3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
9 Rewritten for Kangband 2.8.3i using Kamband's version of\n
10 bldg.c as written by Ivan Tkatchev\n
12 Changed for ZAngband by Robert Ruehlmann\n
19 * ループ中で / hack as in leave_store in store.c
21 static bool leave_bldg = FALSE;
24 * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
25 * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
26 * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
27 * @param bldg 施設構造体の参照ポインタ
28 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
30 static bool is_owner(building_type *bldg)
32 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
37 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
42 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
52 * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
54 * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
55 * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
56 * @param bldg 施設構造体の参照ポインタ
57 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
58 * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
60 static bool is_member(building_type *bldg)
62 if (bldg->member_class[p_ptr->pclass])
67 if (bldg->member_race[p_ptr->prace])
72 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
79 if (p_ptr->pclass == CLASS_SORCERER)
83 for (i = 0; i < MAX_MAGIC; i++)
85 if (bldg->member_realm[i+1]) OK = TRUE;
93 * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94 * @details 消去は行毎にヌル文字列で行われる。
95 * @param min_row 開始行番号
96 * @param max_row 末尾行番号
99 static void clear_bldg(int min_row, int max_row)
103 for (i = min_row; i <= max_row; i++)
111 static void building_prt_gold(void)
114 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116 prt(tmp_str, 23, 68);
120 * @brief 施設のサービス一覧を表示する / Display a building.
121 * @param bldg 施設構造体の参照ポインタ
124 static void show_building(building_type* bldg)
132 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
136 for (i = 0; i < 8; i++)
138 if (bldg->letters[i])
140 if (bldg->action_restr[i] == 0)
142 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
145 action_color = TERM_WHITE;
148 else if (is_owner(bldg))
150 action_color = TERM_YELLOW;
151 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
155 action_color = TERM_YELLOW;
156 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
158 else if (bldg->action_restr[i] == 1)
160 if (!is_member(bldg))
162 action_color = TERM_L_DARK;
163 strcpy(buff, _("(閉店)", "(closed)"));
165 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166 (is_member(bldg) && (bldg->other_costs[i] == 0)))
168 action_color = TERM_WHITE;
171 else if (is_owner(bldg))
173 action_color = TERM_YELLOW;
174 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
178 action_color = TERM_YELLOW;
179 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
186 action_color = TERM_L_DARK;
187 strcpy(buff, _("(閉店)", "(closed)"));
189 else if (bldg->member_costs[i] != 0)
191 action_color = TERM_YELLOW;
192 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
196 action_color = TERM_WHITE;
201 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
205 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
209 * @brief 闘技場に入るコマンドの処理 / arena commands
210 * @param cmd 闘技場処理のID
213 static void arena_comm(int cmd)
222 if (p_ptr->arena_number == MAX_ARENA_MONS)
225 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
226 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations! You have defeated all before you."), 7, 0);
227 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
231 p_ptr->au += 1000000L;
232 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
234 p_ptr->arena_number++;
236 else if (p_ptr->arena_number > MAX_ARENA_MONS)
238 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
240 msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
242 if (get_check(_("挑戦するかね?", "Do you fight? ")))
244 msg_print(_("死ぬがよい。", "Die, maggots."));
247 p_ptr->exit_bldg = FALSE;
250 /* Save the surface floor as saved floor */
251 prepare_change_floor_mode(CFM_SAVE_FLOORS);
253 p_ptr->inside_arena = TRUE;
254 p_ptr->leaving = TRUE;
259 msg_print(_("残念だ。", "We are disappointed."));
264 msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
265 "You enter the arena briefly and bask in your glory."));
269 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
271 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
272 "You don't have permission to enter with pet."));
277 p_ptr->exit_bldg = FALSE;
280 /* Save the surface floor as saved floor */
281 prepare_change_floor_mode(CFM_SAVE_FLOORS);
283 p_ptr->inside_arena = TRUE;
284 p_ptr->leaving = TRUE;
289 if (p_ptr->arena_number == MAX_ARENA_MONS)
290 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
291 "You are victorious. Enter the arena for the ceremony."));
293 else if (p_ptr->arena_number > MAX_ARENA_MONS)
295 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
299 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300 name = (r_name + r_ptr->name);
301 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
303 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304 p_ptr->window |= (PW_MONSTER);
309 case BACT_ARENA_RULES:
314 /* Peruse the arena help file */
315 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
325 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
326 * @param row シンボルを表示する行の上端
327 * @param col シンボルを表示する行の左端
328 * @param fruit 表示するシンボルID
331 static void display_fruit(int row, int col, int fruit)
336 c_put_str(TERM_YELLOW, " ####.", row, col);
337 c_put_str(TERM_YELLOW, " # #", row + 1, col);
338 c_put_str(TERM_YELLOW, " # #", row + 2, col);
339 c_put_str(TERM_YELLOW, "# #", row + 3, col);
340 c_put_str(TERM_YELLOW, "# #", row + 4, col);
341 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
342 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
343 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
345 " Lemon "), row + 8, col);
348 c_put_str(TERM_ORANGE, " ## ", row, col);
349 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
350 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
351 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
352 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
353 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
354 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
355 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
357 " Orange "), row + 8, col);
360 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
361 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
362 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
363 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
364 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
365 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
366 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
367 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
368 prt( _(" 剣 ", " Sword ") , row + 8, col);
371 c_put_str(TERM_SLATE, " ###### ", row, col);
372 c_put_str(TERM_SLATE, "# #", row + 1, col);
373 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
374 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
375 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
376 c_put_str(TERM_SLATE, " # # ", row + 5, col);
377 c_put_str(TERM_SLATE, " # # ", row + 6, col);
378 c_put_str(TERM_SLATE, " ## ", row + 7, col);
380 " Shield "), row + 8, col);
383 c_put_str(TERM_VIOLET, " ## ", row, col);
384 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
385 c_put_str(TERM_VIOLET, "########", row + 2, col);
386 c_put_str(TERM_VIOLET, "########", row + 3, col);
387 c_put_str(TERM_VIOLET, "########", row + 4, col);
388 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
389 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
390 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
392 " Plum "), row + 8, col);
395 c_put_str(TERM_RED, " ##", row, col);
396 c_put_str(TERM_RED, " ### ", row + 1, col);
397 c_put_str(TERM_RED, " #..# ", row + 2, col);
398 c_put_str(TERM_RED, " #..# ", row + 3, col);
399 c_put_str(TERM_RED, " ###### ", row + 4, col);
400 c_put_str(TERM_RED, "#..##..#", row + 5, col);
401 c_put_str(TERM_RED, "#..##..#", row + 6, col);
402 c_put_str(TERM_RED, " ## ## ", row + 7, col);
404 " Cherry "), row + 8, col);
410 * kpoker no (tyuto-hannpa na)pakuri desu...
411 * joker ha shineru node haitte masen.
413 * TODO: donataka! tsukutte!
414 * - agatta yaku no kiroku (like DQ).
415 * - kakkoii card no e.
416 * - sousa-sei no koujyo.
417 * - code wo wakariyasuku.
419 * - Joker... -- done.
