4 * Purpose: Building commands
5 * Created by Ken Wigle for Kangband - a variant of Angband 2.8.3
8 * Rewritten for Kangband 2.8.3i using Kamband's version of
9 * bldg.c as written by Ivan Tkatchev
11 * Changed for ZAngband by Robert Ruehlmann
16 /* hack as in leave_store in store.c */
17 static bool leave_bldg = FALSE;
19 static bool is_owner(building_type *bldg)
21 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
26 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
31 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
32 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
41 static bool is_member(building_type *bldg)
43 if (bldg->member_class[p_ptr->pclass])
48 if (bldg->member_race[p_ptr->prace])
53 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
54 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
60 if (p_ptr->pclass == CLASS_SORCERER)
64 for (i = 0; i < MAX_MAGIC; i++)
66 if (bldg->member_realm[i+1]) OK = TRUE;
75 * Clear the building information
77 static void clear_bldg(int min_row, int max_row)
81 for (i = min_row; i <= max_row; i++)
85 static void building_prt_gold(void)
90 prt("¼ê»ý¤Á¤Î¤ª¶â: ", 23,53);
92 prt("Gold Remaining: ", 23, 53);
96 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
102 * Display a building.
104 static void show_building(building_type* bldg)
112 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
116 for (i = 0; i < 8; i++)
118 if (bldg->letters[i])
120 if (bldg->action_restr[i] == 0)
122 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
123 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
125 action_color = TERM_WHITE;
128 else if (is_owner(bldg))
130 action_color = TERM_YELLOW;
132 sprintf(buff, "($%ld)", (long int)bldg->member_costs[i]);
134 sprintf(buff, "(%ldgp)", (long int)bldg->member_costs[i]);
140 action_color = TERM_YELLOW;
142 sprintf(buff, "($%ld)", (long int)bldg->other_costs[i]);
144 sprintf(buff, "(%ldgp)", (long int)bldg->other_costs[i]);
149 else if (bldg->action_restr[i] == 1)
151 if (!is_member(bldg))
153 action_color = TERM_L_DARK;
155 strcpy(buff, "(ÊÄŹ)");
157 strcpy(buff, "(closed)");
161 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
162 (is_member(bldg) && (bldg->other_costs[i] == 0)))
164 action_color = TERM_WHITE;
167 else if (is_owner(bldg))
169 action_color = TERM_YELLOW;
171 sprintf(buff, "($%ld)", (long int)bldg->member_costs[i]);
173 sprintf(buff, "(%ldgp)", (long int)bldg->member_costs[i]);
179 action_color = TERM_YELLOW;
181 sprintf(buff, "($%ld)", (long int)bldg->other_costs[i]);
183 sprintf(buff, "(%ldgp)", (long int)bldg->other_costs[i]);
192 action_color = TERM_L_DARK;
194 strcpy(buff, "(ÊÄŹ)");
196 strcpy(buff, "(closed)");
200 else if (bldg->member_costs[i] != 0)
202 action_color = TERM_YELLOW;
204 sprintf(buff, "($%ld)", (long int)bldg->member_costs[i]);
206 sprintf(buff, "(%ldgp)", (long int)bldg->member_costs[i]);
212 action_color = TERM_WHITE;
217 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
218 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
223 prt(" ESC) ·úʪ¤ò½Ð¤ë", 23, 0);
225 prt(" ESC) Exit building", 23, 0);
234 static void arena_comm(int cmd)
243 if (p_ptr->arena_number == MAX_ARENA_MONS)
247 prt("¥¢¥ê¡¼¥Ê¤ÎÍ¥¾¡¼Ô¡ª", 5, 0);
248 prt("¤ª¤á¤Ç¤È¤¦¡ª¤¢¤Ê¤¿¤ÏÁ´¤Æ¤ÎŨ¤òÅݤ·¤Þ¤·¤¿¡£", 7, 0);
249 prt("¾Þ¶â¤È¤·¤Æ $1,000,000 ¤¬Í¿¤¨¤é¤ì¤Þ¤¹¡£", 8, 0);
251 prt(" Arena Victor!", 5, 0);
252 prt("Congratulations! You have defeated all before you.", 7, 0);
253 prt("For that, receive the prize: 1,000,000 gold pieces", 8, 0);
258 p_ptr->au += 1000000L;
260 msg_print("¥¹¥Ú¡¼¥¹¥¡¼¤Ç³¹Ô");
262 msg_print("Press the space bar to continue");
266 p_ptr->arena_number++;
268 else if (p_ptr->arena_number > MAX_ARENA_MONS)
270 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
273 msg_print("·¯¤Î¤¿¤á¤ËºÇ¶¯¤ÎÄ©Àï¼Ô¤òÍÑ°Õ¤·¤Æ¤ª¤¤¤¿¡£");
275 msg_print("The strongest challenger is waiting for you.");
280 if (get_check("Ä©À魯¤ë¤«¤Í¡©"))
282 if (get_check("Do you fight? "))
286 msg_print("»à¤Ì¤¬¤è¤¤¡£");
288 msg_print("Die, maggots.");
292 p_ptr->exit_bldg = FALSE;
295 /* Save the surface floor as saved floor */
296 prepare_change_floor_mode(CFM_SAVE_FLOORS);
298 p_ptr->inside_arena = TRUE;
299 p_ptr->leaving = TRUE;
305 msg_print("»ÄÇ°¤À¡£");
307 msg_print("We are disappointed.");
314 msg_print("¤¢¤Ê¤¿¤Ï¥¢¥ê¡¼¥Ê¤ËÆþ¤ê¡¢¤·¤Ð¤é¤¯¤Î´Ö±É¸÷¤Ë¤Ò¤¿¤Ã¤¿¡£");
316 msg_print("You enter the arena briefly and bask in your glory.");
322 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
325 msg_print("¥Ú¥Ã¥È¤Ë¾è¤Ã¤¿¤Þ¤Þ¤Ç¤Ï¥¢¥ê¡¼¥Ê¤ØÆþ¤ì¤µ¤»¤Æ¤â¤é¤¨¤Ê¤«¤Ã¤¿¡£");
327 msg_print("You don't have permission to enter with pet.");
334 p_ptr->exit_bldg = FALSE;
337 /* Save the surface floor as saved floor */
338 prepare_change_floor_mode(CFM_SAVE_FLOORS);
340 p_ptr->inside_arena = TRUE;
341 p_ptr->leaving = TRUE;
346 if (p_ptr->arena_number == MAX_ARENA_MONS)
348 msg_print("¤¢¤Ê¤¿¤Ï¾¡Íø¼Ô¤À¡£ ¥¢¥ê¡¼¥Ê¤Ç¤Î¥»¥ì¥â¥Ë¡¼¤Ë»²²Ã¤·¤Ê¤µ¤¤¡£");
350 msg_print("You are victorious. Enter the arena for the ceremony.");
353 else if (p_ptr->arena_number > MAX_ARENA_MONS)
356 msg_print("¤¢¤Ê¤¿¤Ï¤¹¤Ù¤Æ¤ÎŨ¤Ë¾¡Íø¤·¤¿¡£");
358 msg_print("You have won against all foes.");
363 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
364 name = (r_name + r_ptr->name);
366 msg_format("%s ¤ËÄ©À魯¤ë¤â¤Î¤Ï¤¤¤Ê¤¤¤«¡©", name);
368 msg_format("Do I hear any challenges against: %s", name);
372 case BACT_ARENA_RULES:
377 /* Peruse the arena help file */
379 (void)show_file(TRUE, "arena_j.txt", NULL, 0, 0);
381 (void)show_file(TRUE, "arena.txt", NULL, 0, 0);
394 * display fruit for dice slots
396 static void display_fruit(int row, int col, int fruit)
402 c_put_str(TERM_YELLOW, " ####.", row, col);
403 c_put_str(TERM_YELLOW, " # #", row + 1, col);
404 c_put_str(TERM_YELLOW, " # #", row + 2, col);
405 c_put_str(TERM_YELLOW, "# #", row + 3, col);
406 c_put_str(TERM_YELLOW, "# #", row + 4, col);
407 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
408 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
409 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
410 prt( " ¥ì¥â¥ó ", row + 8, col);
412 c_put_str(TERM_YELLOW, " ####.", row, col);
413 c_put_str(TERM_YELLOW, " # #", row + 1, col);
414 c_put_str(TERM_YELLOW, " # #", row + 2, col);
415 c_put_str(TERM_YELLOW, "# #", row + 3, col);
416 c_put_str(TERM_YELLOW, "# #", row + 4, col);
417 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
418 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
419 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
420 prt( " Lemon ", row + 8, col);
426 c_put_str(TERM_ORANGE, " ## ", row, col);
427 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
428 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
429 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
430 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
431 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
432 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
433 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
434 prt( "¥ª¥ì¥ó¥¸", row + 8, col);
436 c_put_str(TERM_ORANGE, " ## ", row, col);
437 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
438 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
439 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
440 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
441 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
442 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
443 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
444 prt( " Orange ", row + 8, col);
450 c_put_str(TERM_SLATE, " ¦« " , row, col);
451 c_put_str(TERM_SLATE, " || " , row + 1, col);
452 c_put_str(TERM_SLATE, " || " , row + 2, col);
453 c_put_str(TERM_SLATE, " || " , row + 3, col);
454 c_put_str(TERM_SLATE, " || " , row + 4, col);
455 c_put_str(TERM_SLATE, " || " , row + 5, col);
456 c_put_str(TERM_UMBER, " |=°¡=| " , row + 6, col);
457 c_put_str(TERM_UMBER, " ÌÜ " , row + 7, col);
458 prt( " ·õ " , row + 8, col);
460 c_put_str(TERM_SLATE, " /\\ " , row, col);
461 c_put_str(TERM_SLATE, " ## " , row + 1, col);
462 c_put_str(TERM_SLATE, " ## " , row + 2, col);
463 c_put_str(TERM_SLATE, " ## " , row + 3, col);
464 c_put_str(TERM_SLATE, " ## " , row + 4, col);
465 c_put_str(TERM_SLATE, " ## " , row + 5, col);
466 c_put_str(TERM_UMBER, " ###### " , row + 6, col);
467 c_put_str(TERM_UMBER, " ## " , row + 7, col);
468 prt( " Sword " , row + 8, col);
474 c_put_str(TERM_SLATE, " ###### ", row, col);
475 c_put_str(TERM_SLATE, "# #", row + 1, col);
476 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
477 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
478 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
479 c_put_str(TERM_SLATE, " # # ", row + 5, col);
480 c_put_str(TERM_SLATE, " # # ", row + 6, col);
481 c_put_str(TERM_SLATE, " ## ", row + 7, col);
482 prt( " ½â ", row + 8, col);
484 c_put_str(TERM_SLATE, " ###### ", row, col);
485 c_put_str(TERM_SLATE, "# #", row + 1, col);
486 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
487 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
488 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
489 c_put_str(TERM_SLATE, " # # ", row + 5, col);
490 c_put_str(TERM_SLATE, " # # ", row + 6, col);
491 c_put_str(TERM_SLATE, " ## ", row + 7, col);
492 prt( " Shield ", row + 8, col);
498 c_put_str(TERM_VIOLET, " ## ", row, col);
499 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
500 c_put_str(TERM_VIOLET, "########", row + 2, col);
501 c_put_str(TERM_VIOLET, "########", row + 3, col);
502 c_put_str(TERM_VIOLET, "########", row + 4, col);
503 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
504 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
505 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
506 prt( " ¥×¥é¥à ", row + 8, col);
508 c_put_str(TERM_VIOLET, " ## ", row, col);
509 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
510 c_put_str(TERM_VIOLET, "########", row + 2, col);
511 c_put_str(TERM_VIOLET, "########", row + 3, col);
512 c_put_str(TERM_VIOLET, "########", row + 4, col);
513 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
514 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
515 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
516 prt( " Plum ", row + 8, col);
522 c_put_str(TERM_RED, " ##", row, col);
523 c_put_str(TERM_RED, " ### ", row + 1, col);
524 c_put_str(TERM_RED, " #..# ", row + 2, col);
525 c_put_str(TERM_RED, " #..# ", row + 3, col);
526 c_put_str(TERM_RED, " ###### ", row + 4, col);
527 c_put_str(TERM_RED, "#..##..#", row + 5, col);
528 c_put_str(TERM_RED, "#..##..#", row + 6, col);
529 c_put_str(TERM_RED, " ## ## ", row + 7, col);
530 prt( "¥Á¥§¥ê¡¼", row + 8, col);
532 c_put_str(TERM_RED, " ##", row, col);
533 c_put_str(TERM_RED, " ### ", row + 1, col);
534 c_put_str(TERM_RED, " #..# ", row + 2, col);
535 c_put_str(TERM_RED, " #..# ", row + 3, col);
536 c_put_str(TERM_RED, " ###### ", row + 4, col);
537 c_put_str(TERM_RED, "#..##..#", row + 5, col);
538 c_put_str(TERM_RED, "#..##..#", row + 6, col);
539 c_put_str(TERM_RED, " ## ## ", row + 7, col);
540 prt( " Cherry ", row + 8, col);
548 * kpoker no (tyuto-hannpa na)pakuri desu...
549 * joker ha shineru node haitte masen.
551 * TODO: donataka! tsukutte!
552 * - agatta yaku no kiroku (like DQ).
553 * - kakkoii card no e.
554 * - sousa-sei no koujyo.
555 * - code wo wakariyasuku.
557 * - Joker... -- done.
