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
21 #include "cmd-magiceat.h"
23 #include "floor-events.h"
24 #include "floor-save.h"
26 #include "objectkind.h"
27 #include "object-boost.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
31 #include "monsterrace-hook.h"
43 #include "cmd-spell.h"
46 #include "spells-object.h"
47 #include "spells-status.h"
48 #include "realm-hex.h"
49 #include "dungeon-file.h"
52 #include "player-status.h"
53 #include "player-effects.h"
54 #include "player-class.h"
55 #include "player-personality.h"
56 #include "player-inventory.h"
59 #include "view-mainwindow.h"
60 #include "monsterrace.h"
64 * todo MAX_BLDGが定義されていない旨のエラーが出る……がコンパイルには成功する
67 building_type building[MAX_BLDG];
69 MONRACE_IDX battle_mon[4];
75 bool reinit_wilderness = FALSE;
76 MONSTER_IDX today_mon;
79 * todo MAX_ARENA_MONSが定義されていない旨のエラーが出る……がコンパイルには成功する
80 * @brief 闘技場のモンスターID及び報酬アイテムテーブル
82 const arena_type arena_info[MAX_ARENA_MONS + 2] =
84 { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
85 { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
86 { MON_IMP, TV_POTION, SV_POTION_SPEED },
87 { MON_LION_HEART, 0, 0 },
88 { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
89 { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
90 { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
91 { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
92 { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
93 { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
94 { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
95 { MON_COLBRAN, TV_RING, SV_RING_ELEC },
96 { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
97 { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
98 { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
99 { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
100 { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
101 { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
102 { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
103 { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
104 { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
105 { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
106 { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
107 { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
108 { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
109 { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
110 { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
111 { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
112 { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
113 { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
114 { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
115 { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
116 { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
117 { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
118 { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
119 { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
120 { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
121 { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
122 { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
123 { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
124 { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
125 { 0, 0, 0 }, /* Victory prizing */
126 { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
130 * todo グローバルである必要があるか?
135 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
136 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
137 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
138 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
139 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
140 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
141 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
142 #define ODDS_ST 4 /*!< ストレートの役倍率 */
143 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
144 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
147 * @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。
148 * @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、
149 * 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。
150 * @param player_ptr プレーヤーへの参照ポインタ
151 * @param bldg 施設構造体の参照ポインタ
152 * @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。
154 static bool is_owner(player_type *player_ptr, building_type *bldg)
156 if (bldg->member_class[player_ptr->pclass] == BUILDING_OWNER)
161 if (bldg->member_race[player_ptr->prace] == BUILDING_OWNER)
166 REALM_IDX realm1 = player_ptr->realm1;
167 REALM_IDX realm2 = player_ptr->realm2;
168 if ((is_magic(realm1) && (bldg->member_realm[realm1] == BUILDING_OWNER)) ||
169 (is_magic(realm2) && (bldg->member_realm[realm2] == BUILDING_OWNER)))
179 * @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。
181 * @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、
182 * 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。
183 * @param player_ptr プレーヤーへの参照ポインタ
184 * @param bldg 施設構造体の参照ポインタ
185 * @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。
186 * @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。
188 static bool is_member(player_type *player_ptr, building_type *bldg)
190 if (bldg->member_class[player_ptr->pclass])
195 if (bldg->member_race[player_ptr->prace])
200 REALM_IDX realm1 = player_ptr->realm1;
201 REALM_IDX realm2 = player_ptr->realm2;
202 if ((is_magic(realm1) && bldg->member_realm[realm1]) ||
203 (is_magic(realm2) && bldg->member_realm[realm2]))
208 if (player_ptr->pclass != CLASS_SORCERER) return FALSE;
210 for (int i = 0; i < MAX_MAGIC; i++)
212 if (bldg->member_realm[i + 1]) return TRUE;
220 * @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
221 * @details 消去は行毎にヌル文字列で行われる。
222 * @param min_row 開始行番号
223 * @param max_row 末尾行番号
226 void clear_bldg(int min_row, int max_row)
228 for (int i = min_row; i <= max_row; i++)
237 * @param player_ptr プレーヤーへの参照ポインタ
240 static void building_prt_gold(player_type *player_ptr)
243 prt(_("手持ちのお金: ", "Gold Remaining: "), 23, 53);
244 sprintf(tmp_str, "%9ld", (long)player_ptr->au);
245 prt(tmp_str, 23, 68);
250 * @brief 施設のサービス一覧を表示する / Display a building.
251 * @param player_ptr プレーヤーへの参照ポインタ
252 * @param bldg 施設構造体の参照ポインタ
255 static void show_building(player_type *player_ptr, building_type* bldg)
262 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
265 for (int i = 0; i < 8; i++)
267 if (!bldg->letters[i]) continue;
269 if (bldg->action_restr[i] == 0)
271 if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
272 (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
274 action_color = TERM_WHITE;
277 else if (is_owner(player_ptr, bldg))
279 action_color = TERM_YELLOW;
280 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
284 action_color = TERM_YELLOW;
285 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
288 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
289 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
293 if (bldg->action_restr[i] == 1)
295 if (!is_member(player_ptr, bldg))
297 action_color = TERM_L_DARK;
298 strcpy(buff, _("(閉店)", "(closed)"));
300 else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
301 (is_member(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
303 action_color = TERM_WHITE;
306 else if (is_owner(player_ptr, bldg))
308 action_color = TERM_YELLOW;
309 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
313 action_color = TERM_YELLOW;
314 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
317 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
318 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
322 if (!is_owner(player_ptr, bldg))
324 action_color = TERM_L_DARK;
325 strcpy(buff, _("(閉店)", "(closed)"));
327 else if (bldg->member_costs[i] != 0)
329 action_color = TERM_YELLOW;
330 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
334 action_color = TERM_WHITE;
338 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
339 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
342 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
347 * @brief 闘技場に入るコマンドの処理 / arena commands
348 * @param player_ptr プレーヤーへの参照ポインタ
349 * @param cmd 闘技場処理のID
352 static void arena_comm(player_type *player_ptr, int cmd)
360 if (player_ptr->arena_number == MAX_ARENA_MONS)
363 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
364 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);
365 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);
369 player_ptr->au += 1000000L;
370 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
372 player_ptr->arena_number++;
376 if (player_ptr->arena_number > MAX_ARENA_MONS)
378 if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
380 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."));
382 if (get_check(_("挑戦するかね?", "Do you fight? ")))
384 msg_print(_("死ぬがよい。", "Die, maggots."));
387 player_ptr->exit_bldg = FALSE;
388 reset_tim_flags(player_ptr);
390 /* Save the surface floor as saved floor */
391 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
393 player_ptr->current_floor_ptr->inside_arena = TRUE;
394 player_ptr->leaving = TRUE;
395 player_ptr->leave_bldg = TRUE;
399 msg_print(_("残念だ。", "We are disappointed."));
404 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。",
405 "You enter the arena briefly and bask in your glory."));
412 if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
414 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。",
415 "You don't have permission to enter with pet."));
420 player_ptr->exit_bldg = FALSE;
421 reset_tim_flags(player_ptr);
422 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
424 player_ptr->current_floor_ptr->inside_arena = TRUE;
425 player_ptr->leaving = TRUE;
426 player_ptr->leave_bldg = TRUE;
429 if (player_ptr->arena_number == MAX_ARENA_MONS)
431 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。",
432 "You are victorious. Enter the arena for the ceremony."));
436 if (player_ptr->arena_number > MAX_ARENA_MONS)
438 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
442 r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
443 name = (r_name + r_ptr->name);
444 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
446 player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
447 player_ptr->window |= (PW_MONSTER);
448 handle_stuff(player_ptr);
450 case BACT_ARENA_RULES:
453 /* Peruse the arena help file */
454 (void)show_file(player_ptr, TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
462 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
463 * @param row シンボルを表示する行の上端
464 * @param col シンボルを表示する行の左端
465 * @param fruit 表示するシンボルID
468 static void display_fruit(int row, int col, int fruit)
473 c_put_str(TERM_YELLOW, " ####.", row, col);
474 c_put_str(TERM_YELLOW, " # #", row + 1, col);
475 c_put_str(TERM_YELLOW, " # #", row + 2, col);
476 c_put_str(TERM_YELLOW, "# #", row + 3, col);
477 c_put_str(TERM_YELLOW, "# #", row + 4, col);
478 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
479 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
480 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
482 " Lemon "), row + 8, col);
485 c_put_str(TERM_ORANGE, " ## ", row, col);
486 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
487 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
488 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
489 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
490 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
491 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
492 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
494 " Orange "), row + 8, col);
497 c_put_str(TERM_SLATE, _(" Λ ", " /\\ "), row, col);
498 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 1, col);
499 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 2, col);
500 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 3, col);
501 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 4, col);
502 c_put_str(TERM_SLATE, _(" || ", " ## "), row + 5, col);
503 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### "), row + 6, col);
504 c_put_str(TERM_UMBER, _(" 目 ", " ## "), row + 7, col);
505 prt(_(" 剣 ", " Sword "), row + 8, col);
508 c_put_str(TERM_SLATE, " ###### ", row, col);
509 c_put_str(TERM_SLATE, "# #", row + 1, col);
510 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
511 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
512 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
513 c_put_str(TERM_SLATE, " # # ", row + 5, col);
514 c_put_str(TERM_SLATE, " # # ", row + 6, col);
515 c_put_str(TERM_SLATE, " ## ", row + 7, col);
517 " Shield "), row + 8, col);
520 c_put_str(TERM_VIOLET, " ## ", row, col);
521 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
522 c_put_str(TERM_VIOLET, "########", row + 2, col);
523 c_put_str(TERM_VIOLET, "########", row + 3, col);
524 c_put_str(TERM_VIOLET, "########", row + 4, col);
525 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
526 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
527 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
529 " Plum "), row + 8, col);
532 c_put_str(TERM_RED, " ##", row, col);
533 c_put_str(TERM_RED, " ### ", row + 1, col);
534 c_put_str(TERM_RED, " #..# ", row + 2, col);
535 c_put_str(TERM_RED, " #..# ", row + 3, col);
536 c_put_str(TERM_RED, " ###### ", row + 4, col);
537 c_put_str(TERM_RED, "#..##..#", row + 5, col);
538 c_put_str(TERM_RED, "#..##..#", row + 6, col);
539 c_put_str(TERM_RED, " ## ## ", row + 7, col);
541 " Cherry "), row + 8, col);
548 * kpoker no (tyuto-hannpa na)pakuri desu...
