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
17 #include "object-hook.h"
18 #include "monsterrace-hook.h"
29 * ループ中で / hack as in leave_store in store.c
31 static bool leave_bldg = FALSE;
34 * @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。
35 * @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、
36 * 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。
37 * @param bldg 施設構造体の参照ポインタ
38 * @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。
40 static bool is_owner(building_type *bldg)
42 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
47 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
52 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
53 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
62 * @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。
64 * @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、
65 * 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。
66 * @param bldg 施設構造体の参照ポインタ
67 * @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。
68 * @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。
70 static bool is_member(building_type *bldg)
72 if (bldg->member_class[p_ptr->pclass])
77 if (bldg->member_race[p_ptr->prace])
82 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
83 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
89 if (p_ptr->pclass == CLASS_SORCERER)
93 for (i = 0; i < MAX_MAGIC; i++)
95 if (bldg->member_realm[i+1]) OK = TRUE;
103 * @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
104 * @details 消去は行毎にヌル文字列で行われる。
105 * @param min_row 開始行番号
106 * @param max_row 末尾行番号
109 static void clear_bldg(int min_row, int max_row)
113 for (i = min_row; i <= max_row; i++)
121 static void building_prt_gold(void)
124 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
125 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
126 prt(tmp_str, 23, 68);
130 * @brief 施設のサービス一覧を表示する / Display a building.
131 * @param bldg 施設構造体の参照ポインタ
134 static void show_building(building_type* bldg)
142 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
146 for (i = 0; i < 8; i++)
148 if (bldg->letters[i])
150 if (bldg->action_restr[i] == 0)
152 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
153 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
155 action_color = TERM_WHITE;
158 else if (is_owner(bldg))
160 action_color = TERM_YELLOW;
161 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
165 action_color = TERM_YELLOW;
166 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
168 else if (bldg->action_restr[i] == 1)
170 if (!is_member(bldg))
172 action_color = TERM_L_DARK;
173 strcpy(buff, _("(閉店)", "(closed)"));
175 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
176 (is_member(bldg) && (bldg->other_costs[i] == 0)))
178 action_color = TERM_WHITE;
181 else if (is_owner(bldg))
183 action_color = TERM_YELLOW;
184 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
188 action_color = TERM_YELLOW;
189 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
196 action_color = TERM_L_DARK;
197 strcpy(buff, _("(閉店)", "(closed)"));
199 else if (bldg->member_costs[i] != 0)
201 action_color = TERM_YELLOW;
202 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
206 action_color = TERM_WHITE;
211 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
212 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
215 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
219 * @brief 闘技場に入るコマンドの処理 / arena commands
220 * @param cmd 闘技場処理のID
223 static void arena_comm(int cmd)
232 if (p_ptr->arena_number == MAX_ARENA_MONS)
235 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
236 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);
237 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);
241 p_ptr->au += 1000000L;
242 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
244 p_ptr->arena_number++;
246 else if (p_ptr->arena_number > MAX_ARENA_MONS)
248 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
250 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."));
252 if (get_check(_("挑戦するかね?", "Do you fight? ")))
254 msg_print(_("死ぬがよい。", "Die, maggots."));
257 p_ptr->exit_bldg = FALSE;
260 /* Save the surface floor as saved floor */
261 prepare_change_floor_mode(CFM_SAVE_FLOORS);
263 p_ptr->inside_arena = TRUE;
264 p_ptr->leaving = TRUE;
269 msg_print(_("残念だ。", "We are disappointed."));
274 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。",
275 "You enter the arena briefly and bask in your glory."));
279 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
281 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。",
282 "You don't have permission to enter with pet."));
287 p_ptr->exit_bldg = FALSE;
290 /* Save the surface floor as saved floor */
291 prepare_change_floor_mode(CFM_SAVE_FLOORS);
293 p_ptr->inside_arena = TRUE;
294 p_ptr->leaving = TRUE;
299 if (p_ptr->arena_number == MAX_ARENA_MONS)
300 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。",
301 "You are victorious. Enter the arena for the ceremony."));
303 else if (p_ptr->arena_number > MAX_ARENA_MONS)
305 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
309 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
310 name = (r_name + r_ptr->name);
311 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
313 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
314 p_ptr->window |= (PW_MONSTER);
319 case BACT_ARENA_RULES:
322 /* Peruse the arena help file */
323 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
331 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
332 * @param row シンボルを表示する行の上端
333 * @param col シンボルを表示する行の左端
334 * @param fruit 表示するシンボルID
337 static void display_fruit(int row, int col, int fruit)
342 c_put_str(TERM_YELLOW, " ####.", row, col);
343 c_put_str(TERM_YELLOW, " # #", row + 1, col);
344 c_put_str(TERM_YELLOW, " # #", row + 2, col);
345 c_put_str(TERM_YELLOW, "# #", row + 3, col);
346 c_put_str(TERM_YELLOW, "# #", row + 4, col);
347 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
348 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
349 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
351 " Lemon "), row + 8, col);
354 c_put_str(TERM_ORANGE, " ## ", row, col);
355 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
356 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
357 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
358 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
359 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
360 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
361 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
363 " Orange "), row + 8, col);
366 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
367 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
368 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
369 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
370 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
371 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
372 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
373 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
374 prt( _(" 剣 ", " Sword ") , row + 8, col);
377 c_put_str(TERM_SLATE, " ###### ", row, col);
378 c_put_str(TERM_SLATE, "# #", row + 1, col);
379 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
380 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
381 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
382 c_put_str(TERM_SLATE, " # # ", row + 5, col);
383 c_put_str(TERM_SLATE, " # # ", row + 6, col);
384 c_put_str(TERM_SLATE, " ## ", row + 7, col);
386 " Shield "), row + 8, col);
389 c_put_str(TERM_VIOLET, " ## ", row, col);
390 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
391 c_put_str(TERM_VIOLET, "########", row + 2, col);
392 c_put_str(TERM_VIOLET, "########", row + 3, col);
393 c_put_str(TERM_VIOLET, "########", row + 4, col);
394 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
395 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
396 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
398 " Plum "), row + 8, col);
401 c_put_str(TERM_RED, " ##", row, col);
402 c_put_str(TERM_RED, " ### ", row + 1, col);
403 c_put_str(TERM_RED, " #..# ", row + 2, col);
404 c_put_str(TERM_RED, " #..# ", row + 3, col);
405 c_put_str(TERM_RED, " ###### ", row + 4, col);
406 c_put_str(TERM_RED, "#..##..#", row + 5, col);
407 c_put_str(TERM_RED, "#..##..#", row + 6, col);
408 c_put_str(TERM_RED, " ## ## ", row + 7, col);
410 " Cherry "), row + 8, col);
416 * kpoker no (tyuto-hannpa na)pakuri desu...
417 * joker ha shineru node haitte masen.
419 * TODO: donataka! tsukutte!
420 * - agatta yaku no kiroku (like DQ).
421 * - kakkoii card no e.
422 * - sousa-sei no koujyo.
423 * - code wo wakariyasuku.
425 * - Joker... -- done.