560 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
562 #define SUIT_OF(card) ((card) / 13)
563 #define NUM_OF(card) ((card) % 13)
564 #define IS_JOKER(card) ((card) == 52)
566 static int cards[5]; /* tefuda no card */
568 static void reset_deck(int deck[])
571 for (i = 0; i < 53; i++) deck[i] = i;
574 for (i = 0; i < 53; i++){
575 int tmp1 = randint0(53 - i) + i;
577 deck[i] = deck[tmp1];
582 static bool have_joker(void)
586 for (i = 0; i < 5; i++){
587 if(IS_JOKER(cards[i])) return TRUE;
592 static bool find_card_num(int num)
595 for (i = 0; i < 5; i++)
596 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
600 static bool yaku_check_flush(void)
603 bool joker_is_used = FALSE;
605 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
606 for (i = 0; i < 5; i++){
607 if (SUIT_OF(cards[i]) != suit){
608 if(have_joker() && !joker_is_used)
609 joker_is_used = TRUE;
618 static int yaku_check_straight(void)
621 bool joker_is_used = FALSE;
624 for (i = 0; i < 5; i++)
626 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
627 lowest = NUM_OF(cards[i]);
630 if (yaku_check_flush())
633 for (i = 0; i < 4; i++)
635 if (!find_card_num(9 + i)){
636 if( have_joker() && !joker_is_used )
637 joker_is_used = TRUE;
642 if (i == 4) return 3; /* Wow! Royal Flush!!! */
645 for (i = 0; i < 3; i++)
647 if (!find_card_num(10 + i))
650 if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
654 joker_is_used = FALSE;
655 for (i = 0; i < 5; i++)
657 if (!find_card_num(lowest + i)){
658 if( have_joker() && !joker_is_used )
659 joker_is_used = TRUE;
665 if (yaku_check_flush())
666 return 2; /* Straight Flush */
672 * 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
674 static int yaku_check_pair(void)
676 int i, i2, matching = 0;
678 for (i = 0; i < 5; i++)
680 for (i2 = i+1; i2 < 5; i2++)
682 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
683 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
725 static int yaku_check(void)
729 switch(yaku_check_straight()){
732 c_put_str(TERM_YELLOW, "¥í¥¤¥ä¥ë¥¹¥È¥ì¡¼¥È¥Õ¥é¥Ã¥·¥å", 4, 3);
734 c_put_str(TERM_YELLOW, "Royal Flush", 4, 3);
739 c_put_str(TERM_YELLOW, "¥¹¥È¥ì¡¼¥È¥Õ¥é¥Ã¥·¥å", 4, 3);
741 c_put_str(TERM_YELLOW, "Straight Flush", 4, 3);
746 c_put_str(TERM_YELLOW, "¥¹¥È¥ì¡¼¥È", 4, 3);
748 c_put_str(TERM_YELLOW, "Straight", 4, 3);
752 /* Not straight -- fall through */
756 if (yaku_check_flush())
760 c_put_str(TERM_YELLOW, "¥Õ¥é¥Ã¥·¥å", 4, 3);
762 c_put_str(TERM_YELLOW, "Flush", 4, 3);
767 switch (yaku_check_pair())
771 c_put_str(TERM_YELLOW, "¥ï¥ó¥Ú¥¢", 4, 3);
773 c_put_str(TERM_YELLOW, "One pair", 4, 3);
778 c_put_str(TERM_YELLOW, "¥Ä¡¼¥Ú¥¢", 4, 3);
780 c_put_str(TERM_YELLOW, "Two pair", 4, 3);
785 c_put_str(TERM_YELLOW, "¥¹¥ê¡¼¥«¡¼¥É", 4, 3);
787 c_put_str(TERM_YELLOW, "Three of a kind", 4, 3);
792 c_put_str(TERM_YELLOW, "¥Õ¥ë¥Ï¥¦¥¹", 4, 3);
794 c_put_str(TERM_YELLOW, "Full house", 4, 3);
799 c_put_str(TERM_YELLOW, "¥Õ¥©¡¼¥«¡¼¥É", 4, 3);
801 c_put_str(TERM_YELLOW, "Four of a kind", 4, 3);
805 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
808 c_put_str(TERM_YELLOW, "¥Õ¥¡¥¤¥Ö¥¨¡¼¥¹", 4, 3);
810 c_put_str(TERM_YELLOW, "Five ace", 4, 3);
817 c_put_str(TERM_YELLOW, "¥Õ¥¡¥¤¥Ö¥«¡¼¥É", 4, 3);
819 c_put_str(TERM_YELLOW, "Five of a kind", 4, 3);
829 static void display_kaeruka(int hoge, int kaeruka[])
832 char col = TERM_WHITE;
833 for (i = 0; i < 5; i++)
835 if (i == hoge) col = TERM_YELLOW;
836 else if(kaeruka[i]) col = TERM_WHITE;
837 else col = TERM_L_BLUE;
840 c_put_str(col, "¤«¤¨¤ë", 14, 5+i*16);
842 c_put_str(col, "¤Î¤³¤¹", 14, 5+i*16);
845 c_put_str(col, "Change", 14, 5+i*16);
847 c_put_str(col, " Stay ", 14, 5+i*16);
850 if (hoge > 4) col = TERM_YELLOW;
851 else col = TERM_WHITE;
853 c_put_str(col, "·èÄê", 16, 38);
855 c_put_str(col, "Sure", 16, 38);
858 /* Hilite current option */
859 if (hoge < 5) move_cursor(14, 5+hoge*16);
860 else move_cursor(16, 38);
864 static void display_cards(void)
867 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
869 cptr suit[4] = {"¡ú", "¡ü", "¢ù", "¢÷"};
870 cptr card_grph[13][7] = {{"£Á %s ",
961 cptr joker_grph[7] = { " ",
971 cptr suit[4] = {"[]", "qp", "<>", "db"};
972 cptr card_grph[13][7] = {{"A %s ",
1063 cptr joker_grph[7] = { " ",
1072 for (i = 0; i < 5; i++)
1075 prt("¨®¨¬¨¬¨¬¨¬¨¬¨¬¨¯", 5, i*16);
1077 prt(" +------------+ ", 5, i*16);
1081 for (i = 0; i < 5; i++)
1083 for (j = 0; j < 7; j++)
1086 prt("¨", j+6, i*16);
1088 prt(" |", j+6, i*16);
1090 if(IS_JOKER(cards[i]))
1091 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
1093 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);
1095 prt("¨", j+6, i*16+14);
1097 prt("| ", j+6, i*16+14);
1101 for (i = 0; i < 5; i++)
1104 prt("¨±¨¬¨¬¨¬¨¬¨¬¨¬¨°", 13, i*16);
1106 prt(" +------------+ ", 13, i*16);
1111 static int do_poker(void)
1115 int deck[53]; /* yamafuda : 0...52 */
1117 int kaeruka[5]; /* 0:kaenai 1:kaeru */
1121 bool kakikae = TRUE;
1125 for (i = 0; i < 5; i++)
1127 cards[i] = deck[deck_ptr++];
1128 kaeruka[i] = 0; /* default:nokosu */
1148 /* debug:Four Cards */
1150 cards[1] = 0 + 13 * 1;
1151 cards[2] = 0 + 13 * 2;
1152 cards[3] = 0 + 13 * 3;
1156 /* debug:Straight */
1172 /* suteruno wo kimeru */
1174 prt("»Ä¤¹¥«¡¼¥É¤ò·è¤á¤Æ²¼¤µ¤¤(Êý¸þ¤Ç°ÜÆ°, ¥¹¥Ú¡¼¥¹¤ÇÁªÂò)¡£", 0, 0);
1176 prt("Stay witch? ", 0, 0);
1184 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1189 case '6': case 'l': case 'L': case KTRL('F'):
1190 if (!kettei) k = (k+1)%5;
1191 else {k = 0;kettei = FALSE;}
1194 case '4': case 'h': case 'H': case KTRL('B'):
1195 if (!kettei) k = (k+4)%5;
1196 else {k = 4;kettei = FALSE;}
1199 case '2': case 'j': case 'J': case KTRL('N'):
1200 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1202 case '8': case 'k': case 'K': case KTRL('P'):
1203 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1205 case ' ': case '\r':
1206 if (kettei) done = TRUE;
1207 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1216 for (i = 0; i < 5; i++)
1217 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1221 return yaku_check();
1226 /* end of poker codes --Koka */
1231 static bool gamble_comm(int cmd)
1234 int roll1, roll2, roll3, choice, odds, win;
1239 char out_val[160], tmp_str[80], again;
1244 if (cmd == BACT_GAMBLE_RULES)
1246 /* Peruse the gambling help file */
1248 (void)show_file(TRUE, "jgambling.txt", NULL, 0, 0);
1250 (void)show_file(TRUE, "gambling.txt", NULL, 0, 0);
1260 msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1262 msg_print("Hey! You don't have gold - get out of here!");
1272 maxbet = p_ptr->lev * 200;
1274 /* We can't bet more than we have */
1275 maxbet = MIN(maxbet, p_ptr->au);
1278 strcpy(out_val, "");
1280 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", (long int)maxbet);
1282 sprintf(tmp_str,"Your wager (1-%ld) ? ", (long int)maxbet);
1287 * Use get_string() because we may need more than
1288 * the s16b value returned by get_quantity().
1290 if (get_string(tmp_str, out_val, 32))
1293 for (p = out_val; *p == ' '; p++);
1298 if (wager > p_ptr->au)
1301 msg_print("¤ª¤¤¡ª¶â¤¬Â¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
1303 msg_print("Hey! You don't have the gold - get out of here!");
1310 else if (wager > maxbet)
1313 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤¤Ê¡£", (long int)maxbet);
1315 msg_format("I'll take %ld gold of that. Keep the rest.", (long int)maxbet);
1323 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤«¤é¤Ï¤¸¤á¤è¤¦¡£");
1325 msg_print("Ok, we'll start with 1 gold.");
1334 oldgold = p_ptr->au;
1337 sprintf(tmp_str, "¥²¡¼¥àÁ°¤Î½ê»ý¶â: %9ld", (long int)oldgold);
1339 sprintf(tmp_str, "Gold before game: %9ld", (long int)oldgold);
1342 prt(tmp_str, 20, 2);
1345 sprintf(tmp_str, "¸½ºß¤Î³Ý¤±¶â: %9ld", (long int)wager);
1347 sprintf(tmp_str, "Current Wager: %9ld", (long int)wager);
1350 prt(tmp_str, 21, 2);
1357 case BACT_IN_BETWEEN: /* Game of In-Between */
1359 c_put_str(TERM_GREEN, "¥¤¥ó¡¦¥Ó¥È¥¤¡¼¥ó",5,2);
1361 c_put_str(TERM_GREEN, "In Between", 5, 2);
1366 roll1 = randint1(10);
1367 roll2 = randint1(10);
1368 choice = randint1(10);
1370 sprintf(tmp_str, "¹õ¥À¥¤¥¹: %d ¹õ¥À¥¤¥¹: %d", roll1, roll2);
1372 sprintf(tmp_str, "Black die: %d Black Die: %d", roll1, roll2);
1377 sprintf(tmp_str, "ÀÖ¥À¥¤¥¹: %d", choice);
1379 sprintf(tmp_str, "Red die: %d", choice);
1382 prt(tmp_str, 11, 14);
1383 if (((choice > roll1) && (choice < roll2)) ||
1384 ((choice < roll1) && (choice > roll2)))
1387 case BACT_CRAPS: /* Game of Craps */
1389 c_put_str(TERM_GREEN, "¥¯¥é¥Ã¥×¥¹", 5, 2);
1391 c_put_str(TERM_GREEN, "Craps", 5, 2);
1396 roll1 = randint1(6);
1397 roll2 = randint1(6);
1398 roll3 = roll1 + roll2;
1401 sprintf(tmp_str, "£±¿¶¤ê¤á: %d %d Total: %d", roll1,
1403 sprintf(tmp_str, "First roll: %d %d Total: %d", roll1,
1408 if ((roll3 == 7) || (roll3 == 11))
1410 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1416 msg_print("¤Ê¤Ë¤«¥¡¼¤ò²¡¤¹¤È¤â¤¦°ì²ó¿¶¤ê¤Þ¤¹¡£");
1418 msg_print("Hit any key to roll again");
1422 roll1 = randint1(6);
1423 roll2 = randint1(6);
1424 roll3 = roll1 + roll2;
1427 sprintf(tmp_str, "½ÐÌÜ: %d %d ¹ç·×: %d",
1429 sprintf(tmp_str, "Roll result: %d %d Total: %d",
1432 roll1, roll2, roll3);
1434 if (roll3 == choice)
1436 else if (roll3 == 7)
1438 } while ((win != TRUE) && (win != FALSE));
1441 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1445 c_put_str(TERM_GREEN, "¥ë¡¼¥ì¥Ã¥È", 5, 2);
1447 c_put_str(TERM_GREEN, "Wheel", 5, 2);
1450 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1451 prt("--------------------------------", 8, 3);
1452 strcpy(out_val, "");
1454 get_string("²¿ÈÖ¡© (0-9): ", out_val, 32);
1456 get_string("Pick a number (0-9): ", out_val, 32);
1459 for (p = out_val; isspace(*p); p++);
1464 msg_print("0È֤ˤ·¤È¤¯¤¼¡£");
1466 msg_print("I'll put you down for 0.");
1471 else if (choice > 9)
1474 msg_print("£Ï£Ë¡¢9È֤ˤ·¤È¤¯¤¼¡£");
1476 msg_print("Ok, I'll put you down for 9.");
1482 roll1 = randint0(10);
1484 sprintf(tmp_str, "¥ë¡¼¥ì¥Ã¥È¤Ï²ó¤ê¡¢»ß¤Þ¤Ã¤¿¡£¾¡¼Ô¤Ï %dÈÖ¤À¡£",
1486 sprintf(tmp_str, "The wheel spins to a stop and the winner is %d",
1490 prt(tmp_str, 13, 3);
1492 prt("*", 9, (3 * roll1 + 5));
1493 if (roll1 == choice)
1497 case BACT_DICE_SLOTS: /* The Dice Slots */
1499 c_put_str(TERM_GREEN, "¥À¥¤¥¹¡¦¥¹¥í¥Ã¥È", 5, 2);
1500 c_put_str(TERM_YELLOW, "¥ì¥â¥ó ¥ì¥â¥ó 2", 6, 37);
1501 c_put_str(TERM_YELLOW, "¥ì¥â¥ó ¥ì¥â¥ó ¥ì¥â¥ó 5", 7, 37);
1502 c_put_str(TERM_ORANGE, "¥ª¥ì¥ó¥¸ ¥ª¥ì¥ó¥¸ ¥ª¥ì¥ó¥¸ 10", 8, 37);
1503 c_put_str(TERM_UMBER, "·õ ·õ ·õ 20", 9, 37);
1504 c_put_str(TERM_SLATE, "½â ½â ½â 50", 10, 37);
1505 c_put_str(TERM_VIOLET, "¥×¥é¥à ¥×¥é¥à ¥×¥é¥à 200", 11, 37);
1506 c_put_str(TERM_RED, "¥Á¥§¥ê¡¼ ¥Á¥§¥ê¡¼ ¥Á¥§¥ê¡¼ 1000", 12, 37);
1508 c_put_str(TERM_GREEN, "Dice Slots", 5, 2);
1512 roll1 = randint1(21);
1522 roll2 = randint1(21);
1532 choice = randint1(21);
1542 put_str("/--------------------------\\", 7, 2);
1543 prt("\\--------------------------/", 17, 2);
1544 display_fruit(8, 3, roll1 - 1);
1545 display_fruit(8, 12, roll2 - 1);
1546 display_fruit(8, 21, choice - 1);
1547 if ((roll1 == roll2) && (roll2 == choice))
1566 else if ((roll1 == 1) && (roll2 == 1))
1575 if (odds) win = TRUE;
1582 prt("¤¢¤Ê¤¿¤Î¾¡¤Á", 16, 37);
1584 prt("YOU WON", 16, 37);
1587 p_ptr->au += odds * wager;
1589 sprintf(tmp_str, "ÇÜΨ: %d", odds);
1591 sprintf(tmp_str, "Payoff: %d", odds);
1594 prt(tmp_str, 17, 37);
1599 prt("¤¢¤Ê¤¿¤ÎÉ餱", 16, 37);
1601 prt("You Lost", 16, 37);
1607 sprintf(tmp_str, "¸½ºß¤Î½ê»ý¶â: %9ld", (long int)p_ptr->au);
1609 sprintf(tmp_str, "Current Gold: %9ld", (long int)p_ptr->au);
1612 prt(tmp_str, 22, 2);
1614 prt("¤â¤¦°ìÅÙ(Y/N)¡©", 18, 37);
1616 prt("Again(Y/N)?", 18, 37);
1619 move_cursor(18, 52);
1624 if (wager > p_ptr->au)
1627 msg_print("¤ª¤¤¡ª¶â¤¬Â¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª¤³¤³¤«¤é½Ð¤Æ¹Ô¤±¡ª");
1629 msg_print("Hey! You don't have the gold - get out of here!");
1637 } while ((again == 'y') || (again == 'Y'));
1640 if (p_ptr->au >= oldgold)
1643 msg_print("¡Öº£²ó¤ÏÌÙ¤±¤¿¤Ê¡ª¤Ç¤â¼¡¤Ï¤³¤Ã¤Á¤¬¾¡¤Ã¤Æ¤ä¤ë¤«¤é¤Ê¡¢ÀäÂФˡª¡×");
1645 msg_print("You came out a winner! We'll win next time, I'm sure.");
1647 chg_virtue(V_CHANCE, 3);
1652 msg_print("¡Ö¶â¤ò¥¹¥Ã¤Æ¤·¤Þ¤Ã¤¿¤Ê¡¢¤ï¤Ï¤Ï¡ª¤¦¤Á¤Ëµ¢¤Ã¤¿Êý¤¬¤¤¤¤¤¼¡£¡×");
1654 msg_print("You lost gold! Haha, better head home.");
1656 chg_virtue(V_CHANCE, -3);
1665 static bool vault_aux_battle(int r_idx)
1670 monster_race *r_ptr = &r_info[r_idx];
1672 /* Decline town monsters */
1673 /* if (!mon_hook_dungeon(r_idx)) return FALSE; */
1675 /* Decline unique monsters */
1676 /* if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1677 /* if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1679 if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1680 if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1681 if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1682 if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1683 if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1685 for (i = 0; i < 4; i++)
1687 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1688 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1690 if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1696 void battle_monsters(void)
