3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
9 Rewritten for Kangband 2.8.3i using Kamband's version of\n
10 bldg.c as written by Ivan Tkatchev\n
12 Changed for ZAngband by Robert Ruehlmann\n
19 #include "floor-events.h"
20 #include "floor-save.h"
21 #include "object-boost.h"
22 #include "object-flavor.h"
23 #include "object-hook.h"
25 #include "monsterrace-hook.h"
36 #include "cmd-spell.h"
38 #include "player-status.h"
39 #include "spells-status.h"
40 #include "realm-hex.h"
41 #include "dungeon-file.h"
44 #include "player-effects.h"
47 #include "view-mainwindow.h"
50 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
52 const arena_type arena_info[MAX_ARENA_MONS + 2] =
54 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
55 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
56 { MON_IMP, TV_POTION, SV_POTION_SPEED },
57 { MON_LION_HEART, 0, 0 },
58 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
59 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
60 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
61 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
62 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
63 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
64 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
65 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
66 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
67 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
68 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
69 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
70 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
71 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
72 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
73 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
74 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
75 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
76 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
77 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
78 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
79 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
80 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
81 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
82 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
83 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
84 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
85 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
86 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
87 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
88 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
89 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
90 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
91 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
92 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
93 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
94 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
95 { 0, 0, 0 }, /* Victory prizing */
96 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
101 * ループ中で / hack as in leave_store in store.c
103 static bool leave_bldg = FALSE;
106 * @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。
107 * @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、
108 * 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。
109 * @param bldg 施設構造体の参照ポインタ
110 * @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。
112 static bool is_owner(building_type *bldg)
114 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
119 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
124 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
125 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
134 * @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。
136 * @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、
137 * 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。
138 * @param bldg 施設構造体の参照ポインタ
139 * @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。
140 * @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。
142 static bool is_member(building_type *bldg)
144 if (bldg->member_class[p_ptr->pclass])
149 if (bldg->member_race[p_ptr->prace])
154 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
155 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
161 if (p_ptr->pclass == CLASS_SORCERER)
165 for (i = 0; i < MAX_MAGIC; i++)
167 if (bldg->member_realm[i+1]) OK = TRUE;
175 * @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
176 * @details 消去は行毎にヌル文字列で行われる。
177 * @param min_row 開始行番号
178 * @param max_row 末尾行番号
181 static void clear_bldg(int min_row, int max_row)
185 for (i = min_row; i <= max_row; i++)
193 static void building_prt_gold(void)
196 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
197 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
198 prt(tmp_str, 23, 68);
202 * @brief 施設のサービス一覧を表示する / Display a building.
203 * @param bldg 施設構造体の参照ポインタ
206 static void show_building(building_type* bldg)
214 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
218 for (i = 0; i < 8; i++)
220 if (bldg->letters[i])
222 if (bldg->action_restr[i] == 0)
224 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
225 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
227 action_color = TERM_WHITE;
230 else if (is_owner(bldg))
232 action_color = TERM_YELLOW;
233 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
237 action_color = TERM_YELLOW;
238 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
240 else if (bldg->action_restr[i] == 1)
242 if (!is_member(bldg))
244 action_color = TERM_L_DARK;
245 strcpy(buff, _("(閉店)", "(closed)"));
247 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
248 (is_member(bldg) && (bldg->other_costs[i] == 0)))
250 action_color = TERM_WHITE;
253 else if (is_owner(bldg))
255 action_color = TERM_YELLOW;
256 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
260 action_color = TERM_YELLOW;
261 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
268 action_color = TERM_L_DARK;
269 strcpy(buff, _("(閉店)", "(closed)"));
271 else if (bldg->member_costs[i] != 0)
273 action_color = TERM_YELLOW;
274 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
278 action_color = TERM_WHITE;
283 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
284 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
287 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
291 * @brief 闘技場に入るコマンドの処理 / arena commands
292 * @param cmd 闘技場処理のID
295 static void arena_comm(int cmd)
304 if (p_ptr->arena_number == MAX_ARENA_MONS)
307 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
308 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);
309 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);
313 p_ptr->au += 1000000L;
314 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
316 p_ptr->arena_number++;
318 else if (p_ptr->arena_number > MAX_ARENA_MONS)
320 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
322 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."));
324 if (get_check(_("挑戦するかね?", "Do you fight? ")))
326 msg_print(_("死ぬがよい。", "Die, maggots."));
329 p_ptr->exit_bldg = FALSE;
332 /* Save the surface floor as saved floor */
333 prepare_change_floor_mode(CFM_SAVE_FLOORS);
335 p_ptr->inside_arena = TRUE;
336 p_ptr->leaving = TRUE;
341 msg_print(_("残念だ。", "We are disappointed."));
346 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。",
347 "You enter the arena briefly and bask in your glory."));
351 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
353 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。",
354 "You don't have permission to enter with pet."));
359 p_ptr->exit_bldg = FALSE;
362 /* Save the surface floor as saved floor */
363 prepare_change_floor_mode(CFM_SAVE_FLOORS);
365 p_ptr->inside_arena = TRUE;
366 p_ptr->leaving = TRUE;
371 if (p_ptr->arena_number == MAX_ARENA_MONS)
372 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。",
373 "You are victorious. Enter the arena for the ceremony."));
375 else if (p_ptr->arena_number > MAX_ARENA_MONS)
377 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
381 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
382 name = (r_name + r_ptr->name);
383 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
385 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
386 p_ptr->window |= (PW_MONSTER);
391 case BACT_ARENA_RULES:
394 /* Peruse the arena help file */
395 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
403 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
404 * @param row シンボルを表示する行の上端
405 * @param col シンボルを表示する行の左端
406 * @param fruit 表示するシンボルID
409 static void display_fruit(int row, int col, int fruit)
414 c_put_str(TERM_YELLOW, " ####.", row, col);
415 c_put_str(TERM_YELLOW, " # #", row + 1, col);
416 c_put_str(TERM_YELLOW, " # #", row + 2, col);
417 c_put_str(TERM_YELLOW, "# #", row + 3, col);
418 c_put_str(TERM_YELLOW, "# #", row + 4, col);
419 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
420 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
421 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
423 " Lemon "), row + 8, col);
426 c_put_str(TERM_ORANGE, " ## ", row, col);
427 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
428 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
429 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
430 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
431 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
432 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
433 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
435 " Orange "), row + 8, col);
438 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
439 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
440 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
441 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
442 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
443 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
444 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
445 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
446 prt( _(" 剣 ", " Sword ") , row + 8, col);
449 c_put_str(TERM_SLATE, " ###### ", row, col);
450 c_put_str(TERM_SLATE, "# #", row + 1, col);
451 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
452 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
453 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
454 c_put_str(TERM_SLATE, " # # ", row + 5, col);
455 c_put_str(TERM_SLATE, " # # ", row + 6, col);
456 c_put_str(TERM_SLATE, " ## ", row + 7, col);
458 " Shield "), row + 8, col);
461 c_put_str(TERM_VIOLET, " ## ", row, col);
462 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
463 c_put_str(TERM_VIOLET, "########", row + 2, col);
464 c_put_str(TERM_VIOLET, "########", row + 3, col);
465 c_put_str(TERM_VIOLET, "########", row + 4, col);
466 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
467 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
468 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
470 " Plum "), row + 8, col);
473 c_put_str(TERM_RED, " ##", row, col);
474 c_put_str(TERM_RED, " ### ", row + 1, col);
475 c_put_str(TERM_RED, " #..# ", row + 2, col);
476 c_put_str(TERM_RED, " #..# ", row + 3, col);
477 c_put_str(TERM_RED, " ###### ", row + 4, col);
478 c_put_str(TERM_RED, "#..##..#", row + 5, col);
479 c_put_str(TERM_RED, "#..##..#", row + 6, col);
480 c_put_str(TERM_RED, " ## ## ", row + 7, col);
482 " Cherry "), row + 8, col);
488 * kpoker no (tyuto-hannpa na)pakuri desu...
489 * joker ha shineru node haitte masen.
491 * TODO: donataka! tsukutte!
492 * - agatta yaku no kiroku (like DQ).
493 * - kakkoii card no e.
494 * - sousa-sei no koujyo.
495 * - code wo wakariyasuku.
497 * - Joker... -- done.
