3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
9 Rewritten for Kangband 2.8.3i using Kamband's version of\n
10 bldg.c as written by Ivan Tkatchev\n
12 Changed for ZAngband by Robert Ruehlmann\n
16 #include "object-hook.h"
17 #include "monsterrace-hook.h"
22 * ループ中で / hack as in leave_store in store.c
24 static bool leave_bldg = FALSE;
27 * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
28 * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
29 * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
30 * @param bldg 施設構造体の参照ポインタ
31 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
33 static bool is_owner(building_type *bldg)
35 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
40 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
45 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
46 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
55 * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
57 * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
58 * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
59 * @param bldg 施設構造体の参照ポインタ
60 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
61 * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
63 static bool is_member(building_type *bldg)
65 if (bldg->member_class[p_ptr->pclass])
70 if (bldg->member_race[p_ptr->prace])
75 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
76 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
82 if (p_ptr->pclass == CLASS_SORCERER)
86 for (i = 0; i < MAX_MAGIC; i++)
88 if (bldg->member_realm[i+1]) OK = TRUE;
96 * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
97 * @details 消去は行毎にヌル文字列で行われる。
98 * @param min_row 開始行番号
99 * @param max_row 末尾行番号
102 static void clear_bldg(int min_row, int max_row)
106 for (i = min_row; i <= max_row; i++)
114 static void building_prt_gold(void)
117 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
118 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
119 prt(tmp_str, 23, 68);
123 * @brief 施設のサービス一覧を表示する / Display a building.
124 * @param bldg 施設構造体の参照ポインタ
127 static void show_building(building_type* bldg)
135 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
139 for (i = 0; i < 8; i++)
141 if (bldg->letters[i])
143 if (bldg->action_restr[i] == 0)
145 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
146 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
148 action_color = TERM_WHITE;
151 else if (is_owner(bldg))
153 action_color = TERM_YELLOW;
154 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
158 action_color = TERM_YELLOW;
159 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
161 else if (bldg->action_restr[i] == 1)
163 if (!is_member(bldg))
165 action_color = TERM_L_DARK;
166 strcpy(buff, _("(閉店)", "(closed)"));
168 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
169 (is_member(bldg) && (bldg->other_costs[i] == 0)))
171 action_color = TERM_WHITE;
174 else if (is_owner(bldg))
176 action_color = TERM_YELLOW;
177 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
181 action_color = TERM_YELLOW;
182 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
189 action_color = TERM_L_DARK;
190 strcpy(buff, _("(閉店)", "(closed)"));
192 else if (bldg->member_costs[i] != 0)
194 action_color = TERM_YELLOW;
195 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
199 action_color = TERM_WHITE;
204 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
205 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
208 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
212 * @brief 闘技場に入るコマンドの処理 / arena commands
213 * @param cmd 闘技場処理のID
216 static void arena_comm(int cmd)
225 if (p_ptr->arena_number == MAX_ARENA_MONS)
228 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
229 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations! You have defeated all before you."), 7, 0);
230 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
234 p_ptr->au += 1000000L;
235 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
237 p_ptr->arena_number++;
239 else if (p_ptr->arena_number > MAX_ARENA_MONS)
241 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
243 msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
245 if (get_check(_("挑戦するかね?", "Do you fight? ")))
247 msg_print(_("死ぬがよい。", "Die, maggots."));
250 p_ptr->exit_bldg = FALSE;
253 /* Save the surface floor as saved floor */
254 prepare_change_floor_mode(CFM_SAVE_FLOORS);
256 p_ptr->inside_arena = TRUE;
257 p_ptr->leaving = TRUE;
262 msg_print(_("残念だ。", "We are disappointed."));
267 msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
268 "You enter the arena briefly and bask in your glory."));
272 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
274 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
275 "You don't have permission to enter with pet."));
280 p_ptr->exit_bldg = FALSE;
283 /* Save the surface floor as saved floor */
284 prepare_change_floor_mode(CFM_SAVE_FLOORS);
286 p_ptr->inside_arena = TRUE;
287 p_ptr->leaving = TRUE;
292 if (p_ptr->arena_number == MAX_ARENA_MONS)
293 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
294 "You are victorious. Enter the arena for the ceremony."));
296 else if (p_ptr->arena_number > MAX_ARENA_MONS)
298 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
302 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
303 name = (r_name + r_ptr->name);
304 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
306 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
307 p_ptr->window |= (PW_MONSTER);
312 case BACT_ARENA_RULES:
315 /* Peruse the arena help file */
316 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
324 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
325 * @param row シンボルを表示する行の上端
326 * @param col シンボルを表示する行の左端
327 * @param fruit 表示するシンボルID
330 static void display_fruit(int row, int col, int fruit)
335 c_put_str(TERM_YELLOW, " ####.", row, col);
336 c_put_str(TERM_YELLOW, " # #", row + 1, col);
337 c_put_str(TERM_YELLOW, " # #", row + 2, col);
338 c_put_str(TERM_YELLOW, "# #", row + 3, col);
339 c_put_str(TERM_YELLOW, "# #", row + 4, col);
340 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
341 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
342 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
344 " Lemon "), row + 8, col);
347 c_put_str(TERM_ORANGE, " ## ", row, col);
348 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
349 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
350 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
351 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
352 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
353 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
354 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
356 " Orange "), row + 8, col);
359 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
360 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
361 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
362 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
363 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
364 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
365 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
366 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
367 prt( _(" 剣 ", " Sword ") , row + 8, col);
370 c_put_str(TERM_SLATE, " ###### ", row, col);
371 c_put_str(TERM_SLATE, "# #", row + 1, col);
372 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
373 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
374 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
375 c_put_str(TERM_SLATE, " # # ", row + 5, col);
376 c_put_str(TERM_SLATE, " # # ", row + 6, col);
377 c_put_str(TERM_SLATE, " ## ", row + 7, col);
379 " Shield "), row + 8, col);
382 c_put_str(TERM_VIOLET, " ## ", row, col);
383 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
384 c_put_str(TERM_VIOLET, "########", row + 2, col);
385 c_put_str(TERM_VIOLET, "########", row + 3, col);
386 c_put_str(TERM_VIOLET, "########", row + 4, col);
387 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
388 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
389 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
391 " Plum "), row + 8, col);
394 c_put_str(TERM_RED, " ##", row, col);
395 c_put_str(TERM_RED, " ### ", row + 1, col);
396 c_put_str(TERM_RED, " #..# ", row + 2, col);
397 c_put_str(TERM_RED, " #..# ", row + 3, col);
398 c_put_str(TERM_RED, " ###### ", row + 4, col);
399 c_put_str(TERM_RED, "#..##..#", row + 5, col);
400 c_put_str(TERM_RED, "#..##..#", row + 6, col);
401 c_put_str(TERM_RED, " ## ## ", row + 7, col);
403 " Cherry "), row + 8, col);
409 * kpoker no (tyuto-hannpa na)pakuri desu...
410 * joker ha shineru node haitte masen.
412 * TODO: donataka! tsukutte!
413 * - agatta yaku no kiroku (like DQ).
414 * - kakkoii card no e.
415 * - sousa-sei no koujyo.
416 * - code wo wakariyasuku.
418 * - Joker... -- done.
