3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3
9 Rewritten for Kangband 2.8.3i using Kamband's version of
10 bldg.c as written by Ivan Tkatchev
12 Changed for ZAngband by Robert Ruehlmann
20 #include "core/show-file.h"
21 #include "io/write-diary.h"
22 #include "cmd/cmd-dump.h"
23 #include "cmd/cmd-magiceat.h"
25 #include "floor-events.h"
26 #include "floor-save.h"
28 #include "objectkind.h"
29 #include "object-boost.h"
30 #include "object-flavor.h"
31 #include "object-hook.h"
33 #include "monsterrace-hook.h"
45 #include "cmd-spell.h"
48 #include "spells-object.h"
49 #include "spells-status.h"
50 #include "realm-hex.h"
51 #include "dungeon-file.h"
54 #include "player-status.h"
55 #include "player-effects.h"
56 #include "player-class.h"
57 #include "player-personality.h"
58 #include "player-inventory.h"
61 #include "view-mainwindow.h"
62 #include "monsterrace.h"
65 #include "market/poker.h"
66 #include "market/building-util.h"
67 #include "market/arena-info-table.h"
68 #include "market/play-gamble.h"
69 #include "view/display-fruit.h"
71 building_type building[MAX_BLDG];
73 MONRACE_IDX battle_mon[4];
79 bool reinit_wilderness = FALSE;
80 MONSTER_IDX today_mon;
83 * @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。
84 * @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、
85 * 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。
86 * @param player_ptr プレーヤーへの参照ポインタ
87 * @param bldg 施設構造体の参照ポインタ
88 * @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。
90 static bool is_owner(player_type *player_ptr, building_type *bldg)
92 if (bldg->member_class[player_ptr->pclass] == BUILDING_OWNER)
97 if (bldg->member_race[player_ptr->prace] == BUILDING_OWNER)
102 REALM_IDX realm1 = player_ptr->realm1;
103 REALM_IDX realm2 = player_ptr->realm2;
104 if ((is_magic(realm1) && (bldg->member_realm[realm1] == BUILDING_OWNER)) ||
105 (is_magic(realm2) && (bldg->member_realm[realm2] == BUILDING_OWNER)))
115 * @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。
117 * @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、
118 * 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。
119 * @param player_ptr プレーヤーへの参照ポインタ
120 * @param bldg 施設構造体の参照ポインタ
121 * @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。
122 * @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。
124 static bool is_member(player_type *player_ptr, building_type *bldg)
126 if (bldg->member_class[player_ptr->pclass])
131 if (bldg->member_race[player_ptr->prace])
136 REALM_IDX realm1 = player_ptr->realm1;
137 REALM_IDX realm2 = player_ptr->realm2;
138 if ((is_magic(realm1) && bldg->member_realm[realm1]) ||
139 (is_magic(realm2) && bldg->member_realm[realm2]))
144 if (player_ptr->pclass != CLASS_SORCERER) return FALSE;
146 for (int i = 0; i < MAX_MAGIC; i++)
148 if (bldg->member_realm[i + 1]) return TRUE;
157 * @param player_ptr プレーヤーへの参照ポインタ
160 static void building_prt_gold(player_type *player_ptr)
163 prt(_("手持ちのお金: ", "Gold Remaining: "), 23, 53);
164 sprintf(tmp_str, "%9ld", (long)player_ptr->au);
165 prt(tmp_str, 23, 68);
170 * @brief 施設のサービス一覧を表示する / Display a building.
171 * @param player_ptr プレーヤーへの参照ポインタ
172 * @param bldg 施設構造体の参照ポインタ
175 static void show_building(player_type *player_ptr, building_type* bldg)
182 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
185 for (int i = 0; i < 8; i++)
187 if (!bldg->letters[i]) continue;
189 if (bldg->action_restr[i] == 0)
191 if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
192 (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
194 action_color = TERM_WHITE;
197 else if (is_owner(player_ptr, bldg))
199 action_color = TERM_YELLOW;
200 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
204 action_color = TERM_YELLOW;
205 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
208 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
209 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
213 if (bldg->action_restr[i] == 1)
215 if (!is_member(player_ptr, bldg))
217 action_color = TERM_L_DARK;
218 strcpy(buff, _("(閉店)", "(closed)"));
220 else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
221 (is_member(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
223 action_color = TERM_WHITE;
226 else if (is_owner(player_ptr, bldg))
228 action_color = TERM_YELLOW;
229 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
233 action_color = TERM_YELLOW;
234 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
237 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
238 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
242 if (!is_owner(player_ptr, bldg))
244 action_color = TERM_L_DARK;
245 strcpy(buff, _("(閉店)", "(closed)"));
247 else if (bldg->member_costs[i] != 0)
249 action_color = TERM_YELLOW;
250 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
254 action_color = TERM_WHITE;
258 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
259 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
262 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
267 * @brief 闘技場に入るコマンドの処理 / arena commands
268 * @param player_ptr プレーヤーへの参照ポインタ
269 * @param cmd 闘技場処理のID
272 static void arena_comm(player_type *player_ptr, int cmd)
280 if (player_ptr->arena_number == MAX_ARENA_MONS)
283 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
284 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);
285 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);
289 player_ptr->au += 1000000L;
290 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
292 player_ptr->arena_number++;
296 if (player_ptr->arena_number > MAX_ARENA_MONS)
298 if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
300 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."));
302 if (get_check(_("挑戦するかね?", "Do you fight? ")))
304 msg_print(_("死ぬがよい。", "Die, maggots."));
307 player_ptr->exit_bldg = FALSE;
308 reset_tim_flags(player_ptr);
310 /* Save the surface floor as saved floor */
311 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
313 player_ptr->current_floor_ptr->inside_arena = TRUE;
314 player_ptr->leaving = TRUE;
315 player_ptr->leave_bldg = TRUE;
319 msg_print(_("残念だ。", "We are disappointed."));
324 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。",
325 "You enter the arena briefly and bask in your glory."));
332 if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
334 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。",
335 "You don't have permission to enter with pet."));
340 player_ptr->exit_bldg = FALSE;
341 reset_tim_flags(player_ptr);
342 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
344 player_ptr->current_floor_ptr->inside_arena = TRUE;
345 player_ptr->leaving = TRUE;
346 player_ptr->leave_bldg = TRUE;
349 if (player_ptr->arena_number == MAX_ARENA_MONS)
351 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。",
352 "You are victorious. Enter the arena for the ceremony."));
356 if (player_ptr->arena_number > MAX_ARENA_MONS)
358 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
362 r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
363 name = (r_name + r_ptr->name);
364 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
366 player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
367 player_ptr->window |= (PW_MONSTER);
368 handle_stuff(player_ptr);
370 case BACT_ARENA_RULES:
373 /* Peruse the arena help file */
374 (void)show_file(player_ptr, TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
382 * @brief モンスター闘技場に参加するモンスターを更新する。
383 * @param player_ptr プレーヤーへの参照ポインタ
386 void update_gambling_monsters(player_type *player_ptr)
394 for (i = 0; i < current_world_ptr->max_d_idx; i++)
396 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
399 mon_level = randint1(MIN(max_dl, 122)) + 5;
400 if (randint0(100) < 60)
402 i = randint1(MIN(max_dl, 122)) + 5;
403 mon_level = MAX(i, mon_level);
406 if (randint0(100) < 30)
408 i = randint1(MIN(max_dl, 122)) + 5;
409 mon_level = MAX(i, mon_level);
416 for (i = 0; i < 4; i++)
422 get_mon_num_prep(player_ptr, monster_can_entry_arena, NULL);
423 r_idx = get_mon_num(player_ptr, mon_level, GMN_ARENA);
424 if (!r_idx) continue;
426 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
428 if ((r_info[r_idx].level + 10) > mon_level) continue;
431 for (j = 0; j < i; j++)
432 if (r_idx == battle_mon[j]) break;
437 battle_mon[i] = r_idx;
438 if (r_info[r_idx].level < 45) tekitou = TRUE;
441 for (i = 0; i < 4; i++)
443 monster_race *r_ptr = &r_info[battle_mon[i]];
444 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
446 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
447 power[i] = r_ptr->hdice * r_ptr->hside * 2;
449 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
450 power[i] = power[i] * (100 + r_ptr->level) / 100;
451 if (r_ptr->speed > 110)
452 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
453 if (r_ptr->speed < 110)