428 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
431 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
432 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
433 #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 */
435 static int cards[5]; /*!< ポーカーの現在の手札ID */
442 static void reset_deck(int deck[])
445 for (i = 0; i < 53; i++) deck[i] = i;
448 for (i = 0; i < 53; i++){
449 int tmp1 = randint0(53 - i) + i;
451 deck[i] = deck[tmp1];
457 * @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。
458 * @return ジョーカーを持っているか。
460 static bool have_joker(void)
464 for (i = 0; i < 5; i++){
465 if(IS_JOKER(cards[i])) return TRUE;
471 * @brief ポーカーの手札に該当の番号の札があるかを返す。
472 * @param num 探したいカードの番号。
473 * @return 該当の番号が手札にあるか。
475 static bool find_card_num(int num)
478 for (i = 0; i < 5; i++)
479 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
484 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
487 static bool yaku_check_flush(void)
490 bool joker_is_used = FALSE;
492 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
493 for (i = 0; i < 5; i++){
494 if (SUIT_OF(cards[i]) != suit){
495 if(have_joker() && !joker_is_used)
496 joker_is_used = TRUE;
506 * @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。
507 * @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
509 static int yaku_check_straight(void)
512 bool joker_is_used = FALSE;
513 bool straight = FALSE;
516 for (i = 0; i < 5; i++)
518 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
519 lowest = NUM_OF(cards[i]);
522 /* Check Royal Straight Flush */
523 if (yaku_check_flush())
526 for (i = 0; i < 4; i++)
528 if (!find_card_num(9 + i)){
529 if( have_joker() && !joker_is_used )
530 joker_is_used = TRUE;
535 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
538 for (i = 0; i < 3; i++)
540 if (!find_card_num(10 + i))
543 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
547 joker_is_used = FALSE;
549 /* Straight Only Check */
551 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
552 for (i = 0; i < 4; i++)
554 if (!find_card_num(9 + i)) {
555 if (have_joker() && !joker_is_used)
556 joker_is_used = TRUE;
561 if(i == 4) straight = TRUE;
564 joker_is_used = FALSE;
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 concptr suit[4] = {"★", "●", "¶", "†"};
740 concptr card_grph[13][7] = {{"A %s ",
831 concptr joker_grph[7] = { " ",
841 concptr suit[4] = {"[]", "qp", "<>", "db"};
842 concptr card_grph[13][7] = {{"A %s ",
933 concptr 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 */
989 /* suteruno wo kimeru */
990 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);
997 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1002 case '6': case 'l': case 'L': case KTRL('F'):
1003 if (!kettei) k = (k+1)%5;
1004 else {k = 0;kettei = FALSE;}
1007 case '4': case 'h': case 'H': case KTRL('B'):
1008 if (!kettei) k = (k+4)%5;
1009 else {k = 4;kettei = FALSE;}
1012 case '2': case 'j': case 'J': case KTRL('N'):
1013 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1015 case '8': case 'k': case 'K': case KTRL('P'):
1016 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1018 case ' ': case '\r':
1019 if (kettei) done = TRUE;
1020 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1029 for (i = 0; i < 5; i++)
1030 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1034 return yaku_check();
1039 /* end of poker codes --Koka */
1042 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1043 * @param cmd プレイするゲームID
1046 static bool gamble_comm(int cmd)
1049 int roll1, roll2, roll3, choice, odds, win;
1054 char out_val[160], tmp_str[80], again;
1059 if (cmd == BACT_GAMBLE_RULES)
1061 /* Peruse the gambling help file */
1062 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1069 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1070 "Hey! You don't have gold - get out of here!"));
1078 maxbet = p_ptr->lev * 200;
1080 /* We can't bet more than we have */
1081 maxbet = MIN(maxbet, p_ptr->au);
1084 strcpy(out_val, "");
1085 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1089 * Use get_string() because we may need more than
1090 * the s16b value returned by get_quantity().
1092 if (get_string(tmp_str, out_val, 32))
1095 for (p = out_val; *p == ' '; p++);
1100 if (wager > p_ptr->au)
1102 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!"));
1107 else if (wager > maxbet)
1109 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1110 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1115 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1121 oldgold = p_ptr->au;
1123 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1124 prt(tmp_str, 20, 2);
1125 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1126 prt(tmp_str, 21, 2);
1133 case BACT_IN_BETWEEN: /* Game of In-Between */
1134 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1138 roll1 = randint1(10);
1139 roll2 = randint1(10);
1140 choice = randint1(10);
1141 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1144 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1146 prt(tmp_str, 11, 14);
1147 if (((choice > roll1) && (choice < roll2)) ||
1148 ((choice < roll1) && (choice > roll2)))
1151 case BACT_CRAPS: /* Game of Craps */
1152 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1156 roll1 = randint1(6);
1157 roll2 = randint1(6);
1158 roll3 = roll1 + roll2;
1160 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1161 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1163 if ((roll3 == 7) || (roll3 == 11))
1165 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1170 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"));
1173 roll1 = randint1(6);
1174 roll2 = randint1(6);
1175 roll3 = roll1 + roll2;
1176 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1177 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1179 if (roll3 == choice)
1181 else if (roll3 == 7)
1183 } while ((win != TRUE) && (win != FALSE));
1186 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1189 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1191 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1192 prt("--------------------------------", 8, 3);
1193 strcpy(out_val, "");
1194 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1196 for (p = out_val; iswspace(*p); p++);
1200 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1203 else if (choice > 9)
1205 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1209 roll1 = randint0(10);
1210 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1211 "The wheel spins to a stop and the winner is %d"), roll1);
1212 prt(tmp_str, 13, 3);
1214 prt("*", 9, (3 * roll1 + 5));
1215 if (roll1 == choice)
1219 case BACT_DICE_SLOTS: /* The Dice Slots */
1220 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1221 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1222 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1223 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1224 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1225 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1226 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1227 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1230 roll1 = randint1(21);
1240 roll2 = randint1(21);
1250 choice = randint1(21);
1260 put_str("/--------------------------\\", 7, 2);
1261 prt("\\--------------------------/", 17, 2);
1262 display_fruit(8, 3, roll1 - 1);
1263 display_fruit(8, 12, roll2 - 1);
1264 display_fruit(8, 21, choice - 1);
1265 if ((roll1 == roll2) && (roll2 == choice))
1284 else if ((roll1 == 1) && (roll2 == 1))
1293 if (odds) win = TRUE;
1299 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1301 p_ptr->au += odds * wager;
1302 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1304 prt(tmp_str, 17, 37);
1308 prt(_("あなたの負け", "You Lost"), 16, 37);
1311 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1313 prt(tmp_str, 22, 2);
1314 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1316 move_cursor(18, 52);
1321 if (wager > p_ptr->au)
1323 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1324 "Hey! You don't have the gold - get out of here!"));
1330 } while ((again == 'y') || (again == 'Y'));
1333 if (p_ptr->au >= oldgold)
1335 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!」",
1336 "You came out a winner! We'll win next time, I'm sure."));
1337 chg_virtue(V_CHANCE, 3);
1341 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."));
1342 chg_virtue(V_CHANCE, -3);
1352 * @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。
1355 void battle_monsters(void)
1362 bool old_inside_battle = p_ptr->inside_battle;
1364 for (i = 0; i < max_d_idx; i++)
1365 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1367 mon_level = randint1(MIN(max_dl, 122))+5;
1368 if (randint0(100) < 60)
1370 i = randint1(MIN(max_dl, 122))+5;
1371 mon_level = MAX(i, mon_level);
1373 if (randint0(100) < 30)
1375 i = randint1(MIN(max_dl, 122))+5;
1376 mon_level = MAX(i, mon_level);
1383 for(i = 0; i < 4; i++)
1389 get_mon_num_prep(monster_can_entry_arena, NULL);
1390 p_ptr->inside_battle = TRUE;
1391 r_idx = get_mon_num(mon_level);
1392 p_ptr->inside_battle = old_inside_battle;
1393 if (!r_idx) continue;
1395 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1397 if ((r_info[r_idx].level + 10) > mon_level) continue;
1400 for (j = 0; j < i; j++)
1401 if(r_idx == battle_mon[j]) break;
1406 battle_mon[i] = r_idx;
1407 if (r_info[r_idx].level < 45) tekitou = TRUE;
1412 monster_race *r_ptr = &r_info[battle_mon[i]];
1413 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1415 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1416 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1418 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1419 power[i] = power[i] * (100 + r_ptr->level) / 100;
1420 if (r_ptr->speed > 110)
1421 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1422 if (r_ptr->speed < 110)
1423 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1425 power[i] = power[i] * (num_taisei*2+5) / 10;
1426 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1427 power[i] = power[i] * 4 / 3;
1428 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1429 power[i] = power[i] * 4 / 3;
1430 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1431 power[i] = power[i] * 11 / 10;
1432 if (r_ptr->flags1 & RF1_RAND_25)
1433 power[i] = power[i] * 9 / 10;
1434 if (r_ptr->flags1 & RF1_RAND_50)
1435 power[i] = power[i] * 9 / 10;
1436 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1437 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1444 power[i] = total*60/power[i];
1445 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1446 if ((power[i] < 160) && randint0(20)) break;
1447 if (power[i] < 101) power[i] = 100 + randint1(5);
1448 mon_odds[i] = power[i];
1455 * @brief モンスター闘技場のメインルーチン
1456 * @return 賭けを開始したか否か
1458 static bool kakutoujou(void)
1462 char out_val[160], tmp_str[80];
1465 if ((turn - old_battle) > TURNS_PER_TICK*250)
1476 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!"));
1488 "Monsters Odds"), 4, 4);
1492 monster_race *r_ptr = &r_info[battle_mon[i]];
1494 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1495 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1496 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1497 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1500 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1510 if (i >= '1' && i <= '4')
1512 sel_monster = i-'1';
1513 battle_odds = mon_odds[sel_monster];
1521 if (i !=sel_monster) clear_bldg(i+5,i+5);
1523 maxbet = p_ptr->lev * 200;
1525 /* We can't bet more than we have */
1526 maxbet = MIN(maxbet, p_ptr->au);
1529 strcpy(out_val, "");
1530 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1532 * Use get_string() because we may need more than
1533 * the s16b value returned by get_quantity().