421 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
424 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
425 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
426 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
428 static int cards[5]; /*!< ポーカーの現在の手札ID */
435 static void reset_deck(int deck[])
438 for (i = 0; i < 53; i++) deck[i] = i;
441 for (i = 0; i < 53; i++){
442 int tmp1 = randint0(53 - i) + i;
444 deck[i] = deck[tmp1];
450 * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
451 * @return ジョーカーを持っているか。
453 static bool have_joker(void)
457 for (i = 0; i < 5; i++){
458 if(IS_JOKER(cards[i])) return TRUE;
464 * @brief ポーカーの手札に該当の番号の札があるかを返す。
465 * @param num 探したいカードの番号。
466 * @return 該当の番号が手札にあるか。
468 static bool find_card_num(int num)
471 for (i = 0; i < 5; i++)
472 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
477 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
480 static bool yaku_check_flush(void)
483 bool joker_is_used = FALSE;
485 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
486 for (i = 0; i < 5; i++){
487 if (SUIT_OF(cards[i]) != suit){
488 if(have_joker() && !joker_is_used)
489 joker_is_used = TRUE;
499 * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
500 * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
502 static int yaku_check_straight(void)
505 bool joker_is_used = FALSE;
506 bool straight = FALSE;
509 for (i = 0; i < 5; i++)
511 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
512 lowest = NUM_OF(cards[i]);
515 /* Check Royal Straight Flush */
516 if (yaku_check_flush())
519 for (i = 0; i < 4; i++)
521 if (!find_card_num(9 + i)){
522 if( have_joker() && !joker_is_used )
523 joker_is_used = TRUE;
528 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
531 for (i = 0; i < 3; i++)
533 if (!find_card_num(10 + i))
536 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
540 joker_is_used = FALSE;
542 /* Straight Only Check */
544 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
545 for (i = 0; i < 4; i++)
547 if (!find_card_num(9 + i)) {
548 if (have_joker() && !joker_is_used)
549 joker_is_used = TRUE;
554 if(i == 4) straight = TRUE;
557 joker_is_used = FALSE;
559 for (i = 0; i < 5; i++)
561 if(!find_card_num(lowest + i)){
562 if( have_joker() && !joker_is_used )
563 joker_is_used = TRUE;
568 if(i == 5) straight = TRUE;
570 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
571 else if(straight) return 1; /* Only Straight */
576 * @brief ポーカーのペア役の状態を返す。
577 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
579 static int yaku_check_pair(void)
581 int i, i2, matching = 0;
583 for (i = 0; i < 5; i++)
585 for (i2 = i+1; i2 < 5; i2++)
587 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
588 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
619 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
620 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
621 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
622 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
623 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
624 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
625 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
626 #define ODDS_ST 4 /*!< ストレートの役倍率 */
627 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
628 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
631 * @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
634 static int yaku_check(void)
638 switch(yaku_check_straight()){
640 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
643 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
646 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
649 /* Not straight -- fall through */
653 if (yaku_check_flush())
655 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
659 switch (yaku_check_pair())
662 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
665 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
668 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
671 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
674 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
677 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
679 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
684 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
694 * @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
695 * @param hoge カーソルの現在位置
696 * @param kaeruka カードの捨てる/残すフラグ配列
699 static void display_kaeruka(int hoge, int kaeruka[])
702 char col = TERM_WHITE;
703 for (i = 0; i < 5; i++)
705 if (i == hoge) col = TERM_YELLOW;
706 else if(kaeruka[i]) col = TERM_WHITE;
707 else col = TERM_L_BLUE;
710 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
712 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
714 if (hoge > 4) col = TERM_YELLOW;
715 else col = TERM_WHITE;
716 c_put_str(col, _("決定", "Sure"), 16, 38);
718 /* Hilite current option */
719 if (hoge < 5) move_cursor(14, 5+hoge*16);
720 else move_cursor(16, 38);
724 * @brief ポーカーの手札を表示する。
727 static void display_cards(void)
730 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
732 cptr suit[4] = {"★", "●", "¶", "†"};
733 cptr card_grph[13][7] = {{"A %s ",
824 cptr joker_grph[7] = { " ",
834 cptr suit[4] = {"[]", "qp", "<>", "db"};
835 cptr card_grph[13][7] = {{"A %s ",
926 cptr joker_grph[7] = { " ",
935 for (i = 0; i < 5; i++)
937 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
940 for (i = 0; i < 5; i++)
942 for (j = 0; j < 7; j++)
944 prt(_("┃", " |"), j+6, i*16);
945 if(IS_JOKER(cards[i]))
946 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
948 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);
949 prt(_("┃", "| "), j+6, i*16+14);
952 for (i = 0; i < 5; i++)
954 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
959 * @brief ポーカーの1プレイルーチン。
962 static int do_poker(void)
966 int deck[53]; /* yamafuda : 0...52 */
968 int kaeruka[5]; /* 0:kaenai 1:kaeru */
976 for (i = 0; i < 5; i++)
978 cards[i] = deck[deck_ptr++];
979 kaeruka[i] = 0; /* default:nokosu */
982 /* suteruno wo kimeru */
983 prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
990 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
995 case '6': case 'l': case 'L': case KTRL('F'):
996 if (!kettei) k = (k+1)%5;
997 else {k = 0;kettei = FALSE;}
1000 case '4': case 'h': case 'H': case KTRL('B'):
1001 if (!kettei) k = (k+4)%5;
1002 else {k = 4;kettei = FALSE;}
1005 case '2': case 'j': case 'J': case KTRL('N'):
1006 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1008 case '8': case 'k': case 'K': case KTRL('P'):
1009 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1011 case ' ': case '\r':
1012 if (kettei) done = TRUE;
1013 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1022 for (i = 0; i < 5; i++)
1023 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1027 return yaku_check();
1032 /* end of poker codes --Koka */
1035 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1036 * @param cmd プレイするゲームID
1039 static bool gamble_comm(int cmd)
1042 int roll1, roll2, roll3, choice, odds, win;
1047 char out_val[160], tmp_str[80], again;
1052 if (cmd == BACT_GAMBLE_RULES)
1054 /* Peruse the gambling help file */
1055 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1062 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1063 "Hey! You don't have gold - get out of here!"));
1071 maxbet = p_ptr->lev * 200;
1073 /* We can't bet more than we have */
1074 maxbet = MIN(maxbet, p_ptr->au);
1077 strcpy(out_val, "");
1078 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1082 * Use get_string() because we may need more than
1083 * the s16b value returned by get_quantity().
1085 if (get_string(tmp_str, out_val, 32))
1088 for (p = out_val; *p == ' '; p++);
1093 if (wager > p_ptr->au)
1095 msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
1100 else if (wager > maxbet)
1102 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1103 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1108 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1114 oldgold = p_ptr->au;
1116 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1117 prt(tmp_str, 20, 2);
1118 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1119 prt(tmp_str, 21, 2);
1126 case BACT_IN_BETWEEN: /* Game of In-Between */
1127 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1131 roll1 = randint1(10);
1132 roll2 = randint1(10);
1133 choice = randint1(10);
1134 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1137 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1139 prt(tmp_str, 11, 14);
1140 if (((choice > roll1) && (choice < roll2)) ||
1141 ((choice < roll1) && (choice > roll2)))
1144 case BACT_CRAPS: /* Game of Craps */
1145 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1149 roll1 = randint1(6);
1150 roll2 = randint1(6);
1151 roll3 = roll1 + roll2;
1153 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1154 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1156 if ((roll3 == 7) || (roll3 == 11))
1158 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1163 msg_print(_("なにかキーを押すともう一回振ります。", "Hit any key to roll again"));
1166 roll1 = randint1(6);
1167 roll2 = randint1(6);
1168 roll3 = roll1 + roll2;
1169 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1170 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1172 if (roll3 == choice)
1174 else if (roll3 == 7)
1176 } while ((win != TRUE) && (win != FALSE));
1179 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1182 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1184 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1185 prt("--------------------------------", 8, 3);
1186 strcpy(out_val, "");
1187 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1189 for (p = out_val; iswspace(*p); p++);
1193 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1196 else if (choice > 9)
1198 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1202 roll1 = randint0(10);
1203 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1204 "The wheel spins to a stop and the winner is %d"), roll1);
1205 prt(tmp_str, 13, 3);
1207 prt("*", 9, (3 * roll1 + 5));
1208 if (roll1 == choice)
1212 case BACT_DICE_SLOTS: /* The Dice Slots */
1213 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1214 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1215 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1216 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1217 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1218 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1219 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1220 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1223 roll1 = randint1(21);
1233 roll2 = randint1(21);
1243 choice = randint1(21);
1253 put_str("/--------------------------\\", 7, 2);
1254 prt("\\--------------------------/", 17, 2);
1255 display_fruit(8, 3, roll1 - 1);
1256 display_fruit(8, 12, roll2 - 1);
1257 display_fruit(8, 21, choice - 1);
1258 if ((roll1 == roll2) && (roll2 == choice))
1277 else if ((roll1 == 1) && (roll2 == 1))
1286 if (odds) win = TRUE;
1292 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1294 p_ptr->au += odds * wager;
1295 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1297 prt(tmp_str, 17, 37);
1301 prt(_("あなたの負け", "You Lost"), 16, 37);
1304 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1306 prt(tmp_str, 22, 2);
1307 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1309 move_cursor(18, 52);
1314 if (wager > p_ptr->au)
1316 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1317 "Hey! You don't have the gold - get out of here!"));
1323 } while ((again == 'y') || (again == 'Y'));
1326 if (p_ptr->au >= oldgold)
1328 msg_print(_("「今回は儲けたな!でも次はこっちが勝ってやるからな、絶対に!」",
1329 "You came out a winner! We'll win next time, I'm sure."));
1330 chg_virtue(V_CHANCE, 3);
1334 msg_print(_("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」", "You lost gold! Haha, better head home."));
1335 chg_virtue(V_CHANCE, -3);
1345 * @brief モンスター闘技場に参加するモンスターをリセットする。
1348 void battle_monsters(void)
1355 bool old_inside_battle = p_ptr->inside_battle;
1357 for (i = 0; i < max_d_idx; i++)
1358 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1360 mon_level = randint1(MIN(max_dl, 122))+5;
1361 if (randint0(100) < 60)
1363 i = randint1(MIN(max_dl, 122))+5;
1364 mon_level = MAX(i, mon_level);
1366 if (randint0(100) < 30)
1368 i = randint1(MIN(max_dl, 122))+5;
1369 mon_level = MAX(i, mon_level);
1376 for(i = 0; i < 4; i++)
1382 get_mon_num_prep(monster_can_entry_arena, NULL);
1383 p_ptr->inside_battle = TRUE;
1384 r_idx = get_mon_num(mon_level);
1385 p_ptr->inside_battle = old_inside_battle;
1386 if (!r_idx) continue;
1388 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1390 if ((r_info[r_idx].level + 10) > mon_level) continue;
1393 for (j = 0; j < i; j++)
1394 if(r_idx == battle_mon[j]) break;
1399 battle_mon[i] = r_idx;
1400 if (r_info[r_idx].level < 45) tekitou = TRUE;
1405 monster_race *r_ptr = &r_info[battle_mon[i]];
1406 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1408 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1409 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1411 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1412 power[i] = power[i] * (100 + r_ptr->level) / 100;
1413 if (r_ptr->speed > 110)
1414 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1415 if (r_ptr->speed < 110)
1416 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1418 power[i] = power[i] * (num_taisei*2+5) / 10;
1419 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1420 power[i] = power[i] * 4 / 3;
1421 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1422 power[i] = power[i] * 4 / 3;
1423 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1424 power[i] = power[i] * 11 / 10;
1425 if (r_ptr->flags1 & RF1_RAND_25)
1426 power[i] = power[i] * 9 / 10;
1427 if (r_ptr->flags1 & RF1_RAND_50)
1428 power[i] = power[i] * 9 / 10;
1429 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1430 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1437 power[i] = total*60/power[i];
1438 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1439 if ((power[i] < 160) && randint0(20)) break;
1440 if (power[i] < 101) power[i] = 100 + randint1(5);
1441 mon_odds[i] = power[i];
1448 * @brief モンスター闘技場のメインルーチン
1449 * @return 賭けを開始したか否か
1451 static bool kakutoujou(void)
1455 char out_val[160], tmp_str[80];
1458 if ((turn - old_battle) > TURNS_PER_TICK*250)
1469 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", "Hey! You don't have gold - get out of here!"));
1481 "Monsters Odds"), 4, 4);
1485 monster_race *r_ptr = &r_info[battle_mon[i]];
1487 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1488 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1489 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1490 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1493 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1503 if (i >= '1' && i <= '4')
1505 sel_monster = i-'1';
1506 battle_odds = mon_odds[sel_monster];
1514 if (i !=sel_monster) clear_bldg(i+5,i+5);
1516 maxbet = p_ptr->lev * 200;
1518 /* We can't bet more than we have */
1519 maxbet = MIN(maxbet, p_ptr->au);
1522 strcpy(out_val, "");
1523 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1525 * Use get_string() because we may need more than
1526 * the s16b value returned by get_quantity().