500 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
503 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
504 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
505 #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 */
507 static int cards[5]; /*!< ポーカーの現在の手札ID */
514 static void reset_deck(int deck[])
517 for (i = 0; i < 53; i++) deck[i] = i;
520 for (i = 0; i < 53; i++){
521 int tmp1 = randint0(53 - i) + i;
523 deck[i] = deck[tmp1];
529 * @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。
530 * @return ジョーカーを持っているか。
532 static bool have_joker(void)
536 for (i = 0; i < 5; i++){
537 if(IS_JOKER(cards[i])) return TRUE;
543 * @brief ポーカーの手札に該当の番号の札があるかを返す。
544 * @param num 探したいカードの番号。
545 * @return 該当の番号が手札にあるか。
547 static bool find_card_num(int num)
550 for (i = 0; i < 5; i++)
551 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
556 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
559 static bool yaku_check_flush(void)
562 bool joker_is_used = FALSE;
564 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
565 for (i = 0; i < 5; i++){
566 if (SUIT_OF(cards[i]) != suit){
567 if(have_joker() && !joker_is_used)
568 joker_is_used = TRUE;
578 * @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。
579 * @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
581 static int yaku_check_straight(void)
584 bool joker_is_used = FALSE;
585 bool straight = FALSE;
588 for (i = 0; i < 5; i++)
590 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
591 lowest = NUM_OF(cards[i]);
594 /* Check Royal Straight Flush */
595 if (yaku_check_flush())
598 for (i = 0; i < 4; i++)
600 if (!find_card_num(9 + i)){
601 if( have_joker() && !joker_is_used )
602 joker_is_used = TRUE;
607 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
610 for (i = 0; i < 3; i++)
612 if (!find_card_num(10 + i))
615 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
619 joker_is_used = FALSE;
621 /* Straight Only Check */
623 if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
624 for (i = 0; i < 4; i++)
626 if (!find_card_num(9 + i)) {
627 if (have_joker() && !joker_is_used)
628 joker_is_used = TRUE;
633 if(i == 4) straight = TRUE;
636 joker_is_used = FALSE;
638 for (i = 0; i < 5; i++)
640 if(!find_card_num(lowest + i)){
641 if( have_joker() && !joker_is_used )
642 joker_is_used = TRUE;
647 if(i == 5) straight = TRUE;
649 if (straight && yaku_check_flush()) return 2; /* Straight Flush */
650 else if(straight) return 1; /* Only Straight */
655 * @brief ポーカーのペア役の状態を返す。
656 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
658 static int yaku_check_pair(void)
660 int i, i2, matching = 0;
662 for (i = 0; i < 5; i++)
664 for (i2 = i+1; i2 < 5; i2++)
666 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
667 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
698 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
699 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
700 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
701 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
702 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
703 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
704 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
705 #define ODDS_ST 4 /*!< ストレートの役倍率 */
706 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
707 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
710 * @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。
713 static int yaku_check(void)
717 switch(yaku_check_straight()){
719 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
722 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
725 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
728 /* Not straight -- fall through */
732 if (yaku_check_flush())
734 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
738 switch (yaku_check_pair())
741 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
744 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
747 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
750 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
753 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
756 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
758 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
763 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
773 * @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。
774 * @param hoge カーソルの現在位置
775 * @param kaeruka カードの捨てる/残すフラグ配列
778 static void display_kaeruka(int hoge, int kaeruka[])
781 char col = TERM_WHITE;
782 for (i = 0; i < 5; i++)
784 if (i == hoge) col = TERM_YELLOW;
785 else if(kaeruka[i]) col = TERM_WHITE;
786 else col = TERM_L_BLUE;
789 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
791 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
793 if (hoge > 4) col = TERM_YELLOW;
794 else col = TERM_WHITE;
795 c_put_str(col, _("決定", "Sure"), 16, 38);
797 /* Hilite current option */
798 if (hoge < 5) move_cursor(14, 5+hoge*16);
799 else move_cursor(16, 38);
803 * @brief ポーカーの手札を表示する。
806 static void display_cards(void)
809 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
811 concptr suit[4] = {"★", "●", "¶", "†"};
812 concptr card_grph[13][7] = {{"A %s ",
903 concptr joker_grph[7] = { " ",
913 concptr suit[4] = {"[]", "qp", "<>", "db"};
914 concptr card_grph[13][7] = {{"A %s ",
1005 concptr joker_grph[7] = { " ",
1014 for (i = 0; i < 5; i++)
1016 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
1019 for (i = 0; i < 5; i++)
1021 for (j = 0; j < 7; j++)
1023 prt(_("┃", " |"), j+6, i*16);
1024 if(IS_JOKER(cards[i]))
1025 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
1027 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);
1028 prt(_("┃", "| "), j+6, i*16+14);
1031 for (i = 0; i < 5; i++)
1033 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
1038 * @brief ポーカーの1プレイルーチン。
1041 static int do_poker(void)
1045 int deck[53]; /* yamafuda : 0...52 */
1047 int kaeruka[5]; /* 0:kaenai 1:kaeru */
1051 bool kakikae = TRUE;
1055 for (i = 0; i < 5; i++)
1057 cards[i] = deck[deck_ptr++];
1058 kaeruka[i] = 0; /* default:nokosu */
1061 /* suteruno wo kimeru */
1062 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);
1069 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1074 case '6': case 'l': case 'L': case KTRL('F'):
1075 if (!kettei) k = (k+1)%5;
1076 else {k = 0;kettei = FALSE;}
1079 case '4': case 'h': case 'H': case KTRL('B'):
1080 if (!kettei) k = (k+4)%5;
1081 else {k = 4;kettei = FALSE;}
1084 case '2': case 'j': case 'J': case KTRL('N'):
1085 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1087 case '8': case 'k': case 'K': case KTRL('P'):
1088 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1090 case ' ': case '\r':
1091 if (kettei) done = TRUE;
1092 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1101 for (i = 0; i < 5; i++)
1102 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1106 return yaku_check();
1111 /* end of poker codes --Koka */
1114 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1115 * @param cmd プレイするゲームID
1118 static bool gamble_comm(int cmd)
1121 int roll1, roll2, roll3, choice, odds, win;
1126 char out_val[160], tmp_str[80], again;
1131 if (cmd == BACT_GAMBLE_RULES)
1133 /* Peruse the gambling help file */
1134 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1141 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1142 "Hey! You don't have gold - get out of here!"));
1150 maxbet = p_ptr->lev * 200;
1152 /* We can't bet more than we have */
1153 maxbet = MIN(maxbet, p_ptr->au);
1156 strcpy(out_val, "");
1157 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1161 * Use get_string() because we may need more than
1162 * the s16b value returned by get_quantity().
