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
19 * ループ中で / hack as in leave_store in store.c
21 static bool leave_bldg = FALSE;
24 * @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。
25 * @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、
26 * 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。
27 * @param bldg 施設構造体の参照ポインタ
28 * @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。
30 static bool is_owner(building_type *bldg)
32 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
37 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
42 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
52 * @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。
54 * @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、
55 * 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。
56 * @param bldg 施設構造体の参照ポインタ
57 * @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。
58 * @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。
60 static bool is_member(building_type *bldg)
62 if (bldg->member_class[p_ptr->pclass])
67 if (bldg->member_race[p_ptr->prace])
72 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
79 if (p_ptr->pclass == CLASS_SORCERER)
83 for (i = 0; i < MAX_MAGIC; i++)
85 if (bldg->member_realm[i+1]) OK = TRUE;
93 * @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
94 * @details 消去は行毎にヌル文字列で行われる。
95 * @param min_row 開始行番号
96 * @param max_row 末尾行番号
99 static void clear_bldg(int min_row, int max_row)
103 for (i = min_row; i <= max_row; i++)
111 static void building_prt_gold(void)
114 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116 prt(tmp_str, 23, 68);
120 * @brief 施設のサービス一覧を表示する / Display a building.
121 * @param bldg 施設構造体の参照ポインタ
124 static void show_building(building_type* bldg)
132 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
136 for (i = 0; i < 8; i++)
138 if (bldg->letters[i])
140 if (bldg->action_restr[i] == 0)
142 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
145 action_color = TERM_WHITE;
148 else if (is_owner(bldg))
150 action_color = TERM_YELLOW;
151 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
155 action_color = TERM_YELLOW;
156 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
158 else if (bldg->action_restr[i] == 1)
160 if (!is_member(bldg))
162 action_color = TERM_L_DARK;
163 strcpy(buff, _("(閉店)", "(closed)"));
165 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166 (is_member(bldg) && (bldg->other_costs[i] == 0)))
168 action_color = TERM_WHITE;
171 else if (is_owner(bldg))
173 action_color = TERM_YELLOW;
174 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
178 action_color = TERM_YELLOW;
179 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
186 action_color = TERM_L_DARK;
187 strcpy(buff, _("(閉店)", "(closed)"));
189 else if (bldg->member_costs[i] != 0)
191 action_color = TERM_YELLOW;
192 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
196 action_color = TERM_WHITE;
201 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
205 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
209 * @brief 闘技場に入るコマンドの処理 / arena commands
210 * @param cmd 闘技場処理のID
213 static void arena_comm(int cmd)
222 if (p_ptr->arena_number == MAX_ARENA_MONS)
225 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
226 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);
227 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);
231 p_ptr->au += 1000000L;
232 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
234 p_ptr->arena_number++;
236 else if (p_ptr->arena_number > MAX_ARENA_MONS)
238 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
240 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."));
242 if (get_check(_("挑戦するかね?", "Do you fight? ")))
244 msg_print(_("死ぬがよい。", "Die, maggots."));
247 p_ptr->exit_bldg = FALSE;
250 /* Save the surface floor as saved floor */
251 prepare_change_floor_mode(CFM_SAVE_FLOORS);
253 p_ptr->inside_arena = TRUE;
254 p_ptr->leaving = TRUE;
259 msg_print(_("残念だ。", "We are disappointed."));
264 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。",
265 "You enter the arena briefly and bask in your glory."));
269 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
271 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。",
272 "You don't have permission to enter with pet."));
277 p_ptr->exit_bldg = FALSE;
280 /* Save the surface floor as saved floor */
281 prepare_change_floor_mode(CFM_SAVE_FLOORS);
283 p_ptr->inside_arena = TRUE;
284 p_ptr->leaving = TRUE;
289 if (p_ptr->arena_number == MAX_ARENA_MONS)
290 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。",
291 "You are victorious. Enter the arena for the ceremony."));
293 else if (p_ptr->arena_number > MAX_ARENA_MONS)
295 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
299 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300 name = (r_name + r_ptr->name);
301 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
303 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304 p_ptr->window |= (PW_MONSTER);
309 case BACT_ARENA_RULES:
314 /* Peruse the arena help file */
315 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
325 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
326 * @param row シンボルを表示する行の上端
327 * @param col シンボルを表示する行の左端
328 * @param fruit 表示するシンボルID
331 static void display_fruit(int row, int col, int fruit)
336 c_put_str(TERM_YELLOW, " ####.", row, col);
337 c_put_str(TERM_YELLOW, " # #", row + 1, col);
338 c_put_str(TERM_YELLOW, " # #", row + 2, col);
339 c_put_str(TERM_YELLOW, "# #", row + 3, col);
340 c_put_str(TERM_YELLOW, "# #", row + 4, col);
341 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
342 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
343 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
345 " Lemon "), row + 8, col);
348 c_put_str(TERM_ORANGE, " ## ", row, col);
349 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
350 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
351 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
352 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
353 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
354 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
355 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
357 " Orange "), row + 8, col);
360 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
361 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
362 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
363 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
364 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
365 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
366 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
367 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
368 prt( _(" 剣 ", " Sword ") , row + 8, col);
371 c_put_str(TERM_SLATE, " ###### ", row, col);
372 c_put_str(TERM_SLATE, "# #", row + 1, col);
373 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
374 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
375 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
376 c_put_str(TERM_SLATE, " # # ", row + 5, col);
377 c_put_str(TERM_SLATE, " # # ", row + 6, col);
378 c_put_str(TERM_SLATE, " ## ", row + 7, col);
380 " Shield "), row + 8, col);
383 c_put_str(TERM_VIOLET, " ## ", row, col);
384 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
385 c_put_str(TERM_VIOLET, "########", row + 2, col);
386 c_put_str(TERM_VIOLET, "########", row + 3, col);
387 c_put_str(TERM_VIOLET, "########", row + 4, col);
388 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
389 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
390 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
392 " Plum "), row + 8, col);
395 c_put_str(TERM_RED, " ##", row, col);
396 c_put_str(TERM_RED, " ### ", row + 1, col);
397 c_put_str(TERM_RED, " #..# ", row + 2, col);
398 c_put_str(TERM_RED, " #..# ", row + 3, col);
399 c_put_str(TERM_RED, " ###### ", row + 4, col);
400 c_put_str(TERM_RED, "#..##..#", row + 5, col);
401 c_put_str(TERM_RED, "#..##..#", row + 6, col);
402 c_put_str(TERM_RED, " ## ## ", row + 7, col);
404 " Cherry "), row + 8, col);
410 * kpoker no (tyuto-hannpa na)pakuri desu...
411 * joker ha shineru node haitte masen.
413 * TODO: donataka! tsukutte!
414 * - agatta yaku no kiroku (like DQ).
415 * - kakkoii card no e.
416 * - sousa-sei no koujyo.
417 * - code wo wakariyasuku.
419 * - Joker... -- done.