1528 if (get_string(tmp_str, out_val, 32))
1531 for (p = out_val; *p == ' '; p++);
1536 if (wager > p_ptr->au)
1538 msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
1544 else if (wager > maxbet)
1546 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。", "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1552 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1556 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1561 /* Save the surface floor as saved floor */
1562 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1564 p_ptr->inside_battle = TRUE;
1565 p_ptr->leaving = TRUE;
1579 * @brief 本日の賞金首情報を表示する。
1582 static void today_target(void)
1585 monster_race *r_ptr = &r_info[today_mon];
1588 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1589 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1590 c_put_str(TERM_YELLOW, buf, 6, 10);
1591 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1593 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1595 p_ptr->today_mon = today_mon;
1599 * @brief ツチノコの賞金首情報を表示する。
1602 static void tsuchinoko(void)
1605 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1606 c_put_str(TERM_YELLOW, _("ターゲット:幻の珍獣「ツチノコ」", "target: the rarest animal 'Tsuchinoko'"), 6, 10);
1607 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1608 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1609 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1613 * @brief 通常の賞金首情報を表示する。
1616 static void shoukinkubi(void)
1622 prt(_("死体を持ち帰れば報酬を差し上げます。", "Offer a prize when you bring a wanted monster's corpse"),4 ,10);
1623 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1625 for (i = 0; i < MAX_KUBI; i++)
1629 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1631 if (kubi_r_idx[i] > 10000)
1634 done_mark = _("(済)", "(done)");
1642 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1645 if (!y && (i < MAX_KUBI -1))
1647 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1658 * 賞金首の報酬テーブル / List of prize object
1661 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1662 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1663 } prize_list[MAX_KUBI] =
1665 {TV_POTION, SV_POTION_CURING},
1666 {TV_POTION, SV_POTION_SPEED},
1667 {TV_POTION, SV_POTION_SPEED},
1668 {TV_POTION, SV_POTION_RESISTANCE},
1669 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1671 {TV_POTION, SV_POTION_HEALING},
1672 {TV_POTION, SV_POTION_RESTORE_MANA},
1673 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1674 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1675 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1677 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1678 {TV_POTION, SV_POTION_STAR_HEALING},
1679 {TV_POTION, SV_POTION_STAR_HEALING},
1680 {TV_POTION, SV_POTION_NEW_LIFE},
1681 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1683 {TV_POTION, SV_POTION_LIFE},
1684 {TV_POTION, SV_POTION_LIFE},
1685 {TV_POTION, SV_POTION_AUGMENTATION},
1686 {TV_POTION, SV_POTION_INVULNERABILITY},
1687 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1691 * @brief 賞金首の引き換え処理 / Get prize
1692 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1694 static bool kankin(void)
1698 bool change = FALSE;
1699 GAME_TEXT o_name[MAX_NLEN];
1702 /* Loop for inventory and right/left arm */
1703 for (i = 0; i <= INVEN_LARM; i++)
1705 o_ptr = &inventory[i];
1707 /* Living Tsuchinoko worthes $1000000 */
1708 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1710 char buf[MAX_NLEN+20];
1711 object_desc(o_name, o_ptr, 0);
1712 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1715 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1716 p_ptr->au += 1000000L * o_ptr->number;
1717 p_ptr->redraw |= (PR_GOLD);
1718 inven_item_increase(i, -o_ptr->number);
1719 inven_item_describe(i);
1720 inven_item_optimize(i);
1726 for (i = 0; i < INVEN_PACK; i++)
1728 o_ptr = &inventory[i];
1730 /* Corpse of Tsuchinoko worthes $200000 */
1731 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1733 char buf[MAX_NLEN+20];
1734 object_desc(o_name, o_ptr, 0);
1735 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1738 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1739 p_ptr->au += 200000L * o_ptr->number;
1740 p_ptr->redraw |= (PR_GOLD);
1741 inven_item_increase(i, -o_ptr->number);
1742 inven_item_describe(i);
1743 inven_item_optimize(i);
1749 for (i = 0; i < INVEN_PACK; i++)
1751 o_ptr = &inventory[i];
1753 /* Bones of Tsuchinoko worthes $100000 */
1754 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1756 char buf[MAX_NLEN+20];
1757 object_desc(o_name, o_ptr, 0);
1758 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1761 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1762 p_ptr->au += 100000L * o_ptr->number;
1763 p_ptr->redraw |= (PR_GOLD);
1764 inven_item_increase(i, -o_ptr->number);
1765 inven_item_describe(i);
1766 inven_item_optimize(i);
1772 for (i = 0; i < INVEN_PACK; i++)
1774 o_ptr = &inventory[i];
1775 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)))
1777 char buf[MAX_NLEN+20];
1778 object_desc(o_name, o_ptr, 0);
1779 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1782 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1783 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1784 p_ptr->redraw |= (PR_GOLD);
1785 inven_item_increase(i, -o_ptr->number);
1786 inven_item_describe(i);
1787 inven_item_optimize(i);
1793 for (i = 0; i < INVEN_PACK; i++)
1795 o_ptr = &inventory[i];
1797 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1799 char buf[MAX_NLEN+20];
1800 object_desc(o_name, o_ptr, 0);
1801 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1804 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1805 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1806 p_ptr->redraw |= (PR_GOLD);
1807 inven_item_increase(i, -o_ptr->number);
1808 inven_item_describe(i);
1809 inven_item_optimize(i);
1815 for (j = 0; j < MAX_KUBI; j++)
1817 /* Need reverse order --- Positions will be changed in the loop */
1818 for (i = INVEN_PACK-1; i >= 0; i--)
1820 o_ptr = &inventory[i];
1821 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1823 char buf[MAX_NLEN+20];
1825 INVENTORY_IDX item_new;
1828 object_desc(o_name, o_ptr, 0);
1829 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1830 if (!get_check(buf)) continue;
1832 #if 0 /* Obsoleted */
1833 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
1834 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1835 p_ptr->redraw |= (PR_GOLD);
1836 inven_item_increase(i, -o_ptr->number);
1837 inven_item_describe(i);
1838 inven_item_optimize(i);
1839 chg_virtue(V_JUSTICE, 5);
1840 kubi_r_idx[j] += 10000;
1843 #endif /* Obsoleted */
1846 inven_item_increase(i, -o_ptr->number);
1847 inven_item_describe(i);
1848 inven_item_optimize(i);
1850 chg_virtue(V_JUSTICE, 5);
1851 kubi_r_idx[j] += 10000;
1853 /* Count number of unique corpses already handed */
1854 for (num = 0, k = 0; k < MAX_KUBI; k++)
1856 if (kubi_r_idx[k] >= 10000) num++;
1858 msg_format(_("これで合計 %d ポイント獲得しました。" ,"You earned %d point%s total."), num, (num > 1 ? "s" : ""));
1860 /* Prepare to make a prize */
1861 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1862 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1864 /* Identify it fully */
1865 object_aware(&forge);
1866 object_known(&forge);
1869 * Hand it --- Assume there is an empty slot.