1164 if (get_string(tmp_str, out_val, 32))
1167 for (p = out_val; *p == ' '; p++);
1172 if (wager > p_ptr->au)
1174 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!"));
1179 else if (wager > maxbet)
1181 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1182 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1187 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1193 oldgold = p_ptr->au;
1195 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1196 prt(tmp_str, 20, 2);
1197 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1198 prt(tmp_str, 21, 2);
1205 case BACT_IN_BETWEEN: /* Game of In-Between */
1206 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1210 roll1 = randint1(10);
1211 roll2 = randint1(10);
1212 choice = randint1(10);
1213 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1216 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1218 prt(tmp_str, 11, 14);
1219 if (((choice > roll1) && (choice < roll2)) ||
1220 ((choice < roll1) && (choice > roll2)))
1223 case BACT_CRAPS: /* Game of Craps */
1224 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1228 roll1 = randint1(6);
1229 roll2 = randint1(6);
1230 roll3 = roll1 + roll2;
1232 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1233 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1235 if ((roll3 == 7) || (roll3 == 11))
1237 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1242 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"));
1245 roll1 = randint1(6);
1246 roll2 = randint1(6);
1247 roll3 = roll1 + roll2;
1248 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1249 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1251 if (roll3 == choice)
1253 else if (roll3 == 7)
1255 } while ((win != TRUE) && (win != FALSE));
1258 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1261 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1263 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1264 prt("--------------------------------", 8, 3);
1265 strcpy(out_val, "");
1266 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1268 for (p = out_val; iswspace(*p); p++);
1272 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1275 else if (choice > 9)
1277 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1281 roll1 = randint0(10);
1282 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1283 "The wheel spins to a stop and the winner is %d"), roll1);
1284 prt(tmp_str, 13, 3);
1286 prt("*", 9, (3 * roll1 + 5));
1287 if (roll1 == choice)
1291 case BACT_DICE_SLOTS: /* The Dice Slots */
1292 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1293 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1294 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1295 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1296 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1297 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1298 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1299 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1302 roll1 = randint1(21);
1312 roll2 = randint1(21);
1322 choice = randint1(21);
1332 put_str("/--------------------------\\", 7, 2);
1333 prt("\\--------------------------/", 17, 2);
1334 display_fruit(8, 3, roll1 - 1);
1335 display_fruit(8, 12, roll2 - 1);
1336 display_fruit(8, 21, choice - 1);
1337 if ((roll1 == roll2) && (roll2 == choice))
1356 else if ((roll1 == 1) && (roll2 == 1))
1365 if (odds) win = TRUE;
1371 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1373 p_ptr->au += odds * wager;
1374 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1376 prt(tmp_str, 17, 37);
1380 prt(_("あなたの負け", "You Lost"), 16, 37);
1383 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1385 prt(tmp_str, 22, 2);
1386 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1388 move_cursor(18, 52);
1393 if (wager > p_ptr->au)
1395 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1396 "Hey! You don't have the gold - get out of here!"));
1402 } while ((again == 'y') || (again == 'Y'));
1405 if (p_ptr->au >= oldgold)
1407 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!」",
1408 "You came out a winner! We'll win next time, I'm sure."));
1409 chg_virtue(V_CHANCE, 3);
1413 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."));
1414 chg_virtue(V_CHANCE, -3);
1424 * @brief モンスター闘技場に参加するモンスターを更新する。
1427 void update_gambling_monsters(void)
1434 bool old_inside_battle = p_ptr->inside_battle;
1436 for (i = 0; i < max_d_idx; i++)
1437 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1439 mon_level = randint1(MIN(max_dl, 122)) + 5;
1440 if (randint0(100) < 60)
1442 i = randint1(MIN(max_dl, 122)) + 5;
1443 mon_level = MAX(i, mon_level);
1445 if (randint0(100) < 30)
1447 i = randint1(MIN(max_dl, 122)) + 5;
1448 mon_level = MAX(i, mon_level);
1455 for (i = 0; i < 4; i++)
1461 get_mon_num_prep(monster_can_entry_arena, NULL);
1462 p_ptr->inside_battle = TRUE;
1463 r_idx = get_mon_num(mon_level);
1464 p_ptr->inside_battle = old_inside_battle;
1465 if (!r_idx) continue;
1467 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1469 if ((r_info[r_idx].level + 10) > mon_level) continue;
1472 for (j = 0; j < i; j++)
1473 if (r_idx == battle_mon[j]) break;
1474 if (j < i) continue;
1478 battle_mon[i] = r_idx;
1479 if (r_info[r_idx].level < 45) tekitou = TRUE;
1482 for (i = 0; i < 4; i++)
1484 monster_race *r_ptr = &r_info[battle_mon[i]];
1485 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1487 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1488 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1490 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1491 power[i] = power[i] * (100 + r_ptr->level) / 100;
1492 if (r_ptr->speed > 110)
1493 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1494 if (r_ptr->speed < 110)
1495 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1497 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1498 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1499 power[i] = power[i] * 4 / 3;
1500 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1501 power[i] = power[i] * 4 / 3;
1502 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1503 power[i] = power[i] * 11 / 10;
1504 if (r_ptr->flags1 & RF1_RAND_25)
1505 power[i] = power[i] * 9 / 10;
1506 if (r_ptr->flags1 & RF1_RAND_50)
1507 power[i] = power[i] * 9 / 10;
1508 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1509 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1514 for (i = 0; i < 4; i++)
1516 power[i] = total * 60 / power[i];
1517 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1518 if ((power[i] < 160) && randint0(20)) break;
1519 if (power[i] < 101) power[i] = 100 + randint1(5);
1520 mon_odds[i] = power[i];
1527 * @brief モンスター闘技場のメインルーチン
1528 * @return 賭けを開始したか否か
1530 static bool kakutoujou(void)
1534 char out_val[160], tmp_str[80];
1537 if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
1539 update_gambling_monsters();
1540 old_battle = current_world_ptr->game_turn;
1548 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!"));
1560 "Monsters Odds"), 4, 4);
1564 monster_race *r_ptr = &r_info[battle_mon[i]];
1566 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1567 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1568 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1569 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1572 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1582 if (i >= '1' && i <= '4')
1584 sel_monster = i-'1';
1585 battle_odds = mon_odds[sel_monster];
1592 for (i = 0; i < 4; i++)
1593 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1595 maxbet = p_ptr->lev * 200;
1597 /* We can't bet more than we have */
1598 maxbet = MIN(maxbet, p_ptr->au);
1601 strcpy(out_val, "");
1602 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1604 * Use get_string() because we may need more than
1605 * the s16b value returned by get_quantity().
1607 if (get_string(tmp_str, out_val, 32))
1610 for (p = out_val; *p == ' '; p++);
1615 if (wager > p_ptr->au)
1617 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!"));
1623 else if (wager > maxbet)
1625 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);
1631 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1635 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1640 /* Save the surface floor as saved floor */
1641 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1643 p_ptr->inside_battle = TRUE;
1644 p_ptr->leaving = TRUE;
1658 * @brief 本日の賞金首情報を表示する。
1661 static void today_target(void)
1664 monster_race *r_ptr = &r_info[today_mon];
1667 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1668 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1669 c_put_str(TERM_YELLOW, buf, 6, 10);
1670 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1672 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1674 p_ptr->today_mon = today_mon;
1678 * @brief ツチノコの賞金首情報を表示する。
1681 static void tsuchinoko(void)
1684 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1685 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);
1686 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1687 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1688 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1692 * @brief 通常の賞金首情報を表示する。
1695 static void shoukinkubi(void)
1701 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);
1702 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1704 for (i = 0; i < MAX_KUBI; i++)
1708 monster_race *r_ptr = &r_info[(current_world_ptr->bounty_r_idx[i] > 10000 ? current_world_ptr->bounty_r_idx[i] - 10000 : current_world_ptr->bounty_r_idx[i])];
1710 if (current_world_ptr->bounty_r_idx[i] > 10000)
1713 done_mark = _("(済)", "(done)");
1721 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1724 if (!y && (i < MAX_KUBI -1))
1726 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1737 * 賞金首の報酬テーブル / List of prize object
1740 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1741 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1742 } prize_list[MAX_KUBI] =
1744 {TV_POTION, SV_POTION_CURING},
1745 {TV_POTION, SV_POTION_SPEED},
1746 {TV_POTION, SV_POTION_SPEED},
1747 {TV_POTION, SV_POTION_RESISTANCE},
1748 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1750 {TV_POTION, SV_POTION_HEALING},
1751 {TV_POTION, SV_POTION_RESTORE_MANA},
1752 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1753 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1754 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1756 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1757 {TV_POTION, SV_POTION_STAR_HEALING},
1758 {TV_POTION, SV_POTION_STAR_HEALING},
1759 {TV_POTION, SV_POTION_NEW_LIFE},
1760 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1762 {TV_POTION, SV_POTION_LIFE},
1763 {TV_POTION, SV_POTION_LIFE},
1764 {TV_POTION, SV_POTION_AUGMENTATION},
1765 {TV_POTION, SV_POTION_INVULNERABILITY},
1766 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1770 * @brief 賞金首の引き換え処理 / Get prize
1771 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1773 static bool kankin(void)
1777 bool change = FALSE;
1778 GAME_TEXT o_name[MAX_NLEN];
1781 /* Loop for inventory and right/left arm */
1782 for (i = 0; i <= INVEN_LARM; i++)
1784 o_ptr = &inventory[i];
1786 /* Living Tsuchinoko worthes $1000000 */
1787 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1789 char buf[MAX_NLEN+20];
1790 object_desc(o_name, o_ptr, 0);
