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
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"
68 * todo MAX_BLDGが定義されていない旨のエラーが出る……がコンパイルには成功する
71 building_type building[MAX_BLDG];
73 MONRACE_IDX battle_mon[4];
79 bool reinit_wilderness = FALSE;
80 MONSTER_IDX today_mon;
83 * todo MAX_ARENA_MONSが定義されていない旨のエラーが出る……がコンパイルには成功する
84 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
86 const arena_type arena_info[MAX_ARENA_MONS + 2] =
88 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
89 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
90 { MON_IMP, TV_POTION, SV_POTION_SPEED },
91 { MON_LION_HEART, 0, 0 },
92 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
93 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
94 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
95 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
96 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
97 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
98 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
99 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
100 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
101 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
102 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
103 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
104 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
105 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
106 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
107 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
108 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
109 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
110 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
111 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
112 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
113 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
114 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
115 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
116 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
117 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
118 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
119 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
120 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
121 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
122 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
123 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
124 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
125 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
126 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
127 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
128 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
129 { 0, 0, 0 }, /* Victory prizing */
130 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
134 * @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。
135 * @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、
136 * 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。
137 * @param player_ptr プレーヤーへの参照ポインタ
138 * @param bldg 施設構造体の参照ポインタ
139 * @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。
141 static bool is_owner(player_type *player_ptr, building_type *bldg)
143 if (bldg->member_class[player_ptr->pclass] == BUILDING_OWNER)
148 if (bldg->member_race[player_ptr->prace] == BUILDING_OWNER)
153 REALM_IDX realm1 = player_ptr->realm1;
154 REALM_IDX realm2 = player_ptr->realm2;
155 if ((is_magic(realm1) && (bldg->member_realm[realm1] == BUILDING_OWNER)) ||
156 (is_magic(realm2) && (bldg->member_realm[realm2] == BUILDING_OWNER)))
166 * @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。
168 * @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、
169 * 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。
170 * @param player_ptr プレーヤーへの参照ポインタ
171 * @param bldg 施設構造体の参照ポインタ
172 * @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。
173 * @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。
175 static bool is_member(player_type *player_ptr, building_type *bldg)
177 if (bldg->member_class[player_ptr->pclass])
182 if (bldg->member_race[player_ptr->prace])
187 REALM_IDX realm1 = player_ptr->realm1;
188 REALM_IDX realm2 = player_ptr->realm2;
189 if ((is_magic(realm1) && bldg->member_realm[realm1]) ||
190 (is_magic(realm2) && bldg->member_realm[realm2]))
195 if (player_ptr->pclass != CLASS_SORCERER) return FALSE;
197 for (int i = 0; i < MAX_MAGIC; i++)
199 if (bldg->member_realm[i + 1]) return TRUE;
207 * @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
208 * @details 消去は行毎にヌル文字列で行われる。
209 * @param min_row 開始行番号
210 * @param max_row 末尾行番号
213 void clear_bldg(int min_row, int max_row)
215 for (int i = min_row; i <= max_row; i++)
224 * @param player_ptr プレーヤーへの参照ポインタ
227 static void building_prt_gold(player_type *player_ptr)
230 prt(_("手持ちのお金: ", "Gold Remaining: "), 23, 53);
231 sprintf(tmp_str, "%9ld", (long)player_ptr->au);
232 prt(tmp_str, 23, 68);
237 * @brief 施設のサービス一覧を表示する / Display a building.
238 * @param player_ptr プレーヤーへの参照ポインタ
239 * @param bldg 施設構造体の参照ポインタ
242 static void show_building(player_type *player_ptr, building_type* bldg)
249 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
252 for (int i = 0; i < 8; i++)
254 if (!bldg->letters[i]) continue;
256 if (bldg->action_restr[i] == 0)
258 if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
259 (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
261 action_color = TERM_WHITE;
264 else if (is_owner(player_ptr, bldg))
266 action_color = TERM_YELLOW;
267 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
271 action_color = TERM_YELLOW;
272 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
275 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
276 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
280 if (bldg->action_restr[i] == 1)
282 if (!is_member(player_ptr, bldg))
284 action_color = TERM_L_DARK;
285 strcpy(buff, _("(閉店)", "(closed)"));
287 else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
288 (is_member(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
290 action_color = TERM_WHITE;
293 else if (is_owner(player_ptr, bldg))
295 action_color = TERM_YELLOW;
296 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
300 action_color = TERM_YELLOW;
301 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
304 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
305 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
309 if (!is_owner(player_ptr, bldg))
311 action_color = TERM_L_DARK;
312 strcpy(buff, _("(閉店)", "(closed)"));
314 else if (bldg->member_costs[i] != 0)
316 action_color = TERM_YELLOW;
317 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
321 action_color = TERM_WHITE;
325 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
326 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
329 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
334 * @brief 闘技場に入るコマンドの処理 / arena commands
335 * @param player_ptr プレーヤーへの参照ポインタ
336 * @param cmd 闘技場処理のID
339 static void arena_comm(player_type *player_ptr, int cmd)
347 if (player_ptr->arena_number == MAX_ARENA_MONS)
350 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
351 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);
352 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);
356 player_ptr->au += 1000000L;
357 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
359 player_ptr->arena_number++;
363 if (player_ptr->arena_number > MAX_ARENA_MONS)
365 if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
367 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."));
369 if (get_check(_("挑戦するかね?", "Do you fight? ")))
371 msg_print(_("死ぬがよい。", "Die, maggots."));
374 player_ptr->exit_bldg = FALSE;
375 reset_tim_flags(player_ptr);
377 /* Save the surface floor as saved floor */
378 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
380 player_ptr->current_floor_ptr->inside_arena = TRUE;
381 player_ptr->leaving = TRUE;
382 player_ptr->leave_bldg = TRUE;
386 msg_print(_("残念だ。", "We are disappointed."));
391 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。",
392 "You enter the arena briefly and bask in your glory."));
399 if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
401 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。",
402 "You don't have permission to enter with pet."));
407 player_ptr->exit_bldg = FALSE;
408 reset_tim_flags(player_ptr);
409 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
411 player_ptr->current_floor_ptr->inside_arena = TRUE;
412 player_ptr->leaving = TRUE;
413 player_ptr->leave_bldg = TRUE;
416 if (player_ptr->arena_number == MAX_ARENA_MONS)
418 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。",
419 "You are victorious. Enter the arena for the ceremony."));
423 if (player_ptr->arena_number > MAX_ARENA_MONS)
425 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
429 r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
430 name = (r_name + r_ptr->name);
431 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
433 player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
434 player_ptr->window |= (PW_MONSTER);
435 handle_stuff(player_ptr);
437 case BACT_ARENA_RULES:
440 /* Peruse the arena help file */
441 (void)show_file(player_ptr, TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
449 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
450 * @param row シンボルを表示する行の上端
451 * @param col シンボルを表示する行の左端
452 * @param fruit 表示するシンボルID
455 static void display_fruit(int row, int col, int fruit)
460 c_put_str(TERM_YELLOW, " ####.", row, col);
461 c_put_str(TERM_YELLOW, " # #", row + 1, col);
462 c_put_str(TERM_YELLOW, " # #", row + 2, col);
463 c_put_str(TERM_YELLOW, "# #", row + 3, col);
464 c_put_str(TERM_YELLOW, "# #", row + 4, col);
465 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
466 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
467 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
469 " Lemon "), row + 8, col);
472 c_put_str(TERM_ORANGE, " ## ", row, col);
473 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
474 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
475 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
476 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
477 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
478 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
479 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