454 power[i] = power[i] * (r_ptr->speed - 20) / 100;
456 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
457 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
458 power[i] = power[i] * 4 / 3;
459 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
460 power[i] = power[i] * 4 / 3;
461 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
462 power[i] = power[i] * 11 / 10;
463 if (r_ptr->flags1 & RF1_RAND_25)
464 power[i] = power[i] * 9 / 10;
465 if (r_ptr->flags1 & RF1_RAND_50)
466 power[i] = power[i] * 9 / 10;
467 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
468 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
472 for (i = 0; i < 4; i++)
474 if (power[i] <= 0) break;
475 power[i] = total * 60 / power[i];
476 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
477 if ((power[i] < 160) && randint0(20)) break;
478 if (power[i] < 101) power[i] = 100 + randint1(5);
479 mon_odds[i] = power[i];
488 * @brief モンスター闘技場のメインルーチン
489 * @param player_ptr プレーヤーへの参照ポインタ
492 static bool kakutoujou(player_type *player_ptr)
496 char out_val[160], tmp_str[80];
499 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
501 update_gambling_monsters(player_ptr);
502 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
508 if (player_ptr->au <= 1)
510 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!"));
519 "Monsters Odds"), 4, 4);
520 for (int i = 0; i < 4; i++)
523 monster_race *r_ptr = &r_info[battle_mon[i]];
525 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i + 1,
526 _(format("%s%s", r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
527 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
528 (long int)mon_odds[i] / 100, (long int)mon_odds[i] % 100);
532 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
543 if (i >= '1' && i <= '4')
545 sel_monster = i - '1';
546 battle_odds = mon_odds[sel_monster];
554 for (int i = 0; i < 4; i++)
555 if (i != sel_monster) clear_bldg(i + 5, i + 5);
557 maxbet = player_ptr->lev * 200;
559 /* We can't bet more than we have */
560 maxbet = MIN(maxbet, player_ptr->au);
564 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
567 * Use get_string() because we may need more than
568 * the s16b value returned by get_quantity().
570 if (!get_string(tmp_str, out_val, 32))
576 for (p = out_val; *p == ' '; p++);
579 if (wager > player_ptr->au)
581 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!"));
587 else if (wager > maxbet)
589 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);
595 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
600 battle_odds = MAX(wager + 1, wager * battle_odds / 100);
602 player_ptr->au -= wager;
603 reset_tim_flags(player_ptr);
605 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
607 player_ptr->phase_out = TRUE;
608 player_ptr->leaving = TRUE;
609 player_ptr->leave_bldg = TRUE;
617 * @brief 本日の賞金首情報を表示する。
618 * @param player_ptr プレーヤーへの参照ポインタ
621 static void today_target(player_type *player_ptr)
624 monster_race *r_ptr = &r_info[today_mon];
627 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
628 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
629 c_put_str(TERM_YELLOW, buf, 6, 10);
630 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
632 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
634 player_ptr->today_mon = today_mon;
639 * @brief ツチノコの賞金首情報を表示する。
642 static void tsuchinoko(void)
645 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
646 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);
647 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
648 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
649 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
654 * @brief 通常の賞金首情報を表示する。
657 static void show_bounty(void)
662 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);
663 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
665 for (int i = 0; i < MAX_BOUNTY; i++)
669 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])];
671 if (current_world_ptr->bounty_r_idx[i] > 10000)
674 done_mark = _("(済)", "(done)");
682 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
685 if (!y && (i < MAX_BOUNTY - 1))
687 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
697 * 賞金首の報酬テーブル / List of prize object
700 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
701 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
702 } prize_list[MAX_BOUNTY] =
704 {TV_POTION, SV_POTION_CURING},
705 {TV_POTION, SV_POTION_SPEED},
706 {TV_POTION, SV_POTION_SPEED},
707 {TV_POTION, SV_POTION_RESISTANCE},
708 {TV_POTION, SV_POTION_ENLIGHTENMENT},
710 {TV_POTION, SV_POTION_HEALING},
711 {TV_POTION, SV_POTION_RESTORE_MANA},
712 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
713 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
714 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
716 {TV_SCROLL, SV_SCROLL_GENOCIDE},
717 {TV_POTION, SV_POTION_STAR_HEALING},
718 {TV_POTION, SV_POTION_STAR_HEALING},
719 {TV_POTION, SV_POTION_NEW_LIFE},
720 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
722 {TV_POTION, SV_POTION_LIFE},
723 {TV_POTION, SV_POTION_LIFE},
724 {TV_POTION, SV_POTION_AUGMENTATION},
725 {TV_POTION, SV_POTION_INVULNERABILITY},
726 {TV_SCROLL, SV_SCROLL_ARTIFACT},
731 * @brief 賞金首の引き換え処理 / Get prize
732 * @param player_ptr プレーヤーへの参照ポインタ
733 * @return 各種賞金首のいずれかでも換金が行われたか否か。
735 static bool kankin(player_type *player_ptr)
738 GAME_TEXT o_name[MAX_NLEN];
741 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++)
743 o_ptr = &player_ptr->inventory_list[i];
744 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
746 char buf[MAX_NLEN + 20];
747 object_desc(player_ptr, o_name, o_ptr, 0);
748 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
751 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
752 player_ptr->au += 1000000L * o_ptr->number;
753 player_ptr->redraw |= (PR_GOLD);
754 vary_item(player_ptr, i, -o_ptr->number);
761 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
763 o_ptr = &player_ptr->inventory_list[i];
764 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
766 char buf[MAX_NLEN + 20];
767 object_desc(player_ptr, o_name, o_ptr, 0);
768 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
771 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
772 player_ptr->au += 200000L * o_ptr->number;
773 player_ptr->redraw |= (PR_GOLD);
774 vary_item(player_ptr, i, -o_ptr->number);
781 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
783 o_ptr = &player_ptr->inventory_list[i];
784 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
786 char buf[MAX_NLEN + 20];
787 object_desc(player_ptr, o_name, o_ptr, 0);
788 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
791 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
792 player_ptr->au += 100000L * o_ptr->number;
793 player_ptr->redraw |= (PR_GOLD);
794 vary_item(player_ptr, i, -o_ptr->number);
800 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
802 o_ptr = &player_ptr->inventory_list[i];
803 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)))
805 char buf[MAX_NLEN + 20];
806 object_desc(player_ptr, o_name, o_ptr, 0);
807 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
810 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
811 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
812 player_ptr->redraw |= (PR_GOLD);
813 vary_item(player_ptr, i, -o_ptr->number);
819 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
821 o_ptr = &player_ptr->inventory_list[i];
823 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
825 char buf[MAX_NLEN + 20];
826 object_desc(player_ptr, o_name, o_ptr, 0);
827 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
830 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
831 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
832 player_ptr->redraw |= (PR_GOLD);
833 vary_item(player_ptr, i, -o_ptr->number);
840 for (int j = 0; j < MAX_BOUNTY; j++)
842 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--)
844 o_ptr = &player_ptr->inventory_list[i];
845 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j])) continue;
847 char buf[MAX_NLEN + 20];
849 INVENTORY_IDX item_new;
852 object_desc(player_ptr, o_name, o_ptr, 0);
853 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
854 if (!get_check(buf)) continue;
856 vary_item(player_ptr, i, -o_ptr->number);
857 chg_virtue(player_ptr, V_JUSTICE, 5);
858 current_world_ptr->bounty_r_idx[j] += 10000;
860 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
862 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
865 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" : ""));
867 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
868 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
870 object_aware(player_ptr, &forge);
871 object_known(&forge);
874 * Hand it --- Assume there is an empty slot.