422 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
425 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
426 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
427 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
429 static int cards[5]; /*!< ポーカーの現在の手札ID */
436 static void reset_deck(int deck[])
439 for (i = 0; i < 53; i++) deck[i] = i;
442 for (i = 0; i < 53; i++){
443 int tmp1 = randint0(53 - i) + i;
445 deck[i] = deck[tmp1];
451 * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
452 * @return ジョーカーを持っているか。
454 static bool have_joker(void)
458 for (i = 0; i < 5; i++){
459 if(IS_JOKER(cards[i])) return TRUE;
465 * @brief ポーカーの手札に該当の番号の札があるかを返す。
466 * @param num 探したいカードの番号。
467 * @return 該当の番号が手札にあるか。
469 static bool find_card_num(int num)
472 for (i = 0; i < 5; i++)
473 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
478 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
481 static bool yaku_check_flush(void)
484 bool joker_is_used = FALSE;
486 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
487 for (i = 0; i < 5; i++){
488 if (SUIT_OF(cards[i]) != suit){
489 if(have_joker() && !joker_is_used)
490 joker_is_used = TRUE;
500 * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
501 * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
503 static int yaku_check_straight(void)
506 bool joker_is_used = FALSE;
507 bool straight = FALSE;
510 for (i = 0; i < 5; i++)
512 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
513 lowest = NUM_OF(cards[i]);
516 /* Check Royal Straight Flush */
517 if (yaku_check_flush())
520 for (i = 0; i < 4; i++)
522 if (!find_card_num(9 + i)){
523 if( have_joker() && !joker_is_used )
524 joker_is_used = TRUE;
529 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
532 for (i = 0; i < 3; i++)
534 if (!find_card_num(10 + i))
537 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
541 joker_is_used = FALSE;
543 /* Straight Only Check */
545 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
546 for (i = 0; i < 4; i++)
548 if (!find_card_num(9 + i)) {
549 if (have_joker() && !joker_is_used)
550 joker_is_used = TRUE;
555 if(i == 4) straight = TRUE;
558 joker_is_used = FALSE;
560 for (i = 0; i < 5; i++)
562 if(!find_card_num(lowest + i)){
563 if( have_joker() && !joker_is_used )
564 joker_is_used = TRUE;
569 if(i == 5) straight = TRUE;
571 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
572 else if(straight) return 1; /* Only Straight */
577 * @brief ポーカーのペア役の状態を返す。
578 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
580 static int yaku_check_pair(void)
582 int i, i2, matching = 0;
584 for (i = 0; i < 5; i++)
586 for (i2 = i+1; i2 < 5; i2++)
588 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
589 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
620 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
621 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
622 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
623 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
624 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
625 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
626 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
627 #define ODDS_ST 4 /*!< ストレートの役倍率 */
628 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
629 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
632 * @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。
635 static int yaku_check(void)
639 switch(yaku_check_straight()){
641 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
644 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
647 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
650 /* Not straight -- fall through */
654 if (yaku_check_flush())
656 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
660 switch (yaku_check_pair())
663 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
666 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
669 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
672 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
675 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
678 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
680 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
685 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
695 * @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。
696 * @param hoge カーソルの現在位置
697 * @param kaeruka カードの捨てる/残すフラグ配列
700 static void display_kaeruka(int hoge, int kaeruka[])
703 char col = TERM_WHITE;
704 for (i = 0; i < 5; i++)
706 if (i == hoge) col = TERM_YELLOW;
707 else if(kaeruka[i]) col = TERM_WHITE;
708 else col = TERM_L_BLUE;
711 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
713 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
715 if (hoge > 4) col = TERM_YELLOW;
716 else col = TERM_WHITE;
717 c_put_str(col, _("決定", "Sure"), 16, 38);
719 /* Hilite current option */
720 if (hoge < 5) move_cursor(14, 5+hoge*16);
721 else move_cursor(16, 38);
725 * @brief ポーカーの手札を表示する。
728 static void display_cards(void)
731 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
733 cptr suit[4] = {"★", "●", "¶", "†"};
734 cptr card_grph[13][7] = {{"A %s ",
825 cptr joker_grph[7] = { " ",
835 cptr suit[4] = {"[]", "qp", "<>", "db"};
836 cptr card_grph[13][7] = {{"A %s ",
927 cptr joker_grph[7] = { " ",
936 for (i = 0; i < 5; i++)
938 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
941 for (i = 0; i < 5; i++)
943 for (j = 0; j < 7; j++)
945 prt(_("┃", " |"), j+6, i*16);
946 if(IS_JOKER(cards[i]))
947 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
949 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);
950 prt(_("┃", "| "), j+6, i*16+14);
953 for (i = 0; i < 5; i++)
955 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
960 * @brief ポーカーの1プレイルーチン。
963 static int do_poker(void)
967 int deck[53]; /* yamafuda : 0...52 */
969 int kaeruka[5]; /* 0:kaenai 1:kaeru */
977 for (i = 0; i < 5; i++)
979 cards[i] = deck[deck_ptr++];
980 kaeruka[i] = 0; /* default:nokosu */
1000 /* debug:Four Cards */
1002 cards[1] = 0 + 13 * 1;
1003 cards[2] = 0 + 13 * 2;
1004 cards[3] = 0 + 13 * 3;
1008 /* debug:Straight1 */
1016 /* debug:Straight2 */
1020 cards[3] = 11 + 13 * 2;
1024 /* debug:Straight3 */
1028 cards[3] = 11 + 13 * 2;
1032 /* debug:Straight4 */
1036 cards[3] = 11 + 13 * 2;
1040 /* debug:Straight5 */
1048 /* debug:Five Card1 */
1056 /* debug:Five Card2 */
1072 /* suteruno wo kimeru */
1073 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);
1080 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1085 case '6': case 'l': case 'L': case KTRL('F'):
1086 if (!kettei) k = (k+1)%5;
1087 else {k = 0;kettei = FALSE;}
1090 case '4': case 'h': case 'H': case KTRL('B'):
1091 if (!kettei) k = (k+4)%5;
1092 else {k = 4;kettei = FALSE;}
1095 case '2': case 'j': case 'J': case KTRL('N'):
1096 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1098 case '8': case 'k': case 'K': case KTRL('P'):
1099 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1101 case ' ': case '\r':
1102 if (kettei) done = TRUE;
1103 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1112 for (i = 0; i < 5; i++)
1113 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1117 return yaku_check();
1122 /* end of poker codes --Koka */
1125 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1126 * @param cmd プレイするゲームID
1129 static bool gamble_comm(int cmd)
1132 int roll1, roll2, roll3, choice, odds, win;
1137 char out_val[160], tmp_str[80], again;
1142 if (cmd == BACT_GAMBLE_RULES)
1144 /* Peruse the gambling help file */
1145 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1152 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1153 "Hey! You don't have gold - get out of here!"));
1161 maxbet = p_ptr->lev * 200;
1163 /* We can't bet more than we have */
1164 maxbet = MIN(maxbet, p_ptr->au);
1167 strcpy(out_val, "");
1168 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1172 * Use get_string() because we may need more than
1173 * the s16b value returned by get_quantity().
1175 if (get_string(tmp_str, out_val, 32))
1178 for (p = out_val; *p == ' '; p++);
1183 if (wager > p_ptr->au)
1185 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!"));
1190 else if (wager > maxbet)
1192 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1193 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1198 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1204 oldgold = p_ptr->au;
1206 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1207 prt(tmp_str, 20, 2);
1208 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1209 prt(tmp_str, 21, 2);
1216 case BACT_IN_BETWEEN: /* Game of In-Between */
1217 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1221 roll1 = randint1(10);
1222 roll2 = randint1(10);
1223 choice = randint1(10);
1224 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1227 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1229 prt(tmp_str, 11, 14);
1230 if (((choice > roll1) && (choice < roll2)) ||
1231 ((choice < roll1) && (choice > roll2)))
1234 case BACT_CRAPS: /* Game of Craps */
1235 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1239 roll1 = randint1(6);
1240 roll2 = randint1(6);
1241 roll3 = roll1 + roll2;
1243 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1244 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1246 if ((roll3 == 7) || (roll3 == 11))
1248 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1253 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"));
1256 roll1 = randint1(6);
1257 roll2 = randint1(6);
1258 roll3 = roll1 + roll2;
1259 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1260 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1262 if (roll3 == choice)
1264 else if (roll3 == 7)
1266 } while ((win != TRUE) && (win != FALSE));
1269 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1272 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1274 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1275 prt("--------------------------------", 8, 3);
1276 strcpy(out_val, "");
1277 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1279 for (p = out_val; iswspace(*p); p++);
1283 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1286 else if (choice > 9)
1288 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1292 roll1 = randint0(10);
1293 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1294 "The wheel spins to a stop and the winner is %d"), roll1);
1295 prt(tmp_str, 13, 3);
1297 prt("*", 9, (3 * roll1 + 5));
1298 if (roll1 == choice)
1302 case BACT_DICE_SLOTS: /* The Dice Slots */
1303 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1304 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1305 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1306 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1307 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1308 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1309 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1310 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1313 roll1 = randint1(21);
1323 roll2 = randint1(21);
1333 choice = randint1(21);
1343 put_str("/--------------------------\\", 7, 2);
1344 prt("\\--------------------------/", 17, 2);
1345 display_fruit(8, 3, roll1 - 1);
1346 display_fruit(8, 12, roll2 - 1);
1347 display_fruit(8, 21, choice - 1);
1348 if ((roll1 == roll2) && (roll2 == choice))
1367 else if ((roll1 == 1) && (roll2 == 1))
1376 if (odds) win = TRUE;
1382 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1384 p_ptr->au += odds * wager;
1385 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1387 prt(tmp_str, 17, 37);
1391 prt(_("あなたの負け", "You Lost"), 16, 37);
1394 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1396 prt(tmp_str, 22, 2);
1397 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1399 move_cursor(18, 52);
1404 if (wager > p_ptr->au)
1406 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1407 "Hey! You don't have the gold - get out of here!"));
1413 } while ((again == 'y') || (again == 'Y'));
1416 if (p_ptr->au >= oldgold)
1418 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!」",
1419 "You came out a winner! We'll win next time, I'm sure."));
1420 chg_virtue(V_CHANCE, 3);
1424 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."));
1425 chg_virtue(V_CHANCE, -3);
1435 * @brief モンスター闘技場に参加できるモンスターの判定
1436 * @param r_idx モンスターID
1437 * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1438 * 自爆以外のなんらかのHP攻撃手段を持っていること。
1441 static bool vault_aux_battle(int r_idx)
1446 monster_race *r_ptr = &r_info[r_idx];
1448 /* Decline town monsters */
1449 /* if (!mon_hook_dungeon(r_idx)) return FALSE; */
1451 /* Decline unique monsters */
1452 /* if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1453 /* if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1455 if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1456 if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1457 if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1458 if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1459 if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1461 for (i = 0; i < 4; i++)
1463 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1464 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1466 if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1473 * @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。
1476 void battle_monsters(void)
1483 bool old_inside_battle = p_ptr->inside_battle;
1485 for (i = 0; i < max_d_idx; i++)
1486 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1488 mon_level = randint1(MIN(max_dl, 122))+5;
1489 if (randint0(100) < 60)
1491 i = randint1(MIN(max_dl, 122))+5;
1492 mon_level = MAX(i, mon_level);
1494 if (randint0(100) < 30)
1496 i = randint1(MIN(max_dl, 122))+5;
1497 mon_level = MAX(i, mon_level);
1509 get_mon_num_prep(vault_aux_battle, NULL);
1510 p_ptr->inside_battle = TRUE;
1511 r_idx = get_mon_num(mon_level);
1512 p_ptr->inside_battle = old_inside_battle;
1513 if (!r_idx) continue;
1515 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1517 if ((r_info[r_idx].level + 10) > mon_level) continue;
1520 for (j = 0; j < i; j++)
1521 if(r_idx == battle_mon[j]) break;
1526 battle_mon[i] = r_idx;
1527 if (r_info[r_idx].level < 45) tekitou = TRUE;
1532 monster_race *r_ptr = &r_info[battle_mon[i]];
1533 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1535 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1536 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1538 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1539 power[i] = power[i] * (100 + r_ptr->level) / 100;
1540 if (r_ptr->speed > 110)
1541 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1542 if (r_ptr->speed < 110)
1543 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1545 power[i] = power[i] * (num_taisei*2+5) / 10;
1546 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1547 power[i] = power[i] * 4 / 3;
1548 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1549 power[i] = power[i] * 4 / 3;
1550 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1551 power[i] = power[i] * 11 / 10;
1552 if (r_ptr->flags1 & RF1_RAND_25)
1553 power[i] = power[i] * 9 / 10;
1554 if (r_ptr->flags1 & RF1_RAND_50)
1555 power[i] = power[i] * 9 / 10;
1556 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1557 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1564 power[i] = total*60/power[i];
1565 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1566 if ((power[i] < 160) && randint0(20)) break;
1567 if (power[i] < 101) power[i] = 100 + randint1(5);
1568 mon_odds[i] = power[i];
1575 * @brief モンスター闘技場のメインルーチン
1576 * @return 賭けを開始したか否か
1578 static bool kakutoujou(void)
1582 char out_val[160], tmp_str[80];
1585 if ((turn - old_battle) > TURNS_PER_TICK*250)
1596 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!"));
1608 "Monsters Odds"), 4, 4);
1612 monster_race *r_ptr = &r_info[battle_mon[i]];
1614 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1615 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1616 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1617 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1620 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1630 if (i >= '1' && i <= '4')
1632 sel_monster = i-'1';
1633 battle_odds = mon_odds[sel_monster];
1641 if (i !=sel_monster) clear_bldg(i+5,i+5);
1643 maxbet = p_ptr->lev * 200;
1645 /* We can't bet more than we have */
1646 maxbet = MIN(maxbet, p_ptr->au);
1649 strcpy(out_val, "");
1650 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1652 * Use get_string() because we may need more than
1653 * the s16b value returned by get_quantity().