481 " Orange "), row + 8, col);
484 c_put_str(TERM_SLATE, _(" Λ ", " /\\ "), row, col);
485 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 1, col);
486 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 2, col);
487 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 3, col);
488 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 4, col);
489 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 5, col);
490 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### "), row + 6, col);
491 c_put_str(TERM_UMBER, _(" 目 ", " ## "), row + 7, col);
492 prt(_(" 剣 ", " Sword "), row + 8, col);
495 c_put_str(TERM_SLATE, " ###### ", row, col);
496 c_put_str(TERM_SLATE, "# #", row + 1, col);
497 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
498 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
499 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
500 c_put_str(TERM_SLATE, " # # ", row + 5, col);
501 c_put_str(TERM_SLATE, " # # ", row + 6, col);
502 c_put_str(TERM_SLATE, " ## ", row + 7, col);
504 " Shield "), row + 8, col);
507 c_put_str(TERM_VIOLET, " ## ", row, col);
508 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
509 c_put_str(TERM_VIOLET, "########", row + 2, col);
510 c_put_str(TERM_VIOLET, "########", row + 3, col);
511 c_put_str(TERM_VIOLET, "########", row + 4, col);
512 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
513 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
514 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
516 " Plum "), row + 8, col);
519 c_put_str(TERM_RED, " ##", row, col);
520 c_put_str(TERM_RED, " ### ", row + 1, col);
521 c_put_str(TERM_RED, " #..# ", row + 2, col);
522 c_put_str(TERM_RED, " #..# ", row + 3, col);
523 c_put_str(TERM_RED, " ###### ", row + 4, col);
524 c_put_str(TERM_RED, "#..##..#", row + 5, col);
525 c_put_str(TERM_RED, "#..##..#", row + 6, col);
526 c_put_str(TERM_RED, " ## ## ", row + 7, col);
528 " Cherry "), row + 8, col);
535 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
536 * @param player_ptr プレーヤーへの参照ポインタ
537 * @param cmd プレイするゲームID
540 static bool gamble_comm(player_type *player_ptr, int cmd)
543 int roll1, roll2, roll3, choice, odds, win;
548 char out_val[160], tmp_str[80], again;
553 if (cmd == BACT_GAMBLE_RULES)
555 (void)show_file(player_ptr, TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
560 if (player_ptr->au < 1)
562 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
563 "Hey! You don't have gold - get out of here!"));
570 maxbet = player_ptr->lev * 200;
571 maxbet = MIN(maxbet, player_ptr->au);
574 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
578 * Use get_string() because we may need more than
579 * the s16b value returned by get_quantity().
581 if (!get_string(tmp_str, out_val, 32))
588 for (p = out_val; *p == ' '; p++);
591 if (wager > player_ptr->au)
593 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!"));
598 else if (wager > maxbet)
600 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
601 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
606 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
612 oldgold = player_ptr->au;
614 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
616 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
621 player_ptr->au -= wager;
624 case BACT_IN_BETWEEN: /* Game of In-Between */
625 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"), 5, 2);
629 roll1 = randint1(10);
630 roll2 = randint1(10);
631 choice = randint1(10);
632 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
635 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
637 prt(tmp_str, 11, 14);
638 if (((choice > roll1) && (choice < roll2)) ||
639 ((choice < roll1) && (choice > roll2)))
642 case BACT_CRAPS: /* Game of Craps */
643 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
649 roll3 = roll1 + roll2;
651 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
652 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
654 if ((roll3 == 7) || (roll3 == 11))
656 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
662 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"));
667 roll3 = roll1 + roll2;
668 sprintf(tmp_str, _("出目: %d %d 合計: %d",
669 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
675 } while ((win != TRUE) && (win != FALSE));
680 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
683 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
685 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
686 prt("--------------------------------", 8, 3);
688 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
690 for (p = out_val; iswspace(*p); p++);
694 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
699 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
703 roll1 = randint0(10);
704 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
705 "The wheel spins to a stop and the winner is %d"), roll1);
708 prt("*", 9, (3 * roll1 + 5));
713 case BACT_DICE_SLOTS: /* The Dice Slots */
714 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
715 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
716 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
717 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
718 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
719 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
720 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
721 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
724 roll1 = randint1(21);
725 for (i = 6; i > 0; i--)
734 roll2 = randint1(21);
735 for (i = 6; i > 0; i--)
744 choice = randint1(21);
745 for (i = 6; i > 0; i--)
747 if ((choice - i) < 1)
754 put_str("/--------------------------\\", 7, 2);
755 prt("\\--------------------------/", 17, 2);
756 display_fruit(8, 3, roll1 - 1);
757 display_fruit(8, 12, roll2 - 1);
758 display_fruit(8, 21, choice - 1);
759 if ((roll1 == roll2) && (roll2 == choice))
778 else if ((roll1 == 1) && (roll2 == 1))
787 if (odds) win = TRUE;
793 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
795 player_ptr->au += odds * wager;
796 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
798 prt(tmp_str, 17, 37);
802 prt(_("あなたの負け", "You Lost"), 16, 37);
806 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)player_ptr->au);
809 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
816 if (wager > player_ptr->au)
818 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
819 "Hey! You don't have the gold - get out of here!"));
825 } while ((again == 'y') || (again == 'Y'));
828 if (player_ptr->au >= oldgold)
830 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!」",
831 "You came out a winner! We'll win next time, I'm sure."));
832 chg_virtue(player_ptr, V_CHANCE, 3);
836 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."));
837 chg_virtue(player_ptr, V_CHANCE, -3);
847 * @brief モンスター闘技場に参加するモンスターを更新する。
848 * @param player_ptr プレーヤーへの参照ポインタ
851 void update_gambling_monsters(player_type *player_ptr)
859 for (i = 0; i < current_world_ptr->max_d_idx; i++)
861 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
864 mon_level = randint1(MIN(max_dl, 122)) + 5;
865 if (randint0(100) < 60)
867 i = randint1(MIN(max_dl, 122)) + 5;
868 mon_level = MAX(i, mon_level);
871 if (randint0(100) < 30)
873 i = randint1(MIN(max_dl, 122)) + 5;
874 mon_level = MAX(i, mon_level);
881 for (i = 0; i < 4; i++)
887 get_mon_num_prep(player_ptr, monster_can_entry_arena, NULL);
888 r_idx = get_mon_num(player_ptr, mon_level, GMN_ARENA);
889 if (!r_idx) continue;
891 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
893 if ((r_info[r_idx].level + 10) > mon_level) continue;
896 for (j = 0; j < i; j++)
897 if (r_idx == battle_mon[j]) break;
902 battle_mon[i] = r_idx;
903 if (r_info[r_idx].level < 45) tekitou = TRUE;
906 for (i = 0; i < 4; i++)
908 monster_race *r_ptr = &r_info[battle_mon[i]];
909 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
911 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
912 power[i] = r_ptr->hdice * r_ptr->hside * 2;
914 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
915 power[i] = power[i] * (100 + r_ptr->level) / 100;
916 if (r_ptr->speed > 110)
917 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
918 if (r_ptr->speed < 110)
919 power[i] = power[i] * (r_ptr->speed - 20) / 100;
921 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
922 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
923 power[i] = power[i] * 4 / 3;
924 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
925 power[i] = power[i] * 4 / 3;
926 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
927 power[i] = power[i] * 11 / 10;
928 if (r_ptr->flags1 & RF1_RAND_25)
929 power[i] = power[i] * 9 / 10;
930 if (r_ptr->flags1 & RF1_RAND_50)
931 power[i] = power[i] * 9 / 10;
932 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
933 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
937 for (i = 0; i < 4; i++)
939 if (power[i] <= 0) break;
940 power[i] = total * 60 / power[i];
941 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
942 if ((power[i] < 160) && randint0(20)) break;
943 if (power[i] < 101) power[i] = 100 + randint1(5);
944 mon_odds[i] = power[i];
953 * @brief モンスター闘技場のメインルーチン
954 * @param player_ptr プレーヤーへの参照ポインタ
957 static bool kakutoujou(player_type *player_ptr)
961 char out_val[160], tmp_str[80];
964 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
966 update_gambling_monsters(player_ptr);
967 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
973 if (player_ptr->au <= 1)
975 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!"));
984 "Monsters Odds"), 4, 4);
985 for (int i = 0; i < 4; i++)
988 monster_race *r_ptr = &r_info[battle_mon[i]];
990 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i + 1,
991 _(format("%s%s", r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
992 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
993 (long int)mon_odds[i] / 100, (long int)mon_odds[i] % 100);
997 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1008 if (i >= '1' && i <= '4')
1010 sel_monster = i - '1';
1011 battle_odds = mon_odds[sel_monster];
1019 for (int i = 0; i < 4; i++)
1020 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1022 maxbet = player_ptr->lev * 200;
1024 /* We can't bet more than we have */
1025 maxbet = MIN(maxbet, player_ptr->au);
1028 strcpy(out_val, "");
1029 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1032 * Use get_string() because we may need more than
1033 * the s16b value returned by get_quantity().
