3 @brief 町の施設処理 / Building commands
6 Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
9 Rewritten for Kangband 2.8.3i using Kamband's version of\n
10 bldg.c as written by Ivan Tkatchev\n
12 Changed for ZAngband by Robert Ruehlmann\n
19 * ループ中で / hack as in leave_store in store.c
21 static bool leave_bldg = FALSE;
24 * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
25 * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
26 * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
27 * @param bldg 施設構造体の参照ポインタ
28 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
30 static bool is_owner(building_type *bldg)
32 if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
37 if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
42 if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
52 * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
54 * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
55 * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
56 * @param bldg 施設構造体の参照ポインタ
57 * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
58 * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
60 static bool is_member(building_type *bldg)
62 if (bldg->member_class[p_ptr->pclass])
67 if (bldg->member_race[p_ptr->prace])
72 if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73 (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
79 if (p_ptr->pclass == CLASS_SORCERER)
83 for (i = 0; i < MAX_MAGIC; i++)
85 if (bldg->member_realm[i+1]) OK = TRUE;
93 * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94 * @details 消去は行毎にヌル文字列で行われる。
95 * @param min_row 開始行番号
96 * @param max_row 末尾行番号
99 static void clear_bldg(int min_row, int max_row)
103 for (i = min_row; i <= max_row; i++)
111 static void building_prt_gold(void)
114 prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115 sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116 prt(tmp_str, 23, 68);
120 * @brief 施設のサービス一覧を表示する / Display a building.
121 * @param bldg 施設構造体の参照ポインタ
124 static void show_building(building_type* bldg)
132 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
136 for (i = 0; i < 8; i++)
138 if (bldg->letters[i])
140 if (bldg->action_restr[i] == 0)
142 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143 (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
145 action_color = TERM_WHITE;
148 else if (is_owner(bldg))
150 action_color = TERM_YELLOW;
151 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
155 action_color = TERM_YELLOW;
156 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
158 else if (bldg->action_restr[i] == 1)
160 if (!is_member(bldg))
162 action_color = TERM_L_DARK;
163 strcpy(buff, _("(閉店)", "(closed)"));
165 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166 (is_member(bldg) && (bldg->other_costs[i] == 0)))
168 action_color = TERM_WHITE;
171 else if (is_owner(bldg))
173 action_color = TERM_YELLOW;
174 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
178 action_color = TERM_YELLOW;
179 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
186 action_color = TERM_L_DARK;
187 strcpy(buff, _("(閉店)", "(closed)"));
189 else if (bldg->member_costs[i] != 0)
191 action_color = TERM_YELLOW;
192 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
196 action_color = TERM_WHITE;
201 sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202 c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
205 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
209 * @brief 闘技場に入るコマンドの処理 / arena commands
210 * @param cmd 闘技場処理のID
213 static void arena_comm(int cmd)
222 if (p_ptr->arena_number == MAX_ARENA_MONS)
225 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
226 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations! You have defeated all before you."), 7, 0);
227 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
231 p_ptr->au += 1000000L;
232 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
234 p_ptr->arena_number++;
236 else if (p_ptr->arena_number > MAX_ARENA_MONS)
238 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
240 msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
242 if (get_check(_("挑戦するかね?", "Do you fight? ")))
244 msg_print(_("死ぬがよい。", "Die, maggots."));
247 p_ptr->exit_bldg = FALSE;
250 /* Save the surface floor as saved floor */
251 prepare_change_floor_mode(CFM_SAVE_FLOORS);
253 p_ptr->inside_arena = TRUE;
254 p_ptr->leaving = TRUE;
259 msg_print(_("残念だ。", "We are disappointed."));
264 msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
265 "You enter the arena briefly and bask in your glory."));
269 else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
271 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
272 "You don't have permission to enter with pet."));
277 p_ptr->exit_bldg = FALSE;
280 /* Save the surface floor as saved floor */
281 prepare_change_floor_mode(CFM_SAVE_FLOORS);
283 p_ptr->inside_arena = TRUE;
284 p_ptr->leaving = TRUE;
289 if (p_ptr->arena_number == MAX_ARENA_MONS)
290 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
291 "You are victorious. Enter the arena for the ceremony."));
293 else if (p_ptr->arena_number > MAX_ARENA_MONS)
295 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
299 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300 name = (r_name + r_ptr->name);
301 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
303 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304 p_ptr->window |= (PW_MONSTER);
309 case BACT_ARENA_RULES:
314 /* Peruse the arena help file */
315 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
325 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
326 * @param row シンボルを表示する行の上端
327 * @param col シンボルを表示する行の左端
328 * @param fruit 表示するシンボルID
331 static void display_fruit(int row, int col, int fruit)
336 c_put_str(TERM_YELLOW, " ####.", row, col);
337 c_put_str(TERM_YELLOW, " # #", row + 1, col);
338 c_put_str(TERM_YELLOW, " # #", row + 2, col);
339 c_put_str(TERM_YELLOW, "# #", row + 3, col);
340 c_put_str(TERM_YELLOW, "# #", row + 4, col);
341 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
342 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
343 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
345 " Lemon "), row + 8, col);
348 c_put_str(TERM_ORANGE, " ## ", row, col);
349 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
350 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
351 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
352 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
353 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
354 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
355 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
357 " Orange "), row + 8, col);
360 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
361 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
362 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
363 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
364 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
365 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
366 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
367 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
368 prt( _(" 剣 ", " Sword ") , row + 8, col);
371 c_put_str(TERM_SLATE, " ###### ", row, col);
372 c_put_str(TERM_SLATE, "# #", row + 1, col);
373 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
374 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
375 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
376 c_put_str(TERM_SLATE, " # # ", row + 5, col);
377 c_put_str(TERM_SLATE, " # # ", row + 6, col);
378 c_put_str(TERM_SLATE, " ## ", row + 7, col);
380 " Shield "), row + 8, col);
383 c_put_str(TERM_VIOLET, " ## ", row, col);
384 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
385 c_put_str(TERM_VIOLET, "########", row + 2, col);
386 c_put_str(TERM_VIOLET, "########", row + 3, col);
387 c_put_str(TERM_VIOLET, "########", row + 4, col);
388 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
389 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
390 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
392 " Plum "), row + 8, col);
395 c_put_str(TERM_RED, " ##", row, col);
396 c_put_str(TERM_RED, " ### ", row + 1, col);
397 c_put_str(TERM_RED, " #..# ", row + 2, col);
398 c_put_str(TERM_RED, " #..# ", row + 3, col);
399 c_put_str(TERM_RED, " ###### ", row + 4, col);
400 c_put_str(TERM_RED, "#..##..#", row + 5, col);
401 c_put_str(TERM_RED, "#..##..#", row + 6, col);
402 c_put_str(TERM_RED, " ## ## ", row + 7, col);
404 " Cherry "), row + 8, col);
410 * kpoker no (tyuto-hannpa na)pakuri desu...
411 * joker ha shineru node haitte masen.
413 * TODO: donataka! tsukutte!
414 * - agatta yaku no kiroku (like DQ).
415 * - kakkoii card no e.
416 * - sousa-sei no koujyo.
417 * - code wo wakariyasuku.
419 * - Joker... -- done.