1535 if (get_string(tmp_str, out_val, 32))
1538 for (p = out_val; *p == ' '; p++);
1543 if (wager > p_ptr->au)
1545 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!"));
1551 else if (wager > maxbet)
1553 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);
1559 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1563 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1568 /* Save the surface floor as saved floor */
1569 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1571 p_ptr->inside_battle = TRUE;
1572 p_ptr->leaving = TRUE;
1586 * @brief 本日の賞金首情報を表示する。
1589 static void today_target(void)
1592 monster_race *r_ptr = &r_info[today_mon];
1595 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1596 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1597 c_put_str(TERM_YELLOW, buf, 6, 10);
1598 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1600 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1602 p_ptr->today_mon = today_mon;
1606 * @brief ツチノコの賞金首情報を表示する。
1609 static void tsuchinoko(void)
1612 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1613 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);
1614 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1615 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1616 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1620 * @brief 通常の賞金首情報を表示する。
1623 static void shoukinkubi(void)
1629 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);
1630 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1632 for (i = 0; i < MAX_KUBI; i++)
1636 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1638 if (kubi_r_idx[i] > 10000)
1641 done_mark = _("(済)", "(done)");
1649 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1652 if (!y && (i < MAX_KUBI -1))
1654 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1665 * 賞金首の報酬テーブル / List of prize object
1668 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1669 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1670 } prize_list[MAX_KUBI] =
1672 {TV_POTION, SV_POTION_CURING},
1673 {TV_POTION, SV_POTION_SPEED},
1674 {TV_POTION, SV_POTION_SPEED},
1675 {TV_POTION, SV_POTION_RESISTANCE},
1676 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1678 {TV_POTION, SV_POTION_HEALING},
1679 {TV_POTION, SV_POTION_RESTORE_MANA},
1680 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1681 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1682 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1684 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1685 {TV_POTION, SV_POTION_STAR_HEALING},
1686 {TV_POTION, SV_POTION_STAR_HEALING},
1687 {TV_POTION, SV_POTION_NEW_LIFE},
1688 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1690 {TV_POTION, SV_POTION_LIFE},
1691 {TV_POTION, SV_POTION_LIFE},
1692 {TV_POTION, SV_POTION_AUGMENTATION},
1693 {TV_POTION, SV_POTION_INVULNERABILITY},
1694 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1698 * @brief 賞金首の引き換え処理 / Get prize
1699 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1701 static bool kankin(void)
1705 bool change = FALSE;
1706 GAME_TEXT o_name[MAX_NLEN];
1709 /* Loop for inventory and right/left arm */
1710 for (i = 0; i <= INVEN_LARM; i++)
1712 o_ptr = &inventory[i];
1714 /* Living Tsuchinoko worthes $1000000 */
1715 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1717 char buf[MAX_NLEN+20];
1718 object_desc(o_name, o_ptr, 0);
1719 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1722 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1723 p_ptr->au += 1000000L * o_ptr->number;
1724 p_ptr->redraw |= (PR_GOLD);
1725 inven_item_increase(i, -o_ptr->number);
1726 inven_item_describe(i);
1727 inven_item_optimize(i);
1733 for (i = 0; i < INVEN_PACK; i++)
1735 o_ptr = &inventory[i];
1737 /* Corpse of Tsuchinoko worthes $200000 */
1738 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1740 char buf[MAX_NLEN+20];
1741 object_desc(o_name, o_ptr, 0);
1742 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1745 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1746 p_ptr->au += 200000L * o_ptr->number;
1747 p_ptr->redraw |= (PR_GOLD);
1748 inven_item_increase(i, -o_ptr->number);
1749 inven_item_describe(i);
1750 inven_item_optimize(i);
1756 for (i = 0; i < INVEN_PACK; i++)
1758 o_ptr = &inventory[i];
1760 /* Bones of Tsuchinoko worthes $100000 */
1761 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1763 char buf[MAX_NLEN+20];
1764 object_desc(o_name, o_ptr, 0);
1765 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1768 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1769 p_ptr->au += 100000L * o_ptr->number;
1770 p_ptr->redraw |= (PR_GOLD);
1771 inven_item_increase(i, -o_ptr->number);
1772 inven_item_describe(i);
1773 inven_item_optimize(i);
1779 for (i = 0; i < INVEN_PACK; i++)
1781 o_ptr = &inventory[i];
1782 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)))
1784 char buf[MAX_NLEN+20];
1785 object_desc(o_name, o_ptr, 0);
1786 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1789 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1790 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1791 p_ptr->redraw |= (PR_GOLD);
1792 inven_item_increase(i, -o_ptr->number);
1793 inven_item_describe(i);
1794 inven_item_optimize(i);
1800 for (i = 0; i < INVEN_PACK; i++)
1802 o_ptr = &inventory[i];
1804 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1806 char buf[MAX_NLEN+20];
1807 object_desc(o_name, o_ptr, 0);
1808 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1811 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1812 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1813 p_ptr->redraw |= (PR_GOLD);
1814 inven_item_increase(i, -o_ptr->number);
1815 inven_item_describe(i);
1816 inven_item_optimize(i);
1822 for (j = 0; j < MAX_KUBI; j++)
1824 /* Need reverse order --- Positions will be changed in the loop */
1825 for (i = INVEN_PACK-1; i >= 0; i--)
1827 o_ptr = &inventory[i];
1828 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1830 char buf[MAX_NLEN+20];
1832 INVENTORY_IDX item_new;
1835 object_desc(o_name, o_ptr, 0);
1836 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1837 if (!get_check(buf)) continue;
1839 #if 0 /* Obsoleted */
1840 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);
1841 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1842 p_ptr->redraw |= (PR_GOLD);
1843 inven_item_increase(i, -o_ptr->number);
1844 inven_item_describe(i);
1845 inven_item_optimize(i);
1846 chg_virtue(V_JUSTICE, 5);
1847 kubi_r_idx[j] += 10000;
1850 #endif /* Obsoleted */
1853 inven_item_increase(i, -o_ptr->number);
1854 inven_item_describe(i);
1855 inven_item_optimize(i);
1857 chg_virtue(V_JUSTICE, 5);
1858 kubi_r_idx[j] += 10000;
1860 /* Count number of unique corpses already handed */
1861 for (num = 0, k = 0; k < MAX_KUBI; k++)
1863 if (kubi_r_idx[k] >= 10000) num++;
1865 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" : ""));
1867 /* Prepare to make a prize */
1868 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1869 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1871 /* Identify it fully */
1872 object_aware(&forge);
1873 object_known(&forge);
1876 * Hand it --- Assume there is an empty slot.
1877 * Since a corpse is handed at first,
1878 * there is at least one empty slot.