1870 * Since a corpse is handed at first,
1871 * there is at least one empty slot.
1873 item_new = inven_carry(&forge);
1875 object_desc(o_name, &forge, 0);
1876 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1878 /* Auto-inscription */
1879 autopick_alter_item(item_new, FALSE);
1889 msg_print(_("賞金を得られそうなものは持っていなかった。", "You have nothing."));
1897 * @brief 宿屋の利用サブルーチン
1898 * @details inn commands\n
1899 * Note that resting for the night was a perfect way to avoid player\n
1900 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1901 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1902 * will not be that useful. I will keep it in the hopes the player\n
1903 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1904 * Resting at night is also a quick way to restock stores -KMW-\n
1905 * @param cmd 宿屋の利用施設ID
1906 * @return 施設の利用が実際に行われたか否か。
1908 static bool inn_comm(int cmd)
1912 case BACT_FOOD: /* Buy food & drink */
1913 if (p_ptr->food >= PY_FOOD_FULL)
1915 msg_print(_("今は満腹だ。", "You are full now."));
1918 msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
1919 (void)set_food(PY_FOOD_MAX - 1);
1922 case BACT_REST: /* Rest for the night */
1923 if ((p_ptr->poisoned) || (p_ptr->cut))
1925 msg_print(_("あなたに必要なのは部屋ではなく、治療者です。", "You need a healer, not a room."));
1927 msg_print(_("すみません、でもうちで誰かに死なれちゃ困りますんで。", "Sorry, but don't want anyone dying in here."));
1931 s32b oldturn = turn;
1932 int prev_day, prev_hour, prev_min;
1934 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
1935 if ((prev_hour >= 6) && (prev_hour <= 17))
1936 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
1938 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
1940 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1941 if (dungeon_turn < dungeon_turn_limit)
1943 dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1944 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
1947 prevent_turn_overflow();
1949 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
1950 p_ptr->chp = p_ptr->mhp;
1952 if (ironman_nightmare)
1954 msg_print(_("眠りに就くと恐ろしい光景が心をよぎった。", "Horrible visions flit through your mind as you sleep."));
1956 /* Have some nightmares */
1959 sanity_blast(NULL, FALSE);
1960 if (!one_in_(3)) break;
1963 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
1964 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
1971 p_ptr->chp = p_ptr->mhp;
1972 p_ptr->csp = p_ptr->msp;
1973 if (p_ptr->pclass == CLASS_MAGIC_EATER)
1976 for (i = 0; i < 72; i++)
1978 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
1980 for (; i < 108; i++)
1982 p_ptr->magic_num1[i] = 0;
1986 if ((prev_hour >= 6) && (prev_hour <= 17))
1988 msg_print(_("あなたはリフレッシュして目覚め、夕方を迎えた。", "You awake refreshed for the evening."));
1989 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
1993 msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
1994 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2000 case BACT_RUMORS: /* Listen for rumors */
2002 display_rumor(TRUE);
2012 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2013 * @param questnum クエストのID
2014 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2017 static void get_questinfo(IDX questnum, bool do_init)
2021 GAME_TEXT tmp_str[80];
2023 /* Clear the text */
2024 for (i = 0; i < 10; i++)
2026 quest_text[i][0] = '\0';
2029 quest_text_line = 0;
2031 /* Set the quest number temporary */
2032 old_quest = p_ptr->inside_quest;
2033 p_ptr->inside_quest = questnum;
2035 /* Get the quest text */
2036 init_flags = INIT_SHOW_TEXT;
2037 if (do_init) init_flags |= INIT_ASSIGN;
2039 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2041 /* Reset the old quest number */
2042 p_ptr->inside_quest = old_quest;
2044 /* Print the quest info */
2045 sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
2049 prt(quest[questnum].name, 7, 0);
2051 for (i = 0; i < 10; i++)
2053 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2058 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2061 static void castle_quest(void)
2064 monster_race *r_ptr;
2071 /* Current quest of the building */
2072 q_index = cave[p_ptr->y][p_ptr->x].special;
2074 /* Is there a quest available at the building? */
2077 put_str(_("今のところクエストはありません。", "I don't have a quest for you at the moment."), 8, 0);
2081 q_ptr = &quest[q_index];
2083 /* Quest is completed */
2084 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2086 /* Rewarded quest */
2087 q_ptr->status = QUEST_STATUS_REWARDED;
2089 get_questinfo(q_index, FALSE);
2091 reinit_wilderness = TRUE;
2094 else if (q_ptr->status == QUEST_STATUS_FAILED)
2096 get_questinfo(q_index, FALSE);
2098 /* Mark quest as done (but failed) */
2099 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2101 reinit_wilderness = TRUE;
2103 /* Quest is still unfinished */
2104 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2106 put_str(_("あなたは現在のクエストを終了させていません!", "You have not completed your current quest yet!"), 8, 0);
2107 put_str(_("CTRL-Qを使えばクエストの状態がチェックできます。", "Use CTRL-Q to check the status of your quest."), 9, 0);
2108 put_str(_("クエストを終わらせたら戻って来て下さい。", "Return when you have completed your quest."), 12, 0);
2111 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2113 q_ptr->status = QUEST_STATUS_TAKEN;
2115 reinit_wilderness = TRUE;
2117 /* Assign a new quest */
2118 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2120 if (q_ptr->r_idx == 0)
2122 /* Random monster at least 5 - 10 levels out of deep */
2123 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2126 r_ptr = &r_info[q_ptr->r_idx];
2128 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2130 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2131 r_ptr = &r_info[q_ptr->r_idx];
2134 if (q_ptr->max_num == 0)
2136 /* Random monster number */
2137 if (randint1(10) > 7)
2140 q_ptr->max_num = randint1(3) + 1;
2144 name = (r_name + r_ptr->name);
2145 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2149 get_questinfo(q_index, TRUE);
2156 * @brief 町に関するヘルプを表示する / Display town history
2159 static void town_history(void)
2163 /* Peruse the building help file */
2164 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2169 * @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
2170 * @param plus_ammo 矢弾のダメージ修正
2171 * @param plus_bow 弓のダメージ修正
2173 * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
2175 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2178 object_type *j_ptr = &inventory[INVEN_BOW];
2180 /* Extract "shot" power */
2181 i = p_ptr->to_h_b + plus_ammo;
2183 if (p_ptr->tval_ammo == TV_BOLT)
2184 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2186 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2188 /* Snipers can shot more critically with crossbows */
2189 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2190 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2192 /* Good bow makes more critical */
2193 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2201 * @brief 射撃時クリティカルによるダメージ期待値修正計算(重量依存部分) / critical happens at i / 10000
2202 * @param weight 武器の重量
2203 * @param plus_ammo 矢弾のダメージ修正
2204 * @param plus_bow 弓のダメージ修正
2205 * @param dam 基本ダメージ量
2208 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
2212 i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2217 crit = MIN(500, 900/weight);
2218 num += dam * 3 /2 * crit;
2221 crit = MIN(500, 1350/weight);
2223 num += dam * 2 * crit;
2229 num += dam * 3 * crit;
2235 num += (10000 - i) * dam;
2242 * @brief 攻撃時クリティカルによるダメージ期待値修正計算(重量と毒針処理) / critical happens at i / 10000
2243 * @param weight 武器の重量
2244 * @param plus 武器のダメージ修正
2246 * @param meichuu 命中値
2247 * @param dokubari 毒針処理か否か
2250 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2255 if(dokubari) return dam;
2257 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2263 if (k < 400) num += (2 * dam + 5) * (400 - k);
2264 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2265 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2266 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2267 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2270 if(p_ptr->pclass == CLASS_NINJA)
2273 num += (4444 - i) * dam;
2279 num += (5000 - i) * dam;
2287 * @brief 攻撃時スレイによるダメージ期待値修正計算 / critical happens at i / 10000
2289 * @param mult スレイ倍率(掛け算部分)
2290 * @param div スレイ倍率(割り算部分)
2291 * @param force 理力特別計算フラグ
2294 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2302 tmp += dam * 60 * 2;
2316 * @brief 攻撃時の期待値計算(スレイ→重量クリティカル→切れ味効果)
2318 * @param mult スレイ倍率(掛け算部分)
2319 * @param div スレイ倍率(割り算部分)
2320 * @param force 理力特別計算フラグ
2322 * @param plus 武器ダメージ修正
2323 * @param meichuu 命中値
2324 * @param dokubari 毒針処理か否か
2325 * @param vorpal_mult 切れ味倍率(掛け算部分)
2326 * @param vorpal_div 切れ味倍率(割り算部分)
2329 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2331 dam = calc_slaydam(dam, mult, div, force);
2332 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2333 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2339 * @brief 武器の各条件毎のダメージ期待値を表示する。
2342 * @param mindice ダイス部分最小値
2343 * @param maxdice ダイス部分最大値
2345 * @param dam_bonus ダメージ修正値
2347 * @param color 条件内容の表示色
2349 * Display the damage figure of an object\n
2350 * (used by compare_weapon_aux)\n
2352 * Only accurate for the current weapon, because it includes\n
2353 * the current +dam of the player.\n
2356 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2358 GAME_TEXT tmp_str[80];
2361 mindam = blows * (mindice + dam_bonus);
2362 maxdam = blows * (maxdice + dam_bonus);
2364 /* Print the intro text */
2365 c_put_str(color, attr, r, c);
2367 /* Calculate the min and max damage figures */
2368 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2370 /* Print the damage */
2371 put_str(tmp_str, r, c + 8);
2376 * @brief 武器一つ毎のダメージ情報を表示する。
2377 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2378 * @param col 表示する行の上端
2381 * Show the damage figures for the various monster types\n
2383 * Only accurate for the current weapon, because it includes\n
2384 * the current number of blows for the player.\n
2387 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2389 BIT_FLAGS flgs[TR_FLAG_SIZE];
2390 int blow = p_ptr->num_blow[0];
2392 bool dokubari = FALSE;
2394 /* Effective dices */
2395 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2396 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2398 int mindice = eff_dd;
2399 int maxdice = eff_ds * eff_dd;
2402 int vorpal_mult = 1;
2404 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2407 /* Get the flags of the weapon */
2408 object_flags(o_ptr, flgs);
2410 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2413 /* Show Critical Damage*/
2414 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2415 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2417 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2421 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2423 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2434 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2435 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2436 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2439 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2443 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2444 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2445 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2448 /* Print the relevant lines */