1655 if (get_string(tmp_str, out_val, 32))
1658 for (p = out_val; *p == ' '; p++);
1663 if (wager > p_ptr->au)
1665 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!"));
1671 else if (wager > maxbet)
1673 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);
1679 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1683 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1688 /* Save the surface floor as saved floor */
1689 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1691 p_ptr->inside_battle = TRUE;
1692 p_ptr->leaving = TRUE;
1706 * @brief 本日の賞金首情報を表示する。
1709 static void today_target(void)
1712 monster_race *r_ptr = &r_info[today_mon];
1715 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1716 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1717 c_put_str(TERM_YELLOW, buf, 6, 10);
1718 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"),r_ptr->level * 50 + 100);
1720 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
1722 p_ptr->today_mon = today_mon;
1726 * @brief ツチノコの賞金首情報を表示する。
1729 static void tsuchinoko(void)
1732 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1733 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);
1734 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1735 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1736 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1740 * @brief 通常の賞金首情報を表示する。
1743 static void shoukinkubi(void)
1749 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);
1750 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1752 for (i = 0; i < MAX_KUBI; i++)
1756 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1758 if (kubi_r_idx[i] > 10000)
1761 done_mark = _("(済)", "(done)");
1769 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1772 if (!y && (i < MAX_KUBI -1))
1774 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1785 * 賞金首の報酬テーブル / List of prize object
1788 s16b tval; /*!< ベースアイテムのメイン種別ID */
1789 s16b sval; /*!< ベースアイテムのサブ種別ID */
1790 } prize_list[MAX_KUBI] =
1792 {TV_POTION, SV_POTION_CURING},
1793 {TV_POTION, SV_POTION_SPEED},
1794 {TV_POTION, SV_POTION_SPEED},
1795 {TV_POTION, SV_POTION_RESISTANCE},
1796 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1798 {TV_POTION, SV_POTION_HEALING},
1799 {TV_POTION, SV_POTION_RESTORE_MANA},
1800 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1801 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1802 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1804 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1805 {TV_POTION, SV_POTION_STAR_HEALING},
1806 {TV_POTION, SV_POTION_STAR_HEALING},
1807 {TV_POTION, SV_POTION_NEW_LIFE},
1808 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1810 {TV_POTION, SV_POTION_LIFE},
1811 {TV_POTION, SV_POTION_LIFE},
1812 {TV_POTION, SV_POTION_AUGMENTATION},
1813 {TV_POTION, SV_POTION_INVULNERABILITY},
1814 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1818 * @brief 賞金首の引き換え処理 / Get prize
1819 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1821 static bool kankin(void)
1824 bool change = FALSE;
1825 char o_name[MAX_NLEN];
1828 /* Loop for inventory and right/left arm */
1829 for (i = 0; i <= INVEN_LARM; i++)
1831 o_ptr = &inventory[i];
1833 /* Living Tsuchinoko worthes $1000000 */
1834 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1836 char buf[MAX_NLEN+20];
1837 object_desc(o_name, o_ptr, 0);
1838 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1841 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1842 p_ptr->au += 1000000L * o_ptr->number;
1843 p_ptr->redraw |= (PR_GOLD);
1844 inven_item_increase(i, -o_ptr->number);
1845 inven_item_describe(i);
1846 inven_item_optimize(i);
1852 for (i = 0; i < INVEN_PACK; i++)
1854 o_ptr = &inventory[i];
1856 /* Corpse of Tsuchinoko worthes $200000 */
1857 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1859 char buf[MAX_NLEN+20];
1860 object_desc(o_name, o_ptr, 0);
1861 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1864 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1865 p_ptr->au += 200000L * o_ptr->number;
1866 p_ptr->redraw |= (PR_GOLD);
1867 inven_item_increase(i, -o_ptr->number);
1868 inven_item_describe(i);
1869 inven_item_optimize(i);
1875 for (i = 0; i < INVEN_PACK; i++)
1877 o_ptr = &inventory[i];
1879 /* Bones of Tsuchinoko worthes $100000 */
1880 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1882 char buf[MAX_NLEN+20];
1883 object_desc(o_name, o_ptr, 0);
1884 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1887 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1888 p_ptr->au += 100000L * o_ptr->number;
1889 p_ptr->redraw |= (PR_GOLD);
1890 inven_item_increase(i, -o_ptr->number);
1891 inven_item_describe(i);
1892 inven_item_optimize(i);
1898 for (i = 0; i < INVEN_PACK; i++)
1900 o_ptr = &inventory[i];
1901 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)))
1903 char buf[MAX_NLEN+20];
1904 object_desc(o_name, o_ptr, 0);
1905 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1908 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1909 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1910 p_ptr->redraw |= (PR_GOLD);
1911 inven_item_increase(i, -o_ptr->number);
1912 inven_item_describe(i);
1913 inven_item_optimize(i);
1919 for (i = 0; i < INVEN_PACK; i++)
1921 o_ptr = &inventory[i];
1923 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1925 char buf[MAX_NLEN+20];
1926 object_desc(o_name, o_ptr, 0);
1927 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1930 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1931 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1932 p_ptr->redraw |= (PR_GOLD);
1933 inven_item_increase(i, -o_ptr->number);
1934 inven_item_describe(i);
1935 inven_item_optimize(i);
1941 for (j = 0; j < MAX_KUBI; j++)
1943 /* Need reverse order --- Positions will be changed in the loop */
1944 for (i = INVEN_PACK-1; i >= 0; i--)
1946 o_ptr = &inventory[i];
1947 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1949 char buf[MAX_NLEN+20];
1950 int num, k, item_new;
1953 object_desc(o_name, o_ptr, 0);
1954 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1955 if (!get_check(buf)) continue;
1957 #if 0 /* Obsoleted */
1958 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);
1959 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1960 p_ptr->redraw |= (PR_GOLD);
1961 inven_item_increase(i, -o_ptr->number);
1962 inven_item_describe(i);
1963 inven_item_optimize(i);
1964 chg_virtue(V_JUSTICE, 5);
1965 kubi_r_idx[j] += 10000;
1968 #endif /* Obsoleted */
1971 inven_item_increase(i, -o_ptr->number);
1972 inven_item_describe(i);
1973 inven_item_optimize(i);
1975 chg_virtue(V_JUSTICE, 5);
1976 kubi_r_idx[j] += 10000;
1978 /* Count number of unique corpses already handed */
1979 for (num = 0, k = 0; k < MAX_KUBI; k++)
1981 if (kubi_r_idx[k] >= 10000) num++;
1983 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" : ""));
1985 /* Prepare to make a prize */
1986 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1987 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1989 /* Identify it fully */
1990 object_aware(&forge);
1991 object_known(&forge);
1994 * Hand it --- Assume there is an empty slot.