422 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
425 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
426 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
427 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
429 static int cards[5]; /*!< ポーカーの現在の手札ID */
436 static void reset_deck(int deck[])
439 for (i = 0; i < 53; i++) deck[i] = i;
442 for (i = 0; i < 53; i++){
443 int tmp1 = randint0(53 - i) + i;
445 deck[i] = deck[tmp1];
451 * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
452 * @return ジョーカーを持っているか。
454 static bool have_joker(void)
458 for (i = 0; i < 5; i++){
459 if(IS_JOKER(cards[i])) return TRUE;
465 * @brief ポーカーの手札に該当の番号の札があるかを返す。
466 * @param num 探したいカードの番号。
467 * @return 該当の番号が手札にあるか。
469 static bool find_card_num(int num)
472 for (i = 0; i < 5; i++)
473 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
478 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
481 static bool yaku_check_flush(void)
484 bool joker_is_used = FALSE;
486 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
487 for (i = 0; i < 5; i++){
488 if (SUIT_OF(cards[i]) != suit){
489 if(have_joker() && !joker_is_used)
490 joker_is_used = TRUE;
500 * @brief ポーカーの手札がストレート役を得ているかを帰す。
503 static int yaku_check_straight(void)
506 bool joker_is_used = FALSE;
509 for (i = 0; i < 5; i++)
511 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
512 lowest = NUM_OF(cards[i]);
515 if (yaku_check_flush())
518 for (i = 0; i < 4; i++)
520 if (!find_card_num(9 + i)){
521 if( have_joker() && !joker_is_used )
522 joker_is_used = TRUE;
527 if (i == 4) return 3; /* Wow! Royal Flush!!! */
530 for (i = 0; i < 3; i++)
532 if (!find_card_num(10 + i))
535 if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
539 joker_is_used = FALSE;
540 for (i = 0; i < 5; i++)
542 if (!find_card_num(lowest + i)){
543 if( have_joker() && !joker_is_used )
544 joker_is_used = TRUE;
550 if (yaku_check_flush())
551 return 2; /* Straight Flush */
557 * @brief ポーカーのペア役の状態を返す。
558 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
560 static int yaku_check_pair(void)
562 int i, i2, matching = 0;
564 for (i = 0; i < 5; i++)
566 for (i2 = i+1; i2 < 5; i2++)
568 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
569 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
600 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
601 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
602 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
603 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
604 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
605 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
606 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
607 #define ODDS_ST 4 /*!< ストレートの役倍率 */
608 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
609 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
612 * @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。
615 static int yaku_check(void)
619 switch(yaku_check_straight()){
621 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
624 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
627 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
630 /* Not straight -- fall through */
634 if (yaku_check_flush())
636 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
640 switch (yaku_check_pair())
643 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
646 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
649 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
652 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
655 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
658 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
660 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
665 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
675 * @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。
676 * @param hoge カーソルの現在位置
677 * @param kaeruka カードの捨てる/残すフラグ配列
680 static void display_kaeruka(int hoge, int kaeruka[])
683 char col = TERM_WHITE;
684 for (i = 0; i < 5; i++)
686 if (i == hoge) col = TERM_YELLOW;
687 else if(kaeruka[i]) col = TERM_WHITE;
688 else col = TERM_L_BLUE;
691 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
693 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
695 if (hoge > 4) col = TERM_YELLOW;
696 else col = TERM_WHITE;
697 c_put_str(col, _("決定", "Sure"), 16, 38);
699 /* Hilite current option */
700 if (hoge < 5) move_cursor(14, 5+hoge*16);
701 else move_cursor(16, 38);
705 * @brief ポーカーの手札を表示する。
708 static void display_cards(void)
711 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
713 cptr suit[4] = {"★", "●", "¶", "†"};
714 cptr card_grph[13][7] = {{"A %s ",
805 cptr joker_grph[7] = { " ",
815 cptr suit[4] = {"[]", "qp", "<>", "db"};
816 cptr card_grph[13][7] = {{"A %s ",
907 cptr joker_grph[7] = { " ",
916 for (i = 0; i < 5; i++)
918 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
921 for (i = 0; i < 5; i++)
923 for (j = 0; j < 7; j++)
925 prt(_("┃", " |"), j+6, i*16);
926 if(IS_JOKER(cards[i]))
927 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
929 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);
930 prt(_("┃", "| "), j+6, i*16+14);
933 for (i = 0; i < 5; i++)
935 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
940 * @brief ポーカーの1プレイルーチン。
943 static int do_poker(void)
947 int deck[53]; /* yamafuda : 0...52 */
949 int kaeruka[5]; /* 0:kaenai 1:kaeru */
957 for (i = 0; i < 5; i++)
959 cards[i] = deck[deck_ptr++];
960 kaeruka[i] = 0; /* default:nokosu */
980 /* debug:Four Cards */
982 cards[1] = 0 + 13 * 1;
983 cards[2] = 0 + 13 * 2;
984 cards[3] = 0 + 13 * 3;
1004 /* suteruno wo kimeru */
1005 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);
1012 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1017 case '6': case 'l': case 'L': case KTRL('F'):
1018 if (!kettei) k = (k+1)%5;
1019 else {k = 0;kettei = FALSE;}
1022 case '4': case 'h': case 'H': case KTRL('B'):
1023 if (!kettei) k = (k+4)%5;
1024 else {k = 4;kettei = FALSE;}
1027 case '2': case 'j': case 'J': case KTRL('N'):
1028 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1030 case '8': case 'k': case 'K': case KTRL('P'):
1031 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1033 case ' ': case '\r':
1034 if (kettei) done = TRUE;
1035 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1044 for (i = 0; i < 5; i++)
1045 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1049 return yaku_check();
1054 /* end of poker codes --Koka */
1057 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1058 * @param cmd プレイするゲームID
1061 static bool gamble_comm(int cmd)
1064 int roll1, roll2, roll3, choice, odds, win;
1069 char out_val[160], tmp_str[80], again;
1074 if (cmd == BACT_GAMBLE_RULES)
1076 /* Peruse the gambling help file */
1077 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1084 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1085 "Hey! You don't have gold - get out of here!"));
1093 maxbet = p_ptr->lev * 200;
1095 /* We can't bet more than we have */
1096 maxbet = MIN(maxbet, p_ptr->au);
1099 strcpy(out_val, "");
1100 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1104 * Use get_string() because we may need more than
1105 * the s16b value returned by get_quantity().
1107 if (get_string(tmp_str, out_val, 32))
1110 for (p = out_val; *p == ' '; p++);
1115 if (wager > p_ptr->au)
1117 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!"));
1122 else if (wager > maxbet)
1124 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1125 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1130 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1136 oldgold = p_ptr->au;
1138 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1139 prt(tmp_str, 20, 2);
1140 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1141 prt(tmp_str, 21, 2);
1148 case BACT_IN_BETWEEN: /* Game of In-Between */
1149 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1153 roll1 = randint1(10);
1154 roll2 = randint1(10);
1155 choice = randint1(10);
1156 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1159 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1161 prt(tmp_str, 11, 14);
1162 if (((choice > roll1) && (choice < roll2)) ||
1163 ((choice < roll1) && (choice > roll2)))
1166 case BACT_CRAPS: /* Game of Craps */
1167 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1171 roll1 = randint1(6);
1172 roll2 = randint1(6);
1173 roll3 = roll1 + roll2;
1175 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1176 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1178 if ((roll3 == 7) || (roll3 == 11))
1180 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1185 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"));
1188 roll1 = randint1(6);
1189 roll2 = randint1(6);
1190 roll3 = roll1 + roll2;
1191 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1192 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1194 if (roll3 == choice)
1196 else if (roll3 == 7)
1198 } while ((win != TRUE) && (win != FALSE));
1201 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1204 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1206 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1207 prt("--------------------------------", 8, 3);
1208 strcpy(out_val, "");
1209 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1211 for (p = out_val; iswspace(*p); p++);
1215 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1218 else if (choice > 9)
1220 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1224 roll1 = randint0(10);
1225 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1226 "The wheel spins to a stop and the winner is %d"), roll1);
1227 prt(tmp_str, 13, 3);
1229 prt("*", 9, (3 * roll1 + 5));
1230 if (roll1 == choice)
1234 case BACT_DICE_SLOTS: /* The Dice Slots */
1235 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1236 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1237 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1238 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1239 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1240 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1241 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1242 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1245 roll1 = randint1(21);
1255 roll2 = randint1(21);
1265 choice = randint1(21);
1275 put_str("/--------------------------\\", 7, 2);
1276 prt("\\--------------------------/", 17, 2);
1277 display_fruit(8, 3, roll1 - 1);
1278 display_fruit(8, 12, roll2 - 1);
1279 display_fruit(8, 21, choice - 1);
1280 if ((roll1 == roll2) && (roll2 == choice))
1299 else if ((roll1 == 1) && (roll2 == 1))
1308 if (odds) win = TRUE;
1314 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1316 p_ptr->au += odds * wager;
1317 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1319 prt(tmp_str, 17, 37);
1323 prt(_("あなたの負け", "You Lost"), 16, 37);
1326 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1328 prt(tmp_str, 22, 2);
1329 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1331 move_cursor(18, 52);
1336 if (wager > p_ptr->au)
1338 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1339 "Hey! You don't have the gold - get out of here!"));
1345 } while ((again == 'y') || (again == 'Y'));
1348 if (p_ptr->au >= oldgold)
1350 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!」",
1351 "You came out a winner! We'll win next time, I'm sure."));
1352 chg_virtue(V_CHANCE, 3);
1356 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."));
1357 chg_virtue(V_CHANCE, -3);
1367 * @brief モンスター闘技場に参加できるモンスターの判定
1368 * @param r_idx モンスターID
1369 * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1370 * 自爆以外のなんらかのHP攻撃手段を持っていること。
1373 static bool vault_aux_battle(int r_idx)
1378 monster_race *r_ptr = &r_info[r_idx];
1380 /* Decline town monsters */
1381 /* if (!mon_hook_dungeon(r_idx)) return FALSE; */
1383 /* Decline unique monsters */
1384 /* if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1385 /* if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1387 if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1388 if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1389 if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1390 if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1391 if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1393 for (i = 0; i < 4; i++)
1395 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1396 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1398 if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1405 * @brief モンスター闘技場に参加するモンスターをリセットする。
1408 void battle_monsters(void)
1415 bool old_inside_battle = p_ptr->inside_battle;
1417 for (i = 0; i < max_d_idx; i++)
1418 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1420 mon_level = randint1(MIN(max_dl, 122))+5;
1421 if (randint0(100) < 60)
1423 i = randint1(MIN(max_dl, 122))+5;
1424 mon_level = MAX(i, mon_level);
1426 if (randint0(100) < 30)
1428 i = randint1(MIN(max_dl, 122))+5;
1429 mon_level = MAX(i, mon_level);
1441 get_mon_num_prep(vault_aux_battle, NULL);
1442 p_ptr->inside_battle = TRUE;
1443 r_idx = get_mon_num(mon_level);
1444 p_ptr->inside_battle = old_inside_battle;
1445 if (!r_idx) continue;
1447 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1449 if ((r_info[r_idx].level + 10) > mon_level) continue;
1452 for (j = 0; j < i; j++)
1453 if(r_idx == battle_mon[j]) break;
1458 battle_mon[i] = r_idx;
1459 if (r_info[r_idx].level < 45) tekitou = TRUE;
1464 monster_race *r_ptr = &r_info[battle_mon[i]];
1465 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1467 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1468 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1470 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1471 power[i] = power[i] * (100 + r_ptr->level) / 100;
1472 if (r_ptr->speed > 110)
1473 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1474 if (r_ptr->speed < 110)
1475 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1477 power[i] = power[i] * (num_taisei*2+5) / 10;
1478 else if (r_ptr->flags6 & RF6_INVULNER)
1479 power[i] = power[i] * 4 / 3;
1480 else if (r_ptr->flags6 & RF6_HEAL)
1481 power[i] = power[i] * 4 / 3;
1482 else if (r_ptr->flags5 & RF5_DRAIN_MANA)
1483 power[i] = power[i] * 11 / 10;
1484 if (r_ptr->flags1 & RF1_RAND_25)
1485 power[i] = power[i] * 9 / 10;
1486 if (r_ptr->flags1 & RF1_RAND_50)
1487 power[i] = power[i] * 9 / 10;
1488 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1489 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1496 power[i] = total*60/power[i];
1497 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1498 if ((power[i] < 160) && randint0(20)) break;
1499 if (power[i] < 101) power[i] = 100 + randint1(5);
1500 mon_odds[i] = power[i];
1507 * @brief モンスター闘技場のメインルーチン
1508 * @return 賭けを開始したか否か
1510 static bool kakutoujou(void)
1514 char out_val[160], tmp_str[80];
1517 if ((turn - old_battle) > TURNS_PER_TICK*250)
1528 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!"));
1540 "Monsters Odds"), 4, 4);
1544 monster_race *r_ptr = &r_info[battle_mon[i]];
1546 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1547 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1548 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1549 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1552 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1562 if (i >= '1' && i <= '4')
1564 sel_monster = i-'1';
1565 battle_odds = mon_odds[sel_monster];
1573 if (i !=sel_monster) clear_bldg(i+5,i+5);
1575 maxbet = p_ptr->lev * 200;
1577 /* We can't bet more than we have */
1578 maxbet = MIN(maxbet, p_ptr->au);
1581 strcpy(out_val, "");
1582 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1584 * Use get_string() because we may need more than
1585 * the s16b value returned by get_quantity().