422 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
425 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
426 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
427 #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 */
429 static int cards[5]; /*!< ポーカーの現在の手札ID */
436 static void reset_deck(int deck[])
439 for (i = 0; i < 53; i++) deck[i] = i;
442 for (i = 0; i < 53; i++){
443 int tmp1 = randint0(53 - i) + i;
445 deck[i] = deck[tmp1];
451 * @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。
452 * @return ジョーカーを持っているか。
454 static bool have_joker(void)
458 for (i = 0; i < 5; i++){
459 if(IS_JOKER(cards[i])) return TRUE;
465 * @brief ポーカーの手札に該当の番号の札があるかを返す。
466 * @param num 探したいカードの番号。
467 * @return 該当の番号が手札にあるか。
469 static bool find_card_num(int num)
472 for (i = 0; i < 5; i++)
473 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
478 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
481 static bool yaku_check_flush(void)
484 bool joker_is_used = FALSE;
486 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
487 for (i = 0; i < 5; i++){
488 if (SUIT_OF(cards[i]) != suit){
489 if(have_joker() && !joker_is_used)
490 joker_is_used = TRUE;
500 * @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。
501 * @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
503 static int yaku_check_straight(void)
506 bool joker_is_used = FALSE;
507 bool straight = FALSE;
510 for (i = 0; i < 5; i++)
512 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
513 lowest = NUM_OF(cards[i]);
516 /* Check Royal Straight Flush */
517 if (yaku_check_flush())
520 for (i = 0; i < 4; i++)
522 if (!find_card_num(9 + i)){
523 if( have_joker() && !joker_is_used )
524 joker_is_used = TRUE;
529 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
532 for (i = 0; i < 3; i++)
534 if (!find_card_num(10 + i))
537 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
541 joker_is_used = FALSE;
544 /* Straight Only Check */
546 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
547 for (i = 0; i < 4; i++)
549 if (!find_card_num(9 + i)) {
550 if (have_joker() && !joker_is_used)
551 joker_is_used = TRUE;
556 if(i == 4) straight = TRUE;
558 if (lowest == 9) { /* 10 - J - Q - K - [JOKER] */
559 for (i = 0; i < 3; i++)
561 if (!find_card_num(10 + i))
564 if (i == 3 && have_joker()) straight = TRUE;
566 for (i = 0; i < 5; i++)
568 if(!find_card_num(lowest + i)){
569 if( have_joker() && !joker_is_used )
570 joker_is_used = TRUE;
575 if(i == 5) straight = TRUE;
577 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
578 else if(straight) return 1; /* Only Straight */
583 * @brief ポーカーのペア役の状態を返す。
584 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
586 static int yaku_check_pair(void)
588 int i, i2, matching = 0;
590 for (i = 0; i < 5; i++)
592 for (i2 = i+1; i2 < 5; i2++)
594 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
595 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
626 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
627 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
628 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
629 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
630 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
631 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
632 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
633 #define ODDS_ST 4 /*!< ストレートの役倍率 */
634 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
635 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
638 * @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
641 static int yaku_check(void)
645 switch(yaku_check_straight()){
647 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
650 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
653 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
656 /* Not straight -- fall through */
660 if (yaku_check_flush())
662 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
666 switch (yaku_check_pair())
669 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
672 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
675 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
678 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
681 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
684 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
686 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
691 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
701 * @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
702 * @param hoge カーソルの現在位置
703 * @param kaeruka カードの捨てる/残すフラグ配列
706 static void display_kaeruka(int hoge, int kaeruka[])
709 char col = TERM_WHITE;
710 for (i = 0; i < 5; i++)
712 if (i == hoge) col = TERM_YELLOW;
713 else if(kaeruka[i]) col = TERM_WHITE;
714 else col = TERM_L_BLUE;
717 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
719 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
721 if (hoge > 4) col = TERM_YELLOW;
722 else col = TERM_WHITE;
723 c_put_str(col, _("決定", "Sure"), 16, 38);
725 /* Hilite current option */
726 if (hoge < 5) move_cursor(14, 5+hoge*16);
727 else move_cursor(16, 38);
731 * @brief ポーカーの手札を表示する。
734 static void display_cards(void)
737 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
739 cptr suit[4] = {"★", "●", "¶", "†"};
740 cptr card_grph[13][7] = {{"A %s ",
831 cptr joker_grph[7] = { " ",
841 cptr suit[4] = {"[]", "qp", "<>", "db"};
842 cptr card_grph[13][7] = {{"A %s ",
933 cptr joker_grph[7] = { " ",
942 for (i = 0; i < 5; i++)
944 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
947 for (i = 0; i < 5; i++)
949 for (j = 0; j < 7; j++)
951 prt(_("┃", " |"), j+6, i*16);
952 if(IS_JOKER(cards[i]))
953 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
955 c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]), j+6, 2+i*16);
956 prt(_("┃", "| "), j+6, i*16+14);
959 for (i = 0; i < 5; i++)
961 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
966 * @brief ポーカーの1プレイルーチン。
969 static int do_poker(void)
973 int deck[53]; /* yamafuda : 0...52 */
975 int kaeruka[5]; /* 0:kaenai 1:kaeru */
983 for (i = 0; i < 5; i++)
985 cards[i] = deck[deck_ptr++];
986 kaeruka[i] = 0; /* default:nokosu */
1006 /* debug:Four Cards */
1008 cards[1] = 0 + 13 * 1;
1009 cards[2] = 0 + 13 * 2;
1010 cards[3] = 0 + 13 * 3;
1014 /* debug:Straight1 */
1022 /* debug:Straight2 */
1026 cards[3] = 11 + 13 * 2;
1030 /* debug:Straight3 */
1034 cards[3] = 11 + 13 * 2;
1038 /* debug:Straight4 */
1042 cards[3] = 11 + 13 * 2;
1046 /* debug:Straight5 */
1054 /* debug:Five Card1 */
1062 /* debug:Five Card2 */
1078 /* suteruno wo kimeru */
1079 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);
1086 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1091 case '6': case 'l': case 'L': case KTRL('F'):
1092 if (!kettei) k = (k+1)%5;
1093 else {k = 0;kettei = FALSE;}
1096 case '4': case 'h': case 'H': case KTRL('B'):
1097 if (!kettei) k = (k+4)%5;
1098 else {k = 4;kettei = FALSE;}
1101 case '2': case 'j': case 'J': case KTRL('N'):
1102 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1104 case '8': case 'k': case 'K': case KTRL('P'):
1105 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1107 case ' ': case '\r':
1108 if (kettei) done = TRUE;
1109 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1118 for (i = 0; i < 5; i++)
1119 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1123 return yaku_check();
1128 /* end of poker codes --Koka */
1131 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1132 * @param cmd プレイするゲームID
1135 static bool gamble_comm(int cmd)
1138 int roll1, roll2, roll3, choice, odds, win;
1143 char out_val[160], tmp_str[80], again;
1148 if (cmd == BACT_GAMBLE_RULES)
1150 /* Peruse the gambling help file */
1151 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1158 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1159 "Hey! You don't have gold - get out of here!"));
1167 maxbet = p_ptr->lev * 200;
1169 /* We can't bet more than we have */
1170 maxbet = MIN(maxbet, p_ptr->au);
1173 strcpy(out_val, "");
1174 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1178 * Use get_string() because we may need more than
1179 * the s16b value returned by get_quantity().
1181 if (get_string(tmp_str, out_val, 32))
1184 for (p = out_val; *p == ' '; p++);
1189 if (wager > p_ptr->au)
1191 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!"));
1196 else if (wager > maxbet)
1198 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1199 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1204 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1210 oldgold = p_ptr->au;
1212 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1213 prt(tmp_str, 20, 2);
1214 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1215 prt(tmp_str, 21, 2);
1222 case BACT_IN_BETWEEN: /* Game of In-Between */
1223 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1227 roll1 = randint1(10);
1228 roll2 = randint1(10);
1229 choice = randint1(10);
1230 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1233 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1235 prt(tmp_str, 11, 14);
1236 if (((choice > roll1) && (choice < roll2)) ||
1237 ((choice < roll1) && (choice > roll2)))
1240 case BACT_CRAPS: /* Game of Craps */
1241 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1245 roll1 = randint1(6);
1246 roll2 = randint1(6);
1247 roll3 = roll1 + roll2;
1249 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1250 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1252 if ((roll3 == 7) || (roll3 == 11))
1254 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1259 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"));
1262 roll1 = randint1(6);
1263 roll2 = randint1(6);
1264 roll3 = roll1 + roll2;
1265 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1266 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1268 if (roll3 == choice)
1270 else if (roll3 == 7)
1272 } while ((win != TRUE) && (win != FALSE));
1275 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1278 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1280 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1281 prt("--------------------------------", 8, 3);
1282 strcpy(out_val, "");
1283 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1285 for (p = out_val; iswspace(*p); p++);
1289 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1292 else if (choice > 9)
1294 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1298 roll1 = randint0(10);
1299 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1300 "The wheel spins to a stop and the winner is %d"), roll1);
1301 prt(tmp_str, 13, 3);
1303 prt("*", 9, (3 * roll1 + 5));
1304 if (roll1 == choice)
1308 case BACT_DICE_SLOTS: /* The Dice Slots */
1309 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1310 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1311 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1312 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1313 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1314 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1315 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1316 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1319 roll1 = randint1(21);
1329 roll2 = randint1(21);
1339 choice = randint1(21);
1349 put_str("/--------------------------\\", 7, 2);
1350 prt("\\--------------------------/", 17, 2);
1351 display_fruit(8, 3, roll1 - 1);
1352 display_fruit(8, 12, roll2 - 1);
1353 display_fruit(8, 21, choice - 1);
1354 if ((roll1 == roll2) && (roll2 == choice))
1373 else if ((roll1 == 1) && (roll2 == 1))
1382 if (odds) win = TRUE;
1388 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1390 p_ptr->au += odds * wager;
1391 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1393 prt(tmp_str, 17, 37);
1397 prt(_("あなたの負け", "You Lost"), 16, 37);
1400 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1402 prt(tmp_str, 22, 2);
1403 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1405 move_cursor(18, 52);
1410 if (wager > p_ptr->au)
1412 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1413 "Hey! You don't have the gold - get out of here!"));
1419 } while ((again == 'y') || (again == 'Y'));
1422 if (p_ptr->au >= oldgold)
1424 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!」",
1425 "You came out a winner! We'll win next time, I'm sure."));
1426 chg_virtue(V_CHANCE, 3);
1430 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."));
1431 chg_virtue(V_CHANCE, -3);
1441 * @brief モンスター闘技場に参加できるモンスターの判定
1442 * @param r_idx モンスターID
1443 * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1444 * 自爆以外のなんらかのHP攻撃手段を持っていること。
1447 static bool vault_aux_battle(int r_idx)
1452 monster_race *r_ptr = &r_info[r_idx];
1454 /* Decline town monsters */
1455 /* if (!mon_hook_dungeon(r_idx)) return FALSE; */
1457 /* Decline unique monsters */
1458 /* if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1459 /* if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1461 if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1462 if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1463 if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1464 if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1465 if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1467 for (i = 0; i < 4; i++)
1469 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1470 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1472 if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1479 * @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。
1482 void battle_monsters(void)
1489 bool old_inside_battle = p_ptr->inside_battle;
1491 for (i = 0; i < max_d_idx; i++)
1492 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1494 mon_level = randint1(MIN(max_dl, 122))+5;
1495 if (randint0(100) < 60)
1497 i = randint1(MIN(max_dl, 122))+5;
1498 mon_level = MAX(i, mon_level);
1500 if (randint0(100) < 30)
1502 i = randint1(MIN(max_dl, 122))+5;
1503 mon_level = MAX(i, mon_level);
1515 get_mon_num_prep(vault_aux_battle, NULL);
1516 p_ptr->inside_battle = TRUE;
1517 r_idx = get_mon_num(mon_level);
1518 p_ptr->inside_battle = old_inside_battle;
1519 if (!r_idx) continue;
1521 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1523 if ((r_info[r_idx].level + 10) > mon_level) continue;
1526 for (j = 0; j < i; j++)
1527 if(r_idx == battle_mon[j]) break;
1532 battle_mon[i] = r_idx;
1533 if (r_info[r_idx].level < 45) tekitou = TRUE;
1538 monster_race *r_ptr = &r_info[battle_mon[i]];
1539 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1541 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1542 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1544 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1545 power[i] = power[i] * (100 + r_ptr->level) / 100;
1546 if (r_ptr->speed > 110)
1547 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1548 if (r_ptr->speed < 110)
1549 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1551 power[i] = power[i] * (num_taisei*2+5) / 10;
1552 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1553 power[i] = power[i] * 4 / 3;
1554 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1555 power[i] = power[i] * 4 / 3;
1556 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1557 power[i] = power[i] * 11 / 10;
1558 if (r_ptr->flags1 & RF1_RAND_25)
1559 power[i] = power[i] * 9 / 10;
1560 if (r_ptr->flags1 & RF1_RAND_50)
1561 power[i] = power[i] * 9 / 10;
1562 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1563 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1570 power[i] = total*60/power[i];
1571 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1572 if ((power[i] < 160) && randint0(20)) break;
1573 if (power[i] < 101) power[i] = 100 + randint1(5);
1574 mon_odds[i] = power[i];
1581 * @brief モンスター闘技場のメインルーチン
1582 * @return 賭けを開始したか否か
1584 static bool kakutoujou(void)
1588 char out_val[160], tmp_str[80];
1591 if ((turn - old_battle) > TURNS_PER_TICK*250)
1602 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!"));
1614 "Monsters Odds"), 4, 4);
1618 monster_race *r_ptr = &r_info[battle_mon[i]];
1620 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1621 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1622 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1623 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1626 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1636 if (i >= '1' && i <= '4')
1638 sel_monster = i-'1';
1639 battle_odds = mon_odds[sel_monster];
1647 if (i !=sel_monster) clear_bldg(i+5,i+5);
1649 maxbet = p_ptr->lev * 200;
1651 /* We can't bet more than we have */
1652 maxbet = MIN(maxbet, p_ptr->au);
1655 strcpy(out_val, "");
1656 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1658 * Use get_string() because we may need more than
1659 * the s16b value returned by get_quantity().