1791 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1794 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1795 p_ptr->au += 1000000L * o_ptr->number;
1796 p_ptr->redraw |= (PR_GOLD);
1797 inven_item_increase(i, -o_ptr->number);
1798 inven_item_describe(i);
1799 inven_item_optimize(i);
1805 for (i = 0; i < INVEN_PACK; i++)
1807 o_ptr = &inventory[i];
1809 /* Corpse of Tsuchinoko worthes $200000 */
1810 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1812 char buf[MAX_NLEN+20];
1813 object_desc(o_name, o_ptr, 0);
1814 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1817 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1818 p_ptr->au += 200000L * o_ptr->number;
1819 p_ptr->redraw |= (PR_GOLD);
1820 inven_item_increase(i, -o_ptr->number);
1821 inven_item_describe(i);
1822 inven_item_optimize(i);
1828 for (i = 0; i < INVEN_PACK; i++)
1830 o_ptr = &inventory[i];
1832 /* Bones of Tsuchinoko worthes $100000 */
1833 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1835 char buf[MAX_NLEN+20];
1836 object_desc(o_name, o_ptr, 0);
1837 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1840 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1841 p_ptr->au += 100000L * 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 (i = 0; i < INVEN_PACK; i++)
1853 o_ptr = &inventory[i];
1854 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)))
1856 char buf[MAX_NLEN+20];
1857 object_desc(o_name, o_ptr, 0);
1858 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1861 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1862 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1863 p_ptr->redraw |= (PR_GOLD);
1864 inven_item_increase(i, -o_ptr->number);
1865 inven_item_describe(i);
1866 inven_item_optimize(i);
1872 for (i = 0; i < INVEN_PACK; i++)
1874 o_ptr = &inventory[i];
1876 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1878 char buf[MAX_NLEN+20];
1879 object_desc(o_name, o_ptr, 0);
1880 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1883 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1884 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1885 p_ptr->redraw |= (PR_GOLD);
1886 inven_item_increase(i, -o_ptr->number);
1887 inven_item_describe(i);
1888 inven_item_optimize(i);
1894 for (j = 0; j < MAX_KUBI; j++)
1896 /* Need reverse order --- Positions will be changed in the loop */
1897 for (i = INVEN_PACK-1; i >= 0; i--)
1899 o_ptr = &inventory[i];
1900 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1902 char buf[MAX_NLEN+20];
1904 INVENTORY_IDX item_new;
1907 object_desc(o_name, o_ptr, 0);
1908 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1909 if (!get_check(buf)) continue;
1911 #if 0 /* Obsoleted */
1912 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number);
1913 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1914 p_ptr->redraw |= (PR_GOLD);
1915 inven_item_increase(i, -o_ptr->number);
1916 inven_item_describe(i);
1917 inven_item_optimize(i);
1918 chg_virtue(V_JUSTICE, 5);
1919 current_world_ptr->bounty_r_idx[j] += 10000;
1922 #endif /* Obsoleted */
1925 inven_item_increase(i, -o_ptr->number);
1926 inven_item_describe(i);
1927 inven_item_optimize(i);
1929 chg_virtue(V_JUSTICE, 5);
1930 current_world_ptr->bounty_r_idx[j] += 10000;
1932 /* Count number of unique corpses already handed */
1933 for (num = 0, k = 0; k < MAX_KUBI; k++)
1935 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1937 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" : ""));
1939 /* Prepare to make a prize */
1940 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1941 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1943 object_aware(&forge);
1944 object_known(&forge);
1947 * Hand it --- Assume there is an empty slot.
1948 * Since a corpse is handed at first,
1949 * there is at least one empty slot.
1951 item_new = inven_carry(&forge);
1953 object_desc(o_name, &forge, 0);
1954 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1956 /* Auto-inscription */
1957 autopick_alter_item(item_new, FALSE);
1967 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."));
1975 * @brief 宿屋の利用サブルーチン
1976 * @details inn commands\n
1977 * Note that resting for the night was a perfect way to avoid player\n
1978 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1979 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1980 * will not be that useful. I will keep it in the hopes the player\n
1981 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1982 * Resting at night is also a quick way to restock stores -KMW-\n
1983 * @param cmd 宿屋の利用施設ID
1984 * @return 施設の利用が実際に行われたか否か。
1986 static bool inn_comm(int cmd)
1990 case BACT_FOOD: /* Buy food & drink */
1991 if (p_ptr->food >= PY_FOOD_FULL)
1993 msg_print(_("今は満腹だ。", "You are full now."));
1996 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."));
1997 (void)set_food(PY_FOOD_MAX - 1);
2000 case BACT_REST: /* Rest for the night */
2001 if ((p_ptr->poisoned) || (p_ptr->cut))
2003 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."));
2005 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."));
2009 s32b oldturn = current_world_ptr->game_turn;
2010 int prev_day, prev_hour, prev_min;
2012 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2013 if ((prev_hour >= 6) && (prev_hour <= 17))
2014 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2016 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2018 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2019 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2021 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2022 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2025 prevent_turn_overflow();
2027 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2028 p_ptr->chp = p_ptr->mhp;
2030 if (ironman_nightmare)
2032 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."));
2034 /* Have some nightmares */
2037 sanity_blast(NULL, FALSE);
2038 if (!one_in_(3)) break;
2041 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2042 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."));
2049 p_ptr->chp = p_ptr->mhp;
2050 p_ptr->csp = p_ptr->msp;
2051 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2054 for (i = 0; i < 72; i++)
2056 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2058 for (; i < 108; i++)
2060 p_ptr->magic_num1[i] = 0;
2064 if ((prev_hour >= 6) && (prev_hour <= 17))
2066 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."));
2067 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2071 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."));
2072 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2078 case BACT_RUMORS: /* Listen for rumors */
2080 display_rumor(TRUE);
2090 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2091 * @param questnum クエストのID
2092 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2095 static void get_questinfo(IDX questnum, bool do_init)
2098 QUEST_IDX old_quest;
2099 GAME_TEXT tmp_str[80];
2101 /* Clear the text */
2102 for (i = 0; i < 10; i++)
2104 quest_text[i][0] = '\0';
2107 quest_text_line = 0;
2109 /* Set the quest number temporary */
2110 old_quest = p_ptr->inside_quest;
2111 p_ptr->inside_quest = questnum;
2113 /* Get the quest text */
2114 init_flags = INIT_SHOW_TEXT;
2115 if (do_init) init_flags |= INIT_ASSIGN;
2117 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2119 /* Reset the old quest number */
2120 p_ptr->inside_quest = old_quest;
2122 /* Print the quest info */
2123 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);
2127 prt(quest[questnum].name, 7, 0);
2129 for (i = 0; i < 10; i++)
2131 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2136 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2139 static void castle_quest(void)
2141 QUEST_IDX q_index = 0;
2142 monster_race *r_ptr;
2149 /* Current quest of the building */
2150 q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2152 /* Is there a quest available at the building? */
2155 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);
2159 q_ptr = &quest[q_index];
2161 /* Quest is completed */
2162 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2164 /* Rewarded quest */
2165 q_ptr->status = QUEST_STATUS_REWARDED;
2167 get_questinfo(q_index, FALSE);
2169 reinit_wilderness = TRUE;
2172 else if (q_ptr->status == QUEST_STATUS_FAILED)
2174 get_questinfo(q_index, FALSE);
2176 /* Mark quest as done (but failed) */
2177 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2179 reinit_wilderness = TRUE;
2181 /* Quest is still unfinished */
2182 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2184 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);
2185 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);
2186 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);
2189 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2191 q_ptr->status = QUEST_STATUS_TAKEN;
2193 reinit_wilderness = TRUE;
2195 /* Assign a new quest */
2196 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2198 if (q_ptr->r_idx == 0)
2200 /* Random monster at least 5 - 10 levels out of deep */
2201 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2204 r_ptr = &r_info[q_ptr->r_idx];
2206 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2208 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2209 r_ptr = &r_info[q_ptr->r_idx];
2212 if (q_ptr->max_num == 0)
2214 /* Random monster number */
2215 if (randint1(10) > 7)
2218 q_ptr->max_num = randint1(3) + 1;
2222 name = (r_name + r_ptr->name);
2223 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2227 get_questinfo(q_index, TRUE);
2234 * @brief 町に関するヘルプを表示する / Display town history
2237 static void town_history(void)
2241 /* Peruse the building help file */
2242 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2247 * @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
2249 * @param mult スレイ倍率(掛け算部分)
2250 * @param div スレイ倍率(割り算部分)
2251 * @param force 理力特別計算フラグ
2254 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2262 tmp += dam * 60 * 2;
2276 * @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)
2278 * @param mult スレイ倍率(掛け算部分)
2279 * @param div スレイ倍率(割り算部分)
2280 * @param force 理力特別計算フラグ
2282 * @param plus 武器ダメージ修正
2283 * @param meichuu 命中値
2284 * @param dokubari 毒針処理か否か
2285 * @param vorpal_mult 切れ味倍率(掛け算部分)
2286 * @param vorpal_div 切れ味倍率(割り算部分)
2289 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)
2291 dam = calc_slaydam(dam, mult, div, force);
2292 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2293 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2299 * @brief 武器の各条件毎のダメージ期待値を表示する。
2302 * @param mindice ダイス部分最小値
2303 * @param maxdice ダイス部分最大値
2305 * @param dam_bonus ダメージ修正値
2307 * @param color 条件内容の表示色
2309 * Display the damage figure of an object\n
2310 * (used by compare_weapon_aux)\n
2312 * Only accurate for the current weapon, because it includes\n
2313 * the current +dam of the player.\n
2316 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2318 GAME_TEXT tmp_str[80];
2321 mindam = blows * (mindice + dam_bonus);
2322 maxdam = blows * (maxdice + dam_bonus);
2324 /* Print the intro text */
2325 c_put_str(color, attr, r, c);
2327 /* Calculate the min and max damage figures */
2328 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2330 /* Print the damage */
2331 put_str(tmp_str, r, c + 8);
2336 * @brief 武器一つ毎のダメージ情報を表示する。
2337 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2338 * @param col 表示する行の上端
2341 * Show the damage figures for the various monster types\n
2343 * Only accurate for the current weapon, because it includes\n