549 * joker ha shineru node haitte masen.
551 * TODO: donataka! tsukutte!
552 * - agatta yaku no kiroku (like DQ).
553 * - kakkoii card no e.
554 * - sousa-sei no koujyo.
555 * - code wo wakariyasuku.
557 * - Joker... -- done.
560 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
563 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
564 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
565 #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 */
572 static void reset_deck(int deck[])
574 for (int i = 0; i < 53; i++)
579 for (int i = 0; i < 53; i++) {
580 int tmp1 = randint0(53 - i) + i;
582 deck[i] = deck[tmp1];
589 * @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。
590 * @return ジョーカーを持っているか。
592 static bool have_joker(void)
594 for (int i = 0; i < 5; i++)
596 if (IS_JOKER(cards[i])) return TRUE;
604 * @brief ポーカーの手札に該当の番号の札があるかを返す。
605 * @param num 探したいカードの番号。
606 * @return 該当の番号が手札にあるか。
608 static bool find_card_num(int num)
610 for (int i = 0; i < 5; i++)
612 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
620 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
623 static bool poker_hand_check_flush(void)
625 bool joker_is_used = FALSE;
627 int suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
628 for (int i = 0; i < 5; i++) {
629 if (SUIT_OF(cards[i]) == suit) continue;
631 if (have_joker() && !joker_is_used)
632 joker_is_used = TRUE;
642 * @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。
643 * @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
645 static int poker_hand_check_straight(void)
648 bool joker_is_used = FALSE;
649 bool straight = FALSE;
651 for (int i = 0; i < 5; i++)
653 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
654 lowest = NUM_OF(cards[i]);
657 if (poker_hand_check_flush())
662 for (i = 0; i < 4; i++)
664 if (!find_card_num(9 + i)) {
665 if (have_joker() && !joker_is_used)
666 joker_is_used = TRUE;
672 if (i == 4) return 3;
677 for (i = 0; i < 3; i++)
679 if (!find_card_num(10 + i))
683 if (i == 3 && have_joker()) return 3;
687 joker_is_used = FALSE;
692 for (i = 0; i < 4; i++)
694 if (!find_card_num(9 + i)) {
695 if (have_joker() && !joker_is_used)
696 joker_is_used = TRUE;
702 if (i == 4) straight = TRUE;
705 joker_is_used = FALSE;
708 for (i = 0; i < 5; i++)
710 if (!find_card_num(lowest + i))
712 if (have_joker() && !joker_is_used)
713 joker_is_used = TRUE;
719 if (i == 5) straight = TRUE;
721 if (straight && poker_hand_check_flush()) return 2; /* Straight Flush */
722 else if (straight) return 1; /* Only Straight */
728 * @brief ポーカーのペア役の状態を返す。
729 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
731 static int poker_hand_check_pair(void)
734 for (int i = 0; i < 5; i++)
736 for (int j = i + 1; j < 5; j++)
738 if (IS_JOKER(cards[i]) || IS_JOKER(cards[j])) continue;
739 if (NUM_OF(cards[i]) == NUM_OF(cards[j]))
773 * @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。
776 static int poker_hand_check(void)
780 switch (poker_hand_check_straight())
783 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
786 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
789 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
792 /* Not straight -- fall through */
796 if (poker_hand_check_flush())
798 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
802 switch (poker_hand_check_pair())
805 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
808 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
811 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
814 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
817 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
820 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
822 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
827 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
839 * @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。
840 * @param hoge カーソルの現在位置
841 * @param kaeruka カードの捨てる/残すフラグ配列
844 static void display_kaeruka(int hoge, int kaeruka[])
846 char col = TERM_WHITE;
847 for (int i = 0; i < 5; i++)
849 if (i == hoge) col = TERM_YELLOW;
850 else if (kaeruka[i]) col = TERM_WHITE;
851 else col = TERM_L_BLUE;
854 c_put_str(col, _("かえる", "Change"), 14, 5 + i * 16);
856 c_put_str(col, _("のこす", " Stay "), 14, 5 + i * 16);
859 if (hoge > 4) col = TERM_YELLOW;
860 else col = TERM_WHITE;
861 c_put_str(col, _("決定", "Sure"), 16, 38);
863 if (hoge < 5) move_cursor(14, 5 + hoge * 16);
864 else move_cursor(16, 38);
869 * @brief ポーカーの手札を表示する。
872 static void display_cards(void)
874 char suitcolor[4] = { TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN };
876 concptr suit[4] = { "★", "●", "¶", "†" };
877 concptr card_grph[13][7] = { {"A %s ",
968 concptr joker_grph[7] = { " ",
978 concptr suit[4] = { "[]", "qp", "<>", "db" };
979 concptr card_grph[13][7] = { {"A %s ",
1070 concptr joker_grph[7] = { " ",
1079 for (int i = 0; i < 5; i++)
1081 prt(_("┏━━━━━━┓", " +------------+ "), 5, i * 16);
1084 for (int i = 0; i < 5; i++)
1086 for (int j = 0; j < 7; j++)
1088 prt(_("┃", " |"), j + 6, i * 16);
1089 if (IS_JOKER(cards[i]))
1090 c_put_str(TERM_VIOLET, joker_grph[j], j + 6, 2 + i * 16);
1092 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);
1093 prt(_("┃", "| "), j + 6, i * 16 + 14);
1097 for (int i = 0; i < 5; i++)
1099 prt(_("┗━━━━━━┛", " +------------+ "), 13, i * 16);
1105 * @brief ポーカーの1プレイルーチン。
1108 static int do_poker(void)
1113 bool decision = TRUE;
1120 for (int i = 0; i < 5; i++)
1122 cards[i] = deck[deck_ptr++];
1126 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);
1137 display_kaeruka(k + decision * 5, is_put);
1144 case '6': case 'l': case 'L': case KTRL('F'):
1157 case '4': case 'h': case 'H': case KTRL('B'):
1170 case '2': case 'j': case 'J': case KTRL('N'):
1173 decision = TRUE; draw = TRUE;
1177 case '8': case 'k': case 'K': case KTRL('P'):
1180 decision = FALSE; draw = TRUE;
1184 case ' ': case '\r':
1191 is_put[k] = !is_put[k]; draw = TRUE;
1202 for (int i = 0; i < 5; i++)
1204 if (is_put[i] == 1) cards[i] = deck[deck_ptr++];
1209 return poker_hand_check();
1212 // todo このundefは必要か?
1216 /* end of poker codes --Koka */
1220 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1221 * @param player_ptr プレーヤーへの参照ポインタ
1222 * @param cmd プレイするゲームID
1225 static bool gamble_comm(player_type *player_ptr, int cmd)
1228 int roll1, roll2, roll3, choice, odds, win;
1233 char out_val[160], tmp_str[80], again;
1238 if (cmd == BACT_GAMBLE_RULES)
1240 (void)show_file(player_ptr, TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1245 if (player_ptr->au < 1)
1247 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1248 "Hey! You don't have gold - get out of here!"));
1255 maxbet = player_ptr->lev * 200;
1256 maxbet = MIN(maxbet, player_ptr->au);
1258 strcpy(out_val, "");
1259 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1263 * Use get_string() because we may need more than
1264 * the s16b value returned by get_quantity().
