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);
304 case BACT_ARENA_RULES:
309 /* Peruse the arena help file */
310 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
320 * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
321 * @param row シンボルを表示する行の上端
322 * @param col シンボルを表示する行の左端
323 * @param fruit 表示するシンボルID
326 static void display_fruit(int row, int col, int fruit)
331 c_put_str(TERM_YELLOW, " ####.", row, col);
332 c_put_str(TERM_YELLOW, " # #", row + 1, col);
333 c_put_str(TERM_YELLOW, " # #", row + 2, col);
334 c_put_str(TERM_YELLOW, "# #", row + 3, col);
335 c_put_str(TERM_YELLOW, "# #", row + 4, col);
336 c_put_str(TERM_YELLOW, "# # ", row + 5, col);
337 c_put_str(TERM_YELLOW, "# # ", row + 6, col);
338 c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
340 " Lemon "), row + 8, col);
343 c_put_str(TERM_ORANGE, " ## ", row, col);
344 c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
345 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
346 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
347 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
348 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
349 c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
350 c_put_str(TERM_ORANGE, " ## ", row + 7, col);
352 " Orange "), row + 8, col);
355 c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
356 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
357 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
358 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
359 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
360 c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
361 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
362 c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
363 prt( _(" 剣 ", " Sword ") , row + 8, col);
366 c_put_str(TERM_SLATE, " ###### ", row, col);
367 c_put_str(TERM_SLATE, "# #", row + 1, col);
368 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
369 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
370 c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
371 c_put_str(TERM_SLATE, " # # ", row + 5, col);
372 c_put_str(TERM_SLATE, " # # ", row + 6, col);
373 c_put_str(TERM_SLATE, " ## ", row + 7, col);
375 " Shield "), row + 8, col);
378 c_put_str(TERM_VIOLET, " ## ", row, col);
379 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
380 c_put_str(TERM_VIOLET, "########", row + 2, col);
381 c_put_str(TERM_VIOLET, "########", row + 3, col);
382 c_put_str(TERM_VIOLET, "########", row + 4, col);
383 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
384 c_put_str(TERM_VIOLET, " #### ", row + 6, col);
385 c_put_str(TERM_VIOLET, " ## ", row + 7, col);
387 " Plum "), row + 8, col);
390 c_put_str(TERM_RED, " ##", row, col);
391 c_put_str(TERM_RED, " ### ", row + 1, col);
392 c_put_str(TERM_RED, " #..# ", row + 2, col);
393 c_put_str(TERM_RED, " #..# ", row + 3, col);
394 c_put_str(TERM_RED, " ###### ", row + 4, col);
395 c_put_str(TERM_RED, "#..##..#", row + 5, col);
396 c_put_str(TERM_RED, "#..##..#", row + 6, col);
397 c_put_str(TERM_RED, " ## ## ", row + 7, col);
399 " Cherry "), row + 8, col);
405 * kpoker no (tyuto-hannpa na)pakuri desu...
406 * joker ha shineru node haitte masen.
408 * TODO: donataka! tsukutte!
409 * - agatta yaku no kiroku (like DQ).
410 * - kakkoii card no e.
411 * - sousa-sei no koujyo.
412 * - code wo wakariyasuku.
414 * - Joker... -- done.
417 * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
420 #define SUIT_OF(card) ((card) / 13) /*!< トランプカードのスートを返す */
421 #define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
422 #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 */
424 static int cards[5]; /*!< ポーカーの現在の手札ID */
431 static void reset_deck(int deck[])
434 for (i = 0; i < 53; i++) deck[i] = i;
437 for (i = 0; i < 53; i++){
438 int tmp1 = randint0(53 - i) + i;
440 deck[i] = deck[tmp1];
446 * @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。
447 * @return ジョーカーを持っているか。
449 static bool have_joker(void)
453 for (i = 0; i < 5; i++){
454 if(IS_JOKER(cards[i])) return TRUE;
460 * @brief ポーカーの手札に該当の番号の札があるかを返す。
461 * @param num 探したいカードの番号。
462 * @return 該当の番号が手札にあるか。
464 static bool find_card_num(int num)
467 for (i = 0; i < 5; i++)
468 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
473 * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
476 static bool yaku_check_flush(void)
479 bool joker_is_used = FALSE;
481 suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
482 for (i = 0; i < 5; i++){
483 if (SUIT_OF(cards[i]) != suit){
484 if(have_joker() && !joker_is_used)
485 joker_is_used = TRUE;
495 * @brief ポーカーの手札がストレート役を得ているかを帰す。
498 static int yaku_check_straight(void)
501 bool joker_is_used = FALSE;
504 for (i = 0; i < 5; i++)
506 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
507 lowest = NUM_OF(cards[i]);
510 if (yaku_check_flush())
513 for (i = 0; i < 4; i++)
515 if (!find_card_num(9 + i)){
516 if( have_joker() && !joker_is_used )
517 joker_is_used = TRUE;
522 if (i == 4) return 3; /* Wow! Royal Flush!!! */
525 for (i = 0; i < 3; i++)
527 if (!find_card_num(10 + i))
530 if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
534 joker_is_used = FALSE;
535 for (i = 0; i < 5; i++)
537 if (!find_card_num(lowest + i)){
538 if( have_joker() && !joker_is_used )
539 joker_is_used = TRUE;
545 if (yaku_check_flush())
546 return 2; /* Straight Flush */
552 * @brief ポーカーのペア役の状態を返す。
553 * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
555 static int yaku_check_pair(void)
557 int i, i2, matching = 0;
559 for (i = 0; i < 5; i++)
561 for (i2 = i+1; i2 < 5; i2++)
563 if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
564 if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
595 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
596 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
597 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
598 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
599 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
600 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
601 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
602 #define ODDS_ST 4 /*!< ストレートの役倍率 */
603 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
604 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
607 * @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。
610 static int yaku_check(void)
614 switch(yaku_check_straight()){
616 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
619 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
622 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
625 /* Not straight -- fall through */
629 if (yaku_check_flush())
631 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
635 switch (yaku_check_pair())
