIN(max_dl, 122)) + 5;
1462 mon_level = MAX(i, mon_level);
1469 for (i = 0; i < 4; i++)
1475 get_mon_num_prep(monster_can_entry_arena, NULL);
1476 p_ptr->inside_battle = TRUE;
1477 r_idx = get_mon_num(mon_level);
1478 p_ptr->inside_battle = old_inside_battle;
1479 if (!r_idx) continue;
1481 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1483 if ((r_info[r_idx].level + 10) > mon_level) continue;
1486 for (j = 0; j < i; j++)
1487 if (r_idx == battle_mon[j]) break;
1488 if (j < i) continue;
1492 battle_mon[i] = r_idx;
1493 if (r_info[r_idx].level < 45) tekitou = TRUE;
1496 for (i = 0; i < 4; i++)
1498 monster_race *r_ptr = &r_info[battle_mon[i]];
1499 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1501 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1502 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1504 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1505 power[i] = power[i] * (100 + r_ptr->level) / 100;
1506 if (r_ptr->speed > 110)
1507 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1508 if (r_ptr->speed < 110)
1509 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1511 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1512 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1513 power[i] = power[i] * 4 / 3;
1514 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1515 power[i] = power[i] * 4 / 3;
1516 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1517 power[i] = power[i] * 11 / 10;
1518 if (r_ptr->flags1 & RF1_RAND_25)
1519 power[i] = power[i] * 9 / 10;
1520 if (r_ptr->flags1 & RF1_RAND_50)
1521 power[i] = power[i] * 9 / 10;
1522 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1523 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1528 for (i = 0; i < 4; i++)
1530 power[i] = total * 60 / power[i];
1531 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1532 if ((power[i] < 160) && randint0(20)) break;
1533 if (power[i] < 101) power[i] = 100 + randint1(5);
1534 mon_odds[i] = power[i];
1541 * @brief モンスター闘技場のメインルーチン
1542 * @return 賭けを開始したか否か
1544 static bool kakutoujou(void)
1548 char out_val[160], tmp_str[80];
1551 if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
1553 update_gambling_monsters();
1554 old_battle = current_world_ptr->game_turn;
1562 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!"));
1574 "Monsters Odds"), 4, 4);
1578 monster_race *r_ptr = &r_info[battle_mon[i]];
1580 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1581 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1582 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1583 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1586 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1596 if (i >= '1' && i <= '4')
1598 sel_monster = i-'1';
1599 battle_odds = mon_odds[sel_monster];
1606 for (i = 0; i < 4; i++)
1607 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1609 maxbet = p_ptr->lev * 200;
1611 /* We can't bet more than we have */
1612 maxbet = MIN(maxbet, p_ptr->au);
1615 strcpy(out_val, "");
1616 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1618 * Use get_string() because we may need more than
1619 * the s16b value returned by get_quantity().
1621 if (get_string(tmp_str, out_val, 32))
1624 for (p = out_val; *p == ' '; p++);
1629 if (wager > p_ptr->au)
1631 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!"));
1637 else if (wager > maxbet)
1639 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);
1645 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1649 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1654 /* Save the surface floor as saved floor */
1655 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1657 p_ptr->inside_battle = TRUE;
1658 p_ptr->leaving = TRUE;
1660 p_ptr->leave_bldg = TRUE;
1672 * @brief 本日の賞金首情報を表示する。
1675 static void today_target(void)
1678 monster_race *r_ptr = &r_info[today_mon];
1681 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1682 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1683 c_put_str(TERM_YELLOW, buf, 6, 10);
1684 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1686 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1688 p_ptr->today_mon = today_mon;
1692 * @brief ツチノコの賞金首情報を表示する。
1695 static void tsuchinoko(void)
1698 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1699 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);
1700 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1701 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1702 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1706 * @brief 通常の賞金首情報を表示する。
1709 static void shoukinkubi(void)
1715 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);
1716 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1718 for (i = 0; i < MAX_KUBI; i++)
1722 monster_race *r_ptr = &r_info[(current_world_ptr->bounty_r_idx[i] > 10000 ? current_world_ptr->bounty_r_idx[i] - 10000 : current_world_ptr->bounty_r_idx[i])];
1724 if (current_world_ptr->bounty_r_idx[i] > 10000)
1727 done_mark = _("(済)", "(done)");
1735 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1738 if (!y && (i < MAX_KUBI -1))
1740 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1751 * 賞金首の報酬テーブル / List of prize object
1754 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1755 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1756 } prize_list[MAX_KUBI] =
1758 {TV_POTION, SV_POTION_CURING},
1759 {TV_POTION, SV_POTION_SPEED},
1760 {TV_POTION, SV_POTION_SPEED},
1761 {TV_POTION, SV_POTION_RESISTANCE},
1762 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1764 {TV_POTION, SV_POTION_HEALING},
1765 {TV_POTION, SV_POTION_RESTORE_MANA},
1766 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1767 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1768 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1770 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1771 {TV_POTION, SV_POTION_STAR_HEALING},
1772 {TV_POTION, SV_POTION_STAR_HEALING},
1773 {TV_POTION, SV_POTION_NEW_LIFE},
1774 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1776 {TV_POTION, SV_POTION_LIFE},
1777 {TV_POTION, SV_POTION_LIFE},
1778 {TV_POTION, SV_POTION_AUGMENTATION},
1779 {TV_POTION, SV_POTION_INVULNERABILITY},
1780 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1784 * @brief 賞金首の引き換え処理 / Get prize
1785 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1787 static bool kankin(void)
1791 bool change = FALSE;
1792 GAME_TEXT o_name[MAX_NLEN];
1795 /* Loop for p_ptr->inventory_list and right/left arm */
1796 for (i = 0; i <= INVEN_LARM; i++)
1798 o_ptr = &p_ptr->inventory_list[i];
1800 /* Living Tsuchinoko worthes $1000000 */
1801 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1803 char buf[MAX_NLEN+20];
1804 object_desc(o_name, o_ptr, 0);
1805 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1808 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1809 p_ptr->au += 1000000L * o_ptr->number;
1810 p_ptr->redraw |= (PR_GOLD);
1811 inven_item_increase(i, -o_ptr->number);
1812 inven_item_describe(i);
1813 inven_item_optimize(i);
1819 for (i = 0; i < INVEN_PACK; i++)
1821 o_ptr = &p_ptr->inventory_list[i];
1823 /* Corpse of Tsuchinoko worthes $200000 */
1824 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1826 char buf[MAX_NLEN+20];
1827 object_desc(o_name, o_ptr, 0);
1828 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1831 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1832 p_ptr->au += 200000L * 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 = &p_ptr->inventory_list[i];
1846 /* Bones of Tsuchinoko worthes $100000 */
1847 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1849 char buf[MAX_NLEN+20];
1850 object_desc(o_name, o_ptr, 0);
1851 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1854 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1855 p_ptr->au += 100000L * 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 = &p_ptr->inventory_list[i];
1868 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)))
1870 char buf[MAX_NLEN+20];
1871 object_desc(o_name, o_ptr, 0);
1872 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1875 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1876 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1877 p_ptr->redraw |= (PR_GOLD);
1878 inven_item_increase(i, -o_ptr->number);
1879 inven_item_describe(i);
1880 inven_item_optimize(i);