1880 item_new = inven_carry(&forge);
1882 object_desc(o_name, &forge, 0);
1883 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1885 /* Auto-inscription */
1886 autopick_alter_item(item_new, FALSE);
1896 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."));
1904 * @brief 宿屋の利用サブルーチン
1905 * @details inn commands\n
1906 * Note that resting for the night was a perfect way to avoid player\n
1907 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1908 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1909 * will not be that useful. I will keep it in the hopes the player\n
1910 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1911 * Resting at night is also a quick way to restock stores -KMW-\n
1912 * @param cmd 宿屋の利用施設ID
1913 * @return 施設の利用が実際に行われたか否か。
1915 static bool inn_comm(int cmd)
1919 case BACT_FOOD: /* Buy food & drink */
1920 if (p_ptr->food >= PY_FOOD_FULL)
1922 msg_print(_("今は満腹だ。", "You are full now."));
1925 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."));
1926 (void)set_food(PY_FOOD_MAX - 1);
1929 case BACT_REST: /* Rest for the night */
1930 if ((p_ptr->poisoned) || (p_ptr->cut))
1932 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."));
1934 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."));
1938 s32b oldturn = turn;
1939 int prev_day, prev_hour, prev_min;
1941 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
1942 if ((prev_hour >= 6) && (prev_hour <= 17))
1943 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
1945 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
1947 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1948 if (dungeon_turn < dungeon_turn_limit)
1950 dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1951 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
1954 prevent_turn_overflow();
1956 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
1957 p_ptr->chp = p_ptr->mhp;
1959 if (ironman_nightmare)
1961 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."));
1963 /* Have some nightmares */
1966 sanity_blast(NULL, FALSE);
1967 if (!one_in_(3)) break;
1970 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
1971 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."));
1978 p_ptr->chp = p_ptr->mhp;
1979 p_ptr->csp = p_ptr->msp;
1980 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1983 for (i = 0; i < 72; i++)
1985 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
1987 for (; i < 108; i++)
1989 p_ptr->magic_num1[i] = 0;
1993 if ((prev_hour >= 6) && (prev_hour <= 17))
1995 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."));
1996 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2000 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."));
2001 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2007 case BACT_RUMORS: /* Listen for rumors */
2009 display_rumor(TRUE);
2019 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2020 * @param questnum クエストのID
2021 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2024 static void get_questinfo(IDX questnum, bool do_init)
2027 QUEST_IDX old_quest;
2028 GAME_TEXT tmp_str[80];
2030 /* Clear the text */
2031 for (i = 0; i < 10; i++)
2033 quest_text[i][0] = '\0';
2036 quest_text_line = 0;
2038 /* Set the quest number temporary */
2039 old_quest = p_ptr->inside_quest;
2040 p_ptr->inside_quest = questnum;
2042 /* Get the quest text */
2043 init_flags = INIT_SHOW_TEXT;
2044 if (do_init) init_flags |= INIT_ASSIGN;
2046 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2048 /* Reset the old quest number */
2049 p_ptr->inside_quest = old_quest;
2051 /* Print the quest info */
2052 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);
2056 prt(quest[questnum].name, 7, 0);
2058 for (i = 0; i < 10; i++)
2060 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2065 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2068 static void castle_quest(void)
2070 QUEST_IDX q_index = 0;
2071 monster_race *r_ptr;
2078 /* Current quest of the building */
2079 q_index = cave[p_ptr->y][p_ptr->x].special;
2081 /* Is there a quest available at the building? */
2084 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);
2088 q_ptr = &quest[q_index];
2090 /* Quest is completed */
2091 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2093 /* Rewarded quest */
2094 q_ptr->status = QUEST_STATUS_REWARDED;
2096 get_questinfo(q_index, FALSE);
2098 reinit_wilderness = TRUE;
2101 else if (q_ptr->status == QUEST_STATUS_FAILED)
2103 get_questinfo(q_index, FALSE);
2105 /* Mark quest as done (but failed) */
2106 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2108 reinit_wilderness = TRUE;
2110 /* Quest is still unfinished */
2111 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2113 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);
2114 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);
2115 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);
2118 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2120 q_ptr->status = QUEST_STATUS_TAKEN;
2122 reinit_wilderness = TRUE;
2124 /* Assign a new quest */
2125 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2127 if (q_ptr->r_idx == 0)
2129 /* Random monster at least 5 - 10 levels out of deep */
2130 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2133 r_ptr = &r_info[q_ptr->r_idx];
2135 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2137 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2138 r_ptr = &r_info[q_ptr->r_idx];
2141 if (q_ptr->max_num == 0)
2143 /* Random monster number */
2144 if (randint1(10) > 7)
2147 q_ptr->max_num = randint1(3) + 1;
2151 name = (r_name + r_ptr->name);
2152 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2156 get_questinfo(q_index, TRUE);
2163 * @brief 町に関するヘルプを表示する / Display town history
2166 static void town_history(void)
2170 /* Peruse the building help file */
2171 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2176 * @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
2177 * @param plus_ammo 矢弾のダメージ修正
2178 * @param plus_bow 弓のダメージ修正
2180 * @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。
2182 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2185 object_type *j_ptr = &inventory[INVEN_BOW];
2187 /* Extract "shot" power */
2188 i = p_ptr->to_h_b + plus_ammo;
2190 if (p_ptr->tval_ammo == TV_BOLT)
2191 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2193 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2195 /* Snipers can shot more critically with crossbows */
2196 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2197 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2199 /* Good bow makes more critical */
2200 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2208 * @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
2209 * @param weight 武器の重量
2210 * @param plus_ammo 矢弾のダメージ修正
2211 * @param plus_bow 弓のダメージ修正
2212 * @param dam 基本ダメージ量
2215 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
2219 i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2224 crit = MIN(500, 900/weight);
2225 num += dam * 3 /2 * crit;
2228 crit = MIN(500, 1350/weight);
2230 num += dam * 2 * crit;
2236 num += dam * 3 * crit;
2242 num += (10000 - i) * dam;
2249 * @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
2250 * @param weight 武器の重量
2251 * @param plus 武器のダメージ修正
2253 * @param meichuu 命中値
2254 * @param dokubari 毒針処理か否か
2257 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2262 if(dokubari) return dam;
2264 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2270 if (k < 400) num += (2 * dam + 5) * (400 - k);
2271 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2272 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2273 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2274 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2277 if(p_ptr->pclass == CLASS_NINJA)
2280 num += (4444 - i) * dam;
2286 num += (5000 - i) * dam;
2294 * @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
2296 * @param mult スレイ倍率(掛け算部分)
2297 * @param div スレイ倍率(割り算部分)
2298 * @param force 理力特別計算フラグ
2301 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2309 tmp += dam * 60 * 2;
2323 * @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)
2325 * @param mult スレイ倍率(掛け算部分)
2326 * @param div スレイ倍率(割り算部分)
2327 * @param force 理力特別計算フラグ
2329 * @param plus 武器ダメージ修正
2330 * @param meichuu 命中値
2331 * @param dokubari 毒針処理か否か
2332 * @param vorpal_mult 切れ味倍率(掛け算部分)
2333 * @param vorpal_div 切れ味倍率(割り算部分)
2336 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)
2338 dam = calc_slaydam(dam, mult, div, force);
2339 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2340 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2346 * @brief 武器の各条件毎のダメージ期待値を表示する。
2349 * @param mindice ダイス部分最小値
2350 * @param maxdice ダイス部分最大値
2352 * @param dam_bonus ダメージ修正値
2354 * @param color 条件内容の表示色
2356 * Display the damage figure of an object\n
2357 * (used by compare_weapon_aux)\n
2359 * Only accurate for the current weapon, because it includes\n
2360 * the current +dam of the player.\n
2363 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2365 GAME_TEXT tmp_str[80];
2368 mindam = blows * (mindice + dam_bonus);
2369 maxdam = blows * (maxdice + dam_bonus);
2371 /* Print the intro text */
2372 c_put_str(color, attr, r, c);
2374 /* Calculate the min and max damage figures */
2375 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2377 /* Print the damage */
2378 put_str(tmp_str, r, c + 8);
2383 * @brief 武器一つ毎のダメージ情報を表示する。
2384 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2385 * @param col 表示する行の上端
2388 * Show the damage figures for the various monster types\n
2390 * Only accurate for the current weapon, because it includes\n
2391 * the current number of blows for the player.\n
2394 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2396 BIT_FLAGS flgs[TR_FLAG_SIZE];
2397 int blow = p_ptr->num_blow[0];
2399 bool dokubari = FALSE;
2401 /* Effective dices */
2402 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2403 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2405 int mindice = eff_dd;
2406 int maxdice = eff_ds * eff_dd;
2409 int vorpal_mult = 1;
2411 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2414 /* Get the flags of the weapon */
2415 object_flags(o_ptr, flgs);
2417 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2420 /* Show Critical Damage*/
2421 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2422 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2424 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2428 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2430 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2441 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);
2442 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);
2443 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2446 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2450 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);
