3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
9 Rewritten for Kangband 2.8.3i using Kamband's version of\n
10 bldg.c as written by Ivan Tkatchev\n
12 Changed for ZAngband by Robert Ruehlmann\n
17 #include "object-hook.h"
18 #include "monsterrace-hook.h"
27 #include "cmd-spell.h"
31 * ループ中で / hack as in leave_store in store.c
33 static bool leave_bldg = FALSE;
36 * @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。
37 * @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、
38 * 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。
39 * @param bldg 施設構造体の参照ポインタ
40 * @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。
42 static bool is_owner(building_type *bldg)
44 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
49 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
54 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
55 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
64 * @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。
66 * @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、
67 * 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。
68 * @param bldg 施設構造体の参照ポインタ
69 * @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。
70 * @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。
72 static bool is_member(building_type *bldg)
74 if (bldg->member_class[p_ptr->pclass])
79 if (bldg->member_race[p_ptr->prace])
84 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
85 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
91 if (p_ptr->pclass == CLASS_SORCERER)
95 for (i = 0; i < MAX_MAGIC; i++)
97 if (bldg->member_realm[i+1]) OK = TRUE;
105 * @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
106 * @details 消去は行毎にヌル文字列で行われる。
107 * @param min_row 開始行番号
108 * @param max_row 末尾行番号
111 static void clear_bldg(int min_row, int max_row)
115 for (i = min_row; i <= max_row; i++)
123 static void building_prt_gold(void)
126 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
127 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
128 prt(tmp_str, 23, 68);
132 * @brief 施設のサービス一覧を表示する / Display a building.
133 * @param bldg 施設構造体の参照ポインタ
136 static void show_building(building_type* bldg)
144 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
148 for (i = 0; i < 8; i++)
150 if (bldg->letters[i])
152 if (bldg->action_restr[i] == 0)
154 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
155 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
157 action_color = TERM_WHITE;
160 else if (is_owner(bldg))
162 action_color = TERM_YELLOW;
163 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
167 action_color = TERM_YELLOW;
168 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
170 else if (bldg->action_restr[i] == 1)
172 if (!is_member(bldg))
174 action_color = TERM_L_DARK;
175 strcpy(buff, _("(閉店)", "(closed)"));
177 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
178 (is_member(bldg) && (bldg->other_costs[i] == 0)))
180 action_color = TERM_WHITE;
183 else if (is_owner(bldg))
185 action_color = TERM_YELLOW;
186 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
190 action_color = TERM_YELLOW;
191 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
198 action_color = TERM_L_DARK;
199 strcpy(buff, _("(閉店)", "(closed)"));
201 else if (bldg->member_costs[i] != 0)
203 action_color = TERM_YELLOW;
204 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
208 action_color = TERM_WHITE;
213 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
214 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
217 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
221 * @brief 闘技場に入るコマンドの処理 / arena commands
222 * @param cmd 闘技場処理のID
225 static void arena_comm(int cmd)
234 if (p_ptr->arena_number == MAX_ARENA_MONS)
237 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
238 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);
239 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);
243 p_ptr->au += 1000000L;
244 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
246 p_ptr->arena_number++;
248 else if (p_ptr->arena_number > MAX_ARENA_MONS)
250 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
252 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."));
254 if (get_check(_("挑戦するかね?", "Do you fight? ")))
256 msg_print(_("死ぬがよい。", "Die, maggots."));
259 p_ptr->exit_bldg = FALSE;
262 /* Save the surface floor as saved floor */
263 prepare_change_floor_mode(CFM_SAVE_FLOORS);
265 p_ptr->inside_arena = TRUE;
266 p_ptr->leaving = TRUE;
271 msg_print(_("残念だ。", "We are disappointed."));
276 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。",
277 "You enter the arena briefly and bask in your glory."));
281 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
283 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。",
284 "You don't have permission to enter with pet."));
289 p_ptr->exit_bldg = FALSE;
292 /* Save the surface floor as saved floor */
293 prepare_change_floor_mode(CFM_SAVE_FLOORS);
295 p_ptr->inside_arena = TRUE;
296 p_ptr->leaving = TRUE;
301 if (p_ptr->arena_number == MAX_ARENA_MONS)
302 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。",
303 "You are victorious. Enter the arena for the ceremony."));
305 else if (p_ptr->arena_number > MAX_ARENA_MONS)
307 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
311 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
312 name = (r_name + r_ptr->name);
313 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
315 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
316 p_ptr->window |= (PW_MONSTER);
321 case BACT_ARENA_RULES:
324 /* Peruse the arena help file */
325 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
333 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
334 * @param row シンボルを表示する行の上端
335 * @param col シンボルを表示する行の左端
336 * @param fruit 表示するシンボルID
339 static void display_fruit(int row, int col, int fruit)
344 c_put_str(TERM_YELLOW, " ####.", row, col);
345 c_put_str(TERM_YELLOW, " # #", row + 1, col);
346 c_put_str(TERM_YELLOW, " # #", row + 2, col);
347 c_put_str(TERM_YELLOW, "# #", row + 3, col);
348 c_put_str(TERM_YELLOW, "# #", row + 4, col);
349 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
350 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
351 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
353 " Lemon "), row + 8, col);
356 c_put_str(TERM_ORANGE, " ## ", row, col);
357 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
358 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
359 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
360 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
361 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
362 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
363 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
365 " Orange "), row + 8, col);
368 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
369 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
370 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
371 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
372 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
373 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
374 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
375 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
376 prt( _(" 剣 ", " Sword ") , row + 8, col);
379 c_put_str(TERM_SLATE, " ###### ", row, col);
380 c_put_str(TERM_SLATE, "# #", row + 1, col);
381 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
382 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
383 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
384 c_put_str(TERM_SLATE, " # # ", row + 5, col);
385 c_put_str(TERM_SLATE, " # # ", row + 6, col);
386 c_put_str(TERM_SLATE, " ## ", row + 7, col);
388 " Shield "), row + 8, col);
391 c_put_str(TERM_VIOLET, " ## ", row, col);
392 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
393 c_put_str(TERM_VIOLET, "########", row + 2, col);
394 c_put_str(TERM_VIOLET, "########", row + 3, col);
395 c_put_str(TERM_VIOLET, "########", row + 4, col);
396 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
397 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
398 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
400 " Plum "), row + 8, col);
403 c_put_str(TERM_RED, " ##", row, col);
404 c_put_str(TERM_RED, " ### ", row + 1, col);
405 c_put_str(TERM_RED, " #..# ", row + 2, col);
406 c_put_str(TERM_RED, " #..# ", row + 3, col);
407 c_put_str(TERM_RED, " ###### ", row + 4, col);
408 c_put_str(TERM_RED, "#..##..#", row + 5, col);
409 c_put_str(TERM_RED, "#..##..#", row + 6, col);
410 c_put_str(TERM_RED, " ## ## ", row + 7, col);
412 " Cherry "), row + 8, col);
418 * kpoker no (tyuto-hannpa na)pakuri desu...
419 * joker ha shineru node haitte masen.
421 * TODO: donataka! tsukutte!
422 * - agatta yaku no kiroku (like DQ).
423 * - kakkoii card no e.
424 * - sousa-sei no koujyo.
425 * - code wo wakariyasuku.
427 * - Joker... -- done.