1035 if (!get_string(tmp_str, out_val, 32))
1041 for (p = out_val; *p == ' '; p++);
1044 if (wager > player_ptr->au)
1046 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!"));
1052 else if (wager > maxbet)
1054 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);
1060 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1065 battle_odds = MAX(wager + 1, wager * battle_odds / 100);
1067 player_ptr->au -= wager;
1068 reset_tim_flags(player_ptr);
1070 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
1072 player_ptr->phase_out = TRUE;
1073 player_ptr->leaving = TRUE;
1074 player_ptr->leave_bldg = TRUE;
1082 * @brief 本日の賞金首情報を表示する。
1083 * @param player_ptr プレーヤーへの参照ポインタ
1086 static void today_target(player_type *player_ptr)
1089 monster_race *r_ptr = &r_info[today_mon];
1092 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1093 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
1094 c_put_str(TERM_YELLOW, buf, 6, 10);
1095 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1097 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1099 player_ptr->today_mon = today_mon;
1104 * @brief ツチノコの賞金首情報を表示する。
1107 static void tsuchinoko(void)
1110 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
1111 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);
1112 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1113 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1114 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1119 * @brief 通常の賞金首情報を表示する。
1122 static void show_bounty(void)
1127 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);
1128 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1130 for (int i = 0; i < MAX_BOUNTY; i++)
1134 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])];
1136 if (current_world_ptr->bounty_r_idx[i] > 10000)
1139 done_mark = _("(済)", "(done)");
1147 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
1150 if (!y && (i < MAX_BOUNTY - 1))
1152 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1162 * 賞金首の報酬テーブル / List of prize object
1165 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1166 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1167 } prize_list[MAX_BOUNTY] =
1169 {TV_POTION, SV_POTION_CURING},
1170 {TV_POTION, SV_POTION_SPEED},
1171 {TV_POTION, SV_POTION_SPEED},
1172 {TV_POTION, SV_POTION_RESISTANCE},
1173 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1175 {TV_POTION, SV_POTION_HEALING},
1176 {TV_POTION, SV_POTION_RESTORE_MANA},
1177 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1178 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1179 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1181 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1182 {TV_POTION, SV_POTION_STAR_HEALING},
1183 {TV_POTION, SV_POTION_STAR_HEALING},
1184 {TV_POTION, SV_POTION_NEW_LIFE},
1185 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1187 {TV_POTION, SV_POTION_LIFE},
1188 {TV_POTION, SV_POTION_LIFE},
1189 {TV_POTION, SV_POTION_AUGMENTATION},
1190 {TV_POTION, SV_POTION_INVULNERABILITY},
1191 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1196 * @brief 賞金首の引き換え処理 / Get prize
1197 * @param player_ptr プレーヤーへの参照ポインタ
1198 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1200 static bool kankin(player_type *player_ptr)
1202 bool change = FALSE;
1203 GAME_TEXT o_name[MAX_NLEN];
1206 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++)
1208 o_ptr = &player_ptr->inventory_list[i];
1209 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1211 char buf[MAX_NLEN + 20];
1212 object_desc(player_ptr, o_name, o_ptr, 0);
1213 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1216 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1217 player_ptr->au += 1000000L * o_ptr->number;
1218 player_ptr->redraw |= (PR_GOLD);
1219 vary_item(player_ptr, i, -o_ptr->number);
1226 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1228 o_ptr = &player_ptr->inventory_list[i];
1229 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1231 char buf[MAX_NLEN + 20];
1232 object_desc(player_ptr, o_name, o_ptr, 0);
1233 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1236 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1237 player_ptr->au += 200000L * o_ptr->number;
1238 player_ptr->redraw |= (PR_GOLD);
1239 vary_item(player_ptr, i, -o_ptr->number);
1246 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1248 o_ptr = &player_ptr->inventory_list[i];
1249 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1251 char buf[MAX_NLEN + 20];
1252 object_desc(player_ptr, o_name, o_ptr, 0);
1253 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1256 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1257 player_ptr->au += 100000L * o_ptr->number;
1258 player_ptr->redraw |= (PR_GOLD);
1259 vary_item(player_ptr, i, -o_ptr->number);
1265 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1267 o_ptr = &player_ptr->inventory_list[i];
1268 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)))
1270 char buf[MAX_NLEN + 20];
1271 object_desc(player_ptr, o_name, o_ptr, 0);
1272 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1275 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1276 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1277 player_ptr->redraw |= (PR_GOLD);
1278 vary_item(player_ptr, i, -o_ptr->number);
1284 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1286 o_ptr = &player_ptr->inventory_list[i];
1288 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1290 char buf[MAX_NLEN + 20];
1291 object_desc(player_ptr, o_name, o_ptr, 0);
1292 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1295 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1296 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1297 player_ptr->redraw |= (PR_GOLD);
1298 vary_item(player_ptr, i, -o_ptr->number);
1305 for (int j = 0; j < MAX_BOUNTY; j++)
1307 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--)
1309 o_ptr = &player_ptr->inventory_list[i];
1310 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j])) continue;
1312 char buf[MAX_NLEN + 20];
1314 INVENTORY_IDX item_new;
1317 object_desc(player_ptr, o_name, o_ptr, 0);
1318 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
1319 if (!get_check(buf)) continue;
1321 vary_item(player_ptr, i, -o_ptr->number);
1322 chg_virtue(player_ptr, V_JUSTICE, 5);
1323 current_world_ptr->bounty_r_idx[j] += 10000;
1325 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
1327 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1330 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" : ""));
1332 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
1333 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
1335 object_aware(player_ptr, &forge);
1336 object_known(&forge);
1339 * Hand it --- Assume there is an empty slot.
1340 * Since a corpse is handed at first,
1341 * there is at least one empty slot.