1587 if (get_string(tmp_str, out_val, 32))
1590 for (p = out_val; *p == ' '; p++);
1595 if (wager > p_ptr->au)
1597 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!"));
1603 else if (wager > maxbet)
1605 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);
1611 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1615 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1620 /* Save the surface floor as saved floor */
1621 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1623 p_ptr->inside_battle = TRUE;
1624 p_ptr->leaving = TRUE;
1638 * @brief 本日の賞金首情報を表示する。
1641 static void today_target(void)
1644 monster_race *r_ptr = &r_info[today_mon];
1647 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1648 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1649 c_put_str(TERM_YELLOW, buf, 6, 10);
1650 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"),r_ptr->level * 50 + 100);
1652 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
1654 p_ptr->today_mon = today_mon;
1658 * @brief ツチノコの賞金首情報を表示する。
1661 static void tsuchinoko(void)
1664 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1665 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);
1666 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1667 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1668 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1672 * @brief 通常の賞金首情報を表示する。
1675 static void shoukinkubi(void)
1681 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);
1682 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1684 for (i = 0; i < MAX_KUBI; i++)
1688 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1690 if (kubi_r_idx[i] > 10000)
1693 done_mark = _("(済)", "(done)");
1701 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1704 if (!y && (i < MAX_KUBI -1))
1706 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1717 * 賞金首の報酬テーブル / List of prize object
1720 s16b tval; /*!< ベースアイテムのメイン種別ID */
1721 s16b sval; /*!< ベースアイテムのサブ種別ID */
1722 } prize_list[MAX_KUBI] =
1724 {TV_POTION, SV_POTION_CURING},
1725 {TV_POTION, SV_POTION_SPEED},
1726 {TV_POTION, SV_POTION_SPEED},
1727 {TV_POTION, SV_POTION_RESISTANCE},
1728 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1730 {TV_POTION, SV_POTION_HEALING},
1731 {TV_POTION, SV_POTION_RESTORE_MANA},
1732 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1733 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1734 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1736 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1737 {TV_POTION, SV_POTION_STAR_HEALING},
1738 {TV_POTION, SV_POTION_STAR_HEALING},
1739 {TV_POTION, SV_POTION_NEW_LIFE},
1740 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1742 {TV_POTION, SV_POTION_LIFE},
1743 {TV_POTION, SV_POTION_LIFE},
1744 {TV_POTION, SV_POTION_AUGMENTATION},
1745 {TV_POTION, SV_POTION_INVULNERABILITY},
1746 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1750 * @brief 賞金首の引き換え処理 / Get prize
1751 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1753 static bool kankin(void)
1756 bool change = FALSE;
1757 char o_name[MAX_NLEN];
1760 /* Loop for inventory and right/left arm */
1761 for (i = 0; i <= INVEN_LARM; i++)
1763 o_ptr = &inventory[i];
1765 /* Living Tsuchinoko worthes $1000000 */
1766 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1768 char buf[MAX_NLEN+20];
1769 object_desc(o_name, o_ptr, 0);
1770 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1773 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1774 p_ptr->au += 1000000L * o_ptr->number;
1775 p_ptr->redraw |= (PR_GOLD);
1776 inven_item_increase(i, -o_ptr->number);
1777 inven_item_describe(i);
1778 inven_item_optimize(i);
1784 for (i = 0; i < INVEN_PACK; i++)
1786 o_ptr = &inventory[i];
1788 /* Corpse of Tsuchinoko worthes $200000 */
1789 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1791 char buf[MAX_NLEN+20];
1792 object_desc(o_name, o_ptr, 0);
1793 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1796 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1797 p_ptr->au += 200000L * o_ptr->number;
1798 p_ptr->redraw |= (PR_GOLD);
1799 inven_item_increase(i, -o_ptr->number);
1800 inven_item_describe(i);
1801 inven_item_optimize(i);
1807 for (i = 0; i < INVEN_PACK; i++)
1809 o_ptr = &inventory[i];
1811 /* Bones of Tsuchinoko worthes $100000 */
1812 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1814 char buf[MAX_NLEN+20];
1815 object_desc(o_name, o_ptr, 0);
1816 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1819 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1820 p_ptr->au += 100000L * o_ptr->number;
1821 p_ptr->redraw |= (PR_GOLD);
1822 inven_item_increase(i, -o_ptr->number);
1823 inven_item_describe(i);
1824 inven_item_optimize(i);
1830 for (i = 0; i < INVEN_PACK; i++)
1832 o_ptr = &inventory[i];
1833 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)))
1835 char buf[MAX_NLEN+20];
1836 object_desc(o_name, o_ptr, 0);
1837 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1840 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1841 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1842 p_ptr->redraw |= (PR_GOLD);
1843 inven_item_increase(i, -o_ptr->number);
1844 inven_item_describe(i);
1845 inven_item_optimize(i);
1851 for (i = 0; i < INVEN_PACK; i++)
1853 o_ptr = &inventory[i];
1855 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1857 char buf[MAX_NLEN+20];
1858 object_desc(o_name, o_ptr, 0);
1859 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1862 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1863 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1864 p_ptr->redraw |= (PR_GOLD);
1865 inven_item_increase(i, -o_ptr->number);
1866 inven_item_describe(i);
1867 inven_item_optimize(i);
1873 for (j = 0; j < MAX_KUBI; j++)
1875 /* Need reverse order --- Positions will be changed in the loop */
1876 for (i = INVEN_PACK-1; i >= 0; i--)
1878 o_ptr = &inventory[i];
1879 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1881 char buf[MAX_NLEN+20];
1882 int num, k, item_new;
1885 object_desc(o_name, o_ptr, 0);
1886 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1887 if (!get_check(buf)) continue;
1889 #if 0 /* Obsoleted */
1890 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
1891 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1892 p_ptr->redraw |= (PR_GOLD);
1893 inven_item_increase(i, -o_ptr->number);
1894 inven_item_describe(i);
1895 inven_item_optimize(i);
1896 chg_virtue(V_JUSTICE, 5);
1897 kubi_r_idx[j] += 10000;
1900 #endif /* Obsoleted */
1903 inven_item_increase(i, -o_ptr->number);
1904 inven_item_describe(i);
1905 inven_item_optimize(i);
1907 chg_virtue(V_JUSTICE, 5);
1908 kubi_r_idx[j] += 10000;
1910 /* Count number of unique corpses already handed */
1911 for (num = 0, k = 0; k < MAX_KUBI; k++)
1913 if (kubi_r_idx[k] >= 10000) num++;
1915 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" : ""));
1917 /* Prepare to make a prize */
1918 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1919 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1921 /* Identify it fully */
1922 object_aware(&forge);
1923 object_known(&forge);
1926 * Hand it --- Assume there is an empty slot.
1927 * Since a corpse is handed at first,
1928 * there is at least one empty slot.