430 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
433 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
434 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
435 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
437 static int cards[5]; /*!< ポーカーの現在の手札ID */
444 static void reset_deck(int deck[])
447 for (i = 0; i < 53; i++) deck[i] = i;
450 for (i = 0; i < 53; i++){
451 int tmp1 = randint0(53 - i) + i;
453 deck[i] = deck[tmp1];
459 * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
460 * @return ジョーカーを持っているか。
462 static bool have_joker(void)
466 for (i = 0; i < 5; i++){
467 if(IS_JOKER(cards[i])) return TRUE;
473 * @brief ポーカーの手札に該当の番号の札があるかを返す。
474 * @param num 探したいカードの番号。
475 * @return 該当の番号が手札にあるか。
477 static bool find_card_num(int num)
480 for (i = 0; i < 5; i++)
481 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
486 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
489 static bool yaku_check_flush(void)
492 bool joker_is_used = FALSE;
494 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
495 for (i = 0; i < 5; i++){
496 if (SUIT_OF(cards[i]) != suit){
497 if(have_joker() && !joker_is_used)
498 joker_is_used = TRUE;
508 * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
509 * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
511 static int yaku_check_straight(void)
514 bool joker_is_used = FALSE;
515 bool straight = FALSE;
518 for (i = 0; i < 5; i++)
520 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
521 lowest = NUM_OF(cards[i]);
524 /* Check Royal Straight Flush */
525 if (yaku_check_flush())
528 for (i = 0; i < 4; i++)
530 if (!find_card_num(9 + i)){
531 if( have_joker() && !joker_is_used )
532 joker_is_used = TRUE;
537 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
540 for (i = 0; i < 3; i++)
542 if (!find_card_num(10 + i))
545 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
549 joker_is_used = FALSE;
551 /* Straight Only Check */
553 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
554 for (i = 0; i < 4; i++)
556 if (!find_card_num(9 + i)) {
557 if (have_joker() && !joker_is_used)
558 joker_is_used = TRUE;
563 if(i == 4) straight = TRUE;
566 joker_is_used = FALSE;
568 for (i = 0; i < 5; i++)
570 if(!find_card_num(lowest + i)){
571 if( have_joker() && !joker_is_used )
572 joker_is_used = TRUE;
577 if(i == 5) straight = TRUE;
579 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
580 else if(straight) return 1; /* Only Straight */
585 * @brief ポーカーのペア役の状態を返す。
586 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
588 static int yaku_check_pair(void)
590 int i, i2, matching = 0;
592 for (i = 0; i < 5; i++)
594 for (i2 = i+1; i2 < 5; i2++)
596 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
597 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
628 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
629 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
630 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
631 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
632 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
633 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
634 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
635 #define ODDS_ST 4 /*!< ストレートの役倍率 */
636 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
637 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
640 * @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
643 static int yaku_check(void)
647 switch(yaku_check_straight()){
649 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
652 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
655 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
658 /* Not straight -- fall through */
662 if (yaku_check_flush())
664 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
668 switch (yaku_check_pair())
671 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
674 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
677 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
680 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
683 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
686 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
688 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
693 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
703 * @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
704 * @param hoge カーソルの現在位置
705 * @param kaeruka カードの捨てる/残すフラグ配列
708 static void display_kaeruka(int hoge, int kaeruka[])
711 char col = TERM_WHITE;
712 for (i = 0; i < 5; i++)
714 if (i == hoge) col = TERM_YELLOW;
715 else if(kaeruka[i]) col = TERM_WHITE;
716 else col = TERM_L_BLUE;
719 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
721 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
723 if (hoge > 4) col = TERM_YELLOW;
724 else col = TERM_WHITE;
725 c_put_str(col, _("決定", "Sure"), 16, 38);
727 /* Hilite current option */
728 if (hoge < 5) move_cursor(14, 5+hoge*16);
729 else move_cursor(16, 38);
733 * @brief ポーカーの手札を表示する。
736 static void display_cards(void)
739 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
741 concptr suit[4] = {"★", "●", "¶", "†"};
742 concptr card_grph[13][7] = {{"A %s ",
833 concptr joker_grph[7] = { " ",
843 concptr suit[4] = {"[]", "qp", "<>", "db"};
844 concptr card_grph[13][7] = {{"A %s ",
935 concptr joker_grph[7] = { " ",
944 for (i = 0; i < 5; i++)
946 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
949 for (i = 0; i < 5; i++)
951 for (j = 0; j < 7; j++)
953 prt(_("┃", " |"), j+6, i*16);
954 if(IS_JOKER(cards[i]))
955 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
957 c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]), j+6, 2+i*16);
958 prt(_("┃", "| "), j+6, i*16+14);
961 for (i = 0; i < 5; i++)
963 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
968 * @brief ポーカーの1プレイルーチン。
971 static int do_poker(void)
975 int deck[53]; /* yamafuda : 0...52 */
977 int kaeruka[5]; /* 0:kaenai 1:kaeru */
985 for (i = 0; i < 5; i++)
987 cards[i] = deck[deck_ptr++];
988 kaeruka[i] = 0; /* default:nokosu */
991 /* suteruno wo kimeru */
992 prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
999 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1004 case '6': case 'l': case 'L': case KTRL('F'):
1005 if (!kettei) k = (k+1)%5;
1006 else {k = 0;kettei = FALSE;}
1009 case '4': case 'h': case 'H': case KTRL('B'):
1010 if (!kettei) k = (k+4)%5;
1011 else {k = 4;kettei = FALSE;}
1014 case '2': case 'j': case 'J': case KTRL('N'):
1015 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1017 case '8': case 'k': case 'K': case KTRL('P'):
1018 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1020 case ' ': case '\r':
1021 if (kettei) done = TRUE;
1022 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1031 for (i = 0; i < 5; i++)
1032 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1036 return yaku_check();
1041 /* end of poker codes --Koka */
1044 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1045 * @param cmd プレイするゲームID
1048 static bool gamble_comm(int cmd)
1051 int roll1, roll2, roll3, choice, odds, win;
1056 char out_val[160], tmp_str[80], again;
1061 if (cmd == BACT_GAMBLE_RULES)
1063 /* Peruse the gambling help file */
1064 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1071 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1072 "Hey! You don't have gold - get out of here!"));
1080 maxbet = p_ptr->lev * 200;
1082 /* We can't bet more than we have */
1083 maxbet = MIN(maxbet, p_ptr->au);
1086 strcpy(out_val, "");
1087 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1091 * Use get_string() because we may need more than
1092 * the s16b value returned by get_quantity().
1094 if (get_string(tmp_str, out_val, 32))
1097 for (p = out_val; *p == ' '; p++);
1102 if (wager > p_ptr->au)
1104 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!"));
1109 else if (wager > maxbet)
1111 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1112 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1117 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1123 oldgold = p_ptr->au;
1125 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1126 prt(tmp_str, 20, 2);
1127 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1128 prt(tmp_str, 21, 2);
1135 case BACT_IN_BETWEEN: /* Game of In-Between */
1136 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1140 roll1 = randint1(10);
1141 roll2 = randint1(10);
1142 choice = randint1(10);
1143 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1146 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1148 prt(tmp_str, 11, 14);
1149 if (((choice > roll1) && (choice < roll2)) ||
1150 ((choice < roll1) && (choice > roll2)))
1153 case BACT_CRAPS: /* Game of Craps */
1154 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1158 roll1 = randint1(6);
1159 roll2 = randint1(6);
1160 roll3 = roll1 + roll2;
1162 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1163 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1165 if ((roll3 == 7) || (roll3 == 11))
1167 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1172 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"));
1175 roll1 = randint1(6);
1176 roll2 = randint1(6);
1177 roll3 = roll1 + roll2;
1178 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1179 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1181 if (roll3 == choice)
1183 else if (roll3 == 7)
1185 } while ((win != TRUE) && (win != FALSE));
1188 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1191 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1193 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1194 prt("--------------------------------", 8, 3);
1195 strcpy(out_val, "");
1196 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1198 for (p = out_val; iswspace(*p); p++);
1202 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1205 else if (choice > 9)
1207 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1211 roll1 = randint0(10);
1212 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1213 "The wheel spins to a stop and the winner is %d"), roll1);
1214 prt(tmp_str, 13, 3);
1216 prt("*", 9, (3 * roll1 + 5));
1217 if (roll1 == choice)
1221 case BACT_DICE_SLOTS: /* The Dice Slots */
1222 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1223 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1224 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1225 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1226 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1227 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1228 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1229 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1232 roll1 = randint1(21);
1242 roll2 = randint1(21);
1252 choice = randint1(21);
1262 put_str("/--------------------------\\", 7, 2);
1263 prt("\\--------------------------/", 17, 2);
1264 display_fruit(8, 3, roll1 - 1);
1265 display_fruit(8, 12, roll2 - 1);
1266 display_fruit(8, 21, choice - 1);
1267 if ((roll1 == roll2) && (roll2 == choice))
1286 else if ((roll1 == 1) && (roll2 == 1))
1295 if (odds) win = TRUE;
1301 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1303 p_ptr->au += odds * wager;
1304 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1306 prt(tmp_str, 17, 37);