2451 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);
2452 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2455 /* Print the relevant lines */
2456 if (have_flag(flgs, TR_KILL_ANIMAL))
2458 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);
2459 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);
2460 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2462 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2464 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);
2465 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);
2466 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2468 if (have_flag(flgs, TR_KILL_EVIL))
2470 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);
2471 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);
2472 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2474 else if (have_flag(flgs, TR_SLAY_EVIL))
2476 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);
2477 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);
2478 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2480 if (have_flag(flgs, TR_KILL_HUMAN))
2482 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);
2483 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);
2484 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2486 else if (have_flag(flgs, TR_SLAY_HUMAN))
2488 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);
2489 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);
2490 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2492 if (have_flag(flgs, TR_KILL_UNDEAD))
2494 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);
2495 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);
2496 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2498 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2500 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);
2501 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);
2502 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2504 if (have_flag(flgs, TR_KILL_DEMON))
2506 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);
2507 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);
2508 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2510 else if (have_flag(flgs, TR_SLAY_DEMON))
2512 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);
2513 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);
2514 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2516 if (have_flag(flgs, TR_KILL_ORC))
2518 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);
2519 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);
2520 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2522 else if (have_flag(flgs, TR_SLAY_ORC))
2524 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);
2525 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);
2526 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2528 if (have_flag(flgs, TR_KILL_TROLL))
2530 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);
2531 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);
2532 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2534 else if (have_flag(flgs, TR_SLAY_TROLL))
2536 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);
2537 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);
2538 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2540 if (have_flag(flgs, TR_KILL_GIANT))
2542 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);
2543 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);
2544 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2546 else if (have_flag(flgs, TR_SLAY_GIANT))
2548 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);
2549 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);
2550 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2552 if (have_flag(flgs, TR_KILL_DRAGON))
2554 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);
2555 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);
2556 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2558 else if (have_flag(flgs, TR_SLAY_DRAGON))
2560 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);
2561 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);
2562 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2564 if (have_flag(flgs, TR_BRAND_ACID))
2566 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);
2567 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);
2568 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2570 if (have_flag(flgs, TR_BRAND_ELEC))
2572 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);
2573 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);
2574 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2576 if (have_flag(flgs, TR_BRAND_FIRE))
2578 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);
2579 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);
2580 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2582 if (have_flag(flgs, TR_BRAND_COLD))
2584 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);
2585 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);
2586 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2588 if (have_flag(flgs, TR_BRAND_POIS))
2590 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);
2591 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);
2592 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2597 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2598 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2599 * @param row 表示する列の左端
2600 * @param col 表示する行の上端
2602 * Displays all info about a weapon
2604 * Only accurate for the current weapon, because it includes
2605 * various info about the player's +to_dam and number of blows.
2608 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2610 GAME_TEXT o_name[MAX_NLEN];
2611 GAME_TEXT tmp_str[80];
2613 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2614 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2615 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2617 /* Print the weapon name */
2618 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2619 c_put_str(TERM_YELLOW, o_name, row, col);
2621 /* Print the player's number of blows */
2622 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2623 put_str(tmp_str, row+1, col);
2625 /* Print to_hit and to_dam of the weapon */
2626 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2627 put_str(tmp_str, row+2, col);
2629 /* Print the weapons base damage dice */
2630 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2631 (int)hit_chance(reli, 0),
2632 (int)hit_chance(reli, 50),
2633 (int)hit_chance(reli, 100),
2634 (int)hit_chance(reli, 150),
2635 (int)hit_chance(reli, 200));
2636 put_str(tmp_str, row+3, col);
2637 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2639 /* Damage for one blow (if it hits) */
2640 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2641 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2642 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2643 put_str(tmp_str, row+6, col+1);
2645 /* Damage for the complete attack (if all blows hit) */
2646 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2647 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2648 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2649 put_str(tmp_str, row+7, col+1);
2653 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2655 * Copies the weapons to compare into the weapon-slot and\n
2656 * compares the values for both weapons.\n
2657 * 武器1つだけで比較をしないなら費用は半額になる。
2658 * @param bcost 基本鑑定費用
2659 * @return 最終的にかかった費用
2661 static PRICE compare_weapons(PRICE bcost)
2664 OBJECT_IDX item, item2;
2665 object_type *o_ptr[2];
2666 object_type orig_weapon;
2670 TERM_LEN wid = 38, mgn = 2;
2671 bool old_character_xtra = character_xtra;
2674 PRICE cost = 0; /* First time no price */
2679 /* Store copy of original wielded weapon */
2680 i_ptr = &inventory[INVEN_RARM];
2681 object_copy(&orig_weapon, i_ptr);
2683 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2685 /* Get the first weapon */
2686 q = _("第一の武器は?", "What is your first weapon? ");
2687 s = _("比べるものがありません。", "You have nothing to compare.");
2689 o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2703 /* Only compare melee weapons */
2704 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2706 /* Hack -- prevent "icky" message */
2707 character_xtra = TRUE;
2709 /* Diaplay selected weapon's infomation */
2710 for (i = 0; i < n; i++)
2712 int col = (wid * i + mgn);
2714 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2715 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2717 p_ptr->update |= PU_BONUS;
2720 /* List the new values */
2721 list_weapon(o_ptr[i], row, col);
2722 compare_weapon_aux(o_ptr[i], col, row + 8);
2724 /* Copy back the original weapon into the weapon slot */
2725 object_copy(i_ptr, &orig_weapon);
2728 /* Reset the values for the old weapon */
2729 p_ptr->update |= PU_BONUS;
2732 character_xtra = old_character_xtra;
2735 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2736 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);
2737 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);
2739 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2740 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2741 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2749 if (total + cost > p_ptr->au)
2751 msg_print(_("お金が足りません!", "You don't have enough money!"));
2756 q = _("第二の武器は?", "What is your second weapon? ");
2757 s = _("比べるものがありません。", "You have nothing to compare.");
2759 /* Get the second weapon */
2760 o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2761 if (!o_ptr[1]) continue;
2779 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2781 * Calculate and display the dodge-rate and the protection-rate
2783 * @param iAC プレイヤーのAC。
2784 * @return 常にTRUEを返す。
2786 static bool eval_ac(ARMOUR_CLASS iAC)
2790 "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"
2791 "何パーセント軽減するかを示します。\n"
2792 "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"
2793 "に対してのみ効果があります。\n \n"
2794 "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"
2795 "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"
2796 "敵のレベルとあなたのACによって決定されます。\n \n"
2797 "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"
2798 "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";
2801 "'Protection Rate' means how much damage is reduced by your armor.\n"
2802 "Note that the Protection rate is effective only against normal "
2803 "'attack' and 'shatter' type melee attacks, "
2804 "and has no effect against any other types such as 'poison'.\n \n"
2805 "'Dodge Rate' indicates the success rate on dodging the "
2806 "monster's melee attacks. "
2807 "It is depend on the level of the monster and your AC.\n \n"
2808 "'Average Damage' indicates the expected amount of damage "