875 * Since a corpse is handed at first,
876 * there is at least one empty slot.
878 item_new = inven_carry(player_ptr, &forge);
879 object_desc(player_ptr, o_name, &forge, 0);
880 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
882 autopick_alter_item(player_ptr, item_new, FALSE);
883 handle_stuff(player_ptr);
888 if (change) return TRUE;
890 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."));
898 * @details inn commands\n
899 * Note that resting for the night was a perfect way to avoid player\n
900 * ghosts in the town *if* you could only make it to the inn in time (-:\n
901 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
902 * will not be that useful. I will keep it in the hopes the player\n
903 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
904 * Resting at night is also a quick way to restock stores -KMW-\n
905 * @param cmd 宿屋の利用施設ID
906 * @return 施設の利用が実際に行われたか否か。
908 static bool inn_comm(player_type *customer_ptr, int cmd)
912 case BACT_FOOD: /* Buy food & drink */
913 if (customer_ptr->food >= PY_FOOD_FULL)
915 msg_print(_("今は満腹だ。", "You are full now."));
919 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."));
920 (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
923 case BACT_REST: /* Rest for the night */
925 if ((customer_ptr->poisoned) || (customer_ptr->cut))
927 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."));
929 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."));
933 s32b oldturn = current_world_ptr->game_turn;
934 int prev_day, prev_hour, prev_min;
936 extract_day_hour_min(customer_ptr, &prev_day, &prev_hour, &prev_min);
937 if ((prev_hour >= 6) && (prev_hour <= 17))
938 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("宿屋に泊まった。", "stayed during the day at the inn."));
940 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("宿屋に泊まった。", "stayed overnight at the inn."));
942 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
943 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
945 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
946 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
949 prevent_turn_overflow(customer_ptr);
951 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, DIARY_DIALY, 0, NULL);
952 customer_ptr->chp = customer_ptr->mhp;
954 if (ironman_nightmare)
956 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."));
960 sanity_blast(customer_ptr, NULL, FALSE);
961 if (!one_in_(3)) break;
964 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
965 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("悪夢にうなされてよく眠れなかった。", "had a nightmare."));
969 set_blind(customer_ptr, 0);
970 set_confused(customer_ptr, 0);
971 customer_ptr->stun = 0;
972 customer_ptr->chp = customer_ptr->mhp;
973 customer_ptr->csp = customer_ptr->msp;
974 if (customer_ptr->pclass == CLASS_MAGIC_EATER)
977 for (i = 0; i < 72; i++)
979 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
984 customer_ptr->magic_num1[i] = 0;
988 if ((prev_hour >= 6) && (prev_hour <= 17))
990 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."));
991 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("夕方を迎えた。", "awoke refreshed."));
995 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."));
996 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("すがすがしい朝を迎えた。", "awoke refreshed."));
999 case BACT_RUMORS: /* Listen for rumors */
1001 display_rumor(customer_ptr, TRUE);
1011 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
1012 * @param player_ptr プレーヤーへの参照ポインタ
1013 * @param questnum クエストのID
1014 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
1017 static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
1019 for (int i = 0; i < 10; i++)
1021 quest_text[i][0] = '\0';
1024 quest_text_line = 0;
1026 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1027 QUEST_IDX old_quest = floor_ptr->inside_quest;
1028 floor_ptr->inside_quest = questnum;
1030 init_flags = INIT_SHOW_TEXT;
1031 if (do_init) init_flags |= INIT_ASSIGN;
1033 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
1034 floor_ptr->inside_quest = old_quest;
1036 GAME_TEXT tmp_str[80];
1037 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);
1039 prt(quest[questnum].name, 7, 0);
1041 for (int i = 0; i < 10; i++)
1043 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
1048 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
1049 * @param player_ptr プレーヤーへの参照ポインタ
1052 static void castle_quest(player_type *player_ptr)
1055 QUEST_IDX q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
1059 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);
1064 q_ptr = &quest[q_index];
1065 if (q_ptr->status == QUEST_STATUS_COMPLETED)
1067 q_ptr->status = QUEST_STATUS_REWARDED;
1068 get_questinfo(player_ptr, q_index, FALSE);
1069 reinit_wilderness = TRUE;
1073 if (q_ptr->status == QUEST_STATUS_FAILED)
1075 get_questinfo(player_ptr, q_index, FALSE);
1076 q_ptr->status = QUEST_STATUS_FAILED_DONE;
1077 reinit_wilderness = TRUE;
1081 if (q_ptr->status == QUEST_STATUS_TAKEN)
1083 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);
1084 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);
1085 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);
1089 if (q_ptr->status != QUEST_STATUS_UNTAKEN) return;
1091 q_ptr->status = QUEST_STATUS_TAKEN;
1092 reinit_wilderness = TRUE;
1093 if (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL)
1095 get_questinfo(player_ptr, q_index, TRUE);
1099 if (q_ptr->r_idx == 0)
1101 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6), 0);
1104 monster_race *r_ptr;
1105 r_ptr = &r_info[q_ptr->r_idx];
1106 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
1108 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6), 0);
1109 r_ptr = &r_info[q_ptr->r_idx];
1112 if (q_ptr->max_num == 0)
1114 if (randint1(10) > 7)
1117 q_ptr->max_num = randint1(3) + 1;
1121 concptr name = (r_name + r_ptr->name);
1123 msg_format("クエスト: %sを %d体倒す", name, q_ptr->max_num);
1125 msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
1127 get_questinfo(player_ptr, q_index, TRUE);
1132 * @brief 町に関するヘルプを表示する / Display town history
1133 * @param player_ptr プレーヤーへの参照ポインタ
1136 static void town_history(player_type *player_ptr)
1139 (void)show_file(player_ptr, TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
1145 * @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
1147 * @param mult スレイ倍率(掛け算部分)
1148 * @param div スレイ倍率(割り算部分)
1149 * @param force 理力特別計算フラグ
1152 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
1160 tmp += dam * 60 * 2;
1174 * @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)
1175 * @param player_ptr プレーヤーへの参照ポインタ
1177 * @param mult スレイ倍率(掛け算部分)
1178 * @param div スレイ倍率(割り算部分)
1179 * @param force 理力特別計算フラグ
1181 * @param plus 武器ダメージ修正
1182 * @param meichuu 命中値
1183 * @param dokubari 毒針処理か否か
1184 * @param vorpal_mult 切れ味倍率(掛け算部分)
1185 * @param vorpal_div 切れ味倍率(割り算部分)
1188 static u32b calc_expect_dice(player_type *owner_ptr, u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
1190 dam = calc_slaydam(dam, mult, div, force);
1191 dam = calc_expect_crit(owner_ptr, weight, plus, dam, meichuu, dokubari);
1192 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
1198 * @brief 武器の各条件毎のダメージ期待値を表示する。
1201 * @param mindice ダイス部分最小値
1202 * @param maxdice ダイス部分最大値
1204 * @param dam_bonus ダメージ修正値
1206 * @param color 条件内容の表示色
1208 * Display the damage figure of an object\n
1209 * (used by compare_weapon_aux)\n
1211 * Only accurate for the current weapon, because it includes\n
1212 * the current +dam of the player.\n
1215 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