1310 prt(_("あなたの負け", "You Lost"), 16, 37);
1313 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1315 prt(tmp_str, 22, 2);
1316 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1318 move_cursor(18, 52);
1323 if (wager > p_ptr->au)
1325 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1326 "Hey! You don't have the gold - get out of here!"));
1332 } while ((again == 'y') || (again == 'Y'));
1335 if (p_ptr->au >= oldgold)
1337 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!」",
1338 "You came out a winner! We'll win next time, I'm sure."));
1339 chg_virtue(V_CHANCE, 3);
1343 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."));
1344 chg_virtue(V_CHANCE, -3);
1354 * @brief モンスター闘技場に参加するモンスターをリセットする。
1357 void battle_monsters(void)
1364 bool old_inside_battle = p_ptr->inside_battle;
1366 for (i = 0; i < max_d_idx; i++)
1367 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1369 mon_level = randint1(MIN(max_dl, 122))+5;
1370 if (randint0(100) < 60)
1372 i = randint1(MIN(max_dl, 122))+5;
1373 mon_level = MAX(i, mon_level);
1375 if (randint0(100) < 30)
1377 i = randint1(MIN(max_dl, 122))+5;
1378 mon_level = MAX(i, mon_level);
1385 for(i = 0; i < 4; i++)
1391 get_mon_num_prep(monster_can_entry_arena, NULL);
1392 p_ptr->inside_battle = TRUE;
1393 r_idx = get_mon_num(mon_level);
1394 p_ptr->inside_battle = old_inside_battle;
1395 if (!r_idx) continue;
1397 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1399 if ((r_info[r_idx].level + 10) > mon_level) continue;
1402 for (j = 0; j < i; j++)
1403 if(r_idx == battle_mon[j]) break;
1408 battle_mon[i] = r_idx;
1409 if (r_info[r_idx].level < 45) tekitou = TRUE;
1414 monster_race *r_ptr = &r_info[battle_mon[i]];
1415 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1417 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1418 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1420 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1421 power[i] = power[i] * (100 + r_ptr->level) / 100;
1422 if (r_ptr->speed > 110)
1423 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1424 if (r_ptr->speed < 110)
1425 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1427 power[i] = power[i] * (num_taisei*2+5) / 10;
1428 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1429 power[i] = power[i] * 4 / 3;
1430 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1431 power[i] = power[i] * 4 / 3;
1432 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1433 power[i] = power[i] * 11 / 10;
1434 if (r_ptr->flags1 & RF1_RAND_25)
1435 power[i] = power[i] * 9 / 10;
1436 if (r_ptr->flags1 & RF1_RAND_50)
1437 power[i] = power[i] * 9 / 10;
1438 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1439 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1446 power[i] = total*60/power[i];
1447 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1448 if ((power[i] < 160) && randint0(20)) break;
1449 if (power[i] < 101) power[i] = 100 + randint1(5);
1450 mon_odds[i] = power[i];
1457 * @brief モンスター闘技場のメインルーチン
1458 * @return 賭けを開始したか否か
1460 static bool kakutoujou(void)
1464 char out_val[160], tmp_str[80];
1467 if ((turn - old_battle) > TURNS_PER_TICK*250)
1478 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!"));
1490 "Monsters Odds"), 4, 4);
1494 monster_race *r_ptr = &r_info[battle_mon[i]];
1496 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1497 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1498 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1499 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1502 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1512 if (i >= '1' && i <= '4')
1514 sel_monster = i-'1';
1515 battle_odds = mon_odds[sel_monster];
1523 if (i !=sel_monster) clear_bldg(i+5,i+5);
1525 maxbet = p_ptr->lev * 200;
1527 /* We can't bet more than we have */
1528 maxbet = MIN(maxbet, p_ptr->au);
1531 strcpy(out_val, "");
1532 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1534 * Use get_string() because we may need more than
1535 * the s16b value returned by get_quantity().
1537 if (get_string(tmp_str, out_val, 32))
1540 for (p = out_val; *p == ' '; p++);
1545 if (wager > p_ptr->au)
1547 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!"));
1553 else if (wager > maxbet)
1555 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);
1561 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1565 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1570 /* Save the surface floor as saved floor */
1571 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1573 p_ptr->inside_battle = TRUE;
1574 p_ptr->leaving = TRUE;
1588 * @brief 本日の賞金首情報を表示する。
1591 static void today_target(void)
1594 monster_race *r_ptr = &r_info[today_mon];
1597 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1598 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1599 c_put_str(TERM_YELLOW, buf, 6, 10);
1600 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1602 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1604 p_ptr->today_mon = today_mon;
1608 * @brief ツチノコの賞金首情報を表示する。
1611 static void tsuchinoko(void)
1614 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1615 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);
1616 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1617 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1618 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1622 * @brief 通常の賞金首情報を表示する。
1625 static void shoukinkubi(void)
1631 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);
1632 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1634 for (i = 0; i < MAX_KUBI; i++)
1638 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1640 if (kubi_r_idx[i] > 10000)
1643 done_mark = _("(済)", "(done)");
1651 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1654 if (!y && (i < MAX_KUBI -1))
1656 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1667 * 賞金首の報酬テーブル / List of prize object
1670 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1671 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1672 } prize_list[MAX_KUBI] =
1674 {TV_POTION, SV_POTION_CURING},
1675 {TV_POTION, SV_POTION_SPEED},
1676 {TV_POTION, SV_POTION_SPEED},
1677 {TV_POTION, SV_POTION_RESISTANCE},
1678 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1680 {TV_POTION, SV_POTION_HEALING},
1681 {TV_POTION, SV_POTION_RESTORE_MANA},
1682 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1683 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1684 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1686 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1687 {TV_POTION, SV_POTION_STAR_HEALING},
1688 {TV_POTION, SV_POTION_STAR_HEALING},
1689 {TV_POTION, SV_POTION_NEW_LIFE},
1690 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1692 {TV_POTION, SV_POTION_LIFE},
1693 {TV_POTION, SV_POTION_LIFE},
1694 {TV_POTION, SV_POTION_AUGMENTATION},
1695 {TV_POTION, SV_POTION_INVULNERABILITY},
1696 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1700 * @brief 賞金首の引き換え処理 / Get prize
1701 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1703 static bool kankin(void)
1707 bool change = FALSE;
1708 GAME_TEXT o_name[MAX_NLEN];
1711 /* Loop for inventory and right/left arm */
1712 for (i = 0; i <= INVEN_LARM; i++)
1714 o_ptr = &inventory[i];
1716 /* Living Tsuchinoko worthes $1000000 */
1717 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1719 char buf[MAX_NLEN+20];
1720 object_desc(o_name, o_ptr, 0);
1721 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1724 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1725 p_ptr->au += 1000000L * o_ptr->number;
1726 p_ptr->redraw |= (PR_GOLD);
1727 inven_item_increase(i, -o_ptr->number);
1728 inven_item_describe(i);
1729 inven_item_optimize(i);
1735 for (i = 0; i < INVEN_PACK; i++)
1737 o_ptr = &inventory[i];
1739 /* Corpse of Tsuchinoko worthes $200000 */
1740 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1742 char buf[MAX_NLEN+20];
1743 object_desc(o_name, o_ptr, 0);
1744 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1747 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1748 p_ptr->au += 200000L * o_ptr->number;
1749 p_ptr->redraw |= (PR_GOLD);
1750 inven_item_increase(i, -o_ptr->number);
1751 inven_item_describe(i);
1752 inven_item_optimize(i);
1758 for (i = 0; i < INVEN_PACK; i++)
1760 o_ptr = &inventory[i];
1762 /* Bones of Tsuchinoko worthes $100000 */
1763 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1765 char buf[MAX_NLEN+20];
1766 object_desc(o_name, o_ptr, 0);
1767 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1770 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1771 p_ptr->au += 100000L * o_ptr->number;
1772 p_ptr->redraw |= (PR_GOLD);
1773 inven_item_increase(i, -o_ptr->number);
1774 inven_item_describe(i);
1775 inven_item_optimize(i);
1781 for (i = 0; i < INVEN_PACK; i++)
1783 o_ptr = &inventory[i];
1784 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)))
1786 char buf[MAX_NLEN+20];
1787 object_desc(o_name, o_ptr, 0);
1788 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1791 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1792 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1793 p_ptr->redraw |= (PR_GOLD);
1794 inven_item_increase(i, -o_ptr->number);
1795 inven_item_describe(i);
1796 inven_item_optimize(i);
1802 for (i = 0; i < INVEN_PACK; i++)
1804 o_ptr = &inventory[i];
1806 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1808 char buf[MAX_NLEN+20];
1809 object_desc(o_name, o_ptr, 0);
1810 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1813 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1814 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1815 p_ptr->redraw |= (PR_GOLD);
1816 inven_item_increase(i, -o_ptr->number);
1817 inven_item_describe(i);
1818 inven_item_optimize(i);
1824 for (j = 0; j < MAX_KUBI; j++)
1826 /* Need reverse order --- Positions will be changed in the loop */
1827 for (i = INVEN_PACK-1; i >= 0; i--)
1829 o_ptr = &inventory[i];
1830 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1832 char buf[MAX_NLEN+20];
1834 INVENTORY_IDX item_new;
1837 object_desc(o_name, o_ptr, 0);
1838 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1839 if (!get_check(buf)) continue;
1841 #if 0 /* Obsoleted */
1842 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
1843 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1844 p_ptr->redraw |= (PR_GOLD);
1845 inven_item_increase(i, -o_ptr->number);
1846 inven_item_describe(i);
1847 inven_item_optimize(i);
1848 chg_virtue(V_JUSTICE, 5);
1849 kubi_r_idx[j] += 10000;
1852 #endif /* Obsoleted */
1855 inven_item_increase(i, -o_ptr->number);
1856 inven_item_describe(i);
1857 inven_item_optimize(i);
1859 chg_virtue(V_JUSTICE, 5);
1860 kubi_r_idx[j] += 10000;
1862 /* Count number of unique corpses already handed */
1863 for (num = 0, k = 0; k < MAX_KUBI; k++)
1865 if (kubi_r_idx[k] >= 10000) num++;
1867 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" : ""));
1869 /* Prepare to make a prize */
1870 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1871 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1873 object_aware(&forge);
1874 object_known(&forge);
1877 * Hand it --- Assume there is an empty slot.