638 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
641 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
644 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
647 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
650 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
653 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
655 c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
660 c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
670 * @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。
671 * @param hoge カーソルの現在位置
672 * @param kaeruka カードの捨てる/残すフラグ配列
675 static void display_kaeruka(int hoge, int kaeruka[])
678 char col = TERM_WHITE;
679 for (i = 0; i < 5; i++)
681 if (i == hoge) col = TERM_YELLOW;
682 else if(kaeruka[i]) col = TERM_WHITE;
683 else col = TERM_L_BLUE;
686 c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
688 c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
690 if (hoge > 4) col = TERM_YELLOW;
691 else col = TERM_WHITE;
692 c_put_str(col, _("決定", "Sure"), 16, 38);
694 /* Hilite current option */
695 if (hoge < 5) move_cursor(14, 5+hoge*16);
696 else move_cursor(16, 38);
700 * @brief ポーカーの手札を表示する。
703 static void display_cards(void)
706 char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
708 cptr suit[4] = {"★", "●", "¶", "†"};
709 cptr card_grph[13][7] = {{"A %s ",
800 cptr joker_grph[7] = { " ",
810 cptr suit[4] = {"[]", "qp", "<>", "db"};
811 cptr card_grph[13][7] = {{"A %s ",
902 cptr joker_grph[7] = { " ",
911 for (i = 0; i < 5; i++)
913 prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
916 for (i = 0; i < 5; i++)
918 for (j = 0; j < 7; j++)
920 prt(_("┃", " |"), j+6, i*16);
921 if(IS_JOKER(cards[i]))
922 c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
924 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);
925 prt(_("┃", "| "), j+6, i*16+14);
928 for (i = 0; i < 5; i++)
930 prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
935 * @brief ポーカーの1プレイルーチン。
938 static int do_poker(void)
942 int deck[53]; /* yamafuda : 0...52 */
944 int kaeruka[5]; /* 0:kaenai 1:kaeru */
952 for (i = 0; i < 5; i++)
954 cards[i] = deck[deck_ptr++];
955 kaeruka[i] = 0; /* default:nokosu */
975 /* debug:Four Cards */
977 cards[1] = 0 + 13 * 1;
978 cards[2] = 0 + 13 * 2;
979 cards[3] = 0 + 13 * 3;
999 /* suteruno wo kimeru */
1000 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);
1007 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1012 case '6': case 'l': case 'L': case KTRL('F'):
1013 if (!kettei) k = (k+1)%5;
1014 else {k = 0;kettei = FALSE;}
1017 case '4': case 'h': case 'H': case KTRL('B'):
1018 if (!kettei) k = (k+4)%5;
1019 else {k = 4;kettei = FALSE;}
1022 case '2': case 'j': case 'J': case KTRL('N'):
1023 if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1025 case '8': case 'k': case 'K': case KTRL('P'):
1026 if (kettei) {kettei = FALSE;kakikae = TRUE;}
1028 case ' ': case '\r':
1029 if (kettei) done = TRUE;
1030 else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1039 for (i = 0; i < 5; i++)
1040 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1044 return yaku_check();
1049 /* end of poker codes --Koka */
1052 * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1053 * @param cmd プレイするゲームID
1056 static bool gamble_comm(int cmd)
1059 int roll1, roll2, roll3, choice, odds, win;
1064 char out_val[160], tmp_str[80], again;
1069 if (cmd == BACT_GAMBLE_RULES)
1071 /* Peruse the gambling help file */
1072 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1079 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1080 "Hey! You don't have gold - get out of here!"));
1088 maxbet = p_ptr->lev * 200;
1090 /* We can't bet more than we have */
1091 maxbet = MIN(maxbet, p_ptr->au);
1094 strcpy(out_val, "");
1095 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1099 * Use get_string() because we may need more than
1100 * the s16b value returned by get_quantity().
1102 if (get_string(tmp_str, out_val, 32))
1105 for (p = out_val; *p == ' '; p++);
1110 if (wager > p_ptr->au)
1112 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!"));
1117 else if (wager > maxbet)
1119 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1120 "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1125 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1131 oldgold = p_ptr->au;
1133 sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1134 prt(tmp_str, 20, 2);
1135 sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
1136 prt(tmp_str, 21, 2);
1143 case BACT_IN_BETWEEN: /* Game of In-Between */
1144 c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1148 roll1 = randint1(10);
1149 roll2 = randint1(10);
1150 choice = randint1(10);
1151 sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
1154 sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1156 prt(tmp_str, 11, 14);
1157 if (((choice > roll1) && (choice < roll2)) ||
1158 ((choice < roll1) && (choice > roll2)))
1161 case BACT_CRAPS: /* Game of Craps */
1162 c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1166 roll1 = randint1(6);
1167 roll2 = randint1(6);
1168 roll3 = roll1 + roll2;
1170 sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
1171 "First roll: %d %d Total: %d"), roll1, roll2, roll3);
1173 if ((roll3 == 7) || (roll3 == 11))
1175 else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1180 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"));
1183 roll1 = randint1(6);
1184 roll2 = randint1(6);
1185 roll3 = roll1 + roll2;
1186 sprintf(tmp_str, _("出目: %d %d 合計: %d",
1187 "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
1189 if (roll3 == choice)
1191 else if (roll3 == 7)
1193 } while ((win != TRUE) && (win != FALSE));
1196 case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
1199 c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1201 prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
1202 prt("--------------------------------", 8, 3);
1203 strcpy(out_val, "");
1204 get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1206 for (p = out_val; iswspace(*p); p++);
1210 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1213 else if (choice > 9)
1215 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1219 roll1 = randint0(10);
1220 sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1221 "The wheel spins to a stop and the winner is %d"), roll1);
1222 prt(tmp_str, 13, 3);
1224 prt("*", 9, (3 * roll1 + 5));
1225 if (roll1 == choice)
1229 case BACT_DICE_SLOTS: /* The Dice Slots */
1230 c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1231 c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
1232 c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
1233 c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1234 c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