1886 for (i = 0; i < INVEN_PACK; i++)
1888 o_ptr = &p_ptr->inventory_list[i];
1890 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1892 char buf[MAX_NLEN+20];
1893 object_desc(o_name, o_ptr, 0);
1894 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1897 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1898 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1899 p_ptr->redraw |= (PR_GOLD);
1900 inven_item_increase(i, -o_ptr->number);
1901 inven_item_describe(i);
1902 inven_item_optimize(i);
1908 for (j = 0; j < MAX_KUBI; j++)
1910 /* Need reverse order --- Positions will be changed in the loop */
1911 for (i = INVEN_PACK-1; i >= 0; i--)
1913 o_ptr = &p_ptr->inventory_list[i];
1914 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1916 char buf[MAX_NLEN+20];
1918 INVENTORY_IDX item_new;
1921 object_desc(o_name, o_ptr, 0);
1922 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1923 if (!get_check(buf)) continue;
1925 #if 0 /* Obsoleted */
1926 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number);
1927 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1928 p_ptr->redraw |= (PR_GOLD);
1929 inven_item_increase(i, -o_ptr->number);
1930 inven_item_describe(i);
1931 inven_item_optimize(i);
1932 chg_virtue(V_JUSTICE, 5);
1933 current_world_ptr->bounty_r_idx[j] += 10000;
1936 #endif /* Obsoleted */
1939 inven_item_increase(i, -o_ptr->number);
1940 inven_item_describe(i);
1941 inven_item_optimize(i);
1943 chg_virtue(V_JUSTICE, 5);
1944 current_world_ptr->bounty_r_idx[j] += 10000;
1946 /* Count number of unique corpses already handed */
1947 for (num = 0, k = 0; k < MAX_KUBI; k++)
1949 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1951 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" : ""));
1953 /* Prepare to make a prize */
1954 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1955 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1957 object_aware(&forge);
1958 object_known(&forge);
1961 * Hand it --- Assume there is an empty slot.
1962 * Since a corpse is handed at first,
1963 * there is at least one empty slot.
1965 item_new = inven_carry(&forge);
1967 object_desc(o_name, &forge, 0);
1968 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1970 /* Auto-inscription */
1971 autopick_alter_item(item_new, FALSE);
1981 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."));
1989 * @brief 宿屋の利用サブルーチン
1990 * @details inn commands\n
1991 * Note that resting for the night was a perfect way to avoid player\n
1992 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1993 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1994 * will not be that useful. I will keep it in the hopes the player\n
1995 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1996 * Resting at night is also a quick way to restock stores -KMW-\n
1997 * @param cmd 宿屋の利用施設ID
1998 * @return 施設の利用が実際に行われたか否か。
2000 static bool inn_comm(int cmd)
2004 case BACT_FOOD: /* Buy food & drink */
2005 if (p_ptr->food >= PY_FOOD_FULL)
2007 msg_print(_("今は満腹だ。", "You are full now."));
2010 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."));
2011 (void)set_food(PY_FOOD_MAX - 1);
2014 case BACT_REST: /* Rest for the night */
2015 if ((p_ptr->poisoned) || (p_ptr->cut))
2017 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."));
2019 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."));
2023 s32b oldturn = current_world_ptr->game_turn;
2024 int prev_day, prev_hour, prev_min;
2026 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2027 if ((prev_hour >= 6) && (prev_hour <= 17))
2028 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2030 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2032 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2033 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2035 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2036 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2039 prevent_turn_overflow();
2041 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2042 p_ptr->chp = p_ptr->mhp;
2044 if (ironman_nightmare)
2046 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."));
2048 /* Have some nightmares */
2051 sanity_blast(NULL, FALSE);
2052 if (!one_in_(3)) break;
2055 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2056 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."));
2063 p_ptr->chp = p_ptr->mhp;
2064 p_ptr->csp = p_ptr->msp;
2065 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2068 for (i = 0; i < 72; i++)
2070 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2072 for (; i < 108; i++)
2074 p_ptr->magic_num1[i] = 0;
2078 if ((prev_hour >= 6) && (prev_hour <= 17))
2080 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."));
2081 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2085 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."));
2086 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2092 case BACT_RUMORS: /* Listen for rumors */
2094 display_rumor(TRUE);
2104 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2105 * @param questnum クエストのID
2106 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2109 static void get_questinfo(IDX questnum, bool do_init)
2112 QUEST_IDX old_quest;
2113 GAME_TEXT tmp_str[80];
2115 /* Clear the text */
2116 for (i = 0; i < 10; i++)
2118 quest_text[i][0] = '\0';
2121 quest_text_line = 0;
2123 /* Set the quest number temporary */
2124 old_quest = p_ptr->inside_quest;
2125 p_ptr->inside_quest = questnum;
2127 /* Get the quest text */
2128 init_flags = INIT_SHOW_TEXT;
2129 if (do_init) init_flags |= INIT_ASSIGN;
2131 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2133 /* Reset the old quest number */
2134 p_ptr->inside_quest = old_quest;
2136 /* Print the quest info */
2137 sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
2141 prt(quest[questnum].name, 7, 0);
2143 for (i = 0; i < 10; i++)
2145 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2150 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2153 static void castle_quest(void)
2155 QUEST_IDX q_index = 0;
2156 monster_race *r_ptr;
2163 /* Current quest of the building */
2164 q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2166 /* Is there a quest available at the building? */
2169 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);
2173 q_ptr = &quest[q_index];
2175 /* Quest is completed */
2176 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2178 /* Rewarded quest */
2179 q_ptr->status = QUEST_STATUS_REWARDED;
2181 get_questinfo(q_index, FALSE);
2183 reinit_wilderness = TRUE;
2186 else if (q_ptr->status == QUEST_STATUS_FAILED)
2188 get_questinfo(q_index, FALSE);
2190 /* Mark quest as done (but failed) */
2191 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2193 reinit_wilderness = TRUE;
2195 /* Quest is still unfinished */
2196 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2198 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);
2199 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);
2200 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);
2203 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2205 q_ptr->status = QUEST_STATUS_TAKEN;
2207 reinit_wilderness = TRUE;
2209 /* Assign a new quest */
2210 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2212 if (q_ptr->r_idx == 0)
2214 /* Random monster at least 5 - 10 levels out of deep */
2215 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2218 r_ptr = &r_info[q_ptr->r_idx];
2220 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2222 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2223 r_ptr = &r_info[q_ptr->r_idx];
2226 if (q_ptr->max_num == 0)
2228 /* Random monster number */
2229 if (randint1(10) > 7)
2232 q_ptr->max_num = randint1(3) + 1;
2236 name = (r_name + r_ptr->name);
2237 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2241 get_questinfo(q_index, TRUE);
2248 * @brief 町に関するヘルプを表示する / Display town history
2251 static void town_history(void)
2255 /* Peruse the building help file */
2256 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2261 * @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
2263 * @param mult スレイ倍率(掛け算部分)
2264 * @param div スレイ倍率(割り算部分)
2265 * @param force 理力特別計算フラグ
2268 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2276 tmp += dam * 60 * 2;
2290 * @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)
2292 * @param mult スレイ倍率(掛け算部分)