2809 "when you are attacked by normal melee attacks with power=100.";
2813 TERM_LEN col, row = 2;
2815 char buf[80*20], *t;
2817 /* AC lower than zero has no effect */
2818 if (iAC < 0) iAC = 0;
2821 protection = 100 * MIN(iAC, 150) / 250;
2826 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2827 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2830 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2831 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2832 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2834 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2836 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2837 int dodge; /* 回避率(%) */
2838 int average; /* ダメージ期待値 */
2840 put_str(format("%3d", lvl), row + 0, col);
2843 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2844 put_str(format("%3d%%", dodge), row + 1, col);
2846 /* 100点の攻撃に対してのダメージ期待値を計算 */
2847 average = (100 - dodge) * (100 - protection) / 100;
2848 put_str(format("%3d", average), row + 2, col);
2852 roff_to_buf(memo, 70, buf, sizeof(buf));
2853 for (t = buf; t[0]; t += strlen(t) + 1)
2854 put_str(t, (row++) + 4, 4);
2856 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);
2868 * @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。
2869 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2870 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2871 * @return 修復対象になるならTRUEを返す。
2873 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2876 int cand[TR_FLAG_MAX];
2877 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2878 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2880 object_flags(to_ptr, to_flgs);
2881 object_flags(from_ptr, from_flgs);
2883 for (i = 0; i < TR_FLAG_MAX; i++)
2887 case TR_IGNORE_ACID:
2888 case TR_IGNORE_ELEC:
2889 case TR_IGNORE_FIRE:
2890 case TR_IGNORE_COLD:
2899 case TR_FIXED_FLAVOR:
2902 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2904 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2912 int tr_idx = cand[randint0(n)];
2913 add_flag(to_ptr->art_flags, tr_idx);
2914 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2915 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2916 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2917 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2924 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2925 * @param bcost 基本修復費用
2928 static PRICE repair_broken_weapon_aux(PRICE bcost)
2931 OBJECT_IDX item, mater;
2932 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2934 int i, dd_bonus, ds_bonus;
2935 KIND_OBJECT_IDX k_idx;
2936 char basenm[MAX_NLEN];
2941 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);
2942 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);
2944 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2945 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2947 /* Only forge broken weapons */
2948 item_tester_hook = item_tester_hook_broken_weapon;
2950 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2951 if (!o_ptr) return (0);
2953 /* It is worthless */
2954 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2956 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2960 /* They are too many */
2961 if (o_ptr->number > 1)
2963 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!"));
2967 /* Display item name */
2968 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2969 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2971 q = _("材料となる武器は?", "Which weapon for material? ");
2972 s = _("材料となる武器がありません。", "You have no material to repair.");
2974 /* Only forge broken weapons */
2975 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2977 mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2978 if (!mo_ptr) return (0);
2981 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2985 /* Display item name */
2986 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2987 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2989 /* Get the value of one of the items (except curses) */
2990 cost = bcost + object_value_real(o_ptr) * 2;
2992 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);
2994 /* Check if the player has enough money */
2995 if (p_ptr->au < cost)
2997 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2998 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);
3003 p_ptr->total_weight -= o_ptr->weight;
3005 if (o_ptr->sval == SV_BROKEN_DAGGER)
3010 /* Suppress compiler warning */
3013 for (j = 1; j < max_k_idx; j++)
3015 object_kind *k_aux_ptr = &k_info[j];
3017 if (k_aux_ptr->tval != TV_SWORD) continue;
3018 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3019 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3020 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3021 if (k_aux_ptr->weight > 99) continue;
3030 else /* TV_BROKEN_SWORD */
3032 /* Repair to a sword or sometimes material's type weapon */
3033 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3037 object_kind *ck_ptr;
3039 k_idx = lookup_kind(tval, SV_ANY);
3040 ck_ptr = &k_info[k_idx];
3042 if (tval == TV_SWORD)
3044 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3045 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3046 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3047 (ck_ptr->sval == SV_DOKUBARI)) continue;
3049 if (tval == TV_POLEARM)
3051 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3052 (ck_ptr->sval == SV_TSURIZAO)) continue;
3054 if (tval == TV_HAFTED)
3056 if ((ck_ptr->sval == SV_GROND) ||
3057 (ck_ptr->sval == SV_WIZSTAFF) ||
3058 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3065 /* Calculate dice bonuses */
3066 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3067 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3068 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3069 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3071 /* Change base object */
3072 k_ptr = &k_info[k_idx];
3073 o_ptr->k_idx = k_idx;
3074 o_ptr->weight = k_ptr->weight;
3075 o_ptr->tval = k_ptr->tval;
3076 o_ptr->sval = k_ptr->sval;
3077 o_ptr->dd = k_ptr->dd;
3078 o_ptr->ds = k_ptr->ds;
3080 /* Copy base object's ability */
3081 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3082 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3083 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3089 for (i = 1; i < dd_bonus; i++)
3091 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3097 for (i = 1; i < ds_bonus; i++)
3099 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3103 if (have_flag(k_ptr->flags, TR_BLOWS))
3105 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3106 o_ptr->pval = MIN(o_ptr->pval, bmax);
3109 /* Add one random ability from material weapon */
3110 give_one_ability_of_object(o_ptr, mo_ptr);
3112 /* Add to-dam, to-hit and to-ac from material weapon */
3113 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3114 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3115 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3117 if ((o_ptr->name1 == ART_NARSIL) ||
3118 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3119 (object_is_ego(o_ptr) && one_in_(7)))
3122 if (object_is_ego(o_ptr))
3124 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3125 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3128 /* Add one random ability from material weapon */
3129 give_one_ability_of_object(o_ptr, mo_ptr);
3131 /* Add one random activation */
3132 if (!activation_index(o_ptr)) one_activation(o_ptr);
3135 if (o_ptr->name1 == ART_NARSIL)
3137 one_high_resistance(o_ptr);
3141 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3144 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3146 msg_format("$%dで%sに修復しました。", cost, basenm);
3148 msg_format("Repaired into %s for %d gold.", basenm, cost);
3152 /* Remove BROKEN flag */
3153 o_ptr->ident &= ~(IDENT_BROKEN);
3155 /* Add repaired flag */
3156 o_ptr->discount = 99;
3158 p_ptr->total_weight += o_ptr->weight;
3161 /* Decrease material object */
3162 inven_item_increase(mater, -1);
3163 inven_item_optimize(mater);
3166 p_ptr->update |= PU_BONUS;
3169 /* Something happened */
3174 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3175 * @param bcost 基本鑑定費用
3178 static int repair_broken_weapon(PRICE bcost)
3182 cost = repair_broken_weapon_aux(bcost);
3189 * @brief アイテムの強化を行う。 / Enchant item
3190 * @param cost 1回毎の費用
3191 * @param to_hit 命中をアップさせる量
3192 * @param to_dam ダメージをアップさせる量
3193 * @param to_ac ACをアップさせる量
3194 * @return 実際に行ったらTRUE
3196 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3203 int maxenchant = (p_ptr->lev / 5);
3204 char tmp_str[MAX_NLEN];
3207 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3208 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3210 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3211 s = _("改良できるものがありません。", "You have nothing to improve.");
3213 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3214 if (!o_ptr) return (FALSE);
3216 /* Check if the player has enough money */
3217 if (p_ptr->au < (cost * o_ptr->number))
3219 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3220 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);
3224 /* Enchant to hit */
3225 for (i = 0; i < to_hit; i++)
3227 if (o_ptr->to_h < maxenchant)
3229 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3237 /* Enchant to damage */
3238 for (i = 0; i < to_dam; i++)
3240 if (o_ptr->to_d < maxenchant)
3242 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3251 for (i = 0; i < to_ac; i++)
3253 if (o_ptr->to_a < maxenchant)
3255 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3266 if (flush_failure) flush();
3267 msg_print(_("改良に失敗した。", "The improvement failed."));
3272 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3274 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3276 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3279 /* Charge the money */
3280 p_ptr->au -= (cost * o_ptr->number);
3282 if (item >= INVEN_RARM) calc_android_exp();
3284 /* Something happened */
3291 * @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
3293 * The player can select the number of charges to add\n
3294 * (up to a limit), and the recharge never fails.\n
3296 * The cost for rods depends on the level of the rod. The prices\n
3297 * for recharging wands and staves are dependent on the cost of\n
3301 static void building_recharge(void)
3309 PARAMETER_VALUE charges;
3311 char tmp_str[MAX_NLEN];
3315 /* Display some info */
3317 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);
3320 /* Only accept legal items */
3321 item_tester_hook = item_tester_hook_recharge;
3323 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3324 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3326 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3329 k_ptr = &k_info[o_ptr->k_idx];
3332 * We don't want to give the player free info about
3333 * the level of the item or the number of charges.