1930 item_new = inven_carry(&forge);
1932 /* Describe the object */
1933 object_desc(o_name, &forge, 0);
1934 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1936 /* Auto-inscription */
1937 autopick_alter_item(item_new, FALSE);
1949 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."));
1957 * @brief 悪夢の元凶となるモンスターかどうかを返す。
1958 * @param r_idx 判定対象となるモンスターのID
1959 * @return 悪夢の元凶となり得るか否か。
1961 bool get_nightmare(int r_idx)
1963 monster_race *r_ptr = &r_info[r_idx];
1965 /* Require eldritch horrors */
1966 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
1968 /* Require high level */
1969 if (r_ptr->level <= p_ptr->lev) return (FALSE);
1971 /* Accept this monster */
1976 * @brief 宿屋の利用サブルーチン
1977 * @details inn commands\n
1978 * Note that resting for the night was a perfect way to avoid player\n
1979 * ghosts in the town *if* you could only make it to the inn in time (-:\n
1980 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1981 * will not be that useful. I will keep it in the hopes the player\n
1982 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1983 * Resting at night is also a quick way to restock stores -KMW-\n
1984 * @param cmd 宿屋の利用施設ID
1985 * @return 施設の利用が実際に行われたか否か。
1987 static bool inn_comm(int cmd)
1991 case BACT_FOOD: /* Buy food & drink */
1992 if (p_ptr->food >= PY_FOOD_FULL)
1994 msg_print(_("今は満腹だ。", "You are full now."));
1997 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."));
1998 (void)set_food(PY_FOOD_MAX - 1);
2001 case BACT_REST: /* Rest for the night */
2002 if ((p_ptr->poisoned) || (p_ptr->cut))
2004 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."));
2006 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."));
2010 s32b oldturn = turn;
2011 int prev_day, prev_hour, prev_min;
2013 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2014 if ((prev_hour >= 6) && (prev_hour <= 17))
2015 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2017 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2019 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2020 if (dungeon_turn < dungeon_turn_limit)
2022 dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2023 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2026 prevent_turn_overflow();
2028 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2029 p_ptr->chp = p_ptr->mhp;
2031 if (ironman_nightmare)
2033 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."));
2035 /* Have some nightmares */
2038 sanity_blast(NULL, FALSE);
2039 if (!one_in_(3)) break;
2042 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2043 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."));
2050 p_ptr->chp = p_ptr->mhp;
2051 p_ptr->csp = p_ptr->msp;
2052 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2055 for (i = 0; i < 72; i++)
2057 p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2059 for (; i < 108; i++)
2061 p_ptr->magic_num1[i] = 0;
2065 if ((prev_hour >= 6) && (prev_hour <= 17))
2067 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."));
2068 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2072 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."));
2073 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2079 case BACT_RUMORS: /* Listen for rumors */
2081 display_rumor(TRUE);
2091 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2092 * @param questnum クエストのID
2093 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2096 static void get_questinfo(int questnum, bool do_init)
2102 /* Clear the text */
2103 for (i = 0; i < 10; i++)
2105 quest_text[i][0] = '\0';
2108 quest_text_line = 0;
2110 /* Set the quest number temporary */
2111 old_quest = p_ptr->inside_quest;
2112 p_ptr->inside_quest = questnum;
2114 /* Get the quest text */
2115 init_flags = INIT_SHOW_TEXT;
2116 if (do_init) init_flags |= INIT_ASSIGN;
2118 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2120 /* Reset the old quest number */
2121 p_ptr->inside_quest = old_quest;
2123 /* Print the quest info */
2124 sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
2128 prt(quest[questnum].name, 7, 0);
2130 for (i = 0; i < 10; i++)
2132 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2137 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2140 static void castle_quest(void)
2143 monster_race *r_ptr;
2150 /* Current quest of the building */
2151 q_index = cave[p_ptr->y][p_ptr->x].special;
2153 /* Is there a quest available at the building? */
2156 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);
2160 q_ptr = &quest[q_index];
2162 /* Quest is completed */
2163 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2165 /* Rewarded quest */
2166 q_ptr->status = QUEST_STATUS_REWARDED;
2168 get_questinfo(q_index, FALSE);
2170 reinit_wilderness = TRUE;
2173 else if (q_ptr->status == QUEST_STATUS_FAILED)
2175 get_questinfo(q_index, FALSE);
2177 /* Mark quest as done (but failed) */
2178 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2180 reinit_wilderness = TRUE;
2182 /* Quest is still unfinished */
2183 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2185 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);
2186 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);
2187 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);
2190 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2192 q_ptr->status = QUEST_STATUS_TAKEN;
2194 reinit_wilderness = TRUE;
2196 /* Assign a new quest */
2197 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2199 if (q_ptr->r_idx == 0)
2201 /* Random monster at least 5 - 10 levels out of deep */
2202 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2205 r_ptr = &r_info[q_ptr->r_idx];
2207 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2209 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2210 r_ptr = &r_info[q_ptr->r_idx];
2213 if (q_ptr->max_num == 0)
2215 /* Random monster number */
2216 if (randint1(10) > 7)
2219 q_ptr->max_num = randint1(3) + 1;
2223 name = (r_name + r_ptr->name);
2224 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2228 get_questinfo(q_index, TRUE);
2235 * @brief 町に関するヘルプを表示する / Display town history
2238 static void town_history(void)
2243 /* Peruse the building help file */
2244 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2251 * @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
2252 * @param plus_ammo 矢弾のダメージ修正
2253 * @param plus_bow 弓のダメージ修正
2255 * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
2257 s16b calc_crit_ratio_shot(int plus_ammo, int plus_bow)
2260 object_type *j_ptr = &inventory[INVEN_BOW];
2262 /* Extract "shot" power */
2263 i = p_ptr->to_h_b + plus_ammo;
2265 if (p_ptr->tval_ammo == TV_BOLT)
2266 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2268 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2270 /* Snipers can shot more critically with crossbows */
2271 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2272 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2274 /* Good bow makes more critical */
2275 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2283 * @brief 射撃時クリティカルによるダメージ期待値修正計算(重量依存部分) / critical happens at i / 10000
2284 * @param weight 武器の重量
2285 * @param plus_ammo 矢弾のダメージ修正
2286 * @param plus_bow 弓のダメージ修正
2287 * @param dam 基本ダメージ量
2290 s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, int dam)
2294 i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2299 crit = MIN(500, 900/weight);
2300 num += dam * 3 /2 * crit;
2303 crit = MIN(500, 1350/weight);
2305 num += dam * 2 * crit;
2311 num += dam * 3 * crit;
2317 num += (10000 - i) * dam;
2324 * @brief 攻撃時クリティカルによるダメージ期待値修正計算(重量と毒針処理) / critical happens at i / 10000
2325 * @param weight 武器の重量
2326 * @param plus 武器のダメージ修正
2328 * @param meichuu 命中値
2329 * @param dokubari 毒針処理か否か
2332 s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
2337 if(dokubari) return dam;
2339 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2345 if (k < 400) num += (2 * dam + 5) * (400 - k);
2346 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2347 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2348 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2349 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2352 if(p_ptr->pclass == CLASS_NINJA)
2355 num += (4444 - i) * dam;
2361 num += (5000 - i) * dam;
2369 * @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
2371 * @param mult スレイ倍率(掛け算部分)
2372 * @param div スレイ倍率(割り算部分)
2373 * @param force 理力特別計算フラグ
2376 static s16b calc_slaydam(int dam, int mult, int div, bool force)
2384 tmp += dam * 60 * 2;
2398 * @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)
2400 * @param mult スレイ倍率(掛け算部分)
2401 * @param div スレイ倍率(割り算部分)
2402 * @param force 理力特別計算フラグ
2404 * @param plus 武器ダメージ修正
2405 * @param meichuu 命中値
2406 * @param dokubari 毒針処理か否か
2407 * @param vorpal_mult 切れ味倍率(掛け算部分)
2408 * @param vorpal_div 切れ味倍率(割り算部分)
2411 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2413 dam = calc_slaydam(dam, mult, div, force);
2414 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2415 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2421 * @brief 武器の各条件毎のダメージ期待値を表示する。
2424 * @param mindice ダイス部分最小値
2425 * @param maxdice ダイス部分最大値
2427 * @param dam_bonus ダメージ修正値
2429 * @param color 条件内容の表示色
2431 * Display the damage figure of an object\n
2432 * (used by compare_weapon_aux)\n
2434 * Only accurate for the current weapon, because it includes\n
2435 * the current +dam of the player.\n
2438 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2443 mindam = blows * (mindice + dam_bonus);
2444 maxdam = blows * (maxdice + dam_bonus);
2446 /* Print the intro text */
2447 c_put_str(color, attr, r, c);
2449 /* Calculate the min and max damage figures */
2450 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2452 /* Print the damage */
2453 put_str(tmp_str, r, c + 8);
2458 * @brief 武器一つ毎のダメージ情報を表示する。
2459 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2460 * @param col 表示する行の上端
2463 * Show the damage figures for the various monster types\n
2465 * Only accurate for the current weapon, because it includes\n
2466 * the current number of blows for the player.\n
2469 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2471 u32b flgs[TR_FLAG_SIZE];
2472 int blow = p_ptr->num_blow[0];
2474 bool dokubari = FALSE;
2476 /* Effective dices */
2477 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2478 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2480 int mindice = eff_dd;
2481 int maxdice = eff_ds * eff_dd;
2484 int vorpal_mult = 1;
2486 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2489 /* Get the flags of the weapon */
2490 object_flags(o_ptr, flgs);
2492 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2495 /* Show Critical Damage*/
2496 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2497 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2499 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2503 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2505 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2516 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);
2517 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);
2518 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2521 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2525 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);
2526 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);
2527 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2530 /* Print the relevant lines */
2531 if (have_flag(flgs, TR_KILL_ANIMAL))
2533 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);
2534 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);