2344 * the current number of blows for the player.\n
2347 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2349 BIT_FLAGS flgs[TR_FLAG_SIZE];
2350 int blow = p_ptr->num_blow[0];
2352 bool dokubari = FALSE;
2354 /* Effective dices */
2355 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2356 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2358 int mindice = eff_dd;
2359 int maxdice = eff_ds * eff_dd;
2362 int vorpal_mult = 1;
2364 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2367 /* Get the flags of the weapon */
2368 object_flags(o_ptr, flgs);
2370 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2373 /* Show Critical Damage*/
2374 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2375 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2377 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2381 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2383 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2394 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);
2395 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);
2396 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2399 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2403 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);
2404 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);
2405 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2408 /* Print the relevant lines */
2409 if (have_flag(flgs, TR_KILL_ANIMAL))
2411 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);
2412 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);
2413 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2415 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2417 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);
2418 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);
2419 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2421 if (have_flag(flgs, TR_KILL_EVIL))
2423 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);
2424 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);
2425 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2427 else if (have_flag(flgs, TR_SLAY_EVIL))
2429 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);
2430 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);
2431 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2433 if (have_flag(flgs, TR_KILL_HUMAN))
2435 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);
2436 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);
2437 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2439 else if (have_flag(flgs, TR_SLAY_HUMAN))
2441 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);
2442 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);
2443 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2445 if (have_flag(flgs, TR_KILL_UNDEAD))
2447 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);
2448 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);
2449 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2451 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2453 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);
2454 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);
2455 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2457 if (have_flag(flgs, TR_KILL_DEMON))
2459 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);
2460 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);
2461 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2463 else if (have_flag(flgs, TR_SLAY_DEMON))
2465 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);
2466 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);
2467 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2469 if (have_flag(flgs, TR_KILL_ORC))
2471 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);
2472 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);
2473 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2475 else if (have_flag(flgs, TR_SLAY_ORC))
2477 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);
2478 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);
2479 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2481 if (have_flag(flgs, TR_KILL_TROLL))
2483 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);
2484 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);
2485 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2487 else if (have_flag(flgs, TR_SLAY_TROLL))
2489 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);
2490 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);
2491 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2493 if (have_flag(flgs, TR_KILL_GIANT))
2495 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);
2496 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);
2497 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2499 else if (have_flag(flgs, TR_SLAY_GIANT))
2501 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);
2502 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);
2503 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2505 if (have_flag(flgs, TR_KILL_DRAGON))
2507 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);
2508 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);
2509 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2511 else if (have_flag(flgs, TR_SLAY_DRAGON))
2513 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);
2514 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);
2515 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2517 if (have_flag(flgs, TR_BRAND_ACID))
2519 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);
2520 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);
2521 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2523 if (have_flag(flgs, TR_BRAND_ELEC))
2525 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);
2526 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);
2527 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2529 if (have_flag(flgs, TR_BRAND_FIRE))
2531 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);
2532 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);
2533 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2535 if (have_flag(flgs, TR_BRAND_COLD))
2537 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);
2538 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);
2539 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2541 if (have_flag(flgs, TR_BRAND_POIS))
2543 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);
2544 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);
2545 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2550 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2551 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2552 * @param row 表示する列の左端
2553 * @param col 表示する行の上端
2555 * Displays all info about a weapon
2557 * Only accurate for the current weapon, because it includes
2558 * various info about the player's +to_dam and number of blows.
2561 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2563 GAME_TEXT o_name[MAX_NLEN];
2564 GAME_TEXT tmp_str[80];
2566 DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2567 DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2568 HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2570 /* Print the weapon name */
2571 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2572 c_put_str(TERM_YELLOW, o_name, row, col);
2574 /* Print the player's number of blows */
2575 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2576 put_str(tmp_str, row+1, col);
2578 /* Print to_hit and to_dam of the weapon */
2579 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2580 put_str(tmp_str, row+2, col);
2582 /* Print the weapons base damage dice */
2583 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2584 (int)hit_chance(reli, 0),
2585 (int)hit_chance(reli, 50),
2586 (int)hit_chance(reli, 100),
2587 (int)hit_chance(reli, 150),
2588 (int)hit_chance(reli, 200));
2589 put_str(tmp_str, row+3, col);
2590 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2592 /* Damage for one blow (if it hits) */
2593 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2594 (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2595 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2596 put_str(tmp_str, row+6, col+1);
2598 /* Damage for the complete attack (if all blows hit) */
2599 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2600 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2601 (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2602 put_str(tmp_str, row+7, col+1);
2606 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2608 * Copies the weapons to compare into the weapon-slot and\n
2609 * compares the values for both weapons.\n
2610 * 武器1つだけで比較をしないなら費用は半額になる。
2611 * @param bcost 基本鑑定費用
2612 * @return 最終的にかかった費用
2614 static PRICE compare_weapons(PRICE bcost)
2617 OBJECT_IDX item, item2;
2618 object_type *o_ptr[2];
2619 object_type orig_weapon;
2623 TERM_LEN wid = 38, mgn = 2;
2624 bool old_character_xtra = character_xtra;
2627 PRICE cost = 0; /* First time no price */
2632 /* Store copy of original wielded weapon */
2633 i_ptr = &inventory[INVEN_RARM];
2634 object_copy(&orig_weapon, i_ptr);
2636 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2638 /* Get the first weapon */
2639 q = _("第一の武器は?", "What is your first weapon? ");
2640 s = _("比べるものがありません。", "You have nothing to compare.");
2642 o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2656 /* Only compare melee weapons */
2657 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2659 /* Hack -- prevent "icky" message */
2660 character_xtra = TRUE;
2662 /* Diaplay selected weapon's infomation */
2663 for (i = 0; i < n; i++)
2665 int col = (wid * i + mgn);
2667 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2668 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2670 p_ptr->update |= PU_BONUS;
2673 /* List the new values */
2674 list_weapon(o_ptr[i], row, col);
2675 compare_weapon_aux(o_ptr[i], col, row + 8);
2677 /* Copy back the original weapon into the weapon slot */
2678 object_copy(i_ptr, &orig_weapon);
2681 /* Reset the values for the old weapon */
2682 p_ptr->update |= PU_BONUS;
2685 character_xtra = old_character_xtra;
2688 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2689 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);
2690 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);
2692 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2693 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2694 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2702 if (total + cost > p_ptr->au)
2704 msg_print(_("お金が足りません!", "You don't have enough money!"));
2709 q = _("第二の武器は?", "What is your second weapon? ");
2710 s = _("比べるものがありません。", "You have nothing to compare.");
2712 /* Get the second weapon */
2713 o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2714 if (!o_ptr[1]) continue;
2732 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2734 * Calculate and display the dodge-rate and the protection-rate
2736 * @param iAC プレイヤーのAC。
2737 * @return 常にTRUEを返す。
2739 static bool eval_ac(ARMOUR_CLASS iAC)
2743 "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"
2744 "何パーセント軽減するかを示します。\n"
2745 "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"
2746 "に対してのみ効果があります。\n \n"
2747 "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"
2748 "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"
2749 "敵のレベルとあなたのACによって決定されます。\n \n"