1235 c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
1236 c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
1237 c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1240 roll1 = randint1(21);
1250 roll2 = randint1(21);
1260 choice = randint1(21);
1270 put_str("/--------------------------\\", 7, 2);
1271 prt("\\--------------------------/", 17, 2);
1272 display_fruit(8, 3, roll1 - 1);
1273 display_fruit(8, 12, roll2 - 1);
1274 display_fruit(8, 21, choice - 1);
1275 if ((roll1 == roll2) && (roll2 == choice))
1294 else if ((roll1 == 1) && (roll2 == 1))
1303 if (odds) win = TRUE;
1309 prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1311 p_ptr->au += odds * wager;
1312 sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1314 prt(tmp_str, 17, 37);
1318 prt(_("あなたの負け", "You Lost"), 16, 37);
1321 sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
1323 prt(tmp_str, 22, 2);
1324 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1326 move_cursor(18, 52);
1331 if (wager > p_ptr->au)
1333 msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1334 "Hey! You don't have the gold - get out of here!"));
1340 } while ((again == 'y') || (again == 'Y'));
1343 if (p_ptr->au >= oldgold)
1345 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!」",
1346 "You came out a winner! We'll win next time, I'm sure."));
1347 chg_virtue(V_CHANCE, 3);
1351 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."));
1352 chg_virtue(V_CHANCE, -3);
1362 * @brief モンスター闘技場に参加できるモンスターの判定
1363 * @param r_idx モンスターID
1364 * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1365 * 自爆以外のなんらかのHP攻撃手段を持っていること。
1368 static bool vault_aux_battle(int r_idx)
1373 monster_race *r_ptr = &r_info[r_idx];
1375 /* Decline town monsters */
1376 /* if (!mon_hook_dungeon(r_idx)) return FALSE; */
1378 /* Decline unique monsters */
1379 /* if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1380 /* if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1382 if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1383 if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1384 if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1385 if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1386 if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1388 for (i = 0; i < 4; i++)
1390 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1391 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1393 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);
1400 * @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。
1403 void battle_monsters(void)
1410 bool old_inside_battle = p_ptr->inside_battle;
1412 for (i = 0; i < max_d_idx; i++)
1413 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1415 mon_level = randint1(MIN(max_dl, 122))+5;
1416 if (randint0(100) < 60)
1418 i = randint1(MIN(max_dl, 122))+5;
1419 mon_level = MAX(i, mon_level);
1421 if (randint0(100) < 30)
1423 i = randint1(MIN(max_dl, 122))+5;
1424 mon_level = MAX(i, mon_level);
1436 get_mon_num_prep(vault_aux_battle, NULL);
1437 p_ptr->inside_battle = TRUE;
1438 r_idx = get_mon_num(mon_level);
1439 p_ptr->inside_battle = old_inside_battle;
1440 if (!r_idx) continue;
1442 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1444 if ((r_info[r_idx].level + 10) > mon_level) continue;
1447 for (j = 0; j < i; j++)
1448 if(r_idx == battle_mon[j]) break;
1453 battle_mon[i] = r_idx;
1454 if (r_info[r_idx].level < 45) tekitou = TRUE;
1459 monster_race *r_ptr = &r_info[battle_mon[i]];
1460 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1462 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1463 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1465 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1466 power[i] = power[i] * (100 + r_ptr->level) / 100;
1467 if (r_ptr->speed > 110)
1468 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1469 if (r_ptr->speed < 110)
1470 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1472 power[i] = power[i] * (num_taisei*2+5) / 10;
1473 else if (r_ptr->flags6 & RF6_INVULNER)
1474 power[i] = power[i] * 4 / 3;
1475 else if (r_ptr->flags6 & RF6_HEAL)
1476 power[i] = power[i] * 4 / 3;
1477 else if (r_ptr->flags5 & RF5_DRAIN_MANA)
1478 power[i] = power[i] * 11 / 10;
1479 if (r_ptr->flags1 & RF1_RAND_25)
1480 power[i] = power[i] * 9 / 10;
1481 if (r_ptr->flags1 & RF1_RAND_50)
1482 power[i] = power[i] * 9 / 10;
1484 switch (battle_mon[i])
1495 case MON_UND_BEHOLDER:
1496 case MON_SANTACLAUS:
1497 case MON_ULT_BEHOLDER:
1499 case MON_ATLACH_NACHA:
1501 power[i] = power[i] * 3 / 5;
1503 case MON_ROBIN_HOOD:
1507 case MON_CRYPT_THING:
1508 case MON_MASTER_LICH:
1509 case MON_DREADMASTER:
1511 case MON_SHADOWLORD:
1516 case MON_VENOM_WYRM:
1517 case MON_MASTER_MYS:
1518 case MON_G_MASTER_MYS:
1519 power[i] = power[i] * 3 / 4;
1521 case MON_VORPAL_BUNNY:
1524 case MON_LOG_MASTER:
1526 case MON_GRAV_HOUND:
1529 case MON_CLUB_DEMON:
1531 case MON_NIGHTCRAWLER:
1532 case MON_NIGHTWALKER:
1538 case MON_SPECT_WYRM:
1543 power[i] = power[i] * 4 / 3;
1545 case MON_UMBER_HULK:
1549 case MON_ENERGY_VOR:
1553 case MON_PLASMA_VOR:
1558 case MON_STORMBRINGER:
1559 case MON_TIME_HOUND:
1560 case MON_PLASMA_HOUND:
1563 case MON_AETHER_VOR:
1564 case MON_AETHER_HOUND:
1572 case MON_D_ELF_SHADE:
1573 case MON_MANA_HOUND:
1575 case MON_BANORLUPART:
1580 power[i] = power[i] * 3 / 2;
1584 case MON_CYBER_KING:
1585 case MON_UNICORN_ORD:
1586 power[i] = power[i] * 5 / 3;
1590 case MON_WYRM_POWER:
1610 power[i] = total*60/power[i];
1611 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1612 if ((power[i] < 160) && randint0(20)) break;
1613 if (power[i] < 101) power[i] = 100 + randint1(5);
1614 mon_odds[i] = power[i];
1621 * @brief モンスター闘技場のメインルーチン
1622 * @return 賭けを開始したか否か
1624 static bool kakutoujou(void)
1628 char out_val[160], tmp_str[80];
1631 if ((turn - old_battle) > TURNS_PER_TICK*250)
1642 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!"));
1654 "Monsters Odds"), 4, 4);
1658 monster_race *r_ptr = &r_info[battle_mon[i]];
1660 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
1661 _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
1662 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1663 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1666 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1676 if (i >= '1' && i <= '4')
1678 sel_monster = i-'1';
1679 battle_odds = mon_odds[sel_monster];
1687 if (i !=sel_monster) clear_bldg(i+5,i+5);
1689 maxbet = p_ptr->lev * 200;
1691 /* We can't bet more than we have */
1692 maxbet = MIN(maxbet, p_ptr->au);
1695 strcpy(out_val, "");
1696 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1698 * Use get_string() because we may need more than
1699 * the s16b value returned by get_quantity().