1878 * Since a corpse is handed at first,
1879 * there is at least one empty slot.
1881 item_new = inven_carry(&forge);
1883 object_desc(o_name, &forge, 0);
1884 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1886 /* Auto-inscription */
1887 autopick_alter_item(item_new, FALSE);
1897 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."));
1905 * @brief 宿屋の利用サブルーチン
1906 * @details inn commands\n
1907 * Note that resting for the night was a perfect way to avoid player\n
1908 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1909 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1910 * will not be that useful. I will keep it in the hopes the player\n
1911 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1912 * Resting at night is also a quick way to restock stores -KMW-\n
1913 * @param cmd 宿屋の利用施設ID
1914 * @return 施設の利用が実際に行われたか否か。
1916 static bool inn_comm(int cmd)
1920 case BACT_FOOD: /* Buy food & drink */
1921 if (p_ptr->food >= PY_FOOD_FULL)
1923 msg_print(_("今は満腹だ。", "You are full now."));
1926 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."));
1927 (void)set_food(PY_FOOD_MAX - 1);
1930 case BACT_REST: /* Rest for the night */
1931 if ((p_ptr->poisoned) || (p_ptr->cut))
1933 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."));
1935 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."));
1939 s32b oldturn = turn;
1940 int prev_day, prev_hour, prev_min;
1942 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
1943 if ((prev_hour >= 6) && (prev_hour <= 17))
1944 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
1946 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
1948 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1949 if (dungeon_turn < dungeon_turn_limit)
1951 dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1952 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
1955 prevent_turn_overflow();
1957 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
1958 p_ptr->chp = p_ptr->mhp;
1960 if (ironman_nightmare)
1962 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."));
1964 /* Have some nightmares */
1967 sanity_blast(NULL, FALSE);
1968 if (!one_in_(3)) break;
1971 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
1972 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
1979 p_ptr->chp = p_ptr->mhp;
1980 p_ptr->csp = p_ptr->msp;
1981 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1984 for (i = 0; i < 72; i++)
1986 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
1988 for (; i < 108; i++)
1990 p_ptr->magic_num1[i] = 0;
1994 if ((prev_hour >= 6) && (prev_hour <= 17))
1996 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."));
1997 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2001 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."));
2002 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2008 case BACT_RUMORS: /* Listen for rumors */
2010 display_rumor(TRUE);
2020 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2021 * @param questnum クエストのID
2022 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2025 static void get_questinfo(IDX questnum, bool do_init)
2028 QUEST_IDX old_quest;
2029 GAME_TEXT tmp_str[80];
2031 /* Clear the text */
2032 for (i = 0; i < 10; i++)
2034 quest_text[i][0] = '\0';
2037 quest_text_line = 0;
2039 /* Set the quest number temporary */
2040 old_quest = p_ptr->inside_quest;
2041 p_ptr->inside_quest = questnum;
2043 /* Get the quest text */
2044 init_flags = INIT_SHOW_TEXT;
2045 if (do_init) init_flags |= INIT_ASSIGN;
2047 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2049 /* Reset the old quest number */
2050 p_ptr->inside_quest = old_quest;
2052 /* Print the quest info */
2053 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);
2057 prt(quest[questnum].name, 7, 0);
2059 for (i = 0; i < 10; i++)
2061 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2066 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2069 static void castle_quest(void)
2071 QUEST_IDX q_index = 0;
2072 monster_race *r_ptr;
2079 /* Current quest of the building */
2080 q_index = cave[p_ptr->y][p_ptr->x].special;
2082 /* Is there a quest available at the building? */
2085 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);
2089 q_ptr = &quest[q_index];
2091 /* Quest is completed */
2092 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2094 /* Rewarded quest */
2095 q_ptr->status = QUEST_STATUS_REWARDED;
2097 get_questinfo(q_index, FALSE);
2099 reinit_wilderness = TRUE;
2102 else if (q_ptr->status == QUEST_STATUS_FAILED)
2104 get_questinfo(q_index, FALSE);
2106 /* Mark quest as done (but failed) */
2107 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2109 reinit_wilderness = TRUE;
2111 /* Quest is still unfinished */
2112 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2114 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);
2115 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);
2116 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);
2119 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2121 q_ptr->status = QUEST_STATUS_TAKEN;
2123 reinit_wilderness = TRUE;
2125 /* Assign a new quest */
2126 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2128 if (q_ptr->r_idx == 0)
2130 /* Random monster at least 5 - 10 levels out of deep */
2131 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2134 r_ptr = &r_info[q_ptr->r_idx];
2136 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2138 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2139 r_ptr = &r_info[q_ptr->r_idx];
2142 if (q_ptr->max_num == 0)
2144 /* Random monster number */
2145 if (randint1(10) > 7)
2148 q_ptr->max_num = randint1(3) + 1;
2152 name = (r_name + r_ptr->name);
2153 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2157 get_questinfo(q_index, TRUE);
2164 * @brief 町に関するヘルプを表示する / Display town history
2167 static void town_history(void)
2171 /* Peruse the building help file */
2172 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2177 * @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
2178 * @param plus_ammo 矢弾のダメージ修正
2179 * @param plus_bow 弓のダメージ修正
2181 * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
2183 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2186 object_type *j_ptr = &inventory[INVEN_BOW];
2188 /* Extract "shot" power */
2189 i = p_ptr->to_h_b + plus_ammo;
2191 if (p_ptr->tval_ammo == TV_BOLT)
2192 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2194 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2196 /* Snipers can shot more critically with crossbows */
2197 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2198 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2200 /* Good bow makes more critical */
2201 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2209 * @brief 射撃時クリティカルによるダメージ期待値修正計算(重量依存部分) / critical happens at i / 10000
2210 * @param weight 武器の重量
2211 * @param plus_ammo 矢弾のダメージ修正
2212 * @param plus_bow 弓のダメージ修正
2213 * @param dam 基本ダメージ量
2216 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
2220 i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2225 crit = MIN(500, 900/weight);
2226 num += dam * 3 /2 * crit;
2229 crit = MIN(500, 1350/weight);
2231 num += dam * 2 * crit;
2237 num += dam * 3 * crit;
2243 num += (10000 - i) * dam;
2250 * @brief 攻撃時クリティカルによるダメージ期待値修正計算(重量と毒針処理) / critical happens at i / 10000
2251 * @param weight 武器の重量
2252 * @param plus 武器のダメージ修正
2254 * @param meichuu 命中値
2255 * @param dokubari 毒針処理か否か
2258 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2263 if(dokubari) return dam;
2265 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2271 if (k < 400) num += (2 * dam + 5) * (400 - k);
2272 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2273 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2274 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2275 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2278 if(p_ptr->pclass == CLASS_NINJA)
2281 num += (4444 - i) * dam;
2287 num += (5000 - i) * dam;
2295 * @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
2297 * @param mult スレイ倍率(掛け算部分)
2298 * @param div スレイ倍率(割り算部分)
2299 * @param force 理力特別計算フラグ
2302 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2310 tmp += dam * 60 * 2;
2324 * @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)
2326 * @param mult スレイ倍率(掛け算部分)
2327 * @param div スレイ倍率(割り算部分)
2328 * @param force 理力特別計算フラグ
2330 * @param plus 武器ダメージ修正
2331 * @param meichuu 命中値
2332 * @param dokubari 毒針処理か否か
2333 * @param vorpal_mult 切れ味倍率(掛け算部分)
2334 * @param vorpal_div 切れ味倍率(割り算部分)
2337 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2339 dam = calc_slaydam(dam, mult, div, force);
2340 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2341 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2347 * @brief 武器の各条件毎のダメージ期待値を表示する。
2350 * @param mindice ダイス部分最小値
2351 * @param maxdice ダイス部分最大値
2353 * @param dam_bonus ダメージ修正値
2355 * @param color 条件内容の表示色
2357 * Display the damage figure of an object\n
2358 * (used by compare_weapon_aux)\n
2360 * Only accurate for the current weapon, because it includes\n
2361 * the current +dam of the player.\n
2364 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2366 GAME_TEXT tmp_str[80];
2369 mindam = blows * (mindice + dam_bonus);
2370 maxdam = blows * (maxdice + dam_bonus);
2372 /* Print the intro text */
2373 c_put_str(color, attr, r, c);
2375 /* Calculate the min and max damage figures */
2376 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2378 /* Print the damage */
2379 put_str(tmp_str, r, c + 8);
2384 * @brief 武器一つ毎のダメージ情報を表示する。
2385 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2386 * @param col 表示する行の上端
2389 * Show the damage figures for the various monster types\n
2391 * Only accurate for the current weapon, because it includes\n
2392 * the current number of blows for the player.\n
2395 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2397 BIT_FLAGS flgs[TR_FLAG_SIZE];
2398 int blow = p_ptr->num_blow[0];
2400 bool dokubari = FALSE;
2402 /* Effective dices */
2403 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2404 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2406 int mindice = eff_dd;
2407 int maxdice = eff_ds * eff_dd;
2410 int vorpal_mult = 1;
2412 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2415 /* Get the flags of the weapon */
2416 object_flags(o_ptr, flgs);
2418 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2421 /* Show Critical Damage*/
2422 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2423 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2425 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2429 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2431 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2442 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2443 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2444 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2447 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2451 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2452 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2453 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2456 /* Print the relevant lines */