2535 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2537 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2539 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);
2540 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);
2541 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2543 if (have_flag(flgs, TR_KILL_EVIL))
2545 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);
2546 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);
2547 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2549 else if (have_flag(flgs, TR_SLAY_EVIL))
2551 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);
2552 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);
2553 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2555 if (have_flag(flgs, TR_KILL_HUMAN))
2557 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);
2558 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);
2559 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2561 else if (have_flag(flgs, TR_SLAY_HUMAN))
2563 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);
2564 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);
2565 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2567 if (have_flag(flgs, TR_KILL_UNDEAD))
2569 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);
2570 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);
2571 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2573 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2575 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);
2576 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);
2577 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2579 if (have_flag(flgs, TR_KILL_DEMON))
2581 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);
2582 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);
2583 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2585 else if (have_flag(flgs, TR_SLAY_DEMON))
2587 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);
2588 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);
2589 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2591 if (have_flag(flgs, TR_KILL_ORC))
2593 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);
2594 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);
2595 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2597 else if (have_flag(flgs, TR_SLAY_ORC))
2599 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);
2600 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);
2601 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2603 if (have_flag(flgs, TR_KILL_TROLL))
2605 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);
2606 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);
2607 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2609 else if (have_flag(flgs, TR_SLAY_TROLL))
2611 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);
2612 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);
2613 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2615 if (have_flag(flgs, TR_KILL_GIANT))
2617 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);
2618 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);
2619 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2621 else if (have_flag(flgs, TR_SLAY_GIANT))
2623 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);
2624 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);
2625 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2627 if (have_flag(flgs, TR_KILL_DRAGON))
2629 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);
2630 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);
2631 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2633 else if (have_flag(flgs, TR_SLAY_DRAGON))
2635 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);
2636 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);
2637 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2639 if (have_flag(flgs, TR_BRAND_ACID))
2641 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);
2642 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);
2643 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2645 if (have_flag(flgs, TR_BRAND_ELEC))
2647 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);
2648 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);
2649 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2651 if (have_flag(flgs, TR_BRAND_FIRE))
2653 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);
2654 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);
2655 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2657 if (have_flag(flgs, TR_BRAND_COLD))
2659 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);
2660 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);
2661 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2663 if (have_flag(flgs, TR_BRAND_POIS))
2665 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);
2666 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);
2667 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2672 * @brief モンスターへの命中率の計算
2677 static int hit_chance(int to_h, int ac)
2680 int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2682 if (meichuu <= 0) return 5;
2684 chance = 100 - ((ac * 75) / meichuu);
2686 if (chance > 95) chance = 95;
2687 if (chance < 5) chance = 5;
2688 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2689 chance = (chance*19+9)/20;
2694 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2695 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2696 * @param row 表示する列の左端
2697 * @param col 表示する行の上端
2699 * Displays all info about a weapon
2701 * Only accurate for the current weapon, because it includes
2702 * various info about the player's +to_dam and number of blows.
2705 static void list_weapon(object_type *o_ptr, int row, int col)
2707 char o_name[MAX_NLEN];
2710 /* Effective dices */
2711 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2712 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2714 /* Print the weapon name */
2715 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2716 c_put_str(TERM_YELLOW, o_name, row, col);
2718 /* Print the player's number of blows */
2719 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2720 put_str(tmp_str, row+1, col);
2722 /* Print to_hit and to_dam of the weapon */
2723 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2724 put_str(tmp_str, row+2, col);
2726 /* Print the weapons base damage dice */
2727 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2728 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2729 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2730 put_str(tmp_str, row+3, col);
2731 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2733 /* Damage for one blow (if it hits) */
2734 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2735 eff_dd + o_ptr->to_d + p_ptr->to_d[0],
2736 eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
2737 put_str(tmp_str, row+6, col+1);
2739 /* Damage for the complete attack (if all blows hit) */
2740 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2741 p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2742 p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2743 put_str(tmp_str, row+7, col+1);
2748 * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2749 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2750 * @return 対象になるならTRUEを返す。
2752 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
2754 switch (o_ptr->tval)
2764 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2773 * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2774 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2775 * @return 対象になるならTRUEを返す。
2777 static bool item_tester_hook_ammo(object_type *o_ptr)
2779 switch (o_ptr->tval)
2794 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2796 * Copies the weapons to compare into the weapon-slot and\n
2797 * compares the values for both weapons.\n
2798 * 武器1つだけで比較をしないなら費用は半額になる。
2799 * @param bcost 基本鑑定費用
2800 * @return 最終的にかかった費用
2802 static int compare_weapons(int bcost)
2806 object_type *o_ptr[2];
2807 object_type orig_weapon;
2811 int wid = 38, mgn = 2;
2812 bool old_character_xtra = character_xtra;
2815 int cost = 0; /* First time no price */
2817 /* Save the screen */
2820 /* Clear the screen */
2823 /* Store copy of original wielded weapon */
2824 i_ptr = &inventory[INVEN_RARM];
2825 object_copy(&orig_weapon, i_ptr);
2827 /* Only compare melee weapons */
2828 item_tester_no_ryoute = TRUE;
2829 item_tester_hook = item_tester_hook_melee_weapon;
2831 /* Get the first weapon */
2832 q = _("第一の武器は?", "What is your first weapon? ");
2833 s = _("比べるものがありません。", "You have nothing to compare.");
2835 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2841 /* Get the item (in the pack) */
2842 o_ptr[0] = &inventory[item];
2848 /* Clear the screen */
2851 /* Only compare melee weapons */
2852 item_tester_no_ryoute = TRUE;
2853 item_tester_hook = item_tester_hook_melee_weapon;
2855 /* Hack -- prevent "icky" message */
2856 character_xtra = TRUE;
2858 /* Diaplay selected weapon's infomation */
2859 for (i = 0; i < n; i++)
2861 int col = (wid * i + mgn);
2863 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2864 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2866 /* Get the new values */
2869 /* List the new values */
2870 list_weapon(o_ptr[i], row, col);
2871 compare_weapon_aux(o_ptr[i], col, row + 8);
2873 /* Copy back the original weapon into the weapon slot */
2874 object_copy(i_ptr, &orig_weapon);
2877 /* Reset the values for the old weapon */
2880 character_xtra = old_character_xtra;
2883 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2884 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);
2885 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);
2887 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2888 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2889 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2897 if (total + cost > p_ptr->au)
2899 msg_print(_("お金が足りません!", "You don't have enough money!"));
2904 q = _("第二の武器は?", "What is your second weapon? ");
2905 s = _("比べるものがありません。", "You have nothing to compare.");
2907 /* Get the second weapon */
2908 if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2913 /* Get the item (in the pack) */
2914 o_ptr[1] = &inventory[item2];
2923 /* Restore the screen */
2932 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2934 * Calculate and display the dodge-rate and the protection-rate
2936 * @param iAC プレイヤーのAC。
2937 * @return 常にTRUEを返す。
2939 static bool eval_ac(int iAC)
2943 "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"
2944 "何パーセント軽減するかを示します。\n"
2945 "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"
2946 "に対してのみ効果があります。\n \n"
2947 "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"
2948 "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"
2949 "敵のレベルとあなたのACによって決定されます。\n \n"
2950 "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"
2951 "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";
2954 "'Protection Rate' means how much damage is reduced by your armor.\n"
2955 "Note that the Protection rate is effective only against normal "
2956 "'attack' and 'shatter' type melee attacks, "
2957 "and has no effect against any other types such as 'poison'.\n \n"
2958 "'Dodge Rate' indicates the success rate on dodging the "
2959 "monster's melee attacks. "
2960 "It is depend on the level of the monster and your AC.\n \n"
2961 "'Average Damage' indicates the expected amount of damage "
2962 "when you are attacked by normal melee attacks with power=100.";
2968 char buf[80*20], *t;