1343 item_new = inven_carry(player_ptr, &forge);
1344 object_desc(player_ptr, o_name, &forge, 0);
1345 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1347 autopick_alter_item(player_ptr, item_new, FALSE);
1348 handle_stuff(player_ptr);
1353 if (change) return TRUE;
1355 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."));
1362 * @brief 宿屋の利用サブルーチン
1363 * @details inn commands\n
1364 * Note that resting for the night was a perfect way to avoid player\n
1365 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1366 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1367 * will not be that useful. I will keep it in the hopes the player\n
1368 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1369 * Resting at night is also a quick way to restock stores -KMW-\n
1370 * @param cmd 宿屋の利用施設ID
1371 * @return 施設の利用が実際に行われたか否か。
1373 static bool inn_comm(player_type *customer_ptr, int cmd)
1377 case BACT_FOOD: /* Buy food & drink */
1378 if (customer_ptr->food >= PY_FOOD_FULL)
1380 msg_print(_("今は満腹だ。", "You are full now."));
1384 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."));
1385 (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
1388 case BACT_REST: /* Rest for the night */
1390 if ((customer_ptr->poisoned) || (customer_ptr->cut))
1392 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."));
1394 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."));
1398 s32b oldturn = current_world_ptr->game_turn;
1399 int prev_day, prev_hour, prev_min;
1401 extract_day_hour_min(customer_ptr, &prev_day, &prev_hour, &prev_min);
1402 if ((prev_hour >= 6) && (prev_hour <= 17))
1403 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("宿屋に泊まった。", "stayed during the day at the inn."));
1405 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("宿屋に泊まった。", "stayed overnight at the inn."));
1407 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1408 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
1410 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1411 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
1414 prevent_turn_overflow(customer_ptr);
1416 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, DIARY_DIALY, 0, NULL);
1417 customer_ptr->chp = customer_ptr->mhp;
1419 if (ironman_nightmare)
1421 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."));
1425 sanity_blast(customer_ptr, NULL, FALSE);
1426 if (!one_in_(3)) break;
1429 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
1430 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."));
1434 set_blind(customer_ptr, 0);
1435 set_confused(customer_ptr, 0);
1436 customer_ptr->stun = 0;
1437 customer_ptr->chp = customer_ptr->mhp;
1438 customer_ptr->csp = customer_ptr->msp;
1439 if (customer_ptr->pclass == CLASS_MAGIC_EATER)
1442 for (i = 0; i < 72; i++)
1444 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
1447 for (; i < 108; i++)
1449 customer_ptr->magic_num1[i] = 0;
1453 if ((prev_hour >= 6) && (prev_hour <= 17))
1455 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."));
1456 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("夕方を迎えた。", "awoke refreshed."));
1460 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."));
1461 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("すがすがしい朝を迎えた。", "awoke refreshed."));
1464 case BACT_RUMORS: /* Listen for rumors */
1466 display_rumor(customer_ptr, TRUE);
1476 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
1477 * @param player_ptr プレーヤーへの参照ポインタ
1478 * @param questnum クエストのID
1479 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
1482 static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
1484 for (int i = 0; i < 10; i++)
1486 quest_text[i][0] = '\0';
1489 quest_text_line = 0;
1491 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1492 QUEST_IDX old_quest = floor_ptr->inside_quest;
1493 floor_ptr->inside_quest = questnum;
1495 init_flags = INIT_SHOW_TEXT;
1496 if (do_init) init_flags |= INIT_ASSIGN;
1498 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
1499 floor_ptr->inside_quest = old_quest;
1501 GAME_TEXT tmp_str[80];
1502 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);
1504 prt(quest[questnum].name, 7, 0);
1506 for (int i = 0; i < 10; i++)
1508 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
1513 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
1514 * @param player_ptr プレーヤーへの参照ポインタ
1517 static void castle_quest(player_type *player_ptr)
1520 QUEST_IDX q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
1524 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);
1529 q_ptr = &quest[q_index];
1530 if (q_ptr->status == QUEST_STATUS_COMPLETED)
1532 q_ptr->status = QUEST_STATUS_REWARDED;
1533 get_questinfo(player_ptr, q_index, FALSE);
1534 reinit_wilderness = TRUE;
1538 if (q_ptr->status == QUEST_STATUS_FAILED)
1540 get_questinfo(player_ptr, q_index, FALSE);
1541 q_ptr->status = QUEST_STATUS_FAILED_DONE;
1542 reinit_wilderness = TRUE;
1546 if (q_ptr->status == QUEST_STATUS_TAKEN)
1548 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);
1549 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);
1550 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);
1554 if (q_ptr->status != QUEST_STATUS_UNTAKEN) return;
1556 q_ptr->status = QUEST_STATUS_TAKEN;
1557 reinit_wilderness = TRUE;
1558 if (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL)
1560 get_questinfo(player_ptr, q_index, TRUE);
1564 if (q_ptr->r_idx == 0)
1566 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6), 0);
1569 monster_race *r_ptr;
1570 r_ptr = &r_info[q_ptr->r_idx];
1571 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
1573 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6), 0);
1574 r_ptr = &r_info[q_ptr->r_idx];
1577 if (q_ptr->max_num == 0)
1579 if (randint1(10) > 7)
1582 q_ptr->max_num = randint1(3) + 1;
1586 concptr name = (r_name + r_ptr->name);
1588 msg_format("クエスト: %sを %d体倒す", name, q_ptr->max_num);
1590 msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
1592 get_questinfo(player_ptr, q_index, TRUE);
1597 * @brief 町に関するヘルプを表示する / Display town history
1598 * @param player_ptr プレーヤーへの参照ポインタ
1601 static void town_history(player_type *player_ptr)
1604 (void)show_file(player_ptr, TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
1610 * @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
1612 * @param mult スレイ倍率(掛け算部分)
1613 * @param div スレイ倍率(割り算部分)
1614 * @param force 理力特別計算フラグ
1617 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
1625 tmp += dam * 60 * 2;
1639 * @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)
1640 * @param player_ptr プレーヤーへの参照ポインタ
1642 * @param mult スレイ倍率(掛け算部分)
1643 * @param div スレイ倍率(割り算部分)
1644 * @param force 理力特別計算フラグ
1646 * @param plus 武器ダメージ修正
1647 * @param meichuu 命中値
1648 * @param dokubari 毒針処理か否か
1649 * @param vorpal_mult 切れ味倍率(掛け算部分)
1650 * @param vorpal_div 切れ味倍率(割り算部分)
1653 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)
1655 dam = calc_slaydam(dam, mult, div, force);
1656 dam = calc_expect_crit(owner_ptr, weight, plus, dam, meichuu, dokubari);
1657 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
1663 * @brief 武器の各条件毎のダメージ期待値を表示する。
1666 * @param mindice ダイス部分最小値
1667 * @param maxdice ダイス部分最大値
1669 * @param dam_bonus ダメージ修正値
1671 * @param color 条件内容の表示色
1673 * Display the damage figure of an object\n
1674 * (used by compare_weapon_aux)\n
1676 * Only accurate for the current weapon, because it includes\n
1677 * the current +dam of the player.\n
1680 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
1682 c_put_str(color, attr, r, c);
1683 GAME_TEXT tmp_str[80];
1684 int mindam = blows * (mindice + dam_bonus);
1685 int maxdam = blows * (maxdice + dam_bonus);
1686 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
1687 put_str(tmp_str, r, c + 8);
1692 * @brief 武器一つ毎のダメージ情報を表示する。
1693 * @param o_ptr オブジェクトの構造体の参照ポインタ。
1694 * @param col 表示する行の上端
1697 * Show the damage figures for the various monster types\n
1699 * Only accurate for the current weapon, because it includes\n
1700 * the current number of blows for the player.\n
1703 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
1705 BIT_FLAGS flgs[TR_FLAG_SIZE];
1706 int blow = owner_ptr->num_blow[0];
1708 bool dokubari = FALSE;
1710 int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
1711 int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
1713 int mindice = eff_dd;
1714 int maxdice = eff_ds * eff_dd;
1717 int vorpal_mult = 1;
1719 int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
1721 object_flags(o_ptr, flgs);
1722 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) dokubari = TRUE;
1724 mindam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
1725 maxdam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
1726 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
1727 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(owner_ptr, HEX_RUNESWORD)))
1729 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
1740 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);
1741 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);
1742 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
1745 if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
1749 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);
1750 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);
1751 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
1754 if (have_flag(flgs, TR_KILL_ANIMAL))
1756 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);
1757 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);
1758 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
1760 else if (have_flag(flgs, TR_SLAY_ANIMAL))
1762 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);
1763 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);
1764 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
1767 if (have_flag(flgs, TR_KILL_EVIL))
1769 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);
1770 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);