2457 if (have_flag(flgs, TR_KILL_ANIMAL))
2459 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2460 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2461 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2463 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2465 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2466 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2467 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2469 if (have_flag(flgs, TR_KILL_EVIL))
2471 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2472 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2473 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2475 else if (have_flag(flgs, TR_SLAY_EVIL))
2477 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2478 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2479 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2481 if (have_flag(flgs, TR_KILL_HUMAN))
2483 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2484 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2485 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2487 else if (have_flag(flgs, TR_SLAY_HUMAN))
2489 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2490 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2491 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2493 if (have_flag(flgs, TR_KILL_UNDEAD))
2495 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2496 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2497 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2499 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2501 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2502 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2503 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2505 if (have_flag(flgs, TR_KILL_DEMON))
2507 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2508 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2509 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2511 else if (have_flag(flgs, TR_SLAY_DEMON))
2513 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2514 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2515 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2517 if (have_flag(flgs, TR_KILL_ORC))
2519 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2520 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2521 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2523 else if (have_flag(flgs, TR_SLAY_ORC))
2525 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2526 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2527 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2529 if (have_flag(flgs, TR_KILL_TROLL))
2531 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2532 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2533 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2535 else if (have_flag(flgs, TR_SLAY_TROLL))
2537 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2538 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2539 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2541 if (have_flag(flgs, TR_KILL_GIANT))
2543 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2544 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2545 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2547 else if (have_flag(flgs, TR_SLAY_GIANT))
2549 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2550 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2551 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2553 if (have_flag(flgs, TR_KILL_DRAGON))
2555 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2556 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2557 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2559 else if (have_flag(flgs, TR_SLAY_DRAGON))
2561 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2562 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2563 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2565 if (have_flag(flgs, TR_BRAND_ACID))
2567 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2568 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2569 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2571 if (have_flag(flgs, TR_BRAND_ELEC))
2573 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2574 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2575 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2577 if (have_flag(flgs, TR_BRAND_FIRE))
2579 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2580 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2581 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2583 if (have_flag(flgs, TR_BRAND_COLD))
2585 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2586 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2587 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2589 if (have_flag(flgs, TR_BRAND_POIS))
2591 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2592 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2593 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2598 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2599 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2600 * @param row 表示する列の左端
2601 * @param col 表示する行の上端
2603 * Displays all info about a weapon
2605 * Only accurate for the current weapon, because it includes
2606 * various info about the player's +to_dam and number of blows.
2609 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2611 GAME_TEXT o_name[MAX_NLEN];
2612 GAME_TEXT tmp_str[80];
2614 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2615 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2616 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2618 /* Print the weapon name */
2619 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2620 c_put_str(TERM_YELLOW, o_name, row, col);
2622 /* Print the player's number of blows */
2623 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2624 put_str(tmp_str, row+1, col);
2626 /* Print to_hit and to_dam of the weapon */
2627 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2628 put_str(tmp_str, row+2, col);
2630 /* Print the weapons base damage dice */
2631 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2632 (int)hit_chance(reli, 0),
2633 (int)hit_chance(reli, 50),
2634 (int)hit_chance(reli, 100),
2635 (int)hit_chance(reli, 150),
2636 (int)hit_chance(reli, 200));
2637 put_str(tmp_str, row+3, col);
2638 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2640 /* Damage for one blow (if it hits) */
2641 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2642 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2643 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2644 put_str(tmp_str, row+6, col+1);
2646 /* Damage for the complete attack (if all blows hit) */
2647 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2648 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2649 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2650 put_str(tmp_str, row+7, col+1);
2654 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2656 * Copies the weapons to compare into the weapon-slot and\n
2657 * compares the values for both weapons.\n
2658 * 武器1つだけで比較をしないなら費用は半額になる。
2659 * @param bcost 基本鑑定費用
2660 * @return 最終的にかかった費用
2662 static PRICE compare_weapons(PRICE bcost)
2665 OBJECT_IDX item, item2;
2666 object_type *o_ptr[2];
2667 object_type orig_weapon;
2671 TERM_LEN wid = 38, mgn = 2;
2672 bool old_character_xtra = character_xtra;
2675 PRICE cost = 0; /* First time no price */
2680 /* Store copy of original wielded weapon */
2681 i_ptr = &inventory[INVEN_RARM];
2682 object_copy(&orig_weapon, i_ptr);
2684 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2686 /* Get the first weapon */
2687 q = _("第一の武器は?", "What is your first weapon? ");
2688 s = _("比べるものがありません。", "You have nothing to compare.");
2690 o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2704 /* Only compare melee weapons */
2705 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2707 /* Hack -- prevent "icky" message */
2708 character_xtra = TRUE;
2710 /* Diaplay selected weapon's infomation */
2711 for (i = 0; i < n; i++)
2713 int col = (wid * i + mgn);
2715 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2716 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2718 p_ptr->update |= PU_BONUS;
2721 /* List the new values */
2722 list_weapon(o_ptr[i], row, col);
2723 compare_weapon_aux(o_ptr[i], col, row + 8);
2725 /* Copy back the original weapon into the weapon slot */
2726 object_copy(i_ptr, &orig_weapon);
2729 /* Reset the values for the old weapon */
2730 p_ptr->update |= PU_BONUS;
2733 character_xtra = old_character_xtra;
2736 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2737 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);
2738 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);
2740 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2741 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2742 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2750 if (total + cost > p_ptr->au)
2752 msg_print(_("お金が足りません!", "You don't have enough money!"));
2757 q = _("第二の武器は?", "What is your second weapon? ");
2758 s = _("比べるものがありません。", "You have nothing to compare.");
2760 /* Get the second weapon */
2761 o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2762 if (!o_ptr[1]) continue;
2780 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2782 * Calculate and display the dodge-rate and the protection-rate
2784 * @param iAC プレイヤーのAC。
2785 * @return 常にTRUEを返す。
2787 static bool eval_ac(ARMOUR_CLASS iAC)
2791 "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"
2792 "何パーセント軽減するかを示します。\n"
2793 "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"
2794 "に対してのみ効果があります。\n \n"
2795 "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"
2796 "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"
2797 "敵のレベルとあなたのACによって決定されます。\n \n"
2798 "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"
2799 "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";
2802 "'Protection Rate' means how much damage is reduced by your armor.\n"
2803 "Note that the Protection rate is effective only against normal "
2804 "'attack' and 'shatter' type melee attacks, "
2805 "and has no effect against any other types such as 'poison'.\n \n"
2806 "'Dodge Rate' indicates the success rate on dodging the "
2807 "monster's melee attacks. "
2808 "It is depend on the level of the monster and your AC.\n \n"
2809 "'Average Damage' indicates the expected amount of damage "
2810 "when you are attacked by normal melee attacks with power=100.";
