3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
9 Rewritten for Kangband 2.8.3i using Kamband's version of\n
10 bldg.c as written by Ivan Tkatchev\n
12 Changed for ZAngband by Robert Ruehlmann\n
16 #include "object-hook.h"
21 * ループ中で / hack as in leave_store in store.c
23 static bool leave_bldg = FALSE;
26 * @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。
27 * @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、
28 * 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。
29 * @param bldg 施設構造体の参照ポインタ
30 * @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。
32 static bool is_owner(building_type *bldg)
34 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
39 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
44 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
45 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
54 * @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。
56 * @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、
57 * 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。
58 * @param bldg 施設構造体の参照ポインタ
59 * @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。
60 * @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。
62 static bool is_member(building_type *bldg)
64 if (bldg->member_class[p_ptr->pclass])
69 if (bldg->member_race[p_ptr->prace])
74 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
75 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
81 if (p_ptr->pclass == CLASS_SORCERER)
85 for (i = 0; i < MAX_MAGIC; i++)
87 if (bldg->member_realm[i+1]) OK = TRUE;
95 * @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
96 * @details 消去は行毎にヌル文字列で行われる。
97 * @param min_row 開始行番号
98 * @param max_row 末尾行番号
101 static void clear_bldg(int min_row, int max_row)
105 for (i = min_row; i <= max_row; i++)
113 static void building_prt_gold(void)
116 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
117 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
118 prt(tmp_str, 23, 68);
122 * @brief 施設のサービス一覧を表示する / Display a building.
123 * @param bldg 施設構造体の参照ポインタ
126 static void show_building(building_type* bldg)
134 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
138 for (i = 0; i < 8; i++)
140 if (bldg->letters[i])
142 if (bldg->action_restr[i] == 0)
144 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
145 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
147 action_color = TERM_WHITE;
150 else if (is_owner(bldg))
152 action_color = TERM_YELLOW;
153 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
157 action_color = TERM_YELLOW;
158 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
160 else if (bldg->action_restr[i] == 1)
162 if (!is_member(bldg))
164 action_color = TERM_L_DARK;
165 strcpy(buff, _("(閉店)", "(closed)"));
167 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
168 (is_member(bldg) && (bldg->other_costs[i] == 0)))
170 action_color = TERM_WHITE;
173 else if (is_owner(bldg))
175 action_color = TERM_YELLOW;
176 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
180 action_color = TERM_YELLOW;
181 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
188 action_color = TERM_L_DARK;
189 strcpy(buff, _("(閉店)", "(closed)"));
191 else if (bldg->member_costs[i] != 0)
193 action_color = TERM_YELLOW;
194 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
198 action_color = TERM_WHITE;
203 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
204 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
207 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
211 * @brief 闘技場に入るコマンドの処理 / arena commands
212 * @param cmd 闘技場処理のID
215 static void arena_comm(int cmd)
224 if (p_ptr->arena_number == MAX_ARENA_MONS)
227 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
228 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);
229 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);
233 p_ptr->au += 1000000L;
234 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
236 p_ptr->arena_number++;
238 else if (p_ptr->arena_number > MAX_ARENA_MONS)
240 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
242 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."));
244 if (get_check(_("挑戦するかね?", "Do you fight? ")))
246 msg_print(_("死ぬがよい。", "Die, maggots."));
249 p_ptr->exit_bldg = FALSE;
252 /* Save the surface floor as saved floor */
253 prepare_change_floor_mode(CFM_SAVE_FLOORS);
255 p_ptr->inside_arena = TRUE;
256 p_ptr->leaving = TRUE;
261 msg_print(_("残念だ。", "We are disappointed."));
266 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。",
267 "You enter the arena briefly and bask in your glory."));
271 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
273 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。",
274 "You don't have permission to enter with pet."));
279 p_ptr->exit_bldg = FALSE;
282 /* Save the surface floor as saved floor */
283 prepare_change_floor_mode(CFM_SAVE_FLOORS);
285 p_ptr->inside_arena = TRUE;
286 p_ptr->leaving = TRUE;
291 if (p_ptr->arena_number == MAX_ARENA_MONS)
292 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。",
293 "You are victorious. Enter the arena for the ceremony."));
295 else if (p_ptr->arena_number > MAX_ARENA_MONS)
297 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
301 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
302 name = (r_name + r_ptr->name);
303 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
305 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
306 p_ptr->window |= (PW_MONSTER);
311 case BACT_ARENA_RULES:
314 /* Peruse the arena help file */
315 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
323 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
324 * @param row シンボルを表示する行の上端
325 * @param col シンボルを表示する行の左端
326 * @param fruit 表示するシンボルID
329 static void display_fruit(int row, int col, int fruit)
334 c_put_str(TERM_YELLOW, " ####.", row, col);
335 c_put_str(TERM_YELLOW, " # #", row + 1, col);
336 c_put_str(TERM_YELLOW, " # #", row + 2, col);
337 c_put_str(TERM_YELLOW, "# #", row + 3, col);
338 c_put_str(TERM_YELLOW, "# #", row + 4, col);
339 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
340 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
341 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
343 " Lemon "), row + 8, col);
346 c_put_str(TERM_ORANGE, " ## ", row, col);
347 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
348 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
349 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
350 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
351 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
352 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
353 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
355 " Orange "), row + 8, col);
358 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
359 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
360 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
361 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
362 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
363 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
364 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
365 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
366 prt( _(" 剣 ", " Sword ") , row + 8, col);
369 c_put_str(TERM_SLATE, " ###### ", row, col);
370 c_put_str(TERM_SLATE, "# #", row + 1, col);
371 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
372 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
373 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
374 c_put_str(TERM_SLATE, " # # ", row + 5, col);
375 c_put_str(TERM_SLATE, " # # ", row + 6, col);
376 c_put_str(TERM_SLATE, " ## ", row + 7, col);
378 " Shield "), row + 8, col);
381 c_put_str(TERM_VIOLET, " ## ", row, col);
382 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
383 c_put_str(TERM_VIOLET, "########", row + 2, col);
384 c_put_str(TERM_VIOLET, "########", row + 3, col);
385 c_put_str(TERM_VIOLET, "########", row + 4, col);
386 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
387 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
388 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
390 " Plum "), row + 8, col);
393 c_put_str(TERM_RED, " ##", row, col);
394 c_put_str(TERM_RED, " ### ", row + 1, col);
395 c_put_str(TERM_RED, " #..# ", row + 2, col);
396 c_put_str(TERM_RED, " #..# ", row + 3, col);
397 c_put_str(TERM_RED, " ###### ", row + 4, col);
398 c_put_str(TERM_RED, "#..##..#", row + 5, col);
399 c_put_str(TERM_RED, "#..##..#", row + 6, col);
400 c_put_str(TERM_RED, " ## ## ", row + 7, col);
402 " Cherry "), row + 8, col);
408 * kpoker no (tyuto-hannpa na)pakuri desu...
409 * joker ha shineru node haitte masen.
411 * TODO: donataka! tsukutte!
412 * - agatta yaku no kiroku (like DQ).
413 * - kakkoii card no e.
414 * - sousa-sei no koujyo.
415 * - code wo wakariyasuku.
417 * - Joker... -- done.