3335 /* The item must be "known" */
3336 if (!object_is_known(o_ptr))
3338 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!"));
3341 if ((p_ptr->au >= 50) &&
3342 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3346 identify_item(o_ptr);
3347 object_desc(tmp_str, o_ptr, 0);
3348 msg_format(_("%s です。", "You have: %s."), tmp_str);
3350 /* Auto-inscription */
3351 autopick_alter_item(item, FALSE);
3353 /* Update the gold display */
3354 building_prt_gold();
3362 /* Extract the object "level" */
3363 lev = k_info[o_ptr->k_idx].level;
3365 /* Price for a rod */
3366 if (o_ptr->tval == TV_ROD)
3368 if (o_ptr->timeout > 0)
3370 /* Fully recharge */
3371 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3375 /* No recharge necessary */
3377 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3381 else if (o_ptr->tval == TV_STAFF)
3383 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3384 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3386 /* Pay at least 10 gold per charge */
3387 price = MAX(10, price);
3391 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3392 price = (k_info[o_ptr->k_idx].cost / 10);
3394 /* Pay at least 10 gold per charge */
3395 price = MAX(10, price);
3398 /* Limit the number of charges for wands and staffs */
3399 if (o_ptr->tval == TV_WAND
3400 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3402 if (o_ptr->number > 1)
3404 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3408 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3412 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3414 if (o_ptr->number > 1)
3416 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3420 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3425 /* Check if the player has enough money */
3426 if (p_ptr->au < price)
3428 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3430 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3432 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3438 if (o_ptr->tval == TV_ROD)
3441 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3443 if (get_check(format("Recharge the %s for %d gold? ",
3444 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3448 /* Recharge fully */
3458 if (o_ptr->tval == TV_STAFF)
3459 max_charges = k_ptr->pval - o_ptr->pval;
3461 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3463 /* Get the quantity for staves and wands */
3464 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3465 MIN(p_ptr->au / price, max_charges));
3468 if (charges < 1) return;
3470 /* Get the new price */
3474 o_ptr->pval += charges;
3476 /* We no longer think the item is empty */
3477 o_ptr->ident &= ~(IDENT_EMPTY);
3481 object_desc(tmp_str, o_ptr, 0);
3483 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3485 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3487 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3489 p_ptr->window |= (PW_INVEN);
3500 * @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
3502 * The player can select the number of charges to add\n
3503 * (up to a limit), and the recharge never fails.\n
3505 * The cost for rods depends on the level of the rod. The prices\n
3506 * for recharging wands and staves are dependent on the cost of\n
3510 static void building_recharge_all(void)
3517 PRICE total_cost = 0;
3520 /* Display some info */
3523 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);
3525 /* Calculate cost */
3526 for ( i = 0; i < INVEN_PACK; i++)
3528 o_ptr = &inventory[i];
3530 /* skip non magic device */
3531 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3533 /* need identified */
3534 if (!object_is_known(o_ptr)) total_cost += 50;
3536 /* Extract the object "level" */
3537 lev = k_info[o_ptr->k_idx].level;
3539 k_ptr = &k_info[o_ptr->k_idx];
3541 switch (o_ptr->tval)
3544 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3548 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3549 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3551 /* Pay at least 10 gold per charge */
3552 price = MAX(10, price);
3555 price = (k_ptr->pval - o_ptr->pval) * price;
3559 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3560 price = (k_info[o_ptr->k_idx].cost / 10);
3562 /* Pay at least 10 gold per charge */
3563 price = MAX(10, price);
3566 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3570 /* if price <= 0 then item have enough charge */
3571 if (price > 0) total_cost += price;
3576 msg_print(_("充填する必要はありません。", "No need to recharge."));
3581 /* Check if the player has enough money */
3582 if (p_ptr->au < total_cost)
3584 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 );
3588 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3590 for (i = 0; i < INVEN_PACK; i++)
3592 o_ptr = &inventory[i];
3593 k_ptr = &k_info[o_ptr->k_idx];
3595 /* skip non magic device */
3596 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3598 if (!object_is_known(o_ptr))
3600 identify_item(o_ptr);
3602 /* Auto-inscription */
3603 autopick_alter_item(i, FALSE);
3607 switch (o_ptr->tval)
3613 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3614 /* We no longer think the item is empty */
3615 o_ptr->ident &= ~(IDENT_EMPTY);
3618 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3619 o_ptr->pval = o_ptr->number * k_ptr->pval;
3620 /* We no longer think the item is empty */
3621 o_ptr->ident &= ~(IDENT_EMPTY);
3627 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3629 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3631 p_ptr->window |= (PW_INVEN);
3634 p_ptr->au -= total_cost;
3641 * @brief 町間のテレポートを行うメインルーチン。
3642 * @return テレポート処理を決定したか否か
3644 bool tele_town(void)
3652 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!"));
3656 if (p_ptr->inside_arena || p_ptr->inside_battle)
3658 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3665 for (i = 1; i < max_towns; i++)
3669 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3671 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3678 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3684 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3694 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3695 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;
3699 for (y = 0; y < max_wild_y; y++)
3701 for (x = 0; x < max_wild_x; x++)
3703 if(wilderness[y][x].town == (i-'a'+1))
3705 p_ptr->wilderness_y = y;
3706 p_ptr->wilderness_x = x;
3711 p_ptr->leaving = TRUE;
3713 p_ptr->teleport_town = TRUE;
3719 * @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-
3720 * @return 常にTRUEを返す。
3721 * @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。
3723 static bool research_mon(void)
3731 bool recall = FALSE;
3735 /* XTRA HACK WHATSEARCH */
3741 /* XTRA HACK REMEMBER_IDX */
3742 static int old_sym = '\0';
3743 static IDX old_i = 0;
3747 /* Get a character, or abort */
3748 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):",
3749 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3758 /* Find that character info, and describe it */
3759 for (i = 0; ident_info[i]; ++i)
3761 if (sym == ident_info[i][0]) break;
3764 /* XTRA HACK WHATSEARCH */
3765 if (sym == KTRL('A'))
3768 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3770 else if (sym == KTRL('U'))
3773 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3775 else if (sym == KTRL('N'))
3778 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3780 else if (sym == KTRL('M'))
3783 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3792 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3794 else if (ident_info[i])
3796 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3800 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3803 /* Display the result */
3807 /* Allocate the "who" array */
3808 C_MAKE(who, max_r_idx, MONRACE_IDX);
3810 /* Collect matching monsters */
3811 for (n = 0, i = 1; i < max_r_idx; i++)
3813 monster_race *r_ptr = &r_info[i];
3816 if (!r_ptr->name) continue;
3818 /* XTRA HACK WHATSEARCH */
3819 /* Require non-unique monsters if needed */
3820 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3822 /* Require unique monsters if needed */