2814 TERM_LEN col, row = 2;
2816 char buf[80*20], *t;
2818 /* AC lower than zero has no effect */
2819 if (iAC < 0) iAC = 0;
2822 protection = 100 * MIN(iAC, 150) / 250;
2827 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2828 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2831 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2832 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2833 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2835 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2837 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2838 int dodge; /* 回避率(%) */
2839 int average; /* ダメージ期待値 */
2841 put_str(format("%3d", lvl), row + 0, col);
2844 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2845 put_str(format("%3d%%", dodge), row + 1, col);
2847 /* 100点の攻撃に対してのダメージ期待値を計算 */
2848 average = (100 - dodge) * (100 - protection) / 100;
2849 put_str(format("%3d", average), row + 2, col);
2853 roff_to_buf(memo, 70, buf, sizeof(buf));
2854 for (t = buf; t[0]; t += strlen(t) + 1)
2855 put_str(t, (row++) + 4, 4);
2857 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);
2869 * @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。
2870 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2871 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2872 * @return 修復対象になるならTRUEを返す。
2874 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2877 int cand[TR_FLAG_MAX];
2878 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2879 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2881 object_flags(to_ptr, to_flgs);
2882 object_flags(from_ptr, from_flgs);
2884 for (i = 0; i < TR_FLAG_MAX; i++)
2888 case TR_IGNORE_ACID:
2889 case TR_IGNORE_ELEC:
2890 case TR_IGNORE_FIRE:
2891 case TR_IGNORE_COLD:
2900 case TR_FIXED_FLAVOR:
2903 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2905 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2913 int tr_idx = cand[randint0(n)];
2914 add_flag(to_ptr->art_flags, tr_idx);
2915 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2916 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2917 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2918 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2925 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2926 * @param bcost 基本修復費用
2929 static PRICE repair_broken_weapon_aux(PRICE bcost)
2932 OBJECT_IDX item, mater;
2933 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2935 int i, dd_bonus, ds_bonus;
2936 KIND_OBJECT_IDX k_idx;
2937 char basenm[MAX_NLEN];
2942 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);
2943 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);
2945 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2946 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2948 /* Only forge broken weapons */
2949 item_tester_hook = item_tester_hook_broken_weapon;
2951 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2952 if (!o_ptr) return (0);
2954 /* It is worthless */
2955 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2957 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2961 /* They are too many */
2962 if (o_ptr->number > 1)
2964 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!"));
2968 /* Display item name */
2969 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2970 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2972 q = _("材料となる武器は?", "Which weapon for material? ");
2973 s = _("材料となる武器がありません。", "You have no material to repair.");
2975 /* Only forge broken weapons */
2976 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2978 mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2979 if (!mo_ptr) return (0);
2982 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2986 /* Display item name */
2987 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2988 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2990 /* Get the value of one of the items (except curses) */
2991 cost = bcost + object_value_real(o_ptr) * 2;
2993 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);
2995 /* Check if the player has enough money */
2996 if (p_ptr->au < cost)
2998 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2999 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);
3004 p_ptr->total_weight -= o_ptr->weight;
3006 if (o_ptr->sval == SV_BROKEN_DAGGER)
3011 /* Suppress compiler warning */
3014 for (j = 1; j < max_k_idx; j++)
3016 object_kind *k_aux_ptr = &k_info[j];
3018 if (k_aux_ptr->tval != TV_SWORD) continue;
3019 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3020 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3021 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3022 if (k_aux_ptr->weight > 99) continue;
3031 else /* TV_BROKEN_SWORD */
3033 /* Repair to a sword or sometimes material's type weapon */
3034 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3038 object_kind *ck_ptr;
3040 k_idx = lookup_kind(tval, SV_ANY);
3041 ck_ptr = &k_info[k_idx];
3043 if (tval == TV_SWORD)
3045 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3046 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3047 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3048 (ck_ptr->sval == SV_DOKUBARI)) continue;
3050 if (tval == TV_POLEARM)
3052 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3053 (ck_ptr->sval == SV_TSURIZAO)) continue;
3055 if (tval == TV_HAFTED)
3057 if ((ck_ptr->sval == SV_GROND) ||
3058 (ck_ptr->sval == SV_WIZSTAFF) ||
3059 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3066 /* Calculate dice bonuses */
3067 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3068 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3069 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3070 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3072 /* Change base object */
3073 k_ptr = &k_info[k_idx];
3074 o_ptr->k_idx = k_idx;
3075 o_ptr->weight = k_ptr->weight;
3076 o_ptr->tval = k_ptr->tval;
3077 o_ptr->sval = k_ptr->sval;
3078 o_ptr->dd = k_ptr->dd;
3079 o_ptr->ds = k_ptr->ds;
3081 /* Copy base object's ability */
3082 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3083 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3084 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3090 for (i = 1; i < dd_bonus; i++)
3092 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3098 for (i = 1; i < ds_bonus; i++)
3100 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3104 if (have_flag(k_ptr->flags, TR_BLOWS))
3106 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3107 o_ptr->pval = MIN(o_ptr->pval, bmax);
3110 /* Add one random ability from material weapon */
3111 give_one_ability_of_object(o_ptr, mo_ptr);
3113 /* Add to-dam, to-hit and to-ac from material weapon */
3114 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3115 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3116 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3118 if ((o_ptr->name1 == ART_NARSIL) ||
3119 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3120 (object_is_ego(o_ptr) && one_in_(7)))
3123 if (object_is_ego(o_ptr))
3125 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3126 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3129 /* Add one random ability from material weapon */
3130 give_one_ability_of_object(o_ptr, mo_ptr);
3132 /* Add one random activation */
3133 if (!activation_index(o_ptr)) one_activation(o_ptr);
3136 if (o_ptr->name1 == ART_NARSIL)
3138 one_high_resistance(o_ptr);
3142 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3145 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3147 msg_format("$%dで%sに修復しました。", cost, basenm);
3149 msg_format("Repaired into %s for %d gold.", basenm, cost);
3153 /* Remove BROKEN flag */
3154 o_ptr->ident &= ~(IDENT_BROKEN);
3156 /* Add repaired flag */
3157 o_ptr->discount = 99;
3159 p_ptr->total_weight += o_ptr->weight;
3162 /* Decrease material object */
3163 inven_item_increase(mater, -1);
3164 inven_item_optimize(mater);
3167 p_ptr->update |= PU_BONUS;
3170 /* Something happened */
3175 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3176 * @param bcost 基本鑑定費用
3179 static int repair_broken_weapon(PRICE bcost)
3183 cost = repair_broken_weapon_aux(bcost);
3190 * @brief アイテムの強化を行う。 / Enchant item
3191 * @param cost 1回毎の費用
3192 * @param to_hit 命中をアップさせる量
3193 * @param to_dam ダメージをアップさせる量
3194 * @param to_ac ACをアップさせる量
3195 * @return 実際に行ったらTRUE
3197 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3204 int maxenchant = (p_ptr->lev / 5);
3205 char tmp_str[MAX_NLEN];
3208 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3209 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3211 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3212 s = _("改良できるものがありません。", "You have nothing to improve.");
3214 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3215 if (!o_ptr) return (FALSE);
3217 /* Check if the player has enough money */
3218 if (p_ptr->au < (cost * o_ptr->number))
3220 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3221 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);
3225 /* Enchant to hit */
3226 for (i = 0; i < to_hit; i++)
3228 if (o_ptr->to_h < maxenchant)
3230 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3238 /* Enchant to damage */
3239 for (i = 0; i < to_dam; i++)
3241 if (o_ptr->to_d < maxenchant)
3243 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3252 for (i = 0; i < to_ac; i++)
3254 if (o_ptr->to_a < maxenchant)
3256 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3267 if (flush_failure) flush();
3268 msg_print(_("改良に失敗した。", "The improvement failed."));
3273 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3275 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3277 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3280 /* Charge the money */
3281 p_ptr->au -= (cost * o_ptr->number);
3283 if (item >= INVEN_RARM) calc_android_exp();
3285 /* Something happened */
3292 * @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staves
3294 * The player can select the number of charges to add\n
3295 * (up to a limit), and the recharge never fails.\n
3297 * The cost for rods depends on the level of the rod. The prices\n
3298 * for recharging wands and staves are dependent on the cost of\n
3302 static void building_recharge(void)
3310 PARAMETER_VALUE charges;
3312 char tmp_str[MAX_NLEN];
3316 /* Display some info */
3318 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);
3321 /* Only accept legal items */
3322 item_tester_hook = item_tester_hook_recharge;
3324 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3325 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3327 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3330 k_ptr = &k_info[o_ptr->k_idx];
3333 * We don't want to give the player free info about
3334 * the level of the item or the number of charges.