2449 if (have_flag(flgs, TR_KILL_ANIMAL))
2451 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2452 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2453 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2455 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2457 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2458 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2459 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2461 if (have_flag(flgs, TR_KILL_EVIL))
2463 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2464 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2465 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2467 else if (have_flag(flgs, TR_SLAY_EVIL))
2469 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2470 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2471 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2473 if (have_flag(flgs, TR_KILL_HUMAN))
2475 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2476 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2477 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2479 else if (have_flag(flgs, TR_SLAY_HUMAN))
2481 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2482 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2483 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2485 if (have_flag(flgs, TR_KILL_UNDEAD))
2487 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2488 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2489 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2491 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2493 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2494 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2495 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2497 if (have_flag(flgs, TR_KILL_DEMON))
2499 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2500 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2501 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2503 else if (have_flag(flgs, TR_SLAY_DEMON))
2505 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2506 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2507 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2509 if (have_flag(flgs, TR_KILL_ORC))
2511 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2512 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2513 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2515 else if (have_flag(flgs, TR_SLAY_ORC))
2517 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2518 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2519 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2521 if (have_flag(flgs, TR_KILL_TROLL))
2523 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2524 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2525 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2527 else if (have_flag(flgs, TR_SLAY_TROLL))
2529 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2530 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2531 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2533 if (have_flag(flgs, TR_KILL_GIANT))
2535 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2536 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2537 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2539 else if (have_flag(flgs, TR_SLAY_GIANT))
2541 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2542 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2543 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2545 if (have_flag(flgs, TR_KILL_DRAGON))
2547 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2548 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2549 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2551 else if (have_flag(flgs, TR_SLAY_DRAGON))
2553 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2554 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2555 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2557 if (have_flag(flgs, TR_BRAND_ACID))
2559 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2560 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2561 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2563 if (have_flag(flgs, TR_BRAND_ELEC))
2565 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2566 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2567 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2569 if (have_flag(flgs, TR_BRAND_FIRE))
2571 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2572 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2573 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2575 if (have_flag(flgs, TR_BRAND_COLD))
2577 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2578 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2579 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2581 if (have_flag(flgs, TR_BRAND_POIS))
2583 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2584 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2585 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2590 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2591 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2592 * @param row 表示する列の左端
2593 * @param col 表示する行の上端
2595 * Displays all info about a weapon
2597 * Only accurate for the current weapon, because it includes
2598 * various info about the player's +to_dam and number of blows.
2601 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2603 GAME_TEXT o_name[MAX_NLEN];
2604 GAME_TEXT tmp_str[80];
2606 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2607 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2608 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2610 /* Print the weapon name */
2611 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2612 c_put_str(TERM_YELLOW, o_name, row, col);
2614 /* Print the player's number of blows */
2615 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2616 put_str(tmp_str, row+1, col);
2618 /* Print to_hit and to_dam of the weapon */
2619 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2620 put_str(tmp_str, row+2, col);
2622 /* Print the weapons base damage dice */
2623 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2624 (int)hit_chance(reli, 0),
2625 (int)hit_chance(reli, 50),
2626 (int)hit_chance(reli, 100),
2627 (int)hit_chance(reli, 150),
2628 (int)hit_chance(reli, 200));
2629 put_str(tmp_str, row+3, col);
2630 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2632 /* Damage for one blow (if it hits) */
2633 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2634 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2635 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2636 put_str(tmp_str, row+6, col+1);
2638 /* Damage for the complete attack (if all blows hit) */
2639 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2640 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2641 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2642 put_str(tmp_str, row+7, col+1);
2646 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2648 * Copies the weapons to compare into the weapon-slot and\n
2649 * compares the values for both weapons.\n
2650 * 武器1つだけで比較をしないなら費用は半額になる。
2651 * @param bcost 基本鑑定費用
2652 * @return 最終的にかかった費用
2654 static PRICE compare_weapons(PRICE bcost)
2657 OBJECT_IDX item, item2;
2658 object_type *o_ptr[2];
2659 object_type orig_weapon;
2663 TERM_LEN wid = 38, mgn = 2;
2664 bool old_character_xtra = character_xtra;
2667 PRICE cost = 0; /* First time no price */
2672 /* Store copy of original wielded weapon */
2673 i_ptr = &inventory[INVEN_RARM];
2674 object_copy(&orig_weapon, i_ptr);
2676 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2678 /* Get the first weapon */
2679 q = _("第一の武器は?", "What is your first weapon? ");
2680 s = _("比べるものがありません。", "You have nothing to compare.");
2682 o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2696 /* Only compare melee weapons */
2697 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2699 /* Hack -- prevent "icky" message */
2700 character_xtra = TRUE;
2702 /* Diaplay selected weapon's infomation */
2703 for (i = 0; i < n; i++)
2705 int col = (wid * i + mgn);
2707 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2708 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2710 p_ptr->update |= PU_BONUS;
2713 /* List the new values */
2714 list_weapon(o_ptr[i], row, col);
2715 compare_weapon_aux(o_ptr[i], col, row + 8);
2717 /* Copy back the original weapon into the weapon slot */
2718 object_copy(i_ptr, &orig_weapon);
2721 /* Reset the values for the old weapon */
2722 p_ptr->update |= PU_BONUS;
2725 character_xtra = old_character_xtra;
2728 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2729 put_str("(一番高いダメージが適用されます。複数の倍打効果は足し算されません。)", row + 4, 0);
2730 prt("現在の技量から判断すると、あなたの武器は以下のような威力を発揮します:", 0, 0);
2732 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2733 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2734 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2742 if (total + cost > p_ptr->au)
2744 msg_print(_("お金が足りません!", "You don't have enough money!"));
2749 q = _("第二の武器は?", "What is your second weapon? ");
2750 s = _("比べるものがありません。", "You have nothing to compare.");
2752 /* Get the second weapon */
2753 o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2754 if (!o_ptr) continue;
2772 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2774 * Calculate and display the dodge-rate and the protection-rate
2776 * @param iAC プレイヤーのAC。
2777 * @return 常にTRUEを返す。
2779 static bool eval_ac(ARMOUR_CLASS iAC)
2783 "ダメージ軽減率とは、敵の攻撃が当たった時そのダメージを\n"
2784 "何パーセント軽減するかを示します。\n"
2785 "ダメージ軽減は通常の直接攻撃(種類が「攻撃する」と「粉砕する」の物)\n"
2786 "に対してのみ効果があります。\n \n"
2787 "敵のレベルとは、その敵が通常何階に現れるかを示します。\n \n"
2788 "回避率は敵の直接攻撃を何パーセントの確率で避けるかを示し、\n"
2789 "敵のレベルとあなたのACによって決定されます。\n \n"
2790 "ダメージ期待値とは、敵の100ポイントの通常攻撃に対し、\n"
2791 "回避率とダメージ軽減率を考慮したダメージの期待値を示します。\n";
2794 "'Protection Rate' means how much damage is reduced by your armor.\n"
2795 "Note that the Protection rate is effective only against normal "
2796 "'attack' and 'shatter' type melee attacks, "
2797 "and has no effect against any other types such as 'poison'.\n \n"
2798 "'Dodge Rate' indicates the success rate on dodging the "
2799 "monster's melee attacks. "
2800 "It is depend on the level of the monster and your AC.\n \n"
2801 "'Average Damage' indicates the expected amount of damage "
2802 "when you are attacked by normal melee attacks with power=100.";
2806 TERM_LEN col, row = 2;
2808 char buf[80*20], *t;
2810 /* AC lower than zero has no effect */
2811 if (iAC < 0) iAC = 0;
2814 protection = 100 * MIN(iAC, 150) / 250;