1266 if (!get_string(tmp_str, out_val, 32))
1273 for (p = out_val; *p == ' '; p++);
1276 if (wager > player_ptr->au)
1278 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!"));
1283 else if (wager > maxbet)
1285 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1286 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1291 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1297 oldgold = player_ptr->au;
1299 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1300 prt(tmp_str, 20, 2);
1301 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1302 prt(tmp_str, 21, 2);
1306 player_ptr->au -= wager;
1309 case BACT_IN_BETWEEN: /* Game of In-Between */
1310 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"), 5, 2);
1314 roll1 = randint1(10);
1315 roll2 = randint1(10);
1316 choice = randint1(10);
1317 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1320 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1322 prt(tmp_str, 11, 14);
1323 if (((choice > roll1) && (choice < roll2)) ||
1324 ((choice < roll1) && (choice > roll2)))
1327 case BACT_CRAPS: /* Game of Craps */
1328 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1332 roll1 = randint1(6);
1333 roll2 = randint1(6);
1334 roll3 = roll1 + roll2;
1336 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1337 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1339 if ((roll3 == 7) || (roll3 == 11))
1341 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1346 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"));
1349 roll1 = randint1(6);
1350 roll2 = randint1(6);
1351 roll3 = roll1 + roll2;
1352 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1353 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1355 if (roll3 == choice)
1357 else if (roll3 == 7)
1359 } while ((win != TRUE) && (win != FALSE));
1362 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1365 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1367 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1368 prt("--------------------------------", 8, 3);
1369 strcpy(out_val, "");
1370 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1372 for (p = out_val; iswspace(*p); p++);
1376 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1379 else if (choice > 9)
1381 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1385 roll1 = randint0(10);
1386 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1387 "The wheel spins to a stop and the winner is %d"), roll1);
1388 prt(tmp_str, 13, 3);
1390 prt("*", 9, (3 * roll1 + 5));
1391 if (roll1 == choice)
1395 case BACT_DICE_SLOTS: /* The Dice Slots */
1396 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1397 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1398 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1399 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1400 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1401 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1402 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1403 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1406 roll1 = randint1(21);
1407 for (i = 6; i > 0; i--)
1409 if ((roll1 - i) < 1)
1416 roll2 = randint1(21);
1417 for (i = 6; i > 0; i--)
1419 if ((roll2 - i) < 1)
1426 choice = randint1(21);
1427 for (i = 6; i > 0; i--)
1429 if ((choice - i) < 1)
1436 put_str("/--------------------------\\", 7, 2);
1437 prt("\\--------------------------/", 17, 2);
1438 display_fruit(8, 3, roll1 - 1);
1439 display_fruit(8, 12, roll2 - 1);
1440 display_fruit(8, 21, choice - 1);
1441 if ((roll1 == roll2) && (roll2 == choice))
1460 else if ((roll1 == 1) && (roll2 == 1))
1469 if (odds) win = TRUE;
1475 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1477 player_ptr->au += odds * wager;
1478 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1480 prt(tmp_str, 17, 37);
1484 prt(_("あなたの負け", "You Lost"), 16, 37);
1488 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)player_ptr->au);
1490 prt(tmp_str, 22, 2);
1491 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1493 move_cursor(18, 52);
1498 if (wager > player_ptr->au)
1500 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1501 "Hey! You don't have the gold - get out of here!"));
1507 } while ((again == 'y') || (again == 'Y'));
1510 if (player_ptr->au >= oldgold)
1512 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!」",
1513 "You came out a winner! We'll win next time, I'm sure."));
1514 chg_virtue(player_ptr, V_CHANCE, 3);
1518 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."));
1519 chg_virtue(player_ptr, V_CHANCE, -3);
1529 * @brief モンスター闘技場に参加するモンスターを更新する。
1530 * @param player_ptr プレーヤーへの参照ポインタ
1533 void update_gambling_monsters(player_type *player_ptr)
1540 bool old_inside_battle = player_ptr->phase_out;
1542 for (i = 0; i < current_world_ptr->max_d_idx; i++)
1544 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1547 mon_level = randint1(MIN(max_dl, 122)) + 5;
1548 if (randint0(100) < 60)
1550 i = randint1(MIN(max_dl, 122)) + 5;
1551 mon_level = MAX(i, mon_level);
1554 if (randint0(100) < 30)
1556 i = randint1(MIN(max_dl, 122)) + 5;
1557 mon_level = MAX(i, mon_level);
1564 for (i = 0; i < 4; i++)
1570 get_mon_num_prep(player_ptr, monster_can_entry_arena, NULL);
1571 player_ptr->phase_out = TRUE;
1572 r_idx = get_mon_num(player_ptr, mon_level);
1573 player_ptr->phase_out = old_inside_battle;
1574 if (!r_idx) continue;
1576 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1578 if ((r_info[r_idx].level + 10) > mon_level) continue;
1581 for (j = 0; j < i; j++)
1582 if (r_idx == battle_mon[j]) break;
1583 if (j < i) continue;
1587 battle_mon[i] = r_idx;
1588 if (r_info[r_idx].level < 45) tekitou = TRUE;
1591 for (i = 0; i < 4; i++)
1593 monster_race *r_ptr = &r_info[battle_mon[i]];
1594 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1596 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1597 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1599 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1600 power[i] = power[i] * (100 + r_ptr->level) / 100;
1601 if (r_ptr->speed > 110)
1602 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1603 if (r_ptr->speed < 110)
1604 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1606 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1607 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1608 power[i] = power[i] * 4 / 3;
1609 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1610 power[i] = power[i] * 4 / 3;
1611 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1612 power[i] = power[i] * 11 / 10;
1613 if (r_ptr->flags1 & RF1_RAND_25)
1614 power[i] = power[i] * 9 / 10;
1615 if (r_ptr->flags1 & RF1_RAND_50)
1616 power[i] = power[i] * 9 / 10;
1617 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1618 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1622 for (i = 0; i < 4; i++)
1624 if (power[i] <= 0) break;
1625 power[i] = total * 60 / power[i];
1626 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1627 if ((power[i] < 160) && randint0(20)) break;
1628 if (power[i] < 101) power[i] = 100 + randint1(5);
1629 mon_odds[i] = power[i];
1638 * @brief モンスター闘技場のメインルーチン
1639 * @param player_ptr プレーヤーへの参照ポインタ
1640 * @return 賭けを開始したか否か
1642 static bool kakutoujou(player_type *player_ptr)
1646 char out_val[160], tmp_str[80];
1649 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1651 update_gambling_monsters(player_ptr);
1652 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1658 if (player_ptr->au <= 1)
1660 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!"));
1669 "Monsters Odds"), 4, 4);
1670 for (int i = 0; i < 4; i++)
1673 monster_race *r_ptr = &r_info[battle_mon[i]];
1675 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i + 1,
1676 _(format("%s%s", r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1677 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1678 (long int)mon_odds[i] / 100, (long int)mon_odds[i] % 100);
1682 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1693 if (i >= '1' && i <= '4')
1695 sel_monster = i - '1';
1696 battle_odds = mon_odds[sel_monster];
1704 for (int i = 0; i < 4; i++)
1705 if (i != sel_monster) clear_bldg(i + 5, i + 5);
1707 maxbet = player_ptr->lev * 200;
1709 /* We can't bet more than we have */
1710 maxbet = MIN(maxbet, player_ptr->au);
1713 strcpy(out_val, "");
1714 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1717 * Use get_string() because we may need more than
1718 * the s16b value returned by get_quantity().