420 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
423 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
424 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
425 #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 */
427 static int cards[5]; /*!< ポーカーの現在の手札ID */
434 static void reset_deck(int deck[])
437 for (i = 0; i < 53; i++) deck[i] = i;
440 for (i = 0; i < 53; i++){
441 int tmp1 = randint0(53 - i) + i;
443 deck[i] = deck[tmp1];
449 * @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。
450 * @return ジョーカーを持っているか。
452 static bool have_joker(void)
456 for (i = 0; i < 5; i++){
457 if(IS_JOKER(cards[i])) return TRUE;
463 * @brief ポーカーの手札に該当の番号の札があるかを返す。
464 * @param num 探したいカードの番号。
465 * @return 該当の番号が手札にあるか。
467 static bool find_card_num(int num)
470 for (i = 0; i < 5; i++)
471 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
476 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
479 static bool yaku_check_flush(void)
482 bool joker_is_used = FALSE;
484 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
485 for (i = 0; i < 5; i++){
486 if (SUIT_OF(cards[i]) != suit){
487 if(have_joker() && !joker_is_used)
488 joker_is_used = TRUE;
498 * @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。
499 * @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
501 static int yaku_check_straight(void)
504 bool joker_is_used = FALSE;
505 bool straight = FALSE;
508 for (i = 0; i < 5; i++)
510 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
511 lowest = NUM_OF(cards[i]);
514 /* Check Royal Straight Flush */
515 if (yaku_check_flush())
518 for (i = 0; i < 4; i++)
520 if (!find_card_num(9 + i)){
521 if( have_joker() && !joker_is_used )
522 joker_is_used = TRUE;
527 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
530 for (i = 0; i < 3; i++)
532 if (!find_card_num(10 + i))
535 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
539 joker_is_used = FALSE;
541 /* Straight Only Check */
543 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
544 for (i = 0; i < 4; i++)
546 if (!find_card_num(9 + i)) {
547 if (have_joker() && !joker_is_used)
548 joker_is_used = TRUE;
553 if(i == 4) straight = TRUE;
556 joker_is_used = FALSE;
558 for (i = 0; i < 5; i++)
560 if(!find_card_num(lowest + i)){
561 if( have_joker() && !joker_is_used )
562 joker_is_used = TRUE;
567 if(i == 5) straight = TRUE;
569 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
570 else if(straight) return 1; /* Only Straight */
575 * @brief ポーカーのペア役の状態を返す。
576 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
578 static int yaku_check_pair(void)
580 int i, i2, matching = 0;
582 for (i = 0; i < 5; i++)
584 for (i2 = i+1; i2 < 5; i2++)
586 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
587 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
618 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
619 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
620 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
621 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
622 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
623 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
624 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
625 #define ODDS_ST 4 /*!< ストレートの役倍率 */
626 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
627 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
630 * @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。
633 static int yaku_check(void)
637 switch(yaku_check_straight()){
639 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
642 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
645 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
648 /* Not straight -- fall through */
652 if (yaku_check_flush())
654 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
658 switch (yaku_check_pair())
661 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
664 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
667 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
670 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
673 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
676 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
678 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
683 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
693 * @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。
694 * @param hoge カーソルの現在位置
695 * @param kaeruka カードの捨てる/残すフラグ配列
698 static void display_kaeruka(int hoge, int kaeruka[])
701 char col = TERM_WHITE;
702 for (i = 0; i < 5; i++)
704 if (i == hoge) col = TERM_YELLOW;
705 else if(kaeruka[i]) col = TERM_WHITE;
706 else col = TERM_L_BLUE;
709 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
711 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
713 if (hoge > 4) col = TERM_YELLOW;
714 else col = TERM_WHITE;
715 c_put_str(col, _("決定", "Sure"), 16, 38);
717 /* Hilite current option */
718 if (hoge < 5) move_cursor(14, 5+hoge*16);
719 else move_cursor(16, 38);
723 * @brief ポーカーの手札を表示する。
726 static void display_cards(void)
729 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
731 cptr suit[4] = {"★", "●", "¶", "†"};
732 cptr card_grph[13][7] = {{"A %s ",
823 cptr joker_grph[7] = { " ",
833 cptr suit[4] = {"[]", "qp", "<>", "db"};
834 cptr card_grph[13][7] = {{"A %s ",
925 cptr joker_grph[7] = { " ",
934 for (i = 0; i < 5; i++)
936 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
939 for (i = 0; i < 5; i++)
941 for (j = 0; j < 7; j++)
943 prt(_("┃", " |"), j+6, i*16);
944 if(IS_JOKER(cards[i]))
945 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
947 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);
948 prt(_("┃", "| "), j+6, i*16+14);
951 for (i = 0; i < 5; i++)
953 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
958 * @brief ポーカーの1プレイルーチン。
961 static int do_poker(void)
965 int deck[53]; /* yamafuda : 0...52 */
967 int kaeruka[5]; /* 0:kaenai 1:kaeru */
975 for (i = 0; i < 5; i++)
977 cards[i] = deck[deck_ptr++];
978 kaeruka[i] = 0; /* default:nokosu */
981 /* suteruno wo kimeru */
982 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);
989 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
994 case '6': case 'l': case 'L': case KTRL('F'):
995 if (!kettei) k = (k+1)%5;
996 else {k = 0;kettei = FALSE;}
999 case '4': case 'h': case 'H': case KTRL('B'):
1000 if (!kettei) k = (k+4)%5;
1001 else {k = 4;kettei = FALSE;}
1004 case '2': case 'j': case 'J': case KTRL('N'):
1005 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1007 case '8': case 'k': case 'K': case KTRL('P'):
1008 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1010 case ' ': case '\r':
1011 if (kettei) done = TRUE;
1012 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1021 for (i = 0; i < 5; i++)
1022 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1026 return yaku_check();
1031 /* end of poker codes --Koka */
1034 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1035 * @param cmd プレイするゲームID
1038 static bool gamble_comm(int cmd)
1041 int roll1, roll2, roll3, choice, odds, win;
1046 char out_val[160], tmp_str[80], again;
1051 if (cmd == BACT_GAMBLE_RULES)
1053 /* Peruse the gambling help file */
1054 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1061 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1062 "Hey! You don't have gold - get out of here!"));
1070 maxbet = p_ptr->lev * 200;
1072 /* We can't bet more than we have */
1073 maxbet = MIN(maxbet, p_ptr->au);
1076 strcpy(out_val, "");
1077 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1081 * Use get_string() because we may need more than
1082 * the s16b value returned by get_quantity().
1084 if (get_string(tmp_str, out_val, 32))
1087 for (p = out_val; *p == ' '; p++);
1092 if (wager > p_ptr->au)
1094 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!"));
1099 else if (wager > maxbet)
1101 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1102 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1107 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1113 oldgold = p_ptr->au;
1115 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1116 prt(tmp_str, 20, 2);
1117 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1118 prt(tmp_str, 21, 2);
1125 case BACT_IN_BETWEEN: /* Game of In-Between */
1126 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1130 roll1 = randint1(10);
1131 roll2 = randint1(10);
1132 choice = randint1(10);
1133 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1136 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1138 prt(tmp_str, 11, 14);
1139 if (((choice > roll1) && (choice < roll2)) ||
1140 ((choice < roll1) && (choice > roll2)))
1143 case BACT_CRAPS: /* Game of Craps */
1144 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1148 roll1 = randint1(6);
1149 roll2 = randint1(6);
1150 roll3 = roll1 + roll2;
1152 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1153 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1155 if ((roll3 == 7) || (roll3 == 11))
1157 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1162 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"));
1165 roll1 = randint1(6);
1166 roll2 = randint1(6);
1167 roll3 = roll1 + roll2;
1168 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1169 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1171 if (roll3 == choice)
1173 else if (roll3 == 7)
1175 } while ((win != TRUE) && (win != FALSE));
1178 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1181 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1183 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1184 prt("--------------------------------", 8, 3);
1185 strcpy(out_val, "");
1186 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1188 for (p = out_val; iswspace(*p); p++);
1192 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1195 else if (choice > 9)
1197 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1201 roll1 = randint0(10);
1202 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1203 "The wheel spins to a stop and the winner is %d"), roll1);
1204 prt(tmp_str, 13, 3);
1206 prt("*", 9, (3 * roll1 + 5));
1207 if (roll1 == choice)
1211 case BACT_DICE_SLOTS: /* The Dice Slots */
1212 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1213 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1214 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1215 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1216 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1217 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1218 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1219 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1222 roll1 = randint1(21);
1232 roll2 = randint1(21);
1242 choice = randint1(21);
1252 put_str("/--------------------------\\", 7, 2);
1253 prt("\\--------------------------/", 17, 2);
1254 display_fruit(8, 3, roll1 - 1);
1255 display_fruit(8, 12, roll2 - 1);
1256 display_fruit(8, 21, choice - 1);
1257 if ((roll1 == roll2) && (roll2 == choice))
1276 else if ((roll1 == 1) && (roll2 == 1))
1285 if (odds) win = TRUE;
1291 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1293 p_ptr->au += odds * wager;
1294 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1296 prt(tmp_str, 17, 37);
1300 prt(_("あなたの負け", "You Lost"), 16, 37);
1303 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1305 prt(tmp_str, 22, 2);
1306 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1308 move_cursor(18, 52);
1313 if (wager > p_ptr->au)
1315 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1316 "Hey! You don't have the gold - get out of here!"));
1322 } while ((again == 'y') || (again == 'Y'));
1325 if (p_ptr->au >= oldgold)
1327 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!」",