1661 if (get_string(tmp_str, out_val, 32))
1664 for (p = out_val; *p == ' '; p++);
1669 if (wager > p_ptr->au)
1671 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!"));
1677 else if (wager > maxbet)
1679 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);
1685 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1689 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1694 /* Save the surface floor as saved floor */
1695 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1697 p_ptr->inside_battle = TRUE;
1698 p_ptr->leaving = TRUE;
1712 * @brief 本日の賞金首情報を表示する。
1715 static void today_target(void)
1718 monster_race *r_ptr = &r_info[today_mon];
1721 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1722 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1723 c_put_str(TERM_YELLOW, buf, 6, 10);
1724 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"),r_ptr->level * 50 + 100);
1726 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
1728 p_ptr->today_mon = today_mon;
1732 * @brief ツチノコの賞金首情報を表示する。
1735 static void tsuchinoko(void)
1738 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1739 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);
1740 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1741 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1742 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1746 * @brief 通常の賞金首情報を表示する。
1749 static void shoukinkubi(void)
1755 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);
1756 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1758 for (i = 0; i < MAX_KUBI; i++)
1762 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1764 if (kubi_r_idx[i] > 10000)
1767 done_mark = _("(済)", "(done)");
1775 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1778 if (!y && (i < MAX_KUBI -1))
1780 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1791 * 賞金首の報酬テーブル / List of prize object
1794 s16b tval; /*!< ベースアイテムのメイン種別ID */
1795 s16b sval; /*!< ベースアイテムのサブ種別ID */
1796 } prize_list[MAX_KUBI] =
1798 {TV_POTION, SV_POTION_CURING},
1799 {TV_POTION, SV_POTION_SPEED},
1800 {TV_POTION, SV_POTION_SPEED},
1801 {TV_POTION, SV_POTION_RESISTANCE},
1802 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1804 {TV_POTION, SV_POTION_HEALING},
1805 {TV_POTION, SV_POTION_RESTORE_MANA},
1806 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1807 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1808 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1810 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1811 {TV_POTION, SV_POTION_STAR_HEALING},
1812 {TV_POTION, SV_POTION_STAR_HEALING},
1813 {TV_POTION, SV_POTION_NEW_LIFE},
1814 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1816 {TV_POTION, SV_POTION_LIFE},
1817 {TV_POTION, SV_POTION_LIFE},
1818 {TV_POTION, SV_POTION_AUGMENTATION},
1819 {TV_POTION, SV_POTION_INVULNERABILITY},
1820 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1824 * @brief 賞金首の引き換え処理 / Get prize
1825 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1827 static bool kankin(void)
1830 bool change = FALSE;
1831 char o_name[MAX_NLEN];
1834 /* Loop for inventory and right/left arm */
1835 for (i = 0; i <= INVEN_LARM; i++)
1837 o_ptr = &inventory[i];
1839 /* Living Tsuchinoko worthes $1000000 */
1840 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1842 char buf[MAX_NLEN+20];
1843 object_desc(o_name, o_ptr, 0);
1844 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1847 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1848 p_ptr->au += 1000000L * o_ptr->number;
1849 p_ptr->redraw |= (PR_GOLD);
1850 inven_item_increase(i, -o_ptr->number);
1851 inven_item_describe(i);
1852 inven_item_optimize(i);
1858 for (i = 0; i < INVEN_PACK; i++)
1860 o_ptr = &inventory[i];
1862 /* Corpse of Tsuchinoko worthes $200000 */
1863 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1865 char buf[MAX_NLEN+20];
1866 object_desc(o_name, o_ptr, 0);
1867 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1870 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1871 p_ptr->au += 200000L * o_ptr->number;
1872 p_ptr->redraw |= (PR_GOLD);
1873 inven_item_increase(i, -o_ptr->number);
1874 inven_item_describe(i);
1875 inven_item_optimize(i);
1881 for (i = 0; i < INVEN_PACK; i++)
1883 o_ptr = &inventory[i];
1885 /* Bones of Tsuchinoko worthes $100000 */
1886 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1888 char buf[MAX_NLEN+20];
1889 object_desc(o_name, o_ptr, 0);
1890 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1893 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1894 p_ptr->au += 100000L * o_ptr->number;
1895 p_ptr->redraw |= (PR_GOLD);
1896 inven_item_increase(i, -o_ptr->number);
1897 inven_item_describe(i);
1898 inven_item_optimize(i);
1904 for (i = 0; i < INVEN_PACK; i++)
1906 o_ptr = &inventory[i];
1907 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)))
1909 char buf[MAX_NLEN+20];
1910 object_desc(o_name, o_ptr, 0);
1911 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1914 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1915 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1916 p_ptr->redraw |= (PR_GOLD);
1917 inven_item_increase(i, -o_ptr->number);
1918 inven_item_describe(i);
1919 inven_item_optimize(i);
1925 for (i = 0; i < INVEN_PACK; i++)
1927 o_ptr = &inventory[i];
1929 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1931 char buf[MAX_NLEN+20];
1932 object_desc(o_name, o_ptr, 0);
1933 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1936 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1937 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1938 p_ptr->redraw |= (PR_GOLD);
1939 inven_item_increase(i, -o_ptr->number);
1940 inven_item_describe(i);
1941 inven_item_optimize(i);
1947 for (j = 0; j < MAX_KUBI; j++)
1949 /* Need reverse order --- Positions will be changed in the loop */
1950 for (i = INVEN_PACK-1; i >= 0; i--)
1952 o_ptr = &inventory[i];
1953 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1955 char buf[MAX_NLEN+20];
1956 int num, k, item_new;
1959 object_desc(o_name, o_ptr, 0);
1960 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1961 if (!get_check(buf)) continue;
1963 #if 0 /* Obsoleted */
1964 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);
1965 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1966 p_ptr->redraw |= (PR_GOLD);
1967 inven_item_increase(i, -o_ptr->number);
1968 inven_item_describe(i);
1969 inven_item_optimize(i);
1970 chg_virtue(V_JUSTICE, 5);
1971 kubi_r_idx[j] += 10000;
1974 #endif /* Obsoleted */
1977 inven_item_increase(i, -o_ptr->number);
1978 inven_item_describe(i);
1979 inven_item_optimize(i);
1981 chg_virtue(V_JUSTICE, 5);
1982 kubi_r_idx[j] += 10000;
1984 /* Count number of unique corpses already handed */
1985 for (num = 0, k = 0; k < MAX_KUBI; k++)
1987 if (kubi_r_idx[k] >= 10000) num++;
1989 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" : ""));
1991 /* Prepare to make a prize */
1992 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1993 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1995 /* Identify it fully */
1996 object_aware(&forge);
1997 object_known(&forge);
2000 * Hand it --- Assume there is an empty slot.