2970 /* AC lower than zero has no effect */
2971 if (iAC < 0) iAC = 0;
2974 protection = 100 * MIN(iAC, 150) / 250;
2980 put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2981 put_str(format("ダメージ軽減率 : %3d%%", protection), row++, 0);
2984 put_str("敵のレベル :", row + 0, 0);
2985 put_str("回避率 :", row + 1, 0);
2986 put_str("ダメージ期待値 :", row + 2, 0);
2988 put_str(format("Your current AC : %3d", iAC), row++, 0);
2989 put_str(format("Protection rate : %3d%%", protection), row++, 0);
2992 put_str("Level of Monster:", row + 0, 0);
2993 put_str("Dodge Rate :", row + 1, 0);
2994 put_str("Average Damage :", row + 2, 0);
2997 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2999 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3000 int dodge; /* 回避率(%) */
3001 int average; /* ダメージ期待値 */
3003 put_str(format("%3d", lvl), row + 0, col);
3006 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3007 put_str(format("%3d%%", dodge), row + 1, col);
3009 /* 100点の攻撃に対してのダメージ期待値を計算 */
3010 average = (100 - dodge) * (100 - protection) / 100;
3011 put_str(format("%3d", average), row + 2, col);
3015 roff_to_buf(memo, 70, buf, sizeof(buf));
3016 for (t = buf; t[0]; t += strlen(t) + 1)
3017 put_str(t, (row++) + 4, 4);
3020 prt("現在のあなたの装備からすると、あなたの防御力は"
3023 prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3036 * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
3037 * @param o_ptr オブジェクトの構造体の参照ポインタ。
3038 * @return 修復対象になるならTRUEを返す。
3040 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
3042 if (o_ptr->tval != TV_SWORD) return FALSE;
3044 switch (o_ptr->sval)
3046 case SV_BROKEN_DAGGER:
3047 case SV_BROKEN_SWORD:
3055 * @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。
3056 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3057 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3058 * @return 修復対象になるならTRUEを返す。
3060 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3063 int cand[TR_FLAG_MAX];
3064 u32b to_flgs[TR_FLAG_SIZE];
3065 u32b from_flgs[TR_FLAG_SIZE];
3067 object_flags(to_ptr, to_flgs);
3068 object_flags(from_ptr, from_flgs);
3070 for (i = 0; i < TR_FLAG_MAX; i++)
3074 case TR_IGNORE_ACID:
3075 case TR_IGNORE_ELEC:
3076 case TR_IGNORE_FIRE:
3077 case TR_IGNORE_COLD:
3086 case TR_FIXED_FLAVOR:
3089 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3091 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3099 int tr_idx = cand[randint0(n)];
3100 add_flag(to_ptr->art_flags, tr_idx);
3101 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3102 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3103 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3104 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3111 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3112 * @param bcost 基本鑑定費用
3115 static int repair_broken_weapon_aux(int bcost)
3119 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3121 int i, k_idx, dd_bonus, ds_bonus;
3122 char basenm[MAX_NLEN];
3123 cptr q, s; /* For get_item prompt */
3130 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);
3131 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);
3134 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3135 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3137 /* Only forge broken weapons */
3138 item_tester_hook = item_tester_hook_broken_weapon;
3140 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3142 /* Get the item (in the pack) */
3143 o_ptr = &inventory[item];
3145 /* It is worthless */
3146 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3148 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3152 /* They are too many */
3153 if (o_ptr->number > 1)
3155 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!"));
3159 /* Display item name */
3160 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3161 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3164 q = _("材料となる武器は?", "Which weapon for material? ");
3165 s = _("材料となる武器がありません。", "You have no material to repair.");
3167 /* Only forge broken weapons */
3168 item_tester_hook = item_tester_hook_melee_weapon;
3170 if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3173 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3177 /* Get the item (in the pack) */
3178 mo_ptr = &inventory[mater];
3180 /* Display item name */
3181 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3182 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3184 /* Get the value of one of the items (except curses) */
3185 cost = bcost + object_value_real(o_ptr) * 2;
3187 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);
3189 /* Check if the player has enough money */
3190 if (p_ptr->au < cost)
3192 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3193 msg_format(_("%sを修復するだけのゴールドがありません!",
3194 "You do not have the gold to repair %s!"), basenm);
3199 if (o_ptr->sval == SV_BROKEN_DAGGER)
3203 /* Suppress compiler warning */
3206 for (j = 1; j < max_k_idx; j++)
3208 object_kind *k_aux_ptr = &k_info[j];
3210 if (k_aux_ptr->tval != TV_SWORD) continue;
3211 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3212 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3213 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3214 if (k_aux_ptr->weight > 99) continue;
3223 else /* TV_BROKEN_SWORD */
3225 /* Repair to a sword or sometimes material's type weapon */
3226 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3230 object_kind *ck_ptr;
3232 k_idx = lookup_kind(tval, SV_ANY);
3233 ck_ptr = &k_info[k_idx];
3235 if (tval == TV_SWORD)
3237 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3238 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3239 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3240 (ck_ptr->sval == SV_DOKUBARI)) continue;
3242 if (tval == TV_POLEARM)
3244 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3245 (ck_ptr->sval == SV_TSURIZAO)) continue;
3247 if (tval == TV_HAFTED)
3249 if ((ck_ptr->sval == SV_GROND) ||
3250 (ck_ptr->sval == SV_WIZSTAFF) ||
3251 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3258 /* Calculate dice bonuses */
3259 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3260 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3261 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3262 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3264 /* Change base object */
3265 k_ptr = &k_info[k_idx];
3266 o_ptr->k_idx = k_idx;
3267 o_ptr->weight = k_ptr->weight;
3268 o_ptr->tval = k_ptr->tval;
3269 o_ptr->sval = k_ptr->sval;
3270 o_ptr->dd = k_ptr->dd;
3271 o_ptr->ds = k_ptr->ds;
3273 /* Copy base object's ability */
3274 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3275 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3276 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
3282 for (i = 0; i < dd_bonus; i++)
3284 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3290 for (i = 0; i < ds_bonus; i++)
3292 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3297 if (have_flag(k_ptr->flags, TR_BLOWS))
3299 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3300 o_ptr->pval = MIN(o_ptr->pval, bmax);
3303 /* Add one random ability from material weapon */
3304 give_one_ability_of_object(o_ptr, mo_ptr);
3306 /* Add to-dam, to-hit and to-ac from material weapon */
3307 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3308 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3309 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3311 if ((o_ptr->name1 == ART_NARSIL) ||
3312 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3313 (object_is_ego(o_ptr) && one_in_(7)))
3316 if (object_is_ego(o_ptr))
3318 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3319 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3322 /* Add one random ability from material weapon */
3323 give_one_ability_of_object(o_ptr, mo_ptr);
3325 /* Add one random activation */
3326 if (!activation_index(o_ptr)) one_activation(o_ptr);
3329 if (o_ptr->name1 == ART_NARSIL)
3331 one_high_resistance(o_ptr);
3335 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3338 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3340 msg_format("$%dで%sに修復しました。", cost, basenm);
3342 msg_format("Repaired into %s for %d gold.", basenm, cost);
3346 /* Remove BROKEN flag */
3347 o_ptr->ident &= ~(IDENT_BROKEN);
3349 /* Add repaired flag */
3350 o_ptr->discount = 99;
3352 /* Decrease material object */
3353 inven_item_increase(mater, -1);
3354 inven_item_optimize(mater);
3357 p_ptr->update |= PU_BONUS;
3360 /* Something happened */
3365 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3366 * @param bcost 基本鑑定費用
3369 static int repair_broken_weapon(int bcost)
3374 cost = repair_broken_weapon_aux(bcost);
3381 * @brief アイテムの強化を行う。 / Enchant item
3382 * @param cost 1回毎の費用
3383 * @param to_hit 命中をアップさせる量
3384 * @param to_dam ダメージをアップさせる量
3385 * @param to_ac ACをアップさせる量
3388 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3394 int maxenchant = (p_ptr->lev / 5);
3395 char tmp_str[MAX_NLEN];
3399 prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3400 prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3402 prt(format(" Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3403 prt(format(" The price for the service is %d gold per item.", cost), 7, 0);
3406 item_tester_no_ryoute = TRUE;
3409 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3410 s = _("改良できるものがありません。", "You have nothing to improve.");
3412 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3414 /* Get the item (in the pack) */
3415 o_ptr = &inventory[item];
3417 /* Check if the player has enough money */
3418 if (p_ptr->au < (cost * o_ptr->number))
3420 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3421 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);
3425 /* Enchant to hit */
3426 for (i = 0; i < to_hit; i++)
3428 if (o_ptr->to_h < maxenchant)
3430 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3438 /* Enchant to damage */
3439 for (i = 0; i < to_dam; i++)
3441 if (o_ptr->to_d < maxenchant)
3443 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3452 for (i = 0; i < to_ac; i++)
3454 if (o_ptr->to_a < maxenchant)
3456 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3468 if (flush_failure) flush();
3471 msg_print(_("改良に失敗した。", "The improvement failed."));
3477 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3479 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3481 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3484 /* Charge the money */
3485 p_ptr->au -= (cost * o_ptr->number);
3487 if (item >= INVEN_RARM) calc_android_exp();
3489 /* Something happened */
3496 * @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
3498 * The player can select the number of charges to add\n
3499 * (up to a limit), and the recharge never fails.\n
3501 * The cost for rods depends on the level of the rod. The prices\n
3502 * for recharging wands and staves are dependent on the cost of\n
3506 static void building_recharge(void)
3515 char tmp_str[MAX_NLEN];
3519 /* Display some info */
3521 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);
3524 /* Only accept legal items */
3525 item_tester_hook = item_tester_hook_recharge;
3528 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3529 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3530 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3532 /* Get the item (in the pack) */
3535 o_ptr = &inventory[item];
3538 /* Get the item (on the floor) */
3541 o_ptr = &o_list[0 - item];
3544 k_ptr = &k_info[o_ptr->k_idx];
3547 * We don't want to give the player free info about
3548 * the level of the item or the number of charges.