1328 "You came out a winner! We'll win next time, I'm sure."));
1329 chg_virtue(V_CHANCE, 3);
1333 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."));
1334 chg_virtue(V_CHANCE, -3);
1344 * @brief モンスター闘技場に参加できるモンスターの判定
1345 * @param r_idx モンスターID
1346 * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1347 * 自爆以外のなんらかのHP攻撃手段を持っていること。
1350 static bool vault_aux_battle(MONRACE_IDX r_idx)
1355 monster_race *r_ptr = &r_info[r_idx];
1357 /* Decline town monsters */
1358 /* if (!mon_hook_dungeon(r_idx)) return FALSE; */
1360 /* Decline unique monsters */
1361 /* if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1362 /* if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1364 if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1365 if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1366 if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1367 if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1368 if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1370 for (i = 0; i < 4; i++)
1372 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1373 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1375 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);
1381 * @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。
1384 void battle_monsters(void)
1391 bool old_inside_battle = p_ptr->inside_battle;
1393 for (i = 0; i < max_d_idx; i++)
1394 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1396 mon_level = randint1(MIN(max_dl, 122))+5;
1397 if (randint0(100) < 60)
1399 i = randint1(MIN(max_dl, 122))+5;
1400 mon_level = MAX(i, mon_level);
1402 if (randint0(100) < 30)
1404 i = randint1(MIN(max_dl, 122))+5;
1405 mon_level = MAX(i, mon_level);
1412 for(i = 0; i < 4; i++)
1418 get_mon_num_prep(vault_aux_battle, NULL);
1419 p_ptr->inside_battle = TRUE;
1420 r_idx = get_mon_num(mon_level);
1421 p_ptr->inside_battle = old_inside_battle;
1422 if (!r_idx) continue;
1424 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1426 if ((r_info[r_idx].level + 10) > mon_level) continue;
1429 for (j = 0; j < i; j++)
1430 if(r_idx == battle_mon[j]) break;
1435 battle_mon[i] = r_idx;
1436 if (r_info[r_idx].level < 45) tekitou = TRUE;
1441 monster_race *r_ptr = &r_info[battle_mon[i]];
1442 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1444 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1445 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1447 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1448 power[i] = power[i] * (100 + r_ptr->level) / 100;
1449 if (r_ptr->speed > 110)
1450 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1451 if (r_ptr->speed < 110)
1452 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1454 power[i] = power[i] * (num_taisei*2+5) / 10;
1455 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1456 power[i] = power[i] * 4 / 3;
1457 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1458 power[i] = power[i] * 4 / 3;
1459 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1460 power[i] = power[i] * 11 / 10;
1461 if (r_ptr->flags1 & RF1_RAND_25)
1462 power[i] = power[i] * 9 / 10;
1463 if (r_ptr->flags1 & RF1_RAND_50)
1464 power[i] = power[i] * 9 / 10;
1465 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1466 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1473 power[i] = total*60/power[i];
1474 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1475 if ((power[i] < 160) && randint0(20)) break;
1476 if (power[i] < 101) power[i] = 100 + randint1(5);
1477 mon_odds[i] = power[i];
1484 * @brief モンスター闘技場のメインルーチン
1485 * @return 賭けを開始したか否か
1487 static bool kakutoujou(void)
1491 char out_val[160], tmp_str[80];
1494 if ((turn - old_battle) > TURNS_PER_TICK*250)
1505 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!"));
1517 "Monsters Odds"), 4, 4);
1521 monster_race *r_ptr = &r_info[battle_mon[i]];
1523 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1524 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1525 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1526 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1529 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1539 if (i >= '1' && i <= '4')
1541 sel_monster = i-'1';
1542 battle_odds = mon_odds[sel_monster];
1550 if (i !=sel_monster) clear_bldg(i+5,i+5);
1552 maxbet = p_ptr->lev * 200;
1554 /* We can't bet more than we have */
1555 maxbet = MIN(maxbet, p_ptr->au);
1558 strcpy(out_val, "");
1559 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1561 * Use get_string() because we may need more than
1562 * the s16b value returned by get_quantity().
1564 if (get_string(tmp_str, out_val, 32))
1567 for (p = out_val; *p == ' '; p++);
1572 if (wager > p_ptr->au)
1574 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!"));
1580 else if (wager > maxbet)
1582 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);
1588 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1592 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1597 /* Save the surface floor as saved floor */
1598 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1600 p_ptr->inside_battle = TRUE;
1601 p_ptr->leaving = TRUE;
1615 * @brief 本日の賞金首情報を表示する。
1618 static void today_target(void)
1621 monster_race *r_ptr = &r_info[today_mon];
1624 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1625 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1626 c_put_str(TERM_YELLOW, buf, 6, 10);
1627 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1629 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1631 p_ptr->today_mon = today_mon;
1635 * @brief ツチノコの賞金首情報を表示する。
1638 static void tsuchinoko(void)
1641 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1642 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);
1643 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1644 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1645 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1649 * @brief 通常の賞金首情報を表示する。
1652 static void shoukinkubi(void)
1658 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);
1659 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1661 for (i = 0; i < MAX_KUBI; i++)
1665 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1667 if (kubi_r_idx[i] > 10000)
1670 done_mark = _("(済)", "(done)");
1678 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1681 if (!y && (i < MAX_KUBI -1))
1683 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1694 * 賞金首の報酬テーブル / List of prize object
1697 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1698 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1699 } prize_list[MAX_KUBI] =
1701 {TV_POTION, SV_POTION_CURING},
1702 {TV_POTION, SV_POTION_SPEED},
1703 {TV_POTION, SV_POTION_SPEED},
1704 {TV_POTION, SV_POTION_RESISTANCE},
1705 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1707 {TV_POTION, SV_POTION_HEALING},
1708 {TV_POTION, SV_POTION_RESTORE_MANA},
1709 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1710 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1711 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1713 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1714 {TV_POTION, SV_POTION_STAR_HEALING},
1715 {TV_POTION, SV_POTION_STAR_HEALING},
1716 {TV_POTION, SV_POTION_NEW_LIFE},
1717 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1719 {TV_POTION, SV_POTION_LIFE},
1720 {TV_POTION, SV_POTION_LIFE},
1721 {TV_POTION, SV_POTION_AUGMENTATION},
1722 {TV_POTION, SV_POTION_INVULNERABILITY},
1723 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1727 * @brief 賞金首の引き換え処理 / Get prize
1728 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1730 static bool kankin(void)
1734 bool change = FALSE;
1735 GAME_TEXT o_name[MAX_NLEN];
1738 /* Loop for inventory and right/left arm */
1739 for (i = 0; i <= INVEN_LARM; i++)
1741 o_ptr = &inventory[i];
1743 /* Living Tsuchinoko worthes $1000000 */
1744 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1746 char buf[MAX_NLEN+20];
1747 object_desc(o_name, o_ptr, 0);
1748 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1751 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1752 p_ptr->au += 1000000L * o_ptr->number;
1753 p_ptr->redraw |= (PR_GOLD);
1754 inven_item_increase(i, -o_ptr->number);
1755 inven_item_describe(i);
1756 inven_item_optimize(i);
1762 for (i = 0; i < INVEN_PACK; i++)
1764 o_ptr = &inventory[i];
1766 /* Corpse of Tsuchinoko worthes $200000 */
1767 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1769 char buf[MAX_NLEN+20];
1770 object_desc(o_name, o_ptr, 0);
1771 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1774 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1775 p_ptr->au += 200000L * o_ptr->number;
1776 p_ptr->redraw |= (PR_GOLD);
1777 inven_item_increase(i, -o_ptr->number);
1778 inven_item_describe(i);
1779 inven_item_optimize(i);
1785 for (i = 0; i < INVEN_PACK; i++)
1787 o_ptr = &inventory[i];
1789 /* Bones of Tsuchinoko worthes $100000 */
1790 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1792 char buf[MAX_NLEN+20];
1793 object_desc(o_name, o_ptr, 0);
1794 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1797 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1798 p_ptr->au += 100000L * o_ptr->number;
1799 p_ptr->redraw |= (PR_GOLD);
1800 inven_item_increase(i, -o_ptr->number);
1801 inven_item_describe(i);
1802 inven_item_optimize(i);
1808 for (i = 0; i < INVEN_PACK; i++)
1810 o_ptr = &inventory[i];
1811 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)))
1813 char buf[MAX_NLEN+20];
1814 object_desc(o_name, o_ptr, 0);
1815 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1818 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1819 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1820 p_ptr->redraw |= (PR_GOLD);
1821 inven_item_increase(i, -o_ptr->number);
1822 inven_item_describe(i);
1823 inven_item_optimize(i);
1829 for (i = 0; i < INVEN_PACK; i++)
1831 o_ptr = &inventory[i];
1833 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1835 char buf[MAX_NLEN+20];
1836 object_desc(o_name, o_ptr, 0);
1837 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1840 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1841 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1842 p_ptr->redraw |= (PR_GOLD);
1843 inven_item_increase(i, -o_ptr->number);
1844 inven_item_describe(i);
1845 inven_item_optimize(i);
1851 for (j = 0; j < MAX_KUBI; j++)
1853 /* Need reverse order --- Positions will be changed in the loop */
1854 for (i = INVEN_PACK-1; i >= 0; i--)
1856 o_ptr = &inventory[i];
1857 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1859 char buf[MAX_NLEN+20];
1861 INVENTORY_IDX item_new;
1864 object_desc(o_name, o_ptr, 0);
1865 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1866 if (!get_check(buf)) continue;
1868 #if 0 /* Obsoleted */
1869 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);
1870 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1871 p_ptr->redraw |= (PR_GOLD);
1872 inven_item_increase(i, -o_ptr->number);
1873 inven_item_describe(i);
1874 inven_item_optimize(i);
1875 chg_virtue(V_JUSTICE, 5);
1876 kubi_r_idx[j] += 10000;
1879 #endif /* Obsoleted */
1882 inven_item_increase(i, -o_ptr->number);
1883 inven_item_describe(i);
1884 inven_item_optimize(i);
1886 chg_virtue(V_JUSTICE, 5);
1887 kubi_r_idx[j] += 10000;
1889 /* Count number of unique corpses already handed */
1890 for (num = 0, k = 0; k < MAX_KUBI; k++)
1892 if (kubi_r_idx[k] >= 10000) num++;
1894 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" : ""));
1896 /* Prepare to make a prize */
1897 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1898 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1900 /* Identify it fully */
1901 object_aware(&forge);
1902 object_known(&forge);
1905 * Hand it --- Assume there is an empty slot.