1720 if (!get_string(tmp_str, out_val, 32))
1726 for (p = out_val; *p == ' '; p++);
1729 if (wager > player_ptr->au)
1731 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!"));
1737 else if (wager > maxbet)
1739 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);
1745 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1750 battle_odds = MAX(wager + 1, wager * battle_odds / 100);
1752 player_ptr->au -= wager;
1753 reset_tim_flags(player_ptr);
1755 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
1757 player_ptr->phase_out = TRUE;
1758 player_ptr->leaving = TRUE;
1759 player_ptr->leave_bldg = TRUE;
1767 * @brief 本日の賞金首情報を表示する。
1768 * @param player_ptr プレーヤーへの参照ポインタ
1771 static void today_target(player_type *player_ptr)
1774 monster_race *r_ptr = &r_info[today_mon];
1777 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1778 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
1779 c_put_str(TERM_YELLOW, buf, 6, 10);
1780 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
1782 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1784 player_ptr->today_mon = today_mon;
1789 * @brief ツチノコの賞金首情報を表示する。
1792 static void tsuchinoko(void)
1795 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
1796 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);
1797 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1798 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1799 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1804 * @brief 通常の賞金首情報を表示する。
1807 static void show_bounty(void)
1812 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);
1813 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1815 for (int i = 0; i < MAX_BOUNTY; i++)
1819 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])];
1821 if (current_world_ptr->bounty_r_idx[i] > 10000)
1824 done_mark = _("(済)", "(done)");
1832 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
1835 if (!y && (i < MAX_BOUNTY - 1))
1837 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1847 * 賞金首の報酬テーブル / List of prize object
1850 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1851 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1852 } prize_list[MAX_BOUNTY] =
1854 {TV_POTION, SV_POTION_CURING},
1855 {TV_POTION, SV_POTION_SPEED},
1856 {TV_POTION, SV_POTION_SPEED},
1857 {TV_POTION, SV_POTION_RESISTANCE},
1858 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1860 {TV_POTION, SV_POTION_HEALING},
1861 {TV_POTION, SV_POTION_RESTORE_MANA},
1862 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1863 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1864 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1866 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1867 {TV_POTION, SV_POTION_STAR_HEALING},
1868 {TV_POTION, SV_POTION_STAR_HEALING},
1869 {TV_POTION, SV_POTION_NEW_LIFE},
1870 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1872 {TV_POTION, SV_POTION_LIFE},
1873 {TV_POTION, SV_POTION_LIFE},
1874 {TV_POTION, SV_POTION_AUGMENTATION},
1875 {TV_POTION, SV_POTION_INVULNERABILITY},
1876 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1881 * @brief 賞金首の引き換え処理 / Get prize
1882 * @param player_ptr プレーヤーへの参照ポインタ
1883 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1885 static bool kankin(player_type *player_ptr)
1887 bool change = FALSE;
1888 GAME_TEXT o_name[MAX_NLEN];
1891 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++)
1893 o_ptr = &player_ptr->inventory_list[i];
1894 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1896 char buf[MAX_NLEN + 20];
1897 object_desc(player_ptr, o_name, o_ptr, 0);
1898 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1901 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1902 player_ptr->au += 1000000L * o_ptr->number;
1903 player_ptr->redraw |= (PR_GOLD);
1904 vary_item(player_ptr, i, -o_ptr->number);
1911 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1913 o_ptr = &player_ptr->inventory_list[i];
1914 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1916 char buf[MAX_NLEN + 20];
1917 object_desc(player_ptr, o_name, o_ptr, 0);
1918 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1921 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1922 player_ptr->au += 200000L * o_ptr->number;
1923 player_ptr->redraw |= (PR_GOLD);
1924 vary_item(player_ptr, i, -o_ptr->number);
1931 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1933 o_ptr = &player_ptr->inventory_list[i];
1934 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1936 char buf[MAX_NLEN + 20];
1937 object_desc(player_ptr, o_name, o_ptr, 0);
1938 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1941 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1942 player_ptr->au += 100000L * o_ptr->number;
1943 player_ptr->redraw |= (PR_GOLD);
1944 vary_item(player_ptr, i, -o_ptr->number);
1950 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1952 o_ptr = &player_ptr->inventory_list[i];
1953 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)))
1955 char buf[MAX_NLEN + 20];
1956 object_desc(player_ptr, o_name, o_ptr, 0);
1957 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1960 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1961 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1962 player_ptr->redraw |= (PR_GOLD);
1963 vary_item(player_ptr, i, -o_ptr->number);
1969 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
1971 o_ptr = &player_ptr->inventory_list[i];
1973 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1975 char buf[MAX_NLEN + 20];
1976 object_desc(player_ptr, o_name, o_ptr, 0);
1977 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1980 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1981 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1982 player_ptr->redraw |= (PR_GOLD);
1983 vary_item(player_ptr, i, -o_ptr->number);
1990 for (int j = 0; j < MAX_BOUNTY; j++)
1992 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--)
1994 o_ptr = &player_ptr->inventory_list[i];
1995 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j])) continue;
1997 char buf[MAX_NLEN + 20];
1999 INVENTORY_IDX item_new;
2002 object_desc(player_ptr, o_name, o_ptr, 0);
2003 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
2004 if (!get_check(buf)) continue;
2006 vary_item(player_ptr, i, -o_ptr->number);
2007 chg_virtue(player_ptr, V_JUSTICE, 5);
2008 current_world_ptr->bounty_r_idx[j] += 10000;
2010 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
2012 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
2015 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" : ""));
2017 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
2018 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
2020 object_aware(player_ptr, &forge);
2021 object_known(&forge);
2024 * Hand it --- Assume there is an empty slot.
2025 * Since a corpse is handed at first,
2026 * there is at least one empty slot.
2028 item_new = inven_carry(player_ptr, &forge);
2029 object_desc(player_ptr, o_name, &forge, 0);
2030 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2032 autopick_alter_item(player_ptr, item_new, FALSE);
2033 handle_stuff(player_ptr);
2038 if (change) return TRUE;
2040 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."));
2047 * @brief 宿屋の利用サブルーチン
2048 * @details inn commands\n
2049 * Note that resting for the night was a perfect way to avoid player\n
2050 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2051 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2052 * will not be that useful. I will keep it in the hopes the player\n
2053 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2054 * Resting at night is also a quick way to restock stores -KMW-\n
2055 * @param cmd 宿屋の利用施設ID
2056 * @return 施設の利用が実際に行われたか否か。
2058 static bool inn_comm(player_type *customer_ptr, int cmd)
2062 case BACT_FOOD: /* Buy food & drink */
2063 if (customer_ptr->food >= PY_FOOD_FULL)
2065 msg_print(_("今は満腹だ。", "You are full now."));
2069 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."));
2070 (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
2073 case BACT_REST: /* Rest for the night */
2075 if ((customer_ptr->poisoned) || (customer_ptr->cut))
2077 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."));
2079 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."));
2083 s32b oldturn = current_world_ptr->game_turn;
2084 int prev_day, prev_hour, prev_min;
2086 extract_day_hour_min(customer_ptr, &prev_day, &prev_hour, &prev_min);
2087 if ((prev_hour >= 6) && (prev_hour <= 17))
2088 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2090 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2092 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2093 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2095 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2096 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2099 prevent_turn_overflow(customer_ptr);
2101 if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, DIARY_DIALY, 0, NULL);
2102 customer_ptr->chp = customer_ptr->mhp;
2104 if (ironman_nightmare)
2106 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."));
2110 sanity_blast(customer_ptr, NULL, FALSE);
2111 if (!one_in_(3)) break;
2114 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2115 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2119 set_blind(customer_ptr, 0);
2120 set_confused(customer_ptr, 0);
2121 customer_ptr->stun = 0;
2122 customer_ptr->chp = customer_ptr->mhp;
2123 customer_ptr->csp = customer_ptr->msp;
2124 if (customer_ptr->pclass == CLASS_MAGIC_EATER)
2127 for (i = 0; i < 72; i++)
2129 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
2132 for (; i < 108; i++)
2134 customer_ptr->magic_num1[i] = 0;
2138 if ((prev_hour >= 6) && (prev_hour <= 17))
2140 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."));
2141 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("夕方を迎えた。", "awake refreshed."));
2145 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."));
2146 exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2149 case BACT_RUMORS: /* Listen for rumors */
2151 display_rumor(customer_ptr, TRUE);
2161 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2162 * @param player_ptr プレーヤーへの参照ポインタ
2163 * @param questnum クエストのID
2164 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2167 static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
2169 for (int i = 0; i < 10; i++)
2171 quest_text[i][0] = '\0';
2174 quest_text_line = 0;
2176 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2177 QUEST_IDX old_quest = floor_ptr->inside_quest;
2178 floor_ptr->inside_quest = questnum;
2180 init_flags = INIT_SHOW_TEXT;
2181 if (do_init) init_flags |= INIT_ASSIGN;
2183 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
2184 floor_ptr->inside_quest = old_quest;
2186 GAME_TEXT tmp_str[80];
2187 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);
2189 prt(quest[questnum].name, 7, 0);
2191 for (int i = 0; i < 10; i++)