2750 "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"
2751 "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";
2754 "'Protection Rate' means how much damage is reduced by your armor.\n"
2755 "Note that the Protection rate is effective only against normal "
2756 "'attack' and 'shatter' type melee attacks, "
2757 "and has no effect against any other types such as 'poison'.\n \n"
2758 "'Dodge Rate' indicates the success rate on dodging the "
2759 "monster's melee attacks. "
2760 "It is depend on the level of the monster and your AC.\n \n"
2761 "'Average Damage' indicates the expected amount of damage "
2762 "when you are attacked by normal melee attacks with power=100.";
2766 TERM_LEN col, row = 2;
2768 char buf[80*20], *t;
2770 /* AC lower than zero has no effect */
2771 if (iAC < 0) iAC = 0;
2774 protection = 100 * MIN(iAC, 150) / 250;
2779 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2780 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2783 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2784 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2785 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2787 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2789 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2790 int dodge; /* 回避率(%) */
2791 int average; /* ダメージ期待値 */
2793 put_str(format("%3d", lvl), row + 0, col);
2796 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2797 put_str(format("%3d%%", dodge), row + 1, col);
2799 /* 100点の攻撃に対してのダメージ期待値を計算 */
2800 average = (100 - dodge) * (100 - protection) / 100;
2801 put_str(format("%3d", average), row + 2, col);
2805 roff_to_buf(memo, 70, buf, sizeof(buf));
2806 for (t = buf; t[0]; t += strlen(t) + 1)
2807 put_str(t, (row++) + 4, 4);
2809 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);
2821 * @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。
2822 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2823 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2824 * @return 修復対象になるならTRUEを返す。
2826 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2829 int cand[TR_FLAG_MAX];
2830 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2831 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2833 object_flags(to_ptr, to_flgs);
2834 object_flags(from_ptr, from_flgs);
2836 for (i = 0; i < TR_FLAG_MAX; i++)
2840 case TR_IGNORE_ACID:
2841 case TR_IGNORE_ELEC:
2842 case TR_IGNORE_FIRE:
2843 case TR_IGNORE_COLD:
2852 case TR_FIXED_FLAVOR:
2855 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2857 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2865 int tr_idx = cand[randint0(n)];
2866 add_flag(to_ptr->art_flags, tr_idx);
2867 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2868 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2869 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2870 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2877 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2878 * @param bcost 基本修復費用
2881 static PRICE repair_broken_weapon_aux(PRICE bcost)
2884 OBJECT_IDX item, mater;
2885 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2887 int i, dd_bonus, ds_bonus;
2888 KIND_OBJECT_IDX k_idx;
2889 char basenm[MAX_NLEN];
2894 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);
2895 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);
2897 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2898 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2900 /* Only forge broken weapons */
2901 item_tester_hook = item_tester_hook_broken_weapon;
2903 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2904 if (!o_ptr) return (0);
2906 /* It is worthless */
2907 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2909 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2913 /* They are too many */
2914 if (o_ptr->number > 1)
2916 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!"));
2920 /* Display item name */
2921 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2922 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2924 q = _("材料となる武器は?", "Which weapon for material? ");
2925 s = _("材料となる武器がありません。", "You have no material to repair.");
2927 /* Only forge broken weapons */
2928 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2930 mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2931 if (!mo_ptr) return (0);
2934 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2938 /* Display item name */
2939 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2940 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2942 /* Get the value of one of the items (except curses) */
2943 cost = bcost + object_value_real(o_ptr) * 2;
2945 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);
2947 /* Check if the player has enough money */
2948 if (p_ptr->au < cost)
2950 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2951 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);
2956 p_ptr->total_weight -= o_ptr->weight;
2958 if (o_ptr->sval == SV_BROKEN_DAGGER)
2963 /* Suppress compiler warning */
2966 for (j = 1; j < max_k_idx; j++)
2968 object_kind *k_aux_ptr = &k_info[j];
2970 if (k_aux_ptr->tval != TV_SWORD) continue;
2971 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2972 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2973 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2974 if (k_aux_ptr->weight > 99) continue;
2983 else /* TV_BROKEN_SWORD */
2985 /* Repair to a sword or sometimes material's type weapon */
2986 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2990 object_kind *ck_ptr;
2992 k_idx = lookup_kind(tval, SV_ANY);
2993 ck_ptr = &k_info[k_idx];
2995 if (tval == TV_SWORD)
2997 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
2998 (ck_ptr->sval == SV_BROKEN_SWORD) ||
2999 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3000 (ck_ptr->sval == SV_DOKUBARI)) continue;
3002 if (tval == TV_POLEARM)
3004 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3005 (ck_ptr->sval == SV_TSURIZAO)) continue;
3007 if (tval == TV_HAFTED)
3009 if ((ck_ptr->sval == SV_GROND) ||
3010 (ck_ptr->sval == SV_WIZSTAFF) ||
3011 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3018 /* Calculate dice bonuses */
3019 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3020 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3021 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3022 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3024 /* Change base object */
3025 k_ptr = &k_info[k_idx];
3026 o_ptr->k_idx = k_idx;
3027 o_ptr->weight = k_ptr->weight;
3028 o_ptr->tval = k_ptr->tval;
3029 o_ptr->sval = k_ptr->sval;
3030 o_ptr->dd = k_ptr->dd;
3031 o_ptr->ds = k_ptr->ds;
3033 /* Copy base object's ability */
3034 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3035 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3036 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3042 for (i = 1; i < dd_bonus; i++)
3044 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3050 for (i = 1; i < ds_bonus; i++)
3052 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3056 if (have_flag(k_ptr->flags, TR_BLOWS))
3058 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3059 o_ptr->pval = MIN(o_ptr->pval, bmax);
3062 /* Add one random ability from material weapon */
3063 give_one_ability_of_object(o_ptr, mo_ptr);
3065 /* Add to-dam, to-hit and to-ac from material weapon */
3066 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3067 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3068 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3070 if ((o_ptr->name1 == ART_NARSIL) ||
3071 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3072 (object_is_ego(o_ptr) && one_in_(7)))
3075 if (object_is_ego(o_ptr))
3077 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3078 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3081 /* Add one random ability from material weapon */
3082 give_one_ability_of_object(o_ptr, mo_ptr);
3084 /* Add one random activation */
3085 if (!activation_index(o_ptr)) one_activation(o_ptr);
3088 if (o_ptr->name1 == ART_NARSIL)
3090 one_high_resistance(o_ptr);
3094 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3097 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3099 msg_format("$%dで%sに修復しました。", cost, basenm);
3101 msg_format("Repaired into %s for %d gold.", basenm, cost);
3105 /* Remove BROKEN flag */
3106 o_ptr->ident &= ~(IDENT_BROKEN);
3108 /* Add repaired flag */
3109 o_ptr->discount = 99;
3111 p_ptr->total_weight += o_ptr->weight;
3114 /* Decrease material object */
3115 inven_item_increase(mater, -1);
3116 inven_item_optimize(mater);
3119 p_ptr->update |= PU_BONUS;
3122 /* Something happened */
3127 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3128 * @param bcost 基本鑑定費用
3131 static int repair_broken_weapon(PRICE bcost)
3135 cost = repair_broken_weapon_aux(bcost);
3142 * @brief アイテムの強化を行う。 / Enchant item
3143 * @param cost 1回毎の費用
3144 * @param to_hit 命中をアップさせる量
3145 * @param to_dam ダメージをアップさせる量
3146 * @param to_ac ACをアップさせる量
3147 * @return 実際に行ったらTRUE
3149 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3156 int maxenchant = (p_ptr->lev / 5);
3157 char tmp_str[MAX_NLEN];
3160 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3161 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3163 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3164 s = _("改良できるものがありません。", "You have nothing to improve.");
3166 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3167 if (!o_ptr) return (FALSE);
3169 /* Check if the player has enough money */
3170 if (p_ptr->au < (cost * o_ptr->number))
3172 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3173 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);
3177 /* Enchant to hit */
3178 for (i = 0; i < to_hit; i++)
3180 if (o_ptr->to_h < maxenchant)
3182 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3190 /* Enchant to damage */
3191 for (i = 0; i < to_dam; i++)
3193 if (o_ptr->to_d < maxenchant)
3195 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3204 for (i = 0; i < to_ac; i++)
3206 if (o_ptr->to_a < maxenchant)
3208 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3219 if (flush_failure) flush();
3220 msg_print(_("改良に失敗した。", "The improvement failed."));
3225 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3227 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3229 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3232 /* Charge the money */
3233 p_ptr->au -= (cost * o_ptr->number);
3235 if (item >= INVEN_RARM) calc_android_exp();
3237 /* Something happened */
3244 * @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
3246 * The player can select the number of charges to add\n
3247 * (up to a limit), and the recharge never fails.\n
3249 * The cost for rods depends on the level of the rod. The prices\n
3250 * for recharging wands and staves are dependent on the cost of\n
3254 static void building_recharge(void)
3262 PARAMETER_VALUE charges;
3264 char tmp_str[MAX_NLEN];
3268 /* Display some info */
3270 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);
3273 /* Only accept legal items */
3274 item_tester_hook = item_tester_hook_recharge;
3276 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3277 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3279 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3282 k_ptr = &k_info[o_ptr->k_idx];
3285 * We don't want to give the player free info about
3286 * the level of the item or the number of charges.