1771 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
1773 else if (have_flag(flgs, TR_SLAY_EVIL))
1775 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);
1776 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);
1777 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
1780 if (have_flag(flgs, TR_KILL_HUMAN))
1782 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);
1783 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);
1784 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
1786 else if (have_flag(flgs, TR_SLAY_HUMAN))
1788 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);
1789 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);
1790 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
1793 if (have_flag(flgs, TR_KILL_UNDEAD))
1795 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);
1796 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);
1797 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
1799 else if (have_flag(flgs, TR_SLAY_UNDEAD))
1801 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);
1802 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);
1803 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
1806 if (have_flag(flgs, TR_KILL_DEMON))
1808 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);
1809 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);
1810 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
1812 else if (have_flag(flgs, TR_SLAY_DEMON))
1814 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);
1815 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);
1816 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
1819 if (have_flag(flgs, TR_KILL_ORC))
1821 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);
1822 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);
1823 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
1825 else if (have_flag(flgs, TR_SLAY_ORC))
1827 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);
1828 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);
1829 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
1832 if (have_flag(flgs, TR_KILL_TROLL))
1834 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);
1835 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);
1836 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
1838 else if (have_flag(flgs, TR_SLAY_TROLL))
1840 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);
1841 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);
1842 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
1845 if (have_flag(flgs, TR_KILL_GIANT))
1847 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);
1848 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);
1849 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
1851 else if (have_flag(flgs, TR_SLAY_GIANT))
1853 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);
1854 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);
1855 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
1858 if (have_flag(flgs, TR_KILL_DRAGON))
1860 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);
1861 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);
1862 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
1864 else if (have_flag(flgs, TR_SLAY_DRAGON))
1866 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);
1867 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);
1868 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
1871 if (have_flag(flgs, TR_BRAND_ACID))
1873 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);
1874 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);
1875 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
1878 if (have_flag(flgs, TR_BRAND_ELEC))
1880 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);
1881 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);
1882 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
1885 if (have_flag(flgs, TR_BRAND_FIRE))
1887 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);
1888 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);
1889 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
1892 if (have_flag(flgs, TR_BRAND_COLD))
1894 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);
1895 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);
1896 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
1899 if (have_flag(flgs, TR_BRAND_POIS))
1901 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);
1902 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);
1903 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
1909 * @brief 武器匠における武器一つ毎の完全情報を表示する。
1910 * @param player_type プレーヤーへの参照ポインタ
1911 * @param o_ptr オブジェクトの構造体の参照ポインタ。
1912 * @param row 表示する列の左端
1913 * @param col 表示する行の上端
1915 * Displays all info about a weapon
1917 * Only accurate for the current weapon, because it includes
1918 * various info about the player's +to_dam and number of blows.
1921 static void list_weapon(player_type *player_ptr, object_type *o_ptr, TERM_LEN row, TERM_LEN col)
1923 GAME_TEXT o_name[MAX_NLEN];
1924 GAME_TEXT tmp_str[80];
1926 DICE_NUMBER eff_dd = o_ptr->dd + player_ptr->to_dd[0];
1927 DICE_SID eff_ds = o_ptr->ds + player_ptr->to_ds[0];
1928 HIT_RELIABILITY reli = player_ptr->skill_thn + (player_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
1930 object_desc(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
1931 c_put_str(TERM_YELLOW, o_name, row, col);
1932 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), player_ptr->num_blow[0]);
1933 put_str(tmp_str, row + 1, col);
1935 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
1936 put_str(tmp_str, row + 2, col);
1937 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
1938 (int)hit_chance(player_ptr, reli, 0),
1939 (int)hit_chance(player_ptr, reli, 50),
1940 (int)hit_chance(player_ptr, reli, 100),
1941 (int)hit_chance(player_ptr, reli, 150),
1942 (int)hit_chance(player_ptr, reli, 200));
1943 put_str(tmp_str, row + 3, col);
1944 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
1946 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
1947 (int)(eff_dd + o_ptr->to_d + player_ptr->to_d[0]),
1948 (int)(eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0]));
1949 put_str(tmp_str, row + 6, col + 1);
1951 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
1952 (int)(player_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + player_ptr->to_d[0])),
1953 (int)(player_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0])));
1954 put_str(tmp_str, row + 7, col + 1);
1959 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
1961 * Copies the weapons to compare into the weapon-slot and\n
1962 * compares the values for both weapons.\n
1963 * 武器1つだけで比較をしないなら費用は半額になる。
1964 * @param bcost 基本鑑定費用
1965 * @return 最終的にかかった費用
1967 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
1969 object_type *o_ptr[2];
1970 object_type orig_weapon;
1973 TERM_LEN wid = 38, mgn = 2;
1974 bool old_character_xtra = current_world_ptr->character_xtra;
1977 PRICE cost = 0; /* First time no price */
1981 i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
1982 object_copy(&orig_weapon, i_ptr);
1984 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1985 concptr q = _("第一の武器は?", "What is your first weapon? ");
1986 concptr s = _("比べるものがありません。", "You have nothing to compare.");
1989 o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2002 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2003 current_world_ptr->character_xtra = TRUE;
2004 for (int i = 0; i < n; i++)
2006 int col = (wid * i + mgn);
2007 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2009 customer_ptr->update |= PU_BONUS;
2010 handle_stuff(customer_ptr);
2012 list_weapon(customer_ptr, o_ptr[i], row, col);
2013 compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
2014 object_copy(i_ptr, &orig_weapon);
2017 customer_ptr->update |= PU_BONUS;
2018 handle_stuff(customer_ptr);
2020 current_world_ptr->character_xtra = old_character_xtra;
2022 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2023 put_str("(一番高いダメージが適用されます。複数の倍打効果は足し算されません。)", row + 4, 0);
2024 prt("現在の技量から判断すると、あなたの武器は以下のような威力を発揮します:", 0, 0);
2026 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), 1, (wid + mgn));
2027 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2028 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2033 if (ch != 's') break;
2035 if (total + cost > customer_ptr->au)
2037 msg_print(_("お金が足りません!", "You don't have enough money!"));
2042 q = _("第二の武器は?", "What is your second weapon? ");
2043 s = _("比べるものがありません。", "You have nothing to compare.");
2045 o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2046 if (!o_ptr[1]) continue;
2059 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2061 * Calculate and display the dodge-rate and the protection-rate
2063 * @param iAC プレイヤーのAC。
2064 * @return 常にTRUEを返す。
2066 static bool eval_ac(ARMOUR_CLASS iAC)
2070 "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"
2071 "何パーセント軽減するかを示します。\n"
2072 "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"
2073 "に対してのみ効果があります。\n \n"
2074 "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"
2075 "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"
2076 "敵のレベルとあなたのACによって決定されます。\n \n"
2077 "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"
2078 "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";
2081 "'Protection Rate' means how much damage is reduced by your armor.\n"
2082 "Note that the Protection rate is effective only against normal "
2083 "'attack' and 'shatter' type melee attacks, "
2084 "and has no effect against any other types such as 'poison'.\n \n"
2085 "'Dodge Rate' indicates the success rate on dodging the "
2086 "monster's melee attacks. "
2087 "It is depend on the level of the monster and your AC.\n \n"
2088 "'Average Damage' indicates the expected amount of damage "
2089 "when you are attacked by normal melee attacks with power=100.";
2093 TERM_LEN col, row = 2;
2095 char buf[80 * 20], *t;