1703 bool old_inside_battle = p_ptr->inside_battle;
1705 for (i = 0; i < max_d_idx; i++)
1706 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1708 mon_level = randint1(MIN(max_dl, 122))+5;
1709 if (randint0(100) < 60)
1711 i = randint1(MIN(max_dl, 122))+5;
1712 mon_level = MAX(i, mon_level);
1714 if (randint0(100) < 30)
1716 i = randint1(MIN(max_dl, 122))+5;
1717 mon_level = MAX(i, mon_level);
1729 get_mon_num_prep(vault_aux_battle, NULL);
1730 p_ptr->inside_battle = TRUE;
1731 r_idx = get_mon_num(mon_level);
1732 p_ptr->inside_battle = old_inside_battle;
1733 if (!r_idx) continue;
1735 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1737 if ((r_info[r_idx].level + 10) > mon_level) continue;
1740 for (j = 0; j < i; j++)
1741 if(r_idx == battle_mon[j]) break;
1746 battle_mon[i] = r_idx;
1747 if (r_info[r_idx].level < 45) tekitou = TRUE;
1752 monster_race *r_ptr = &r_info[battle_mon[i]];
1753 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1755 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1756 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1758 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1759 power[i] = power[i] * (100 + r_ptr->level) / 100;
1760 if (r_ptr->speed > 110)
1761 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1762 if (r_ptr->speed < 110)
1763 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1765 power[i] = power[i] * (num_taisei*2+5) / 10;
1766 else if (r_ptr->flags6 & RF6_INVULNER)
1767 power[i] = power[i] * 4 / 3;
1768 else if (r_ptr->flags6 & RF6_HEAL)
1769 power[i] = power[i] * 4 / 3;
1770 else if (r_ptr->flags5 & RF5_DRAIN_MANA)
1771 power[i] = power[i] * 11 / 10;
1772 if (r_ptr->flags1 & RF1_RAND_25)
1773 power[i] = power[i] * 9 / 10;
1774 if (r_ptr->flags1 & RF1_RAND_50)
1775 power[i] = power[i] * 9 / 10;
1777 switch (battle_mon[i])
1788 case MON_UND_BEHOLDER:
1789 case MON_SANTACLAUS:
1790 case MON_ULT_BEHOLDER:
1792 case MON_ATLACH_NACHA:
1794 power[i] = power[i] * 3 / 5;
1796 case MON_ROBIN_HOOD:
1800 case MON_CRYPT_THING:
1801 case MON_MASTER_LICH:
1802 case MON_DREADMASTER:
1804 case MON_SHADOWLORD:
1809 case MON_VENOM_WYRM:
1810 case MON_MASTER_MYS:
1811 case MON_G_MASTER_MYS:
1812 power[i] = power[i] * 3 / 4;
1814 case MON_VORPAL_BUNNY:
1817 case MON_LOG_MASTER:
1819 case MON_GRAV_HOUND:
1822 case MON_CLUB_DEMON:
1824 case MON_NIGHTCRAWLER:
1825 case MON_NIGHTWALKER:
1831 case MON_SPECT_WYRM:
1836 power[i] = power[i] * 4 / 3;
1838 case MON_UMBER_HULK:
1842 case MON_ENERGY_VOR:
1846 case MON_PLASMA_VOR:
1851 case MON_STORMBRINGER:
1852 case MON_TIME_HOUND:
1853 case MON_PLASMA_HOUND:
1856 case MON_AETHER_VOR:
1857 case MON_AETHER_HOUND:
1865 case MON_D_ELF_SHADE:
1866 case MON_MANA_HOUND:
1868 case MON_BANORLUPART:
1873 power[i] = power[i] * 3 / 2;
1877 case MON_CYBER_KING:
1878 case MON_UNICORN_ORD:
1879 power[i] = power[i] * 5 / 3;
1883 case MON_WYRM_POWER:
1903 power[i] = total*60/power[i];
1904 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1905 if ((power[i] < 160) && randint0(20)) break;
1906 if (power[i] < 101) power[i] = 100 + randint1(5);
1907 mon_odds[i] = power[i];
1913 static bool kakutoujou(void)
1917 char out_val[160], tmp_str[80];
1920 if ((turn - old_battle) > TURNS_PER_TICK*250)
1932 msg_print("¤ª¤¤¡ª¤ª¤Þ¤¨°ìʸ¤Ê¤·¤¸¤ã¤Ê¤¤¤«¡ª¤³¤Ã¤«¤é½Ð¤Æ¤¤¤±¡ª");
1934 msg_print("Hey! You don't have gold - get out of here!");
1948 prt("¥â¥ó¥¹¥¿¡¼ ÇÜΨ", 4, 4);
1950 prt("Monsters Odds", 4, 4);
1955 monster_race *r_ptr = &r_info[battle_mon[i]];
1958 sprintf(buf,"%d) %-58s %4ld.%02ldÇÜ", i+1, format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "¤â¤É¤" : " "), (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1960 sprintf(buf,"%d) %-58s %4ld.%02ld", i+1, format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name), (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1966 prt("¤É¤ì¤ËÅÒ¤±¤Þ¤¹¤«:", 0, 0);
1968 prt("Which monster: ", 0, 0);
1979 if (i >= '1' && i <= '4')
1981 sel_monster = i-'1';
1982 battle_odds = mon_odds[sel_monster];
1990 if (i !=sel_monster) clear_bldg(i+5,i+5);
1992 maxbet = p_ptr->lev * 200;
1994 /* We can't bet more than we have */
1995 maxbet = MIN(maxbet, p_ptr->au);
1998 strcpy(out_val, "");
2000 sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", (long int)maxbet);
2002 sprintf(tmp_str,"Your wager (1-%ld) ? ", (long int)maxbet);
2007 * Use get_string() because we may need more than
2008 * the s16b value returned by get_quantity().
2010 if (get_string(tmp_str, out_val, 32))
2013 for (p = out_val; *p == ' '; p++);
2018 if (wager > p_ptr->au)
2021 msg_print("¤ª¤¤¡ª¶â¤¬Â¤ê¤Ê¤¤¤¸¤ã¤Ê¤¤¤«¡ª½Ð¤Æ¤¤¤±¡ª");
2023 msg_print("Hey! You don't have the gold - get out of here!");
2030 else if (wager > maxbet)
2033 msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤¤Ê¡£", (long int)maxbet);
2035 msg_format("I'll take %ld gold of that. Keep the rest.",(long int) maxbet);
2043 msg_print("£Ï£Ë¡¢£±¥´¡¼¥ë¥É¤Ç¤¤¤³¤¦¡£");
2045 msg_print("Ok, we'll start with 1 gold.");
2052 battle_odds = MAX(wager+1, wager * battle_odds / 100);
2057 /* Save the surface floor as saved floor */
2058 prepare_change_floor_mode(CFM_SAVE_FLOORS);
2060 p_ptr->inside_battle = TRUE;
2061 p_ptr->leaving = TRUE;
2074 static void today_target(void)
2077 monster_race *r_ptr = &r_info[today_mon];
2081 c_put_str(TERM_YELLOW, "ËÜÆü¤Î¾Þ¶â¼ó", 5, 10);
2083 prt("Wanted monster that changes from day to day", 5, 10);
2086 sprintf(buf,"¥¿¡¼¥²¥Ã¥È¡§ %s",r_name + r_ptr->name);
2088 sprintf(buf,"target: %s",r_name + r_ptr->name);
2090 c_put_str(TERM_YELLOW, buf, 6, 10);
2092 sprintf(buf,"»àÂÎ ---- $%d",r_ptr->level * 50 + 100);
2094 sprintf(buf,"corpse ---- $%d",r_ptr->level * 50 + 100);
2098 sprintf(buf,"¹ü ---- $%d",r_ptr->level * 30 + 60);
2100 sprintf(buf,"skeleton ---- $%d",r_ptr->level * 30 + 60);
2103 p_ptr->today_mon = today_mon;
2106 static void tsuchinoko(void)
2110 c_put_str(TERM_YELLOW, "°ì³ÍÀé¶â¤ÎÂç¥Á¥ã¥ó¥¹¡ª¡ª¡ª", 5, 10);
2111 c_put_str(TERM_YELLOW, "¥¿¡¼¥²¥Ã¥È¡§¸¸¤ÎÄÁ½Ã¡Ö¥Ä¥Á¥Î¥³¡×", 6, 10);
2112 c_put_str(TERM_WHITE, "À¸¤±Êá¤ê ---- $1,000,000", 8, 10);
2113 c_put_str(TERM_WHITE, "»àÂÎ ---- $200,000", 9, 10);
2114 c_put_str(TERM_WHITE, "¹ü ---- $100,000", 10, 10);
2116 c_put_str(TERM_YELLOW, "Big chance to quick money!!!", 5, 10);
2117 c_put_str(TERM_YELLOW, "target: the rarest animal 'Tsuchinoko'", 6, 10);
2118 c_put_str(TERM_WHITE, "catch alive ---- $1,000,000", 8, 10);
2119 c_put_str(TERM_WHITE, "corpse ---- $200,000", 9, 10);
2120 c_put_str(TERM_WHITE, "bones ---- $100,000", 10, 10);
2124 static void shoukinkubi(void)
2132 prt("»àÂΤò»ý¤Áµ¢¤ì¤ÐÊó½·¤òº¹¤·¾å¤²¤Þ¤¹¡£",4 ,10);
2133 c_put_str(TERM_YELLOW, "¸½ºß¤Î¾Þ¶â¼ó", 6, 10);
2135 prt("Offer a prize when you bring a wanted monster's corpse",4 ,10);
2136 c_put_str(TERM_YELLOW, "Wanted monsters", 6, 10);
2139 for (i = 0; i < MAX_KUBI; i++)
2143 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
2145 if (kubi_r_idx[i] > 10000)
2151 done_mark = "(done)";
2160 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
2163 if (!y && (i < MAX_KUBI -1))
2166 prt("²¿¤«¥¡¼¤ò²¡¤·¤Æ¤¯¤À¤µ¤¤", 0, 0);
2168 prt("Hit any key.", 0, 0);
2178 /* List of prize object */
2182 } prize_list[MAX_KUBI] =
2184 {TV_POTION, SV_POTION_CURING},
2185 {TV_POTION, SV_POTION_SPEED},
2186 {TV_POTION, SV_POTION_SPEED},
2187 {TV_POTION, SV_POTION_RESISTANCE},
2188 {TV_POTION, SV_POTION_ENLIGHTENMENT},
2190 {TV_POTION, SV_POTION_HEALING},
2191 {TV_POTION, SV_POTION_RESTORE_MANA},
2192 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
2193 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
2194 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
2196 {TV_SCROLL, SV_SCROLL_GENOCIDE},
2197 {TV_POTION, SV_POTION_STAR_HEALING},
2198 {TV_POTION, SV_POTION_STAR_HEALING},
2199 {TV_POTION, SV_POTION_NEW_LIFE},
2200 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
2202 {TV_POTION, SV_POTION_LIFE},
2203 {TV_POTION, SV_POTION_LIFE},
2204 {TV_POTION, SV_POTION_AUGMENTATION},
2205 {TV_POTION, SV_POTION_INVULNERABILITY},
2206 {TV_SCROLL, SV_SCROLL_ARTIFACT},
2211 static bool kankin(void)
2214 bool change = FALSE;
2215 char o_name[MAX_NLEN];
2218 /* Loop for inventory and right/left arm */
2219 for (i = 0; i <= INVEN_LARM; i++)
2221 o_ptr = &inventory[i];
2223 /* Living Tsuchinoko worthes $1000000 */
2224 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
2226 char buf[MAX_NLEN+20];
2227 object_desc(o_name, o_ptr, 0);
2229 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2231 sprintf(buf, "Convert %s into money? ",o_name);
2236 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)(1000000L * o_ptr->number));
2238 msg_format("You get %ldgp.", (long int)(1000000L * o_ptr->number));
2240 p_ptr->au += 1000000L * o_ptr->number;
2241 p_ptr->redraw |= (PR_GOLD);
2242 inven_item_increase(i, -o_ptr->number);
2243 inven_item_describe(i);
2244 inven_item_optimize(i);
2250 for (i = 0; i < INVEN_PACK; i++)
2252 o_ptr = &inventory[i];
2254 /* Corpse of Tsuchinoko worthes $200000 */
2255 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
2257 char buf[MAX_NLEN+20];
2258 object_desc(o_name, o_ptr, 0);
2260 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2262 sprintf(buf, "Convert %s into money? ",o_name);
2267 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)(200000L * o_ptr->number));
2269 msg_format("You get %ldgp.", (long int)(200000L * o_ptr->number));
2271 p_ptr->au += 200000L * o_ptr->number;
2272 p_ptr->redraw |= (PR_GOLD);
2273 inven_item_increase(i, -o_ptr->number);
2274 inven_item_describe(i);
2275 inven_item_optimize(i);
2281 for (i = 0; i < INVEN_PACK; i++)
2283 o_ptr = &inventory[i];
2285 /* Bones of Tsuchinoko worthes $100000 */
2286 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
2288 char buf[MAX_NLEN+20];
2289 object_desc(o_name, o_ptr, 0);
2291 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2293 sprintf(buf, "Convert %s into money? ",o_name);
2298 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)(100000L * o_ptr->number));
2300 msg_format("You get %ldgp.", (long int)(100000L * o_ptr->number));
2302 p_ptr->au += 100000L * o_ptr->number;
2303 p_ptr->redraw |= (PR_GOLD);
2304 inven_item_increase(i, -o_ptr->number);
2305 inven_item_describe(i);
2306 inven_item_optimize(i);
2312 for (i = 0; i < INVEN_PACK; i++)
2314 o_ptr = &inventory[i];
2315 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)))
2317 char buf[MAX_NLEN+20];
2318 object_desc(o_name, o_ptr, 0);
2320 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2322 sprintf(buf, "Convert %s into money? ",o_name);
2327 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
2329 msg_format("You get %ldgp.", (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
2331 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
2332 p_ptr->redraw |= (PR_GOLD);
2333 inven_item_increase(i, -o_ptr->number);
2334 inven_item_describe(i);
2335 inven_item_optimize(i);
2341 for (i = 0; i < INVEN_PACK; i++)
2343 o_ptr = &inventory[i];
2345 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)))
2347 char buf[MAX_NLEN+20];
2348 object_desc(o_name, o_ptr, 0);
2350 sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
2352 sprintf(buf, "Convert %s into money? ",o_name);
2357 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
2359 msg_format("You get %ldgp.", (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
2361 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
2362 p_ptr->redraw |= (PR_GOLD);
2363 inven_item_increase(i, -o_ptr->number);
2364 inven_item_describe(i);
2365 inven_item_optimize(i);
2371 for (j = 0; j < MAX_KUBI; j++)
2373 /* Need reverse order --- Positions will be changed in the loop */
2374 for (i = INVEN_PACK-1; i >= 0; i--)
2376 o_ptr = &inventory[i];
2377 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
2379 char buf[MAX_NLEN+20];
2380 int num, k, item_new;
2383 object_desc(o_name, o_ptr, 0);
2385 sprintf(buf, "%s¤òÅϤ·¤Þ¤¹¤«¡©",o_name);
2387 sprintf(buf, "Hand %s over? ",o_name);
2389 if (!get_check(buf)) continue;
2391 #if 0 /* Obsoleted */
2393 msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2395 msg_format("You get %ldgp.", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2397 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
2398 p_ptr->redraw |= (PR_GOLD);
2399 inven_item_increase(i, -o_ptr->number);
2400 inven_item_describe(i);
2401 inven_item_optimize(i);
2402 chg_virtue(V_JUSTICE, 5);
2403 kubi_r_idx[j] += 10000;
2406 #endif /* Obsoleted */
2409 inven_item_increase(i, -o_ptr->number);
2410 inven_item_describe(i);
2411 inven_item_optimize(i);
2413 chg_virtue(V_JUSTICE, 5);
2414 kubi_r_idx[j] += 10000;
2416 /* Count number of unique corpses already handed */
2417 for (num = 0, k = 0; k < MAX_KUBI; k++)
2419 if (kubi_r_idx[k] >= 10000) num++;
2423 msg_format("¤³¤ì¤Ç¹ç·× %d ¥Ý¥¤¥ó¥È³ÍÆÀ¤·¤Þ¤·¤¿¡£", num);
2425 msg_format("You earned %d point%s total.", num, (num > 1 ? "s" : ""));
2428 /* Prepare to make a prize */
2429 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
2430 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
2432 /* Identify it fully */
2433 object_aware(&forge);
2434 object_known(&forge);
2437 * Hand it --- Assume there is an empty slot.