3823 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3831 for (xx = 0; temp[xx] && xx < 80; xx++)
3834 if (iskanji(temp[xx]))
3840 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3844 strcpy(temp2, r_name + r_ptr->E_name);
3846 strcpy(temp2, r_name + r_ptr->name);
3848 for (xx = 0; temp2[xx] && xx < 80; xx++)
3849 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3852 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3854 if (my_strstr(temp2, temp))
3858 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3861 /* Nothing to recall */
3864 /* Free the "who" array */
3865 C_KILL(who, max_r_idx, MONRACE_IDX);
3877 /* Sort if needed */
3880 /* Select the sort method */
3881 ang_sort_comp = ang_sort_comp_hook;
3882 ang_sort_swap = ang_sort_swap_hook;
3884 /* Sort the array */
3885 ang_sort(who, &why, n);
3889 /* Start at the end */
3890 /* XTRA HACK REMEMBER_IDX */
3891 if (old_sym == sym && old_i < n) i = old_i;
3896 /* Scan the monster memory */
3899 /* Extract a race */
3902 /* Hack -- Begin the prompt */
3905 /* Hack -- Complete the prompt */
3906 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3914 /*** Recall on screen ***/
3916 /* Get maximal info about this monster */
3917 lore_do_probe(r_idx);
3919 /* Save this monster ID */
3920 monster_race_track(r_idx);
3923 /* know every thing mode */
3924 screen_roff(r_idx, 0x01);
3927 /* XTRA HACK REMEMBER_IDX */
3935 /* Normal commands */
3936 if (query != 'r') break;
3943 if (query == ESCAPE) break;
3945 /* Move to "prev" monster */
3951 if (!expand_list) break;
3955 /* Move to "next" monster */
3961 if (!expand_list) break;
3967 /* Re-display the identity */
3968 /* prt(buf, 5, 5);*/
3970 /* Free the "who" array */
3971 C_KILL(who, max_r_idx, MONRACE_IDX);
3976 return (!notpicked);
3981 * @brief 施設の処理実行メインルーチン / Execute a building command
3982 * @param bldg 施設構造体の参照ポインタ
3983 * @param i 実行したい施設のサービステーブルの添字
3986 static void bldg_process_command(building_type *bldg, int i)
3988 BACT_IDX bact = bldg->actions[i];
3996 bcost = bldg->member_costs[i];
3998 bcost = bldg->other_costs[i];
4000 /* action restrictions */
4001 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4002 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4004 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4008 /* check gold (HACK - Recharge uses variable costs) */
4009 if ((bact != BACT_RECHARGE) &&
4010 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4011 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4013 msg_print(_("お金が足りません!", "You do not have the gold!"));
4022 case BACT_RESEARCH_ITEM:
4023 paid = identify_fully(FALSE);
4025 case BACT_TOWN_HISTORY:
4028 case BACT_RACE_LEGENDS:
4034 case BACT_KING_LEGENDS:
4035 case BACT_ARENA_LEGENDS:
4040 case BACT_ARENA_RULES:
4044 case BACT_IN_BETWEEN:
4046 case BACT_SPIN_WHEEL:
4047 case BACT_DICE_SLOTS:
4048 case BACT_GAMBLE_RULES:
4055 paid = inn_comm(bact);
4057 case BACT_RESEARCH_MONSTER:
4058 paid = research_mon();
4060 case BACT_COMPARE_WEAPONS:
4062 bcost = compare_weapons(bcost);
4064 case BACT_ENCHANT_WEAPON:
4065 item_tester_hook = object_allow_enchant_melee_weapon;
4066 enchant_item(bcost, 1, 1, 0);
4068 case BACT_ENCHANT_ARMOR:
4069 item_tester_hook = object_is_armour;
4070 enchant_item(bcost, 0, 0, 1);
4073 building_recharge();
4075 case BACT_RECHARGE_ALL:
4076 building_recharge_all();
4078 case BACT_IDENTS: /* needs work */
4079 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;
4081 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4084 case BACT_IDENT_ONE: /* needs work */
4085 paid = ident_spell(FALSE);
4090 case BACT_HEALING: /* needs work */
4091 paid = cure_critical_wounds(200);
4093 case BACT_RESTORE: /* needs work */
4094 paid = restore_all_status();
4096 case BACT_ENCHANT_ARROWS:
4097 item_tester_hook = item_tester_hook_ammo;
4098 enchant_item(bcost, 1, 1, 0);
4100 case BACT_ENCHANT_BOW:
4101 item_tester_tval = TV_BOW;
4102 enchant_item(bcost, 1, 1, 0);
4106 if (recall_player(p_ptr, 1)) paid = TRUE;
4109 case BACT_TELEPORT_LEVEL:
4111 paid = free_level_recall(p_ptr);
4114 case BACT_LOSE_MUTATION:
4115 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4116 (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4118 while(!lose_mutation(0));
4123 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4132 case BACT_TSUCHINOKO:
4149 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4150 set_virtue(V_COMPASSION, 0);
4151 set_virtue(V_HONOUR, 0);
4152 set_virtue(V_JUSTICE, 0);
4153 set_virtue(V_SACRIFICE, 0);
4154 set_virtue(V_KNOWLEDGE, 0);
4155 set_virtue(V_FAITH, 0);
4156 set_virtue(V_ENLIGHTEN, 0);
4157 set_virtue(V_ENCHANT, 0);
4158 set_virtue(V_CHANCE, 0);
4159 set_virtue(V_NATURE, 0);
4160 set_virtue(V_HARMONY, 0);
4161 set_virtue(V_VITALITY, 0);
4162 set_virtue(V_UNLIFE, 0);
4163 set_virtue(V_PATIENCE, 0);
4164 set_virtue(V_TEMPERANCE, 0);
4165 set_virtue(V_DILIGENCE, 0);
4166 set_virtue(V_VALOUR, 0);
4167 set_virtue(V_INDIVIDUALISM, 0);
4172 case BACT_TELE_TOWN:
4177 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4180 case BACT_BROKEN_WEAPON:
4182 bcost = repair_broken_weapon(bcost);
4193 * @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
4196 void do_cmd_quest(void)
4198 if(p_ptr->wild_mode) return;
4200 p_ptr->energy_use = 100;
4202 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4204 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4209 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."));
4210 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4211 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4212 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4213 else if(p_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
4215 /* Player enters a new quest */
4219 leave_quest_check();
4221 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4222 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4224 p_ptr->leaving = TRUE;
4230 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4233 void do_cmd_bldg(void)
4238 building_type *bldg;
4240 if(p_ptr->wild_mode) return;
4242 p_ptr->energy_use = 100;
4244 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4246 msg_print(_("ここには建物はない。", "You see no building here."));
4250 which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4252 bldg = &building[which];
4254 /* Don't re-init the wilderness */
4255 reinit_wilderness = FALSE;
4257 if ((which == 2) && (p_ptr->arena_number < 0))
4259 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4262 else if ((which == 2) && p_ptr->inside_arena)
4264 if (!p_ptr->exit_bldg && m_cnt > 0)
4266 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);
4270 /* Don't save the arena as saved floor */
4271 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4273 p_ptr->inside_arena = FALSE;
4274 p_ptr->leaving = TRUE;
4276 /* Re-enter the arena */
4277 command_new = SPECIAL_KEY_BUILDING;
4279 /* No energy needed to re-enter the arena */
4280 p_ptr->energy_use = 0;
4285 else if (p_ptr->inside_battle)
4287 /* Don't save the arena as saved floor */
4288 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4290 p_ptr->leaving = TRUE;
4291 p_ptr->inside_battle = FALSE;
4293 /* Re-enter the monster arena */
4294 command_new = SPECIAL_KEY_BUILDING;
4296 /* No energy needed to re-enter the arena */
4297 p_ptr->energy_use = 0;
4303 p_ptr->oldpy = p_ptr->y;
4304 p_ptr->oldpx = p_ptr->x;
4310 /* Hack -- Increase "icky" depth */
4317 show_building(bldg);
4320 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4327 building_prt_gold();
4331 if (command == ESCAPE)
4334 p_ptr->inside_arena = FALSE;
4335 p_ptr->inside_battle = FALSE;
4339 for (i = 0; i < 8; i++)
4341 if (bldg->letters[i])
4343 if (bldg->letters[i] == command)
4351 if(validcmd) bldg_process_command(bldg, i);
4356 select_floor_music();
4361 /* Reinit wilderness to activate quests ... */
4362 if (reinit_wilderness)
4364 p_ptr->leaving = TRUE;
4367 /* Hack -- Decrease "icky" depth */
4372 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4373 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4374 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);