2001 * Since a corpse is handed at first,
2002 * there is at least one empty slot.
2004 item_new = inven_carry(&forge);
2006 /* Describe the object */
2007 object_desc(o_name, &forge, 0);
2008 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2010 /* Auto-inscription */
2011 autopick_alter_item(item_new, FALSE);
2023 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."));
2031 * @brief 悪夢の元凶となるモンスターかどうかを返す。
2032 * @param r_idx 判定対象となるモンスターのID
2033 * @return 悪夢の元凶となり得るか否か。
2035 bool get_nightmare(int r_idx)
2037 monster_race *r_ptr = &r_info[r_idx];
2039 /* Require eldritch horrors */
2040 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2042 /* Require high level */
2043 if (r_ptr->level <= p_ptr->lev) return (FALSE);
2045 /* Accept this monster */
2050 * @brief 宿屋の利用サブルーチン
2051 * @details inn commands\n
2052 * Note that resting for the night was a perfect way to avoid player\n
2053 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2054 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2055 * will not be that useful. I will keep it in the hopes the player\n
2056 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2057 * Resting at night is also a quick way to restock stores -KMW-\n
2058 * @param cmd 宿屋の利用施設ID
2059 * @return 施設の利用が実際に行われたか否か。
2061 static bool inn_comm(int cmd)
2065 case BACT_FOOD: /* Buy food & drink */
2066 if (p_ptr->food >= PY_FOOD_FULL)
2068 msg_print(_("今は満腹だ。", "You are full now."));
2071 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."));
2072 (void)set_food(PY_FOOD_MAX - 1);
2075 case BACT_REST: /* Rest for the night */
2076 if ((p_ptr->poisoned) || (p_ptr->cut))
2078 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."));
2080 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."));
2084 s32b oldturn = turn;
2085 int prev_day, prev_hour, prev_min;
2087 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2088 if ((prev_hour >= 6) && (prev_hour <= 17))
2089 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2091 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2093 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2094 if (dungeon_turn < dungeon_turn_limit)
2096 dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2097 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2100 prevent_turn_overflow();
2102 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2103 p_ptr->chp = p_ptr->mhp;
2105 if (ironman_nightmare)
2107 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."));
2109 /* Have some nightmares */
2112 sanity_blast(NULL, FALSE);
2113 if (!one_in_(3)) break;
2116 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2117 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."));
2124 p_ptr->chp = p_ptr->mhp;
2125 p_ptr->csp = p_ptr->msp;
2126 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2129 for (i = 0; i < 72; i++)
2131 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2133 for (; i < 108; i++)
2135 p_ptr->magic_num1[i] = 0;
2139 if ((prev_hour >= 6) && (prev_hour <= 17))
2141 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."));
2142 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2146 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."));
2147 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2153 case BACT_RUMORS: /* Listen for rumors */
2155 display_rumor(TRUE);
2165 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2166 * @param questnum クエストのID
2167 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2170 static void get_questinfo(int questnum, bool do_init)
2176 /* Clear the text */
2177 for (i = 0; i < 10; i++)
2179 quest_text[i][0] = '\0';
2182 quest_text_line = 0;
2184 /* Set the quest number temporary */
2185 old_quest = p_ptr->inside_quest;
2186 p_ptr->inside_quest = questnum;
2188 /* Get the quest text */
2189 init_flags = INIT_SHOW_TEXT;
2190 if (do_init) init_flags |= INIT_ASSIGN;
2192 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2194 /* Reset the old quest number */
2195 p_ptr->inside_quest = old_quest;
2197 /* Print the quest info */
2198 sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
2202 prt(quest[questnum].name, 7, 0);
2204 for (i = 0; i < 10; i++)
2206 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2211 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2214 static void castle_quest(void)
2217 monster_race *r_ptr;
2224 /* Current quest of the building */
2225 q_index = cave[p_ptr->y][p_ptr->x].special;
2227 /* Is there a quest available at the building? */
2230 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);
2234 q_ptr = &quest[q_index];
2236 /* Quest is completed */
2237 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2239 /* Rewarded quest */
2240 q_ptr->status = QUEST_STATUS_REWARDED;
2242 get_questinfo(q_index, FALSE);
2244 reinit_wilderness = TRUE;
2247 else if (q_ptr->status == QUEST_STATUS_FAILED)
2249 get_questinfo(q_index, FALSE);
2251 /* Mark quest as done (but failed) */
2252 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2254 reinit_wilderness = TRUE;
2256 /* Quest is still unfinished */
2257 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2259 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);
2260 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);
2261 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);
2264 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2266 q_ptr->status = QUEST_STATUS_TAKEN;
2268 reinit_wilderness = TRUE;
2270 /* Assign a new quest */
2271 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2273 if (q_ptr->r_idx == 0)
2275 /* Random monster at least 5 - 10 levels out of deep */
2276 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2279 r_ptr = &r_info[q_ptr->r_idx];
2281 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2283 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2284 r_ptr = &r_info[q_ptr->r_idx];
2287 if (q_ptr->max_num == 0)
2289 /* Random monster number */
2290 if (randint1(10) > 7)
2293 q_ptr->max_num = randint1(3) + 1;
2297 name = (r_name + r_ptr->name);
2298 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2302 get_questinfo(q_index, TRUE);
2309 * @brief 町に関するヘルプを表示する / Display town history
2312 static void town_history(void)
2317 /* Peruse the building help file */
2318 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2325 * @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
2326 * @param plus_ammo 矢弾のダメージ修正
2327 * @param plus_bow 弓のダメージ修正
2329 * @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。
2331 s16b calc_crit_ratio_shot(int plus_ammo, int plus_bow)
2334 object_type *j_ptr = &inventory[INVEN_BOW];
2336 /* Extract "shot" power */
2337 i = p_ptr->to_h_b + plus_ammo;
2339 if (p_ptr->tval_ammo == TV_BOLT)
2340 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2342 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2344 /* Snipers can shot more critically with crossbows */
2345 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2346 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2348 /* Good bow makes more critical */
2349 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2357 * @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
2358 * @param weight 武器の重量
2359 * @param plus_ammo 矢弾のダメージ修正
2360 * @param plus_bow 弓のダメージ修正
2361 * @param dam 基本ダメージ量
2364 s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, int dam)
2368 i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2373 crit = MIN(500, 900/weight);
2374 num += dam * 3 /2 * crit;
2377 crit = MIN(500, 1350/weight);
2379 num += dam * 2 * crit;
2385 num += dam * 3 * crit;
2391 num += (10000 - i) * dam;
2398 * @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
2399 * @param weight 武器の重量
2400 * @param plus 武器のダメージ修正
2402 * @param meichuu 命中値
2403 * @param dokubari 毒針処理か否か
2406 s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
2411 if(dokubari) return dam;
2413 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2419 if (k < 400) num += (2 * dam + 5) * (400 - k);
2420 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2421 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2422 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2423 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2426 if(p_ptr->pclass == CLASS_NINJA)
2429 num += (4444 - i) * dam;
2435 num += (5000 - i) * dam;
2443 * @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
2445 * @param mult スレイ倍率(掛け算部分)
2446 * @param div スレイ倍率(割り算部分)
2447 * @param force 理力特別計算フラグ
2450 static s16b calc_slaydam(int dam, int mult, int div, bool force)
2458 tmp += dam * 60 * 2;
2472 * @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)
2474 * @param mult スレイ倍率(掛け算部分)
2475 * @param div スレイ倍率(割り算部分)
2476 * @param force 理力特別計算フラグ
2478 * @param plus 武器ダメージ修正
2479 * @param meichuu 命中値
2480 * @param dokubari 毒針処理か否か
2481 * @param vorpal_mult 切れ味倍率(掛け算部分)
2482 * @param vorpal_div 切れ味倍率(割り算部分)
2485 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2487 dam = calc_slaydam(dam, mult, div, force);
2488 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2489 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2495 * @brief 武器の各条件毎のダメージ期待値を表示する。
2498 * @param mindice ダイス部分最小値
2499 * @param maxdice ダイス部分最大値
2501 * @param dam_bonus ダメージ修正値
2503 * @param color 条件内容の表示色
2505 * Display the damage figure of an object\n
2506 * (used by compare_weapon_aux)\n
2508 * Only accurate for the current weapon, because it includes\n
2509 * the current +dam of the player.\n
2512 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2517 mindam = blows * (mindice + dam_bonus);
2518 maxdam = blows * (maxdice + dam_bonus);
2520 /* Print the intro text */
2521 c_put_str(color, attr, r, c);
2523 /* Calculate the min and max damage figures */
2524 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2526 /* Print the damage */
2527 put_str(tmp_str, r, c + 8);
2532 * @brief 武器一つ毎のダメージ情報を表示する。
2533 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2534 * @param col 表示する行の上端
2537 * Show the damage figures for the various monster types\n
2539 * Only accurate for the current weapon, because it includes\n
2540 * the current number of blows for the player.\n
2543 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2545 u32b flgs[TR_FLAG_SIZE];
2546 int blow = p_ptr->num_blow[0];
2548 bool dokubari = FALSE;
2550 /* Effective dices */
2551 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2552 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2554 int mindice = eff_dd;
2555 int maxdice = eff_ds * eff_dd;
2558 int vorpal_mult = 1;
2560 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2563 /* Get the flags of the weapon */
2564 object_flags(o_ptr, flgs);
2566 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2569 /* Show Critical Damage*/
2570 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2571 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2573 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2577 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2579 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2590 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);
2591 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);
2592 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2595 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2599 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);
2600 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);
2601 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2604 /* Print the relevant lines */
2605 if (have_flag(flgs, TR_KILL_ANIMAL))
2607 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);