1906 * Since a corpse is handed at first,
1907 * there is at least one empty slot.
1909 item_new = inven_carry(&forge);
1911 object_desc(o_name, &forge, 0);
1912 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1914 /* Auto-inscription */
1915 autopick_alter_item(item_new, FALSE);
1925 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."));
1933 * @brief 悪夢の元凶となるモンスターかどうかを返す。
1934 * @param r_idx 判定対象となるモンスターのID
1935 * @return 悪夢の元凶となり得るか否か。
1937 bool get_nightmare(MONRACE_IDX r_idx)
1939 monster_race *r_ptr = &r_info[r_idx];
1941 /* Require eldritch horrors */
1942 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
1944 /* Require high level */
1945 if (r_ptr->level <= p_ptr->lev) return (FALSE);
1947 /* Accept this monster */
1952 * @brief 宿屋の利用サブルーチン
1953 * @details inn commands\n
1954 * Note that resting for the night was a perfect way to avoid player\n
1955 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1956 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1957 * will not be that useful. I will keep it in the hopes the player\n
1958 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1959 * Resting at night is also a quick way to restock stores -KMW-\n
1960 * @param cmd 宿屋の利用施設ID
1961 * @return 施設の利用が実際に行われたか否か。
1963 static bool inn_comm(int cmd)
1967 case BACT_FOOD: /* Buy food & drink */
1968 if (p_ptr->food >= PY_FOOD_FULL)
1970 msg_print(_("今は満腹だ。", "You are full now."));
1973 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."));
1974 (void)set_food(PY_FOOD_MAX - 1);
1977 case BACT_REST: /* Rest for the night */
1978 if ((p_ptr->poisoned) || (p_ptr->cut))
1980 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."));
1982 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."));
1986 s32b oldturn = turn;
1987 int prev_day, prev_hour, prev_min;
1989 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
1990 if ((prev_hour >= 6) && (prev_hour <= 17))
1991 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
1993 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
1995 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1996 if (dungeon_turn < dungeon_turn_limit)
1998 dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1999 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2002 prevent_turn_overflow();
2004 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2005 p_ptr->chp = p_ptr->mhp;
2007 if (ironman_nightmare)
2009 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."));
2011 /* Have some nightmares */
2014 sanity_blast(NULL, FALSE);
2015 if (!one_in_(3)) break;
2018 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2019 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."));
2026 p_ptr->chp = p_ptr->mhp;
2027 p_ptr->csp = p_ptr->msp;
2028 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2031 for (i = 0; i < 72; i++)
2033 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2035 for (; i < 108; i++)
2037 p_ptr->magic_num1[i] = 0;
2041 if ((prev_hour >= 6) && (prev_hour <= 17))
2043 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."));
2044 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2048 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."));
2049 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2055 case BACT_RUMORS: /* Listen for rumors */
2057 display_rumor(TRUE);
2067 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2068 * @param questnum クエストのID
2069 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2072 static void get_questinfo(IDX questnum, bool do_init)
2078 /* Clear the text */
2079 for (i = 0; i < 10; i++)
2081 quest_text[i][0] = '\0';
2084 quest_text_line = 0;
2086 /* Set the quest number temporary */
2087 old_quest = p_ptr->inside_quest;
2088 p_ptr->inside_quest = questnum;
2090 /* Get the quest text */
2091 init_flags = INIT_SHOW_TEXT;
2092 if (do_init) init_flags |= INIT_ASSIGN;
2094 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2096 /* Reset the old quest number */
2097 p_ptr->inside_quest = old_quest;
2099 /* Print the quest info */
2100 sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
2104 prt(quest[questnum].name, 7, 0);
2106 for (i = 0; i < 10; i++)
2108 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2113 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2116 static void castle_quest(void)
2119 monster_race *r_ptr;
2126 /* Current quest of the building */
2127 q_index = cave[p_ptr->y][p_ptr->x].special;
2129 /* Is there a quest available at the building? */
2132 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);
2136 q_ptr = &quest[q_index];
2138 /* Quest is completed */
2139 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2141 /* Rewarded quest */
2142 q_ptr->status = QUEST_STATUS_REWARDED;
2144 get_questinfo(q_index, FALSE);
2146 reinit_wilderness = TRUE;
2149 else if (q_ptr->status == QUEST_STATUS_FAILED)
2151 get_questinfo(q_index, FALSE);
2153 /* Mark quest as done (but failed) */
2154 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2156 reinit_wilderness = TRUE;
2158 /* Quest is still unfinished */
2159 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2161 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);
2162 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);
2163 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);
2166 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2168 q_ptr->status = QUEST_STATUS_TAKEN;
2170 reinit_wilderness = TRUE;
2172 /* Assign a new quest */
2173 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2175 if (q_ptr->r_idx == 0)
2177 /* Random monster at least 5 - 10 levels out of deep */
2178 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2181 r_ptr = &r_info[q_ptr->r_idx];
2183 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2185 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2186 r_ptr = &r_info[q_ptr->r_idx];
2189 if (q_ptr->max_num == 0)
2191 /* Random monster number */
2192 if (randint1(10) > 7)
2195 q_ptr->max_num = randint1(3) + 1;
2199 name = (r_name + r_ptr->name);
2200 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2204 get_questinfo(q_index, TRUE);
2211 * @brief 町に関するヘルプを表示する / Display town history
2214 static void town_history(void)
2218 /* Peruse the building help file */
2219 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2224 * @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
2225 * @param plus_ammo 矢弾のダメージ修正
2226 * @param plus_bow 弓のダメージ修正
2228 * @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。
2230 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2233 object_type *j_ptr = &inventory[INVEN_BOW];
2235 /* Extract "shot" power */
2236 i = p_ptr->to_h_b + plus_ammo;
2238 if (p_ptr->tval_ammo == TV_BOLT)
2239 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2241 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2243 /* Snipers can shot more critically with crossbows */
2244 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2245 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2247 /* Good bow makes more critical */
2248 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2256 * @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
2257 * @param weight 武器の重量
2258 * @param plus_ammo 矢弾のダメージ修正
2259 * @param plus_bow 弓のダメージ修正
2260 * @param dam 基本ダメージ量
2263 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
2267 i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2272 crit = MIN(500, 900/weight);
2273 num += dam * 3 /2 * crit;
2276 crit = MIN(500, 1350/weight);
2278 num += dam * 2 * crit;
2284 num += dam * 3 * crit;
2290 num += (10000 - i) * dam;
2297 * @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
2298 * @param weight 武器の重量
2299 * @param plus 武器のダメージ修正
2301 * @param meichuu 命中値
2302 * @param dokubari 毒針処理か否か
2305 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2310 if(dokubari) return dam;
2312 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2318 if (k < 400) num += (2 * dam + 5) * (400 - k);
2319 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2320 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2321 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2322 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2325 if(p_ptr->pclass == CLASS_NINJA)
2328 num += (4444 - i) * dam;
2334 num += (5000 - i) * dam;
2342 * @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
2344 * @param mult スレイ倍率(掛け算部分)
2345 * @param div スレイ倍率(割り算部分)
2346 * @param force 理力特別計算フラグ
2349 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2357 tmp += dam * 60 * 2;
2371 * @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)
2373 * @param mult スレイ倍率(掛け算部分)
2374 * @param div スレイ倍率(割り算部分)
2375 * @param force 理力特別計算フラグ
2377 * @param plus 武器ダメージ修正
2378 * @param meichuu 命中値
2379 * @param dokubari 毒針処理か否か
2380 * @param vorpal_mult 切れ味倍率(掛け算部分)
2381 * @param vorpal_div 切れ味倍率(割り算部分)
2384 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2386 dam = calc_slaydam(dam, mult, div, force);
2387 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2388 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2394 * @brief 武器の各条件毎のダメージ期待値を表示する。
2397 * @param mindice ダイス部分最小値
2398 * @param maxdice ダイス部分最大値
2400 * @param dam_bonus ダメージ修正値
2402 * @param color 条件内容の表示色
2404 * Display the damage figure of an object\n
2405 * (used by compare_weapon_aux)\n
2407 * Only accurate for the current weapon, because it includes\n
2408 * the current +dam of the player.\n
2411 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2416 mindam = blows * (mindice + dam_bonus);
2417 maxdam = blows * (maxdice + dam_bonus);
2419 /* Print the intro text */
2420 c_put_str(color, attr, r, c);
2422 /* Calculate the min and max damage figures */
2423 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2425 /* Print the damage */
2426 put_str(tmp_str, r, c + 8);
2431 * @brief 武器一つ毎のダメージ情報を表示する。
2432 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2433 * @param col 表示する行の上端
2436 * Show the damage figures for the various monster types\n
2438 * Only accurate for the current weapon, because it includes\n
2439 * the current number of blows for the player.\n
2442 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2444 BIT_FLAGS flgs[TR_FLAG_SIZE];
2445 int blow = p_ptr->num_blow[0];
2447 bool dokubari = FALSE;
2449 /* Effective dices */
2450 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2451 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2453 int mindice = eff_dd;
2454 int maxdice = eff_ds * eff_dd;
2457 int vorpal_mult = 1;
2459 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2462 /* Get the flags of the weapon */
2463 object_flags(o_ptr, flgs);
2465 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2468 /* Show Critical Damage*/
2469 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2470 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2472 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2476 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2478 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2489 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);