1217 c_put_str(color, attr, r, c);
1218 GAME_TEXT tmp_str[80];
1219 int mindam = blows * (mindice + dam_bonus);
1220 int maxdam = blows * (maxdice + dam_bonus);
1221 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
1222 put_str(tmp_str, r, c + 8);
1227 * @brief 武器一つ毎のダメージ情報を表示する。
1228 * @param o_ptr オブジェクトの構造体の参照ポインタ。
1229 * @param col 表示する行の上端
1232 * Show the damage figures for the various monster types\n
1234 * Only accurate for the current weapon, because it includes\n
1235 * the current number of blows for the player.\n
1238 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
1240 BIT_FLAGS flgs[TR_FLAG_SIZE];
1241 int blow = owner_ptr->num_blow[0];
1243 bool dokubari = FALSE;
1245 int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
1246 int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
1248 int mindice = eff_dd;
1249 int maxdice = eff_ds * eff_dd;
1252 int vorpal_mult = 1;
1254 int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
1256 object_flags(o_ptr, flgs);
1257 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) dokubari = TRUE;
1259 mindam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
1260 maxdam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
1261 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
1262 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(owner_ptr, HEX_RUNESWORD)))
1264 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
1275 mindam = calc_expect_dice(owner_ptr, mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1276 maxdam = calc_expect_dice(owner_ptr, maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1277 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
1280 if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
1284 mindam = calc_expect_dice(owner_ptr, mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1285 maxdam = calc_expect_dice(owner_ptr, maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1286 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
1289 if (have_flag(flgs, TR_KILL_ANIMAL))
1291 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1292 maxdam = calc_expect_dice(owner_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1293 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
1295 else if (have_flag(flgs, TR_SLAY_ANIMAL))
1297 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1298 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1299 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
1302 if (have_flag(flgs, TR_KILL_EVIL))
1304 mindam = calc_expect_dice(owner_ptr, mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1305 maxdam = calc_expect_dice(owner_ptr, maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1306 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
1308 else if (have_flag(flgs, TR_SLAY_EVIL))
1310 mindam = calc_expect_dice(owner_ptr, mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1311 maxdam = calc_expect_dice(owner_ptr, maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1312 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
1315 if (have_flag(flgs, TR_KILL_HUMAN))
1317 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1318 maxdam = calc_expect_dice(owner_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1319 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
1321 else if (have_flag(flgs, TR_SLAY_HUMAN))
1323 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1324 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1325 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
1328 if (have_flag(flgs, TR_KILL_UNDEAD))
1330 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1331 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1332 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
1334 else if (have_flag(flgs, TR_SLAY_UNDEAD))
1336 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1337 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1338 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
1341 if (have_flag(flgs, TR_KILL_DEMON))
1343 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1344 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1345 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
1347 else if (have_flag(flgs, TR_SLAY_DEMON))
1349 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1350 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1351 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
1354 if (have_flag(flgs, TR_KILL_ORC))
1356 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1357 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1358 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
1360 else if (have_flag(flgs, TR_SLAY_ORC))
1362 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1363 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1364 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
1367 if (have_flag(flgs, TR_KILL_TROLL))
1369 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1370 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1371 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
1373 else if (have_flag(flgs, TR_SLAY_TROLL))
1375 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1376 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1377 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
1380 if (have_flag(flgs, TR_KILL_GIANT))
1382 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1383 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1384 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
1386 else if (have_flag(flgs, TR_SLAY_GIANT))
1388 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1389 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1390 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
1393 if (have_flag(flgs, TR_KILL_DRAGON))
1395 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1396 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1397 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
1399 else if (have_flag(flgs, TR_SLAY_DRAGON))
1401 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1402 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1403 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
1406 if (have_flag(flgs, TR_BRAND_ACID))
1408 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1409 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1410 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
1413 if (have_flag(flgs, TR_BRAND_ELEC))
1415 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1416 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1417 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
1420 if (have_flag(flgs, TR_BRAND_FIRE))
1422 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1423 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1424 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
1427 if (have_flag(flgs, TR_BRAND_COLD))
1429 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1430 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1431 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
1434 if (have_flag(flgs, TR_BRAND_POIS))
1436 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1437 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1438 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
1444 * @brief 武器匠における武器一つ毎の完全情報を表示する。
1445 * @param player_type プレーヤーへの参照ポインタ
1446 * @param o_ptr オブジェクトの構造体の参照ポインタ。
1447 * @param row 表示する列の左端
1448 * @param col 表示する行の上端
1450 * Displays all info about a weapon
1452 * Only accurate for the current weapon, because it includes
1453 * various info about the player's +to_dam and number of blows.