2608 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);
2609 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2611 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2613 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);
2614 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);
2615 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2617 if (have_flag(flgs, TR_KILL_EVIL))
2619 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);
2620 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);
2621 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2623 else if (have_flag(flgs, TR_SLAY_EVIL))
2625 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);
2626 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);
2627 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2629 if (have_flag(flgs, TR_KILL_HUMAN))
2631 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);
2632 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);
2633 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2635 else if (have_flag(flgs, TR_SLAY_HUMAN))
2637 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);
2638 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);
2639 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2641 if (have_flag(flgs, TR_KILL_UNDEAD))
2643 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);
2644 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);
2645 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2647 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2649 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);
2650 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);
2651 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2653 if (have_flag(flgs, TR_KILL_DEMON))
2655 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);
2656 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);
2657 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2659 else if (have_flag(flgs, TR_SLAY_DEMON))
2661 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);
2662 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);
2663 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2665 if (have_flag(flgs, TR_KILL_ORC))
2667 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);
2668 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);
2669 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2671 else if (have_flag(flgs, TR_SLAY_ORC))
2673 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);
2674 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);
2675 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2677 if (have_flag(flgs, TR_KILL_TROLL))
2679 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);
2680 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);
2681 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2683 else if (have_flag(flgs, TR_SLAY_TROLL))
2685 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);
2686 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);
2687 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2689 if (have_flag(flgs, TR_KILL_GIANT))
2691 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);
2692 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);
2693 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2695 else if (have_flag(flgs, TR_SLAY_GIANT))
2697 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);
2698 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);
2699 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2701 if (have_flag(flgs, TR_KILL_DRAGON))
2703 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);
2704 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);
2705 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2707 else if (have_flag(flgs, TR_SLAY_DRAGON))
2709 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);
2710 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);
2711 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2713 if (have_flag(flgs, TR_BRAND_ACID))
2715 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);
2716 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);
2717 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2719 if (have_flag(flgs, TR_BRAND_ELEC))
2721 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);
2722 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);
2723 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2725 if (have_flag(flgs, TR_BRAND_FIRE))
2727 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);
2728 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);
2729 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2731 if (have_flag(flgs, TR_BRAND_COLD))
2733 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);
2734 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);
2735 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2737 if (have_flag(flgs, TR_BRAND_POIS))
2739 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);
2740 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);
2741 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2746 * @brief モンスターへの命中率の計算
2751 static int hit_chance(int to_h, int ac)
2754 int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2756 if (meichuu <= 0) return 5;
2758 chance = 100 - ((ac * 75) / meichuu);
2760 if (chance > 95) chance = 95;
2761 if (chance < 5) chance = 5;
2762 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2763 chance = (chance*19+9)/20;
2768 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2769 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2770 * @param row 表示する列の左端
2771 * @param col 表示する行の上端
2773 * Displays all info about a weapon
2775 * Only accurate for the current weapon, because it includes
2776 * various info about the player's +to_dam and number of blows.
2779 static void list_weapon(object_type *o_ptr, int row, int col)
2781 char o_name[MAX_NLEN];
2784 /* Effective dices */
2785 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2786 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2788 /* Print the weapon name */
2789 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2790 c_put_str(TERM_YELLOW, o_name, row, col);
2792 /* Print the player's number of blows */
2793 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2794 put_str(tmp_str, row+1, col);
2796 /* Print to_hit and to_dam of the weapon */
2797 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2798 put_str(tmp_str, row+2, col);
2800 /* Print the weapons base damage dice */
2801 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2802 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2803 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2804 put_str(tmp_str, row+3, col);
2805 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2807 /* Damage for one blow (if it hits) */
2808 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2809 eff_dd + o_ptr->to_d + p_ptr->to_d[0],
2810 eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
2811 put_str(tmp_str, row+6, col+1);
2813 /* Damage for the complete attack (if all blows hit) */
2814 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2815 p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2816 p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2817 put_str(tmp_str, row+7, col+1);
2822 * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2823 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2824 * @return 対象になるならTRUEを返す。
2826 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
2828 switch (o_ptr->tval)
2838 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2847 * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2848 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2849 * @return 対象になるならTRUEを返す。
2851 static bool item_tester_hook_ammo(object_type *o_ptr)
2853 switch (o_ptr->tval)
2868 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2870 * Copies the weapons to compare into the weapon-slot and\n
2871 * compares the values for both weapons.\n
2872 * 武器1つだけで比較をしないなら費用は半額になる。
2873 * @param bcost 基本鑑定費用
2874 * @return 最終的にかかった費用
2876 static int compare_weapons(int bcost)
2880 object_type *o_ptr[2];
2881 object_type orig_weapon;
2885 int wid = 38, mgn = 2;
2886 bool old_character_xtra = character_xtra;
2889 int cost = 0; /* First time no price */
2891 /* Save the screen */
2894 /* Clear the screen */
2897 /* Store copy of original wielded weapon */
2898 i_ptr = &inventory[INVEN_RARM];
2899 object_copy(&orig_weapon, i_ptr);
2901 /* Only compare melee weapons */
2902 item_tester_no_ryoute = TRUE;
2903 item_tester_hook = item_tester_hook_melee_weapon;
2905 /* Get the first weapon */
2906 q = _("第一の武器は?", "What is your first weapon? ");
2907 s = _("比べるものがありません。", "You have nothing to compare.");
2909 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2915 /* Get the item (in the pack) */
2916 o_ptr[0] = &inventory[item];
2922 /* Clear the screen */
2925 /* Only compare melee weapons */
2926 item_tester_no_ryoute = TRUE;
2927 item_tester_hook = item_tester_hook_melee_weapon;
2929 /* Hack -- prevent "icky" message */
2930 character_xtra = TRUE;
2932 /* Diaplay selected weapon's infomation */
2933 for (i = 0; i < n; i++)
2935 int col = (wid * i + mgn);
2937 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2938 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2940 /* Get the new values */
2943 /* List the new values */
2944 list_weapon(o_ptr[i], row, col);
2945 compare_weapon_aux(o_ptr[i], col, row + 8);
2947 /* Copy back the original weapon into the weapon slot */
2948 object_copy(i_ptr, &orig_weapon);
2951 /* Reset the values for the old weapon */
2954 character_xtra = old_character_xtra;
2957 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2958 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);
2959 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);
2961 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2962 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2963 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2971 if (total + cost > p_ptr->au)
2973 msg_print(_("お金が足りません!", "You don't have enough money!"));
2978 q = _("第二の武器は?", "What is your second weapon? ");
2979 s = _("比べるものがありません。", "You have nothing to compare.");
2981 /* Get the second weapon */
2982 if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2987 /* Get the item (in the pack) */
2988 o_ptr[1] = &inventory[item2];
2997 /* Restore the screen */
3006 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
3008 * Calculate and display the dodge-rate and the protection-rate
3010 * @param iAC プレイヤーのAC。
3011 * @return 常にTRUEを返す。
3013 static bool eval_ac(int iAC)
3017 "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"
3018 "何パーセント軽減するかを示します。\n"
3019 "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"
3020 "に対してのみ効果があります。\n \n"
3021 "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"
3022 "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"
3023 "敵のレベルとあなたのACによって決定されます。\n \n"
3024 "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"
3025 "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";
3028 "'Protection Rate' means how much damage is reduced by your armor.\n"
3029 "Note that the Protection rate is effective only against normal "
3030 "'attack' and 'shatter' type melee attacks, "
3031 "and has no effect against any other types such as 'poison'.\n \n"
3032 "'Dodge Rate' indicates the success rate on dodging the "
3033 "monster's melee attacks. "
3034 "It is depend on the level of the monster and your AC.\n \n"
3035 "'Average Damage' indicates the expected amount of damage "
3036 "when you are attacked by normal melee attacks with power=100.";
3042 char buf[80*20], *t;