2820 put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2821 put_str(format("ダメージ軽減率 : %3d%%", protection), row++, 0);
2824 put_str("敵のレベル :", row + 0, 0);
2825 put_str("回避率 :", row + 1, 0);
2826 put_str("ダメージ期待値 :", row + 2, 0);
2828 put_str(format("Your current AC : %3d", iAC), row++, 0);
2829 put_str(format("Protection rate : %3d%%", protection), row++, 0);
2832 put_str("Level of Monster:", row + 0, 0);
2833 put_str("Dodge Rate :", row + 1, 0);
2834 put_str("Average Damage :", row + 2, 0);
2837 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2839 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2840 int dodge; /* 回避率(%) */
2841 int average; /* ダメージ期待値 */
2843 put_str(format("%3d", lvl), row + 0, col);
2846 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2847 put_str(format("%3d%%", dodge), row + 1, col);
2849 /* 100点の攻撃に対してのダメージ期待値を計算 */
2850 average = (100 - dodge) * (100 - protection) / 100;
2851 put_str(format("%3d", average), row + 2, col);
2855 roff_to_buf(memo, 70, buf, sizeof(buf));
2856 for (t = buf; t[0]; t += strlen(t) + 1)
2857 put_str(t, (row++) + 4, 4);
2859 prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
2871 * @brief 修復材料のオブジェクトから修復対象に特性を移植する。
2872 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2873 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2874 * @return 修復対象になるならTRUEを返す。
2876 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2879 int cand[TR_FLAG_MAX];
2880 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2881 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2883 object_flags(to_ptr, to_flgs);
2884 object_flags(from_ptr, from_flgs);
2886 for (i = 0; i < TR_FLAG_MAX; i++)
2890 case TR_IGNORE_ACID:
2891 case TR_IGNORE_ELEC:
2892 case TR_IGNORE_FIRE:
2893 case TR_IGNORE_COLD:
2902 case TR_FIXED_FLAVOR:
2905 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2907 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2915 int tr_idx = cand[randint0(n)];
2916 add_flag(to_ptr->art_flags, tr_idx);
2917 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2918 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2919 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2920 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2927 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2928 * @param bcost 基本修復費用
2931 static PRICE repair_broken_weapon_aux(PRICE bcost)
2934 OBJECT_IDX item, mater;
2935 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2937 int i, dd_bonus, ds_bonus;
2938 KIND_OBJECT_IDX k_idx;
2939 char basenm[MAX_NLEN];
2944 prt(_("修復には材料となるもう1つの武器が必要です。", "Hand one material weapon to repair a broken weapon."), row, 2);
2945 prt(_("材料に使用した武器はなくなります!", "The material weapon will disappear after repairing!!"), row+1, 2);
2947 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2948 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2950 /* Only forge broken weapons */
2951 item_tester_hook = item_tester_hook_broken_weapon;
2953 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2954 if (!o_ptr) return (0);
2956 /* It is worthless */
2957 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2959 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2963 /* They are too many */
2964 if (o_ptr->number > 1)
2966 msg_format(_("一度に複数を修復することはできません!", "They are too many to repair at once!"));
2970 /* Display item name */
2971 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2972 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2974 q = _("材料となる武器は?", "Which weapon for material? ");
2975 s = _("材料となる武器がありません。", "You have no material to repair.");
2977 /* Only forge broken weapons */
2978 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2980 mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2981 if (!mo_ptr) return (0);
2984 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2988 /* Display item name */
2989 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2990 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2992 /* Get the value of one of the items (except curses) */
2993 cost = bcost + object_value_real(o_ptr) * 2;
2995 if (!get_check(format(_("$%dかかりますがよろしいですか? ", "Costs %d gold, okay? "), cost))) return (0);
2997 /* Check if the player has enough money */
2998 if (p_ptr->au < cost)
3000 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3001 msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
3006 p_ptr->total_weight -= o_ptr->weight;
3008 if (o_ptr->sval == SV_BROKEN_DAGGER)
3013 /* Suppress compiler warning */
3016 for (j = 1; j < max_k_idx; j++)
3018 object_kind *k_aux_ptr = &k_info[j];
3020 if (k_aux_ptr->tval != TV_SWORD) continue;
3021 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3022 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3023 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3024 if (k_aux_ptr->weight > 99) continue;
3033 else /* TV_BROKEN_SWORD */
3035 /* Repair to a sword or sometimes material's type weapon */
3036 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3040 object_kind *ck_ptr;
3042 k_idx = lookup_kind(tval, SV_ANY);
3043 ck_ptr = &k_info[k_idx];
3045 if (tval == TV_SWORD)
3047 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3048 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3049 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3050 (ck_ptr->sval == SV_DOKUBARI)) continue;
3052 if (tval == TV_POLEARM)
3054 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3055 (ck_ptr->sval == SV_TSURIZAO)) continue;
3057 if (tval == TV_HAFTED)
3059 if ((ck_ptr->sval == SV_GROND) ||
3060 (ck_ptr->sval == SV_WIZSTAFF) ||
3061 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3068 /* Calculate dice bonuses */
3069 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3070 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3071 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3072 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3074 /* Change base object */
3075 k_ptr = &k_info[k_idx];
3076 o_ptr->k_idx = k_idx;
3077 o_ptr->weight = k_ptr->weight;
3078 o_ptr->tval = k_ptr->tval;
3079 o_ptr->sval = k_ptr->sval;
3080 o_ptr->dd = k_ptr->dd;
3081 o_ptr->ds = k_ptr->ds;
3083 /* Copy base object's ability */
3084 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3085 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3086 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3092 for (i = 1; i < dd_bonus; i++)
3094 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3100 for (i = 1; i < ds_bonus; i++)
3102 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3106 if (have_flag(k_ptr->flags, TR_BLOWS))
3108 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3109 o_ptr->pval = MIN(o_ptr->pval, bmax);
3112 /* Add one random ability from material weapon */
3113 give_one_ability_of_object(o_ptr, mo_ptr);
3115 /* Add to-dam, to-hit and to-ac from material weapon */
3116 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3117 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3118 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3120 if ((o_ptr->name1 == ART_NARSIL) ||
3121 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3122 (object_is_ego(o_ptr) && one_in_(7)))
3125 if (object_is_ego(o_ptr))
3127 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3128 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3131 /* Add one random ability from material weapon */
3132 give_one_ability_of_object(o_ptr, mo_ptr);
3134 /* Add one random activation */
3135 if (!activation_index(o_ptr)) one_activation(o_ptr);
3138 if (o_ptr->name1 == ART_NARSIL)
3140 one_high_resistance(o_ptr);
3144 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3147 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3149 msg_format("$%dで%sに修復しました。", cost, basenm);
3151 msg_format("Repaired into %s for %d gold.", basenm, cost);
3155 /* Remove BROKEN flag */
3156 o_ptr->ident &= ~(IDENT_BROKEN);
3158 /* Add repaired flag */
3159 o_ptr->discount = 99;
3161 p_ptr->total_weight += o_ptr->weight;
3164 /* Decrease material object */
3165 inven_item_increase(mater, -1);
3166 inven_item_optimize(mater);
3169 p_ptr->update |= PU_BONUS;
3172 /* Something happened */
3177 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3178 * @param bcost 基本鑑定費用
3181 static int repair_broken_weapon(PRICE bcost)
3185 cost = repair_broken_weapon_aux(bcost);
3192 * @brief アイテムの強化を行う。 / Enchant item
3193 * @param cost 1回毎の費用
3194 * @param to_hit 命中をアップさせる量
3195 * @param to_dam ダメージをアップさせる量
3196 * @param to_ac ACをアップさせる量
3197 * @return 実際に行ったらTRUE
3199 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3206 int maxenchant = (p_ptr->lev / 5);
3207 char tmp_str[MAX_NLEN];
3210 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3211 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3213 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3214 s = _("改良できるものがありません。", "You have nothing to improve.");
3216 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3217 if (!o_ptr) return (FALSE);
3219 /* Check if the player has enough money */
3220 if (p_ptr->au < (cost * o_ptr->number))
3222 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3223 msg_format(_("%sを改良するだけのゴールドがありません!", "You do not have the gold to improve %s!"), tmp_str);
3227 /* Enchant to hit */
3228 for (i = 0; i < to_hit; i++)
3230 if (o_ptr->to_h < maxenchant)
3232 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3240 /* Enchant to damage */
3241 for (i = 0; i < to_dam; i++)
3243 if (o_ptr->to_d < maxenchant)
3245 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3254 for (i = 0; i < to_ac; i++)
3256 if (o_ptr->to_a < maxenchant)
3258 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3269 if (flush_failure) flush();
3270 msg_print(_("改良に失敗した。", "The improvement failed."));
3275 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3277 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3279 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3282 /* Charge the money */
3283 p_ptr->au -= (cost * o_ptr->number);
3285 if (item >= INVEN_RARM) calc_android_exp();
3287 /* Something happened */
3294 * @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staves
3296 * The player can select the number of charges to add\n
3297 * (up to a limit), and the recharge never fails.\n
3299 * The cost for rods depends on the level of the rod. The prices\n
3300 * for recharging wands and staves are dependent on the cost of\n
3304 static void building_recharge(void)
3312 PARAMETER_VALUE charges;
3314 char tmp_str[MAX_NLEN];
3318 /* Display some info */
3320 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
3323 /* Only accept legal items */
3324 item_tester_hook = item_tester_hook_recharge;
3326 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3327 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3329 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3332 k_ptr = &k_info[o_ptr->k_idx];
3335 * We don't want to give the player free info about
3336 * the level of the item or the number of charges.