2438 * Since a corpse is handed at first,
2439 * there is at least one empty slot.
2441 item_new = inven_carry(&forge);
2443 /* Describe the object */
2444 object_desc(o_name, &forge, 0);
2446 msg_format("%s(%c)¤òÌã¤Ã¤¿¡£", o_name, index_to_label(item_new));
2448 msg_format("You get %s (%c). ", o_name, index_to_label(item_new));
2451 /* Auto-inscription */
2452 autopick_alter_item(item_new, FALSE);
2465 msg_print("¾Þ¶â¤òÆÀ¤é¤ì¤½¤¦¤Ê¤â¤Î¤Ï»ý¤Ã¤Æ¤¤¤Ê¤«¤Ã¤¿¡£");
2467 msg_print("You have nothing.");
2475 bool get_nightmare(int r_idx)
2477 monster_race *r_ptr = &r_info[r_idx];
2479 /* Require eldritch horrors */
2480 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2482 /* Require high level */
2483 if (r_ptr->level <= p_ptr->lev) return (FALSE);
2485 /* Accept this monster */
2490 void have_nightmare(int r_idx)
2492 bool happened = FALSE;
2493 monster_race *r_ptr = &r_info[r_idx];
2494 int power = r_ptr->level + 10;
2496 cptr desc = r_name + r_ptr->name;
2500 if (!(r_ptr->flags1 & RF1_UNIQUE))
2501 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2504 sprintf(m_name, "%s", desc);
2506 if (!(r_ptr->flags1 & RF1_UNIQUE))
2508 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2512 if (saving_throw(p_ptr->skill_sav * 100 / power))
2515 msg_format("Ì´¤ÎÃæ¤Ç%s¤ËÄɤ¤¤«¤±¤é¤ì¤¿¡£", m_name);
2517 msg_format("%^s chases you through your dreams.", m_name);
2526 /* Something silly happens... */
2528 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2530 msg_format("You behold the %s visage of %s!",
2533 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2537 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2538 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2541 /* Never mind; we can't see it clearly enough */
2545 /* Something frightening happens... */
2547 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2549 msg_format("You behold the %s visage of %s!",
2552 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2554 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2556 if (!p_ptr->mimic_form)
2558 switch (p_ptr->prace)
2560 /* Demons may make a saving throw */
2563 if (saving_throw(20 + p_ptr->lev)) return;
2565 /* Undead may make a saving throw */
2570 if (saving_throw(10 + p_ptr->lev)) return;
2576 /* Demons may make a saving throw */
2577 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2579 if (saving_throw(20 + p_ptr->lev)) return;
2581 /* Undead may make a saving throw */
2582 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2584 if (saving_throw(10 + p_ptr->lev)) return;
2589 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2591 if (!p_ptr->resist_conf)
2593 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2595 if (!p_ptr->resist_chaos && one_in_(3))
2597 (void)set_image(p_ptr->image + randint0(250) + 150);
2602 /* Lose int & wis */
2603 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2611 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2613 if (!p_ptr->resist_conf)
2615 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2617 if (!p_ptr->free_act)
2619 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2621 while (!saving_throw(p_ptr->skill_sav))
2623 (void)do_dec_stat(A_INT);
2625 while (!saving_throw(p_ptr->skill_sav))
2627 (void)do_dec_stat(A_WIS);
2629 if (!p_ptr->resist_chaos)
2631 (void)set_image(p_ptr->image + randint0(250) + 150);
2638 if (!saving_throw(p_ptr->skill_sav * 100 / power))
2640 if (lose_all_info())
2643 msg_print("¤¢¤Þ¤ê¤Î¶²ÉݤËÁ´¤Æ¤Î¤³¤È¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
2645 msg_print("You forget everything in your utmost terror!");
2652 /* Else gain permanent insanity */
2653 if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
2654 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2655 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2657 /* The poor bastard already has all possible insanities! */
2663 switch (randint1(4))
2667 if (!(p_ptr->muta3 & MUT3_MORONIC))
2669 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2672 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¤è¤¦¤Êµ¤¤¬¤·¤¿¡£¤·¤«¤·¤½¤ì¤Ï¸µ¡¹¤À¤Ã¤¿¡£");
2674 msg_print("You turn into an utter moron!");
2680 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¡ª");
2682 msg_print("You turn into an utter moron!");
2686 if (p_ptr->muta3 & MUT3_HYPER_INT)
2689 msg_print("¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2691 msg_print("Your brain is no longer a living computer.");
2694 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2696 p_ptr->muta3 |= MUT3_MORONIC;
2703 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2706 msg_print("¤¢¤Ê¤¿¤Ï¥Ñ¥é¥Î¥¤¥¢¤Ë¤Ê¤Ã¤¿¡ª");
2708 msg_print("You become paranoid!");
2712 /* Duh, the following should never happen, but anyway... */
2713 if (p_ptr->muta3 & MUT3_FEARLESS)
2716 msg_print("¤¢¤Ê¤¿¤Ï¤â¤¦¶²¤ìÃΤ餺¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2718 msg_print("You are no longer fearless.");
2721 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2724 p_ptr->muta2 |= MUT2_COWARDICE;
2731 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2734 msg_print("¸¸³Ð¤ò¤Ò¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë´Ù¤Ã¤¿¡ª");
2736 msg_print("You are afflicted by a hallucinatory insanity!");
2739 p_ptr->muta2 |= MUT2_HALLU;
2746 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2749 msg_print("·ãÎõ¤Ê´¶¾ð¤Îȯºî¤Ë¤ª¤½¤ï¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
2751 msg_print("You become subject to fits of berserk rage!");
2754 p_ptr->muta2 |= MUT2_BERS_RAGE;
2762 p_ptr->update |= PU_BONUS;
2769 * Note that resting for the night was a perfect way to avoid player
2770 * ghosts in the town *if* you could only make it to the inn in time (-:
2771 * Now that the ghosts are temporarily disabled in 2.8.X, this function
2772 * will not be that useful. I will keep it in the hopes the player
2773 * ghost code does become a reality again. Does help to avoid filthy urchins.
2774 * Resting at night is also a quick way to restock stores -KMW-
2776 static bool inn_comm(int cmd)
2780 case BACT_FOOD: /* Buy food & drink */
2781 if (p_ptr->food >= PY_FOOD_FULL)
2784 msg_print("º£¤ÏËþÊ¢¤À¡£");
2786 msg_print("You are full now.");
2792 msg_print("¥Ð¡¼¥Æ¥ó¤Ï¤¤¤¯¤é¤«¤Î¿©¤Ùʪ¤È¥Ó¡¼¥ë¤ò¤¯¤ì¤¿¡£");
2794 msg_print("The barkeep gives you some gruel and a beer.");
2797 (void)set_food(PY_FOOD_MAX - 1);
2800 case BACT_REST: /* Rest for the night */
2801 if ((p_ptr->poisoned) || (p_ptr->cut))
2804 msg_print("¤¢¤Ê¤¿¤ËɬÍפʤΤÏÉô²°¤Ç¤Ï¤Ê¤¯¡¢¼£ÎżԤǤ¹¡£");
2806 msg_print("You need a healer, not a room.");
2811 msg_print("¤¹¤ß¤Þ¤»¤ó¡¢¤Ç¤â¤¦¤Á¤Ç狼¤Ë»à¤Ê¤ì¤Á¤ãº¤¤ê¤Þ¤¹¤ó¤Ç¡£");
2813 msg_print("Sorry, but don't want anyone dying in here.");
2818 s32b oldturn = turn;
2819 int prev_day, prev_hour, prev_min;
2821 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2823 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "½É²°¤ËÇñ¤Þ¤Ã¤¿¡£");
2825 if ((prev_hour >= 6) && (prev_hour <= 17)) do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over daytime at the inn.");
2826 else do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over night at the inn.");
2828 turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
2829 if (dungeon_turn < dungeon_turn_limit)
2831 dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK * 250);
2832 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2835 prevent_turn_overflow();
2837 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2838 p_ptr->chp = p_ptr->mhp;
2840 if (ironman_nightmare)
2843 msg_print("̲¤ê¤Ë½¢¤¯¤È¶²¤í¤·¤¤¸÷·Ê¤¬¿´¤ò¤è¤®¤Ã¤¿¡£");
2845 msg_print("Horrible visions flit through your mind as you sleep.");
2848 /* Pick a nightmare */
2849 get_mon_num_prep(get_nightmare, NULL);
2851 /* Have some nightmares */
2854 have_nightmare(get_mon_num(MAX_DEPTH));
2856 if (!one_in_(3)) break;
2859 /* Remove the monster restriction */
2860 get_mon_num_prep(NULL, NULL);
2863 msg_print("¤¢¤Ê¤¿¤ÏÀ䶫¤·¤ÆÌܤò³Ð¤Þ¤·¤¿¡£");
2864 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "°Ì´¤Ë¤¦¤Ê¤µ¤ì¤Æ¤è¤¯Ì²¤ì¤Ê¤«¤Ã¤¿¡£");
2866 msg_print("You awake screaming.");
2867 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "be troubled by a nightmare.");
2875 p_ptr->chp = p_ptr->mhp;
2876 p_ptr->csp = p_ptr->msp;
2877 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2880 for (i = 0; i < 72; i++)
2882 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2884 for (; i < 108; i++)
2886 p_ptr->magic_num1[i] = 0;
2890 if ((prev_hour >= 6) && (prev_hour <= 17))
2893 msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢͼÊý¤ò·Þ¤¨¤¿¡£");
2894 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "ͼÊý¤ò·Þ¤¨¤¿¡£");
2896 msg_print("You awake refreshed for the evening.");
2897 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
2903 msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢ¿·¤¿¤ÊÆü¤ò·Þ¤¨¤¿¡£");
2904 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¤¹¤¬¤¹¤¬¤·¤¤Ä«¤ò·Þ¤¨¤¿¡£");
2906 msg_print("You awake refreshed for the new day.");
2907 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
2914 case BACT_RUMORS: /* Listen for rumors */
2916 display_rumor(TRUE);
2926 * Display quest information
2928 static void get_questinfo(int questnum, bool do_init)
2935 /* Clear the text */
2936 for (i = 0; i < 10; i++)
2938 quest_text[i][0] = '\0';
2941 quest_text_line = 0;
2943 /* Set the quest number temporary */
2944 old_quest = p_ptr->inside_quest;
2945 p_ptr->inside_quest = questnum;
2947 /* Get the quest text */
2948 init_flags = INIT_SHOW_TEXT;
2949 if (do_init) init_flags |= INIT_ASSIGN;
2951 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2953 /* Reset the old quest number */
2954 p_ptr->inside_quest = old_quest;
2956 /* Print the quest info */
2958 sprintf(tmp_str, "¥¯¥¨¥¹¥È¾ðÊó (´í¸±ÅÙ: %d ³¬ÁêÅö)", quest[questnum].level);
2960 sprintf(tmp_str, "Quest Information (Danger level: %d)", quest[questnum].level);
2965 prt(quest[questnum].name, 7, 0);
2967 for (i = 0; i < 10; i++)
2969 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2975 * Request a quest from the Lord.
2977 static void castle_quest(void)
2980 monster_race *r_ptr;
2987 /* Current quest of the building */
2988 q_index = cave[py][px].special;
2990 /* Is there a quest available at the building? */
2994 put_str("º£¤Î¤È¤³¤í¥¯¥¨¥¹¥È¤Ï¤¢¤ê¤Þ¤»¤ó¡£", 8, 0);
2996 put_str("I don't have a quest for you at the moment.", 8, 0);
3002 q_ptr = &quest[q_index];
3004 /* Quest is completed */
3005 if (q_ptr->status == QUEST_STATUS_COMPLETED)
3007 /* Rewarded quest */
3008 q_ptr->status = QUEST_STATUS_REWARDED;
3010 get_questinfo(q_index, FALSE);
3012 reinit_wilderness = TRUE;
3015 else if (q_ptr->status == QUEST_STATUS_FAILED)
3017 get_questinfo(q_index, FALSE);
3019 /* Mark quest as done (but failed) */
3020 q_ptr->status = QUEST_STATUS_FAILED_DONE;
3022 reinit_wilderness = TRUE;
3024 /* Quest is still unfinished */
3025 else if (q_ptr->status == QUEST_STATUS_TAKEN)
3028 put_str("¤¢¤Ê¤¿¤Ï¸½ºß¤Î¥¯¥¨¥¹¥È¤ò½ªÎ»¤µ¤»¤Æ¤¤¤Þ¤»¤ó¡ª", 8, 0);
3030 put_str("You have not completed your current quest yet!", 8, 0);
3034 put_str("CTRL-Q¤ò»È¤¨¤Ð¥¯¥¨¥¹¥È¤Î¾õÂÖ¤¬¥Á¥§¥Ã¥¯¤Ç¤¤Þ¤¹¡£", 9, 0);
3036 put_str("Use CTRL-Q to check the status of your quest.", 9, 0);
3040 put_str("¥¯¥¨¥¹¥È¤ò½ª¤ï¤é¤»¤¿¤éÌá¤Ã¤ÆÍè¤Æ²¼¤µ¤¤¡£", 12, 0);
3042 put_str("Return when you have completed your quest.", 12, 0);
3047 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
3049 q_ptr->status = QUEST_STATUS_TAKEN;
3051 reinit_wilderness = TRUE;
3053 /* Assign a new quest */
3054 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
3056 if (q_ptr->r_idx == 0)
3058 /* Random monster at least 5 - 10 levels out of deep */
3059 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
3062 r_ptr = &r_info[q_ptr->r_idx];
3064 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
3066 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
3067 r_ptr = &r_info[q_ptr->r_idx];
3070 if (q_ptr->max_num == 0)
3072 /* Random monster number */
3073 if (randint1(10) > 7)
3076 q_ptr->max_num = randint1(3) + 1;
3080 name = (r_name + r_ptr->name);
3082 msg_format("¥¯¥¨¥¹¥È: %s¤ò %dÂÎÅݤ¹", name,q_ptr->max_num);
3084 msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
3090 get_questinfo(q_index, TRUE);
3097 * Display town history
3099 static void town_history(void)
3104 /* Peruse the building help file */
3106 (void)show_file(TRUE, "jbldg.txt", NULL, 0, 0);
3108 (void)show_file(TRUE, "bldg.txt", NULL, 0, 0);
3116 s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, int dam)
3121 /* Extract "shot" power */
3122 i = p_ptr->to_h_b * 4 + plus_ammo + (p_ptr->lev * 2);
3124 /* Snipers can shot more critically with crossbows */
3125 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
3126 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
3128 /* Good bow makes more critical */
3129 i += MAX(0, plus_bow - 15) * 4 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
3136 crit = MIN(500, 900/weight);
3137 num += dam * 3 /2 * crit;
3140 crit = MIN(500, 1350/weight);
3142 num += dam * 2 * crit;
3148 num += dam * 3 * crit;
3154 num += (5000 - i) * dam;
3160 s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
3165 if(dokubari) return dam;
3167 i = weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3);
3173 if (k < 400) num += (2 * dam + 5) * (400 - k);
3174 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
3175 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
3176 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
3177 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
3180 if(p_ptr->pclass == CLASS_NINJA)
3183 num += (4444 - i) * dam;
3189 num += (5000 - i) * dam;
3196 static s16b calc_slaydam(int dam, int mult, int div, bool force)
3204 tmp += dam * 60 * 2;
3218 * Display the damage figure of an object
3219 * (used by compare_weapon_aux1)
3221 * Only accurate for the current weapon, because it includes
3222 * the current +dam of the player.