1456 static void list_weapon(player_type *player_ptr, object_type *o_ptr, TERM_LEN row, TERM_LEN col)
1458 GAME_TEXT o_name[MAX_NLEN];
1459 GAME_TEXT tmp_str[80];
1461 DICE_NUMBER eff_dd = o_ptr->dd + player_ptr->to_dd[0];
1462 DICE_SID eff_ds = o_ptr->ds + player_ptr->to_ds[0];
1463 HIT_RELIABILITY reli = player_ptr->skill_thn + (player_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
1465 object_desc(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
1466 c_put_str(TERM_YELLOW, o_name, row, col);
1467 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), player_ptr->num_blow[0]);
1468 put_str(tmp_str, row + 1, col);
1470 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
1471 put_str(tmp_str, row + 2, col);
1472 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
1473 (int)hit_chance(player_ptr, reli, 0),
1474 (int)hit_chance(player_ptr, reli, 50),
1475 (int)hit_chance(player_ptr, reli, 100),
1476 (int)hit_chance(player_ptr, reli, 150),
1477 (int)hit_chance(player_ptr, reli, 200));
1478 put_str(tmp_str, row + 3, col);
1479 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
1481 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
1482 (int)(eff_dd + o_ptr->to_d + player_ptr->to_d[0]),
1483 (int)(eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0]));
1484 put_str(tmp_str, row + 6, col + 1);
1486 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
1487 (int)(player_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + player_ptr->to_d[0])),
1488 (int)(player_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0])));
1489 put_str(tmp_str, row + 7, col + 1);
1494 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
1496 * Copies the weapons to compare into the weapon-slot and\n
1497 * compares the values for both weapons.\n
1498 * 武器1つだけで比較をしないなら費用は半額になる。
1499 * @param bcost 基本鑑定費用
1500 * @return 最終的にかかった費用
1502 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
1504 object_type *o_ptr[2];
1505 object_type orig_weapon;
1508 TERM_LEN wid = 38, mgn = 2;
1509 bool old_character_xtra = current_world_ptr->character_xtra;
1512 PRICE cost = 0; /* First time no price */
1516 i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
1517 object_copy(&orig_weapon, i_ptr);
1519 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1520 concptr q = _("第一の武器は?", "What is your first weapon? ");
1521 concptr s = _("比べるものがありません。", "You have nothing to compare.");
1524 o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
1537 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1538 current_world_ptr->character_xtra = TRUE;
1539 for (int i = 0; i < n; i++)
1541 int col = (wid * i + mgn);
1542 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
1544 customer_ptr->update |= PU_BONUS;
1545 handle_stuff(customer_ptr);
1547 list_weapon(customer_ptr, o_ptr[i], row, col);
1548 compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
1549 object_copy(i_ptr, &orig_weapon);
1552 customer_ptr->update |= PU_BONUS;
1553 handle_stuff(customer_ptr);
1555 current_world_ptr->character_xtra = old_character_xtra;
1557 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
1558 put_str("(一番高いダメージが適用されます。複数の倍打効果は足し算されません。)", row + 4, 0);
1559 prt("現在の技量から判断すると、あなたの武器は以下のような威力を発揮します:", 0, 0);
1561 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), 1, (wid + mgn));
1562 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
1563 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
1568 if (ch != 's') break;
1570 if (total + cost > customer_ptr->au)
1572 msg_print(_("お金が足りません!", "You don't have enough money!"));
1577 q = _("第二の武器は?", "What is your second weapon? ");
1578 s = _("比べるものがありません。", "You have nothing to compare.");
1580 o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
1581 if (!o_ptr[1]) continue;
1594 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
1596 * Calculate and display the dodge-rate and the protection-rate
1598 * @param iAC プレイヤーのAC。
1599 * @return 常にTRUEを返す。
1601 static bool eval_ac(ARMOUR_CLASS iAC)
1605 "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"
1606 "何パーセント軽減するかを示します。\n"
1607 "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"
1608 "に対してのみ効果があります。\n \n"
1609 "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"
1610 "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"
1611 "敵のレベルとあなたのACによって決定されます。\n \n"
1612 "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"
1613 "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";
1616 "'Protection Rate' means how much damage is reduced by your armor.\n"
1617 "Note that the Protection rate is effective only against normal "
1618 "'attack' and 'shatter' type melee attacks, "
1619 "and has no effect against any other types such as 'poison'.\n \n"
1620 "'Dodge Rate' indicates the success rate on dodging the "
1621 "monster's melee attacks. "
1622 "It is depend on the level of the monster and your AC.\n \n"
1623 "'Average Damage' indicates the expected amount of damage "
1624 "when you are attacked by normal melee attacks with power=100.";
1628 TERM_LEN col, row = 2;
1630 char buf[80 * 20], *t;
1632 if (iAC < 0) iAC = 0;
1634 protection = 100 * MIN(iAC, 150) / 250;
1638 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
1639 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
1642 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
1643 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
1644 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
1646 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
1648 int quality = 60 + lvl * 3; /* attack quality with power 60 */
1649 int dodge; /* 回避率(%) */
1650 int average; /* ダメージ期待値 */
1652 put_str(format("%3d", lvl), row + 0, col);
1655 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
1656 put_str(format("%3d%%", dodge), row + 1, col);
1658 /* 100点の攻撃に対してのダメージ期待値を計算 */
1659 average = (100 - dodge) * (100 - protection) / 100;
1660 put_str(format("%3d", average), row + 2, col);
1663 roff_to_buf(memo, 70, buf, sizeof(buf));
1664 for (t = buf; t[0]; t += strlen(t) + 1)
1665 put_str(t, (row++) + 4, 4);
1667 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);
1678 * @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。
1679 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
1680 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
1681 * @return 修復対象になるならTRUEを返す。
1683 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
1685 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
1686 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
1687 object_flags(to_ptr, to_flgs);
1688 object_flags(from_ptr, from_flgs);
1691 int cand[TR_FLAG_MAX];
1692 for (int i = 0; i < TR_FLAG_MAX; i++)
1696 case TR_IGNORE_ACID:
1697 case TR_IGNORE_ELEC:
1698 case TR_IGNORE_FIRE:
1699 case TR_IGNORE_COLD:
1708 case TR_FIXED_FLAVOR:
1711 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
1713 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
1720 int tr_idx = cand[randint0(n)];
1721 add_flag(to_ptr->art_flags, tr_idx);
1722 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
1723 int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
1724 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
1725 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
1730 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
1731 * @param player_ptr プレーヤーへの参照ポインタ
1732 * @param bcost 基本修復費用
1735 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
1739 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);
1740 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);