3044 /* AC lower than zero has no effect */
3045 if (iAC < 0) iAC = 0;
3048 protection = 100 * MIN(iAC, 150) / 250;
3054 put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3055 put_str(format("ダメージ軽減率 : %3d%%", protection), row++, 0);
3058 put_str("敵のレベル :", row + 0, 0);
3059 put_str("回避率 :", row + 1, 0);
3060 put_str("ダメージ期待値 :", row + 2, 0);
3062 put_str(format("Your current AC : %3d", iAC), row++, 0);
3063 put_str(format("Protection rate : %3d%%", protection), row++, 0);
3066 put_str("Level of Monster:", row + 0, 0);
3067 put_str("Dodge Rate :", row + 1, 0);
3068 put_str("Average Damage :", row + 2, 0);
3071 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3073 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3074 int dodge; /* 回避率(%) */
3075 int average; /* ダメージ期待値 */
3077 put_str(format("%3d", lvl), row + 0, col);
3080 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3081 put_str(format("%3d%%", dodge), row + 1, col);
3083 /* 100点の攻撃に対してのダメージ期待値を計算 */
3084 average = (100 - dodge) * (100 - protection) / 100;
3085 put_str(format("%3d", average), row + 2, col);
3089 roff_to_buf(memo, 70, buf, sizeof(buf));
3090 for (t = buf; t[0]; t += strlen(t) + 1)
3091 put_str(t, (row++) + 4, 4);
3094 prt("現在のあなたの装備からすると、あなたの防御力は"
3097 prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3110 * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
3111 * @param o_ptr オブジェクトの構造体の参照ポインタ。
3112 * @return 修復対象になるならTRUEを返す。
3114 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
3116 if (o_ptr->tval != TV_SWORD) return FALSE;
3118 switch (o_ptr->sval)
3120 case SV_BROKEN_DAGGER:
3121 case SV_BROKEN_SWORD:
3129 * @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。
3130 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3131 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3132 * @return 修復対象になるならTRUEを返す。
3134 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3137 int cand[TR_FLAG_MAX];
3138 u32b to_flgs[TR_FLAG_SIZE];
3139 u32b from_flgs[TR_FLAG_SIZE];
3141 object_flags(to_ptr, to_flgs);
3142 object_flags(from_ptr, from_flgs);
3144 for (i = 0; i < TR_FLAG_MAX; i++)
3148 case TR_IGNORE_ACID:
3149 case TR_IGNORE_ELEC:
3150 case TR_IGNORE_FIRE:
3151 case TR_IGNORE_COLD:
3160 case TR_FIXED_FLAVOR:
3163 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3165 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3173 int tr_idx = cand[randint0(n)];
3174 add_flag(to_ptr->art_flags, tr_idx);
3175 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3176 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3177 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3178 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3185 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3186 * @param bcost 基本鑑定費用
3189 static int repair_broken_weapon_aux(int bcost)
3193 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3195 int i, k_idx, dd_bonus, ds_bonus;
3196 char basenm[MAX_NLEN];
3197 cptr q, s; /* For get_item prompt */
3204 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);
3205 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);
3208 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3209 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3211 /* Only forge broken weapons */
3212 item_tester_hook = item_tester_hook_broken_weapon;
3214 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3216 /* Get the item (in the pack) */
3217 o_ptr = &inventory[item];
3219 /* It is worthless */
3220 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3222 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3226 /* They are too many */
3227 if (o_ptr->number > 1)
3229 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!"));
3233 /* Display item name */
3234 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3235 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3238 q = _("材料となる武器は?", "Which weapon for material? ");
3239 s = _("材料となる武器がありません。", "You have no material to repair.");
3241 /* Only forge broken weapons */
3242 item_tester_hook = item_tester_hook_melee_weapon;
3244 if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3247 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3251 /* Get the item (in the pack) */
3252 mo_ptr = &inventory[mater];
3254 /* Display item name */
3255 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3256 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3258 /* Get the value of one of the items (except curses) */
3259 cost = bcost + object_value_real(o_ptr) * 2;
3261 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);
3263 /* Check if the player has enough money */
3264 if (p_ptr->au < cost)
3266 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3267 msg_format(_("%sを修復するだけのゴールドがありません!",
3268 "You do not have the gold to repair %s!"), basenm);
3273 if (o_ptr->sval == SV_BROKEN_DAGGER)
3277 /* Suppress compiler warning */
3280 for (j = 1; j < max_k_idx; j++)
3282 object_kind *k_aux_ptr = &k_info[j];
3284 if (k_aux_ptr->tval != TV_SWORD) continue;
3285 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3286 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3287 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3288 if (k_aux_ptr->weight > 99) continue;
3297 else /* TV_BROKEN_SWORD */
3299 /* Repair to a sword or sometimes material's type weapon */
3300 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3304 object_kind *ck_ptr;
3306 k_idx = lookup_kind(tval, SV_ANY);
3307 ck_ptr = &k_info[k_idx];
3309 if (tval == TV_SWORD)
3311 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3312 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3313 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3314 (ck_ptr->sval == SV_DOKUBARI)) continue;
3316 if (tval == TV_POLEARM)
3318 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3319 (ck_ptr->sval == SV_TSURIZAO)) continue;
3321 if (tval == TV_HAFTED)
3323 if ((ck_ptr->sval == SV_GROND) ||
3324 (ck_ptr->sval == SV_WIZSTAFF) ||
3325 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3332 /* Calculate dice bonuses */
3333 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3334 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3335 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3336 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3338 /* Change base object */
3339 k_ptr = &k_info[k_idx];
3340 o_ptr->k_idx = k_idx;
3341 o_ptr->weight = k_ptr->weight;
3342 o_ptr->tval = k_ptr->tval;
3343 o_ptr->sval = k_ptr->sval;
3344 o_ptr->dd = k_ptr->dd;
3345 o_ptr->ds = k_ptr->ds;
3347 /* Copy base object's ability */
3348 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3349 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3350 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
3356 for (i = 0; i < dd_bonus; i++)
3358 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3364 for (i = 0; i < ds_bonus; i++)
3366 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3371 if (have_flag(k_ptr->flags, TR_BLOWS))
3373 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3374 o_ptr->pval = MIN(o_ptr->pval, bmax);
3377 /* Add one random ability from material weapon */
3378 give_one_ability_of_object(o_ptr, mo_ptr);
3380 /* Add to-dam, to-hit and to-ac from material weapon */
3381 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3382 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3383 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3385 if ((o_ptr->name1 == ART_NARSIL) ||
3386 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3387 (object_is_ego(o_ptr) && one_in_(7)))
3390 if (object_is_ego(o_ptr))
3392 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3393 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3396 /* Add one random ability from material weapon */
3397 give_one_ability_of_object(o_ptr, mo_ptr);
3399 /* Add one random activation */
3400 if (!activation_index(o_ptr)) one_activation(o_ptr);
3403 if (o_ptr->name1 == ART_NARSIL)
3405 one_high_resistance(o_ptr);
3409 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3412 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3414 msg_format("$%dで%sに修復しました。", cost, basenm);
3416 msg_format("Repaired into %s for %d gold.", basenm, cost);
3420 /* Remove BROKEN flag */
3421 o_ptr->ident &= ~(IDENT_BROKEN);
3423 /* Add repaired flag */
3424 o_ptr->discount = 99;
3426 /* Decrease material object */
3427 inven_item_increase(mater, -1);
3428 inven_item_optimize(mater);
3431 p_ptr->update |= PU_BONUS;
3434 /* Something happened */
3439 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3440 * @param bcost 基本鑑定費用
3443 static int repair_broken_weapon(int bcost)
3448 cost = repair_broken_weapon_aux(bcost);
3455 * @brief アイテムの強化を行う。 / Enchant item
3456 * @param cost 1回毎の費用
3457 * @param to_hit 命中をアップさせる量
3458 * @param to_dam ダメージをアップさせる量
3459 * @param to_ac ACをアップさせる量
3462 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3468 int maxenchant = (p_ptr->lev / 5);
3469 char tmp_str[MAX_NLEN];
3473 prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3474 prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3476 prt(format(" Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3477 prt(format(" The price for the service is %d gold per item.", cost), 7, 0);
3480 item_tester_no_ryoute = TRUE;
3483 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3484 s = _("改良できるものがありません。", "You have nothing to improve.");
3486 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3488 /* Get the item (in the pack) */
3489 o_ptr = &inventory[item];
3491 /* Check if the player has enough money */
3492 if (p_ptr->au < (cost * o_ptr->number))
3494 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3495 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);
3499 /* Enchant to hit */
3500 for (i = 0; i < to_hit; i++)
3502 if (o_ptr->to_h < maxenchant)
3504 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3512 /* Enchant to damage */
3513 for (i = 0; i < to_dam; i++)
3515 if (o_ptr->to_d < maxenchant)
3517 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3526 for (i = 0; i < to_ac; i++)
3528 if (o_ptr->to_a < maxenchant)
3530 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3542 if (flush_failure) flush();
3545 msg_print(_("改良に失敗した。", "The improvement failed."));
3551 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3553 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3555 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3558 /* Charge the money */
3559 p_ptr->au -= (cost * o_ptr->number);
3561 if (item >= INVEN_RARM) calc_android_exp();
3563 /* Something happened */
3570 * @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
3572 * The player can select the number of charges to add\n
3573 * (up to a limit), and the recharge never fails.\n
3575 * The cost for rods depends on the level of the rod. The prices\n
3576 * for recharging wands and staves are dependent on the cost of\n
3580 static void building_recharge(void)
3589 char tmp_str[MAX_NLEN];
3593 /* Display some info */
3595 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);
3598 /* Only accept legal items */
3599 item_tester_hook = item_tester_hook_recharge;
3602 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3603 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3604 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3606 /* Get the item (in the pack) */
3609 o_ptr = &inventory[item];
3612 /* Get the item (on the floor) */
3615 o_ptr = &o_list[0 - item];
3618 k_ptr = &k_info[o_ptr->k_idx];
3621 * We don't want to give the player free info about
3622 * the level of the item or the number of charges.