3224 static void compare_weapon_aux2(int r, int c, int mindam, int maxdam, cptr attr, byte color)
3229 /* Print the intro text */
3230 c_put_str(color, attr, r, c);
3232 /* Calculate the min and max damage figures */
3234 sprintf(tmp_str, "£±¥¿¡¼¥ó: %d-%d ¥À¥á¡¼¥¸",
3236 sprintf(tmp_str, "Attack: %d-%d damage",
3240 /* Print the damage */
3241 put_str(tmp_str, r, c + 8);
3246 * Show the damage figures for the various monster types
3248 * Only accurate for the current weapon, because it includes
3249 * the current number of blows for the player.
3251 static void compare_weapon_aux1(object_type *o_ptr, int col, int r)
3253 u32b flgs[TR_FLAG_SIZE];
3254 int blow = p_ptr->num_blow[0];
3256 bool dokubari = FALSE;
3258 /* Effective dices */
3259 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3260 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3262 int mindice = eff_dd;
3263 int maxdice = eff_ds * eff_dd;
3266 int slaydice_min = 0;
3267 int slaydice_max = 0;
3268 int critdice_min = 0;
3269 int critdice_max = 0;
3270 int vorpal_mult = 1;
3274 /* Get the flags of the weapon */
3275 object_flags(o_ptr, flgs);
3277 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
3280 /* Show Critical Damage*/
3281 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
3282 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
3284 mindam = blow * (critdice_min+ o_ptr->to_d + p_ptr->to_d[0]);
3285 maxdam = blow * (critdice_max+ o_ptr->to_d + p_ptr->to_d[0]);
3288 compare_weapon_aux2(r++, col, mindam, maxdam, "²ñ¿´:", TERM_L_RED);
3290 compare_weapon_aux2(r++, col, mindam, maxdam, "Critical:", TERM_L_RED);
3294 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
3296 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
3307 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
3308 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
3309 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3310 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3313 compare_weapon_aux2(r++, col, mindam, maxdam, "ÀÚ¤ìÌ£:", TERM_L_RED);
3315 compare_weapon_aux2(r++, col, mindam, maxdam, "Vorpal:", TERM_L_RED);
3319 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
3323 slaydice_min = calc_slaydam(mindice, 1, 1, force);
3324 slaydice_max = calc_slaydam(maxdice, 1, 1, force);
3325 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3326 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3327 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3328 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3330 /* Print the relevant lines */
3332 compare_weapon_aux2(r++, col, mindam, maxdam, "ÍýÎÏ:", TERM_L_BLUE);
3334 compare_weapon_aux2(r++, col, mindam, maxdam, "Force :", TERM_L_BLUE);
3338 /* Print the relevant lines */
3340 if (have_flag(flgs, TR_KILL_ANIMAL))
3342 slaydice_min = calc_slaydam(mindice, 4, 1, force);
3343 slaydice_max = calc_slaydam(maxdice, 4, 1, force);
3344 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3345 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3346 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3347 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3348 compare_weapon_aux2(r++, col, mindam, maxdam, "ưʪ:", TERM_YELLOW);
3350 else if (have_flag(flgs, TR_SLAY_ANIMAL))
3352 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3353 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3354 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3355 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3356 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3357 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3358 compare_weapon_aux2(r++, col, mindam, maxdam, "ưʪ:", TERM_YELLOW);
3360 if (have_flag(flgs, TR_KILL_EVIL))
3362 slaydice_min = calc_slaydam(mindice, 7, 2, force);
3363 slaydice_max = calc_slaydam(maxdice, 7, 2, force);
3364 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3365 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3366 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3367 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3368 compare_weapon_aux2(r++, col, mindam, maxdam, "¼Ù°:", TERM_YELLOW);
3370 else if (have_flag(flgs, TR_SLAY_EVIL))
3372 slaydice_min = calc_slaydam(mindice, 2, 1, force);
3373 slaydice_max = calc_slaydam(maxdice, 2, 1, force);
3374 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3375 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3376 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3377 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3378 compare_weapon_aux2(r++, col, mindam, maxdam, "¼Ù°:", TERM_YELLOW);
3380 if (have_flag(flgs, TR_KILL_HUMAN))
3382 slaydice_min = calc_slaydam(mindice, 4, 1, force);
3383 slaydice_max = calc_slaydam(maxdice, 4, 1, force);
3384 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3385 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3386 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3387 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3388 compare_weapon_aux2(r++, col, mindam, maxdam, "¿Í´Ö:", TERM_YELLOW);
3390 else if (have_flag(flgs, TR_SLAY_HUMAN))
3392 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3393 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3394 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3395 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3396 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3397 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3398 compare_weapon_aux2(r++, col, mindam, maxdam, "¿Í´Ö:", TERM_YELLOW);
3400 if (have_flag(flgs, TR_KILL_UNDEAD))
3402 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3403 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3404 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3405 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3406 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3407 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3408 compare_weapon_aux2(r++, col, mindam, maxdam, "ÉÔ»à:", TERM_YELLOW);
3410 else if (have_flag(flgs, TR_SLAY_UNDEAD))
3412 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3413 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3414 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3415 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3416 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3417 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3418 compare_weapon_aux2(r++, col, mindam, maxdam, "ÉÔ»à:", TERM_YELLOW);
3420 if (have_flag(flgs, TR_KILL_DEMON))
3422 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3423 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3424 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3425 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3426 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3427 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3428 compare_weapon_aux2(r++, col, mindam, maxdam, "°Ëâ:", TERM_YELLOW);
3430 else if (have_flag(flgs, TR_SLAY_DEMON))
3432 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3433 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3434 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3435 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3436 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3437 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3438 compare_weapon_aux2(r++, col, mindam, maxdam, "°Ëâ:", TERM_YELLOW);
3440 if (have_flag(flgs, TR_KILL_ORC))
3442 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3443 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3444 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3445 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3446 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3447 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3448 compare_weapon_aux2(r++, col, mindam, maxdam, "¥ª¡¼¥¯:", TERM_YELLOW);
3450 else if (have_flag(flgs, TR_SLAY_ORC))
3452 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3453 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3454 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3455 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3456 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3457 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3458 compare_weapon_aux2(r++, col, mindam, maxdam, "¥ª¡¼¥¯:", TERM_YELLOW);
3460 if (have_flag(flgs, TR_KILL_TROLL))
3462 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3463 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3464 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3465 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3466 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3467 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3468 compare_weapon_aux2(r++, col, mindam, maxdam, "¥È¥í¥ë:", TERM_YELLOW);
3470 else if (have_flag(flgs, TR_SLAY_TROLL))
3472 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3473 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3474 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3475 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3476 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3477 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3478 compare_weapon_aux2(r++, col, mindam, maxdam, "¥È¥í¥ë:", TERM_YELLOW);
3480 if (have_flag(flgs, TR_KILL_GIANT))
3482 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3483 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3484 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3485 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3486 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3487 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3488 compare_weapon_aux2(r++, col, mindam, maxdam, "µð¿Í:", TERM_YELLOW);
3490 else if (have_flag(flgs, TR_SLAY_GIANT))
3492 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3493 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3494 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3495 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3496 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3497 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3498 compare_weapon_aux2(r++, col, mindam, maxdam, "µð¿Í:", TERM_YELLOW);
3500 if (have_flag(flgs, TR_KILL_DRAGON))
3502 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3503 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3504 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3505 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3506 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3507 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3508 compare_weapon_aux2(r++, col, mindam, maxdam, "ε:", TERM_YELLOW);
3510 else if (have_flag(flgs, TR_SLAY_DRAGON))
3512 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3513 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3514 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3515 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3516 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3517 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3518 compare_weapon_aux2(r++, col, mindam, maxdam, "ε:", TERM_YELLOW);
3520 if (have_flag(flgs, TR_BRAND_ACID))
3522 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3523 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3524 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3525 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3526 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3527 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3528 compare_weapon_aux2(r++, col, mindam, maxdam, "»À°À:", TERM_RED);
3530 if (have_flag(flgs, TR_BRAND_ELEC))
3532 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3533 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3534 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3535 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3536 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3537 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3538 compare_weapon_aux2(r++, col, mindam, maxdam, "ÅÅ°À:", TERM_RED);
3540 if (have_flag(flgs, TR_BRAND_FIRE))
3542 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3543 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3544 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3545 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3546 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3547 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3548 compare_weapon_aux2(r++, col, mindam, maxdam, "±ê°À:", TERM_RED);
3550 if (have_flag(flgs, TR_BRAND_COLD))
3552 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3553 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3554 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3555 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3556 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3557 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3558 compare_weapon_aux2(r++, col, mindam, maxdam, "Îä°À:", TERM_RED);
3560 if (have_flag(flgs, TR_BRAND_POIS))
3562 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3563 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3564 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3565 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3566 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3567 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3568 compare_weapon_aux2(r++, col, mindam, maxdam, "ÆÇ°À:", TERM_RED);
3571 if (have_flag(flgs, TR_KILL_ANIMAL))
3573 slaydice_min = calc_slaydam(mindice, 4, 1, force);
3574 slaydice_max = calc_slaydam(maxdice, 4, 1, force);
3575 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3576 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3577 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3578 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3579 compare_weapon_aux2(r++, col, mindam, maxdam, "Animals:", TERM_YELLOW);
3581 else if (have_flag(flgs, TR_SLAY_ANIMAL))
3583 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3584 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3585 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3586 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3587 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3588 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3589 compare_weapon_aux2(r++, col, mindam, maxdam, "Animals:", TERM_YELLOW);
3591 if (have_flag(flgs, TR_KILL_EVIL))
3593 slaydice_min = calc_slaydam(mindice, 7, 2, force);
3594 slaydice_max = calc_slaydam(maxdice, 7, 2, force);
3595 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3596 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3597 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3598 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3599 compare_weapon_aux2(r++, col, mindam, maxdam, "Evil:", TERM_YELLOW);
3601 else if (have_flag(flgs, TR_SLAY_EVIL))
3603 slaydice_min = calc_slaydam(mindice, 2, 1, force);
3604 slaydice_max = calc_slaydam(maxdice, 2, 1, force);
3605 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3606 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3607 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3608 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3609 compare_weapon_aux2(r++, col, mindam, maxdam, "Evil:", TERM_YELLOW);
3611 if (have_flag(flgs, TR_KILL_HUMAN))
3613 slaydice_min = calc_slaydam(mindice, 4, 1, force);
3614 slaydice_max = calc_slaydam(maxdice, 4, 1, force);
3615 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3616 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3617 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3618 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3619 compare_weapon_aux2(r++, col, mindam, maxdam, "Human:", TERM_YELLOW);
3621 else if (have_flag(flgs, TR_SLAY_HUMAN))
3623 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3624 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3625 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3626 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3627 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3628 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3629 compare_weapon_aux2(r++, col, mindam, maxdam, "Human:", TERM_YELLOW);
3631 if (have_flag(flgs, TR_KILL_UNDEAD))
3633 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3634 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3635 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3636 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3637 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3638 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3639 compare_weapon_aux2(r++, col, mindam, maxdam, "Undead:", TERM_YELLOW);
3641 else if (have_flag(flgs, TR_SLAY_UNDEAD))
3643 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3644 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3645 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3646 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3647 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3648 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3649 compare_weapon_aux2(r++, col, mindam, maxdam, "Undead:", TERM_YELLOW);
3651 if (have_flag(flgs, TR_KILL_DEMON))
3653 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3654 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3655 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3656 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3657 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3658 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3659 compare_weapon_aux2(r++, col, mindam, maxdam, "Demons:", TERM_YELLOW);
3661 else if (have_flag(flgs, TR_SLAY_DEMON))
3663 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3664 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3665 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3666 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3667 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3668 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3669 compare_weapon_aux2(r++, col, mindam, maxdam, "Demons:", TERM_YELLOW);
3671 if (have_flag(flgs, TR_KILL_ORC))
3673 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3674 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3675 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3676 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3677 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3678 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3679 compare_weapon_aux2(r++, col, mindam, maxdam, "Orcs:", TERM_YELLOW);
3681 else if (have_flag(flgs, TR_SLAY_ORC))
3683 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3684 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3685 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3686 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3687 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3688 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3689 compare_weapon_aux2(r++, col, mindam, maxdam, "Orcs:", TERM_YELLOW);
3691 if (have_flag(flgs, TR_KILL_TROLL))
3693 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3694 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3695 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3696 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3697 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3698 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3699 compare_weapon_aux2(r++, col, mindam, maxdam, "Trolls:", TERM_YELLOW);
3701 else if (have_flag(flgs, TR_SLAY_TROLL))
3703 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3704 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3705 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3706 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3707 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3708 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3709 compare_weapon_aux2(r++, col, mindam, maxdam, "Trolls:", TERM_YELLOW);
3711 if (have_flag(flgs, TR_KILL_GIANT))
3713 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3714 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3715 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3716 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3717 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3718 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3719 compare_weapon_aux2(r++, col, mindam, maxdam, "Giants:", TERM_YELLOW);
3721 else if (have_flag(flgs, TR_SLAY_GIANT))
3723 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3724 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3725 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3726 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3727 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3728 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3729 compare_weapon_aux2(r++, col, mindam, maxdam, "Giants:", TERM_YELLOW);
3731 if (have_flag(flgs, TR_KILL_DRAGON))
3733 slaydice_min = calc_slaydam(mindice, 5, 1, force);
3734 slaydice_max = calc_slaydam(maxdice, 5, 1, force);
3735 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3736 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3737 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3738 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3739 compare_weapon_aux2(r++, col, mindam, maxdam, "Dragons:", TERM_YELLOW);
3741 else if (have_flag(flgs, TR_SLAY_DRAGON))
3743 slaydice_min = calc_slaydam(mindice, 3, 1, force);
3744 slaydice_max = calc_slaydam(maxdice, 3, 1, force);
3745 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3746 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3747 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3748 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3749 compare_weapon_aux2(r++, col, mindam, maxdam, "Dragons:", TERM_YELLOW);
3751 if (have_flag(flgs, TR_BRAND_ACID))
3753 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3754 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3755 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3756 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3757 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3758 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3759 compare_weapon_aux2(r++, col, mindam, maxdam, "Acid:", TERM_RED);
3761 if (have_flag(flgs, TR_BRAND_ELEC))
3763 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3764 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3765 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3766 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3767 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3768 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3769 compare_weapon_aux2(r++, col, mindam, maxdam, "Elec:", TERM_RED);
3771 if (have_flag(flgs, TR_BRAND_FIRE))
3773 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3774 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3775 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3776 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3777 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3778 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3779 compare_weapon_aux2(r++, col, mindam, maxdam, "Fire:", TERM_RED);
3781 if (have_flag(flgs, TR_BRAND_COLD))
3783 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3784 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3785 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3786 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3787 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3788 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3789 compare_weapon_aux2(r++, col, mindam, maxdam, "Cold:", TERM_RED);
3791 if (have_flag(flgs, TR_BRAND_POIS))
3793 slaydice_min = calc_slaydam(mindice, 5, 2, force);
3794 slaydice_max = calc_slaydam(maxdice, 5, 2, force);
3795 critdice_min = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_min, p_ptr->to_h[0], dokubari);
3796 critdice_max = calc_expect_crit(o_ptr->weight, o_ptr->to_h, slaydice_max, p_ptr->to_h[0], dokubari);
3797 mindam = blow * (calc_slaydam(critdice_min, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3798 maxdam = blow * (calc_slaydam(critdice_max, vorpal_mult, vorpal_div, FALSE) + o_ptr->to_d + p_ptr->to_d[0]);
3799 compare_weapon_aux2(r++, col, mindam, maxdam, "Poison:", TERM_RED);
3805 static int hit_chance(int to_h, int ac)
3808 int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
3810 if (meichuu <= 0) return 5;
3812 chance = 100 - ((ac * 75) / meichuu);
3814 if (chance > 95) chance = 95;
3815 if (chance < 5) chance = 5;
3816 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
3817 chance = (chance*19+9)/20;
3822 * Displays all info about a weapon
3824 * Only accurate for the current weapon, because it includes
3825 * various info about the player's +to_dam and number of blows.