2490 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);
2491 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2494 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2498 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);
2499 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);
2500 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2503 /* Print the relevant lines */
2504 if (have_flag(flgs, TR_KILL_ANIMAL))
2506 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);
2507 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);
2508 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2510 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2512 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);
2513 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);
2514 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2516 if (have_flag(flgs, TR_KILL_EVIL))
2518 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);
2519 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);
2520 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2522 else if (have_flag(flgs, TR_SLAY_EVIL))
2524 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);
2525 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);
2526 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2528 if (have_flag(flgs, TR_KILL_HUMAN))
2530 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);
2531 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);
2532 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2534 else if (have_flag(flgs, TR_SLAY_HUMAN))
2536 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);
2537 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);
2538 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2540 if (have_flag(flgs, TR_KILL_UNDEAD))
2542 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);
2543 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);
2544 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2546 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2548 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);
2549 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);
2550 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2552 if (have_flag(flgs, TR_KILL_DEMON))
2554 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);
2555 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);
2556 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2558 else if (have_flag(flgs, TR_SLAY_DEMON))
2560 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);
2561 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);
2562 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2564 if (have_flag(flgs, TR_KILL_ORC))
2566 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);
2567 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);
2568 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2570 else if (have_flag(flgs, TR_SLAY_ORC))
2572 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);
2573 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);
2574 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2576 if (have_flag(flgs, TR_KILL_TROLL))
2578 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);
2579 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);
2580 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2582 else if (have_flag(flgs, TR_SLAY_TROLL))
2584 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);
2585 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);
2586 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2588 if (have_flag(flgs, TR_KILL_GIANT))
2590 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);
2591 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);
2592 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2594 else if (have_flag(flgs, TR_SLAY_GIANT))
2596 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);
2597 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);
2598 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2600 if (have_flag(flgs, TR_KILL_DRAGON))
2602 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);
2603 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);
2604 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2606 else if (have_flag(flgs, TR_SLAY_DRAGON))
2608 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);
2609 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);
2610 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2612 if (have_flag(flgs, TR_BRAND_ACID))
2614 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);
2615 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);
2616 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2618 if (have_flag(flgs, TR_BRAND_ELEC))
2620 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);
2621 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);
2622 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2624 if (have_flag(flgs, TR_BRAND_FIRE))
2626 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);
2627 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);
2628 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2630 if (have_flag(flgs, TR_BRAND_COLD))
2632 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);
2633 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);
2634 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2636 if (have_flag(flgs, TR_BRAND_POIS))
2638 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);
2639 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);
2640 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2645 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2646 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2647 * @param row 表示する列の左端
2648 * @param col 表示する行の上端
2650 * Displays all info about a weapon
2652 * Only accurate for the current weapon, because it includes
2653 * various info about the player's +to_dam and number of blows.
2656 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2658 GAME_TEXT o_name[MAX_NLEN];
2661 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2662 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2663 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2665 /* Print the weapon name */
2666 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2667 c_put_str(TERM_YELLOW, o_name, row, col);
2669 /* Print the player's number of blows */
2670 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2671 put_str(tmp_str, row+1, col);
2673 /* Print to_hit and to_dam of the weapon */
2674 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2675 put_str(tmp_str, row+2, col);
2677 /* Print the weapons base damage dice */
2678 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2679 hit_chance(reli, 0),
2680 hit_chance(reli, 50),
2681 hit_chance(reli, 100),
2682 hit_chance(reli, 150),
2683 hit_chance(reli, 200));
2684 put_str(tmp_str, row+3, col);
2685 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2687 /* Damage for one blow (if it hits) */
2688 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2689 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2690 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2691 put_str(tmp_str, row+6, col+1);
2693 /* Damage for the complete attack (if all blows hit) */
2694 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2695 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2696 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2697 put_str(tmp_str, row+7, col+1);
2701 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2703 * Copies the weapons to compare into the weapon-slot and\n
2704 * compares the values for both weapons.\n
2705 * 武器1つだけで比較をしないなら費用は半額になる。
2706 * @param bcost 基本鑑定費用
2707 * @return 最終的にかかった費用
2709 static PRICE compare_weapons(PRICE bcost)
2712 OBJECT_IDX item, item2;
2713 object_type *o_ptr[2];
2714 object_type orig_weapon;
2718 TERM_LEN wid = 38, mgn = 2;
2719 bool old_character_xtra = character_xtra;
2722 PRICE cost = 0; /* First time no price */
2727 /* Store copy of original wielded weapon */
2728 i_ptr = &inventory[INVEN_RARM];
2729 object_copy(&orig_weapon, i_ptr);
2731 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2733 /* Get the first weapon */
2734 q = _("第一の武器は?", "What is your first weapon? ");
2735 s = _("比べるものがありません。", "You have nothing to compare.");
2737 o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2751 /* Only compare melee weapons */
2752 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2754 /* Hack -- prevent "icky" message */
2755 character_xtra = TRUE;
2757 /* Diaplay selected weapon's infomation */
2758 for (i = 0; i < n; i++)
2760 int col = (wid * i + mgn);
2762 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2763 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2765 p_ptr->update |= PU_BONUS;
2768 /* List the new values */
2769 list_weapon(o_ptr[i], row, col);
2770 compare_weapon_aux(o_ptr[i], col, row + 8);
2772 /* Copy back the original weapon into the weapon slot */
2773 object_copy(i_ptr, &orig_weapon);
2776 /* Reset the values for the old weapon */
2777 p_ptr->update |= PU_BONUS;
2780 character_xtra = old_character_xtra;
2783 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2784 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);
2785 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);
2787 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2788 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2789 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2797 if (total + cost > p_ptr->au)
2799 msg_print(_("お金が足りません!", "You don't have enough money!"));
2804 q = _("第二の武器は?", "What is your second weapon? ");
2805 s = _("比べるものがありません。", "You have nothing to compare.");
2807 /* Get the second weapon */
2808 o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2809 if (!o_ptr) continue;
2827 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2829 * Calculate and display the dodge-rate and the protection-rate
2831 * @param iAC プレイヤーのAC。
2832 * @return 常にTRUEを返す。
2834 static bool eval_ac(ARMOUR_CLASS iAC)
2838 "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"
2839 "何パーセント軽減するかを示します。\n"
2840 "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"
2841 "に対してのみ効果があります。\n \n"
2842 "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"
2843 "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"
2844 "敵のレベルとあなたのACによって決定されます。\n \n"
2845 "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"
2846 "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";
2849 "'Protection Rate' means how much damage is reduced by your armor.\n"
2850 "Note that the Protection rate is effective only against normal "
2851 "'attack' and 'shatter' type melee attacks, "
2852 "and has no effect against any other types such as 'poison'.\n \n"
2853 "'Dodge Rate' indicates the success rate on dodging the "
2854 "monster's melee attacks. "
2855 "It is depend on the level of the monster and your AC.\n \n"
2856 "'Average Damage' indicates the expected amount of damage "
2857 "when you are attacked by normal melee attacks with power=100.";