1742 concptr q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
1743 concptr s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
1744 item_tester_hook = item_tester_hook_broken_weapon;
1748 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
1749 if (!o_ptr) return 0;
1751 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
1753 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
1757 if (o_ptr->number > 1)
1759 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!"));
1763 char basenm[MAX_NLEN];
1764 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
1765 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
1767 q = _("材料となる武器は?", "Which weapon for material? ");
1768 s = _("材料となる武器がありません。", "You have no material to repair.");
1770 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1772 object_type *mo_ptr;
1773 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
1774 if (!mo_ptr) return 0;
1777 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
1781 object_desc(player_ptr, basenm, mo_ptr, OD_NAME_ONLY);
1782 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
1783 PRICE cost = bcost + object_value_real(o_ptr) * 2;
1784 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;
1786 if (player_ptr->au < cost)
1788 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
1789 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);
1794 player_ptr->total_weight -= o_ptr->weight;
1795 KIND_OBJECT_IDX k_idx;
1796 if (o_ptr->sval == SV_BROKEN_DAGGER)
1800 for (KIND_OBJECT_IDX j = 1; j < max_k_idx; j++)
1802 object_kind *k_aux_ptr = &k_info[j];
1804 if (k_aux_ptr->tval != TV_SWORD) continue;
1805 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
1806 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
1807 (k_aux_ptr->sval == SV_POISON_NEEDLE)) continue;
1808 if (k_aux_ptr->weight > 99) continue;
1819 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
1822 object_kind *ck_ptr;
1823 k_idx = lookup_kind(tval, SV_ANY);
1824 ck_ptr = &k_info[k_idx];
1826 if (tval == TV_SWORD)
1828 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
1829 (ck_ptr->sval == SV_BROKEN_SWORD) ||
1830 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
1831 (ck_ptr->sval == SV_POISON_NEEDLE)) continue;
1833 if (tval == TV_POLEARM)
1835 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
1836 (ck_ptr->sval == SV_TSURIZAO)) continue;
1838 if (tval == TV_HAFTED)
1840 if ((ck_ptr->sval == SV_GROND) ||
1841 (ck_ptr->sval == SV_WIZSTAFF) ||
1842 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
1849 int dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
1850 int ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
1851 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
1852 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
1855 k_ptr = &k_info[k_idx];
1856 o_ptr->k_idx = k_idx;
1857 o_ptr->weight = k_ptr->weight;
1858 o_ptr->tval = k_ptr->tval;
1859 o_ptr->sval = k_ptr->sval;
1860 o_ptr->dd = k_ptr->dd;
1861 o_ptr->ds = k_ptr->ds;
1863 for (int i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
1864 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
1865 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte)k_ptr->act_idx;
1870 for (int i = 1; i < dd_bonus; i++)
1872 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
1879 for (int i = 1; i < ds_bonus; i++)
1881 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
1885 if (have_flag(k_ptr->flags, TR_BLOWS))
1887 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
1888 o_ptr->pval = MIN(o_ptr->pval, bmax);
1891 give_one_ability_of_object(o_ptr, mo_ptr);
1892 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
1893 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
1894 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
1896 if ((o_ptr->name1 == ART_NARSIL) ||
1897 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
1898 (object_is_ego(o_ptr) && one_in_(7)))
1900 if (object_is_ego(o_ptr))
1902 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1903 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1906 give_one_ability_of_object(o_ptr, mo_ptr);
1907 if (!activation_index(o_ptr)) one_activation(o_ptr);
1909 if (o_ptr->name1 == ART_NARSIL)
1911 one_high_resistance(o_ptr);
1915 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptional."));
1918 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
1920 msg_format("$%dで%sに修復しました。", cost, basenm);
1922 msg_format("Repaired into %s for %d gold.", basenm, cost);
1925 o_ptr->ident &= ~(IDENT_BROKEN);
1926 o_ptr->discount = 99;
1928 player_ptr->total_weight += o_ptr->weight;
1929 calc_android_exp(player_ptr);
1930 inven_item_increase(player_ptr, mater, -1);
1931 inven_item_optimize(player_ptr, mater);
1933 player_ptr->update |= PU_BONUS;
1934 handle_stuff(player_ptr);
1940 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
1941 * @param player_ptr プレーヤーへの参照ポインタ
1942 * @param bcost 基本鑑定費用
1945 static int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
1949 cost = repair_broken_weapon_aux(player_ptr, bcost);
1956 * @brief アイテムの強化を行う。 / Enchant item
1957 * @param player_ptr プレーヤーへの参照ポインタ
1958 * @param cost 1回毎の費用
1959 * @param to_hit 命中をアップさせる量
1960 * @param to_dam ダメージをアップさせる量
1961 * @param to_ac ACをアップさせる量
1962 * @return 実際に行ったらTRUE
1964 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
1967 int maxenchant = (player_ptr->lev / 5);
1968 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);
1969 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
1971 concptr q = _("どのアイテムを改良しますか?", "Improve which item? ");
1972 concptr s = _("改良できるものがありません。", "You have nothing to improve.");
1976 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
1977 if (!o_ptr) return FALSE;
1979 char tmp_str[MAX_NLEN];
1980 if (player_ptr->au < (cost * o_ptr->number))
1982 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
1983 msg_format(_("%sを改良するだけのゴールドがありません!", "You do not have the gold to improve %s!"), tmp_str);
1988 for (int i = 0; i < to_hit; i++)
1990 if ((o_ptr->to_h < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
1997 for (int i = 0; i < to_dam; i++)
1999 if ((o_ptr->to_d < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
2006 for (int i = 0; i < to_ac; i++)
2008 if ((o_ptr->to_a < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
2017 if (flush_failure) flush();
2018 msg_print(_("改良に失敗した。", "The improvement failed."));
2022 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
2024 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
2026 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
2029 player_ptr->au -= (cost * o_ptr->number);
2030 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
2036 * @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staffs
2038 * The player can select the number of charges to add\n
2039 * (up to a limit), and the recharge never fails.\n
2041 * The cost for rods depends on the level of the rod. The prices\n
2042 * for recharging wands and staffs are dependent on the cost of\n
2044 * @param player_ptr プレーヤーへの参照ポインタ
2047 static void building_recharge(player_type *player_ptr)
2051 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);
2052 item_tester_hook = item_tester_hook_recharge;
2054 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2055 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2059 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
2063 k_ptr = &k_info[o_ptr->k_idx];
2066 * We don't want to give the player free info about
2067 * the level of the item or the number of charges.