1995 * Since a corpse is handed at first,
1996 * there is at least one empty slot.
1998 item_new = inven_carry(&forge);
2000 /* Describe the object */
2001 object_desc(o_name, &forge, 0);
2002 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2004 /* Auto-inscription */
2005 autopick_alter_item(item_new, FALSE);
2017 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."));
2025 * @brief 悪夢の元凶となるモンスターかどうかを返す。
2026 * @param r_idx 判定対象となるモンスターのID
2027 * @return 悪夢の元凶となり得るか否か。
2029 bool get_nightmare(int r_idx)
2031 monster_race *r_ptr = &r_info[r_idx];
2033 /* Require eldritch horrors */
2034 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2036 /* Require high level */
2037 if (r_ptr->level <= p_ptr->lev) return (FALSE);
2039 /* Accept this monster */
2044 * @brief 宿屋の利用サブルーチン
2045 * @details inn commands\n
2046 * Note that resting for the night was a perfect way to avoid player\n
2047 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2048 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2049 * will not be that useful. I will keep it in the hopes the player\n
2050 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2051 * Resting at night is also a quick way to restock stores -KMW-\n
2052 * @param cmd 宿屋の利用施設ID
2053 * @return 施設の利用が実際に行われたか否か。
2055 static bool inn_comm(int cmd)
2059 case BACT_FOOD: /* Buy food & drink */
2060 if (p_ptr->food >= PY_FOOD_FULL)
2062 msg_print(_("今は満腹だ。", "You are full now."));
2065 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."));
2066 (void)set_food(PY_FOOD_MAX - 1);
2069 case BACT_REST: /* Rest for the night */
2070 if ((p_ptr->poisoned) || (p_ptr->cut))
2072 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."));
2074 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."));
2078 s32b oldturn = turn;
2079 int prev_day, prev_hour, prev_min;
2081 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2082 if ((prev_hour >= 6) && (prev_hour <= 17))
2083 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2085 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2087 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2088 if (dungeon_turn < dungeon_turn_limit)
2090 dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2091 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2094 prevent_turn_overflow();
2096 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2097 p_ptr->chp = p_ptr->mhp;
2099 if (ironman_nightmare)
2101 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."));
2103 /* Have some nightmares */
2106 sanity_blast(NULL, FALSE);
2107 if (!one_in_(3)) break;
2110 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2111 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."));
2118 p_ptr->chp = p_ptr->mhp;
2119 p_ptr->csp = p_ptr->msp;
2120 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2123 for (i = 0; i < 72; i++)
2125 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2127 for (; i < 108; i++)
2129 p_ptr->magic_num1[i] = 0;
2133 if ((prev_hour >= 6) && (prev_hour <= 17))
2135 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."));
2136 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2140 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."));
2141 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2147 case BACT_RUMORS: /* Listen for rumors */
2149 display_rumor(TRUE);
2159 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2160 * @param questnum クエストのID
2161 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2164 static void get_questinfo(int questnum, bool do_init)
2170 /* Clear the text */
2171 for (i = 0; i < 10; i++)
2173 quest_text[i][0] = '\0';
2176 quest_text_line = 0;
2178 /* Set the quest number temporary */
2179 old_quest = p_ptr->inside_quest;
2180 p_ptr->inside_quest = questnum;
2182 /* Get the quest text */
2183 init_flags = INIT_SHOW_TEXT;
2184 if (do_init) init_flags |= INIT_ASSIGN;
2186 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2188 /* Reset the old quest number */
2189 p_ptr->inside_quest = old_quest;
2191 /* Print the quest info */
2192 sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
2196 prt(quest[questnum].name, 7, 0);
2198 for (i = 0; i < 10; i++)
2200 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2205 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2208 static void castle_quest(void)
2211 monster_race *r_ptr;
2218 /* Current quest of the building */
2219 q_index = cave[p_ptr->y][p_ptr->x].special;
2221 /* Is there a quest available at the building? */
2224 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);
2228 q_ptr = &quest[q_index];
2230 /* Quest is completed */
2231 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2233 /* Rewarded quest */
2234 q_ptr->status = QUEST_STATUS_REWARDED;
2236 get_questinfo(q_index, FALSE);
2238 reinit_wilderness = TRUE;
2241 else if (q_ptr->status == QUEST_STATUS_FAILED)
2243 get_questinfo(q_index, FALSE);
2245 /* Mark quest as done (but failed) */
2246 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2248 reinit_wilderness = TRUE;
2250 /* Quest is still unfinished */
2251 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2253 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);
2254 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);
2255 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);
2258 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2260 q_ptr->status = QUEST_STATUS_TAKEN;
2262 reinit_wilderness = TRUE;
2264 /* Assign a new quest */
2265 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2267 if (q_ptr->r_idx == 0)
2269 /* Random monster at least 5 - 10 levels out of deep */
2270 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2273 r_ptr = &r_info[q_ptr->r_idx];
2275 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2277 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2278 r_ptr = &r_info[q_ptr->r_idx];
2281 if (q_ptr->max_num == 0)
2283 /* Random monster number */
2284 if (randint1(10) > 7)
2287 q_ptr->max_num = randint1(3) + 1;
2291 name = (r_name + r_ptr->name);
2292 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2296 get_questinfo(q_index, TRUE);
2303 * @brief 町に関するヘルプを表示する / Display town history
2306 static void town_history(void)
2311 /* Peruse the building help file */
2312 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2319 * @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
2320 * @param plus_ammo 矢弾のダメージ修正
2321 * @param plus_bow 弓のダメージ修正
2323 * @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。
2325 s16b calc_crit_ratio_shot(int plus_ammo, int plus_bow)
2328 object_type *j_ptr = &inventory[INVEN_BOW];
2330 /* Extract "shot" power */
2331 i = p_ptr->to_h_b + plus_ammo;
2333 if (p_ptr->tval_ammo == TV_BOLT)
2334 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2336 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2338 /* Snipers can shot more critically with crossbows */
2339 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2340 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2342 /* Good bow makes more critical */
2343 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2351 * @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
2352 * @param weight 武器の重量
2353 * @param plus_ammo 矢弾のダメージ修正
2354 * @param plus_bow 弓のダメージ修正
2355 * @param dam 基本ダメージ量
2358 s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, int dam)
2362 i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2367 crit = MIN(500, 900/weight);
2368 num += dam * 3 /2 * crit;
2371 crit = MIN(500, 1350/weight);
2373 num += dam * 2 * crit;
2379 num += dam * 3 * crit;
2385 num += (10000 - i) * dam;
2392 * @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
2393 * @param weight 武器の重量
2394 * @param plus 武器のダメージ修正
2396 * @param meichuu 命中値
2397 * @param dokubari 毒針処理か否か
2400 s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
2405 if(dokubari) return dam;
2407 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2413 if (k < 400) num += (2 * dam + 5) * (400 - k);
2414 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2415 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2416 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2417 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2420 if(p_ptr->pclass == CLASS_NINJA)
2423 num += (4444 - i) * dam;
2429 num += (5000 - i) * dam;
2437 * @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
2439 * @param mult スレイ倍率(掛け算部分)
2440 * @param div スレイ倍率(割り算部分)
2441 * @param force 理力特別計算フラグ
2444 static s16b calc_slaydam(int dam, int mult, int div, bool force)
2452 tmp += dam * 60 * 2;
2466 * @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)
2468 * @param mult スレイ倍率(掛け算部分)
2469 * @param div スレイ倍率(割り算部分)
2470 * @param force 理力特別計算フラグ
2472 * @param plus 武器ダメージ修正
2473 * @param meichuu 命中値
2474 * @param dokubari 毒針処理か否か
2475 * @param vorpal_mult 切れ味倍率(掛け算部分)
2476 * @param vorpal_div 切れ味倍率(割り算部分)
2479 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2481 dam = calc_slaydam(dam, mult, div, force);
2482 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2483 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2489 * @brief 武器の各条件毎のダメージ期待値を表示する。
2492 * @param mindice ダイス部分最小値
2493 * @param maxdice ダイス部分最大値
2495 * @param dam_bonus ダメージ修正値
2497 * @param color 条件内容の表示色
2499 * Display the damage figure of an object\n
2500 * (used by compare_weapon_aux)\n
2502 * Only accurate for the current weapon, because it includes\n
2503 * the current +dam of the player.\n
2506 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2511 mindam = blows * (mindice + dam_bonus);
2512 maxdam = blows * (maxdice + dam_bonus);
2514 /* Print the intro text */
2515 c_put_str(color, attr, r, c);
2517 /* Calculate the min and max damage figures */
2518 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2520 /* Print the damage */
2521 put_str(tmp_str, r, c + 8);
2526 * @brief 武器一つ毎のダメージ情報を表示する。
2527 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2528 * @param col 表示する行の上端
2531 * Show the damage figures for the various monster types\n
2533 * Only accurate for the current weapon, because it includes\n
2534 * the current number of blows for the player.\n
2537 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2539 u32b flgs[TR_FLAG_SIZE];
2540 int blow = p_ptr->num_blow[0];
2542 bool dokubari = FALSE;
2544 /* Effective dices */
2545 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2546 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2548 int mindice = eff_dd;
2549 int maxdice = eff_ds * eff_dd;
2552 int vorpal_mult = 1;
2554 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2557 /* Get the flags of the weapon */
2558 object_flags(o_ptr, flgs);
2560 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2563 /* Show Critical Damage*/
2564 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2565 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2567 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2571 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2573 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2584 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);
2585 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);
2586 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2589 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2593 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);
2594 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);
2595 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2598 /* Print the relevant lines */
2599 if (have_flag(flgs, TR_KILL_ANIMAL))
2601 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);