3827 static void list_weapon(object_type *o_ptr, int row, int col)
3829 char o_name[MAX_NLEN];
3832 /* Effective dices */
3833 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3834 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3836 /* Print the weapon name */
3837 object_desc(o_name, o_ptr, OD_NAME_ONLY);
3838 c_put_str(TERM_YELLOW, o_name, row, col);
3840 /* Print the player's number of blows */
3842 sprintf(tmp_str, "¹¶·â²ó¿ô: %d", p_ptr->num_blow[0]);
3844 sprintf(tmp_str, "Number of Blows: %d", p_ptr->num_blow[0]);
3847 put_str(tmp_str, row+1, col);
3849 /* Print to_hit and to_dam of the weapon */
3851 sprintf(tmp_str, "Ì¿ÃæΨ: 0 50 100 150 200 (Ũ¤ÎAC)");
3853 sprintf(tmp_str, "To Hit: 0 50 100 150 200 (AC)");
3856 put_str(tmp_str, row+2, col);
3858 /* Print the weapons base damage dice */
3860 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)", hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100), hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
3862 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)", hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100), hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
3865 put_str(tmp_str, row+3, col);
3868 c_put_str(TERM_YELLOW, "²Äǽ¤Ê¥À¥á¡¼¥¸:", row+5, col);
3870 c_put_str(TERM_YELLOW, "Possible Damage:", row+5, col);
3874 /* Damage for one blow (if it hits) */
3876 sprintf(tmp_str, "¹¶·â°ì²ó¤Ë¤Ä¤ %d-%d",
3878 sprintf(tmp_str, "One Strike: %d-%d damage",
3881 eff_dd + o_ptr->to_d + p_ptr->to_d[0],
3882 eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
3883 put_str(tmp_str, row+6, col+1);
3885 /* Damage for the complete attack (if all blows hit) */
3887 sprintf(tmp_str, "£±¥¿¡¼¥ó¤Ë¤Ä¤ %d-%d",
3889 sprintf(tmp_str, "One Attack: %d-%d damage",
3892 p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
3893 p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
3894 put_str(tmp_str, row+7, col+1);
3899 * Hook to specify "weapon"
3901 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
3903 switch (o_ptr->tval)
3913 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
3922 * Hook to specify "ammo"
3924 static bool item_tester_hook_ammo(object_type *o_ptr)
3926 switch (o_ptr->tval)
3943 * Copies the weapons to compare into the weapon-slot and
3944 * compares the values for both weapons.
3946 static int compare_weapons(int bcost)
3950 object_type *o_ptr[2];
3951 object_type orig_weapon;
3955 int wid = 38, mgn = 2;
3956 bool old_character_xtra = character_xtra;
3959 int cost = 0; /* First time no price */
3961 /* Save the screen */
3964 /* Clear the screen */
3967 /* Store copy of original wielded weapon */
3968 i_ptr = &inventory[INVEN_RARM];
3969 object_copy(&orig_weapon, i_ptr);
3971 /* Only compare melee weapons */
3972 item_tester_no_ryoute = TRUE;
3973 item_tester_hook = item_tester_hook_melee_weapon;
3975 /* Get the first weapon */
3976 q = _("Âè°ì¤ÎÉð´ï¤Ï¡©", "What is your first weapon? ");
3977 s = _("Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£", "You have nothing to compare.");
3979 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
3985 /* Get the item (in the pack) */
3986 o_ptr[0] = &inventory[item];
3992 /* Clear the screen */
3995 /* Only compare melee weapons */
3996 item_tester_no_ryoute = TRUE;
3997 item_tester_hook = item_tester_hook_melee_weapon;
3999 /* Hack -- prevent "icky" message */
4000 character_xtra = TRUE;
4002 /* Diaplay selected weapon's infomation */
4003 for (i = 0; i < n; i++)
4005 int col = (wid * i + mgn);
4007 /* Copy i-th weapon into the weapon slot (if it's not already there) */
4008 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
4010 /* Get the new values */
4013 /* List the new values */
4014 list_weapon(o_ptr[i], row, col);
4015 compare_weapon_aux1(o_ptr[i], col, row + 8);
4017 /* Copy back the original weapon into the weapon slot */
4018 object_copy(i_ptr, &orig_weapon);
4021 /* Reset the values for the old weapon */
4024 character_xtra = old_character_xtra;
4027 put_str(format("[ Èæ³ÓÂоÝ: 's'¤ÇÊѹ¹ ($%d) ]", cost), 1, (wid + mgn));
4028 put_str("(°ìÈֹ⤤¥À¥á¡¼¥¸¤¬Å¬ÍѤµ¤ì¤Þ¤¹¡£Ê£¿ô¤ÎÇÜÂǸú²Ì¤Ï¤·»»¤µ¤ì¤Þ¤»¤ó¡£)", row + 4, 0);
4029 prt("¸½ºß¤Îµ»Î̤«¤éȽÃǤ¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎÉð´ï¤Ï°Ê²¼¤Î¤è¤¦¤Ê°ÒÎϤòȯ´ø¤·¤Þ¤¹:", 0, 0);
4031 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
4032 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
4033 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
4041 if (total + cost > p_ptr->au)
4043 msg_print(_("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡ª", "You don't have enough money!"));
4048 q = _("ÂèÆó¤ÎÉð´ï¤Ï¡©", "What is your second weapon? ");
4049 s = _("Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£", "You have nothing to compare.");
4051 /* Get the second weapon */
4052 if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
4057 /* Get the item (in the pack) */
4058 o_ptr[1] = &inventory[item2];
4067 /* Restore the screen */
4078 * AC¤«¤é²óÈòΨ¡¢¥À¥á¡¼¥¸¸º¾¯Î¨¤ò·×»»¤·É½¼¨¤¹¤ë
4079 * Calculate and display the dodge-rate and the protection-rate
4082 static bool eval_ac(int iAC)
4086 "¥À¥á¡¼¥¸·Ú¸ºÎ¨¤È¤Ï¡¢Å¨¤Î¹¶·â¤¬Åö¤¿¤Ã¤¿»þ¤½¤Î¥À¥á¡¼¥¸¤ò\n"
4087 "²¿¥Ñ¡¼¥»¥ó¥È·Ú¸º¤¹¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n"
4088 "¥À¥á¡¼¥¸·Ú¸º¤ÏÄ̾ï¤ÎľÀܹ¶·â(¼ïÎब¡Ö¹¶·â¤¹¤ë¡×¤È¡ÖÊ´ºÕ¤¹¤ë¡×¤Îʪ)\n"
4089 "¤ËÂФ·¤Æ¤Î¤ß¸ú²Ì¤¬¤¢¤ê¤Þ¤¹¡£\n \n"
4090 "Ũ¤Î¥ì¥Ù¥ë¤È¤Ï¡¢¤½¤ÎŨ¤¬Ä̾ﲿ³¬¤Ë¸½¤ì¤ë¤«¤ò¼¨¤·¤Þ¤¹¡£\n \n"
4091 "²óÈòΨ¤ÏŨ¤ÎľÀܹ¶·â¤ò²¿¥Ñ¡¼¥»¥ó¥È¤Î³ÎΨ¤ÇÈò¤±¤ë¤«¤ò¼¨¤·¡¢\n"
4092 "Ũ¤Î¥ì¥Ù¥ë¤È¤¢¤Ê¤¿¤ÎAC¤Ë¤è¤Ã¤Æ·èÄꤵ¤ì¤Þ¤¹¡£\n \n"
4093 "¥À¥á¡¼¥¸´üÂÔÃͤȤϡ¢Å¨¤Î£±£°£°¥Ý¥¤¥ó¥È¤ÎÄ̾ﹶ·â¤ËÂФ·¡¢\n"
4094 "²óÈòΨ¤È¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò¹Íθ¤·¤¿¥À¥á¡¼¥¸¤Î´üÂÔÃͤò¼¨¤·¤Þ¤¹¡£\n";
4097 "'Protection Rate' means how much damage is reduced by your armor.\n"
4098 "Note that the Protection rate is effective only against normal "
4099 "'attack' and 'shatter' type melee attacks, "
4100 "and has no effect against any other types such as 'poison'.\n \n"
4101 "'Dodge Rate' indicates the success rate on dodging the "
4102 "monster's melee attacks. "
4103 "It is depend on the level of the monster and your AC.\n \n"
4104 "'Average Damage' indicates the expected amount of damage "
4105 "when you are attacked by normal melee attacks with power=100.";
4111 char buf[80*20], *t;
4113 /* AC lower than zero has no effect */
4114 if (iAC < 0) iAC = 0;
4116 /* ¥À¥á¡¼¥¸·Ú¸ºÎ¨¤ò·×»» */
4117 protection = 100 * MIN(iAC, 150) / 250;
4123 put_str(format("¤¢¤Ê¤¿¤Î¸½ºß¤ÎAC: %3d", iAC), row++, 0);
4124 put_str(format("¥À¥á¡¼¥¸·Ú¸ºÎ¨ : %3d%%", protection), row++, 0);
4127 put_str("Ũ¤Î¥ì¥Ù¥ë :", row + 0, 0);
4128 put_str("²óÈòΨ :", row + 1, 0);
4129 put_str("¥À¥á¡¼¥¸´üÂÔÃÍ :", row + 2, 0);
4131 put_str(format("Your current AC : %3d", iAC), row++, 0);
4132 put_str(format("Protection rate : %3d%%", protection), row++, 0);
4135 put_str("Level of Monster:", row + 0, 0);
4136 put_str("Dodge Rate :", row + 1, 0);
4137 put_str("Average Damage :", row + 2, 0);
4140 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
4142 int quality = 60 + lvl * 3; /* attack quality with power 60 */
4143 int dodge; /* ²óÈòΨ(%) */
4144 int average; /* ¥À¥á¡¼¥¸´üÂÔÃÍ */
4146 put_str(format("%3d", lvl), row + 0, col);
4149 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
4150 put_str(format("%3d%%", dodge), row + 1, col);
4152 /* 100ÅÀ¤Î¹¶·â¤ËÂФ·¤Æ¤Î¥À¥á¡¼¥¸´üÂÔÃͤò·×»» */
4153 average = (100 - dodge) * (100 - protection) / 100;
4154 put_str(format("%3d", average), row + 2, col);
4158 roff_to_buf(memo, 70, buf, sizeof(buf));
4159 for (t = buf; t[0]; t += strlen(t) + 1)
4160 put_str(t, (row++) + 4, 4);
4163 prt("¸½ºß¤Î¤¢¤Ê¤¿¤ÎÁõÈ÷¤«¤é¤¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎËɸæÎϤÏ"
4164 "¤³¤ì¤¯¤é¤¤¤Ç¤¹:", 0, 0);
4166 prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
4179 * Hook to specify "broken weapon"
4181 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
4183 if (o_ptr->tval != TV_SWORD) return FALSE;
4185 switch (o_ptr->sval)
4187 case SV_BROKEN_DAGGER:
4188 case SV_BROKEN_SWORD:
4195 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
4198 int cand[TR_FLAG_MAX];
4199 u32b to_flgs[TR_FLAG_SIZE];
4200 u32b from_flgs[TR_FLAG_SIZE];
4202 object_flags(to_ptr, to_flgs);
4203 object_flags(from_ptr, from_flgs);
4205 for (i = 0; i < TR_FLAG_MAX; i++)
4209 case TR_IGNORE_ACID:
4210 case TR_IGNORE_ELEC:
4211 case TR_IGNORE_FIRE:
4212 case TR_IGNORE_COLD:
4221 case TR_FIXED_FLAVOR:
4224 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
4226 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
4234 int tr_idx = cand[randint0(n)];
4235 add_flag(to_ptr->art_flags, tr_idx);
4236 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
4237 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
4238 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
4239 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
4246 * Repair broken weapon
4248 static int repair_broken_weapon_aux(int bcost)
4252 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
4254 int i, k_idx, dd_bonus, ds_bonus;
4255 char basenm[MAX_NLEN];
4256 cptr q, s; /* For get_item prompt */
4263 prt(_("½¤Éü¤Ë¤ÏºàÎÁ¤È¤Ê¤ë¤â¤¦1¤Ä¤ÎÉð´ï¤¬É¬ÍפǤ¹¡£", "Hand one material weapon to repair a broken weapon."), row, 2);
4264 prt(_("ºàÎÁ¤Ë»ÈÍѤ·¤¿Éð´ï¤Ï¤Ê¤¯¤Ê¤ê¤Þ¤¹¡ª", "The material weapon will disappear after repairing!!"), row+1, 2);
4267 q = _("¤É¤ÎÀޤ줿Éð´ï¤ò½¤Éü¤·¤Þ¤¹¤«¡©", "Repair which broken weapon? ");
4268 s = _("½¤Éü¤Ç¤¤ëÀޤ줿Éð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£", "You have no broken weapon to repair.");
4270 /* Only forge broken weapons */
4271 item_tester_hook = item_tester_hook_broken_weapon;
4273 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
4275 /* Get the item (in the pack) */
4276 o_ptr = &inventory[item];
4278 /* It is worthless */
4279 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
4281 msg_format(_("¤½¤ì¤Ïľ¤·¤Æ¤â¤·¤ç¤¦¤¬¤Ê¤¤¤¼¡£", "It is worthless to repair."));
4285 /* They are too many */
4286 if (o_ptr->number > 1)
4288 msg_format(_("°ìÅÙ¤ËÊ£¿ô¤ò½¤Éü¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡ª", "They are too many to repair at once!"));
4292 /* Display item name */
4293 object_desc(basenm, o_ptr, OD_NAME_ONLY);
4294 prt(format(_("½¤Éü¤¹¤ëÉð´ï¡¡¡§ %s", "Repairing: %s"), basenm), row+3, 2);
4297 q = _("ºàÎÁ¤È¤Ê¤ëÉð´ï¤Ï¡©", "Which weapon for material? ");
4298 s = _("ºàÎÁ¤È¤Ê¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£", "You have no material to repair.");
4300 /* Only forge broken weapons */
4301 item_tester_hook = item_tester_hook_melee_weapon;
4303 if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
4306 msg_print(_("¥¯¥é¥¤¥ó¤ÎÄÛ¤¸¤ã¤Ê¤¤¡ª", "This is not a klein bottle!"));
4310 /* Get the item (in the pack) */
4311 mo_ptr = &inventory[mater];
4313 /* Display item name */
4314 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
4315 prt(format(_("ºàÎÁ¤È¤¹¤ëÉð´ï¡§ %s", "Material : %s"), basenm), row+4, 2);
4317 /* Get the value of one of the items (except curses) */
4318 cost = bcost + object_value_real(o_ptr) * 2;
4321 if (!get_check(format("¡ð%d¤«¤«¤ê¤Þ¤¹¤¬¤è¤í¤·¤¤¤Ç¤¹¤«¡© ", cost))) return (0);
4323 if (!get_check(format("Costs %d gold, okay? ", cost))) return (0);
4326 /* Check if the player has enough money */
4327 if (p_ptr->au < cost)
4329 object_desc(basenm, o_ptr, OD_NAME_ONLY);
4330 msg_format(_("%s¤ò½¤Éü¤¹¤ë¤À¤±¤Î¥´¡¼¥ë¥É¤¬¤¢¤ê¤Þ¤»¤ó¡ª",
4331 "You do not have the gold to repair %s!"), basenm);
4336 if (o_ptr->sval == SV_BROKEN_DAGGER)
4340 /* Suppress compiler warning */
4343 for (i = 1; i < max_k_idx; i++)
4345 object_kind *k_ptr = &k_info[i];
4347 if (k_ptr->tval != TV_SWORD) continue;
4348 if ((k_ptr->sval == SV_BROKEN_DAGGER) ||
4349 (k_ptr->sval == SV_BROKEN_SWORD) ||
4350 (k_ptr->sval == SV_DOKUBARI)) continue;
4351 if (k_ptr->weight > 99) continue;
4360 else /* TV_BROKEN_SWORD */
4362 /* Repair to a sword or sometimes material's type weapon */
4363 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
4367 object_kind *ck_ptr;
4369 k_idx = lookup_kind(tval, SV_ANY);
4370 ck_ptr = &k_info[k_idx];
4372 if (tval == TV_SWORD)
4374 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
4375 (ck_ptr->sval == SV_BROKEN_SWORD) ||
4376 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
4377 (ck_ptr->sval == SV_DOKUBARI)) continue;
4379 if (tval == TV_POLEARM)
4381 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
4382 (ck_ptr->sval == SV_TSURIZAO)) continue;
4384 if (tval == TV_HAFTED)
4386 if ((ck_ptr->sval == SV_GROND) ||
4387 (ck_ptr->sval == SV_WIZSTAFF) ||
4388 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
4395 /* Calculate dice bonuses */
4396 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
4397 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
4398 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
4399 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
4401 /* Change base object */
4402 k_ptr = &k_info[k_idx];
4403 o_ptr->k_idx = k_idx;
4404 o_ptr->weight = k_ptr->weight;
4405 o_ptr->tval = k_ptr->tval;
4406 o_ptr->sval = k_ptr->sval;
4407 o_ptr->dd = k_ptr->dd;
4408 o_ptr->ds = k_ptr->ds;
4410 /* Copy base object's ability */
4411 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
4412 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
4413 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
4419 for (i = 0; i < dd_bonus; i++)
4421 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