2293 * @param div スレイ倍率(割り算部分)
2294 * @param force 理力特別計算フラグ
2296 * @param plus 武器ダメージ修正
2297 * @param meichuu 命中値
2298 * @param dokubari 毒針処理か否か
2299 * @param vorpal_mult 切れ味倍率(掛け算部分)
2300 * @param vorpal_div 切れ味倍率(割り算部分)
2303 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2305 dam = calc_slaydam(dam, mult, div, force);
2306 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2307 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2313 * @brief 武器の各条件毎のダメージ期待値を表示する。
2316 * @param mindice ダイス部分最小値
2317 * @param maxdice ダイス部分最大値
2319 * @param dam_bonus ダメージ修正値
2321 * @param color 条件内容の表示色
2323 * Display the damage figure of an object\n
2324 * (used by compare_weapon_aux)\n
2326 * Only accurate for the current weapon, because it includes\n
2327 * the current +dam of the player.\n
2330 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2332 GAME_TEXT tmp_str[80];
2335 mindam = blows * (mindice + dam_bonus);
2336 maxdam = blows * (maxdice + dam_bonus);
2338 /* Print the intro text */
2339 c_put_str(color, attr, r, c);
2341 /* Calculate the min and max damage figures */
2342 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2344 /* Print the damage */
2345 put_str(tmp_str, r, c + 8);
2350 * @brief 武器一つ毎のダメージ情報を表示する。
2351 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2352 * @param col 表示する行の上端
2355 * Show the damage figures for the various monster types\n
2357 * Only accurate for the current weapon, because it includes\n
2358 * the current number of blows for the player.\n
2361 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2363 BIT_FLAGS flgs[TR_FLAG_SIZE];
2364 int blow = p_ptr->num_blow[0];
2366 bool dokubari = FALSE;
2368 /* Effective dices */
2369 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2370 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2372 int mindice = eff_dd;
2373 int maxdice = eff_ds * eff_dd;
2376 int vorpal_mult = 1;
2378 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2381 /* Get the flags of the weapon */
2382 object_flags(o_ptr, flgs);
2384 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2387 /* Show Critical Damage*/
2388 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2389 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2391 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2395 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2397 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2408 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);
2409 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);
2410 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2413 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2417 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);
2418 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);
2419 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2422 /* Print the relevant lines */
2423 if (have_flag(flgs, TR_KILL_ANIMAL))
2425 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);
2426 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);
2427 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2429 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2431 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);
2432 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);
2433 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2435 if (have_flag(flgs, TR_KILL_EVIL))
2437 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);
2438 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);
2439 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2441 else if (have_flag(flgs, TR_SLAY_EVIL))
2443 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);
2444 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);
2445 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2447 if (have_flag(flgs, TR_KILL_HUMAN))
2449 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);
2450 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);
2451 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2453 else if (have_flag(flgs, TR_SLAY_HUMAN))
2455 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);
2456 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);
2457 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2459 if (have_flag(flgs, TR_KILL_UNDEAD))
2461 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);
2462 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);
2463 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2465 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2467 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);
2468 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);
2469 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2471 if (have_flag(flgs, TR_KILL_DEMON))
2473 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);
2474 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);
2475 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2477 else if (have_flag(flgs, TR_SLAY_DEMON))
2479 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);
2480 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);
2481 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2483 if (have_flag(flgs, TR_KILL_ORC))
2485 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);
2486 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);
2487 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2489 else if (have_flag(flgs, TR_SLAY_ORC))
2491 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);
2492 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);
2493 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2495 if (have_flag(flgs, TR_KILL_TROLL))
2497 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);
2498 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);
2499 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2501 else if (have_flag(flgs, TR_SLAY_TROLL))
2503 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);
2504 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);
2505 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2507 if (have_flag(flgs, TR_KILL_GIANT))
2509 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);
2510 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);
2511 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2513 else if (have_flag(flgs, TR_SLAY_GIANT))
2515 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);
2516 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);
2517 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2519 if (have_flag(flgs, TR_KILL_DRAGON))
2521 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);
2522 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);
2523 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2525 else if (have_flag(flgs, TR_SLAY_DRAGON))
2527 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);
2528 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);
2529 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2531 if (have_flag(flgs, TR_BRAND_ACID))
2533 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);
2534 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);
2535 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2537 if (have_flag(flgs, TR_BRAND_ELEC))
2539 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);
2540 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);
2541 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2543 if (have_flag(flgs, TR_BRAND_FIRE))
2545 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);
2546 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);
2547 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2549 if (have_flag(flgs, TR_BRAND_COLD))
2551 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);
2552 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);
2553 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2555 if (have_flag(flgs, TR_BRAND_POIS))
2557 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);
2558 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);
2559 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2564 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2565 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2566 * @param row 表示する列の左端
2567 * @param col 表示する行の上端
2569 * Displays all info about a weapon
2571 * Only accurate for the current weapon, because it includes
2572 * various info about the player's +to_dam and number of blows.