2602 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);
2603 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2605 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2607 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);
2608 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);
2609 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2611 if (have_flag(flgs, TR_KILL_EVIL))
2613 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);
2614 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);
2615 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2617 else if (have_flag(flgs, TR_SLAY_EVIL))
2619 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);
2620 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);
2621 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2623 if (have_flag(flgs, TR_KILL_HUMAN))
2625 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);
2626 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);
2627 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2629 else if (have_flag(flgs, TR_SLAY_HUMAN))
2631 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);
2632 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);
2633 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2635 if (have_flag(flgs, TR_KILL_UNDEAD))
2637 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);
2638 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);
2639 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2641 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2643 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);
2644 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);
2645 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2647 if (have_flag(flgs, TR_KILL_DEMON))
2649 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);
2650 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);
2651 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2653 else if (have_flag(flgs, TR_SLAY_DEMON))
2655 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);
2656 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);
2657 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2659 if (have_flag(flgs, TR_KILL_ORC))
2661 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);
2662 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);
2663 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2665 else if (have_flag(flgs, TR_SLAY_ORC))
2667 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);
2668 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);
2669 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2671 if (have_flag(flgs, TR_KILL_TROLL))
2673 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);
2674 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);
2675 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2677 else if (have_flag(flgs, TR_SLAY_TROLL))
2679 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);
2680 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);
2681 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2683 if (have_flag(flgs, TR_KILL_GIANT))
2685 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);
2686 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);
2687 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2689 else if (have_flag(flgs, TR_SLAY_GIANT))
2691 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);
2692 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);
2693 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2695 if (have_flag(flgs, TR_KILL_DRAGON))
2697 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);
2698 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);
2699 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2701 else if (have_flag(flgs, TR_SLAY_DRAGON))
2703 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);
2704 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);
2705 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2707 if (have_flag(flgs, TR_BRAND_ACID))
2709 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);
2710 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);
2711 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2713 if (have_flag(flgs, TR_BRAND_ELEC))
2715 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2716 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2717 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2719 if (have_flag(flgs, TR_BRAND_FIRE))
2721 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2722 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2723 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2725 if (have_flag(flgs, TR_BRAND_COLD))
2727 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2728 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2729 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2731 if (have_flag(flgs, TR_BRAND_POIS))
2733 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2734 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2735 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2740 * @brief モンスターへの命中率の計算
2745 static int hit_chance(int to_h, int ac)
2748 int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2750 if (meichuu <= 0) return 5;
2752 chance = 100 - ((ac * 75) / meichuu);
2754 if (chance > 95) chance = 95;
2755 if (chance < 5) chance = 5;
2756 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2757 chance = (chance * 19 + 9) / 20;
2762 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2763 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2764 * @param row 表示する列の左端
2765 * @param col 表示する行の上端
2767 * Displays all info about a weapon
2769 * Only accurate for the current weapon, because it includes
2770 * various info about the player's +to_dam and number of blows.
2773 static void list_weapon(object_type *o_ptr, int row, int col)
2775 char o_name[MAX_NLEN];
2778 /* Effective dices */
2779 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2780 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2782 /* Print the weapon name */
2783 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2784 c_put_str(TERM_YELLOW, o_name, row, col);
2786 /* Print the player's number of blows */
2787 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2788 put_str(tmp_str, row+1, col);
2790 /* Print to_hit and to_dam of the weapon */
2791 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2792 put_str(tmp_str, row+2, col);
2794 /* Print the weapons base damage dice */
2795 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2796 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2797 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2798 put_str(tmp_str, row+3, col);
2799 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2801 /* Damage for one blow (if it hits) */
2802 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2803 eff_dd + o_ptr->to_d + p_ptr->to_d[0],
2804 eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
2805 put_str(tmp_str, row+6, col+1);
2807 /* Damage for the complete attack (if all blows hit) */
2808 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2809 p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2810 p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2811 put_str(tmp_str, row+7, col+1);
2816 * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2817 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2818 * @return 対象になるならTRUEを返す。
2820 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
2822 switch (o_ptr->tval)
2832 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2841 * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2842 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2843 * @return 対象になるならTRUEを返す。
2845 static bool item_tester_hook_ammo(object_type *o_ptr)
2847 switch (o_ptr->tval)
2862 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2864 * Copies the weapons to compare into the weapon-slot and\n
2865 * compares the values for both weapons.\n
2866 * 武器1つだけで比較をしないなら費用は半額になる。
2867 * @param bcost 基本鑑定費用
2868 * @return 最終的にかかった費用
2870 static int compare_weapons(int bcost)
2874 object_type *o_ptr[2];
2875 object_type orig_weapon;
2879 int wid = 38, mgn = 2;
2880 bool old_character_xtra = character_xtra;
2883 int cost = 0; /* First time no price */
2885 /* Save the screen */
2888 /* Clear the screen */
2891 /* Store copy of original wielded weapon */
2892 i_ptr = &inventory[INVEN_RARM];
2893 object_copy(&orig_weapon, i_ptr);
2895 /* Only compare melee weapons */
2896 item_tester_no_ryoute = TRUE;
2897 item_tester_hook = item_tester_hook_melee_weapon;
2899 /* Get the first weapon */
2900 q = _("第一の武器は?", "What is your first weapon? ");
2901 s = _("比べるものがありません。", "You have nothing to compare.");
2903 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2909 /* Get the item (in the pack) */
2910 o_ptr[0] = &inventory[item];
2916 /* Clear the screen */
2919 /* Only compare melee weapons */
2920 item_tester_no_ryoute = TRUE;
2921 item_tester_hook = item_tester_hook_melee_weapon;
2923 /* Hack -- prevent "icky" message */
2924 character_xtra = TRUE;
2926 /* Diaplay selected weapon's infomation */
2927 for (i = 0; i < n; i++)
2929 int col = (wid * i + mgn);
2931 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2932 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2934 /* Get the new values */
2937 /* List the new values */
2938 list_weapon(o_ptr[i], row, col);
2939 compare_weapon_aux(o_ptr[i], col, row + 8);
2941 /* Copy back the original weapon into the weapon slot */
2942 object_copy(i_ptr, &orig_weapon);
2945 /* Reset the values for the old weapon */
2948 character_xtra = old_character_xtra;
2951 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2952 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);
2953 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);
2955 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2956 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2957 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2965 if (total + cost > p_ptr->au)
2967 msg_print(_("お金が足りません!", "You don't have enough money!"));
2972 q = _("第二の武器は?", "What is your second weapon? ");
2973 s = _("比べるものがありません。", "You have nothing to compare.");
2975 /* Get the second weapon */
2976 if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2981 /* Get the item (in the pack) */
2982 o_ptr[1] = &inventory[item2];
2991 /* Restore the screen */
3000 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
3002 * Calculate and display the dodge-rate and the protection-rate
3004 * @param iAC プレイヤーのAC。
3005 * @return 常にTRUEを返す。
3007 static bool eval_ac(int iAC)
3011 "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"
3012 "何パーセント軽減するかを示します。\n"
3013 "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"
3014 "に対してのみ効果があります。\n \n"
3015 "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"
3016 "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"
3017 "敵のレベルとあなたのACによって決定されます。\n \n"
3018 "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"
3019 "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";
3022 "'Protection Rate' means how much damage is reduced by your armor.\n"
3023 "Note that the Protection rate is effective only against normal "
3024 "'attack' and 'shatter' type melee attacks, "
3025 "and has no effect against any other types such as 'poison'.\n \n"
3026 "'Dodge Rate' indicates the success rate on dodging the "
3027 "monster's melee attacks. "
3028 "It is depend on the level of the monster and your AC.\n \n"
3029 "'Average Damage' indicates the expected amount of damage "
3030 "when you are attacked by normal melee attacks with power=100.";
3036 char buf[80*20], *t;