2193 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2198 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2199 * @param player_ptr プレーヤーへの参照ポインタ
2202 static void castle_quest(player_type *player_ptr)
2205 QUEST_IDX q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
2209 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);
2214 q_ptr = &quest[q_index];
2215 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2217 q_ptr->status = QUEST_STATUS_REWARDED;
2218 get_questinfo(player_ptr, q_index, FALSE);
2219 reinit_wilderness = TRUE;
2223 if (q_ptr->status == QUEST_STATUS_FAILED)
2225 get_questinfo(player_ptr, q_index, FALSE);
2226 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2227 reinit_wilderness = TRUE;
2231 if (q_ptr->status == QUEST_STATUS_TAKEN)
2233 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);
2234 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);
2235 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);
2239 if (q_ptr->status != QUEST_STATUS_UNTAKEN) return;
2241 q_ptr->status = QUEST_STATUS_TAKEN;
2242 reinit_wilderness = TRUE;
2243 if (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL)
2245 get_questinfo(player_ptr, q_index, TRUE);
2249 if (q_ptr->r_idx == 0)
2251 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6));
2254 monster_race *r_ptr;
2255 r_ptr = &r_info[q_ptr->r_idx];
2256 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2258 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level) + 4 + randint1(6);
2259 r_ptr = &r_info[q_ptr->r_idx];
2262 if (q_ptr->max_num == 0)
2264 if (randint1(10) > 7)
2267 q_ptr->max_num = randint1(3) + 1;
2271 concptr name = (r_name + r_ptr->name);
2273 msg_format("クエスト: %sを %d体倒す", name, q_ptr->max_num);
2275 msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
2277 get_questinfo(player_ptr, q_index, TRUE);
2282 * @brief 町に関するヘルプを表示する / Display town history
2283 * @param player_ptr プレーヤーへの参照ポインタ
2286 static void town_history(player_type *player_ptr)
2289 (void)show_file(player_ptr, TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2295 * @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
2297 * @param mult スレイ倍率(掛け算部分)
2298 * @param div スレイ倍率(割り算部分)
2299 * @param force 理力特別計算フラグ
2302 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2310 tmp += dam * 60 * 2;
2324 * @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)
2325 * @param player_ptr プレーヤーへの参照ポインタ
2327 * @param mult スレイ倍率(掛け算部分)
2328 * @param div スレイ倍率(割り算部分)
2329 * @param force 理力特別計算フラグ
2331 * @param plus 武器ダメージ修正
2332 * @param meichuu 命中値
2333 * @param dokubari 毒針処理か否か
2334 * @param vorpal_mult 切れ味倍率(掛け算部分)
2335 * @param vorpal_div 切れ味倍率(割り算部分)
2338 static u32b calc_expect_dice(player_type *owner_ptr, u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2340 dam = calc_slaydam(dam, mult, div, force);
2341 dam = calc_expect_crit(owner_ptr, weight, plus, dam, meichuu, dokubari);
2342 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2348 * @brief 武器の各条件毎のダメージ期待値を表示する。
2351 * @param mindice ダイス部分最小値
2352 * @param maxdice ダイス部分最大値
2354 * @param dam_bonus ダメージ修正値
2356 * @param color 条件内容の表示色
2358 * Display the damage figure of an object\n
2359 * (used by compare_weapon_aux)\n
2361 * Only accurate for the current weapon, because it includes\n
2362 * the current +dam of the player.\n
2365 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2367 c_put_str(color, attr, r, c);
2368 GAME_TEXT tmp_str[80];
2369 int mindam = blows * (mindice + dam_bonus);
2370 int maxdam = blows * (maxdice + dam_bonus);
2371 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2372 put_str(tmp_str, r, c + 8);
2377 * @brief 武器一つ毎のダメージ情報を表示する。
2378 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2379 * @param col 表示する行の上端
2382 * Show the damage figures for the various monster types\n
2384 * Only accurate for the current weapon, because it includes\n
2385 * the current number of blows for the player.\n
2388 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
2390 BIT_FLAGS flgs[TR_FLAG_SIZE];
2391 int blow = owner_ptr->num_blow[0];
2393 bool dokubari = FALSE;
2395 int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
2396 int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
2398 int mindice = eff_dd;
2399 int maxdice = eff_ds * eff_dd;
2402 int vorpal_mult = 1;
2404 int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
2406 object_flags(o_ptr, flgs);
2407 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) dokubari = TRUE;
2409 mindam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
2410 maxdam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
2411 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2412 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(owner_ptr, HEX_RUNESWORD)))
2414 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2425 mindam = calc_expect_dice(owner_ptr, mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2426 maxdam = calc_expect_dice(owner_ptr, maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2427 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
2430 if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2434 mindam = calc_expect_dice(owner_ptr, mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2435 maxdam = calc_expect_dice(owner_ptr, maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2436 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2439 if (have_flag(flgs, TR_KILL_ANIMAL))
2441 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2442 maxdam = calc_expect_dice(owner_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2443 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2445 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2447 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2448 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2449 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2452 if (have_flag(flgs, TR_KILL_EVIL))
2454 mindam = calc_expect_dice(owner_ptr, mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2455 maxdam = calc_expect_dice(owner_ptr, maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2456 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2458 else if (have_flag(flgs, TR_SLAY_EVIL))
2460 mindam = calc_expect_dice(owner_ptr, mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2461 maxdam = calc_expect_dice(owner_ptr, maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2462 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2465 if (have_flag(flgs, TR_KILL_HUMAN))
2467 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2468 maxdam = calc_expect_dice(owner_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2469 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2471 else if (have_flag(flgs, TR_SLAY_HUMAN))
2473 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2474 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2475 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2478 if (have_flag(flgs, TR_KILL_UNDEAD))
2480 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2481 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2482 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2484 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2486 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2487 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2488 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2491 if (have_flag(flgs, TR_KILL_DEMON))
2493 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2494 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2495 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
2497 else if (have_flag(flgs, TR_SLAY_DEMON))
2499 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2500 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2501 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
2504 if (have_flag(flgs, TR_KILL_ORC))
2506 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2507 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2508 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2510 else if (have_flag(flgs, TR_SLAY_ORC))
2512 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2513 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2514 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2517 if (have_flag(flgs, TR_KILL_TROLL))
2519 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2520 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2521 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
2523 else if (have_flag(flgs, TR_SLAY_TROLL))
2525 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2526 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2527 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
2530 if (have_flag(flgs, TR_KILL_GIANT))
2532 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2533 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2534 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2536 else if (have_flag(flgs, TR_SLAY_GIANT))
2538 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2539 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2540 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2543 if (have_flag(flgs, TR_KILL_DRAGON))
2545 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2546 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2547 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2549 else if (have_flag(flgs, TR_SLAY_DRAGON))
2551 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2552 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2553 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2556 if (have_flag(flgs, TR_BRAND_ACID))
2558 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2559 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2560 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2563 if (have_flag(flgs, TR_BRAND_ELEC))
2565 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2566 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2567 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2570 if (have_flag(flgs, TR_BRAND_FIRE))
2572 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2573 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2574 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2577 if (have_flag(flgs, TR_BRAND_COLD))
2579 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2580 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2581 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2584 if (have_flag(flgs, TR_BRAND_POIS))
2586 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2587 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2588 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2594 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2595 * @param player_type プレーヤーへの参照ポインタ
2596 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2597 * @param row 表示する列の左端
2598 * @param col 表示する行の上端
2600 * Displays all info about a weapon
2602 * Only accurate for the current weapon, because it includes
2603 * various info about the player's +to_dam and number of blows.