2069 /* The item must be "known" */
2070 char tmp_str[MAX_NLEN];
2071 if (!object_is_known(o_ptr))
2073 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!"));
2076 if ((player_ptr->au >= 50) &&
2077 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
2080 player_ptr->au -= 50;
2081 identify_item(player_ptr, o_ptr);
2082 object_desc(player_ptr, tmp_str, o_ptr, 0);
2083 msg_format(_("%s です。", "You have: %s."), tmp_str);
2085 autopick_alter_item(player_ptr, item, FALSE);
2086 building_prt_gold(player_ptr);
2092 DEPTH lev = k_info[o_ptr->k_idx].level;
2094 if (o_ptr->tval == TV_ROD)
2096 if (o_ptr->timeout > 0)
2098 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
2103 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
2107 else if (o_ptr->tval == TV_STAFF)
2109 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
2110 price = MAX(10, price);
2114 price = (k_info[o_ptr->k_idx].cost / 10);
2115 price = MAX(10, price);
2118 if (o_ptr->tval == TV_WAND
2119 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
2121 if (o_ptr->number > 1)
2123 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
2127 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
2132 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
2134 if (o_ptr->number > 1)
2136 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
2140 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
2146 if (player_ptr->au < price)
2148 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
2150 msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
2152 msg_format("You need %d gold to recharge %s!", price, tmp_str);
2157 PARAMETER_VALUE charges;
2158 if (o_ptr->tval == TV_ROD)
2161 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
2163 if (get_check(format("Recharge the %s for %d gold? ",
2164 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
2178 if (o_ptr->tval == TV_STAFF)
2179 max_charges = k_ptr->pval - o_ptr->pval;
2181 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
2183 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
2184 MIN(player_ptr->au / price, max_charges));
2186 if (charges < 1) return;
2189 o_ptr->pval += charges;
2190 o_ptr->ident &= ~(IDENT_EMPTY);
2193 object_desc(player_ptr, tmp_str, o_ptr, 0);
2195 msg_format("%sを$%d で再充填しました。", tmp_str, price);
2197 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
2199 player_ptr->update |= (PU_COMBINE | PU_REORDER);
2200 player_ptr->window |= (PW_INVEN);
2201 player_ptr->au -= price;
2206 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staffs
2208 * The player can select the number of charges to add\n
2209 * (up to a limit), and the recharge never fails.\n
2211 * The cost for rods depends on the level of the rod. The prices\n
2212 * for recharging wands and staffs are dependent on the cost of\n
2214 * @param player_ptr プレーヤーへの参照ポインタ
2217 static void building_recharge_all(player_type *player_ptr)
2221 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
2224 PRICE total_cost = 0;
2225 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
2228 o_ptr = &player_ptr->inventory_list[i];
2230 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
2231 if (!object_is_known(o_ptr)) total_cost += 50;
2233 DEPTH lev = k_info[o_ptr->k_idx].level;
2235 k_ptr = &k_info[o_ptr->k_idx];
2237 switch (o_ptr->tval)
2240 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
2244 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
2245 price = MAX(10, price);
2246 price = (k_ptr->pval - o_ptr->pval) * price;
2250 price = (k_info[o_ptr->k_idx].cost / 10);
2251 price = MAX(10, price);
2252 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
2256 if (price > 0) total_cost += price;
2261 msg_print(_("充填する必要はありません。", "No need to recharge."));
2266 if (player_ptr->au < total_cost)
2268 msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost);
2273 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
2275 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
2278 o_ptr = &player_ptr->inventory_list[i];
2280 k_ptr = &k_info[o_ptr->k_idx];
2282 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
2284 if (!object_is_known(o_ptr))
2286 identify_item(player_ptr, o_ptr);
2287 autopick_alter_item(player_ptr, i, FALSE);
2290 switch (o_ptr->tval)
2296 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
2298 o_ptr->ident &= ~(IDENT_EMPTY);
2301 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
2302 o_ptr->pval = o_ptr->number * k_ptr->pval;
2304 o_ptr->ident &= ~(IDENT_EMPTY);
2309 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
2311 player_ptr->update |= (PU_COMBINE | PU_REORDER);
2312 player_ptr->window |= (PW_INVEN);
2313 player_ptr->au -= total_cost;
2318 * @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-
2319 * @param player_ptr プレーヤーへの参照ポインタ
2320 * @return 常にTRUEを返す。
2321 * @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。
2323 static bool research_mon(player_type *player_ptr)
2327 bool recall = FALSE;
2336 static int old_sym = '\0';
2337 static IDX old_i = 0;
2341 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):",
2342 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
2350 for (i = 0; ident_info[i]; ++i)
2352 if (sym == ident_info[i][0]) break;
2355 /* XTRA HACK WHATSEARCH */
2356 if (sym == KTRL('A'))
2359 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
2361 else if (sym == KTRL('U'))
2364 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
2366 else if (sym == KTRL('N'))
2369 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
2371 else if (sym == KTRL('M'))
2374 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"), temp, 70))
2382 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
2384 else if (ident_info[i])
2386 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
2390 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
2393 /* Display the result */
2396 /* Allocate the "who" array */
2397 C_MAKE(who, max_r_idx, MONRACE_IDX);
2399 /* Collect matching monsters */
2401 for (i = 1; i < max_r_idx; i++)
2403 monster_race *r_ptr = &r_info[i];
2406 if (!r_ptr->name) continue;
2408 /* XTRA HACK WHATSEARCH */
2409 /* Require non-unique monsters if needed */
2410 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
2412 /* Require unique monsters if needed */
2413 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
2418 for (int xx = 0; temp[xx] && xx < 80; xx++)
2421 if (iskanji(temp[xx]))
2427 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
2432 strcpy(temp2, r_name + r_ptr->E_name);
2434 strcpy(temp2, r_name + r_ptr->name);
2436 for (int xx = 0; temp2[xx] && xx < 80; xx++)
2438 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
2442 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
2444 if (my_strstr(temp2, temp))
2448 else if (all || (r_ptr->d_char == sym))
2456 C_KILL(who, max_r_idx, MONRACE_IDX);
2467 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2470 if (old_sym == sym && old_i < n) i = old_i;
2479 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
2484 lore_do_probe(player_ptr, r_idx);
2485 monster_race_track(player_ptr, r_idx);
2486 handle_stuff(player_ptr);
2487 screen_roff(player_ptr, r_idx, 0x01);
2494 if (query != 'r') break;
2499 if (query == ESCAPE) break;
2506 if (!expand_list) break;
2515 if (!expand_list) break;
2519 C_KILL(who, max_r_idx, MONRACE_IDX);
2526 * @brief 施設の処理実行メインルーチン / Execute a building command
2527 * @param player_ptr プレーヤーへの参照ポインタ
2528 * @param bldg 施設構造体の参照ポインタ
2529 * @param i 実行したい施設のサービステーブルの添字
2532 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
2538 if (is_owner(player_ptr, bldg))
2539 bcost = bldg->member_costs[i];
2541 bcost = bldg->other_costs[i];
2543 /* action restrictions */
2544 if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) ||
2545 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
2547 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