1701 if (get_string(tmp_str, out_val, 32))
1704 for (p = out_val; *p == ' '; p++);
1709 if (wager > p_ptr->au)
1711 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!"));
1717 else if (wager > maxbet)
1719 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);
1725 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1729 battle_odds = MAX(wager+1, wager * battle_odds / 100);
1734 /* Save the surface floor as saved floor */
1735 prepare_change_floor_mode(CFM_SAVE_FLOORS);
1737 p_ptr->inside_battle = TRUE;
1738 p_ptr->leaving = TRUE;
1752 * @brief 本日の賞金首情報を表示する。
1755 static void today_target(void)
1758 monster_race *r_ptr = &r_info[today_mon];
1761 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1762 sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1763 c_put_str(TERM_YELLOW, buf, 6, 10);
1764 sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"),r_ptr->level * 50 + 100);
1766 sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
1768 p_ptr->today_mon = today_mon;
1772 * @brief ツチノコの賞金首情報を表示する。
1775 static void tsuchinoko(void)
1778 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1779 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);
1780 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1781 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
1782 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
1786 * @brief 通常の賞金首情報を表示する。
1789 static void shoukinkubi(void)
1795 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);
1796 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1798 for (i = 0; i < MAX_KUBI; i++)
1802 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1804 if (kubi_r_idx[i] > 10000)
1807 done_mark = _("(済)", "(done)");
1815 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1818 if (!y && (i < MAX_KUBI -1))
1820 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1831 * 賞金首の報酬テーブル / List of prize object
1834 s16b tval; /*!< ベースアイテムのメイン種別ID */
1835 s16b sval; /*!< ベースアイテムのサブ種別ID */
1836 } prize_list[MAX_KUBI] =
1838 {TV_POTION, SV_POTION_CURING},
1839 {TV_POTION, SV_POTION_SPEED},
1840 {TV_POTION, SV_POTION_SPEED},
1841 {TV_POTION, SV_POTION_RESISTANCE},
1842 {TV_POTION, SV_POTION_ENLIGHTENMENT},
1844 {TV_POTION, SV_POTION_HEALING},
1845 {TV_POTION, SV_POTION_RESTORE_MANA},
1846 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1847 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1848 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1850 {TV_SCROLL, SV_SCROLL_GENOCIDE},
1851 {TV_POTION, SV_POTION_STAR_HEALING},
1852 {TV_POTION, SV_POTION_STAR_HEALING},
1853 {TV_POTION, SV_POTION_NEW_LIFE},
1854 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1856 {TV_POTION, SV_POTION_LIFE},
1857 {TV_POTION, SV_POTION_LIFE},
1858 {TV_POTION, SV_POTION_AUGMENTATION},
1859 {TV_POTION, SV_POTION_INVULNERABILITY},
1860 {TV_SCROLL, SV_SCROLL_ARTIFACT},
1864 * @brief 賞金首の引き換え処理 / Get prize
1865 * @return 各種賞金首のいずれかでも換金が行われたか否か。
1867 static bool kankin(void)
1870 bool change = FALSE;
1871 char o_name[MAX_NLEN];
1874 /* Loop for inventory and right/left arm */
1875 for (i = 0; i <= INVEN_LARM; i++)
1877 o_ptr = &inventory[i];
1879 /* Living Tsuchinoko worthes $1000000 */
1880 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1882 char buf[MAX_NLEN+20];
1883 object_desc(o_name, o_ptr, 0);
1884 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1887 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1888 p_ptr->au += 1000000L * o_ptr->number;
1889 p_ptr->redraw |= (PR_GOLD);
1890 inven_item_increase(i, -o_ptr->number);
1891 inven_item_describe(i);
1892 inven_item_optimize(i);
1898 for (i = 0; i < INVEN_PACK; i++)
1900 o_ptr = &inventory[i];
1902 /* Corpse of Tsuchinoko worthes $200000 */
1903 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1905 char buf[MAX_NLEN+20];
1906 object_desc(o_name, o_ptr, 0);
1907 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1910 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1911 p_ptr->au += 200000L * o_ptr->number;
1912 p_ptr->redraw |= (PR_GOLD);
1913 inven_item_increase(i, -o_ptr->number);
1914 inven_item_describe(i);
1915 inven_item_optimize(i);
1921 for (i = 0; i < INVEN_PACK; i++)
1923 o_ptr = &inventory[i];
1925 /* Bones of Tsuchinoko worthes $100000 */
1926 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1928 char buf[MAX_NLEN+20];
1929 object_desc(o_name, o_ptr, 0);
1930 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1933 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1934 p_ptr->au += 100000L * o_ptr->number;
1935 p_ptr->redraw |= (PR_GOLD);
1936 inven_item_increase(i, -o_ptr->number);
1937 inven_item_describe(i);
1938 inven_item_optimize(i);
1944 for (i = 0; i < INVEN_PACK; i++)
1946 o_ptr = &inventory[i];
1947 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)))
1949 char buf[MAX_NLEN+20];
1950 object_desc(o_name, o_ptr, 0);
1951 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1954 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1955 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1956 p_ptr->redraw |= (PR_GOLD);
1957 inven_item_increase(i, -o_ptr->number);
1958 inven_item_describe(i);
1959 inven_item_optimize(i);
1965 for (i = 0; i < INVEN_PACK; i++)
1967 o_ptr = &inventory[i];
1969 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1971 char buf[MAX_NLEN+20];
1972 object_desc(o_name, o_ptr, 0);
1973 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1976 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1977 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1978 p_ptr->redraw |= (PR_GOLD);
1979 inven_item_increase(i, -o_ptr->number);
1980 inven_item_describe(i);
1981 inven_item_optimize(i);
1987 for (j = 0; j < MAX_KUBI; j++)
1989 /* Need reverse order --- Positions will be changed in the loop */
1990 for (i = INVEN_PACK-1; i >= 0; i--)
1992 o_ptr = &inventory[i];
1993 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1995 char buf[MAX_NLEN+20];
1996 int num, k, item_new;
1999 object_desc(o_name, o_ptr, 0);
2000 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
2001 if (!get_check(buf)) continue;
2003 #if 0 /* Obsoleted */