2606 static void list_weapon(player_type *player_ptr, object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2608 GAME_TEXT o_name[MAX_NLEN];
2609 GAME_TEXT tmp_str[80];
2611 DICE_NUMBER eff_dd = o_ptr->dd + player_ptr->to_dd[0];
2612 DICE_SID eff_ds = o_ptr->ds + player_ptr->to_ds[0];
2613 HIT_RELIABILITY reli = player_ptr->skill_thn + (player_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2615 object_desc(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
2616 c_put_str(TERM_YELLOW, o_name, row, col);
2617 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), player_ptr->num_blow[0]);
2618 put_str(tmp_str, row + 1, col);
2620 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2621 put_str(tmp_str, row + 2, col);
2622 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2623 (int)hit_chance(player_ptr, reli, 0),
2624 (int)hit_chance(player_ptr, reli, 50),
2625 (int)hit_chance(player_ptr, reli, 100),
2626 (int)hit_chance(player_ptr, reli, 150),
2627 (int)hit_chance(player_ptr, reli, 200));
2628 put_str(tmp_str, row + 3, col);
2629 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
2631 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2632 (int)(eff_dd + o_ptr->to_d + player_ptr->to_d[0]),
2633 (int)(eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0]));
2634 put_str(tmp_str, row + 6, col + 1);
2636 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2637 (int)(player_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + player_ptr->to_d[0])),
2638 (int)(player_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0])));
2639 put_str(tmp_str, row + 7, col + 1);
2644 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2646 * Copies the weapons to compare into the weapon-slot and\n
2647 * compares the values for both weapons.\n
2648 * 武器1つだけで比較をしないなら費用は半額になる。
2649 * @param bcost 基本鑑定費用
2650 * @return 最終的にかかった費用
2652 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
2654 object_type *o_ptr[2];
2655 object_type orig_weapon;
2658 TERM_LEN wid = 38, mgn = 2;
2659 bool old_character_xtra = current_world_ptr->character_xtra;
2662 PRICE cost = 0; /* First time no price */
2666 i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
2667 object_copy(&orig_weapon, i_ptr);
2669 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2670 concptr q = _("第一の武器は?", "What is your first weapon? ");
2671 concptr s = _("比べるものがありません。", "You have nothing to compare.");
2674 o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2687 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2688 current_world_ptr->character_xtra = TRUE;
2689 for (int i = 0; i < n; i++)
2691 int col = (wid * i + mgn);
2692 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2694 customer_ptr->update |= PU_BONUS;
2695 handle_stuff(customer_ptr);
2697 list_weapon(customer_ptr, o_ptr[i], row, col);
2698 compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
2699 object_copy(i_ptr, &orig_weapon);
2702 customer_ptr->update |= PU_BONUS;
2703 handle_stuff(customer_ptr);
2705 current_world_ptr->character_xtra = old_character_xtra;
2707 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2708 put_str("(一番高いダメージが適用されます。複数の倍打効果は足し算されません。)", row + 4, 0);
2709 prt("現在の技量から判断すると、あなたの武器は以下のような威力を発揮します:", 0, 0);
2711 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), 1, (wid + mgn));
2712 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2713 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2718 if (ch != 's') break;
2720 if (total + cost > customer_ptr->au)
2722 msg_print(_("お金が足りません!", "You don't have enough money!"));
2727 q = _("第二の武器は?", "What is your second weapon? ");
2728 s = _("比べるものがありません。", "You have nothing to compare.");
2730 o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2731 if (!o_ptr[1]) continue;
2744 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2746 * Calculate and display the dodge-rate and the protection-rate
2748 * @param iAC プレイヤーのAC。
2749 * @return 常にTRUEを返す。
2751 static bool eval_ac(ARMOUR_CLASS iAC)
2755 "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"
2756 "何パーセント軽減するかを示します。\n"
2757 "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"
2758 "に対してのみ効果があります。\n \n"
2759 "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"
2760 "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"
2761 "敵のレベルとあなたのACによって決定されます。\n \n"
2762 "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"
2763 "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";
2766 "'Protection Rate' means how much damage is reduced by your armor.\n"
2767 "Note that the Protection rate is effective only against normal "
2768 "'attack' and 'shatter' type melee attacks, "
2769 "and has no effect against any other types such as 'poison'.\n \n"
2770 "'Dodge Rate' indicates the success rate on dodging the "
2771 "monster's melee attacks. "
2772 "It is depend on the level of the monster and your AC.\n \n"
2773 "'Average Damage' indicates the expected amount of damage "
2774 "when you are attacked by normal melee attacks with power=100.";
2778 TERM_LEN col, row = 2;
2780 char buf[80 * 20], *t;
2782 if (iAC < 0) iAC = 0;
2784 protection = 100 * MIN(iAC, 150) / 250;
2788 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2789 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2792 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
2793 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
2794 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
2796 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2798 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2799 int dodge; /* 回避率(%) */
2800 int average; /* ダメージ期待値 */
2802 put_str(format("%3d", lvl), row + 0, col);
2805 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2806 put_str(format("%3d%%", dodge), row + 1, col);
2808 /* 100点の攻撃に対してのダメージ期待値を計算 */
2809 average = (100 - dodge) * (100 - protection) / 100;
2810 put_str(format("%3d", average), row + 2, col);
2813 roff_to_buf(memo, 70, buf, sizeof(buf));
2814 for (t = buf; t[0]; t += strlen(t) + 1)
2815 put_str(t, (row++) + 4, 4);
2817 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);
2828 * @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。
2829 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2830 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2831 * @return 修復対象になるならTRUEを返す。
2833 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2835 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2836 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2837 object_flags(to_ptr, to_flgs);
2838 object_flags(from_ptr, from_flgs);
2841 int cand[TR_FLAG_MAX];
2842 for (int i = 0; i < TR_FLAG_MAX; i++)
2846 case TR_IGNORE_ACID:
2847 case TR_IGNORE_ELEC:
2848 case TR_IGNORE_FIRE:
2849 case TR_IGNORE_COLD:
2858 case TR_FIXED_FLAVOR:
2861 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2863 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2870 int tr_idx = cand[randint0(n)];
2871 add_flag(to_ptr->art_flags, tr_idx);
2872 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2873 int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2874 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2875 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2880 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2881 * @param player_ptr プレーヤーへの参照ポインタ
2882 * @param bcost 基本修復費用
2885 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
2889 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);
2890 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);
2892 concptr q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2893 concptr s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2894 item_tester_hook = item_tester_hook_broken_weapon;
2898 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2899 if (!o_ptr) return 0;
2901 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2903 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2907 if (o_ptr->number > 1)
2909 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!"));
2913 char basenm[MAX_NLEN];
2914 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
2915 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
2917 q = _("材料となる武器は?", "Which weapon for material? ");
2918 s = _("材料となる武器がありません。", "You have no material to repair.");
2920 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2922 object_type *mo_ptr;
2923 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2924 if (!mo_ptr) return 0;
2927 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2931 object_desc(player_ptr, basenm, mo_ptr, OD_NAME_ONLY);
2932 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
2933 PRICE cost = bcost + object_value_real(o_ptr) * 2;
2934 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;
2936 if (player_ptr->au < cost)
2938 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
2939 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);
2944 player_ptr->total_weight -= o_ptr->weight;
2945 KIND_OBJECT_IDX k_idx;
2946 if (o_ptr->sval == SV_BROKEN_DAGGER)
2950 for (KIND_OBJECT_IDX j = 1; j < max_k_idx; j++)
2952 object_kind *k_aux_ptr = &k_info[j];
2954 if (k_aux_ptr->tval != TV_SWORD) continue;
2955 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2956 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2957 (k_aux_ptr->sval == SV_POISON_NEEDLE)) continue;
2958 if (k_aux_ptr->weight > 99) continue;
2969 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2972 object_kind *ck_ptr;
2973 k_idx = lookup_kind(tval, SV_ANY);
2974 ck_ptr = &k_info[k_idx];
2976 if (tval == TV_SWORD)
2978 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
2979 (ck_ptr->sval == SV_BROKEN_SWORD) ||
2980 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
2981 (ck_ptr->sval == SV_POISON_NEEDLE)) continue;
2983 if (tval == TV_POLEARM)
2985 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
2986 (ck_ptr->sval == SV_TSURIZAO)) continue;
2988 if (tval == TV_HAFTED)
2990 if ((ck_ptr->sval == SV_GROND) ||
2991 (ck_ptr->sval == SV_WIZSTAFF) ||
2992 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
2999 int dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3000 int ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3001 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3002 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3005 k_ptr = &k_info[k_idx];
3006 o_ptr->k_idx = k_idx;
3007 o_ptr->weight = k_ptr->weight;
3008 o_ptr->tval = k_ptr->tval;
3009 o_ptr->sval = k_ptr->sval;
3010 o_ptr->dd = k_ptr->dd;
3011 o_ptr->ds = k_ptr->ds;
3013 for (int i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3014 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3015 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3020 for (int i = 1; i < dd_bonus; i++)
3022 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3029 for (int i = 1; i < ds_bonus; i++)
3031 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3035 if (have_flag(k_ptr->flags, TR_BLOWS))
3037 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3038 o_ptr->pval = MIN(o_ptr->pval, bmax);
3041 give_one_ability_of_object(o_ptr, mo_ptr);
3042 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3043 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3044 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3046 if ((o_ptr->name1 == ART_NARSIL) ||
3047 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3048 (object_is_ego(o_ptr) && one_in_(7)))
3050 if (object_is_ego(o_ptr))
3052 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3053 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3056 give_one_ability_of_object(o_ptr, mo_ptr);
3057 if (!activation_index(o_ptr)) one_activation(o_ptr);
3059 if (o_ptr->name1 == ART_NARSIL)
3061 one_high_resistance(o_ptr);
3065 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptional."));
3068 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
3070 msg_format("$%dで%sに修復しました。", cost, basenm);
3072 msg_format("Repaired into %s for %d gold.", basenm, cost);
3075 o_ptr->ident &= ~(IDENT_BROKEN);
3076 o_ptr->discount = 99;
3078 player_ptr->total_weight += o_ptr->weight;
3079 calc_android_exp(player_ptr);
3080 inven_item_increase(player_ptr, mater, -1);
3081 inven_item_optimize(player_ptr, mater);
3083 player_ptr->update |= PU_BONUS;
3084 handle_stuff(player_ptr);
3090 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3091 * @param player_ptr プレーヤーへの参照ポインタ
3092 * @param bcost 基本鑑定費用
3095 static int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
3099 cost = repair_broken_weapon_aux(player_ptr, bcost);
3106 * @brief アイテムの強化を行う。 / Enchant item
3107 * @param player_ptr プレーヤーへの参照ポインタ
3108 * @param cost 1回毎の費用
3109 * @param to_hit 命中をアップさせる量
3110 * @param to_dam ダメージをアップさせる量
3111 * @param to_ac ACをアップさせる量
3112 * @return 実際に行ったらTRUE
3114 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3117 int maxenchant = (player_ptr->lev / 5);
3118 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);
3119 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
3121 concptr q = _("どのアイテムを改良しますか?", "Improve which item? ");
3122 concptr s = _("改良できるものがありません。", "You have nothing to improve.");
3126 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3127 if (!o_ptr) return FALSE;
3129 char tmp_str[MAX_NLEN];
3130 if (player_ptr->au < (cost * o_ptr->number))
3132 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
3133 msg_format(_("%sを改良するだけのゴールドがありません!", "You do not have the gold to improve %s!"), tmp_str);
3138 for (int i = 0; i < to_hit; i++)
3140 if ((o_ptr->to_h < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3147 for (int i = 0; i < to_dam; i++)
3149 if ((o_ptr->to_d < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3156 for (int i = 0; i < to_ac; i++)
3158 if ((o_ptr->to_a < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3167 if (flush_failure) flush();
3168 msg_print(_("改良に失敗した。", "The improvement failed."));
3172 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3174 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3176 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3179 player_ptr->au -= (cost * o_ptr->number);
3180 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
3186 * @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 staffs
3188 * The player can select the number of charges to add\n
3189 * (up to a limit), and the recharge never fails.\n
3191 * The cost for rods depends on the level of the rod. The prices\n
3192 * for recharging wands and staffs are dependent on the cost of\n
3194 * @param player_ptr プレーヤーへの参照ポインタ
3197 static void building_recharge(player_type *player_ptr)
3201 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);
3202 item_tester_hook = item_tester_hook_recharge;
3204 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3205 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3209 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
3213 k_ptr = &k_info[o_ptr->k_idx];
3216 * We don't want to give the player free info about
3217 * the level of the item or the number of charges.