3550 /* The item must be "known" */
3551 if (!object_is_known(o_ptr))
3553 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!"));
3556 if ((p_ptr->au >= 50) &&
3557 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3564 identify_item(o_ptr);
3567 object_desc(tmp_str, o_ptr, 0);
3568 msg_format(_("%s です。", "You have: %s."), tmp_str);
3570 /* Auto-inscription */
3571 autopick_alter_item(item, FALSE);
3573 /* Update the gold display */
3574 building_prt_gold();
3582 /* Extract the object "level" */
3583 lev = k_info[o_ptr->k_idx].level;
3585 /* Price for a rod */
3586 if (o_ptr->tval == TV_ROD)
3588 if (o_ptr->timeout > 0)
3590 /* Fully recharge */
3591 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3595 /* No recharge necessary */
3597 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3601 else if (o_ptr->tval == TV_STAFF)
3603 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3604 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3606 /* Pay at least 10 gold per charge */
3607 price = MAX(10, price);
3611 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3612 price = (k_info[o_ptr->k_idx].cost / 10);
3614 /* Pay at least 10 gold per charge */
3615 price = MAX(10, price);
3618 /* Limit the number of charges for wands and staffs */
3619 if (o_ptr->tval == TV_WAND
3620 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3622 if (o_ptr->number > 1)
3624 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3628 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3632 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3634 if (o_ptr->number > 1)
3636 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3640 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3645 /* Check if the player has enough money */
3646 if (p_ptr->au < price)
3648 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3650 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3652 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3658 if (o_ptr->tval == TV_ROD)
3661 if (get_check(format("そのロッドを$%d で再充填しますか?",
3664 if (get_check(format("Recharge the %s for %d gold? ",
3665 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3669 /* Recharge fully */
3679 if (o_ptr->tval == TV_STAFF)
3680 max_charges = k_ptr->pval - o_ptr->pval;
3682 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3684 /* Get the quantity for staves and wands */
3685 charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3686 MIN(p_ptr->au / price, max_charges));
3689 if (charges < 1) return;
3691 /* Get the new price */
3695 o_ptr->pval += charges;
3697 /* We no longer think the item is empty */
3698 o_ptr->ident &= ~(IDENT_EMPTY);
3702 object_desc(tmp_str, o_ptr, 0);
3704 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3706 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3709 /* Combine / Reorder the pack (later) */
3710 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3713 p_ptr->window |= (PW_INVEN);
3724 * @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
3726 * The player can select the number of charges to add\n
3727 * (up to a limit), and the recharge never fails.\n
3729 * The cost for rods depends on the level of the rod. The prices\n
3730 * for recharging wands and staves are dependent on the cost of\n
3734 static void building_recharge_all(void)
3744 /* Display some info */
3747 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);
3749 /* Calculate cost */
3750 for ( i = 0; i < INVEN_PACK; i++)
3752 o_ptr = &inventory[i];
3754 /* skip non magic device */
3755 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3757 /* need identified */
3758 if (!object_is_known(o_ptr)) total_cost += 50;
3760 /* Extract the object "level" */
3761 lev = k_info[o_ptr->k_idx].level;
3763 k_ptr = &k_info[o_ptr->k_idx];
3765 switch (o_ptr->tval)
3768 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3772 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3773 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3775 /* Pay at least 10 gold per charge */
3776 price = MAX(10, price);
3779 price = (k_ptr->pval - o_ptr->pval) * price;
3783 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3784 price = (k_info[o_ptr->k_idx].cost / 10);
3786 /* Pay at least 10 gold per charge */
3787 price = MAX(10, price);
3790 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3794 /* if price <= 0 then item have enough charge */
3795 if (price > 0) total_cost += price;
3800 msg_print(_("充填する必要はありません。", "No need to recharge."));
3805 /* Check if the player has enough money */
3806 if (p_ptr->au < total_cost)
3808 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 );
3812 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3814 for (i = 0; i < INVEN_PACK; i++)
3816 o_ptr = &inventory[i];
3817 k_ptr = &k_info[o_ptr->k_idx];
3819 /* skip non magic device */
3820 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3823 if (!object_is_known(o_ptr))
3825 identify_item(o_ptr);
3827 /* Auto-inscription */
3828 autopick_alter_item(i, FALSE);
3832 switch (o_ptr->tval)
3838 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3839 /* We no longer think the item is empty */
3840 o_ptr->ident &= ~(IDENT_EMPTY);
3843 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3844 o_ptr->pval = o_ptr->number * k_ptr->pval;
3845 /* We no longer think the item is empty */
3846 o_ptr->ident &= ~(IDENT_EMPTY);
3852 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3855 /* Combine / Reorder the pack (later) */
3856 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3859 p_ptr->window |= (PW_INVEN);
3862 p_ptr->au -= total_cost;
3869 * @brief 町間のテレポートを行うメインルーチン。
3870 * @return テレポート処理を決定したか否か
3872 bool tele_town(void)
3879 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!"));
3883 if (p_ptr->inside_arena || p_ptr->inside_battle)
3885 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3892 for (i=1;i<max_towns;i++)
3896 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
3898 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
3905 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3911 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3921 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3922 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;
3926 for (y = 0; y < max_wild_y; y++)
3928 for (x = 0; x < max_wild_x; x++)
3930 if(wilderness[y][x].town == (i-'a'+1))
3932 p_ptr->wilderness_y = y;
3933 p_ptr->wilderness_x = x;
3938 p_ptr->leaving = TRUE;
3940 p_ptr->teleport_town = TRUE;
3946 * @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-
3947 * @return 常にTRUEを返す。
3948 * @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。
3950 static bool research_mon(void)
3958 bool recall = FALSE;
3964 /* XTRA HACK WHATSEARCH */
3970 /* XTRA HACK REMEMBER_IDX */
3971 static int old_sym = '\0';
3972 static int old_i = 0;
3975 /* Save the screen */
3978 /* Get a character, or abort */
3979 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):",
3980 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3989 /* Find that character info, and describe it */
3990 for (i = 0; ident_info[i]; ++i)
3992 if (sym == ident_info[i][0]) break;
3995 /* XTRA HACK WHATSEARCH */
3996 if (sym == KTRL('A'))
3999 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4001 else if (sym == KTRL('U'))
4004 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4006 else if (sym == KTRL('N'))
4009 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4011 else if (sym == KTRL('M'))
4014 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4023 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4025 else if (ident_info[i])
4027 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4031 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4034 /* Display the result */
4038 /* Allocate the "who" array */
4039 C_MAKE(who, max_r_idx, u16b);
4041 /* Collect matching monsters */
4042 for (n = 0, i = 1; i < max_r_idx; i++)
4044 monster_race *r_ptr = &r_info[i];
4047 if (!r_ptr->name) continue;
4049 /* XTRA HACK WHATSEARCH */
4050 /* Require non-unique monsters if needed */
4051 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4053 /* Require unique monsters if needed */
4054 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4062 for (xx = 0; temp[xx] && xx < 80; xx++)
4065 if (iskanji(temp[xx]))
4071 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4075 strcpy(temp2, r_name + r_ptr->E_name);
4077 strcpy(temp2, r_name + r_ptr->name);
4079 for (xx = 0; temp2[xx] && xx < 80; xx++)
4080 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4083 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4085 if (my_strstr(temp2, temp))
4089 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4092 /* Nothing to recall */
4095 /* Free the "who" array */
4096 C_KILL(who, max_r_idx, u16b);
4108 /* Sort if needed */
4111 /* Select the sort method */
4112 ang_sort_comp = ang_sort_comp_hook;
4113 ang_sort_swap = ang_sort_swap_hook;
4115 /* Sort the array */
4116 ang_sort(who, &why, n);
4120 /* Start at the end */
4121 /* XTRA HACK REMEMBER_IDX */
4122 if (old_sym == sym && old_i < n) i = old_i;
4127 /* Scan the monster memory */
4130 /* Extract a race */
4133 /* Hack -- Begin the prompt */
4136 /* Hack -- Complete the prompt */
4137 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4145 /*** Recall on screen ***/
4147 /* Get maximal info about this monster */
4148 lore_do_probe(r_idx);
4150 /* Save this monster ID */
4151 monster_race_track(r_idx);
4153 /* Hack -- Handle stuff */
4156 /* know every thing mode */
4157 screen_roff(r_idx, 0x01);
4160 /* XTRA HACK REMEMBER_IDX */
4168 /* Normal commands */
4169 if (query != 'r') break;
4176 if (query == ESCAPE) break;
4178 /* Move to "prev" monster */
4184 if (!expand_list) break;
4188 /* Move to "next" monster */
4194 if (!expand_list) break;
4200 /* Re-display the identity */
4201 /* prt(buf, 5, 5);*/