2861 TERM_LEN col, row = 2;
2863 char buf[80*20], *t;
2865 /* AC lower than zero has no effect */
2866 if (iAC < 0) iAC = 0;
2869 protection = 100 * MIN(iAC, 150) / 250;
2875 put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2876 put_str(format("ダメージ軽減率 : %3d%%", protection), row++, 0);
2879 put_str("敵のレベル :", row + 0, 0);
2880 put_str("回避率 :", row + 1, 0);
2881 put_str("ダメージ期待値 :", row + 2, 0);
2883 put_str(format("Your current AC : %3d", iAC), row++, 0);
2884 put_str(format("Protection rate : %3d%%", protection), row++, 0);
2887 put_str("Level of Monster:", row + 0, 0);
2888 put_str("Dodge Rate :", row + 1, 0);
2889 put_str("Average Damage :", row + 2, 0);
2892 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2894 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2895 int dodge; /* 回避率(%) */
2896 int average; /* ダメージ期待値 */
2898 put_str(format("%3d", lvl), row + 0, col);
2901 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2902 put_str(format("%3d%%", dodge), row + 1, col);
2904 /* 100点の攻撃に対してのダメージ期待値を計算 */
2905 average = (100 - dodge) * (100 - protection) / 100;
2906 put_str(format("%3d", average), row + 2, col);
2910 roff_to_buf(memo, 70, buf, sizeof(buf));
2911 for (t = buf; t[0]; t += strlen(t) + 1)
2912 put_str(t, (row++) + 4, 4);
2914 prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
2926 * @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。
2927 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2928 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2929 * @return 修復対象になるならTRUEを返す。
2931 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2934 int cand[TR_FLAG_MAX];
2935 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2936 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2938 object_flags(to_ptr, to_flgs);
2939 object_flags(from_ptr, from_flgs);
2941 for (i = 0; i < TR_FLAG_MAX; i++)
2945 case TR_IGNORE_ACID:
2946 case TR_IGNORE_ELEC:
2947 case TR_IGNORE_FIRE:
2948 case TR_IGNORE_COLD:
2957 case TR_FIXED_FLAVOR:
2960 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2962 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2970 int tr_idx = cand[randint0(n)];
2971 add_flag(to_ptr->art_flags, tr_idx);
2972 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2973 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2974 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2975 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2982 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2983 * @param bcost 基本修復費用
2986 static PRICE repair_broken_weapon_aux(PRICE bcost)
2989 OBJECT_IDX item, mater;
2990 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2992 int i, dd_bonus, ds_bonus;
2993 KIND_OBJECT_IDX k_idx;
2994 char basenm[MAX_NLEN];
2999 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);
3000 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);
3002 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3003 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3005 /* Only forge broken weapons */
3006 item_tester_hook = item_tester_hook_broken_weapon;
3008 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
3009 if (!o_ptr) return (0);
3011 /* It is worthless */
3012 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3014 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3018 /* They are too many */
3019 if (o_ptr->number > 1)
3021 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!"));
3025 /* Display item name */
3026 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3027 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3029 q = _("材料となる武器は?", "Which weapon for material? ");
3030 s = _("材料となる武器がありません。", "You have no material to repair.");
3032 /* Only forge broken weapons */
3033 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
3035 mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
3036 if (!mo_ptr) return (0);
3039 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3043 /* Display item name */
3044 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3045 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3047 /* Get the value of one of the items (except curses) */
3048 cost = bcost + object_value_real(o_ptr) * 2;
3050 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);
3052 /* Check if the player has enough money */
3053 if (p_ptr->au < cost)
3055 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3056 msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
3061 p_ptr->total_weight -= o_ptr->weight;
3063 if (o_ptr->sval == SV_BROKEN_DAGGER)
3068 /* Suppress compiler warning */
3071 for (j = 1; j < max_k_idx; j++)
3073 object_kind *k_aux_ptr = &k_info[j];
3075 if (k_aux_ptr->tval != TV_SWORD) continue;
3076 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3077 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3078 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3079 if (k_aux_ptr->weight > 99) continue;
3088 else /* TV_BROKEN_SWORD */
3090 /* Repair to a sword or sometimes material's type weapon */
3091 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3095 object_kind *ck_ptr;
3097 k_idx = lookup_kind(tval, SV_ANY);
3098 ck_ptr = &k_info[k_idx];
3100 if (tval == TV_SWORD)
3102 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3103 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3104 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3105 (ck_ptr->sval == SV_DOKUBARI)) continue;
3107 if (tval == TV_POLEARM)
3109 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3110 (ck_ptr->sval == SV_TSURIZAO)) continue;
3112 if (tval == TV_HAFTED)
3114 if ((ck_ptr->sval == SV_GROND) ||
3115 (ck_ptr->sval == SV_WIZSTAFF) ||
3116 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3123 /* Calculate dice bonuses */
3124 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3125 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3126 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3127 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3129 /* Change base object */
3130 k_ptr = &k_info[k_idx];
3131 o_ptr->k_idx = k_idx;
3132 o_ptr->weight = k_ptr->weight;
3133 o_ptr->tval = k_ptr->tval;
3134 o_ptr->sval = k_ptr->sval;
3135 o_ptr->dd = k_ptr->dd;
3136 o_ptr->ds = k_ptr->ds;
3138 /* Copy base object's ability */
3139 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3140 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3141 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3147 for (i = 1; i < dd_bonus; i++)
3149 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3155 for (i = 1; i < ds_bonus; i++)
3157 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3161 if (have_flag(k_ptr->flags, TR_BLOWS))
3163 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3164 o_ptr->pval = MIN(o_ptr->pval, bmax);
3167 /* Add one random ability from material weapon */
3168 give_one_ability_of_object(o_ptr, mo_ptr);
3170 /* Add to-dam, to-hit and to-ac from material weapon */
3171 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3172 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3173 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3175 if ((o_ptr->name1 == ART_NARSIL) ||
3176 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3177 (object_is_ego(o_ptr) && one_in_(7)))
3180 if (object_is_ego(o_ptr))
3182 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3183 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3186 /* Add one random ability from material weapon */
3187 give_one_ability_of_object(o_ptr, mo_ptr);
3189 /* Add one random activation */
3190 if (!activation_index(o_ptr)) one_activation(o_ptr);
3193 if (o_ptr->name1 == ART_NARSIL)
3195 one_high_resistance(o_ptr);
3199 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3202 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3204 msg_format("$%dで%sに修復しました。", cost, basenm);
3206 msg_format("Repaired into %s for %d gold.", basenm, cost);
3210 /* Remove BROKEN flag */
3211 o_ptr->ident &= ~(IDENT_BROKEN);
3213 /* Add repaired flag */
3214 o_ptr->discount = 99;
3216 p_ptr->total_weight += o_ptr->weight;
3219 /* Decrease material object */
3220 inven_item_increase(mater, -1);
3221 inven_item_optimize(mater);
3224 p_ptr->update |= PU_BONUS;
3227 /* Something happened */
3232 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3233 * @param bcost 基本鑑定費用
3236 static int repair_broken_weapon(PRICE bcost)
3240 cost = repair_broken_weapon_aux(bcost);
3247 * @brief アイテムの強化を行う。 / Enchant item
3248 * @param cost 1回毎の費用
3249 * @param to_hit 命中をアップさせる量
3250 * @param to_dam ダメージをアップさせる量
3251 * @param to_ac ACをアップさせる量
3252 * @return 実際に行ったらTRUE
3254 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3261 int maxenchant = (p_ptr->lev / 5);
3262 char tmp_str[MAX_NLEN];
3265 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3266 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3268 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3269 s = _("改良できるものがありません。", "You have nothing to improve.");
3271 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3272 if (!o_ptr) return (FALSE);
3274 /* Check if the player has enough money */
3275 if (p_ptr->au < (cost * o_ptr->number))
3277 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3278 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);
3282 /* Enchant to hit */
3283 for (i = 0; i < to_hit; i++)
3285 if (o_ptr->to_h < maxenchant)
3287 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3295 /* Enchant to damage */
3296 for (i = 0; i < to_dam; i++)
3298 if (o_ptr->to_d < maxenchant)
3300 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3309 for (i = 0; i < to_ac; i++)
3311 if (o_ptr->to_a < maxenchant)
3313 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3324 if (flush_failure) flush();
3325 msg_print(_("改良に失敗した。", "The improvement failed."));
3330 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3332 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3334 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3337 /* Charge the money */
3338 p_ptr->au -= (cost * o_ptr->number);
3340 if (item >= INVEN_RARM) calc_android_exp();
3342 /* Something happened */
3349 * @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
3351 * The player can select the number of charges to add\n
3352 * (up to a limit), and the recharge never fails.\n
3354 * The cost for rods depends on the level of the rod. The prices\n
3355 * for recharging wands and staves are dependent on the cost of\n
3359 static void building_recharge(void)
3367 PARAMETER_VALUE charges;
3369 char tmp_str[MAX_NLEN];
3373 /* Display some info */
3375 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);
3378 /* Only accept legal items */
3379 item_tester_hook = item_tester_hook_recharge;
3381 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3382 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3384 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3387 k_ptr = &k_info[o_ptr->k_idx];
3390 * We don't want to give the player free info about
3391 * the level of the item or the number of charges.