3336 /* The item must be "known" */
3337 if (!object_is_known(o_ptr))
3339 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!"));
3342 if ((p_ptr->au >= 50) &&
3343 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3347 identify_item(o_ptr);
3348 object_desc(tmp_str, o_ptr, 0);
3349 msg_format(_("%s です。", "You have: %s."), tmp_str);
3351 /* Auto-inscription */
3352 autopick_alter_item(item, FALSE);
3354 /* Update the gold display */
3355 building_prt_gold();
3363 /* Extract the object "level" */
3364 lev = k_info[o_ptr->k_idx].level;
3366 /* Price for a rod */
3367 if (o_ptr->tval == TV_ROD)
3369 if (o_ptr->timeout > 0)
3371 /* Fully recharge */
3372 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3376 /* No recharge necessary */
3378 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3382 else if (o_ptr->tval == TV_STAFF)
3384 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3385 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3387 /* Pay at least 10 gold per charge */
3388 price = MAX(10, price);
3392 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3393 price = (k_info[o_ptr->k_idx].cost / 10);
3395 /* Pay at least 10 gold per charge */
3396 price = MAX(10, price);
3399 /* Limit the number of charges for wands and staffs */
3400 if (o_ptr->tval == TV_WAND
3401 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3403 if (o_ptr->number > 1)
3405 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3409 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3413 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3415 if (o_ptr->number > 1)
3417 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3421 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3426 /* Check if the player has enough money */
3427 if (p_ptr->au < price)
3429 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3431 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3433 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3439 if (o_ptr->tval == TV_ROD)
3442 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3444 if (get_check(format("Recharge the %s for %d gold? ",
3445 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3449 /* Recharge fully */
3459 if (o_ptr->tval == TV_STAFF)
3460 max_charges = k_ptr->pval - o_ptr->pval;
3462 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3464 /* Get the quantity for staves and wands */
3465 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3466 MIN(p_ptr->au / price, max_charges));
3469 if (charges < 1) return;
3471 /* Get the new price */
3475 o_ptr->pval += charges;
3477 /* We no longer think the item is empty */
3478 o_ptr->ident &= ~(IDENT_EMPTY);
3482 object_desc(tmp_str, o_ptr, 0);
3484 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3486 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3488 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3490 p_ptr->window |= (PW_INVEN);
3501 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staves
3503 * The player can select the number of charges to add\n
3504 * (up to a limit), and the recharge never fails.\n
3506 * The cost for rods depends on the level of the rod. The prices\n
3507 * for recharging wands and staves are dependent on the cost of\n
3511 static void building_recharge_all(void)
3518 PRICE total_cost = 0;
3521 /* Display some info */
3524 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);
3526 /* Calculate cost */
3527 for ( i = 0; i < INVEN_PACK; i++)
3529 o_ptr = &inventory[i];
3531 /* skip non magic device */
3532 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3534 /* need identified */
3535 if (!object_is_known(o_ptr)) total_cost += 50;
3537 /* Extract the object "level" */
3538 lev = k_info[o_ptr->k_idx].level;
3540 k_ptr = &k_info[o_ptr->k_idx];
3542 switch (o_ptr->tval)
3545 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3549 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3550 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3552 /* Pay at least 10 gold per charge */
3553 price = MAX(10, price);
3556 price = (k_ptr->pval - o_ptr->pval) * price;
3560 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3561 price = (k_info[o_ptr->k_idx].cost / 10);
3563 /* Pay at least 10 gold per charge */
3564 price = MAX(10, price);
3567 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3571 /* if price <= 0 then item have enough charge */
3572 if (price > 0) total_cost += price;
3577 msg_print(_("充填する必要はありません。", "No need to recharge."));
3582 /* Check if the player has enough money */
3583 if (p_ptr->au < total_cost)
3585 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 );
3589 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3591 for (i = 0; i < INVEN_PACK; i++)
3593 o_ptr = &inventory[i];
3594 k_ptr = &k_info[o_ptr->k_idx];
3596 /* skip non magic device */
3597 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3599 if (!object_is_known(o_ptr))
3601 identify_item(o_ptr);
3603 /* Auto-inscription */
3604 autopick_alter_item(i, FALSE);
3608 switch (o_ptr->tval)
3614 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3615 /* We no longer think the item is empty */
3616 o_ptr->ident &= ~(IDENT_EMPTY);
3619 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3620 o_ptr->pval = o_ptr->number * k_ptr->pval;
3621 /* We no longer think the item is empty */
3622 o_ptr->ident &= ~(IDENT_EMPTY);
3628 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3630 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3632 p_ptr->window |= (PW_INVEN);
3635 p_ptr->au -= total_cost;
3642 * @brief 町間のテレポートを行うメインルーチン。
3643 * @return テレポート処理を決定したか否か
3645 bool tele_town(void)
3653 msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
3657 if (p_ptr->inside_arena || p_ptr->inside_battle)
3659 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3666 for (i = 1; i < max_towns; i++)
3670 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3672 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3679 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3685 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3695 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3696 else if (((i-'a'+1) == p_ptr->town_num) || ((i-'a'+1) == NO_TOWN) || ((i-'a'+1) == SECRET_TOWN) || !(p_ptr->visit & (1L << (i-'a')))) continue;
3700 for (y = 0; y < max_wild_y; y++)
3702 for (x = 0; x < max_wild_x; x++)
3704 if(wilderness[y][x].town == (i-'a'+1))
3706 p_ptr->wilderness_y = y;
3707 p_ptr->wilderness_x = x;
3712 p_ptr->leaving = TRUE;
3714 p_ptr->teleport_town = TRUE;
3720 * @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-
3721 * @return 常にTRUEを返す。
3722 * @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。
3724 static bool research_mon(void)
3732 bool recall = FALSE;
3736 /* XTRA HACK WHATSEARCH */
3742 /* XTRA HACK REMEMBER_IDX */
3743 static int old_sym = '\0';
3744 static IDX old_i = 0;
3748 /* Get a character, or abort */
3749 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):",
3750 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3758 /* Find that character info, and describe it */
3759 for (i = 0; ident_info[i]; ++i)
3761 if (sym == ident_info[i][0]) break;
3764 /* XTRA HACK WHATSEARCH */
3765 if (sym == KTRL('A'))
3768 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3770 else if (sym == KTRL('U'))
3773 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3775 else if (sym == KTRL('N'))
3778 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3780 else if (sym == KTRL('M'))
3783 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3790 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3792 else if (ident_info[i])
3794 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3798 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3801 /* Display the result */
3804 /* Allocate the "who" array */
3805 C_MAKE(who, max_r_idx, MONRACE_IDX);
3807 /* Collect matching monsters */
3808 for (n = 0, i = 1; i < max_r_idx; i++)
3810 monster_race *r_ptr = &r_info[i];
3813 if (!r_ptr->name) continue;
3815 /* XTRA HACK WHATSEARCH */
3816 /* Require non-unique monsters if needed */
3817 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3819 /* Require unique monsters if needed */