3288 /* The item must be "known" */
3289 if (!object_is_known(o_ptr))
3291 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!"));
3294 if ((p_ptr->au >= 50) &&
3295 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3299 identify_item(o_ptr);
3300 object_desc(tmp_str, o_ptr, 0);
3301 msg_format(_("%s です。", "You have: %s."), tmp_str);
3303 /* Auto-inscription */
3304 autopick_alter_item(item, FALSE);
3306 /* Update the gold display */
3307 building_prt_gold();
3315 /* Extract the object "level" */
3316 lev = k_info[o_ptr->k_idx].level;
3318 /* Price for a rod */
3319 if (o_ptr->tval == TV_ROD)
3321 if (o_ptr->timeout > 0)
3323 /* Fully recharge */
3324 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3328 /* No recharge necessary */
3330 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3334 else if (o_ptr->tval == TV_STAFF)
3336 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3337 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3339 /* Pay at least 10 gold per charge */
3340 price = MAX(10, price);
3344 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3345 price = (k_info[o_ptr->k_idx].cost / 10);
3347 /* Pay at least 10 gold per charge */
3348 price = MAX(10, price);
3351 /* Limit the number of charges for wands and staffs */
3352 if (o_ptr->tval == TV_WAND
3353 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3355 if (o_ptr->number > 1)
3357 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3361 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3365 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3367 if (o_ptr->number > 1)
3369 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3373 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3378 /* Check if the player has enough money */
3379 if (p_ptr->au < price)
3381 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3383 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3385 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3391 if (o_ptr->tval == TV_ROD)
3394 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3396 if (get_check(format("Recharge the %s for %d gold? ",
3397 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3401 /* Recharge fully */
3411 if (o_ptr->tval == TV_STAFF)
3412 max_charges = k_ptr->pval - o_ptr->pval;
3414 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3416 /* Get the quantity for staves and wands */
3417 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3418 MIN(p_ptr->au / price, max_charges));
3421 if (charges < 1) return;
3423 /* Get the new price */
3427 o_ptr->pval += charges;
3429 /* We no longer think the item is empty */
3430 o_ptr->ident &= ~(IDENT_EMPTY);
3434 object_desc(tmp_str, o_ptr, 0);
3436 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3438 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3440 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3442 p_ptr->window |= (PW_INVEN);
3453 * @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
3455 * The player can select the number of charges to add\n
3456 * (up to a limit), and the recharge never fails.\n
3458 * The cost for rods depends on the level of the rod. The prices\n
3459 * for recharging wands and staves are dependent on the cost of\n
3463 static void building_recharge_all(void)
3470 PRICE total_cost = 0;
3473 /* Display some info */
3476 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);
3478 /* Calculate cost */
3479 for ( i = 0; i < INVEN_PACK; i++)
3481 o_ptr = &inventory[i];
3483 /* skip non magic device */
3484 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3486 /* need identified */
3487 if (!object_is_known(o_ptr)) total_cost += 50;
3489 /* Extract the object "level" */
3490 lev = k_info[o_ptr->k_idx].level;
3492 k_ptr = &k_info[o_ptr->k_idx];
3494 switch (o_ptr->tval)
3497 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3501 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3502 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3504 /* Pay at least 10 gold per charge */
3505 price = MAX(10, price);
3508 price = (k_ptr->pval - o_ptr->pval) * price;
3512 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3513 price = (k_info[o_ptr->k_idx].cost / 10);
3515 /* Pay at least 10 gold per charge */
3516 price = MAX(10, price);
3519 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3523 /* if price <= 0 then item have enough charge */
3524 if (price > 0) total_cost += price;
3529 msg_print(_("充填する必要はありません。", "No need to recharge."));
3534 /* Check if the player has enough money */
3535 if (p_ptr->au < total_cost)
3537 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 );
3541 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3543 for (i = 0; i < INVEN_PACK; i++)
3545 o_ptr = &inventory[i];
3546 k_ptr = &k_info[o_ptr->k_idx];
3548 /* skip non magic device */
3549 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3551 if (!object_is_known(o_ptr))
3553 identify_item(o_ptr);
3555 /* Auto-inscription */
3556 autopick_alter_item(i, FALSE);
3560 switch (o_ptr->tval)
3566 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3567 /* We no longer think the item is empty */
3568 o_ptr->ident &= ~(IDENT_EMPTY);
3571 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3572 o_ptr->pval = o_ptr->number * k_ptr->pval;
3573 /* We no longer think the item is empty */
3574 o_ptr->ident &= ~(IDENT_EMPTY);
3580 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3582 p_ptr->update |= (PU_COMBINE | PU_REORDER);
3584 p_ptr->window |= (PW_INVEN);
3587 p_ptr->au -= total_cost;
3594 * @brief 町間のテレポートを行うメインルーチン。
3595 * @return テレポート処理を決定したか否か
3597 bool tele_town(void)
3603 if (current_floor_ptr->dun_level)
3605 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!"));
3609 if (p_ptr->inside_arena || p_ptr->inside_battle)
3611 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3618 for (i = 1; i < max_towns; i++)
3622 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3624 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
3631 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3637 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3647 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3648 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;
3652 for (y = 0; y < current_world_ptr->max_wild_y; y++)
3654 for (x = 0; x < current_world_ptr->max_wild_x; x++)
3656 if(wilderness[y][x].town == (i-'a'+1))
3658 p_ptr->wilderness_y = y;
3659 p_ptr->wilderness_x = x;
3664 p_ptr->leaving = TRUE;
3666 p_ptr->teleport_town = TRUE;
3672 * @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-
3673 * @return 常にTRUEを返す。
3674 * @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。
3676 static bool research_mon(void)
3684 bool recall = FALSE;
3688 /* XTRA HACK WHATSEARCH */
3694 /* XTRA HACK REMEMBER_IDX */
3695 static int old_sym = '\0';
3696 static IDX old_i = 0;
3700 /* Get a character, or abort */
3701 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):",
3702 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3710 /* Find that character info, and describe it */
3711 for (i = 0; ident_info[i]; ++i)
3713 if (sym == ident_info[i][0]) break;
3716 /* XTRA HACK WHATSEARCH */
3717 if (sym == KTRL('A'))
3720 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3722 else if (sym == KTRL('U'))
3725 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3727 else if (sym == KTRL('N'))
3730 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3732 else if (sym == KTRL('M'))
3735 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3742 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3744 else if (ident_info[i])