4203 /* Free the "who" array */
4204 C_KILL(who, max_r_idx, u16b);
4209 return (!notpicked);
4214 * @brief 施設の処理実行メインルーチン / Execute a building command
4215 * @param bldg 施設構造体の参照ポインタ
4216 * @param i 実行したい施設のサービステーブルの添字
4219 static void bldg_process_command(building_type *bldg, int i)
4221 int bact = bldg->actions[i];
4226 /* Flush messages XXX XXX XXX */
4231 bcost = bldg->member_costs[i];
4233 bcost = bldg->other_costs[i];
4235 /* action restrictions */
4236 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4237 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4239 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4243 /* check gold (HACK - Recharge uses variable costs) */
4244 if ((bact != BACT_RECHARGE) &&
4245 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4246 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4248 msg_print(_("お金が足りません!", "You do not have the gold!"));
4257 case BACT_RESEARCH_ITEM:
4258 paid = identify_fully(FALSE);
4260 case BACT_TOWN_HISTORY:
4263 case BACT_RACE_LEGENDS:
4269 case BACT_KING_LEGENDS:
4270 case BACT_ARENA_LEGENDS:
4275 case BACT_ARENA_RULES:
4279 case BACT_IN_BETWEEN:
4281 case BACT_SPIN_WHEEL:
4282 case BACT_DICE_SLOTS:
4283 case BACT_GAMBLE_RULES:
4290 paid = inn_comm(bact);
4292 case BACT_RESEARCH_MONSTER:
4293 paid = research_mon();
4295 case BACT_COMPARE_WEAPONS:
4297 bcost = compare_weapons(bcost);
4299 case BACT_ENCHANT_WEAPON:
4300 item_tester_hook = object_allow_enchant_melee_weapon;
4301 enchant_item(bcost, 1, 1, 0);
4303 case BACT_ENCHANT_ARMOR:
4304 item_tester_hook = object_is_armour;
4305 enchant_item(bcost, 0, 0, 1);
4308 building_recharge();
4310 case BACT_RECHARGE_ALL:
4311 building_recharge_all();
4313 case BACT_IDENTS: /* needs work */
4315 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4317 msg_print(" 持ち物全てが鑑定されました。");
4319 if (!get_check("Do you pay for identify all your possession? ")) break;
4321 msg_print("Your possessions have been identified.");
4326 case BACT_IDENT_ONE: /* needs work */
4327 paid = ident_spell(FALSE);
4332 case BACT_HEALING: /* needs work */
4341 case BACT_RESTORE: /* needs work */
4342 if (do_res_stat(A_STR)) paid = TRUE;
4343 if (do_res_stat(A_INT)) paid = TRUE;
4344 if (do_res_stat(A_WIS)) paid = TRUE;
4345 if (do_res_stat(A_DEX)) paid = TRUE;
4346 if (do_res_stat(A_CON)) paid = TRUE;
4347 if (do_res_stat(A_CHR)) paid = TRUE;
4349 case BACT_ENCHANT_ARROWS:
4350 item_tester_hook = item_tester_hook_ammo;
4351 enchant_item(bcost, 1, 1, 0);
4353 case BACT_ENCHANT_BOW:
4354 item_tester_tval = TV_BOW;
4355 enchant_item(bcost, 1, 1, 0);
4358 if (recall_player(1)) paid = TRUE;
4360 case BACT_TELEPORT_LEVEL:
4366 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4367 show_building(bldg);
4368 if (!select_dungeon) return;
4370 max_depth = d_info[select_dungeon].maxdepth;
4372 /* Limit depth in Angband */
4373 if (select_dungeon == DUNGEON_ANGBAND)
4375 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4376 else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4378 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
4379 d_name + d_info[select_dungeon].name), max_depth);
4383 p_ptr->word_recall = 1;
4384 p_ptr->recall_dungeon = select_dungeon;
4385 max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4386 if (record_maxdepth)
4387 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4389 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4392 p_ptr->redraw |= (PR_STATUS);
4396 case BACT_LOSE_MUTATION:
4397 if (p_ptr->muta1 || p_ptr->muta2 ||
4398 (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4399 (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4400 (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4402 while(!lose_mutation(0));
4407 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4414 case BACT_TSUCHINOKO:
4427 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4428 set_virtue(V_COMPASSION, 0);
4429 set_virtue(V_HONOUR, 0);
4430 set_virtue(V_JUSTICE, 0);
4431 set_virtue(V_SACRIFICE, 0);
4432 set_virtue(V_KNOWLEDGE, 0);
4433 set_virtue(V_FAITH, 0);
4434 set_virtue(V_ENLIGHTEN, 0);
4435 set_virtue(V_ENCHANT, 0);
4436 set_virtue(V_CHANCE, 0);
4437 set_virtue(V_NATURE, 0);
4438 set_virtue(V_HARMONY, 0);
4439 set_virtue(V_VITALITY, 0);
4440 set_virtue(V_UNLIFE, 0);
4441 set_virtue(V_PATIENCE, 0);
4442 set_virtue(V_TEMPERANCE, 0);
4443 set_virtue(V_DILIGENCE, 0);
4444 set_virtue(V_VALOUR, 0);
4445 set_virtue(V_INDIVIDUALISM, 0);
4449 case BACT_TELE_TOWN:
4453 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4455 case BACT_BROKEN_WEAPON:
4457 bcost = repair_broken_weapon(bcost);
4468 * @brief クエスト入り口にプレイヤーが乗った際の処理 / Do building commands
4471 void do_cmd_quest(void)
4473 p_ptr->energy_use = 100;
4475 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4477 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4482 msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
4483 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4484 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4485 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4487 /* Player enters a new quest */
4491 leave_quest_check();
4493 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4494 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4496 p_ptr->leaving = TRUE;
4502 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4505 void do_cmd_bldg(void)
4510 building_type *bldg;
4513 p_ptr->energy_use = 100;
4515 if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4517 msg_print(_("ここには建物はない。", "You see no building here."));
4521 which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4523 bldg = &building[which];
4525 /* Don't re-init the wilderness */
4526 reinit_wilderness = FALSE;
4528 if ((which == 2) && (p_ptr->arena_number < 0))
4530 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4533 else if ((which == 2) && p_ptr->inside_arena)
4535 if (!p_ptr->exit_bldg && m_cnt > 0)
4537 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);
4541 /* Don't save the arena as saved floor */
4542 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4544 p_ptr->inside_arena = FALSE;
4545 p_ptr->leaving = TRUE;
4547 /* Re-enter the arena */
4548 command_new = SPECIAL_KEY_BUILDING;
4550 /* No energy needed to re-enter the arena */
4551 p_ptr->energy_use = 0;
4556 else if (p_ptr->inside_battle)
4558 /* Don't save the arena as saved floor */
4559 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4561 p_ptr->leaving = TRUE;
4562 p_ptr->inside_battle = FALSE;
4564 /* Re-enter the monster arena */
4565 command_new = SPECIAL_KEY_BUILDING;
4567 /* No energy needed to re-enter the arena */
4568 p_ptr->energy_use = 0;
4574 p_ptr->oldpy = p_ptr->y;
4575 p_ptr->oldpx = p_ptr->x;
4578 /* Forget the lite */
4581 /* Forget the view */
4584 /* Hack -- Increase "icky" depth */
4591 show_building(bldg);
4594 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4601 building_prt_gold();
4605 if (command == ESCAPE)
4608 p_ptr->inside_arena = FALSE;
4609 p_ptr->inside_battle = FALSE;
4613 for (i = 0; i < 8; i++)
4615 if (bldg->letters[i])
4617 if (bldg->letters[i] == command)
4626 bldg_process_command(bldg, i);
4635 select_floor_music();
4637 /* Flush messages XXX XXX XXX */
4641 /* Reinit wilderness to activate quests ... */
4642 if (reinit_wilderness)
4644 p_ptr->leaving = TRUE;
4647 /* Hack -- Decrease "icky" depth */
4650 /* Clear the screen */
4653 /* Update the visuals */
4654 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4656 /* Redraw entire screen */
4657 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4660 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4665 * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4667 static cptr find_quest[] =
4669 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4670 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4671 _("メッセージを見つけた:", "There is a sign saying"),
4672 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4673 _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4678 * @brief クエストの導入メッセージを表示する / Discover quest
4679 * @param q_idx 開始されたクエストのID
4681 void quest_discovery(int q_idx)
4683 quest_type *q_ptr = &quest[q_idx];
4684 monster_race *r_ptr = &r_info[q_ptr->r_idx];
4685 int q_num = q_ptr->max_num;
4688 /* No quest index */
4691 strcpy(name, (r_name + r_ptr->name));
4693 msg_print(find_quest[rand_range(0, 4)]);
4700 /* Hack -- "unique" monsters must be "unique" */
4701 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4702 (0 == r_ptr->max_num))
4704 msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4705 /* The unique is already dead */
4706 quest[q_idx].status = QUEST_STATUS_FINISHED;
4709 q_ptr->comptime = playtime;
4713 msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4718 /* Normal monsters */
4722 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4729 * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4730 * / Hack -- Check if a level is a "quest" level
4731 * @param level 検索対象になる階
4732 * @return クエストIDを返す。該当がない場合0を返す。
4734 int quest_number(int level)
4739 if (p_ptr->inside_quest)
4740 return (p_ptr->inside_quest);
4742 for (i = 0; i < max_quests; i++)
4744 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4746 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4747 !(quest[i].flags & QUEST_FLAG_PRESET) &&
4748 (quest[i].level == level) &&
4749 (quest[i].dungeon == dungeon_type))
4753 /* Check for random quest */
4754 return (random_quest_number(level));
4758 * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4759 * @param level 検索対象になる階
4760 * @return クエストIDを返す。該当がない場合0を返す。
4762 int random_quest_number(int level)
4766 if (dungeon_type != DUNGEON_ANGBAND) return 0;
4768 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4770 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4771 (quest[i].status == QUEST_STATUS_TAKEN) &&
4772 (quest[i].level == level) &&
4773 (quest[i].dungeon == DUNGEON_ANGBAND))