2551 BACT_IDX bact = bldg->actions[i];
2552 if ((bact != BACT_RECHARGE) &&
2553 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
2554 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
2556 msg_print(_("お金が足りません!", "You do not have the gold!"));
2566 case BACT_RESEARCH_ITEM:
2567 paid = identify_fully(player_ptr, FALSE);
2569 case BACT_TOWN_HISTORY:
2570 town_history(player_ptr);
2572 case BACT_RACE_LEGENDS:
2573 race_legends(player_ptr);
2576 castle_quest(player_ptr);
2578 case BACT_KING_LEGENDS:
2579 case BACT_ARENA_LEGENDS:
2581 show_highclass(player_ptr);
2584 case BACT_ARENA_RULES:
2586 arena_comm(player_ptr, bact);
2588 case BACT_IN_BETWEEN:
2590 case BACT_SPIN_WHEEL:
2591 case BACT_DICE_SLOTS:
2592 case BACT_GAMBLE_RULES:
2594 gamble_comm(player_ptr, bact);
2599 paid = inn_comm(player_ptr, bact);
2601 case BACT_RESEARCH_MONSTER:
2602 paid = research_mon(player_ptr);
2604 case BACT_COMPARE_WEAPONS:
2606 bcost = compare_weapons(player_ptr, bcost);
2608 case BACT_ENCHANT_WEAPON:
2609 item_tester_hook = object_allow_enchant_melee_weapon;
2610 enchant_item(player_ptr, bcost, 1, 1, 0);
2612 case BACT_ENCHANT_ARMOR:
2613 item_tester_hook = object_is_armour;
2614 enchant_item(player_ptr, bcost, 0, 0, 1);
2617 building_recharge(player_ptr);
2619 case BACT_RECHARGE_ALL:
2620 building_recharge_all(player_ptr);
2623 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;
2624 identify_pack(player_ptr);
2625 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
2628 case BACT_IDENT_ONE:
2629 paid = ident_spell(player_ptr, FALSE);
2632 do_cmd_study(player_ptr);
2635 paid = cure_critical_wounds(player_ptr, 200);
2638 paid = restore_all_status(player_ptr);
2640 case BACT_ENCHANT_ARROWS:
2641 item_tester_hook = item_tester_hook_ammo;
2642 enchant_item(player_ptr, bcost, 1, 1, 0);
2644 case BACT_ENCHANT_BOW:
2645 item_tester_tval = TV_BOW;
2646 enchant_item(player_ptr, bcost, 1, 1, 0);
2650 if (recall_player(player_ptr, 1)) paid = TRUE;
2653 case BACT_TELEPORT_LEVEL:
2655 paid = free_level_recall(player_ptr);
2658 case BACT_LOSE_MUTATION:
2659 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
2660 (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
2662 while (!lose_mutation(player_ptr, 0));
2667 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
2672 kakutoujou(player_ptr);
2675 case BACT_TSUCHINOKO:
2684 today_target(player_ptr);
2692 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
2693 set_virtue(player_ptr, V_COMPASSION, 0);
2694 set_virtue(player_ptr, V_HONOUR, 0);
2695 set_virtue(player_ptr, V_JUSTICE, 0);
2696 set_virtue(player_ptr, V_SACRIFICE, 0);
2697 set_virtue(player_ptr, V_KNOWLEDGE, 0);
2698 set_virtue(player_ptr, V_FAITH, 0);
2699 set_virtue(player_ptr, V_ENLIGHTEN, 0);
2700 set_virtue(player_ptr, V_ENCHANT, 0);
2701 set_virtue(player_ptr, V_CHANCE, 0);
2702 set_virtue(player_ptr, V_NATURE, 0);
2703 set_virtue(player_ptr, V_HARMONY, 0);
2704 set_virtue(player_ptr, V_VITALITY, 0);
2705 set_virtue(player_ptr, V_UNLIFE, 0);
2706 set_virtue(player_ptr, V_PATIENCE, 0);
2707 set_virtue(player_ptr, V_TEMPERANCE, 0);
2708 set_virtue(player_ptr, V_DILIGENCE, 0);
2709 set_virtue(player_ptr, V_VALOUR, 0);
2710 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
2711 get_virtues(player_ptr);
2715 case BACT_TELE_TOWN:
2716 paid = tele_town(player_ptr);
2720 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
2723 case BACT_BROKEN_WEAPON:
2725 bcost = repair_broken_weapon(player_ptr, bcost);
2729 if (paid) player_ptr->au -= bcost;
2734 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
2735 * @param プレーヤーへの参照ポインタ
2738 void do_cmd_bldg(player_type *player_ptr)
2740 if (player_ptr->wild_mode) return;
2742 take_turn(player_ptr, 100);
2744 if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
2746 msg_print(_("ここには建物はない。", "You see no building here."));
2750 int which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
2752 building_type *bldg;
2753 bldg = &building[which];
2755 reinit_wilderness = FALSE;
2757 if ((which == 2) && (player_ptr->arena_number < 0))
2759 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
2762 else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
2764 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
2766 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);
2770 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
2771 player_ptr->current_floor_ptr->inside_arena = FALSE;
2772 player_ptr->leaving = TRUE;
2773 command_new = SPECIAL_KEY_BUILDING;
2774 free_turn(player_ptr);
2779 else if (player_ptr->phase_out)
2781 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
2782 player_ptr->leaving = TRUE;
2783 player_ptr->phase_out = FALSE;
2784 command_new = SPECIAL_KEY_BUILDING;
2785 free_turn(player_ptr);
2790 player_ptr->oldpy = player_ptr->y;
2791 player_ptr->oldpx = player_ptr->x;
2794 forget_lite(player_ptr->current_floor_ptr);
2795 forget_view(player_ptr->current_floor_ptr);
2796 current_world_ptr->character_icky++;
2802 show_building(player_ptr, bldg);
2803 player_ptr->leave_bldg = FALSE;
2804 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
2807 while (!player_ptr->leave_bldg)
2812 building_prt_gold(player_ptr);
2814 char command = inkey();
2816 if (command == ESCAPE)
2818 player_ptr->leave_bldg = TRUE;
2819 player_ptr->current_floor_ptr->inside_arena = FALSE;
2820 player_ptr->phase_out = FALSE;
2825 for (i = 0; i < 8; i++)
2827 if (bldg->letters[i] && (bldg->letters[i] == command))
2834 if (validcmd) bldg_process_command(player_ptr, bldg, i);
2836 handle_stuff(player_ptr);
2839 select_floor_music(player_ptr);
2844 if (reinit_wilderness) player_ptr->leaving = TRUE;
2846 current_world_ptr->character_icky--;
2849 player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
2850 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
2851 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2856 * @brief 今日の賞金首を確定する / Determine today's bounty monster
2857 * @param player_type プレーヤーへの参照ポインタ
2859 * @note conv_old is used if loaded 0.0.3 or older save file
2861 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
2866 for (i = 0; i < current_world_ptr->max_d_idx; i++)
2868 if (max_dlv[i] < d_info[i].mindepth) continue;
2869 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
2874 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
2877 get_mon_num_prep(player_ptr, NULL, NULL);
2881 today_mon = get_mon_num(player_ptr, max_dl, GMN_ARENA);
2882 monster_race *r_ptr;
2883 r_ptr = &r_info[today_mon];
2885 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2886 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
2887 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
2888 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
2889 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
2890 if (r_ptr->rarity > 10) continue;
2897 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
2898 * @param player_ptr プレーヤーへの参照ポインタ
2901 void determine_bounty_uniques(player_type *player_ptr)
2903 get_mon_num_prep(player_ptr, NULL, NULL);
2904 for (int i = 0; i < MAX_BOUNTY; i++)
2908 current_world_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, MAX_DEPTH - 1, GMN_ARENA);
2909 monster_race *r_ptr;
2910 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
2912 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
2914 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
2917 if (r_ptr->rarity > 100) continue;
2919 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
2923 for (j = 0; j < i; j++)
2925 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
2933 for (int i = 0; i < MAX_BOUNTY - 1; i++)
2935 for (int j = i; j < MAX_BOUNTY; j++)
2938 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
2940 tmp = current_world_ptr->bounty_r_idx[i];
2941 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
2942 current_world_ptr->bounty_r_idx[j] = tmp;