3393 /* The item must be "known" */
3394 if (!object_is_known(o_ptr))
3396 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!"));
3399 if ((p_ptr->au >= 50) &&
3400 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3407 identify_item(o_ptr);
3410 object_desc(tmp_str, o_ptr, 0);
3411 msg_format(_("%s です。", "You have: %s."), tmp_str);
3413 /* Auto-inscription */
3414 autopick_alter_item(item, FALSE);
3416 /* Update the gold display */
3417 building_prt_gold();
3425 /* Extract the object "level" */
3426 lev = k_info[o_ptr->k_idx].level;
3428 /* Price for a rod */
3429 if (o_ptr->tval == TV_ROD)
3431 if (o_ptr->timeout > 0)
3433 /* Fully recharge */
3434 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3438 /* No recharge necessary */
3440 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3444 else if (o_ptr->tval == TV_STAFF)
3446 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3447 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3449 /* Pay at least 10 gold per charge */
3450 price = MAX(10, price);
3454 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3455 price = (k_info[o_ptr->k_idx].cost / 10);
3457 /* Pay at least 10 gold per charge */
3458 price = MAX(10, price);
3461 /* Limit the number of charges for wands and staffs */
3462 if (o_ptr->tval == TV_WAND
3463 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3465 if (o_ptr->number > 1)
3467 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3471 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3475 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3477 if (o_ptr->number > 1)
3479 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3483 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3488 /* Check if the player has enough money */
3489 if (p_ptr->au < price)
3491 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3493 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3495 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3501 if (o_ptr->tval == TV_ROD)
3504 if (get_check(format("そのロッドを$%d で再充填しますか?",
3507 if (get_check(format("Recharge the %s for %d gold? ",
3508 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3512 /* Recharge fully */
3522 if (o_ptr->tval == TV_STAFF)
3523 max_charges = k_ptr->pval - o_ptr->pval;
3525 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3527 /* Get the quantity for staves and wands */
3528 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3529 MIN(p_ptr->au / price, max_charges));
3532 if (charges < 1) return;
3534 /* Get the new price */
3538 o_ptr->pval += charges;
3540 /* We no longer think the item is empty */
3541 o_ptr->ident &= ~(IDENT_EMPTY);
3545 object_desc(tmp_str, o_ptr, 0);
3547 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3549 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3552 /* Combine / Reorder the pack (later) */
3553 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3555 p_ptr->window |= (PW_INVEN);
3566 * @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
3568 * The player can select the number of charges to add\n
3569 * (up to a limit), and the recharge never fails.\n
3571 * The cost for rods depends on the level of the rod. The prices\n
3572 * for recharging wands and staves are dependent on the cost of\n
3576 static void building_recharge_all(void)
3583 PRICE total_cost = 0;
3586 /* 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);
3591 /* Calculate cost */
3592 for ( i = 0; i < INVEN_PACK; i++)
3594 o_ptr = &inventory[i];
3596 /* skip non magic device */
3597 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3599 /* need identified */
3600 if (!object_is_known(o_ptr)) total_cost += 50;
3602 /* Extract the object "level" */
3603 lev = k_info[o_ptr->k_idx].level;
3605 k_ptr = &k_info[o_ptr->k_idx];
3607 switch (o_ptr->tval)
3610 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3614 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3615 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3617 /* Pay at least 10 gold per charge */
3618 price = MAX(10, price);
3621 price = (k_ptr->pval - o_ptr->pval) * price;
3625 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3626 price = (k_info[o_ptr->k_idx].cost / 10);
3628 /* Pay at least 10 gold per charge */
3629 price = MAX(10, price);
3632 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3636 /* if price <= 0 then item have enough charge */
3637 if (price > 0) total_cost += price;
3642 msg_print(_("充填する必要はありません。", "No need to recharge."));
3647 /* Check if the player has enough money */
3648 if (p_ptr->au < total_cost)
3650 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 );
3654 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3656 for (i = 0; i < INVEN_PACK; i++)
3658 o_ptr = &inventory[i];
3659 k_ptr = &k_info[o_ptr->k_idx];
3661 /* skip non magic device */
3662 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3665 if (!object_is_known(o_ptr))
3667 identify_item(o_ptr);
3669 /* Auto-inscription */
3670 autopick_alter_item(i, FALSE);
3674 switch (o_ptr->tval)
3680 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3681 /* We no longer think the item is empty */
3682 o_ptr->ident &= ~(IDENT_EMPTY);
3685 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3686 o_ptr->pval = o_ptr->number * k_ptr->pval;
3687 /* We no longer think the item is empty */
3688 o_ptr->ident &= ~(IDENT_EMPTY);
3694 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3697 /* Combine / Reorder the pack (later) */
3698 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3700 p_ptr->window |= (PW_INVEN);
3703 p_ptr->au -= total_cost;
3710 * @brief 町間のテレポートを行うメインルーチン。
3711 * @return テレポート処理を決定したか否か
3713 bool tele_town(void)
3720 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!"));
3724 if (p_ptr->inside_arena || p_ptr->inside_battle)
3726 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3733 for (i = 1; i < max_towns; i++)
3737 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3739 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3746 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3752 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3762 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3763 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;
3767 for (y = 0; y < max_wild_y; y++)
3769 for (x = 0; x < max_wild_x; x++)
3771 if(wilderness[y][x].town == (i-'a'+1))
3773 p_ptr->wilderness_y = y;
3774 p_ptr->wilderness_x = x;
3779 p_ptr->leaving = TRUE;
3781 p_ptr->teleport_town = TRUE;
3787 * @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-
3788 * @return 常にTRUEを返す。
3789 * @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。
3791 static bool research_mon(void)
3799 bool recall = FALSE;
3803 /* XTRA HACK WHATSEARCH */
3809 /* XTRA HACK REMEMBER_IDX */
3810 static int old_sym = '\0';
3811 static IDX old_i = 0;
3815 /* Get a character, or abort */
3816 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):",
3817 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3826 /* Find that character info, and describe it */
3827 for (i = 0; ident_info[i]; ++i)
3829 if (sym == ident_info[i][0]) break;
3832 /* XTRA HACK WHATSEARCH */
3833 if (sym == KTRL('A'))
3836 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3838 else if (sym == KTRL('U'))
3841 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3843 else if (sym == KTRL('N'))
3846 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3848 else if (sym == KTRL('M'))
3851 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3860 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3862 else if (ident_info[i])
3864 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3868 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3871 /* Display the result */
3875 /* Allocate the "who" array */
3876 C_MAKE(who, max_r_idx, IDX);
3878 /* Collect matching monsters */
3879 for (n = 0, i = 1; i < max_r_idx; i++)
3881 monster_race *r_ptr = &r_info[i];
3884 if (!r_ptr->name) continue;
3886 /* XTRA HACK WHATSEARCH */
3887 /* Require non-unique monsters if needed */
3888 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3890 /* Require unique monsters if needed */
3891 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3899 for (xx = 0; temp[xx] && xx < 80; xx++)
3902 if (iskanji(temp[xx]))
3908 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3912 strcpy(temp2, r_name + r_ptr->E_name);
3914 strcpy(temp2, r_name + r_ptr->name);
3916 for (xx = 0; temp2[xx] && xx < 80; xx++)
3917 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3920 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3922 if (my_strstr(temp2, temp))
3926 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3929 /* Nothing to recall */
3932 /* Free the "who" array */
3933 C_KILL(who, max_r_idx, IDX);
3945 /* Sort if needed */
3948 /* Select the sort method */
3949 ang_sort_comp = ang_sort_comp_hook;
3950 ang_sort_swap = ang_sort_swap_hook;
3952 /* Sort the array */
3953 ang_sort(who, &why, n);
3957 /* Start at the end */
3958 /* XTRA HACK REMEMBER_IDX */
3959 if (old_sym == sym && old_i < n) i = old_i;
3964 /* Scan the monster memory */
3967 /* Extract a race */
3970 /* Hack -- Begin the prompt */
3973 /* Hack -- Complete the prompt */
3974 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3982 /*** Recall on screen ***/
3984 /* Get maximal info about this monster */
3985 lore_do_probe(r_idx);
3987 /* Save this monster ID */
3988 monster_race_track(r_idx);
3991 /* know every thing mode */
3992 screen_roff(r_idx, 0x01);
3995 /* XTRA HACK REMEMBER_IDX */
4003 /* Normal commands */
4004 if (query != 'r') break;
4011 if (query == ESCAPE) break;
4013 /* Move to "prev" monster */