2575 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2577 GAME_TEXT o_name[MAX_NLEN];
2578 GAME_TEXT tmp_str[80];
2580 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2581 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2582 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2584 /* Print the weapon name */
2585 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2586 c_put_str(TERM_YELLOW, o_name, row, col);
2588 /* Print the player's number of blows */
2589 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2590 put_str(tmp_str, row+1, col);
2592 /* Print to_hit and to_dam of the weapon */
2593 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2594 put_str(tmp_str, row+2, col);
2596 /* Print the weapons base damage dice */
2597 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2598 (int)hit_chance(reli, 0),
2599 (int)hit_chance(reli, 50),
2600 (int)hit_chance(reli, 100),
2601 (int)hit_chance(reli, 150),
2602 (int)hit_chance(reli, 200));
2603 put_str(tmp_str, row+3, col);
2604 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2606 /* Damage for one blow (if it hits) */
2607 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2608 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2609 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2610 put_str(tmp_str, row+6, col+1);
2612 /* Damage for the complete attack (if all blows hit) */
2613 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2614 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2615 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2616 put_str(tmp_str, row+7, col+1);
2620 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2622 * Copies the weapons to compare into the weapon-slot and\n
2623 * compares the values for both weapons.\n
2624 * 武器1つだけで比較をしないなら費用は半額になる。
2625 * @param bcost 基本鑑定費用
2626 * @return 最終的にかかった費用
2628 static PRICE compare_weapons(PRICE bcost)
2631 OBJECT_IDX item, item2;
2632 object_type *o_ptr[2];
2633 object_type orig_weapon;
2637 TERM_LEN wid = 38, mgn = 2;
2638 bool old_character_xtra = character_xtra;
2641 PRICE cost = 0; /* First time no price */
2646 /* Store copy of original wielded weapon */
2647 i_ptr = &p_ptr->inventory_list[INVEN_RARM];
2648 object_copy(&orig_weapon, i_ptr);
2650 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2652 /* Get the first weapon */
2653 q = _("第一の武器は?", "What is your first weapon? ");
2654 s = _("比べるものがありません。", "You have nothing to compare.");
2656 o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2670 /* Only compare melee weapons */
2671 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2673 /* Hack -- prevent "icky" message */
2674 character_xtra = TRUE;
2676 /* Diaplay selected weapon's infomation */
2677 for (i = 0; i < n; i++)
2679 int col = (wid * i + mgn);
2681 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2682 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2684 p_ptr->update |= PU_BONUS;
2687 /* List the new values */
2688 list_weapon(o_ptr[i], row, col);
2689 compare_weapon_aux(o_ptr[i], col, row + 8);
2691 /* Copy back the original weapon into the weapon slot */
2692 object_copy(i_ptr, &orig_weapon);
2695 /* Reset the values for the old weapon */
2696 p_ptr->update |= PU_BONUS;
2699 character_xtra = old_character_xtra;
2702 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2703 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);
2704 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);
2706 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2707 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2708 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2716 if (total + cost > p_ptr->au)
2718 msg_print(_("お金が足りません!", "You don't have enough money!"));
2723 q = _("第二の武器は?", "What is your second weapon? ");
2724 s = _("比べるものがありません。", "You have nothing to compare.");
2726 /* Get the second weapon */
2727 o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2728 if (!o_ptr[1]) continue;
2746 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2748 * Calculate and display the dodge-rate and the protection-rate
2750 * @param iAC プレイヤーのAC。
2751 * @return 常にTRUEを返す。
2753 static bool eval_ac(ARMOUR_CLASS iAC)
2757 "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"
2758 "何パーセント軽減するかを示します。\n"
2759 "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"
2760 "に対してのみ効果があります。\n \n"
2761 "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"
2762 "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"
2763 "敵のレベルとあなたのACによって決定されます。\n \n"
2764 "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"
2765 "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";
2768 "'Protection Rate' means how much damage is reduced by your armor.\n"
2769 "Note that the Protection rate is effective only against normal "
2770 "'attack' and 'shatter' type melee attacks, "
2771 "and has no effect against any other types such as 'poison'.\n \n"
2772 "'Dodge Rate' indicates the success rate on dodging the "
2773 "monster's melee attacks. "
2774 "It is depend on the level of the monster and your AC.\n \n"
2775 "'Average Damage' indicates the expected amount of damage "
2776 "when you are attacked by normal melee attacks with power=100.";
2780 TERM_LEN col, row = 2;
2782 char buf[80*20], *t;
2784 /* AC lower than zero has no effect */
2785 if (iAC < 0) iAC = 0;
2788 protection = 100 * MIN(iAC, 150) / 250;
2793 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2794 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2797 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2798 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2799 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2801 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2803 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2804 int dodge; /* 回避率(%) */
2805 int average; /* ダメージ期待値 */
2807 put_str(format("%3d", lvl), row + 0, col);
2810 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2811 put_str(format("%3d%%", dodge), row + 1, col);
2813 /* 100点の攻撃に対してのダメージ期待値を計算 */
2814 average = (100 - dodge) * (100 - protection) / 100;
2815 put_str(format("%3d", average), row + 2, col);
2819 roff_to_buf(memo, 70, buf, sizeof(buf));
2820 for (t = buf; t[0]; t += strlen(t) + 1)
2821 put_str(t, (row++) + 4, 4);
2823 prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
2835 * @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。
2836 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2837 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2838 * @return 修復対象になるならTRUEを返す。