3338 /* The item must be "known" */
3339 if (!object_is_known(o_ptr))
3341 msg_format(_("充填する前に鑑定されている必要があります!", "The item must be identified first!"));
3344 if ((p_ptr->au >= 50) &&
3345 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3349 identify_item(o_ptr);
3350 object_desc(tmp_str, o_ptr, 0);
3351 msg_format(_("%s です。", "You have: %s."), tmp_str);
3353 /* Auto-inscription */
3354 autopick_alter_item(item, FALSE);
3356 /* Update the gold display */
3357 building_prt_gold();
3365 /* Extract the object "level" */
3366 lev = k_info[o_ptr->k_idx].level;
3368 /* Price for a rod */
3369 if (o_ptr->tval == TV_ROD)
3371 if (o_ptr->timeout > 0)
3373 /* Fully recharge */
3374 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3378 /* No recharge necessary */
3380 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3384 else if (o_ptr->tval == TV_STAFF)
3386 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3387 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3389 /* Pay at least 10 gold per charge */
3390 price = MAX(10, price);
3394 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3395 price = (k_info[o_ptr->k_idx].cost / 10);
3397 /* Pay at least 10 gold per charge */
3398 price = MAX(10, price);
3401 /* Limit the number of charges for wands and staffs */
3402 if (o_ptr->tval == TV_WAND
3403 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3405 if (o_ptr->number > 1)
3407 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3411 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3415 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3417 if (o_ptr->number > 1)
3419 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3423 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3428 /* Check if the player has enough money */
3429 if (p_ptr->au < price)
3431 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3433 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3435 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3441 if (o_ptr->tval == TV_ROD)
3444 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3446 if (get_check(format("Recharge the %s for %d gold? ",
3447 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3451 /* Recharge fully */
3461 if (o_ptr->tval == TV_STAFF)
3462 max_charges = k_ptr->pval - o_ptr->pval;
3464 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3466 /* Get the quantity for staves and wands */
3467 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3468 MIN(p_ptr->au / price, max_charges));
3471 if (charges < 1) return;
3473 /* Get the new price */
3477 o_ptr->pval += charges;
3479 /* We no longer think the item is empty */
3480 o_ptr->ident &= ~(IDENT_EMPTY);
3484 object_desc(tmp_str, o_ptr, 0);
3486 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3488 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3491 /* Combine / Reorder the pack (later) */
3492 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3494 p_ptr->window |= (PW_INVEN);
3505 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staves
3507 * The player can select the number of charges to add\n
3508 * (up to a limit), and the recharge never fails.\n
3510 * The cost for rods depends on the level of the rod. The prices\n
3511 * for recharging wands and staves are dependent on the cost of\n
3515 static void building_recharge_all(void)
3522 PRICE total_cost = 0;
3525 /* Display some info */
3528 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
3530 /* Calculate cost */
3531 for ( i = 0; i < INVEN_PACK; i++)
3533 o_ptr = &inventory[i];
3535 /* skip non magic device */
3536 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3538 /* need identified */
3539 if (!object_is_known(o_ptr)) total_cost += 50;
3541 /* Extract the object "level" */
3542 lev = k_info[o_ptr->k_idx].level;
3544 k_ptr = &k_info[o_ptr->k_idx];
3546 switch (o_ptr->tval)
3549 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3553 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3554 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3556 /* Pay at least 10 gold per charge */
3557 price = MAX(10, price);
3560 price = (k_ptr->pval - o_ptr->pval) * price;
3564 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3565 price = (k_info[o_ptr->k_idx].cost / 10);
3567 /* Pay at least 10 gold per charge */
3568 price = MAX(10, price);
3571 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3575 /* if price <= 0 then item have enough charge */
3576 if (price > 0) total_cost += price;
3581 msg_print(_("充填する必要はありません。", "No need to recharge."));
3586 /* Check if the player has enough money */
3587 if (p_ptr->au < total_cost)
3589 msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost );
3593 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3595 for (i = 0; i < INVEN_PACK; i++)
3597 o_ptr = &inventory[i];
3598 k_ptr = &k_info[o_ptr->k_idx];
3600 /* skip non magic device */
3601 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3603 if (!object_is_known(o_ptr))
3605 identify_item(o_ptr);
3607 /* Auto-inscription */
3608 autopick_alter_item(i, FALSE);
3612 switch (o_ptr->tval)
3618 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3619 /* We no longer think the item is empty */
3620 o_ptr->ident &= ~(IDENT_EMPTY);
3623 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3624 o_ptr->pval = o_ptr->number * k_ptr->pval;
3625 /* We no longer think the item is empty */
3626 o_ptr->ident &= ~(IDENT_EMPTY);
3632 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3635 /* Combine / Reorder the pack (later) */
3636 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3638 p_ptr->window |= (PW_INVEN);
3641 p_ptr->au -= total_cost;
3648 * @brief 町間のテレポートを行うメインルーチン。
3649 * @return テレポート処理を決定したか否か
3651 bool tele_town(void)
3659 msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
3663 if (p_ptr->inside_arena || p_ptr->inside_battle)
3665 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3672 for (i = 1; i < max_towns; i++)
3676 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3678 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3685 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3691 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3701 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3702 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;
3706 for (y = 0; y < max_wild_y; y++)
3708 for (x = 0; x < max_wild_x; x++)
3710 if(wilderness[y][x].town == (i-'a'+1))
3712 p_ptr->wilderness_y = y;
3713 p_ptr->wilderness_x = x;
3718 p_ptr->leaving = TRUE;
3720 p_ptr->teleport_town = TRUE;
3726 * @brief 施設でモンスターの情報を知るメインルーチン / research_mon -KMW-
3727 * @return 常にTRUEを返す。
3728 * @todo 返り値が意味不明なので直した方が良いかもしれない。
3730 static bool research_mon(void)
3738 bool recall = FALSE;
3742 /* XTRA HACK WHATSEARCH */
3748 /* XTRA HACK REMEMBER_IDX */
3749 static int old_sym = '\0';
3750 static IDX old_i = 0;
3754 /* Get a character, or abort */
3755 if (!get_com(_("モンスターの文字を入力して下さい(記号 or ^A全,^Uユ,^N非ユ,^M名前):",
3756 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3765 /* Find that character info, and describe it */
3766 for (i = 0; ident_info[i]; ++i)
3768 if (sym == ident_info[i][0]) break;
3771 /* XTRA HACK WHATSEARCH */
3772 if (sym == KTRL('A'))
3775 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3777 else if (sym == KTRL('U'))
3780 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3782 else if (sym == KTRL('N'))
3785 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3787 else if (sym == KTRL('M'))
3790 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3799 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3801 else if (ident_info[i])
3803 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3807 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3810 /* Display the result */
3814 /* Allocate the "who" array */
3815 C_MAKE(who, max_r_idx, MONRACE_IDX);
3817 /* Collect matching monsters */
3818 for (n = 0, i = 1; i < max_r_idx; i++)
3820 monster_race *r_ptr = &r_info[i];
3823 if (!r_ptr->name) continue;
3825 /* XTRA HACK WHATSEARCH */
3826 /* Require non-unique monsters if needed */
3827 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3829 /* Require unique monsters if needed */
3830 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3838 for (xx = 0; temp[xx] && xx < 80; xx++)
3841 if (iskanji(temp[xx]))
3847 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3851 strcpy(temp2, r_name + r_ptr->E_name);
3853 strcpy(temp2, r_name + r_ptr->name);
3855 for (xx = 0; temp2[xx] && xx < 80; xx++)
3856 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3859 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3861 if (my_strstr(temp2, temp))
3865 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3868 /* Nothing to recall */
3871 /* Free the "who" array */
3872 C_KILL(who, max_r_idx, MONRACE_IDX);
3884 /* Sort if needed */
3887 /* Select the sort method */
3888 ang_sort_comp = ang_sort_comp_hook;
3889 ang_sort_swap = ang_sort_swap_hook;
3891 /* Sort the array */
3892 ang_sort(who, &why, n);
3896 /* Start at the end */
3897 /* XTRA HACK REMEMBER_IDX */
3898 if (old_sym == sym && old_i < n) i = old_i;
3903 /* Scan the monster memory */
3906 /* Extract a race */
3909 /* Hack -- Begin the prompt */
3912 /* Hack -- Complete the prompt */