4427 for (i = 0; i < ds_bonus; i++)
4429 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
4434 if (have_flag(k_ptr->flags, TR_BLOWS))
4436 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
4437 o_ptr->pval = MIN(o_ptr->pval, bmax);
4440 /* Add one random ability from material weapon */
4441 give_one_ability_of_object(o_ptr, mo_ptr);
4443 /* Add to-dam, to-hit and to-ac from material weapon */
4444 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
4445 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
4446 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
4448 if ((o_ptr->name1 == ART_NARSIL) ||
4449 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
4450 (object_is_ego(o_ptr) && one_in_(7)))
4453 if (object_is_ego(o_ptr))
4455 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
4456 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
4459 /* Add one random ability from material weapon */
4460 give_one_ability_of_object(o_ptr, mo_ptr);
4462 /* Add one random activation */
4463 if (!activation_index(o_ptr)) one_activation(o_ptr);
4466 if (o_ptr->name1 == ART_NARSIL)
4468 one_high_resistance(o_ptr);
4472 msg_print(_("¤³¤ì¤Ï¤«¤Ê¤ê¤Î¶Èʪ¤À¤Ã¤¿¤è¤¦¤À¡£", "This blade seems to be exceptionally."));
4475 object_desc(basenm, o_ptr, OD_NAME_ONLY);
4477 msg_format("¡ð%d¤Ç%s¤Ë½¤Éü¤·¤Þ¤·¤¿¡£", cost, basenm);
4479 msg_format("Repaired into %s for %d gold.", basenm, cost);
4483 /* Remove BROKEN flag */
4484 o_ptr->ident &= ~(IDENT_BROKEN);
4486 /* Add repaired flag */
4487 o_ptr->discount = 99;
4489 /* Decrease material object */
4490 inven_item_increase(mater, -1);
4491 inven_item_optimize(mater);
4494 p_ptr->update |= PU_BONUS;
4497 /* Something happened */
4501 static int repair_broken_weapon(int bcost)
4506 cost = repair_broken_weapon_aux(bcost);
4515 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
4521 int maxenchant = (p_ptr->lev / 5);
4522 char tmp_str[MAX_NLEN];
4526 prt(format("¸½ºß¤Î¤¢¤Ê¤¿¤Îµ»Î̤À¤È¡¢+%d ¤Þ¤Ç²þÎɤǤ¤Þ¤¹¡£", maxenchant), 5, 0);
4527 prt(format(" ²þÎɤÎÎÁ¶â¤Ï°ì¸Ä¤Ë¤Ä¤¡ð%d ¤Ç¤¹¡£", cost), 7, 0);
4529 prt(format(" Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
4530 prt(format(" The price for the service is %d gold per item.", cost), 7, 0);
4533 item_tester_no_ryoute = TRUE;
4537 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
4538 s = "²þÎɤǤ¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
4540 q = "Improve which item? ";
4541 s = "You have nothing to improve.";
4544 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
4546 /* Get the item (in the pack) */
4547 o_ptr = &inventory[item];
4549 /* Check if the player has enough money */
4550 if (p_ptr->au < (cost * o_ptr->number))
4552 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
4554 msg_format("%s¤ò²þÎɤ¹¤ë¤À¤±¤Î¥´¡¼¥ë¥É¤¬¤¢¤ê¤Þ¤»¤ó¡ª", tmp_str);
4556 msg_format("You do not have the gold to improve %s!", tmp_str);
4562 /* Enchant to hit */
4563 for (i = 0; i < to_hit; i++)
4565 if (o_ptr->to_h < maxenchant)
4567 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
4575 /* Enchant to damage */
4576 for (i = 0; i < to_dam; i++)
4578 if (o_ptr->to_d < maxenchant)
4580 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
4589 for (i = 0; i < to_ac; i++)
4591 if (o_ptr->to_a < maxenchant)
4593 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
4605 if (flush_failure) flush();
4609 msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
4611 msg_print("The improvement failed.");
4618 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
4620 msg_format("¡ð%d¤Ç%s¤Ë²þÎɤ·¤Þ¤·¤¿¡£", cost * o_ptr->number, tmp_str);
4622 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
4625 /* Charge the money */
4626 p_ptr->au -= (cost * o_ptr->number);
4628 if (item >= INVEN_RARM) calc_android_exp();
4630 /* Something happened */
4637 * Recharge rods, wands and staves
4639 * The player can select the number of charges to add
4640 * (up to a limit), and the recharge never fails.
4642 * The cost for rods depends on the level of the rod. The prices
4643 * for recharging wands and staves are dependent on the cost of
4646 static void building_recharge(void)
4655 char tmp_str[MAX_NLEN];
4659 /* Display some info */
4662 prt(" ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
4664 prt(" The prices of recharge depend on the type.", 6, 0);
4668 /* Only accept legal items */
4669 item_tester_hook = item_tester_hook_recharge;
4673 q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
4674 s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
4676 q = "Recharge which item? ";
4677 s = "You have nothing to recharge.";
4680 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
4682 /* Get the item (in the pack) */
4685 o_ptr = &inventory[item];
4688 /* Get the item (on the floor) */
4691 o_ptr = &o_list[0 - item];
4694 k_ptr = &k_info[o_ptr->k_idx];
4697 * We don't want to give the player free info about
4698 * the level of the item or the number of charges.
4700 /* The item must be "known" */
4701 if (!object_is_known(o_ptr))
4704 msg_format("½¼Å¶¤¹¤ëÁ°¤Ë´ÕÄꤵ¤ì¤Æ¤¤¤ëɬÍפ¬¤¢¤ê¤Þ¤¹¡ª");
4706 msg_format("The item must be identified first!");
4711 if ((p_ptr->au >= 50) &&
4713 get_check("¡ð50¤Ç´ÕÄꤷ¤Þ¤¹¤«¡© "))
4715 get_check("Identify for 50 gold? "))
4723 identify_item(o_ptr);
4726 object_desc(tmp_str, o_ptr, 0);
4729 msg_format("%s ¤Ç¤¹¡£", tmp_str);
4731 msg_format("You have: %s.", tmp_str);
4734 /* Auto-inscription */
4735 autopick_alter_item(item, FALSE);
4737 /* Update the gold display */
4738 building_prt_gold();
4746 /* Extract the object "level" */
4747 lev = k_info[o_ptr->k_idx].level;
4749 /* Price for a rod */
4750 if (o_ptr->tval == TV_ROD)
4752 if (o_ptr->timeout > 0)
4754 /* Fully recharge */
4755 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
4759 /* No recharge necessary */
4762 msg_format("¤½¤ì¤ÏºÆ½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
4764 msg_format("That doesn't need to be recharged.");
4770 else if (o_ptr->tval == TV_STAFF)
4772 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4773 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
4775 /* Pay at least 10 gold per charge */
4776 price = MAX(10, price);
4780 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4781 price = (k_info[o_ptr->k_idx].cost / 10);
4783 /* Pay at least 10 gold per charge */
4784 price = MAX(10, price);
4787 /* Limit the number of charges for wands and staffs */
4788 if (o_ptr->tval == TV_WAND
4789 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
4791 if (o_ptr->number > 1)
4794 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
4796 msg_print("These wands are already fully charged.");
4802 msg_print("¤³¤ÎËâË¡ËÀ¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
4804 msg_print("This wand is already fully charged.");
4809 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
4811 if (o_ptr->number > 1)
4814 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
4816 msg_print("These staffs are already fully charged.");
4822 msg_print("¤³¤Î¾ó¤Ï¤â¤¦½¼Ê¬¤Ë½¼Å¶¤µ¤ì¤Æ¤¤¤Þ¤¹¡£");
4824 msg_print("This staff is already fully charged.");
4830 /* Check if the player has enough money */
4831 if (p_ptr->au < price)
4833 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
4835 msg_format("%s¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d ɬÍפǤ¹¡ª", tmp_str,price );
4837 msg_format("You need %d gold to recharge %s!", price, tmp_str);
4843 if (o_ptr->tval == TV_ROD)
4846 if (get_check(format("¤½¤Î¥í¥Ã¥É¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©",
4849 if (get_check(format("Recharge the %s for %d gold? ",
4850 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
4854 /* Recharge fully */
4864 if (o_ptr->tval == TV_STAFF)
4865 max_charges = k_ptr->pval - o_ptr->pval;
4867 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
4869 /* Get the quantity for staves and wands */
4871 charges = get_quantity(format("°ì²óʬ¡ð%d ¤Ç²¿²óʬ½¼Å¶¤·¤Þ¤¹¤«¡©",
4873 charges = get_quantity(format("Add how many charges for %d gold? ",
4876 price), MIN(p_ptr->au / price, max_charges));
4879 if (charges < 1) return;
4881 /* Get the new price */
4885 o_ptr->pval += charges;
4887 /* We no longer think the item is empty */
4888 o_ptr->ident &= ~(IDENT_EMPTY);
4892 object_desc(tmp_str, o_ptr, 0);
4894 msg_format("%s¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", tmp_str, price);
4896 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
4899 /* Combine / Reorder the pack (later) */
4900 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4903 p_ptr->window |= (PW_INVEN);
4914 * Recharge rods, wands and staves
4916 * The player can select the number of charges to add
4917 * (up to a limit), and the recharge never fails.
4919 * The cost for rods depends on the level of the rod. The prices
4920 * for recharging wands and staves are dependent on the cost of
4923 static void building_recharge_all(void)
4933 /* Display some info */
4937 prt(" ºÆ½¼Å¶¤ÎÈñÍѤϥ¢¥¤¥Æ¥à¤Î¼ïÎà¤Ë¤è¤ê¤Þ¤¹¡£", 6, 0);
4939 prt(" The prices of recharge depend on the type.", 6, 0);
4942 /* Calculate cost */
4943 for ( i = 0; i < INVEN_PACK; i++)
4945 o_ptr = &inventory[i];
4947 /* skip non magic device */
4948 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4950 /* need identified */
4951 if (!object_is_known(o_ptr)) total_cost += 50;
4953 /* Extract the object "level" */
4954 lev = k_info[o_ptr->k_idx].level;
4956 k_ptr = &k_info[o_ptr->k_idx];
4958 switch (o_ptr->tval)
4961 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
4965 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4966 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
4968 /* Pay at least 10 gold per charge */
4969 price = MAX(10, price);
4972 price = (k_ptr->pval - o_ptr->pval) * price;
4976 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4977 price = (k_info[o_ptr->k_idx].cost / 10);
4979 /* Pay at least 10 gold per charge */
4980 price = MAX(10, price);
4983 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
4987 /* if price <= 0 then item have enough charge */
4988 if (price > 0) total_cost += price;
4994 msg_print("½¼Å¶¤¹¤ëɬÍפϤ¢¤ê¤Þ¤»¤ó¡£");
4996 msg_print("No need to recharge.");
5003 /* Check if the player has enough money */
5004 if (p_ptr->au < total_cost)
5007 msg_format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d ɬÍפǤ¹¡ª", total_cost );
5009 msg_format("You need %d gold to recharge all items!",total_cost);
5017 if (!get_check(format("¤¹¤Ù¤Æ¤Î¥¢¥¤¥Æ¥à¤ò ¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤¹¤«¡©", total_cost))) return;
5019 if (!get_check(format("Recharge all items for %d gold? ", total_cost))) return;
5022 for (i = 0; i < INVEN_PACK; i++)
5024 o_ptr = &inventory[i];
5025 k_ptr = &k_info[o_ptr->k_idx];
5027 /* skip non magic device */
5028 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
5031 if (!object_is_known(o_ptr))
5033 identify_item(o_ptr);
5035 /* Auto-inscription */
5036 autopick_alter_item(i, FALSE);
5040 switch (o_ptr->tval)
5046 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
5047 /* We no longer think the item is empty */
5048 o_ptr->ident &= ~(IDENT_EMPTY);
5051 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
5052 o_ptr->pval = o_ptr->number * k_ptr->pval;
5053 /* We no longer think the item is empty */
5054 o_ptr->ident &= ~(IDENT_EMPTY);
5061 msg_format("¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", total_cost);
5063 msg_format("You pay %d gold.", total_cost);
5068 /* Combine / Reorder the pack (later) */
5069 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
5072 p_ptr->window |= (PW_INVEN);
5075 p_ptr->au -= total_cost;
5082 bool tele_town(void)
5090 msg_print("¤³¤ÎËâË¡¤ÏÃϾå¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
5092 msg_print("This spell can only be used on the surface!");
5097 if (p_ptr->inside_arena || p_ptr->inside_battle)
5100 msg_print("¤³¤ÎËâË¡¤Ï³°¤Ç¤·¤«»È¤¨¤Ê¤¤¡ª");
5102 msg_print("This spell can only be used outside!");
5110 for (i=1;i<max_towns;i++)
5114 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
5116 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
5124 msg_print("¤Þ¤À¹Ô¤±¤ë¤È¤³¤í¤¬¤Ê¤¤¡£");
5126 msg_print("You have not yet visited any town.");
5135 prt("¤É¤³¤Ë¹Ô¤¤Þ¤¹¤«:", 0, 0);
5137 prt("Which town you go: ", 0, 0);
5148 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
5149 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;
5153 for (y = 0; y < max_wild_y; y++)
5155 for (x = 0; x < max_wild_x; x++)
5157 if(wilderness[y][x].town == (i-'a'+1))
5159 p_ptr->wilderness_y = y;
5160 p_ptr->wilderness_x = x;
5165 p_ptr->leaving = TRUE;
5167 p_ptr->teleport_town = TRUE;
5177 static bool research_mon(void)
5185 bool recall = FALSE;
5191 /* XTRA HACK WHATSEARCH */
5197 /* XTRA HACK REMEMBER_IDX */
5198 static int old_sym = '\0';
5199 static int old_i = 0;
5202 /* Save the screen */
5205 /* Get a character, or abort */
5207 if (!get_com("¥â¥ó¥¹¥¿¡¼¤Îʸ»ú¤òÆþÎϤ·¤Æ²¼¤µ¤¤(µ¹æ or ^AÁ´,^U¥æ,^NÈó¥æ,^M̾Á°):", &sym, FALSE))
5209 if (!get_com("Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): ", &sym, FALSE))
5219 /* Find that character info, and describe it */
5220 for (i = 0; ident_info[i]; ++i)
5222 if (sym == ident_info[i][0]) break;
5225 /* XTRA HACK WHATSEARCH */
5226 if (sym == KTRL('A'))
5230 strcpy(buf, "Á´¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
5232 strcpy(buf, "Full monster list.");
5235 else if (sym == KTRL('U'))
5239 strcpy(buf, "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