2097 if (iAC < 0) iAC = 0;
2099 protection = 100 * MIN(iAC, 150) / 250;
2103 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2104 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2107 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2108 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2109 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2111 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2113 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2114 int dodge; /* 回避率(%) */
2115 int average; /* ダメージ期待値 */
2117 put_str(format("%3d", lvl), row + 0, col);
2120 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2121 put_str(format("%3d%%", dodge), row + 1, col);
2123 /* 100点の攻撃に対してのダメージ期待値を計算 */
2124 average = (100 - dodge) * (100 - protection) / 100;
2125 put_str(format("%3d", average), row + 2, col);
2128 roff_to_buf(memo, 70, buf, sizeof(buf));
2129 for (t = buf; t[0]; t += strlen(t) + 1)
2130 put_str(t, (row++) + 4, 4);
2132 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);
2143 * @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。
2144 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2145 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2146 * @return 修復対象になるならTRUEを返す。
2148 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2150 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2151 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2152 object_flags(to_ptr, to_flgs);
2153 object_flags(from_ptr, from_flgs);
2156 int cand[TR_FLAG_MAX];
2157 for (int i = 0; i < TR_FLAG_MAX; i++)
2161 case TR_IGNORE_ACID:
2162 case TR_IGNORE_ELEC:
2163 case TR_IGNORE_FIRE:
2164 case TR_IGNORE_COLD:
2173 case TR_FIXED_FLAVOR:
2176 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2178 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2185 int tr_idx = cand[randint0(n)];
2186 add_flag(to_ptr->art_flags, tr_idx);
2187 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2188 int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2189 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2190 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2195 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2196 * @param player_ptr プレーヤーへの参照ポインタ
2197 * @param bcost 基本修復費用
2200 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
2204 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);
2205 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);
2207 concptr q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2208 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.");
2209 item_tester_hook = item_tester_hook_broken_weapon;
2213 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2214 if (!o_ptr) return 0;
2216 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2218 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2222 if (o_ptr->number > 1)
2224 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!"));
2228 char basenm[MAX_NLEN];
2229 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
2230 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
2232 q = _("材料となる武器は?", "Which weapon for material? ");
2233 s = _("材料となる武器がありません。", "You have no material to repair.");
2235 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2237 object_type *mo_ptr;
2238 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2239 if (!mo_ptr) return 0;
2242 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2246 object_desc(player_ptr, basenm, mo_ptr, OD_NAME_ONLY);
2247 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
2248 PRICE cost = bcost + object_value_real(o_ptr) * 2;
2249 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;
2251 if (player_ptr->au < cost)
2253 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
2254 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);
2259 player_ptr->total_weight -= o_ptr->weight;
2260 KIND_OBJECT_IDX k_idx;
2261 if (o_ptr->sval == SV_BROKEN_DAGGER)
2265 for (KIND_OBJECT_IDX j = 1; j < max_k_idx; j++)
2267 object_kind *k_aux_ptr = &k_info[j];
2269 if (k_aux_ptr->tval != TV_SWORD) continue;
2270 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2271 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2272 (k_aux_ptr->sval == SV_POISON_NEEDLE)) continue;
2273 if (k_aux_ptr->weight > 99) continue;
2284 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2287 object_kind *ck_ptr;
2288 k_idx = lookup_kind(tval, SV_ANY);
2289 ck_ptr = &k_info[k_idx];
2291 if (tval == TV_SWORD)
2293 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
2294 (ck_ptr->sval == SV_BROKEN_SWORD) ||
2295 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
2296 (ck_ptr->sval == SV_POISON_NEEDLE)) continue;
2298 if (tval == TV_POLEARM)
2300 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
2301 (ck_ptr->sval == SV_TSURIZAO)) continue;
2303 if (tval == TV_HAFTED)
2305 if ((ck_ptr->sval == SV_GROND) ||
2306 (ck_ptr->sval == SV_WIZSTAFF) ||
2307 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
2314 int dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
2315 int ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
2316 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
2317 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
2320 k_ptr = &k_info[k_idx];
2321 o_ptr->k_idx = k_idx;
2322 o_ptr->weight = k_ptr->weight;
2323 o_ptr->tval = k_ptr->tval;
2324 o_ptr->sval = k_ptr->sval;
2325 o_ptr->dd = k_ptr->dd;
2326 o_ptr->ds = k_ptr->ds;
2328 for (int i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
2329 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
2330 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte)k_ptr->act_idx;
2335 for (int i = 1; i < dd_bonus; i++)
2337 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
2344 for (int i = 1; i < ds_bonus; i++)
2346 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
2350 if (have_flag(k_ptr->flags, TR_BLOWS))
2352 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
2353 o_ptr->pval = MIN(o_ptr->pval, bmax);
2356 give_one_ability_of_object(o_ptr, mo_ptr);
2357 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
2358 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
2359 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
2361 if ((o_ptr->name1 == ART_NARSIL) ||
2362 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
2363 (object_is_ego(o_ptr) && one_in_(7)))
2365 if (object_is_ego(o_ptr))
2367 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
2368 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
2371 give_one_ability_of_object(o_ptr, mo_ptr);
2372 if (!activation_index(o_ptr)) one_activation(o_ptr);
2374 if (o_ptr->name1 == ART_NARSIL)
2376 one_high_resistance(o_ptr);
2380 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptional."));
2383 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
2385 msg_format("$%dで%sに修復しました。", cost, basenm);
2387 msg_format("Repaired into %s for %d gold.", basenm, cost);
2390 o_ptr->ident &= ~(IDENT_BROKEN);
2391 o_ptr->discount = 99;
2393 player_ptr->total_weight += o_ptr->weight;
2394 calc_android_exp(player_ptr);
2395 inven_item_increase(player_ptr, mater, -1);
2396 inven_item_optimize(player_ptr, mater);
2398 player_ptr->update |= PU_BONUS;
2399 handle_stuff(player_ptr);
2405 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
2406 * @param player_ptr プレーヤーへの参照ポインタ
2407 * @param bcost 基本鑑定費用
2410 static int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
2414 cost = repair_broken_weapon_aux(player_ptr, bcost);
2421 * @brief アイテムの強化を行う。 / Enchant item
2422 * @param player_ptr プレーヤーへの参照ポインタ
2423 * @param cost 1回毎の費用
2424 * @param to_hit 命中をアップさせる量
2425 * @param to_dam ダメージをアップさせる量
2426 * @param to_ac ACをアップさせる量
2427 * @return 実際に行ったらTRUE
2429 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
2432 int maxenchant = (player_ptr->lev / 5);
2433 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);
2434 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
2436 concptr q = _("どのアイテムを改良しますか?", "Improve which item? ");
2437 concptr s = _("改良できるものがありません。", "You have nothing to improve.");
2441 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
2442 if (!o_ptr) return FALSE;
2444 char tmp_str[MAX_NLEN];
2445 if (player_ptr->au < (cost * o_ptr->number))
2447 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
2448 msg_format(_("%sを改良するだけのゴールドがありません!", "You do not have the gold to improve %s!"), tmp_str);
2453 for (int i = 0; i < to_hit; i++)
2455 if ((o_ptr->to_h < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
2462 for (int i = 0; i < to_dam; i++)
2464 if ((o_ptr->to_d < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
2471 for (int i = 0; i < to_ac; i++)
2473 if ((o_ptr->to_a < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
2482 if (flush_failure) flush();
2483 msg_print(_("改良に失敗した。", "The improvement failed."));
2487 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
2489 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
2491 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
2494 player_ptr->au -= (cost * o_ptr->number);
2495 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
2501 * @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
2503 * The player can select the number of charges to add\n
2504 * (up to a limit), and the recharge never fails.\n
2506 * The cost for rods depends on the level of the rod. The prices\n
2507 * for recharging wands and staffs are dependent on the cost of\n
2509 * @param player_ptr プレーヤーへの参照ポインタ
2512 static void building_recharge(player_type *player_ptr)
2516 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);
2517 item_tester_hook = item_tester_hook_recharge;
2519 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
2520 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
2524 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
2528 k_ptr = &k_info[o_ptr->k_idx];
2531 * We don't want to give the player free info about
2532 * the level of the item or the number of charges.