3746 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3750 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3753 /* Display the result */
3756 /* Allocate the "who" array */
3757 C_MAKE(who, max_r_idx, MONRACE_IDX);
3759 /* Collect matching monsters */
3760 for (n = 0, i = 1; i < max_r_idx; i++)
3762 monster_race *r_ptr = &r_info[i];
3765 if (!r_ptr->name) continue;
3767 /* XTRA HACK WHATSEARCH */
3768 /* Require non-unique monsters if needed */
3769 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3771 /* Require unique monsters if needed */
3772 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3780 for (xx = 0; temp[xx] && xx < 80; xx++)
3783 if (iskanji(temp[xx]))
3789 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3793 strcpy(temp2, r_name + r_ptr->E_name);
3795 strcpy(temp2, r_name + r_ptr->name);
3797 for (xx = 0; temp2[xx] && xx < 80; xx++)
3798 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3801 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3803 if (my_strstr(temp2, temp))
3807 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3810 /* Nothing to recall */
3813 /* Free the "who" array */
3814 C_KILL(who, max_r_idx, MONRACE_IDX);
3824 /* Sort if needed */
3827 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3831 /* Start at the end */
3832 /* XTRA HACK REMEMBER_IDX */
3833 if (old_sym == sym && old_i < n) i = old_i;
3838 /* Scan the monster memory */
3841 /* Extract a race */
3844 /* Hack -- Begin the prompt */
3847 /* Hack -- Complete the prompt */
3848 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3856 /*** Recall on screen ***/
3858 /* Get maximal info about this monster */
3859 lore_do_probe(r_idx);
3861 /* Save this monster ID */
3862 monster_race_track(r_idx);
3865 /* know every thing mode */
3866 screen_roff(r_idx, 0x01);
3869 /* XTRA HACK REMEMBER_IDX */
3877 /* Normal commands */
3878 if (query != 'r') break;
3885 if (query == ESCAPE) break;
3887 /* Move to "prev" monster */
3893 if (!expand_list) break;
3897 /* Move to "next" monster */
3903 if (!expand_list) break;
3909 /* Re-display the identity */
3910 /* prt(buf, 5, 5);*/
3912 /* Free the "who" array */
3913 C_KILL(who, max_r_idx, MONRACE_IDX);
3916 return (!notpicked);
3921 * @brief 施設の処理実行メインルーチン / Execute a building command
3922 * @param bldg 施設構造体の参照ポインタ
3923 * @param i 実行したい施設のサービステーブルの添字
3926 static void bldg_process_command(building_type *bldg, int i)
3928 BACT_IDX bact = bldg->actions[i];
3936 bcost = bldg->member_costs[i];
3938 bcost = bldg->other_costs[i];
3940 /* action restrictions */
3941 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3942 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3944 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3948 /* check gold (HACK - Recharge uses variable costs) */
3949 if ((bact != BACT_RECHARGE) &&
3950 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3951 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3953 msg_print(_("お金が足りません!", "You do not have the gold!"));
3962 case BACT_RESEARCH_ITEM:
3963 paid = identify_fully(FALSE);
3965 case BACT_TOWN_HISTORY:
3968 case BACT_RACE_LEGENDS:
3974 case BACT_KING_LEGENDS:
3975 case BACT_ARENA_LEGENDS:
3980 case BACT_ARENA_RULES:
3984 case BACT_IN_BETWEEN:
3986 case BACT_SPIN_WHEEL:
3987 case BACT_DICE_SLOTS:
3988 case BACT_GAMBLE_RULES:
3995 paid = inn_comm(bact);
3997 case BACT_RESEARCH_MONSTER:
3998 paid = research_mon();
4000 case BACT_COMPARE_WEAPONS:
4002 bcost = compare_weapons(bcost);
4004 case BACT_ENCHANT_WEAPON:
4005 item_tester_hook = object_allow_enchant_melee_weapon;
4006 enchant_item(bcost, 1, 1, 0);
4008 case BACT_ENCHANT_ARMOR:
4009 item_tester_hook = object_is_armour;
4010 enchant_item(bcost, 0, 0, 1);
4013 building_recharge();
4015 case BACT_RECHARGE_ALL:
4016 building_recharge_all();
4018 case BACT_IDENTS: /* needs work */
4019 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;
4021 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4024 case BACT_IDENT_ONE: /* needs work */
4025 paid = ident_spell(FALSE);
4030 case BACT_HEALING: /* needs work */
4031 paid = cure_critical_wounds(200);
4033 case BACT_RESTORE: /* needs work */
4034 paid = restore_all_status();
4036 case BACT_ENCHANT_ARROWS:
4037 item_tester_hook = item_tester_hook_ammo;
4038 enchant_item(bcost, 1, 1, 0);
4040 case BACT_ENCHANT_BOW:
4041 item_tester_tval = TV_BOW;
4042 enchant_item(bcost, 1, 1, 0);
4046 if (recall_player(p_ptr, 1)) paid = TRUE;
4049 case BACT_TELEPORT_LEVEL:
4051 paid = free_level_recall(p_ptr);
4054 case BACT_LOSE_MUTATION:
4055 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4056 (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4058 while(!lose_mutation(0));
4063 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4072 case BACT_TSUCHINOKO:
4089 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4090 set_virtue(V_COMPASSION, 0);
4091 set_virtue(V_HONOUR, 0);
4092 set_virtue(V_JUSTICE, 0);
4093 set_virtue(V_SACRIFICE, 0);
4094 set_virtue(V_KNOWLEDGE, 0);
4095 set_virtue(V_FAITH, 0);
4096 set_virtue(V_ENLIGHTEN, 0);
4097 set_virtue(V_ENCHANT, 0);
4098 set_virtue(V_CHANCE, 0);
4099 set_virtue(V_NATURE, 0);
4100 set_virtue(V_HARMONY, 0);
4101 set_virtue(V_VITALITY, 0);
4102 set_virtue(V_UNLIFE, 0);
4103 set_virtue(V_PATIENCE, 0);
4104 set_virtue(V_TEMPERANCE, 0);
4105 set_virtue(V_DILIGENCE, 0);
4106 set_virtue(V_VALOUR, 0);
4107 set_virtue(V_INDIVIDUALISM, 0);
4112 case BACT_TELE_TOWN:
4117 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4120 case BACT_BROKEN_WEAPON:
4122 bcost = repair_broken_weapon(bcost);
4133 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4136 void do_cmd_bldg(void)
4141 building_type *bldg;
4143 if(p_ptr->wild_mode) return;
4145 take_turn(p_ptr, 100);
4147 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4149 msg_print(_("ここには建物はない。", "You see no building here."));
4153 which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4155 bldg = &building[which];
4157 /* Don't re-init the wilderness */
4158 reinit_wilderness = FALSE;
4160 if ((which == 2) && (p_ptr->arena_number < 0))
4162 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4165 else if ((which == 2) && p_ptr->inside_arena)
4167 if (!p_ptr->exit_bldg && m_cnt > 0)
4169 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);
4173 /* Don't save the arena as saved floor */
4174 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4176 p_ptr->inside_arena = FALSE;
4177 p_ptr->leaving = TRUE;
4179 /* Re-enter the arena */
4180 command_new = SPECIAL_KEY_BUILDING;
4182 /* No energy needed to re-enter the arena */
4188 else if (p_ptr->inside_battle)
4190 /* Don't save the arena as saved floor */
4191 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4193 p_ptr->leaving = TRUE;
4194 p_ptr->inside_battle = FALSE;
4196 /* Re-enter the monster arena */
4197 command_new = SPECIAL_KEY_BUILDING;
4199 /* No energy needed to re-enter the arena */
4206 p_ptr->oldpy = p_ptr->y;
4207 p_ptr->oldpx = p_ptr->x;
4213 /* Hack -- Increase "icky" depth */
4220 show_building(bldg);
4223 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4230 building_prt_gold();
4234 if (command == ESCAPE)
4237 p_ptr->inside_arena = FALSE;
4238 p_ptr->inside_battle = FALSE;
4242 for (i = 0; i < 8; i++)
4244 if (bldg->letters[i])
4246 if (bldg->letters[i] == command)
4254 if(validcmd) bldg_process_command(bldg, i);
4259 select_floor_music();
4264 /* Reinit wilderness to activate quests ... */
4265 if (reinit_wilderness)
4267 p_ptr->leaving = TRUE;
4270 /* Hack -- Decrease "icky" depth */
4275 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4276 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4277 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);