2840 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2843 int cand[TR_FLAG_MAX];
2844 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2845 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2847 object_flags(to_ptr, to_flgs);
2848 object_flags(from_ptr, from_flgs);
2850 for (i = 0; i < TR_FLAG_MAX; i++)
2854 case TR_IGNORE_ACID:
2855 case TR_IGNORE_ELEC:
2856 case TR_IGNORE_FIRE:
2857 case TR_IGNORE_COLD:
2866 case TR_FIXED_FLAVOR:
2869 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2871 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2879 int tr_idx = cand[randint0(n)];
2880 add_flag(to_ptr->art_flags, tr_idx);
2881 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2882 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2883 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2884 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2891 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2892 * @param bcost 基本修復費用
2895 static PRICE repair_broken_weapon_aux(PRICE bcost)
2898 OBJECT_IDX item, mater;
2899 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2901 int i, dd_bonus, ds_bonus;
2902 KIND_OBJECT_IDX k_idx;
2903 char basenm[MAX_NLEN];
2908 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);
2909 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);
2911 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2912 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2914 /* Only forge broken weapons */
2915 item_tester_hook = item_tester_hook_broken_weapon;
2917 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2918 if (!o_ptr) return (0);
2920 /* It is worthless */
2921 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2923 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2927 /* They are too many */
2928 if (o_ptr->number > 1)
2930 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!"));
2934 /* Display item name */
2935 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2936 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2938 q = _("材料となる武器は?", "Which weapon for material? ");
2939 s = _("材料となる武器がありません。", "You have no material to repair.");
2941 /* Only forge broken weapons */
2942 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2944 mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2945 if (!mo_ptr) return (0);
2948 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2952 /* Display item name */
2953 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2954 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2956 /* Get the value of one of the items (except curses) */
2957 cost = bcost + object_value_real(o_ptr) * 2;
2959 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);
2961 /* Check if the player has enough money */
2962 if (p_ptr->au < cost)
2964 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2965 msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
2970 p_ptr->total_weight -= o_ptr->weight;
2972 if (o_ptr->sval == SV_BROKEN_DAGGER)
2977 /* Suppress compiler warning */
2980 for (j = 1; j < max_k_idx; j++)
2982 object_kind *k_aux_ptr = &k_info[j];
2984 if (k_aux_ptr->tval != TV_SWORD) continue;
2985 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2986 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2987 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2988 if (k_aux_ptr->weight > 99) continue;
2997 else /* TV_BROKEN_SWORD */
2999 /* Repair to a sword or sometimes material's type weapon */
3000 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3004 object_kind *ck_ptr;
3006 k_idx = lookup_kind(tval, SV_ANY);
3007 ck_ptr = &k_info[k_idx];
3009 if (tval == TV_SWORD)
3011 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3012 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3013 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3014 (ck_ptr->sval == SV_DOKUBARI)) continue;
3016 if (tval == TV_POLEARM)
3018 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3019 (ck_ptr->sval == SV_TSURIZAO)) continue;
3021 if (tval == TV_HAFTED)
3023 if ((ck_ptr->sval == SV_GROND) ||
3024 (ck_ptr->sval == SV_WIZSTAFF) ||
3025 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3032 /* Calculate dice bonuses */
3033 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3034 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3035 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3036 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3038 /* Change base object */
3039 k_ptr = &k_info[k_idx];
3040 o_ptr->k_idx = k_idx;
3041 o_ptr->weight = k_ptr->weight;
3042 o_ptr->tval = k_ptr->tval;
3043 o_ptr->sval = k_ptr->sval;
3044 o_ptr->dd = k_ptr->dd;
3045 o_ptr->ds = k_ptr->ds;
3047 /* Copy base object's ability */
3048 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3049 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3050 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3056 for (i = 1; i < dd_bonus; i++)
3058 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3064 for (i = 1; i < ds_bonus; i++)
3066 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3070 if (have_flag(k_ptr->flags, TR_BLOWS))
3072 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3073 o_ptr->pval = MIN(o_ptr->pval, bmax);
3076 /* Add one random ability from material weapon */
3077 give_one_ability_of_object(o_ptr, mo_ptr);
3079 /* Add to-dam, to-hit and to-ac from material weapon */
3080 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3081 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3082 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3084 if ((o_ptr->name1 == ART_NARSIL) ||
3085 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3086 (object_is_ego(o_ptr) && one_in_(7)))
3089 if (object_is_ego(o_ptr))
3091 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3092 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3095 /* Add one random ability from material weapon */
3096 give_one_ability_of_object(o_ptr, mo_ptr);
3098 /* Add one random activation */
3099 if (!activation_index(o_ptr)) one_activation(o_ptr);
3102 if (o_ptr->name1 == ART_NARSIL)
3104 one_high_resistance(o_ptr);
3108 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3111 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3113 msg_format("$%dで%sに修復しました。", cost, basenm);
3115 msg_format("Repaired into %s for %d gold.", basenm, cost);
3119 /* Remove BROKEN flag */
3120 o_ptr->ident &= ~(IDENT_BROKEN);