2534 /* The item must be "known" */
2535 char tmp_str[MAX_NLEN];
2536 if (!object_is_known(o_ptr))
2538 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!"));
2541 if ((player_ptr->au >= 50) &&
2542 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
2545 player_ptr->au -= 50;
2546 identify_item(player_ptr, o_ptr);
2547 object_desc(player_ptr, tmp_str, o_ptr, 0);
2548 msg_format(_("%s です。", "You have: %s."), tmp_str);
2550 autopick_alter_item(player_ptr, item, FALSE);
2551 building_prt_gold(player_ptr);
2557 DEPTH lev = k_info[o_ptr->k_idx].level;
2559 if (o_ptr->tval == TV_ROD)
2561 if (o_ptr->timeout > 0)
2563 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
2568 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
2572 else if (o_ptr->tval == TV_STAFF)
2574 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
2575 price = MAX(10, price);
2579 price = (k_info[o_ptr->k_idx].cost / 10);
2580 price = MAX(10, price);
2583 if (o_ptr->tval == TV_WAND
2584 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
2586 if (o_ptr->number > 1)
2588 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
2592 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
2597 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
2599 if (o_ptr->number > 1)
2601 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
2605 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
2611 if (player_ptr->au < price)
2613 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
2615 msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
2617 msg_format("You need %d gold to recharge %s!", price, tmp_str);
2622 PARAMETER_VALUE charges;
2623 if (o_ptr->tval == TV_ROD)
2626 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
2628 if (get_check(format("Recharge the %s for %d gold? ",
2629 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
2643 if (o_ptr->tval == TV_STAFF)
2644 max_charges = k_ptr->pval - o_ptr->pval;
2646 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
2648 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
2649 MIN(player_ptr->au / price, max_charges));
2651 if (charges < 1) return;
2654 o_ptr->pval += charges;
2655 o_ptr->ident &= ~(IDENT_EMPTY);
2658 object_desc(player_ptr, tmp_str, o_ptr, 0);
2660 msg_format("%sを$%d で再充填しました。", tmp_str, price);
2662 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
2664 player_ptr->update |= (PU_COMBINE | PU_REORDER);
2665 player_ptr->window |= (PW_INVEN);
2666 player_ptr->au -= price;
2671 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staffs
2673 * The player can select the number of charges to add\n
2674 * (up to a limit), and the recharge never fails.\n
2676 * The cost for rods depends on the level of the rod. The prices\n
2677 * for recharging wands and staffs are dependent on the cost of\n
2679 * @param player_ptr プレーヤーへの参照ポインタ
2682 static void building_recharge_all(player_type *player_ptr)
2686 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
2689 PRICE total_cost = 0;
2690 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
2693 o_ptr = &player_ptr->inventory_list[i];
2695 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
2696 if (!object_is_known(o_ptr)) total_cost += 50;
2698 DEPTH lev = k_info[o_ptr->k_idx].level;
2700 k_ptr = &k_info[o_ptr->k_idx];
2702 switch (o_ptr->tval)
2705 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
2709 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
2710 price = MAX(10, price);
2711 price = (k_ptr->pval - o_ptr->pval) * price;
2715 price = (k_info[o_ptr->k_idx].cost / 10);
2716 price = MAX(10, price);
2717 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
2721 if (price > 0) total_cost += price;
2726 msg_print(_("充填する必要はありません。", "No need to recharge."));
2731 if (player_ptr->au < total_cost)
2733 msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost);
2738 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
2740 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
2743 o_ptr = &player_ptr->inventory_list[i];
2745 k_ptr = &k_info[o_ptr->k_idx];
2747 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
2749 if (!object_is_known(o_ptr))
2751 identify_item(player_ptr, o_ptr);
2752 autopick_alter_item(player_ptr, i, FALSE);
2755 switch (o_ptr->tval)
2761 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
2763 o_ptr->ident &= ~(IDENT_EMPTY);
2766 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
2767 o_ptr->pval = o_ptr->number * k_ptr->pval;
2769 o_ptr->ident &= ~(IDENT_EMPTY);
2774 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
2776 player_ptr->update |= (PU_COMBINE | PU_REORDER);
2777 player_ptr->window |= (PW_INVEN);
2778 player_ptr->au -= total_cost;
2783 * @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-
2784 * @param player_ptr プレーヤーへの参照ポインタ
2785 * @return 常にTRUEを返す。
2786 * @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。
2788 static bool research_mon(player_type *player_ptr)
2792 bool recall = FALSE;
2801 static int old_sym = '\0';
2802 static IDX old_i = 0;
2806 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):",
2807 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
2815 for (i = 0; ident_info[i]; ++i)
2817 if (sym == ident_info[i][0]) break;
2820 /* XTRA HACK WHATSEARCH */
2821 if (sym == KTRL('A'))
2824 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
2826 else if (sym == KTRL('U'))
2829 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
2831 else if (sym == KTRL('N'))
2834 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
2836 else if (sym == KTRL('M'))
2839 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"), temp, 70))
2847 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
2849 else if (ident_info[i])
2851 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
2855 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
2858 /* Display the result */
2861 /* Allocate the "who" array */
2862 C_MAKE(who, max_r_idx, MONRACE_IDX);
2864 /* Collect matching monsters */
2866 for (i = 1; i < max_r_idx; i++)
2868 monster_race *r_ptr = &r_info[i];
2871 if (!r_ptr->name) continue;
2873 /* XTRA HACK WHATSEARCH */
2874 /* Require non-unique monsters if needed */
2875 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
2877 /* Require unique monsters if needed */
2878 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
2883 for (int xx = 0; temp[xx] && xx < 80; xx++)
2886 if (iskanji(temp[xx]))
2892 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
2897 strcpy(temp2, r_name + r_ptr->E_name);
2899 strcpy(temp2, r_name + r_ptr->name);
2901 for (int xx = 0; temp2[xx] && xx < 80; xx++)
2903 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
2907 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
2909 if (my_strstr(temp2, temp))
2913 else if (all || (r_ptr->d_char == sym))
2921 C_KILL(who, max_r_idx, MONRACE_IDX);
2932 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2935 if (old_sym == sym && old_i < n) i = old_i;
2944 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
2949 lore_do_probe(player_ptr, r_idx);
2950 monster_race_track(player_ptr, r_idx);
2951 handle_stuff(player_ptr);
2952 screen_roff(player_ptr, r_idx, 0x01);
2959 if (query != 'r') break;
2964 if (query == ESCAPE) break;
2971 if (!expand_list) break;
2980 if (!expand_list) break;
2984 C_KILL(who, max_r_idx, MONRACE_IDX);
2991 * @brief 施設の処理実行メインルーチン / Execute a building command
2992 * @param player_ptr プレーヤーへの参照ポインタ
2993 * @param bldg 施設構造体の参照ポインタ
2994 * @param i 実行したい施設のサービステーブルの添字
2997 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
3003 if (is_owner(player_ptr, bldg))
3004 bcost = bldg->member_costs[i];
3006 bcost = bldg->other_costs[i];
3008 /* action restrictions */
3009 if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) ||
3010 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
3012 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3016 BACT_IDX bact = bldg->actions[i];