3913 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3921 /*** Recall on screen ***/
3923 /* Get maximal info about this monster */
3924 lore_do_probe(r_idx);
3926 /* Save this monster ID */
3927 monster_race_track(r_idx);
3930 /* know every thing mode */
3931 screen_roff(r_idx, 0x01);
3934 /* XTRA HACK REMEMBER_IDX */
3942 /* Normal commands */
3943 if (query != 'r') break;
3950 if (query == ESCAPE) break;
3952 /* Move to "prev" monster */
3958 if (!expand_list) break;
3962 /* Move to "next" monster */
3968 if (!expand_list) break;
3974 /* Re-display the identity */
3975 /* prt(buf, 5, 5);*/
3977 /* Free the "who" array */
3978 C_KILL(who, max_r_idx, MONRACE_IDX);
3983 return (!notpicked);
3988 * @brief 施設の処理実行メインルーチン / Execute a building command
3989 * @param bldg 施設構造体の参照ポインタ
3990 * @param i 実行したい施設のサービステーブルの添字
3993 static void bldg_process_command(building_type *bldg, int i)
3995 BACT_IDX bact = bldg->actions[i];
4003 bcost = bldg->member_costs[i];
4005 bcost = bldg->other_costs[i];
4007 /* action restrictions */
4008 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4009 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4011 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4015 /* check gold (HACK - Recharge uses variable costs) */
4016 if ((bact != BACT_RECHARGE) &&
4017 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4018 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4020 msg_print(_("お金が足りません!", "You do not have the gold!"));
4029 case BACT_RESEARCH_ITEM:
4030 paid = identify_fully(FALSE);
4032 case BACT_TOWN_HISTORY:
4035 case BACT_RACE_LEGENDS:
4041 case BACT_KING_LEGENDS:
4042 case BACT_ARENA_LEGENDS:
4047 case BACT_ARENA_RULES:
4051 case BACT_IN_BETWEEN:
4053 case BACT_SPIN_WHEEL:
4054 case BACT_DICE_SLOTS:
4055 case BACT_GAMBLE_RULES:
4062 paid = inn_comm(bact);
4064 case BACT_RESEARCH_MONSTER:
4065 paid = research_mon();
4067 case BACT_COMPARE_WEAPONS:
4069 bcost = compare_weapons(bcost);
4071 case BACT_ENCHANT_WEAPON:
4072 item_tester_hook = object_allow_enchant_melee_weapon;
4073 enchant_item(bcost, 1, 1, 0);
4075 case BACT_ENCHANT_ARMOR:
4076 item_tester_hook = object_is_armour;
4077 enchant_item(bcost, 0, 0, 1);
4080 building_recharge();
4082 case BACT_RECHARGE_ALL:
4083 building_recharge_all();
4085 case BACT_IDENTS: /* needs work */
4086 if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
4088 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4091 case BACT_IDENT_ONE: /* needs work */
4092 paid = ident_spell(FALSE);
4097 case BACT_HEALING: /* needs work */
4098 paid = cure_critical_wounds(200);
4100 case BACT_RESTORE: /* needs work */
4101 paid = restore_all_status();
4103 case BACT_ENCHANT_ARROWS:
4104 item_tester_hook = item_tester_hook_ammo;
4105 enchant_item(bcost, 1, 1, 0);
4107 case BACT_ENCHANT_BOW:
4108 item_tester_tval = TV_BOW;
4109 enchant_item(bcost, 1, 1, 0);
4113 if (recall_player(p_ptr, 1)) paid = TRUE;
4116 case BACT_TELEPORT_LEVEL:
4118 paid = free_level_recall(p_ptr);
4121 case BACT_LOSE_MUTATION:
4122 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4123 (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4125 while(!lose_mutation(0));
4130 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4139 case BACT_TSUCHINOKO:
4156 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4157 set_virtue(V_COMPASSION, 0);
4158 set_virtue(V_HONOUR, 0);
4159 set_virtue(V_JUSTICE, 0);
4160 set_virtue(V_SACRIFICE, 0);
4161 set_virtue(V_KNOWLEDGE, 0);
4162 set_virtue(V_FAITH, 0);
4163 set_virtue(V_ENLIGHTEN, 0);
4164 set_virtue(V_ENCHANT, 0);
4165 set_virtue(V_CHANCE, 0);
4166 set_virtue(V_NATURE, 0);
4167 set_virtue(V_HARMONY, 0);
4168 set_virtue(V_VITALITY, 0);
4169 set_virtue(V_UNLIFE, 0);
4170 set_virtue(V_PATIENCE, 0);
4171 set_virtue(V_TEMPERANCE, 0);
4172 set_virtue(V_DILIGENCE, 0);
4173 set_virtue(V_VALOUR, 0);
4174 set_virtue(V_INDIVIDUALISM, 0);
4179 case BACT_TELE_TOWN:
4184 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4187 case BACT_BROKEN_WEAPON:
4189 bcost = repair_broken_weapon(bcost);
4200 * @brief クエスト入り口にプレイヤーが乗った際の処理 / Do building commands
4203 void do_cmd_quest(void)
4205 if(p_ptr->wild_mode) return;
4207 p_ptr->energy_use = 100;
4209 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4211 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4216 msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
4217 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4218 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4219 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4221 /* Player enters a new quest */
4225 leave_quest_check();
4227 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4228 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4230 p_ptr->leaving = TRUE;
4236 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4239 void do_cmd_bldg(void)
4244 building_type *bldg;
4246 if(p_ptr->wild_mode) return;
4248 p_ptr->energy_use = 100;
4250 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4252 msg_print(_("ここには建物はない。", "You see no building here."));
4256 which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4258 bldg = &building[which];
4260 /* Don't re-init the wilderness */
4261 reinit_wilderness = FALSE;
4263 if ((which == 2) && (p_ptr->arena_number < 0))
4265 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4268 else if ((which == 2) && p_ptr->inside_arena)
4270 if (!p_ptr->exit_bldg && m_cnt > 0)
4272 prt(_("ゲートは閉まっている。モンスターがあなたを待っている!", "The gates are closed. The monster awaits!"), 0, 0);
4276 /* Don't save the arena as saved floor */
4277 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4279 p_ptr->inside_arena = FALSE;
4280 p_ptr->leaving = TRUE;
4282 /* Re-enter the arena */
4283 command_new = SPECIAL_KEY_BUILDING;
4285 /* No energy needed to re-enter the arena */
4286 p_ptr->energy_use = 0;
4291 else if (p_ptr->inside_battle)
4293 /* Don't save the arena as saved floor */
4294 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4296 p_ptr->leaving = TRUE;
4297 p_ptr->inside_battle = FALSE;
4299 /* Re-enter the monster arena */
4300 command_new = SPECIAL_KEY_BUILDING;
4302 /* No energy needed to re-enter the arena */
4303 p_ptr->energy_use = 0;
4309 p_ptr->oldpy = p_ptr->y;
4310 p_ptr->oldpx = p_ptr->x;
4316 /* Hack -- Increase "icky" depth */
4323 show_building(bldg);
4326 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4333 building_prt_gold();
4337 if (command == ESCAPE)
4340 p_ptr->inside_arena = FALSE;
4341 p_ptr->inside_battle = FALSE;
4345 for (i = 0; i < 8; i++)
4347 if (bldg->letters[i])
4349 if (bldg->letters[i] == command)
4357 if(validcmd) bldg_process_command(bldg, i);
4362 select_floor_music();
4367 /* Reinit wilderness to activate quests ... */
4368 if (reinit_wilderness)
4370 p_ptr->leaving = TRUE;
4373 /* Hack -- Decrease "icky" depth */
4378 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4379 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4380 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4385 * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4387 static cptr find_quest[] =
4389 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4390 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4391 _("メッセージを見つけた:", "There is a sign saying"),
4392 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4393 _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4398 * @brief クエストの導入メッセージを表示する / Discover quest
4399 * @param q_idx 開始されたクエストのID
4401 void quest_discovery(QUEST_IDX q_idx)
4403 quest_type *q_ptr = &quest[q_idx];
4404 monster_race *r_ptr = &r_info[q_ptr->r_idx];
4405 MONSTER_NUMBER q_num = q_ptr->max_num;
4406 GAME_TEXT name[MAX_NLEN];
4408 /* No quest index */
4411 strcpy(name, (r_name + r_ptr->name));
4413 msg_print(find_quest[rand_range(0, 4)]);
4420 /* Hack -- "unique" monsters must be "unique" */
4421 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
4423 msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4424 /* The unique is already dead */
4425 quest[q_idx].status = QUEST_STATUS_FINISHED;
4428 q_ptr->comptime = playtime;
4432 msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4437 /* Normal monsters */
4441 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4448 * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4449 * / Hack -- Check if a level is a "quest" level
4450 * @param level 検索対象になる階
4451 * @return クエストIDを返す。該当がない場合0を返す。
4453 QUEST_IDX quest_number(DEPTH level)
4458 if (p_ptr->inside_quest)
4459 return (p_ptr->inside_quest);
4461 for (i = 0; i < max_q_idx; i++)
4463 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4465 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4466 !(quest[i].flags & QUEST_FLAG_PRESET) &&
4467 (quest[i].level == level) &&
4468 (quest[i].dungeon == dungeon_type))
4472 /* Check for random quest */
4473 return (random_quest_number(level));
4477 * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4478 * @param level 検索対象になる階
4479 * @return クエストIDを返す。該当がない場合0を返す。
4481 QUEST_IDX random_quest_number(DEPTH level)
4485 if (dungeon_type != DUNGEON_ANGBAND) return 0;
4487 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4489 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4490 (quest[i].status == QUEST_STATUS_TAKEN) &&
4491 (quest[i].level == level) &&
4492 (quest[i].dungeon == DUNGEON_ANGBAND))