3219 /* The item must be "known" */
3220 char tmp_str[MAX_NLEN];
3221 if (!object_is_known(o_ptr))
3223 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!"));
3226 if ((player_ptr->au >= 50) &&
3227 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3230 player_ptr->au -= 50;
3231 identify_item(player_ptr, o_ptr);
3232 object_desc(player_ptr, tmp_str, o_ptr, 0);
3233 msg_format(_("%s です。", "You have: %s."), tmp_str);
3235 autopick_alter_item(player_ptr, item, FALSE);
3236 building_prt_gold(player_ptr);
3242 DEPTH lev = k_info[o_ptr->k_idx].level;
3244 if (o_ptr->tval == TV_ROD)
3246 if (o_ptr->timeout > 0)
3248 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3253 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3257 else if (o_ptr->tval == TV_STAFF)
3259 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3260 price = MAX(10, price);
3264 price = (k_info[o_ptr->k_idx].cost / 10);
3265 price = MAX(10, price);
3268 if (o_ptr->tval == TV_WAND
3269 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3271 if (o_ptr->number > 1)
3273 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3277 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3282 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3284 if (o_ptr->number > 1)
3286 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3290 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3296 if (player_ptr->au < price)
3298 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
3300 msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
3302 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3307 PARAMETER_VALUE charges;
3308 if (o_ptr->tval == TV_ROD)
3311 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3313 if (get_check(format("Recharge the %s for %d gold? ",
3314 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3328 if (o_ptr->tval == TV_STAFF)
3329 max_charges = k_ptr->pval - o_ptr->pval;
3331 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3333 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3334 MIN(player_ptr->au / price, max_charges));
3336 if (charges < 1) return;
3339 o_ptr->pval += charges;
3340 o_ptr->ident &= ~(IDENT_EMPTY);
3343 object_desc(player_ptr, tmp_str, o_ptr, 0);
3345 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3347 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3349 player_ptr->update |= (PU_COMBINE | PU_REORDER);
3350 player_ptr->window |= (PW_INVEN);
3351 player_ptr->au -= price;
3356 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staffs
3358 * The player can select the number of charges to add\n
3359 * (up to a limit), and the recharge never fails.\n
3361 * The cost for rods depends on the level of the rod. The prices\n
3362 * for recharging wands and staffs are dependent on the cost of\n
3364 * @param player_ptr プレーヤーへの参照ポインタ
3367 static void building_recharge_all(player_type *player_ptr)
3371 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
3374 PRICE total_cost = 0;
3375 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
3378 o_ptr = &player_ptr->inventory_list[i];
3380 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3381 if (!object_is_known(o_ptr)) total_cost += 50;
3383 DEPTH lev = k_info[o_ptr->k_idx].level;
3385 k_ptr = &k_info[o_ptr->k_idx];
3387 switch (o_ptr->tval)
3390 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3394 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3395 price = MAX(10, price);
3396 price = (k_ptr->pval - o_ptr->pval) * price;
3400 price = (k_info[o_ptr->k_idx].cost / 10);
3401 price = MAX(10, price);
3402 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3406 if (price > 0) total_cost += price;
3411 msg_print(_("充填する必要はありません。", "No need to recharge."));
3416 if (player_ptr->au < total_cost)
3418 msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost);
3423 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3425 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
3428 o_ptr = &player_ptr->inventory_list[i];
3430 k_ptr = &k_info[o_ptr->k_idx];
3432 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3434 if (!object_is_known(o_ptr))
3436 identify_item(player_ptr, o_ptr);
3437 autopick_alter_item(player_ptr, i, FALSE);
3440 switch (o_ptr->tval)
3446 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3448 o_ptr->ident &= ~(IDENT_EMPTY);
3451 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3452 o_ptr->pval = o_ptr->number * k_ptr->pval;
3454 o_ptr->ident &= ~(IDENT_EMPTY);
3459 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3461 player_ptr->update |= (PU_COMBINE | PU_REORDER);
3462 player_ptr->window |= (PW_INVEN);
3463 player_ptr->au -= total_cost;
3468 * @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-
3469 * @param player_ptr プレーヤーへの参照ポインタ
3470 * @return 常にTRUEを返す。
3471 * @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。
3473 static bool research_mon(player_type *player_ptr)
3477 bool recall = FALSE;
3486 static int old_sym = '\0';
3487 static IDX old_i = 0;
3491 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):",
3492 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3500 for (i = 0; ident_info[i]; ++i)
3502 if (sym == ident_info[i][0]) break;
3505 /* XTRA HACK WHATSEARCH */
3506 if (sym == KTRL('A'))
3509 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3511 else if (sym == KTRL('U'))
3514 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3516 else if (sym == KTRL('N'))
3519 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3521 else if (sym == KTRL('M'))
3524 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"), temp, 70))
3532 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
3534 else if (ident_info[i])
3536 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3540 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3543 /* Display the result */
3546 /* Allocate the "who" array */
3547 C_MAKE(who, max_r_idx, MONRACE_IDX);
3549 /* Collect matching monsters */
3551 for (i = 1; i < max_r_idx; i++)
3553 monster_race *r_ptr = &r_info[i];
3556 if (!r_ptr->name) continue;
3558 /* XTRA HACK WHATSEARCH */
3559 /* Require non-unique monsters if needed */
3560 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3562 /* Require unique monsters if needed */
3563 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3568 for (int xx = 0; temp[xx] && xx < 80; xx++)
3571 if (iskanji(temp[xx]))
3577 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3582 strcpy(temp2, r_name + r_ptr->E_name);
3584 strcpy(temp2, r_name + r_ptr->name);
3586 for (int xx = 0; temp2[xx] && xx < 80; xx++)
3588 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3592 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3594 if (my_strstr(temp2, temp))
3598 else if (all || (r_ptr->d_char == sym))
3606 C_KILL(who, max_r_idx, MONRACE_IDX);
3617 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3620 if (old_sym == sym && old_i < n) i = old_i;
3629 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3634 lore_do_probe(player_ptr, r_idx);
3635 monster_race_track(player_ptr, r_idx);
3636 handle_stuff(player_ptr);
3637 screen_roff(player_ptr, r_idx, 0x01);
3644 if (query != 'r') break;
3649 if (query == ESCAPE) break;
3656 if (!expand_list) break;
3665 if (!expand_list) break;
3669 C_KILL(who, max_r_idx, MONRACE_IDX);
3676 * @brief 施設の処理実行メインルーチン / Execute a building command
3677 * @param player_ptr プレーヤーへの参照ポインタ
3678 * @param bldg 施設構造体の参照ポインタ
3679 * @param i 実行したい施設のサービステーブルの添字
3682 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
3688 if (is_owner(player_ptr, bldg))
3689 bcost = bldg->member_costs[i];
3691 bcost = bldg->other_costs[i];
3693 /* action restrictions */
3694 if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) ||
3695 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
3697 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3701 BACT_IDX bact = bldg->actions[i];
3702 if ((bact != BACT_RECHARGE) &&