2004 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);
2005 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
2006 p_ptr->redraw |= (PR_GOLD);
2007 inven_item_increase(i, -o_ptr->number);
2008 inven_item_describe(i);
2009 inven_item_optimize(i);
2010 chg_virtue(V_JUSTICE, 5);
2011 kubi_r_idx[j] += 10000;
2014 #endif /* Obsoleted */
2017 inven_item_increase(i, -o_ptr->number);
2018 inven_item_describe(i);
2019 inven_item_optimize(i);
2021 chg_virtue(V_JUSTICE, 5);
2022 kubi_r_idx[j] += 10000;
2024 /* Count number of unique corpses already handed */
2025 for (num = 0, k = 0; k < MAX_KUBI; k++)
2027 if (kubi_r_idx[k] >= 10000) num++;
2029 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" : ""));
2031 /* Prepare to make a prize */
2032 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
2033 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
2035 /* Identify it fully */
2036 object_aware(&forge);
2037 object_known(&forge);
2040 * Hand it --- Assume there is an empty slot.
2041 * Since a corpse is handed at first,
2042 * there is at least one empty slot.
2044 item_new = inven_carry(&forge);
2046 /* Describe the object */
2047 object_desc(o_name, &forge, 0);
2048 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2050 /* Auto-inscription */
2051 autopick_alter_item(item_new, FALSE);
2063 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."));
2071 * @brief 悪夢の元凶となるモンスターかどうかを返す。
2072 * @param r_idx 判定対象となるモンスターのID
2073 * @return 悪夢の元凶となり得るか否か。
2075 bool get_nightmare(int r_idx)
2077 monster_race *r_ptr = &r_info[r_idx];
2079 /* Require eldritch horrors */
2080 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2082 /* Require high level */
2083 if (r_ptr->level <= p_ptr->lev) return (FALSE);
2085 /* Accept this monster */
2090 * @brief 宿屋の利用サブルーチン
2091 * @details inn commands\n
2092 * Note that resting for the night was a perfect way to avoid player\n
2093 * ghosts in the town *if* you could only make it to the inn in time (-:\n
2094 * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2095 * will not be that useful. I will keep it in the hopes the player\n
2096 * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2097 * Resting at night is also a quick way to restock stores -KMW-\n
2098 * @param cmd 宿屋の利用施設ID
2099 * @return 施設の利用が実際に行われたか否か。
2101 static bool inn_comm(int cmd)
2105 case BACT_FOOD: /* Buy food & drink */
2106 if (p_ptr->food >= PY_FOOD_FULL)
2108 msg_print(_("今は満腹だ。", "You are full now."));
2111 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."));
2112 (void)set_food(PY_FOOD_MAX - 1);
2115 case BACT_REST: /* Rest for the night */
2116 if ((p_ptr->poisoned) || (p_ptr->cut))
2118 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."));
2120 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."));
2124 s32b oldturn = turn;
2125 int prev_day, prev_hour, prev_min;
2127 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2128 if ((prev_hour >= 6) && (prev_hour <= 17))
2129 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2131 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2133 turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
2134 if (dungeon_turn < dungeon_turn_limit)
2136 dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK * 250);
2137 if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2140 prevent_turn_overflow();
2142 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2143 p_ptr->chp = p_ptr->mhp;
2145 if (ironman_nightmare)
2147 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."));
2149 /* Have some nightmares */
2152 sanity_blast(NULL, FALSE);
2153 if (!one_in_(3)) break;
2156 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2157 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."));
2164 p_ptr->chp = p_ptr->mhp;
2165 p_ptr->csp = p_ptr->msp;
2166 if (p_ptr->pclass == CLASS_MAGIC_EATER)
2169 for (i = 0; i < 72; i++)
2171 p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2173 for (; i < 108; i++)
2175 p_ptr->magic_num1[i] = 0;
2179 if ((prev_hour >= 6) && (prev_hour <= 17))
2181 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."));
2182 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2186 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."));
2187 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2193 case BACT_RUMORS: /* Listen for rumors */
2195 display_rumor(TRUE);
2205 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2206 * @param questnum クエストのID
2207 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2210 static void get_questinfo(int questnum, bool do_init)
2217 /* Clear the text */
2218 for (i = 0; i < 10; i++)
2220 quest_text[i][0] = '\0';
2223 quest_text_line = 0;
2225 /* Set the quest number temporary */
2226 old_quest = p_ptr->inside_quest;
2227 p_ptr->inside_quest = questnum;
2229 /* Get the quest text */
2230 init_flags = INIT_SHOW_TEXT;
2231 if (do_init) init_flags |= INIT_ASSIGN;
2233 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2235 /* Reset the old quest number */
2236 p_ptr->inside_quest = old_quest;
2238 /* Print the quest info */
2239 sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
2243 prt(quest[questnum].name, 7, 0);
2245 for (i = 0; i < 10; i++)
2247 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2252 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2255 static void castle_quest(void)
2258 monster_race *r_ptr;
2265 /* Current quest of the building */
2266 q_index = cave[py][px].special;
2268 /* Is there a quest available at the building? */
2271 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);
2275 q_ptr = &quest[q_index];
2277 /* Quest is completed */
2278 if (q_ptr->status == QUEST_STATUS_COMPLETED)
2280 /* Rewarded quest */
2281 q_ptr->status = QUEST_STATUS_REWARDED;
2283 get_questinfo(q_index, FALSE);
2285 reinit_wilderness = TRUE;
2288 else if (q_ptr->status == QUEST_STATUS_FAILED)
2290 get_questinfo(q_index, FALSE);
2292 /* Mark quest as done (but failed) */
2293 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2295 reinit_wilderness = TRUE;
2297 /* Quest is still unfinished */
2298 else if (q_ptr->status == QUEST_STATUS_TAKEN)