3038 /* AC lower than zero has no effect */
3039 if (iAC < 0) iAC = 0;
3042 protection = 100 * MIN(iAC, 150) / 250;
3048 put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3049 put_str(format("ダメージ軽減率 : %3d%%", protection), row++, 0);
3052 put_str("敵のレベル :", row + 0, 0);
3053 put_str("回避率 :", row + 1, 0);
3054 put_str("ダメージ期待値 :", row + 2, 0);
3056 put_str(format("Your current AC : %3d", iAC), row++, 0);
3057 put_str(format("Protection rate : %3d%%", protection), row++, 0);
3060 put_str("Level of Monster:", row + 0, 0);
3061 put_str("Dodge Rate :", row + 1, 0);
3062 put_str("Average Damage :", row + 2, 0);
3065 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3067 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3068 int dodge; /* 回避率(%) */
3069 int average; /* ダメージ期待値 */
3071 put_str(format("%3d", lvl), row + 0, col);
3074 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3075 put_str(format("%3d%%", dodge), row + 1, col);
3077 /* 100点の攻撃に対してのダメージ期待値を計算 */
3078 average = (100 - dodge) * (100 - protection) / 100;
3079 put_str(format("%3d", average), row + 2, col);
3083 roff_to_buf(memo, 70, buf, sizeof(buf));
3084 for (t = buf; t[0]; t += strlen(t) + 1)
3085 put_str(t, (row++) + 4, 4);
3088 prt("現在のあなたの装備からすると、あなたの防御力は"
3091 prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3104 * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
3105 * @param o_ptr オブジェクトの構造体の参照ポインタ。
3106 * @return 修復対象になるならTRUEを返す。
3108 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
3110 if (o_ptr->tval != TV_SWORD) return FALSE;
3112 switch (o_ptr->sval)
3114 case SV_BROKEN_DAGGER:
3115 case SV_BROKEN_SWORD:
3123 * @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。
3124 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3125 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3126 * @return 修復対象になるならTRUEを返す。
3128 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3131 int cand[TR_FLAG_MAX];
3132 u32b to_flgs[TR_FLAG_SIZE];
3133 u32b from_flgs[TR_FLAG_SIZE];
3135 object_flags(to_ptr, to_flgs);
3136 object_flags(from_ptr, from_flgs);
3138 for (i = 0; i < TR_FLAG_MAX; i++)
3142 case TR_IGNORE_ACID:
3143 case TR_IGNORE_ELEC:
3144 case TR_IGNORE_FIRE:
3145 case TR_IGNORE_COLD:
3154 case TR_FIXED_FLAVOR:
3157 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3159 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3167 int tr_idx = cand[randint0(n)];
3168 add_flag(to_ptr->art_flags, tr_idx);
3169 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3170 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3171 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3172 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3179 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3180 * @param bcost 基本鑑定費用
3183 static int repair_broken_weapon_aux(int bcost)
3187 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3189 int i, k_idx, dd_bonus, ds_bonus;
3190 char basenm[MAX_NLEN];
3191 cptr q, s; /* For get_item prompt */
3198 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);
3199 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);
3202 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3203 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3205 /* Only forge broken weapons */
3206 item_tester_hook = item_tester_hook_broken_weapon;
3208 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3210 /* Get the item (in the pack) */
3211 o_ptr = &inventory[item];
3213 /* It is worthless */
3214 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3216 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3220 /* They are too many */
3221 if (o_ptr->number > 1)
3223 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!"));
3227 /* Display item name */
3228 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3229 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3232 q = _("材料となる武器は?", "Which weapon for material? ");
3233 s = _("材料となる武器がありません。", "You have no material to repair.");
3235 /* Only forge broken weapons */
3236 item_tester_hook = item_tester_hook_melee_weapon;
3238 if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3241 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3245 /* Get the item (in the pack) */
3246 mo_ptr = &inventory[mater];
3248 /* Display item name */
3249 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3250 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3252 /* Get the value of one of the items (except curses) */
3253 cost = bcost + object_value_real(o_ptr) * 2;
3255 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);
3257 /* Check if the player has enough money */
3258 if (p_ptr->au < cost)
3260 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3261 msg_format(_("%sを修復するだけのゴールドがありません!",
3262 "You do not have the gold to repair %s!"), basenm);
3267 if (o_ptr->sval == SV_BROKEN_DAGGER)
3271 /* Suppress compiler warning */
3274 for (j = 1; j < max_k_idx; j++)
3276 object_kind *k_aux_ptr = &k_info[j];
3278 if (k_aux_ptr->tval != TV_SWORD) continue;
3279 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3280 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3281 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3282 if (k_aux_ptr->weight > 99) continue;
3291 else /* TV_BROKEN_SWORD */
3293 /* Repair to a sword or sometimes material's type weapon */
3294 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3298 object_kind *ck_ptr;
3300 k_idx = lookup_kind(tval, SV_ANY);
3301 ck_ptr = &k_info[k_idx];
3303 if (tval == TV_SWORD)
3305 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3306 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3307 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3308 (ck_ptr->sval == SV_DOKUBARI)) continue;
3310 if (tval == TV_POLEARM)
3312 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3313 (ck_ptr->sval == SV_TSURIZAO)) continue;
3315 if (tval == TV_HAFTED)
3317 if ((ck_ptr->sval == SV_GROND) ||
3318 (ck_ptr->sval == SV_WIZSTAFF) ||
3319 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3326 /* Calculate dice bonuses */
3327 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3328 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3329 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3330 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3332 /* Change base object */
3333 k_ptr = &k_info[k_idx];
3334 o_ptr->k_idx = k_idx;
3335 o_ptr->weight = k_ptr->weight;
3336 o_ptr->tval = k_ptr->tval;
3337 o_ptr->sval = k_ptr->sval;
3338 o_ptr->dd = k_ptr->dd;
3339 o_ptr->ds = k_ptr->ds;
3341 /* Copy base object's ability */
3342 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3343 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3344 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
3350 for (i = 0; i < dd_bonus; i++)
3352 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3358 for (i = 0; i < ds_bonus; i++)
3360 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3365 if (have_flag(k_ptr->flags, TR_BLOWS))
3367 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3368 o_ptr->pval = MIN(o_ptr->pval, bmax);
3371 /* Add one random ability from material weapon */
3372 give_one_ability_of_object(o_ptr, mo_ptr);
3374 /* Add to-dam, to-hit and to-ac from material weapon */
3375 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3376 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3377 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3379 if ((o_ptr->name1 == ART_NARSIL) ||
3380 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3381 (object_is_ego(o_ptr) && one_in_(7)))
3384 if (object_is_ego(o_ptr))
3386 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3387 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3390 /* Add one random ability from material weapon */
3391 give_one_ability_of_object(o_ptr, mo_ptr);
3393 /* Add one random activation */
3394 if (!activation_index(o_ptr)) one_activation(o_ptr);
3397 if (o_ptr->name1 == ART_NARSIL)
3399 one_high_resistance(o_ptr);
3403 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3406 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3408 msg_format("$%dで%sに修復しました。", cost, basenm);
3410 msg_format("Repaired into %s for %d gold.", basenm, cost);
3414 /* Remove BROKEN flag */
3415 o_ptr->ident &= ~(IDENT_BROKEN);
3417 /* Add repaired flag */
3418 o_ptr->discount = 99;
3420 /* Decrease material object */
3421 inven_item_increase(mater, -1);
3422 inven_item_optimize(mater);
3425 p_ptr->update |= PU_BONUS;
3428 /* Something happened */
3433 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3434 * @param bcost 基本鑑定費用
3437 static int repair_broken_weapon(int bcost)
3442 cost = repair_broken_weapon_aux(bcost);
3449 * @brief アイテムの強化を行う。 / Enchant item
3450 * @param cost 1回毎の費用
3451 * @param to_hit 命中をアップさせる量
3452 * @param to_dam ダメージをアップさせる量
3453 * @param to_ac ACをアップさせる量
3456 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3462 int maxenchant = (p_ptr->lev / 5);
3463 char tmp_str[MAX_NLEN];
3467 prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3468 prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3470 prt(format(" Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3471 prt(format(" The price for the service is %d gold per item.", cost), 7, 0);
3474 item_tester_no_ryoute = TRUE;
3477 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3478 s = _("改良できるものがありません。", "You have nothing to improve.");
3480 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3482 /* Get the item (in the pack) */
3483 o_ptr = &inventory[item];
3485 /* Check if the player has enough money */
3486 if (p_ptr->au < (cost * o_ptr->number))
3488 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3489 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);
3493 /* Enchant to hit */
3494 for (i = 0; i < to_hit; i++)
3496 if (o_ptr->to_h < maxenchant)
3498 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3506 /* Enchant to damage */
3507 for (i = 0; i < to_dam; i++)
3509 if (o_ptr->to_d < maxenchant)
3511 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3520 for (i = 0; i < to_ac; i++)
3522 if (o_ptr->to_a < maxenchant)
3524 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3536 if (flush_failure) flush();
3539 msg_print(_("改良に失敗した。", "The improvement failed."));
3545 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3547 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3549 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3552 /* Charge the money */
3553 p_ptr->au -= (cost * o_ptr->number);
3555 if (item >= INVEN_RARM) calc_android_exp();
3557 /* Something happened */
3564 * @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
3566 * The player can select the number of charges to add\n
3567 * (up to a limit), and the recharge never fails.\n
3569 * The cost for rods depends on the level of the rod. The prices\n
3570 * for recharging wands and staves are dependent on the cost of\n
3574 static void building_recharge(void)
3583 char tmp_str[MAX_NLEN];
3587 /* Display some info */
3589 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);
3592 /* Only accept legal items */
3593 item_tester_hook = item_tester_hook_recharge;
3596 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3597 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3598 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3600 /* Get the item (in the pack) */
3603 o_ptr = &inventory[item];
3606 /* Get the item (on the floor) */
3609 o_ptr = &o_list[0 - item];
3612 k_ptr = &k_info[o_ptr->k_idx];
3615 * We don't want to give the player free info about
3616 * the level of the item or the number of charges.