3624 /* The item must be "known" */
3625 if (!object_is_known(o_ptr))
3627 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!"));
3630 if ((p_ptr->au >= 50) &&
3631 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3638 identify_item(o_ptr);
3641 object_desc(tmp_str, o_ptr, 0);
3642 msg_format(_("%s です。", "You have: %s."), tmp_str);
3644 /* Auto-inscription */
3645 autopick_alter_item(item, FALSE);
3647 /* Update the gold display */
3648 building_prt_gold();
3656 /* Extract the object "level" */
3657 lev = k_info[o_ptr->k_idx].level;
3659 /* Price for a rod */
3660 if (o_ptr->tval == TV_ROD)
3662 if (o_ptr->timeout > 0)
3664 /* Fully recharge */
3665 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3669 /* No recharge necessary */
3671 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3675 else if (o_ptr->tval == TV_STAFF)
3677 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3678 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3680 /* Pay at least 10 gold per charge */
3681 price = MAX(10, price);
3685 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3686 price = (k_info[o_ptr->k_idx].cost / 10);
3688 /* Pay at least 10 gold per charge */
3689 price = MAX(10, price);
3692 /* Limit the number of charges for wands and staffs */
3693 if (o_ptr->tval == TV_WAND
3694 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3696 if (o_ptr->number > 1)
3698 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3702 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3706 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3708 if (o_ptr->number > 1)
3710 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3714 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3719 /* Check if the player has enough money */
3720 if (p_ptr->au < price)
3722 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3724 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3726 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3732 if (o_ptr->tval == TV_ROD)
3735 if (get_check(format("そのロッドを$%d で再充填しますか?",
3738 if (get_check(format("Recharge the %s for %d gold? ",
3739 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3743 /* Recharge fully */
3753 if (o_ptr->tval == TV_STAFF)
3754 max_charges = k_ptr->pval - o_ptr->pval;
3756 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3758 /* Get the quantity for staves and wands */
3759 charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3760 MIN(p_ptr->au / price, max_charges));
3763 if (charges < 1) return;
3765 /* Get the new price */
3769 o_ptr->pval += charges;
3771 /* We no longer think the item is empty */
3772 o_ptr->ident &= ~(IDENT_EMPTY);
3776 object_desc(tmp_str, o_ptr, 0);
3778 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3780 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3783 /* Combine / Reorder the pack (later) */
3784 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3787 p_ptr->window |= (PW_INVEN);
3798 * @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
3800 * The player can select the number of charges to add\n
3801 * (up to a limit), and the recharge never fails.\n
3803 * The cost for rods depends on the level of the rod. The prices\n
3804 * for recharging wands and staves are dependent on the cost of\n
3808 static void building_recharge_all(void)
3818 /* Display some info */
3821 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);
3823 /* Calculate cost */
3824 for ( i = 0; i < INVEN_PACK; i++)
3826 o_ptr = &inventory[i];
3828 /* skip non magic device */
3829 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3831 /* need identified */
3832 if (!object_is_known(o_ptr)) total_cost += 50;
3834 /* Extract the object "level" */
3835 lev = k_info[o_ptr->k_idx].level;
3837 k_ptr = &k_info[o_ptr->k_idx];
3839 switch (o_ptr->tval)
3842 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3846 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3847 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3849 /* Pay at least 10 gold per charge */
3850 price = MAX(10, price);
3853 price = (k_ptr->pval - o_ptr->pval) * price;
3857 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3858 price = (k_info[o_ptr->k_idx].cost / 10);
3860 /* Pay at least 10 gold per charge */
3861 price = MAX(10, price);
3864 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3868 /* if price <= 0 then item have enough charge */
3869 if (price > 0) total_cost += price;
3874 msg_print(_("充填する必要はありません。", "No need to recharge."));
3879 /* Check if the player has enough money */
3880 if (p_ptr->au < total_cost)
3882 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 );
3886 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3888 for (i = 0; i < INVEN_PACK; i++)
3890 o_ptr = &inventory[i];
3891 k_ptr = &k_info[o_ptr->k_idx];
3893 /* skip non magic device */
3894 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3897 if (!object_is_known(o_ptr))
3899 identify_item(o_ptr);
3901 /* Auto-inscription */
3902 autopick_alter_item(i, FALSE);
3906 switch (o_ptr->tval)
3912 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3913 /* We no longer think the item is empty */
3914 o_ptr->ident &= ~(IDENT_EMPTY);
3917 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3918 o_ptr->pval = o_ptr->number * k_ptr->pval;
3919 /* We no longer think the item is empty */
3920 o_ptr->ident &= ~(IDENT_EMPTY);
3926 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3929 /* Combine / Reorder the pack (later) */
3930 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3933 p_ptr->window |= (PW_INVEN);
3936 p_ptr->au -= total_cost;
3943 * @brief 町間のテレポートを行うメインルーチン。
3944 * @return テレポート処理を決定したか否か
3946 bool tele_town(void)
3953 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!"));
3957 if (p_ptr->inside_arena || p_ptr->inside_battle)
3959 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3966 for (i=1;i<max_towns;i++)
3970 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
3972 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
3979 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3985 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3995 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3996 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;
4000 for (y = 0; y < max_wild_y; y++)
4002 for (x = 0; x < max_wild_x; x++)
4004 if(wilderness[y][x].town == (i-'a'+1))
4006 p_ptr->wilderness_y = y;
4007 p_ptr->wilderness_x = x;
4012 p_ptr->leaving = TRUE;
4014 p_ptr->teleport_town = TRUE;
4020 * @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-
4021 * @return 常にTRUEを返す。
4022 * @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。
4024 static bool research_mon(void)
4032 bool recall = FALSE;
4038 /* XTRA HACK WHATSEARCH */
4044 /* XTRA HACK REMEMBER_IDX */
4045 static int old_sym = '\0';
4046 static int old_i = 0;
4049 /* Save the screen */
4052 /* Get a character, or abort */
4053 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):",
4054 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
4063 /* Find that character info, and describe it */
4064 for (i = 0; ident_info[i]; ++i)
4066 if (sym == ident_info[i][0]) break;
4069 /* XTRA HACK WHATSEARCH */
4070 if (sym == KTRL('A'))
4073 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4075 else if (sym == KTRL('U'))
4078 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4080 else if (sym == KTRL('N'))
4083 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4085 else if (sym == KTRL('M'))
4088 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4097 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4099 else if (ident_info[i])
4101 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4105 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4108 /* Display the result */
4112 /* Allocate the "who" array */
4113 C_MAKE(who, max_r_idx, u16b);
4115 /* Collect matching monsters */
4116 for (n = 0, i = 1; i < max_r_idx; i++)
4118 monster_race *r_ptr = &r_info[i];
4121 if (!r_ptr->name) continue;
4123 /* XTRA HACK WHATSEARCH */
4124 /* Require non-unique monsters if needed */
4125 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4127 /* Require unique monsters if needed */
4128 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4136 for (xx = 0; temp[xx] && xx < 80; xx++)
4139 if (iskanji(temp[xx]))
4145 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4149 strcpy(temp2, r_name + r_ptr->E_name);
4151 strcpy(temp2, r_name + r_ptr->name);
4153 for (xx = 0; temp2[xx] && xx < 80; xx++)
4154 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4157 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4159 if (my_strstr(temp2, temp))
4163 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4166 /* Nothing to recall */
4169 /* Free the "who" array */
4170 C_KILL(who, max_r_idx, u16b);
4182 /* Sort if needed */
4185 /* Select the sort method */
4186 ang_sort_comp = ang_sort_comp_hook;
4187 ang_sort_swap = ang_sort_swap_hook;
4189 /* Sort the array */
4190 ang_sort(who, &why, n);
4194 /* Start at the end */
4195 /* XTRA HACK REMEMBER_IDX */
4196 if (old_sym == sym && old_i < n) i = old_i;
4201 /* Scan the monster memory */
4204 /* Extract a race */
4207 /* Hack -- Begin the prompt */
4210 /* Hack -- Complete the prompt */
4211 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4219 /*** Recall on screen ***/
4221 /* Get maximal info about this monster */
4222 lore_do_probe(r_idx);
4224 /* Save this monster ID */
4225 monster_race_track(r_idx);
4227 /* Hack -- Handle stuff */
4230 /* know every thing mode */
4231 screen_roff(r_idx, 0x01);
4234 /* XTRA HACK REMEMBER_IDX */
4242 /* Normal commands */
4243 if (query != 'r') break;
4250 if (query == ESCAPE) break;
4252 /* Move to "prev" monster */
4258 if (!expand_list) break;
4262 /* Move to "next" monster */
4268 if (!expand_list) break;
4274 /* Re-display the identity */
4275 /* prt(buf, 5, 5);*/
4277 /* Free the "who" array */