2300 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);
2301 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);
2302 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);
2305 else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2307 q_ptr->status = QUEST_STATUS_TAKEN;
2309 reinit_wilderness = TRUE;
2311 /* Assign a new quest */
2312 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2314 if (q_ptr->r_idx == 0)
2316 /* Random monster at least 5 - 10 levels out of deep */
2317 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2320 r_ptr = &r_info[q_ptr->r_idx];
2322 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2324 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2325 r_ptr = &r_info[q_ptr->r_idx];
2328 if (q_ptr->max_num == 0)
2330 /* Random monster number */
2331 if (randint1(10) > 7)
2334 q_ptr->max_num = randint1(3) + 1;
2338 name = (r_name + r_ptr->name);
2339 msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2343 get_questinfo(q_index, TRUE);
2350 * @brief 町に関するヘルプを表示する / Display town history
2353 static void town_history(void)
2358 /* Peruse the building help file */
2359 (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2366 * @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
2367 * @param weight 武器の重量
2368 * @param plus_ammo 矢弾のダメージ修正
2369 * @param plus_bow 弓のダメージ修正
2370 * @param dam 基本ダメージ量
2373 s16b calc_crit_ratio_shot(int weight, int plus_ammo, int plus_bow, int dam)
2376 object_type *j_ptr = &inventory[INVEN_BOW];
2378 /* Extract "shot" power */
2379 i = p_ptr->to_h_b + plus_ammo;
2381 if (p_ptr->tval_ammo == TV_BOLT)
2382 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2384 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2386 /* Snipers can shot more critically with crossbows */
2387 if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2388 if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2390 /* Good bow makes more critical */
2391 i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2399 * @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
2400 * @param weight 武器の重量
2401 * @param plus_ammo 矢弾のダメージ修正
2402 * @param plus_bow 弓のダメージ修正
2403 * @param dam 基本ダメージ量
2406 s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, int dam)
2410 i = calc_crit_ratio_shot(weight, plus_ammo, plus_bow, dam);
2415 crit = MIN(500, 900/weight);
2416 num += dam * 3 /2 * crit;
2419 crit = MIN(500, 1350/weight);
2421 num += dam * 2 * crit;
2427 num += dam * 3 * crit;
2433 num += (10000 - i) * dam;
2440 * @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
2441 * @param weight 武器の重量
2442 * @param plus 武器のダメージ修正
2444 * @param meichuu 命中値
2445 * @param dokubari 毒針処理か否か
2448 s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
2453 if(dokubari) return dam;
2455 i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2461 if (k < 400) num += (2 * dam + 5) * (400 - k);
2462 if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2463 if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2464 if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2465 if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2468 if(p_ptr->pclass == CLASS_NINJA)
2471 num += (4444 - i) * dam;
2477 num += (5000 - i) * dam;
2485 * @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
2487 * @param mult スレイ倍率(掛け算部分)
2488 * @param div スレイ倍率(割り算部分)
2489 * @param force 理力特別計算フラグ
2492 static s16b calc_slaydam(int dam, int mult, int div, bool force)
2500 tmp += dam * 60 * 2;
2514 * @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)
2516 * @param mult スレイ倍率(掛け算部分)
2517 * @param div スレイ倍率(割り算部分)
2518 * @param force 理力特別計算フラグ
2520 * @param plus 武器ダメージ修正
2521 * @param meichuu 命中値
2522 * @param dokubari 毒針処理か否か
2523 * @param vorpal_mult 切れ味倍率(掛け算部分)
2524 * @param vorpal_div 切れ味倍率(割り算部分)
2527 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)
2529 dam = calc_slaydam(dam, mult, div, force);
2530 dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2531 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2537 * @brief 武器の各条件毎のダメージ期待値を表示する。
2540 * @param mindice ダイス部分最小値
2541 * @param maxdice ダイス部分最大値
2543 * @param dam_bonus ダメージ修正値
2545 * @param color 条件内容の表示色
2547 * Display the damage figure of an object\n
2548 * (used by compare_weapon_aux)\n
2550 * Only accurate for the current weapon, because it includes\n
2551 * the current +dam of the player.\n
2554 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2559 mindam = blows * (mindice + dam_bonus);
2560 maxdam = blows * (maxdice + dam_bonus);
2562 /* Print the intro text */
2563 c_put_str(color, attr, r, c);
2565 /* Calculate the min and max damage figures */
2566 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2568 /* Print the damage */
2569 put_str(tmp_str, r, c + 8);
2574 * @brief 武器一つ毎のダメージ情報を表示する。
2575 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2576 * @param col 表示する行の上端
2579 * Show the damage figures for the various monster types\n
2581 * Only accurate for the current weapon, because it includes\n
2582 * the current number of blows for the player.\n
2585 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2587 u32b flgs[TR_FLAG_SIZE];
2588 int blow = p_ptr->num_blow[0];
2590 bool dokubari = FALSE;
2592 /* Effective dices */
2593 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2594 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2596 int mindice = eff_dd;
2597 int maxdice = eff_ds * eff_dd;
2600 int vorpal_mult = 1;
2602 int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2605 /* Get the flags of the weapon */
2606 object_flags(o_ptr, flgs);
2608 if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2611 /* Show Critical Damage*/
2612 mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2613 maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2615 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2619 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2621 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2632 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);
2633 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);