3122 /* Add repaired flag */
3123 o_ptr->discount = 99;
3125 p_ptr->total_weight += o_ptr->weight;
3128 /* Decrease material object */
3129 inven_item_increase(mater, -1);
3130 inven_item_optimize(mater);
3133 p_ptr->update |= PU_BONUS;
3136 /* Something happened */
3141 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3142 * @param bcost 基本鑑定費用
3145 static int repair_broken_weapon(PRICE bcost)
3149 cost = repair_broken_weapon_aux(bcost);
3156 * @brief アイテムの強化を行う。 / Enchant item
3157 * @param cost 1回毎の費用
3158 * @param to_hit 命中をアップさせる量
3159 * @param to_dam ダメージをアップさせる量
3160 * @param to_ac ACをアップさせる量
3161 * @return 実際に行ったらTRUE
3163 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3170 int maxenchant = (p_ptr->lev / 5);
3171 char tmp_str[MAX_NLEN];
3174 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3175 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3177 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3178 s = _("改良できるものがありません。", "You have nothing to improve.");
3180 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3181 if (!o_ptr) return (FALSE);
3183 /* Check if the player has enough money */
3184 if (p_ptr->au < (cost * o_ptr->number))
3186 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3187 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);
3191 /* Enchant to hit */
3192 for (i = 0; i < to_hit; i++)
3194 if (o_ptr->to_h < maxenchant)
3196 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3204 /* Enchant to damage */
3205 for (i = 0; i < to_dam; i++)
3207 if (o_ptr->to_d < maxenchant)
3209 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3218 for (i = 0; i < to_ac; i++)
3220 if (o_ptr->to_a < maxenchant)
3222 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3233 if (flush_failure) flush();
3234 msg_print(_("改良に失敗した。", "The improvement failed."));
3239 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3241 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3243 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3246 /* Charge the money */
3247 p_ptr->au -= (cost * o_ptr->number);
3249 if (item >= INVEN_RARM) calc_android_exp();
3251 /* Something happened */
3258 * @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
3260 * The player can select the number of charges to add\n
3261 * (up to a limit), and the recharge never fails.\n
3263 * The cost for rods depends on the level of the rod. The prices\n
3264 * for recharging wands and staves are dependent on the cost of\n
3268 static void building_recharge(void)
3276 PARAMETER_VALUE charges;
3278 char tmp_str[MAX_NLEN];
3282 /* Display some info */
3284 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);
3287 /* Only accept legal items */
3288 item_tester_hook = item_tester_hook_recharge;
3290 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3291 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3293 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3296 k_ptr = &k_info[o_ptr->k_idx];
3299 * We don't want to give the player free info about
3300 * the level of the item or the number of charges.
3302 /* The item must be "known" */
3303 if (!object_is_known(o_ptr))
3305 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!"));
3308 if ((p_ptr->au >= 50) &&
3309 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3313 identify_item(o_ptr);
3314 object_desc(tmp_str, o_ptr, 0);
3315 msg_format(_("%s です。", "You have: %s."), tmp_str);
3317 /* Auto-inscription */
3318 autopick_alter_item(item, FALSE);
3320 /* Update the gold display */
3321 building_prt_gold();
3329 /* Extract the object "level" */
3330 lev = k_info[o_ptr->k_idx].level;
3332 /* Price for a rod */
3333 if (o_ptr->tval == TV_ROD)
3335 if (o_ptr->timeout > 0)
3337 /* Fully recharge */
3338 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3342 /* No recharge necessary */
3344 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3348 else if (o_ptr->tval == TV_STAFF)
3350 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3351 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3353 /* Pay at least 10 gold per charge */
3354 price = MAX(10, price);
3358 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3359 price = (k_info[o_ptr->k_idx].cost / 10);
3361 /* Pay at least 10 gold per charge */
3362 price = MAX(10, price);
3365 /* Limit the number of charges for wands and staffs */
3366 if (o_ptr->tval == TV_WAND
3367 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3369 if (o_ptr->number > 1)
3371 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3375 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3379 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3381 if (o_ptr->number > 1)
3383 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3387 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3392 /* Check if the player has enough money */
3393 if (p_ptr->au < price)
3395 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3397 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3399 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3405 if (o_ptr->tval == TV_ROD)
3408 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3410 if (get_check(format("Recharge the %s for %d gold? ",
3411 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3415 /* Recharge fully */
3425 if (o_ptr->tval == TV_STAFF)
3426 max_charges = k_ptr->pval - o_ptr->pval;
3428 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3430 /* Get the quantity for staves and wands */
3431 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3432 MIN(p_ptr->au / price, max_charges));
3435 if (charges < 1) return;
3437 /* Get the new price */
3441 o_ptr->pval += charges;
3443 /* We no longer think the item is empty */
3444 o_ptr->ident &= ~(IDENT_EMPTY);
3448 object_desc(tmp_str, o_ptr, 0);
3450 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3452 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3454 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3456 p_ptr->window |= (PW_INVEN);
3467 * @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
3469 * The player can select the number of charges to add\n
3470 * (up to a limit), and the recharge never fails.\n
3472 * The cost for rods depends on the level of the rod. The prices\n
3473 * for recharging wands and staves are dependent on the cost of\n
3477 static void building_recharge_all(void)
3484 PRICE total_cost = 0;
3487 /* Display some info */
3490 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);
3492 /* Calculate cost */