3618 /* The item must be "known" */
3619 if (!object_is_known(o_ptr))
3621 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!"));
3624 if ((p_ptr->au >= 50) &&
3625 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3632 identify_item(o_ptr);
3635 object_desc(tmp_str, o_ptr, 0);
3636 msg_format(_("%s です。", "You have: %s."), tmp_str);
3638 /* Auto-inscription */
3639 autopick_alter_item(item, FALSE);
3641 /* Update the gold display */
3642 building_prt_gold();
3650 /* Extract the object "level" */
3651 lev = k_info[o_ptr->k_idx].level;
3653 /* Price for a rod */
3654 if (o_ptr->tval == TV_ROD)
3656 if (o_ptr->timeout > 0)
3658 /* Fully recharge */
3659 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3663 /* No recharge necessary */
3665 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3669 else if (o_ptr->tval == TV_STAFF)
3671 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3672 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3674 /* Pay at least 10 gold per charge */
3675 price = MAX(10, price);
3679 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3680 price = (k_info[o_ptr->k_idx].cost / 10);
3682 /* Pay at least 10 gold per charge */
3683 price = MAX(10, price);
3686 /* Limit the number of charges for wands and staffs */
3687 if (o_ptr->tval == TV_WAND
3688 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3690 if (o_ptr->number > 1)
3692 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3696 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3700 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3702 if (o_ptr->number > 1)
3704 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3708 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3713 /* Check if the player has enough money */
3714 if (p_ptr->au < price)
3716 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3718 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3720 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3726 if (o_ptr->tval == TV_ROD)
3729 if (get_check(format("そのロッドを$%d で再充填しますか?",
3732 if (get_check(format("Recharge the %s for %d gold? ",
3733 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3737 /* Recharge fully */
3747 if (o_ptr->tval == TV_STAFF)
3748 max_charges = k_ptr->pval - o_ptr->pval;
3750 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3752 /* Get the quantity for staves and wands */
3753 charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3754 MIN(p_ptr->au / price, max_charges));
3757 if (charges < 1) return;
3759 /* Get the new price */
3763 o_ptr->pval += charges;
3765 /* We no longer think the item is empty */
3766 o_ptr->ident &= ~(IDENT_EMPTY);
3770 object_desc(tmp_str, o_ptr, 0);
3772 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3774 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3777 /* Combine / Reorder the pack (later) */
3778 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3781 p_ptr->window |= (PW_INVEN);
3792 * @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
3794 * The player can select the number of charges to add\n
3795 * (up to a limit), and the recharge never fails.\n
3797 * The cost for rods depends on the level of the rod. The prices\n
3798 * for recharging wands and staves are dependent on the cost of\n
3802 static void building_recharge_all(void)
3812 /* Display some info */
3815 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);
3817 /* Calculate cost */
3818 for ( i = 0; i < INVEN_PACK; i++)
3820 o_ptr = &inventory[i];
3822 /* skip non magic device */
3823 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3825 /* need identified */
3826 if (!object_is_known(o_ptr)) total_cost += 50;
3828 /* Extract the object "level" */
3829 lev = k_info[o_ptr->k_idx].level;
3831 k_ptr = &k_info[o_ptr->k_idx];
3833 switch (o_ptr->tval)
3836 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3840 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3841 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3843 /* Pay at least 10 gold per charge */
3844 price = MAX(10, price);
3847 price = (k_ptr->pval - o_ptr->pval) * price;
3851 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3852 price = (k_info[o_ptr->k_idx].cost / 10);
3854 /* Pay at least 10 gold per charge */
3855 price = MAX(10, price);
3858 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3862 /* if price <= 0 then item have enough charge */
3863 if (price > 0) total_cost += price;
3868 msg_print(_("充填する必要はありません。", "No need to recharge."));
3873 /* Check if the player has enough money */
3874 if (p_ptr->au < total_cost)
3876 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 );
3880 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3882 for (i = 0; i < INVEN_PACK; i++)
3884 o_ptr = &inventory[i];
3885 k_ptr = &k_info[o_ptr->k_idx];
3887 /* skip non magic device */
3888 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3891 if (!object_is_known(o_ptr))
3893 identify_item(o_ptr);
3895 /* Auto-inscription */
3896 autopick_alter_item(i, FALSE);
3900 switch (o_ptr->tval)
3906 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3907 /* We no longer think the item is empty */
3908 o_ptr->ident &= ~(IDENT_EMPTY);
3911 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3912 o_ptr->pval = o_ptr->number * k_ptr->pval;
3913 /* We no longer think the item is empty */
3914 o_ptr->ident &= ~(IDENT_EMPTY);
3920 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3923 /* Combine / Reorder the pack (later) */
3924 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3927 p_ptr->window |= (PW_INVEN);
3930 p_ptr->au -= total_cost;
3937 * @brief 町間のテレポートを行うメインルーチン。
3938 * @return テレポート処理を決定したか否か
3940 bool tele_town(void)
3947 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!"));
3951 if (p_ptr->inside_arena || p_ptr->inside_battle)
3953 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3960 for (i=1;i<max_towns;i++)
3964 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
3966 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
3973 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3979 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3989 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3990 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;
3994 for (y = 0; y < max_wild_y; y++)
3996 for (x = 0; x < max_wild_x; x++)
3998 if(wilderness[y][x].town == (i-'a'+1))
4000 p_ptr->wilderness_y = y;
4001 p_ptr->wilderness_x = x;
4006 p_ptr->leaving = TRUE;
4008 p_ptr->teleport_town = TRUE;
4014 * @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-
4015 * @return 常にTRUEを返す。
4016 * @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。
4018 static bool research_mon(void)
4026 bool recall = FALSE;
4032 /* XTRA HACK WHATSEARCH */
4038 /* XTRA HACK REMEMBER_IDX */
4039 static int old_sym = '\0';
4040 static int old_i = 0;
4043 /* Save the screen */
4046 /* Get a character, or abort */
4047 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):",
4048 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
4057 /* Find that character info, and describe it */
4058 for (i = 0; ident_info[i]; ++i)
4060 if (sym == ident_info[i][0]) break;
4063 /* XTRA HACK WHATSEARCH */
4064 if (sym == KTRL('A'))
4067 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4069 else if (sym == KTRL('U'))
4072 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4074 else if (sym == KTRL('N'))
4077 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4079 else if (sym == KTRL('M'))
4082 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4091 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4093 else if (ident_info[i])
4095 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4099 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4102 /* Display the result */
4106 /* Allocate the "who" array */
4107 C_MAKE(who, max_r_idx, u16b);
4109 /* Collect matching monsters */
4110 for (n = 0, i = 1; i < max_r_idx; i++)
4112 monster_race *r_ptr = &r_info[i];
4115 if (!r_ptr->name) continue;
4117 /* XTRA HACK WHATSEARCH */
4118 /* Require non-unique monsters if needed */
4119 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4121 /* Require unique monsters if needed */
4122 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4130 for (xx = 0; temp[xx] && xx < 80; xx++)
4133 if (iskanji(temp[xx]))
4139 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4143 strcpy(temp2, r_name + r_ptr->E_name);
4145 strcpy(temp2, r_name + r_ptr->name);
4147 for (xx = 0; temp2[xx] && xx < 80; xx++)
4148 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4151 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4153 if (my_strstr(temp2, temp))
4157 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4160 /* Nothing to recall */
4163 /* Free the "who" array */
4164 C_KILL(who, max_r_idx, u16b);
4176 /* Sort if needed */
4179 /* Select the sort method */
4180 ang_sort_comp = ang_sort_comp_hook;
4181 ang_sort_swap = ang_sort_swap_hook;
4183 /* Sort the array */
4184 ang_sort(who, &why, n);
4188 /* Start at the end */
4189 /* XTRA HACK REMEMBER_IDX */
4190 if (old_sym == sym && old_i < n) i = old_i;
4195 /* Scan the monster memory */
4198 /* Extract a race */
4201 /* Hack -- Begin the prompt */
4204 /* Hack -- Complete the prompt */
4205 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4213 /*** Recall on screen ***/
4215 /* Get maximal info about this monster */
4216 lore_do_probe(r_idx);
4218 /* Save this monster ID */
4219 monster_race_track(r_idx);
4221 /* Hack -- Handle stuff */
4224 /* know every thing mode */
4225 screen_roff(r_idx, 0x01);
4228 /* XTRA HACK REMEMBER_IDX */
4236 /* Normal commands */
4237 if (query != 'r') break;
4244 if (query == ESCAPE) break;
4246 /* Move to "prev" monster */
4252 if (!expand_list) break;
4256 /* Move to "next" monster */
4262 if (!expand_list) break;
4268 /* Re-display the identity */
4269 /* prt(buf, 5, 5);*/
4271 /* Free the "who" array */