4278 C_KILL(who, max_r_idx, u16b);
4283 return (!notpicked);
4288 * @brief 施設の処理実行メインルーチン / Execute a building command
4289 * @param bldg 施設構造体の参照ポインタ
4290 * @param i 実行したい施設のサービステーブルの添字
4293 static void bldg_process_command(building_type *bldg, int i)
4295 int bact = bldg->actions[i];
4300 /* Flush messages XXX XXX XXX */
4305 bcost = bldg->member_costs[i];
4307 bcost = bldg->other_costs[i];
4309 /* action restrictions */
4310 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4311 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4313 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4317 /* check gold (HACK - Recharge uses variable costs) */
4318 if ((bact != BACT_RECHARGE) &&
4319 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4320 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4322 msg_print(_("お金が足りません!", "You do not have the gold!"));
4331 case BACT_RESEARCH_ITEM:
4332 paid = identify_fully(FALSE);
4334 case BACT_TOWN_HISTORY:
4337 case BACT_RACE_LEGENDS:
4343 case BACT_KING_LEGENDS:
4344 case BACT_ARENA_LEGENDS:
4349 case BACT_ARENA_RULES:
4353 case BACT_IN_BETWEEN:
4355 case BACT_SPIN_WHEEL:
4356 case BACT_DICE_SLOTS:
4357 case BACT_GAMBLE_RULES:
4364 paid = inn_comm(bact);
4366 case BACT_RESEARCH_MONSTER:
4367 paid = research_mon();
4369 case BACT_COMPARE_WEAPONS:
4371 bcost = compare_weapons(bcost);
4373 case BACT_ENCHANT_WEAPON:
4374 item_tester_hook = object_allow_enchant_melee_weapon;
4375 enchant_item(bcost, 1, 1, 0);
4377 case BACT_ENCHANT_ARMOR:
4378 item_tester_hook = object_is_armour;
4379 enchant_item(bcost, 0, 0, 1);
4382 building_recharge();
4384 case BACT_RECHARGE_ALL:
4385 building_recharge_all();
4387 case BACT_IDENTS: /* needs work */
4389 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4391 msg_print(" 持ち物全てが鑑定されました。");
4393 if (!get_check("Do you pay for identify all your possession? ")) break;
4395 msg_print("Your possessions have been identified.");
4400 case BACT_IDENT_ONE: /* needs work */
4401 paid = ident_spell(FALSE);
4406 case BACT_HEALING: /* needs work */
4415 case BACT_RESTORE: /* needs work */
4416 if (do_res_stat(A_STR)) paid = TRUE;
4417 if (do_res_stat(A_INT)) paid = TRUE;
4418 if (do_res_stat(A_WIS)) paid = TRUE;
4419 if (do_res_stat(A_DEX)) paid = TRUE;
4420 if (do_res_stat(A_CON)) paid = TRUE;
4421 if (do_res_stat(A_CHR)) paid = TRUE;
4423 case BACT_ENCHANT_ARROWS:
4424 item_tester_hook = item_tester_hook_ammo;
4425 enchant_item(bcost, 1, 1, 0);
4427 case BACT_ENCHANT_BOW:
4428 item_tester_tval = TV_BOW;
4429 enchant_item(bcost, 1, 1, 0);
4432 if (recall_player(1)) paid = TRUE;
4434 case BACT_TELEPORT_LEVEL:
4440 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4441 show_building(bldg);
4442 if (!select_dungeon) return;
4444 max_depth = d_info[select_dungeon].maxdepth;
4446 /* Limit depth in Angband */
4447 if (select_dungeon == DUNGEON_ANGBAND)
4449 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4450 else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4452 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
4453 d_name + d_info[select_dungeon].name), max_depth);
4457 p_ptr->word_recall = 1;
4458 p_ptr->recall_dungeon = select_dungeon;
4459 max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4460 if (record_maxdepth)
4461 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4463 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4466 p_ptr->redraw |= (PR_STATUS);
4470 case BACT_LOSE_MUTATION:
4471 if (p_ptr->muta1 || p_ptr->muta2 ||
4472 (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4473 (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4474 (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4476 while(!lose_mutation(0));
4481 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4488 case BACT_TSUCHINOKO:
4501 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4502 set_virtue(V_COMPASSION, 0);
4503 set_virtue(V_HONOUR, 0);
4504 set_virtue(V_JUSTICE, 0);
4505 set_virtue(V_SACRIFICE, 0);
4506 set_virtue(V_KNOWLEDGE, 0);
4507 set_virtue(V_FAITH, 0);
4508 set_virtue(V_ENLIGHTEN, 0);
4509 set_virtue(V_ENCHANT, 0);
4510 set_virtue(V_CHANCE, 0);
4511 set_virtue(V_NATURE, 0);
4512 set_virtue(V_HARMONY, 0);
4513 set_virtue(V_VITALITY, 0);
4514 set_virtue(V_UNLIFE, 0);
4515 set_virtue(V_PATIENCE, 0);
4516 set_virtue(V_TEMPERANCE, 0);
4517 set_virtue(V_DILIGENCE, 0);
4518 set_virtue(V_VALOUR, 0);
4519 set_virtue(V_INDIVIDUALISM, 0);
4523 case BACT_TELE_TOWN:
4527 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4529 case BACT_BROKEN_WEAPON:
4531 bcost = repair_broken_weapon(bcost);
4542 * @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
4545 void do_cmd_quest(void)
4547 p_ptr->energy_use = 100;
4549 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4551 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4556 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."));
4557 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4558 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4559 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4561 /* Player enters a new quest */
4565 leave_quest_check();
4567 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4568 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4570 p_ptr->leaving = TRUE;
4576 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4579 void do_cmd_bldg(void)
4584 building_type *bldg;
4587 p_ptr->energy_use = 100;
4589 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4591 msg_print(_("ここには建物はない。", "You see no building here."));
4595 which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4597 bldg = &building[which];
4599 /* Don't re-init the wilderness */
4600 reinit_wilderness = FALSE;
4602 if ((which == 2) && (p_ptr->arena_number < 0))
4604 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4607 else if ((which == 2) && p_ptr->inside_arena)
4609 if (!p_ptr->exit_bldg && m_cnt > 0)
4611 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);
4615 /* Don't save the arena as saved floor */
4616 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4618 p_ptr->inside_arena = FALSE;
4619 p_ptr->leaving = TRUE;
4621 /* Re-enter the arena */
4622 command_new = SPECIAL_KEY_BUILDING;
4624 /* No energy needed to re-enter the arena */
4625 p_ptr->energy_use = 0;
4630 else if (p_ptr->inside_battle)
4632 /* Don't save the arena as saved floor */
4633 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4635 p_ptr->leaving = TRUE;
4636 p_ptr->inside_battle = FALSE;
4638 /* Re-enter the monster arena */
4639 command_new = SPECIAL_KEY_BUILDING;
4641 /* No energy needed to re-enter the arena */
4642 p_ptr->energy_use = 0;
4648 p_ptr->oldpy = p_ptr->y;
4649 p_ptr->oldpx = p_ptr->x;
4652 /* Forget the lite */
4655 /* Forget the view */
4658 /* Hack -- Increase "icky" depth */
4665 show_building(bldg);
4668 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4675 building_prt_gold();
4679 if (command == ESCAPE)
4682 p_ptr->inside_arena = FALSE;
4683 p_ptr->inside_battle = FALSE;
4687 for (i = 0; i < 8; i++)
4689 if (bldg->letters[i])
4691 if (bldg->letters[i] == command)
4700 bldg_process_command(bldg, i);
4709 select_floor_music();
4711 /* Flush messages XXX XXX XXX */
4715 /* Reinit wilderness to activate quests ... */
4716 if (reinit_wilderness)
4718 p_ptr->leaving = TRUE;
4721 /* Hack -- Decrease "icky" depth */
4724 /* Clear the screen */
4727 /* Update the visuals */
4728 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4730 /* Redraw entire screen */
4731 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4734 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4739 * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4741 static cptr find_quest[] =
4743 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4744 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4745 _("メッセージを見つけた:", "There is a sign saying"),
4746 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4747 _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4752 * @brief クエストの導入メッセージを表示する / Discover quest
4753 * @param q_idx 開始されたクエストのID
4755 void quest_discovery(int q_idx)
4757 quest_type *q_ptr = &quest[q_idx];
4758 monster_race *r_ptr = &r_info[q_ptr->r_idx];
4759 int q_num = q_ptr->max_num;
4762 /* No quest index */
4765 strcpy(name, (r_name + r_ptr->name));
4767 msg_print(find_quest[rand_range(0, 4)]);
4774 /* Hack -- "unique" monsters must be "unique" */
4775 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4776 (0 == r_ptr->max_num))
4778 msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4779 /* The unique is already dead */
4780 quest[q_idx].status = QUEST_STATUS_FINISHED;
4783 q_ptr->comptime = playtime;
4787 msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4792 /* Normal monsters */
4796 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4803 * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4804 * / Hack -- Check if a level is a "quest" level
4805 * @param level 検索対象になる階
4806 * @return クエストIDを返す。該当がない場合0を返す。
4808 int quest_number(int level)
4813 if (p_ptr->inside_quest)
4814 return (p_ptr->inside_quest);
4816 for (i = 0; i < max_quests; i++)
4818 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4820 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4821 !(quest[i].flags & QUEST_FLAG_PRESET) &&
4822 (quest[i].level == level) &&
4823 (quest[i].dungeon == dungeon_type))
4827 /* Check for random quest */
4828 return (random_quest_number(level));
4832 * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4833 * @param level 検索対象になる階
4834 * @return クエストIDを返す。該当がない場合0を返す。
4836 int random_quest_number(int level)
4840 if (dungeon_type != DUNGEON_ANGBAND) return 0;
4842 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4844 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4845 (quest[i].status == QUEST_STATUS_TAKEN) &&
4846 (quest[i].level == level) &&
4847 (quest[i].dungeon == DUNGEON_ANGBAND))