2634 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2637 if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2641 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);
2642 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);
2643 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
2646 /* Print the relevant lines */
2647 if (have_flag(flgs, TR_KILL_ANIMAL))
2649 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);
2650 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);
2651 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2653 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2655 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);
2656 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);
2657 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2659 if (have_flag(flgs, TR_KILL_EVIL))
2661 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);
2662 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);
2663 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2665 else if (have_flag(flgs, TR_SLAY_EVIL))
2667 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);
2668 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);
2669 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2671 if (have_flag(flgs, TR_KILL_HUMAN))
2673 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);
2674 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);
2675 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2677 else if (have_flag(flgs, TR_SLAY_HUMAN))
2679 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);
2680 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);
2681 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2683 if (have_flag(flgs, TR_KILL_UNDEAD))
2685 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2686 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2687 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2689 else if (have_flag(flgs, TR_SLAY_UNDEAD))
2691 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2692 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2693 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2695 if (have_flag(flgs, TR_KILL_DEMON))
2697 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2698 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2699 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2701 else if (have_flag(flgs, TR_SLAY_DEMON))
2703 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2704 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2705 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2707 if (have_flag(flgs, TR_KILL_ORC))
2709 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);
2710 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);
2711 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2713 else if (have_flag(flgs, TR_SLAY_ORC))
2715 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);
2716 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);
2717 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2719 if (have_flag(flgs, TR_KILL_TROLL))
2721 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);
2722 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);
2723 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2725 else if (have_flag(flgs, TR_SLAY_TROLL))
2727 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);
2728 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);
2729 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
2731 if (have_flag(flgs, TR_KILL_GIANT))
2733 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);
2734 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);
2735 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2737 else if (have_flag(flgs, TR_SLAY_GIANT))
2739 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);
2740 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);
2741 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2743 if (have_flag(flgs, TR_KILL_DRAGON))
2745 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);
2746 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);
2747 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2749 else if (have_flag(flgs, TR_SLAY_DRAGON))
2751 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);
2752 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);
2753 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2755 if (have_flag(flgs, TR_BRAND_ACID))
2757 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);
2758 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);
2759 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2761 if (have_flag(flgs, TR_BRAND_ELEC))
2763 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);
2764 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);
2765 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2767 if (have_flag(flgs, TR_BRAND_FIRE))
2769 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);
2770 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);
2771 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2773 if (have_flag(flgs, TR_BRAND_COLD))
2775 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);
2776 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);
2777 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2779 if (have_flag(flgs, TR_BRAND_POIS))
2781 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);
2782 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);
2783 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2788 * @brief モンスターへの命中率の計算
2793 static int hit_chance(int to_h, int ac)
2796 int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2798 if (meichuu <= 0) return 5;
2800 chance = 100 - ((ac * 75) / meichuu);
2802 if (chance > 95) chance = 95;
2803 if (chance < 5) chance = 5;
2804 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2805 chance = (chance*19+9)/20;
2810 * @brief 武器匠における武器一つ毎の完全情報を表示する。
2811 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2812 * @param row 表示する列の左端
2813 * @param col 表示する行の上端
2815 * Displays all info about a weapon
2817 * Only accurate for the current weapon, because it includes
2818 * various info about the player's +to_dam and number of blows.