3703 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
3704 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
3706 msg_print(_("お金が足りません!", "You do not have the gold!"));
3716 case BACT_RESEARCH_ITEM:
3717 paid = identify_fully(player_ptr, FALSE);
3719 case BACT_TOWN_HISTORY:
3720 town_history(player_ptr);
3722 case BACT_RACE_LEGENDS:
3723 race_legends(player_ptr);
3726 castle_quest(player_ptr);
3728 case BACT_KING_LEGENDS:
3729 case BACT_ARENA_LEGENDS:
3731 show_highclass(player_ptr);
3734 case BACT_ARENA_RULES:
3736 arena_comm(player_ptr, bact);
3738 case BACT_IN_BETWEEN:
3740 case BACT_SPIN_WHEEL:
3741 case BACT_DICE_SLOTS:
3742 case BACT_GAMBLE_RULES:
3744 gamble_comm(player_ptr, bact);
3749 paid = inn_comm(player_ptr, bact);
3751 case BACT_RESEARCH_MONSTER:
3752 paid = research_mon(player_ptr);
3754 case BACT_COMPARE_WEAPONS:
3756 bcost = compare_weapons(player_ptr, bcost);
3758 case BACT_ENCHANT_WEAPON:
3759 item_tester_hook = object_allow_enchant_melee_weapon;
3760 enchant_item(player_ptr, bcost, 1, 1, 0);
3762 case BACT_ENCHANT_ARMOR:
3763 item_tester_hook = object_is_armour;
3764 enchant_item(player_ptr, bcost, 0, 0, 1);
3767 building_recharge(player_ptr);
3769 case BACT_RECHARGE_ALL:
3770 building_recharge_all(player_ptr);
3773 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;
3774 identify_pack(player_ptr);
3775 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
3778 case BACT_IDENT_ONE:
3779 paid = ident_spell(player_ptr, FALSE);
3782 do_cmd_study(player_ptr);
3785 paid = cure_critical_wounds(player_ptr, 200);
3788 paid = restore_all_status(player_ptr);
3790 case BACT_ENCHANT_ARROWS:
3791 item_tester_hook = item_tester_hook_ammo;
3792 enchant_item(player_ptr, bcost, 1, 1, 0);
3794 case BACT_ENCHANT_BOW:
3795 item_tester_tval = TV_BOW;
3796 enchant_item(player_ptr, bcost, 1, 1, 0);
3800 if (recall_player(player_ptr, 1)) paid = TRUE;
3803 case BACT_TELEPORT_LEVEL:
3805 paid = free_level_recall(player_ptr);
3808 case BACT_LOSE_MUTATION:
3809 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
3810 (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
3812 while (!lose_mutation(player_ptr, 0));
3817 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
3822 kakutoujou(player_ptr);
3825 case BACT_TSUCHINOKO:
3834 today_target(player_ptr);
3842 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
3843 set_virtue(player_ptr, V_COMPASSION, 0);
3844 set_virtue(player_ptr, V_HONOUR, 0);
3845 set_virtue(player_ptr, V_JUSTICE, 0);
3846 set_virtue(player_ptr, V_SACRIFICE, 0);
3847 set_virtue(player_ptr, V_KNOWLEDGE, 0);
3848 set_virtue(player_ptr, V_FAITH, 0);
3849 set_virtue(player_ptr, V_ENLIGHTEN, 0);
3850 set_virtue(player_ptr, V_ENCHANT, 0);
3851 set_virtue(player_ptr, V_CHANCE, 0);
3852 set_virtue(player_ptr, V_NATURE, 0);
3853 set_virtue(player_ptr, V_HARMONY, 0);
3854 set_virtue(player_ptr, V_VITALITY, 0);
3855 set_virtue(player_ptr, V_UNLIFE, 0);
3856 set_virtue(player_ptr, V_PATIENCE, 0);
3857 set_virtue(player_ptr, V_TEMPERANCE, 0);
3858 set_virtue(player_ptr, V_DILIGENCE, 0);
3859 set_virtue(player_ptr, V_VALOUR, 0);
3860 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
3861 get_virtues(player_ptr);
3865 case BACT_TELE_TOWN:
3866 paid = tele_town(player_ptr);
3870 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
3873 case BACT_BROKEN_WEAPON:
3875 bcost = repair_broken_weapon(player_ptr, bcost);
3879 if (paid) player_ptr->au -= bcost;
3884 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
3885 * @param プレーヤーへの参照ポインタ
3888 void do_cmd_bldg(player_type *player_ptr)
3890 if (player_ptr->wild_mode) return;
3892 take_turn(player_ptr, 100);
3894 if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
3896 msg_print(_("ここには建物はない。", "You see no building here."));
3900 int which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
3902 building_type *bldg;
3903 bldg = &building[which];
3905 reinit_wilderness = FALSE;
3907 if ((which == 2) && (player_ptr->arena_number < 0))
3909 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
3912 else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
3914 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
3916 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);
3920 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
3921 player_ptr->current_floor_ptr->inside_arena = FALSE;
3922 player_ptr->leaving = TRUE;
3923 command_new = SPECIAL_KEY_BUILDING;
3924 free_turn(player_ptr);
3929 else if (player_ptr->phase_out)
3931 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
3932 player_ptr->leaving = TRUE;
3933 player_ptr->phase_out = FALSE;
3934 command_new = SPECIAL_KEY_BUILDING;
3935 free_turn(player_ptr);
3940 player_ptr->oldpy = player_ptr->y;
3941 player_ptr->oldpx = player_ptr->x;
3944 forget_lite(player_ptr->current_floor_ptr);
3945 forget_view(player_ptr->current_floor_ptr);
3946 current_world_ptr->character_icky++;
3952 show_building(player_ptr, bldg);
3953 player_ptr->leave_bldg = FALSE;
3954 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
3957 while (!player_ptr->leave_bldg)
3962 building_prt_gold(player_ptr);
3964 char command = inkey();
3966 if (command == ESCAPE)
3968 player_ptr->leave_bldg = TRUE;
3969 player_ptr->current_floor_ptr->inside_arena = FALSE;
3970 player_ptr->phase_out = FALSE;
3975 for (i = 0; i < 8; i++)
3977 if (bldg->letters[i] && (bldg->letters[i] == command))
3984 if (validcmd) bldg_process_command(player_ptr, bldg, i);
3986 handle_stuff(player_ptr);
3989 select_floor_music(player_ptr);
3994 if (reinit_wilderness) player_ptr->leaving = TRUE;
3996 current_world_ptr->character_icky--;
3999 player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4000 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4001 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4006 * @brief 今日の賞金首を確定する / Determine today's bounty monster
4007 * @param player_type プレーヤーへの参照ポインタ
4009 * @note conv_old is used if loaded 0.0.3 or older save file
4011 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
4016 for (i = 0; i < current_world_ptr->max_d_idx; i++)
4018 if (max_dlv[i] < d_info[i].mindepth) continue;
4019 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4024 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4027 player_ptr->phase_out = TRUE;
4028 get_mon_num_prep(player_ptr, NULL, NULL);
4032 today_mon = get_mon_num(player_ptr, max_dl);
4033 monster_race *r_ptr;
4034 r_ptr = &r_info[today_mon];
4036 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4037 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4038 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4039 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4040 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4041 if (r_ptr->rarity > 10) continue;
4045 player_ptr->today_mon = 0;
4046 bool old_inside_battle = player_ptr->phase_out;
4047 player_ptr->phase_out = old_inside_battle;
4052 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4053 * @param player_ptr プレーヤーへの参照ポインタ
4056 void determine_bounty_uniques(player_type *player_ptr)
4058 get_mon_num_prep(player_ptr, NULL, NULL);
4059 for (int i = 0; i < MAX_BOUNTY; i++)
4063 current_world_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, MAX_DEPTH - 1);
4064 monster_race *r_ptr;
4065 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4067 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4069 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
4072 if (r_ptr->rarity > 100) continue;
4074 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
4078 for (j = 0; j < i; j++)
4080 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
4088 for (int i = 0; i < MAX_BOUNTY - 1; i++)
4090 for (int j = i; j < MAX_BOUNTY; j++)
4093 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4095 tmp = current_world_ptr->bounty_r_idx[i];
4096 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4097 current_world_ptr->bounty_r_idx[j] = tmp;