4272 C_KILL(who, max_r_idx, u16b);
4277 return (!notpicked);
4282 * @brief 施設の処理実行メインルーチン / Execute a building command
4283 * @param bldg 施設構造体の参照ポインタ
4284 * @param i 実行したい施設のサービステーブルの添字
4287 static void bldg_process_command(building_type *bldg, int i)
4289 int bact = bldg->actions[i];
4294 /* Flush messages XXX XXX XXX */
4299 bcost = bldg->member_costs[i];
4301 bcost = bldg->other_costs[i];
4303 /* action restrictions */
4304 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4305 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4307 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4311 /* check gold (HACK - Recharge uses variable costs) */
4312 if ((bact != BACT_RECHARGE) &&
4313 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4314 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4316 msg_print(_("お金が足りません!", "You do not have the gold!"));
4325 case BACT_RESEARCH_ITEM:
4326 paid = identify_fully(FALSE);
4328 case BACT_TOWN_HISTORY:
4331 case BACT_RACE_LEGENDS:
4337 case BACT_KING_LEGENDS:
4338 case BACT_ARENA_LEGENDS:
4343 case BACT_ARENA_RULES:
4347 case BACT_IN_BETWEEN:
4349 case BACT_SPIN_WHEEL:
4350 case BACT_DICE_SLOTS:
4351 case BACT_GAMBLE_RULES:
4358 paid = inn_comm(bact);
4360 case BACT_RESEARCH_MONSTER:
4361 paid = research_mon();
4363 case BACT_COMPARE_WEAPONS:
4365 bcost = compare_weapons(bcost);
4367 case BACT_ENCHANT_WEAPON:
4368 item_tester_hook = object_allow_enchant_melee_weapon;
4369 enchant_item(bcost, 1, 1, 0);
4371 case BACT_ENCHANT_ARMOR:
4372 item_tester_hook = object_is_armour;
4373 enchant_item(bcost, 0, 0, 1);
4376 building_recharge();
4378 case BACT_RECHARGE_ALL:
4379 building_recharge_all();
4381 case BACT_IDENTS: /* needs work */
4383 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4385 msg_print(" 持ち物全てが鑑定されました。");
4387 if (!get_check("Do you pay for identify all your possession? ")) break;
4389 msg_print("Your possessions have been identified.");
4394 case BACT_IDENT_ONE: /* needs work */
4395 paid = ident_spell(FALSE);
4400 case BACT_HEALING: /* needs work */
4409 case BACT_RESTORE: /* needs work */
4410 if (do_res_stat(A_STR)) paid = TRUE;
4411 if (do_res_stat(A_INT)) paid = TRUE;
4412 if (do_res_stat(A_WIS)) paid = TRUE;
4413 if (do_res_stat(A_DEX)) paid = TRUE;
4414 if (do_res_stat(A_CON)) paid = TRUE;
4415 if (do_res_stat(A_CHR)) paid = TRUE;
4417 case BACT_ENCHANT_ARROWS:
4418 item_tester_hook = item_tester_hook_ammo;
4419 enchant_item(bcost, 1, 1, 0);
4421 case BACT_ENCHANT_BOW:
4422 item_tester_tval = TV_BOW;
4423 enchant_item(bcost, 1, 1, 0);
4426 if (recall_player(1)) paid = TRUE;
4428 case BACT_TELEPORT_LEVEL:
4434 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4435 show_building(bldg);
4436 if (!select_dungeon) return;
4438 max_depth = d_info[select_dungeon].maxdepth;
4440 /* Limit depth in Angband */
4441 if (select_dungeon == DUNGEON_ANGBAND)
4443 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4444 else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4446 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
4447 d_name + d_info[select_dungeon].name), max_depth);
4451 p_ptr->word_recall = 1;
4452 p_ptr->recall_dungeon = select_dungeon;
4453 max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4454 if (record_maxdepth)
4455 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4457 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4460 p_ptr->redraw |= (PR_STATUS);
4464 case BACT_LOSE_MUTATION:
4465 if (p_ptr->muta1 || p_ptr->muta2 ||
4466 (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4467 (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4468 (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4470 while(!lose_mutation(0));
4475 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4482 case BACT_TSUCHINOKO:
4495 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4496 set_virtue(V_COMPASSION, 0);
4497 set_virtue(V_HONOUR, 0);
4498 set_virtue(V_JUSTICE, 0);
4499 set_virtue(V_SACRIFICE, 0);
4500 set_virtue(V_KNOWLEDGE, 0);
4501 set_virtue(V_FAITH, 0);
4502 set_virtue(V_ENLIGHTEN, 0);
4503 set_virtue(V_ENCHANT, 0);
4504 set_virtue(V_CHANCE, 0);
4505 set_virtue(V_NATURE, 0);
4506 set_virtue(V_HARMONY, 0);
4507 set_virtue(V_VITALITY, 0);
4508 set_virtue(V_UNLIFE, 0);
4509 set_virtue(V_PATIENCE, 0);
4510 set_virtue(V_TEMPERANCE, 0);
4511 set_virtue(V_DILIGENCE, 0);
4512 set_virtue(V_VALOUR, 0);
4513 set_virtue(V_INDIVIDUALISM, 0);
4517 case BACT_TELE_TOWN:
4521 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4523 case BACT_BROKEN_WEAPON:
4525 bcost = repair_broken_weapon(bcost);
4536 * @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
4539 void do_cmd_quest(void)
4541 p_ptr->energy_use = 100;
4543 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4545 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4550 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."));
4551 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4552 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4553 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4555 /* Player enters a new quest */
4559 leave_quest_check();
4561 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4562 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4564 p_ptr->leaving = TRUE;
4570 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4573 void do_cmd_bldg(void)
4578 building_type *bldg;
4581 p_ptr->energy_use = 100;
4583 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4585 msg_print(_("ここには建物はない。", "You see no building here."));
4589 which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4591 bldg = &building[which];
4593 /* Don't re-init the wilderness */
4594 reinit_wilderness = FALSE;
4596 if ((which == 2) && (p_ptr->arena_number < 0))
4598 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4601 else if ((which == 2) && p_ptr->inside_arena)
4603 if (!p_ptr->exit_bldg && m_cnt > 0)
4605 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);
4609 /* Don't save the arena as saved floor */
4610 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4612 p_ptr->inside_arena = FALSE;
4613 p_ptr->leaving = TRUE;
4615 /* Re-enter the arena */
4616 command_new = SPECIAL_KEY_BUILDING;
4618 /* No energy needed to re-enter the arena */
4619 p_ptr->energy_use = 0;
4624 else if (p_ptr->inside_battle)
4626 /* Don't save the arena as saved floor */
4627 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4629 p_ptr->leaving = TRUE;
4630 p_ptr->inside_battle = FALSE;
4632 /* Re-enter the monster arena */
4633 command_new = SPECIAL_KEY_BUILDING;
4635 /* No energy needed to re-enter the arena */
4636 p_ptr->energy_use = 0;
4642 p_ptr->oldpy = p_ptr->y;
4643 p_ptr->oldpx = p_ptr->x;
4646 /* Forget the lite */
4649 /* Forget the view */
4652 /* Hack -- Increase "icky" depth */
4659 show_building(bldg);
4662 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4669 building_prt_gold();
4673 if (command == ESCAPE)
4676 p_ptr->inside_arena = FALSE;
4677 p_ptr->inside_battle = FALSE;
4681 for (i = 0; i < 8; i++)
4683 if (bldg->letters[i])
4685 if (bldg->letters[i] == command)
4694 bldg_process_command(bldg, i);
4703 select_floor_music();
4705 /* Flush messages XXX XXX XXX */
4709 /* Reinit wilderness to activate quests ... */
4710 if (reinit_wilderness)
4712 p_ptr->leaving = TRUE;
4715 /* Hack -- Decrease "icky" depth */
4718 /* Clear the screen */
4721 /* Update the visuals */
4722 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4724 /* Redraw entire screen */
4725 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4728 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4733 * @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
4735 static cptr find_quest[] =
4737 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4738 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4739 _("メッセージを見つけた:", "There is a sign saying"),
4740 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4741 _("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"),
4746 * @brief クエストの導入メッセージを表示する / Discover quest
4747 * @param q_idx 開始されたクエストのID
4749 void quest_discovery(int q_idx)
4751 quest_type *q_ptr = &quest[q_idx];
4752 monster_race *r_ptr = &r_info[q_ptr->r_idx];
4753 int q_num = q_ptr->max_num;
4756 /* No quest index */
4759 strcpy(name, (r_name + r_ptr->name));
4761 msg_print(find_quest[rand_range(0, 4)]);
4768 /* Hack -- "unique" monsters must be "unique" */
4769 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4770 (0 == r_ptr->max_num))
4772 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..."));
4773 /* The unique is already dead */
4774 quest[q_idx].status = QUEST_STATUS_FINISHED;
4777 q_ptr->comptime = playtime;
4781 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);
4786 /* Normal monsters */
4790 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);
4797 * @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。
4798 * / Hack -- Check if a level is a "quest" level
4799 * @param level 検索対象になる階
4800 * @return クエストIDを返す。該当がない場合0を返す。
4802 int quest_number(int level)
4807 if (p_ptr->inside_quest)
4808 return (p_ptr->inside_quest);
4810 for (i = 0; i < max_quests; i++)
4812 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4814 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4815 !(quest[i].flags & QUEST_FLAG_PRESET) &&
4816 (quest[i].level == level) &&
4817 (quest[i].dungeon == dungeon_type))
4821 /* Check for random quest */
4822 return (random_quest_number(level));
4826 * @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。
4827 * @param level 検索対象になる階
4828 * @return クエストIDを返す。該当がない場合0を返す。
4830 int random_quest_number(int level)
4834 if (dungeon_type != DUNGEON_ANGBAND) return 0;
4836 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4838 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4839 (quest[i].status == QUEST_STATUS_TAKEN) &&
4840 (quest[i].level == level) &&
4841 (quest[i].dungeon == DUNGEON_ANGBAND))