5241 strcpy(buf, "Unique monster list.");
5244 else if (sym == KTRL('N'))
5248 strcpy(buf, "¥æ¥Ë¡¼¥¯³°¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
5250 strcpy(buf, "Non-unique monster list.");
5253 else if (sym == KTRL('M'))
5257 if (!get_string("̾Á°(±Ñ¸ì¤Î¾ì¹ç¾®Ê¸»ú¤Ç²Ä)",temp, 70))
5259 if (!get_string("Enter name:",temp, 70))
5270 sprintf(buf, "̾Á°:%s¤Ë¥Þ¥Ã¥Á",temp);
5272 sprintf(buf, "Monsters with a name \"%s\"",temp);
5275 else if (ident_info[i])
5277 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
5282 sprintf(buf, "%c - %s", sym, "̵¸ú¤Êʸ»ú");
5284 sprintf(buf, "%c - %s.", sym, "Unknown Symbol");
5289 /* Display the result */
5293 /* Allocate the "who" array */
5294 C_MAKE(who, max_r_idx, u16b);
5296 /* Collect matching monsters */
5297 for (n = 0, i = 1; i < max_r_idx; i++)
5299 monster_race *r_ptr = &r_info[i];
5302 if (!r_ptr->name) continue;
5304 /* XTRA HACK WHATSEARCH */
5305 /* Require non-unique monsters if needed */
5306 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
5308 /* Require unique monsters if needed */
5309 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
5317 for (xx = 0; temp[xx] && xx < 80; xx++)
5320 if (iskanji(temp[xx]))
5326 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
5330 strcpy(temp2, r_name + r_ptr->E_name);
5332 strcpy(temp2, r_name + r_ptr->name);
5334 for (xx = 0; temp2[xx] && xx < 80; xx++)
5335 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
5338 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
5340 if (my_strstr(temp2, temp))
5344 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
5347 /* Nothing to recall */
5350 /* Free the "who" array */
5351 C_KILL(who, max_r_idx, u16b);
5363 /* Sort if needed */
5366 /* Select the sort method */
5367 ang_sort_comp = ang_sort_comp_hook;
5368 ang_sort_swap = ang_sort_swap_hook;
5370 /* Sort the array */
5371 ang_sort(who, &why, n);
5375 /* Start at the end */
5376 /* XTRA HACK REMEMBER_IDX */
5377 if (old_sym == sym && old_i < n) i = old_i;
5382 /* Scan the monster memory */
5385 /* Extract a race */
5388 /* Hack -- Begin the prompt */
5391 /* Hack -- Complete the prompt */
5393 Term_addstr(-1, TERM_WHITE, " ['r'»×¤¤½Ð, ' '¤Ç³¹Ô, ESC]");
5395 Term_addstr(-1, TERM_WHITE, " [(r)ecall, ESC, space to continue]");
5405 /*** Recall on screen ***/
5407 /* Get maximal info about this monster */
5408 lore_do_probe(r_idx);
5410 /* Save this monster ID */
5411 monster_race_track(r_idx);
5413 /* Hack -- Handle stuff */
5416 /* know every thing mode */
5417 screen_roff(r_idx, 0x01);
5420 /* XTRA HACK REMEMBER_IDX */
5428 /* Normal commands */
5429 if (query != 'r') break;
5436 if (query == ESCAPE) break;
5438 /* Move to "prev" monster */
5444 if (!expand_list) break;
5448 /* Move to "next" monster */
5454 if (!expand_list) break;
5460 /* Re-display the identity */
5461 /* prt(buf, 5, 5);*/
5463 /* Free the "who" array */
5464 C_KILL(who, max_r_idx, u16b);
5469 return (!notpicked);
5474 * Execute a building command
5476 static void bldg_process_command(building_type *bldg, int i)
5478 int bact = bldg->actions[i];
5483 /* Flush messages XXX XXX XXX */
5488 bcost = bldg->member_costs[i];
5490 bcost = bldg->other_costs[i];
5492 /* action restrictions */
5493 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
5494 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
5497 msg_print("¤½¤ì¤òÁªÂò¤¹¤ë¸¢Íø¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
5499 msg_print("You have no right to choose that!");
5504 /* check gold (HACK - Recharge uses variable costs) */
5505 if ((bact != BACT_RECHARGE) &&
5506 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
5507 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
5510 msg_print("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡ª");
5512 msg_print("You do not have the gold!");
5522 case BACT_RESEARCH_ITEM:
5523 paid = identify_fully(FALSE);
5525 case BACT_TOWN_HISTORY:
5528 case BACT_RACE_LEGENDS:
5534 case BACT_KING_LEGENDS:
5535 case BACT_ARENA_LEGENDS:
5540 case BACT_ARENA_RULES:
5544 case BACT_IN_BETWEEN:
5546 case BACT_SPIN_WHEEL:
5547 case BACT_DICE_SLOTS:
5548 case BACT_GAMBLE_RULES:
5555 paid = inn_comm(bact);
5557 case BACT_RESEARCH_MONSTER:
5558 paid = research_mon();
5560 case BACT_COMPARE_WEAPONS:
5562 bcost = compare_weapons(bcost);
5564 case BACT_ENCHANT_WEAPON:
5565 item_tester_hook = object_allow_enchant_melee_weapon;
5566 enchant_item(bcost, 1, 1, 0);
5568 case BACT_ENCHANT_ARMOR:
5569 item_tester_hook = object_is_armour;
5570 enchant_item(bcost, 0, 0, 1);
5573 building_recharge();
5575 case BACT_RECHARGE_ALL:
5576 building_recharge_all();
5578 case BACT_IDENTS: /* needs work */
5580 if (!get_check("»ý¤Áʪ¤òÁ´¤Æ´ÕÄꤷ¤Æ¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
5582 msg_print(" »ý¤ÁʪÁ´¤Æ¤¬´ÕÄꤵ¤ì¤Þ¤·¤¿¡£");
5584 if (!get_check("Do you pay for identify all your possession? ")) break;
5586 msg_print("Your possessions have been identified.");
5591 case BACT_IDENT_ONE: /* needs work */
5592 paid = ident_spell(FALSE);
5597 case BACT_HEALING: /* needs work */
5606 case BACT_RESTORE: /* needs work */
5607 if (do_res_stat(A_STR)) paid = TRUE;
5608 if (do_res_stat(A_INT)) paid = TRUE;
5609 if (do_res_stat(A_WIS)) paid = TRUE;
5610 if (do_res_stat(A_DEX)) paid = TRUE;
5611 if (do_res_stat(A_CON)) paid = TRUE;
5612 if (do_res_stat(A_CHR)) paid = TRUE;
5614 case BACT_ENCHANT_ARROWS:
5615 item_tester_hook = item_tester_hook_ammo;
5616 enchant_item(bcost, 1, 1, 0);
5618 case BACT_ENCHANT_BOW:
5619 item_tester_tval = TV_BOW;
5620 enchant_item(bcost, 1, 1, 0);
5623 if (recall_player(1)) paid = TRUE;
5625 case BACT_TELEPORT_LEVEL:
5632 select_dungeon = choose_dungeon("¤Ë¥Æ¥ì¥Ý¡¼¥È", 4, 0);
5634 select_dungeon = choose_dungeon("teleport", 4, 0);
5636 show_building(bldg);
5637 if (!select_dungeon) return;
5639 max_depth = d_info[select_dungeon].maxdepth;
5641 /* Limit depth in Angband */
5642 if (select_dungeon == DUNGEON_ANGBAND)
5644 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
5645 else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
5649 amt = get_quantity(format("%s¤Î²¿³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", d_name + d_info[select_dungeon].name), max_depth);
5651 amt = get_quantity(format("Teleport to which level of %s? ", d_name + d_info[select_dungeon].name), max_depth);
5656 p_ptr->word_recall = 1;
5657 p_ptr->recall_dungeon = select_dungeon;
5658 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));
5659 if (record_maxdepth)
5661 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥È¥é¥ó¥×¥¿¥ï¡¼¤Ç");
5663 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "at Trump Tower");
5666 msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
5668 msg_print("The air about you becomes charged...");
5672 p_ptr->redraw |= (PR_STATUS);
5676 case BACT_LOSE_MUTATION:
5677 if (p_ptr->muta1 || p_ptr->muta2 ||
5678 (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
5679 (p_ptr->pseikaku != SEIKAKU_LUCKY &&
5680 (p_ptr->muta3 & MUT3_GOOD_LUCK)))
5682 while(!lose_mutation(0));
5688 msg_print("¼£¤¹¤Ù¤ÆÍÁ³ÊÑ°Û¤¬Ìµ¤¤¡£");
5690 msg_print("You have no mutations.");
5698 case BACT_TSUCHINOKO:
5712 msg_print("Ê¿¹Õ²½¤Îµ·¼°¤ò¹Ô¤Ê¤Ã¤¿¡£");
5714 msg_print("You received an equalization ritual.");
5716 set_virtue(V_COMPASSION, 0);
5717 set_virtue(V_HONOUR, 0);
5718 set_virtue(V_JUSTICE, 0);
5719 set_virtue(V_SACRIFICE, 0);
5720 set_virtue(V_KNOWLEDGE, 0);
5721 set_virtue(V_FAITH, 0);
5722 set_virtue(V_ENLIGHTEN, 0);
5723 set_virtue(V_ENCHANT, 0);
5724 set_virtue(V_CHANCE, 0);
5725 set_virtue(V_NATURE, 0);
5726 set_virtue(V_HARMONY, 0);
5727 set_virtue(V_VITALITY, 0);
5728 set_virtue(V_UNLIFE, 0);
5729 set_virtue(V_PATIENCE, 0);
5730 set_virtue(V_TEMPERANCE, 0);
5731 set_virtue(V_DILIGENCE, 0);
5732 set_virtue(V_VALOUR, 0);
5733 set_virtue(V_INDIVIDUALISM, 0);
5737 case BACT_TELE_TOWN:
5741 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
5743 case BACT_BROKEN_WEAPON:
5745 bcost = repair_broken_weapon(bcost);
5759 void do_cmd_quest(void)
5763 if (!cave_have_flag_bold(py, px, FF_QUEST_ENTER))
5766 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤ÎÆþ¸ý¤Ï¤Ê¤¤¡£");
5768 msg_print("You see no quest level here.");
5776 msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤Ø¤ÎÆþ¸ý¤¬¤¢¤ê¤Þ¤¹¡£");
5777 if (!get_check("¥¯¥¨¥¹¥È¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
5778 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
5779 msg_print("¡Ø¤È¤Ë¤«¤¯Æþ¤Ã¤Æ¤ß¤è¤¦¤¼¤§¡£¡Ù");
5781 msg_print("There is an entry of a quest.");
5782 if (!get_check("Do you enter? ")) return;
5785 /* Player enters a new quest */
5789 leave_quest_check();
5791 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
5792 p_ptr->inside_quest = cave[py][px].special;
5794 p_ptr->leaving = TRUE;
5800 * Do building commands
5802 void do_cmd_bldg(void)
5807 building_type *bldg;
5812 if (!cave_have_flag_bold(py, px, FF_BLDG))
5815 msg_print("¤³¤³¤Ë¤Ï·úʪ¤Ï¤Ê¤¤¡£");
5817 msg_print("You see no building here.");
5823 which = f_info[cave[py][px].feat].subtype;
5825 bldg = &building[which];
5827 /* Don't re-init the wilderness */
5828 reinit_wilderness = FALSE;
5830 if ((which == 2) && (p_ptr->arena_number < 0))
5833 msg_print("¡ÖÇÔ¼Ô¤ËÍѤϤʤ¤¡£¡×");
5835 msg_print("'There's no place here for a LOSER like you!'");
5839 else if ((which == 2) && p_ptr->inside_arena)
5841 if (!p_ptr->exit_bldg && m_cnt > 0)
5844 prt("¥²¡¼¥È¤ÏÊĤޤäƤ¤¤ë¡£¥â¥ó¥¹¥¿¡¼¤¬¤¢¤Ê¤¿¤òÂԤäƤ¤¤ë¡ª", 0, 0);
5846 prt("The gates are closed. The monster awaits!", 0, 0);
5851 /* Don't save the arena as saved floor */
5852 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
5854 p_ptr->inside_arena = FALSE;
5855 p_ptr->leaving = TRUE;
5857 /* Re-enter the arena */
5858 command_new = SPECIAL_KEY_BUILDING;
5860 /* No energy needed to re-enter the arena */
5866 else if (p_ptr->inside_battle)
5868 /* Don't save the arena as saved floor */
5869 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
5871 p_ptr->leaving = TRUE;
5872 p_ptr->inside_battle = FALSE;
5874 /* Re-enter the monster arena */
5875 command_new = SPECIAL_KEY_BUILDING;
5877 /* No energy needed to re-enter the arena */
5888 /* Forget the lite */
5891 /* Forget the view */
5894 /* Hack -- Increase "icky" depth */
5901 show_building(bldg);
5909 building_prt_gold();
5913 if (command == ESCAPE)
5916 p_ptr->inside_arena = FALSE;
5917 p_ptr->inside_battle = FALSE;
5921 for (i = 0; i < 8; i++)
5923 if (bldg->letters[i])
5925 if (bldg->letters[i] == command)
5934 bldg_process_command(bldg, i);
5943 /* Flush messages XXX XXX XXX */
5947 /* Reinit wilderness to activate quests ... */
5948 if (reinit_wilderness)
5950 p_ptr->leaving = TRUE;
5953 /* Hack -- Decrease "icky" depth */
5956 /* Clear the screen */
5959 /* Update the visuals */
5960 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
5962 /* Redraw entire screen */
5963 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
5966 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5970 /* Array of places to find an inscription */
5971 static cptr find_quest[] =
5974 "¾²¤Ë¥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
5976 "You find the following inscription in the floor",
5980 "Êɤ˥á¥Ã¥»¡¼¥¸¤¬¹ï¤Þ¤ì¤Æ¤¤¤ë:",
5982 "You see a message inscribed in the wall",
5986 "¥á¥Ã¥»¡¼¥¸¤ò¸«¤Ä¤±¤¿:",
5988 "There is a sign saying",
5992 "²¿¤«¤¬³¬Ãʤξå¤Ë½ñ¤¤¤Æ¤¢¤ë:",
5994 "Something is written on the staircase",
5998 "´¬Êª¤ò¸«¤Ä¤±¤¿¡£¥á¥Ã¥»¡¼¥¸¤¬½ñ¤¤¤Æ¤¢¤ë:",
6000 "You find a scroll with the following message",
6009 void quest_discovery(int q_idx)
6011 quest_type *q_ptr = &quest[q_idx];
6012 monster_race *r_ptr = &r_info[q_ptr->r_idx];
6013 int q_num = q_ptr->max_num;
6016 /* No quest index */
6019 strcpy(name, (r_name + r_ptr->name));
6021 msg_print(find_quest[rand_range(0, 4)]);
6028 /* Hack -- "unique" monsters must be "unique" */
6029 if ((r_ptr->flags1 & RF1_UNIQUE) &&
6030 (0 == r_ptr->max_num))
6033 msg_print("¤³¤Î³¬¤Ï°ÊÁ°¤Ï狼¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤¿¤è¤¦¤À¡Ä¡£");
6035 msg_print("It seems that this level was protected by someone before...");
6037 /* The unique is already dead */
6038 quest[q_idx].status = QUEST_STATUS_FINISHED;
6043 msg_format("Ãí°Õ¤»¤è¡ª¤³¤Î³¬¤Ï%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", name);
6045 msg_format("Beware, this level is protected by %s!", name);
6051 /* Normal monsters */
6053 msg_format("Ãí°Õ¤·¤í¡ª¤³¤Î³¬¤Ï%dÂΤÎ%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", q_num, name);
6056 msg_format("Be warned, this level is guarded by %d %s!", q_num, name);
6064 * Hack -- Check if a level is a "quest" level
6066 int quest_number(int level)
6071 if (p_ptr->inside_quest)
6072 return (p_ptr->inside_quest);
6074 for (i = 0; i < max_quests; i++)
6076 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
6078 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
6079 !(quest[i].flags & QUEST_FLAG_PRESET) &&
6080 (quest[i].level == level) &&
6081 (quest[i].dungeon == dungeon_type))
6085 /* Check for random quest */
6086 return (random_quest_number(level));
6091 * Return the index of the random quest on this level
6094 int random_quest_number(int level)
6098 if (dungeon_type != DUNGEON_ANGBAND) return 0;
6100 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
6102 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
6103 (quest[i].status == QUEST_STATUS_TAKEN) &&
6104 (quest[i].level == level) &&
6105 (quest[i].dungeon == DUNGEON_ANGBAND))