4019 if (!expand_list) break;
4023 /* Move to "next" monster */
4029 if (!expand_list) break;
4035 /* Re-display the identity */
4036 /* prt(buf, 5, 5);*/
4038 /* Free the "who" array */
4039 C_KILL(who, max_r_idx, IDX);
4044 return (!notpicked);
4049 * @brief 施設の処理実行メインルーチン / Execute a building command
4050 * @param bldg 施設構造体の参照ポインタ
4051 * @param i 実行したい施設のサービステーブルの添字
4054 static void bldg_process_command(building_type *bldg, int i)
4056 BACT_IDX bact = bldg->actions[i];
4065 bcost = bldg->member_costs[i];
4067 bcost = bldg->other_costs[i];
4069 /* action restrictions */
4070 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4071 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4073 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4077 /* check gold (HACK - Recharge uses variable costs) */
4078 if ((bact != BACT_RECHARGE) &&
4079 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4080 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4082 msg_print(_("お金が足りません!", "You do not have the gold!"));
4091 case BACT_RESEARCH_ITEM:
4092 paid = identify_fully(FALSE);
4094 case BACT_TOWN_HISTORY:
4097 case BACT_RACE_LEGENDS:
4103 case BACT_KING_LEGENDS:
4104 case BACT_ARENA_LEGENDS:
4109 case BACT_ARENA_RULES:
4113 case BACT_IN_BETWEEN:
4115 case BACT_SPIN_WHEEL:
4116 case BACT_DICE_SLOTS:
4117 case BACT_GAMBLE_RULES:
4124 paid = inn_comm(bact);
4126 case BACT_RESEARCH_MONSTER:
4127 paid = research_mon();
4129 case BACT_COMPARE_WEAPONS:
4131 bcost = compare_weapons(bcost);
4133 case BACT_ENCHANT_WEAPON:
4134 item_tester_hook = object_allow_enchant_melee_weapon;
4135 enchant_item(bcost, 1, 1, 0);
4137 case BACT_ENCHANT_ARMOR:
4138 item_tester_hook = object_is_armour;
4139 enchant_item(bcost, 0, 0, 1);
4142 building_recharge();
4144 case BACT_RECHARGE_ALL:
4145 building_recharge_all();
4147 case BACT_IDENTS: /* needs work */
4148 if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
4150 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4153 case BACT_IDENT_ONE: /* needs work */
4154 paid = ident_spell(FALSE);
4159 case BACT_HEALING: /* needs work */
4160 paid = cure_critical_wounds(200);
4162 case BACT_RESTORE: /* needs work */
4163 paid = restore_all_status();
4165 case BACT_ENCHANT_ARROWS:
4166 item_tester_hook = item_tester_hook_ammo;
4167 enchant_item(bcost, 1, 1, 0);
4169 case BACT_ENCHANT_BOW:
4170 item_tester_tval = TV_BOW;
4171 enchant_item(bcost, 1, 1, 0);
4174 if (recall_player(1)) paid = TRUE;
4176 case BACT_TELEPORT_LEVEL:
4182 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4183 show_building(bldg);
4184 if (!select_dungeon) return;
4186 max_depth = d_info[select_dungeon].maxdepth;
4188 /* Limit depth in Angband */
4189 if (select_dungeon == DUNGEON_ANGBAND)
4191 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4192 else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4194 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
4195 d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
4199 p_ptr->word_recall = 1;
4200 p_ptr->recall_dungeon = select_dungeon;
4201 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));
4202 if (record_maxdepth)
4203 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4205 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4208 p_ptr->redraw |= (PR_STATUS);
4212 case BACT_LOSE_MUTATION:
4213 if (p_ptr->muta1 || p_ptr->muta2 ||
4214 (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4215 (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4216 (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4218 while(!lose_mutation(0));
4223 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4230 case BACT_TSUCHINOKO:
4243 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4244 set_virtue(V_COMPASSION, 0);
4245 set_virtue(V_HONOUR, 0);
4246 set_virtue(V_JUSTICE, 0);
4247 set_virtue(V_SACRIFICE, 0);
4248 set_virtue(V_KNOWLEDGE, 0);
4249 set_virtue(V_FAITH, 0);
4250 set_virtue(V_ENLIGHTEN, 0);
4251 set_virtue(V_ENCHANT, 0);
4252 set_virtue(V_CHANCE, 0);
4253 set_virtue(V_NATURE, 0);
4254 set_virtue(V_HARMONY, 0);
4255 set_virtue(V_VITALITY, 0);
4256 set_virtue(V_UNLIFE, 0);
4257 set_virtue(V_PATIENCE, 0);
4258 set_virtue(V_TEMPERANCE, 0);
4259 set_virtue(V_DILIGENCE, 0);
4260 set_virtue(V_VALOUR, 0);
4261 set_virtue(V_INDIVIDUALISM, 0);
4265 case BACT_TELE_TOWN:
4269 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4271 case BACT_BROKEN_WEAPON:
4273 bcost = repair_broken_weapon(bcost);
4284 * @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
4287 void do_cmd_quest(void)
4289 p_ptr->energy_use = 100;
4291 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4293 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4298 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."));
4299 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4300 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4301 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4303 /* Player enters a new quest */
4307 leave_quest_check();
4309 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4310 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4312 p_ptr->leaving = TRUE;
4318 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4321 void do_cmd_bldg(void)
4326 building_type *bldg;
4329 p_ptr->energy_use = 100;
4331 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4333 msg_print(_("ここには建物はない。", "You see no building here."));
4337 which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4339 bldg = &building[which];
4341 /* Don't re-init the wilderness */
4342 reinit_wilderness = FALSE;
4344 if ((which == 2) && (p_ptr->arena_number < 0))
4346 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4349 else if ((which == 2) && p_ptr->inside_arena)
4351 if (!p_ptr->exit_bldg && m_cnt > 0)
4353 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);
4357 /* Don't save the arena as saved floor */
4358 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4360 p_ptr->inside_arena = FALSE;
4361 p_ptr->leaving = TRUE;
4363 /* Re-enter the arena */
4364 command_new = SPECIAL_KEY_BUILDING;
4366 /* No energy needed to re-enter the arena */
4367 p_ptr->energy_use = 0;
4372 else if (p_ptr->inside_battle)
4374 /* Don't save the arena as saved floor */
4375 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4377 p_ptr->leaving = TRUE;
4378 p_ptr->inside_battle = FALSE;
4380 /* Re-enter the monster arena */
4381 command_new = SPECIAL_KEY_BUILDING;
4383 /* No energy needed to re-enter the arena */
4384 p_ptr->energy_use = 0;
4390 p_ptr->oldpy = p_ptr->y;
4391 p_ptr->oldpx = p_ptr->x;
4397 /* Hack -- Increase "icky" depth */
4404 show_building(bldg);
4407 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4414 building_prt_gold();
4418 if (command == ESCAPE)
4421 p_ptr->inside_arena = FALSE;
4422 p_ptr->inside_battle = FALSE;
4426 for (i = 0; i < 8; i++)
4428 if (bldg->letters[i])
4430 if (bldg->letters[i] == command)
4438 if(validcmd) bldg_process_command(bldg, i);
4443 select_floor_music();
4448 /* Reinit wilderness to activate quests ... */
4449 if (reinit_wilderness)
4451 p_ptr->leaving = TRUE;
4454 /* Hack -- Decrease "icky" depth */
4459 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4460 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4461 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4466 * @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
4468 static cptr find_quest[] =
4470 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4471 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4472 _("メッセージを見つけた:", "There is a sign saying"),
4473 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4474 _("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"),
4479 * @brief クエストの導入メッセージを表示する / Discover quest
4480 * @param q_idx 開始されたクエストのID
4482 void quest_discovery(QUEST_IDX q_idx)
4484 quest_type *q_ptr = &quest[q_idx];
4485 monster_race *r_ptr = &r_info[q_ptr->r_idx];
4486 MONSTER_NUMBER q_num = q_ptr->max_num;
4487 GAME_TEXT name[MAX_NLEN];
4489 /* No quest index */
4492 strcpy(name, (r_name + r_ptr->name));
4494 msg_print(find_quest[rand_range(0, 4)]);
4501 /* Hack -- "unique" monsters must be "unique" */
4502 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
4504 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..."));
4505 /* The unique is already dead */
4506 quest[q_idx].status = QUEST_STATUS_FINISHED;
4509 q_ptr->comptime = playtime;
4513 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);
4518 /* Normal monsters */
4522 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);
4529 * @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。
4530 * / Hack -- Check if a level is a "quest" level
4531 * @param level 検索対象になる階
4532 * @return クエストIDを返す。該当がない場合0を返す。
4534 QUEST_IDX quest_number(DEPTH level)
4539 if (p_ptr->inside_quest)
4540 return (p_ptr->inside_quest);
4542 for (i = 0; i < max_q_idx; i++)
4544 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4546 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4547 !(quest[i].flags & QUEST_FLAG_PRESET) &&
4548 (quest[i].level == level) &&
4549 (quest[i].dungeon == dungeon_type))
4553 /* Check for random quest */
4554 return (random_quest_number(level));
4558 * @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。
4559 * @param level 検索対象になる階
4560 * @return クエストIDを返す。該当がない場合0を返す。
4562 QUEST_IDX random_quest_number(DEPTH level)
4566 if (dungeon_type != DUNGEON_ANGBAND) return 0;
4568 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4570 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4571 (quest[i].status == QUEST_STATUS_TAKEN) &&
4572 (quest[i].level == level) &&
4573 (quest[i].dungeon == DUNGEON_ANGBAND))