3493 for ( i = 0; i < INVEN_PACK; i++)
3495 o_ptr = &p_ptr->inventory_list[i];
3497 /* skip non magic device */
3498 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3500 /* need identified */
3501 if (!object_is_known(o_ptr)) total_cost += 50;
3503 /* Extract the object "level" */
3504 lev = k_info[o_ptr->k_idx].level;
3506 k_ptr = &k_info[o_ptr->k_idx];
3508 switch (o_ptr->tval)
3511 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3515 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3516 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3518 /* Pay at least 10 gold per charge */
3519 price = MAX(10, price);
3522 price = (k_ptr->pval - o_ptr->pval) * price;
3526 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3527 price = (k_info[o_ptr->k_idx].cost / 10);
3529 /* Pay at least 10 gold per charge */
3530 price = MAX(10, price);
3533 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3537 /* if price <= 0 then item have enough charge */
3538 if (price > 0) total_cost += price;
3543 msg_print(_("充填する必要はありません。", "No need to recharge."));
3548 /* Check if the player has enough money */
3549 if (p_ptr->au < total_cost)
3551 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 );
3555 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3557 for (i = 0; i < INVEN_PACK; i++)
3559 o_ptr = &p_ptr->inventory_list[i];
3560 k_ptr = &k_info[o_ptr->k_idx];
3562 /* skip non magic device */
3563 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3565 if (!object_is_known(o_ptr))
3567 identify_item(o_ptr);
3569 /* Auto-inscription */
3570 autopick_alter_item(i, FALSE);
3574 switch (o_ptr->tval)
3580 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3581 /* We no longer think the item is empty */
3582 o_ptr->ident &= ~(IDENT_EMPTY);
3585 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3586 o_ptr->pval = o_ptr->number * k_ptr->pval;
3587 /* We no longer think the item is empty */
3588 o_ptr->ident &= ~(IDENT_EMPTY);
3594 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3596 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3598 p_ptr->window |= (PW_INVEN);
3601 p_ptr->au -= total_cost;
3608 * @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-
3609 * @return 常にTRUEを返す。
3610 * @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。
3612 static bool research_mon(void)
3620 bool recall = FALSE;
3624 /* XTRA HACK WHATSEARCH */
3630 /* XTRA HACK REMEMBER_IDX */
3631 static int old_sym = '\0';
3632 static IDX old_i = 0;
3636 /* Get a character, or abort */
3637 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):",
3638 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3646 /* Find that character info, and describe it */
3647 for (i = 0; ident_info[i]; ++i)
3649 if (sym == ident_info[i][0]) break;
3652 /* XTRA HACK WHATSEARCH */
3653 if (sym == KTRL('A'))
3656 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3658 else if (sym == KTRL('U'))
3661 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3663 else if (sym == KTRL('N'))
3666 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3668 else if (sym == KTRL('M'))
3671 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3678 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3680 else if (ident_info[i])
3682 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3686 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3689 /* Display the result */
3692 /* Allocate the "who" array */
3693 C_MAKE(who, max_r_idx, MONRACE_IDX);
3695 /* Collect matching monsters */
3696 for (n = 0, i = 1; i < max_r_idx; i++)
3698 monster_race *r_ptr = &r_info[i];
3701 if (!r_ptr->name) continue;
3703 /* XTRA HACK WHATSEARCH */
3704 /* Require non-unique monsters if needed */
3705 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3707 /* Require unique monsters if needed */
3708 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3716 for (xx = 0; temp[xx] && xx < 80; xx++)
3719 if (iskanji(temp[xx]))
3725 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3729 strcpy(temp2, r_name + r_ptr->E_name);
3731 strcpy(temp2, r_name + r_ptr->name);
3733 for (xx = 0; temp2[xx] && xx < 80; xx++)
3734 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3737 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3739 if (my_strstr(temp2, temp))
3743 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3746 /* Nothing to recall */
3749 /* Free the "who" array */
3750 C_KILL(who, max_r_idx, MONRACE_IDX);
3760 /* Sort if needed */
3763 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3767 /* Start at the end */
3768 /* XTRA HACK REMEMBER_IDX */
3769 if (old_sym == sym && old_i < n) i = old_i;
3774 /* Scan the monster memory */
3777 /* Extract a race */
3780 /* Hack -- Begin the prompt */
3783 /* Hack -- Complete the prompt */
3784 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3792 /*** Recall on screen ***/
3794 /* Get maximal info about this monster */
3795 lore_do_probe(r_idx);
3797 /* Save this monster ID */
3798 monster_race_track(r_idx);
3801 /* know every thing mode */
3802 screen_roff(r_idx, 0x01);
3805 /* XTRA HACK REMEMBER_IDX */
3812 /* Normal commands */
3813 if (query != 'r') break;
3820 if (query == ESCAPE) break;
3822 /* Move to "prev" monster */
3828 if (!expand_list) break;
3832 /* Move to "next" monster */
3838 if (!expand_list) break;
3844 /* Re-display the identity */
3845 /* prt(buf, 5, 5);*/
3847 /* Free the "who" array */
3848 C_KILL(who, max_r_idx, MONRACE_IDX);
3851 return (!notpicked);
3856 * @brief 施設の処理実行メインルーチン / Execute a building command
3857 * @param bldg 施設構造体の参照ポインタ
3858 * @param i 実行したい施設のサービステーブルの添字
3861 static void bldg_process_command(building_type *bldg, int i)
3863 BACT_IDX bact = bldg->actions[i];
3871 bcost = bldg->member_costs[i];
3873 bcost = bldg->other_costs[i];
3875 /* action restrictions */
3876 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3877 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3879 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3883 /* check gold (HACK - Recharge uses variable costs) */
3884 if ((bact != BACT_RECHARGE) &&
3885 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3886 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3888 msg_print(_("お金が足りません!", "You do not have the gold!"));
3897 case BACT_RESEARCH_ITEM:
3898 paid = identify_fully(FALSE);
3900 case BACT_TOWN_HISTORY:
3903 case BACT_RACE_LEGENDS:
3909 case BACT_KING_LEGENDS:
3910 case BACT_ARENA_LEGENDS:
3915 case BACT_ARENA_RULES:
3919 case BACT_IN_BETWEEN:
3921 case BACT_SPIN_WHEEL:
3922 case BACT_DICE_SLOTS:
3923 case BACT_GAMBLE_RULES:
3930 paid = inn_comm(bact);
3932 case BACT_RESEARCH_MONSTER:
3933 paid = research_mon();
3935 case BACT_COMPARE_WEAPONS:
3937 bcost = compare_weapons(bcost);
3939 case BACT_ENCHANT_WEAPON:
3940 item_tester_hook = object_allow_enchant_melee_weapon;
3941 enchant_item(bcost, 1, 1, 0);
3943 case BACT_ENCHANT_ARMOR:
3944 item_tester_hook = object_is_armour;
3945 enchant_item(bcost, 0, 0, 1);
3948 building_recharge();
3950 case BACT_RECHARGE_ALL:
3951 building_recharge_all();
3953 case BACT_IDENTS: /* needs work */
3954 if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
3956 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3959 case BACT_IDENT_ONE: /* needs work */
3960 paid = ident_spell(FALSE);
3965 case BACT_HEALING: /* needs work */
3966 paid = cure_critical_wounds(200);
3968 case BACT_RESTORE: /* needs work */
3969 paid = restore_all_status();
3971 case BACT_ENCHANT_ARROWS:
3972 item_tester_hook = item_tester_hook_ammo;
3973 enchant_item(bcost, 1, 1, 0);
3975 case BACT_ENCHANT_BOW:
3976 item_tester_tval = TV_BOW;
3977 enchant_item(bcost, 1, 1, 0);
3981 if (recall_player(p_ptr, 1)) paid = TRUE;
3984 case BACT_TELEPORT_LEVEL:
3986 paid = free_level_recall(p_ptr);
3989 case BACT_LOSE_MUTATION:
3990 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3991 (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
3993 while(!lose_mutation(0));
3998 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4007 case BACT_TSUCHINOKO:
4024 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4025 set_virtue(V_COMPASSION, 0);
4026 set_virtue(V_HONOUR, 0);
4027 set_virtue(V_JUSTICE, 0);
4028 set_virtue(V_SACRIFICE, 0);
4029 set_virtue(V_KNOWLEDGE, 0);
4030 set_virtue(V_FAITH, 0);
4031 set_virtue(V_ENLIGHTEN, 0);
4032 set_virtue(V_ENCHANT, 0);
4033 set_virtue(V_CHANCE, 0);
4034 set_virtue(V_NATURE, 0);
4035 set_virtue(V_HARMONY, 0);
4036 set_virtue(V_VITALITY, 0);
4037 set_virtue(V_UNLIFE, 0);
4038 set_virtue(V_PATIENCE, 0);
4039 set_virtue(V_TEMPERANCE, 0);
4040 set_virtue(V_DILIGENCE, 0);
4041 set_virtue(V_VALOUR, 0);
4042 set_virtue(V_INDIVIDUALISM, 0);
4047 case BACT_TELE_TOWN:
4052 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4055 case BACT_BROKEN_WEAPON:
4057 bcost = repair_broken_weapon(bcost);
4068 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4071 void do_cmd_bldg(void)
4076 building_type *bldg;
4078 if(p_ptr->wild_mode) return;
4080 take_turn(p_ptr, 100);
4082 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4084 msg_print(_("ここには建物はない。", "You see no building here."));
4088 which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4090 bldg = &building[which];
4092 /* Don't re-init the wilderness */
4093 reinit_wilderness = FALSE;
4095 if ((which == 2) && (p_ptr->arena_number < 0))
4097 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4100 else if ((which == 2) && p_ptr->inside_arena)
4102 if (!p_ptr->exit_bldg && current_floor_ptr->m_cnt > 0)
4104 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);
4108 /* Don't save the arena as saved floor */
4109 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4111 p_ptr->inside_arena = FALSE;
4112 p_ptr->leaving = TRUE;
4114 /* Re-enter the arena */
4115 command_new = SPECIAL_KEY_BUILDING;
4117 /* No energy needed to re-enter the arena */
4123 else if (p_ptr->inside_battle)
4125 /* Don't save the arena as saved floor */
4126 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4128 p_ptr->leaving = TRUE;
4129 p_ptr->inside_battle = FALSE;
4131 /* Re-enter the monster arena */
4132 command_new = SPECIAL_KEY_BUILDING;
4134 /* No energy needed to re-enter the arena */
4141 p_ptr->oldpy = p_ptr->y;
4142 p_ptr->oldpx = p_ptr->x;
4148 /* Hack -- Increase "icky" depth */
4155 show_building(bldg);
4156 p_ptr->leave_bldg = FALSE;
4158 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4160 while (!p_ptr->leave_bldg)
4165 building_prt_gold();
4169 if (command == ESCAPE)
4171 p_ptr->leave_bldg = TRUE;
4172 p_ptr->inside_arena = FALSE;
4173 p_ptr->inside_battle = FALSE;
4177 for (i = 0; i < 8; i++)
4179 if (bldg->letters[i])
4181 if (bldg->letters[i] == command)
4189 if(validcmd) bldg_process_command(bldg, i);
4194 select_floor_music();
4199 /* Reinit wilderness to activate quests ... */
4200 if (reinit_wilderness)
4202 p_ptr->leaving = TRUE;
4205 /* Hack -- Decrease "icky" depth */
4210 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4211 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4212 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4217 * @brief 今日の賞金首を確定する / Determine today's bounty monster
4219 * @note conv_old is used if loaded 0.0.3 or older save file
4221 void determine_today_mon(bool conv_old)
4224 bool old_inside_battle = p_ptr->inside_battle;
4225 monster_race *r_ptr;
4229 for (i = 0; i < max_d_idx; i++)
4231 if (max_dlv[i] < d_info[i].mindepth) continue;
4232 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4235 else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4237 p_ptr->inside_battle = TRUE;
4238 get_mon_num_prep(NULL, NULL);
4242 today_mon = get_mon_num(max_dl);
4243 r_ptr = &r_info[today_mon];
4245 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4246 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4247 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4248 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4249 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4250 if (r_ptr->rarity > 10) continue;
4254 p_ptr->today_mon = 0;
4255 p_ptr->inside_battle = old_inside_battle;
4261 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4264 void determine_bounty_uniques(void)
4268 monster_race *r_ptr;
4270 get_mon_num_prep(NULL, NULL);
4271 for (i = 0; i < MAX_KUBI; i++)
4275 current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4276 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4278 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4280 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4282 if (r_ptr->rarity > 100) continue;
4284 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4286 for (j = 0; j < i; j++)
4287 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4294 for (i = 0; i < MAX_KUBI - 1; i++)
4296 for (j = i; j < MAX_KUBI; j++)
4298 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4300 tmp = current_world_ptr->bounty_r_idx[i];
4301 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4302 current_world_ptr->bounty_r_idx[j] = tmp;