3017 if ((bact != BACT_RECHARGE) &&
3018 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
3019 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
3021 msg_print(_("お金が足りません!", "You do not have the gold!"));
3031 case BACT_RESEARCH_ITEM:
3032 paid = identify_fully(player_ptr, FALSE);
3034 case BACT_TOWN_HISTORY:
3035 town_history(player_ptr);
3037 case BACT_RACE_LEGENDS:
3038 race_legends(player_ptr);
3041 castle_quest(player_ptr);
3043 case BACT_KING_LEGENDS:
3044 case BACT_ARENA_LEGENDS:
3046 show_highclass(player_ptr);
3049 case BACT_ARENA_RULES:
3051 arena_comm(player_ptr, bact);
3053 case BACT_IN_BETWEEN:
3055 case BACT_SPIN_WHEEL:
3056 case BACT_DICE_SLOTS:
3057 case BACT_GAMBLE_RULES:
3059 gamble_comm(player_ptr, bact);
3064 paid = inn_comm(player_ptr, bact);
3066 case BACT_RESEARCH_MONSTER:
3067 paid = research_mon(player_ptr);
3069 case BACT_COMPARE_WEAPONS:
3071 bcost = compare_weapons(player_ptr, bcost);
3073 case BACT_ENCHANT_WEAPON:
3074 item_tester_hook = object_allow_enchant_melee_weapon;
3075 enchant_item(player_ptr, bcost, 1, 1, 0);
3077 case BACT_ENCHANT_ARMOR:
3078 item_tester_hook = object_is_armour;
3079 enchant_item(player_ptr, bcost, 0, 0, 1);
3082 building_recharge(player_ptr);
3084 case BACT_RECHARGE_ALL:
3085 building_recharge_all(player_ptr);
3088 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;
3089 identify_pack(player_ptr);
3090 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3093 case BACT_IDENT_ONE:
3094 paid = ident_spell(player_ptr, FALSE);
3097 do_cmd_study(player_ptr);
3100 paid = cure_critical_wounds(player_ptr, 200);
3103 paid = restore_all_status(player_ptr);
3105 case BACT_ENCHANT_ARROWS:
3106 item_tester_hook = item_tester_hook_ammo;
3107 enchant_item(player_ptr, bcost, 1, 1, 0);
3109 case BACT_ENCHANT_BOW:
3110 item_tester_tval = TV_BOW;
3111 enchant_item(player_ptr, bcost, 1, 1, 0);
3115 if (recall_player(player_ptr, 1)) paid = TRUE;
3118 case BACT_TELEPORT_LEVEL:
3120 paid = free_level_recall(player_ptr);
3123 case BACT_LOSE_MUTATION:
3124 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3125 (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
3127 while (!lose_mutation(player_ptr, 0));
3132 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3137 kakutoujou(player_ptr);
3140 case BACT_TSUCHINOKO:
3149 today_target(player_ptr);
3157 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
3158 set_virtue(player_ptr, V_COMPASSION, 0);
3159 set_virtue(player_ptr, V_HONOUR, 0);
3160 set_virtue(player_ptr, V_JUSTICE, 0);
3161 set_virtue(player_ptr, V_SACRIFICE, 0);
3162 set_virtue(player_ptr, V_KNOWLEDGE, 0);
3163 set_virtue(player_ptr, V_FAITH, 0);
3164 set_virtue(player_ptr, V_ENLIGHTEN, 0);
3165 set_virtue(player_ptr, V_ENCHANT, 0);
3166 set_virtue(player_ptr, V_CHANCE, 0);
3167 set_virtue(player_ptr, V_NATURE, 0);
3168 set_virtue(player_ptr, V_HARMONY, 0);
3169 set_virtue(player_ptr, V_VITALITY, 0);
3170 set_virtue(player_ptr, V_UNLIFE, 0);
3171 set_virtue(player_ptr, V_PATIENCE, 0);
3172 set_virtue(player_ptr, V_TEMPERANCE, 0);
3173 set_virtue(player_ptr, V_DILIGENCE, 0);
3174 set_virtue(player_ptr, V_VALOUR, 0);
3175 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
3176 get_virtues(player_ptr);
3180 case BACT_TELE_TOWN:
3181 paid = tele_town(player_ptr);
3185 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
3188 case BACT_BROKEN_WEAPON:
3190 bcost = repair_broken_weapon(player_ptr, bcost);
3194 if (paid) player_ptr->au -= bcost;
3199 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
3200 * @param プレーヤーへの参照ポインタ
3203 void do_cmd_bldg(player_type *player_ptr)
3205 if (player_ptr->wild_mode) return;
3207 take_turn(player_ptr, 100);
3209 if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
3211 msg_print(_("ここには建物はない。", "You see no building here."));
3215 int which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
3217 building_type *bldg;
3218 bldg = &building[which];
3220 reinit_wilderness = FALSE;
3222 if ((which == 2) && (player_ptr->arena_number < 0))
3224 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
3227 else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
3229 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
3231 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);
3235 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
3236 player_ptr->current_floor_ptr->inside_arena = FALSE;
3237 player_ptr->leaving = TRUE;
3238 command_new = SPECIAL_KEY_BUILDING;
3239 free_turn(player_ptr);
3244 else if (player_ptr->phase_out)
3246 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
3247 player_ptr->leaving = TRUE;
3248 player_ptr->phase_out = FALSE;
3249 command_new = SPECIAL_KEY_BUILDING;
3250 free_turn(player_ptr);
3255 player_ptr->oldpy = player_ptr->y;
3256 player_ptr->oldpx = player_ptr->x;
3259 forget_lite(player_ptr->current_floor_ptr);
3260 forget_view(player_ptr->current_floor_ptr);
3261 current_world_ptr->character_icky++;
3267 show_building(player_ptr, bldg);
3268 player_ptr->leave_bldg = FALSE;
3269 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
3272 while (!player_ptr->leave_bldg)
3277 building_prt_gold(player_ptr);
3279 char command = inkey();
3281 if (command == ESCAPE)
3283 player_ptr->leave_bldg = TRUE;
3284 player_ptr->current_floor_ptr->inside_arena = FALSE;
3285 player_ptr->phase_out = FALSE;
3290 for (i = 0; i < 8; i++)
3292 if (bldg->letters[i] && (bldg->letters[i] == command))
3299 if (validcmd) bldg_process_command(player_ptr, bldg, i);
3301 handle_stuff(player_ptr);
3304 select_floor_music(player_ptr);
3309 if (reinit_wilderness) player_ptr->leaving = TRUE;
3311 current_world_ptr->character_icky--;
3314 player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
3315 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
3316 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3321 * @brief 今日の賞金首を確定する / Determine today's bounty monster
3322 * @param player_type プレーヤーへの参照ポインタ
3324 * @note conv_old is used if loaded 0.0.3 or older save file
3326 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
3331 for (i = 0; i < current_world_ptr->max_d_idx; i++)
3333 if (max_dlv[i] < d_info[i].mindepth) continue;
3334 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
3339 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
3342 get_mon_num_prep(player_ptr, NULL, NULL);
3346 today_mon = get_mon_num(player_ptr, max_dl, GMN_ARENA);
3347 monster_race *r_ptr;
3348 r_ptr = &r_info[today_mon];
3350 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3351 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
3352 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
3353 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
3354 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
3355 if (r_ptr->rarity > 10) continue;
3362 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
3363 * @param player_ptr プレーヤーへの参照ポインタ
3366 void determine_bounty_uniques(player_type *player_ptr)
3368 get_mon_num_prep(player_ptr, NULL, NULL);
3369 for (int i = 0; i < MAX_BOUNTY; i++)
3373 current_world_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, MAX_DEPTH - 1, GMN_ARENA);
3374 monster_race *r_ptr;
3375 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
3377 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
3379 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
3382 if (r_ptr->rarity > 100) continue;
3384 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
3388 for (j = 0; j < i; j++)
3390 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
3398 for (int i = 0; i < MAX_BOUNTY - 1; i++)
3400 for (int j = i; j < MAX_BOUNTY; j++)
3403 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
3405 tmp = current_world_ptr->bounty_r_idx[i];
3406 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
3407 current_world_ptr->bounty_r_idx[j] = tmp;