3820 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3828 for (xx = 0; temp[xx] && xx < 80; xx++)
3831 if (iskanji(temp[xx]))
3837 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3841 strcpy(temp2, r_name + r_ptr->E_name);
3843 strcpy(temp2, r_name + r_ptr->name);
3845 for (xx = 0; temp2[xx] && xx < 80; xx++)
3846 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3849 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3851 if (my_strstr(temp2, temp))
3855 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3858 /* Nothing to recall */
3861 /* Free the "who" array */
3862 C_KILL(who, max_r_idx, MONRACE_IDX);
3872 /* Sort if needed */
3875 /* Select the sort method */
3876 ang_sort_comp = ang_sort_comp_hook;
3877 ang_sort_swap = ang_sort_swap_hook;
3879 /* Sort the array */
3880 ang_sort(who, &why, n);
3884 /* Start at the end */
3885 /* XTRA HACK REMEMBER_IDX */
3886 if (old_sym == sym && old_i < n) i = old_i;
3891 /* Scan the monster memory */
3894 /* Extract a race */
3897 /* Hack -- Begin the prompt */
3900 /* Hack -- Complete the prompt */
3901 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3909 /*** Recall on screen ***/
3911 /* Get maximal info about this monster */
3912 lore_do_probe(r_idx);
3914 /* Save this monster ID */
3915 monster_race_track(r_idx);
3918 /* know every thing mode */
3919 screen_roff(r_idx, 0x01);
3922 /* XTRA HACK REMEMBER_IDX */
3930 /* Normal commands */
3931 if (query != 'r') break;
3938 if (query == ESCAPE) break;
3940 /* Move to "prev" monster */
3946 if (!expand_list) break;
3950 /* Move to "next" monster */
3956 if (!expand_list) break;
3962 /* Re-display the identity */
3963 /* prt(buf, 5, 5);*/
3965 /* Free the "who" array */
3966 C_KILL(who, max_r_idx, MONRACE_IDX);
3969 return (!notpicked);
3974 * @brief 施設の処理実行メインルーチン / Execute a building command
3975 * @param bldg 施設構造体の参照ポインタ
3976 * @param i 実行したい施設のサービステーブルの添字
3979 static void bldg_process_command(building_type *bldg, int i)
3981 BACT_IDX bact = bldg->actions[i];
3989 bcost = bldg->member_costs[i];
3991 bcost = bldg->other_costs[i];
3993 /* action restrictions */
3994 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3995 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3997 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4001 /* check gold (HACK - Recharge uses variable costs) */
4002 if ((bact != BACT_RECHARGE) &&
4003 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4004 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4006 msg_print(_("お金が足りません!", "You do not have the gold!"));
4015 case BACT_RESEARCH_ITEM:
4016 paid = identify_fully(FALSE);
4018 case BACT_TOWN_HISTORY:
4021 case BACT_RACE_LEGENDS:
4027 case BACT_KING_LEGENDS:
4028 case BACT_ARENA_LEGENDS:
4033 case BACT_ARENA_RULES:
4037 case BACT_IN_BETWEEN:
4039 case BACT_SPIN_WHEEL:
4040 case BACT_DICE_SLOTS:
4041 case BACT_GAMBLE_RULES:
4048 paid = inn_comm(bact);
4050 case BACT_RESEARCH_MONSTER:
4051 paid = research_mon();
4053 case BACT_COMPARE_WEAPONS:
4055 bcost = compare_weapons(bcost);
4057 case BACT_ENCHANT_WEAPON:
4058 item_tester_hook = object_allow_enchant_melee_weapon;
4059 enchant_item(bcost, 1, 1, 0);
4061 case BACT_ENCHANT_ARMOR:
4062 item_tester_hook = object_is_armour;
4063 enchant_item(bcost, 0, 0, 1);
4066 building_recharge();
4068 case BACT_RECHARGE_ALL:
4069 building_recharge_all();
4071 case BACT_IDENTS: /* needs work */
4072 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;
4074 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4077 case BACT_IDENT_ONE: /* needs work */
4078 paid = ident_spell(FALSE);
4083 case BACT_HEALING: /* needs work */
4084 paid = cure_critical_wounds(200);
4086 case BACT_RESTORE: /* needs work */
4087 paid = restore_all_status();
4089 case BACT_ENCHANT_ARROWS:
4090 item_tester_hook = item_tester_hook_ammo;
4091 enchant_item(bcost, 1, 1, 0);
4093 case BACT_ENCHANT_BOW:
4094 item_tester_tval = TV_BOW;
4095 enchant_item(bcost, 1, 1, 0);
4099 if (recall_player(p_ptr, 1)) paid = TRUE;
4102 case BACT_TELEPORT_LEVEL:
4104 paid = free_level_recall(p_ptr);
4107 case BACT_LOSE_MUTATION:
4108 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4109 (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4111 while(!lose_mutation(0));
4116 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4125 case BACT_TSUCHINOKO:
4142 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4143 set_virtue(V_COMPASSION, 0);
4144 set_virtue(V_HONOUR, 0);
4145 set_virtue(V_JUSTICE, 0);
4146 set_virtue(V_SACRIFICE, 0);
4147 set_virtue(V_KNOWLEDGE, 0);
4148 set_virtue(V_FAITH, 0);
4149 set_virtue(V_ENLIGHTEN, 0);
4150 set_virtue(V_ENCHANT, 0);
4151 set_virtue(V_CHANCE, 0);
4152 set_virtue(V_NATURE, 0);
4153 set_virtue(V_HARMONY, 0);
4154 set_virtue(V_VITALITY, 0);
4155 set_virtue(V_UNLIFE, 0);
4156 set_virtue(V_PATIENCE, 0);
4157 set_virtue(V_TEMPERANCE, 0);
4158 set_virtue(V_DILIGENCE, 0);
4159 set_virtue(V_VALOUR, 0);
4160 set_virtue(V_INDIVIDUALISM, 0);
4165 case BACT_TELE_TOWN:
4170 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4173 case BACT_BROKEN_WEAPON:
4175 bcost = repair_broken_weapon(bcost);
4186 * @brief クエスト入り口にプレイヤーが乗った際の処理 / Do building commands
4189 void do_cmd_quest(void)
4191 if(p_ptr->wild_mode) return;
4193 p_ptr->energy_use = 100;
4195 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4197 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4202 msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
4203 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4204 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4205 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4206 else if(p_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
4208 /* Player enters a new quest */
4212 leave_quest_check();
4214 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4215 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4217 p_ptr->leaving = TRUE;
4223 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4226 void do_cmd_bldg(void)
4231 building_type *bldg;
4233 if(p_ptr->wild_mode) return;
4235 p_ptr->energy_use = 100;
4237 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4239 msg_print(_("ここには建物はない。", "You see no building here."));
4243 which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4245 bldg = &building[which];
4247 /* Don't re-init the wilderness */
4248 reinit_wilderness = FALSE;
4250 if ((which == 2) && (p_ptr->arena_number < 0))
4252 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4255 else if ((which == 2) && p_ptr->inside_arena)
4257 if (!p_ptr->exit_bldg && m_cnt > 0)
4259 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);
4263 /* Don't save the arena as saved floor */
4264 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4266 p_ptr->inside_arena = FALSE;
4267 p_ptr->leaving = TRUE;
4269 /* Re-enter the arena */
4270 command_new = SPECIAL_KEY_BUILDING;
4272 /* No energy needed to re-enter the arena */
4273 p_ptr->energy_use = 0;
4278 else if (p_ptr->inside_battle)
4280 /* Don't save the arena as saved floor */
4281 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4283 p_ptr->leaving = TRUE;
4284 p_ptr->inside_battle = FALSE;
4286 /* Re-enter the monster arena */
4287 command_new = SPECIAL_KEY_BUILDING;
4289 /* No energy needed to re-enter the arena */
4290 p_ptr->energy_use = 0;
4296 p_ptr->oldpy = p_ptr->y;
4297 p_ptr->oldpx = p_ptr->x;
4303 /* Hack -- Increase "icky" depth */
4310 show_building(bldg);
4313 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4320 building_prt_gold();
4324 if (command == ESCAPE)
4327 p_ptr->inside_arena = FALSE;
4328 p_ptr->inside_battle = FALSE;
4332 for (i = 0; i < 8; i++)
4334 if (bldg->letters[i])
4336 if (bldg->letters[i] == command)
4344 if(validcmd) bldg_process_command(bldg, i);
4349 select_floor_music();
4354 /* Reinit wilderness to activate quests ... */
4355 if (reinit_wilderness)
4357 p_ptr->leaving = TRUE;
4360 /* Hack -- Decrease "icky" depth */
4365 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4366 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4367 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);