2821 static void list_weapon(object_type *o_ptr, int row, int col)
2823 char o_name[MAX_NLEN];
2826 /* Effective dices */
2827 int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2828 int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2830 /* Print the weapon name */
2831 object_desc(o_name, o_ptr, OD_NAME_ONLY);
2832 c_put_str(TERM_YELLOW, o_name, row, col);
2834 /* Print the player's number of blows */
2835 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2836 put_str(tmp_str, row+1, col);
2838 /* Print to_hit and to_dam of the weapon */
2839 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
2840 put_str(tmp_str, row+2, col);
2842 /* Print the weapons base damage dice */
2843 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
2844 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2845 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2846 put_str(tmp_str, row+3, col);
2847 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2849 /* Damage for one blow (if it hits) */
2850 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2851 eff_dd + o_ptr->to_d + p_ptr->to_d[0],
2852 eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
2853 put_str(tmp_str, row+6, col+1);
2855 /* Damage for the complete attack (if all blows hit) */
2856 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2857 p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2858 p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2859 put_str(tmp_str, row+7, col+1);
2864 * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2865 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2866 * @return 対象になるならTRUEを返す。
2868 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
2870 switch (o_ptr->tval)
2880 if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2889 * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2890 * @param o_ptr オブジェクトの構造体の参照ポインタ。
2891 * @return 対象になるならTRUEを返す。
2893 static bool item_tester_hook_ammo(object_type *o_ptr)
2895 switch (o_ptr->tval)
2910 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2912 * Copies the weapons to compare into the weapon-slot and\n
2913 * compares the values for both weapons.\n
2914 * 武器1つだけで比較をしないなら費用は半額になる。
2915 * @param bcost 基本鑑定費用
2916 * @return 最終的にかかった費用
2918 static int compare_weapons(int bcost)
2922 object_type *o_ptr[2];
2923 object_type orig_weapon;
2927 int wid = 38, mgn = 2;
2928 bool old_character_xtra = character_xtra;
2931 int cost = 0; /* First time no price */
2933 /* Save the screen */
2936 /* Clear the screen */
2939 /* Store copy of original wielded weapon */
2940 i_ptr = &inventory[INVEN_RARM];
2941 object_copy(&orig_weapon, i_ptr);
2943 /* Only compare melee weapons */
2944 item_tester_no_ryoute = TRUE;
2945 item_tester_hook = item_tester_hook_melee_weapon;
2947 /* Get the first weapon */
2948 q = _("第一の武器は?", "What is your first weapon? ");
2949 s = _("比べるものがありません。", "You have nothing to compare.");
2951 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2957 /* Get the item (in the pack) */
2958 o_ptr[0] = &inventory[item];
2964 /* Clear the screen */
2967 /* Only compare melee weapons */
2968 item_tester_no_ryoute = TRUE;
2969 item_tester_hook = item_tester_hook_melee_weapon;
2971 /* Hack -- prevent "icky" message */
2972 character_xtra = TRUE;
2974 /* Diaplay selected weapon's infomation */
2975 for (i = 0; i < n; i++)
2977 int col = (wid * i + mgn);
2979 /* Copy i-th weapon into the weapon slot (if it's not already there) */
2980 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2982 /* Get the new values */
2985 /* List the new values */
2986 list_weapon(o_ptr[i], row, col);
2987 compare_weapon_aux(o_ptr[i], col, row + 8);
2989 /* Copy back the original weapon into the weapon slot */
2990 object_copy(i_ptr, &orig_weapon);
2993 /* Reset the values for the old weapon */
2996 character_xtra = old_character_xtra;
2999 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
3000 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);
3001 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);
3003 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
3004 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
3005 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
3013 if (total + cost > p_ptr->au)
3015 msg_print(_("お金が足りません!", "You don't have enough money!"));
3020 q = _("第二の武器は?", "What is your second weapon? ");
3021 s = _("比べるものがありません。", "You have nothing to compare.");
3023 /* Get the second weapon */
3024 if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
3029 /* Get the item (in the pack) */
3030 o_ptr[1] = &inventory[item2];
3039 /* Restore the screen */
3048 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
3050 * Calculate and display the dodge-rate and the protection-rate
3052 * @param iAC プレイヤーのAC。
3053 * @return 常にTRUEを返す。
3055 static bool eval_ac(int iAC)
3059 "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"
3060 "何パーセント軽減するかを示します。\n"
3061 "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"
3062 "に対してのみ効果があります。\n \n"
3063 "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"
3064 "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"
3065 "敵のレベルとあなたのACによって決定されます。\n \n"
3066 "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"
3067 "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";
3070 "'Protection Rate' means how much damage is reduced by your armor.\n"
3071 "Note that the Protection rate is effective only against normal "
3072 "'attack' and 'shatter' type melee attacks, "
3073 "and has no effect against any other types such as 'poison'.\n \n"
3074 "'Dodge Rate' indicates the success rate on dodging the "
3075 "monster's melee attacks. "
3076 "It is depend on the level of the monster and your AC.\n \n"
3077 "'Average Damage' indicates the expected amount of damage "
3078 "when you are attacked by normal melee attacks with power=100.";
3084 char buf[80*20], *t;
3086 /* AC lower than zero has no effect */
3087 if (iAC < 0) iAC = 0;
3090 protection = 100 * MIN(iAC, 150) / 250;
3096 put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3097 put_str(format("ダメージ軽減率 : %3d%%", protection), row++, 0);
3100 put_str("敵のレベル :", row + 0, 0);
3101 put_str("回避率 :", row + 1, 0);
3102 put_str("ダメージ期待値 :", row + 2, 0);
3104 put_str(format("Your current AC : %3d", iAC), row++, 0);
3105 put_str(format("Protection rate : %3d%%", protection), row++, 0);
3108 put_str("Level of Monster:", row + 0, 0);
3109 put_str("Dodge Rate :", row + 1, 0);
3110 put_str("Average Damage :", row + 2, 0);
3113 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3115 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3116 int dodge; /* 回避率(%) */
3117 int average; /* ダメージ期待値 */
3119 put_str(format("%3d", lvl), row + 0, col);
3122 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3123 put_str(format("%3d%%", dodge), row + 1, col);
3125 /* 100点の攻撃に対してのダメージ期待値を計算 */
3126 average = (100 - dodge) * (100 - protection) / 100;
3127 put_str(format("%3d", average), row + 2, col);
3131 roff_to_buf(memo, 70, buf, sizeof(buf));
3132 for (t = buf; t[0]; t += strlen(t) + 1)
3133 put_str(t, (row++) + 4, 4);
3136 prt("現在のあなたの装備からすると、あなたの防御力は"
3139 prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3152 * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
3153 * @param o_ptr オブジェクトの構造体の参照ポインタ。
3154 * @return 修復対象になるならTRUEを返す。
3156 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
3158 if (o_ptr->tval != TV_SWORD) return FALSE;
3160 switch (o_ptr->sval)
3162 case SV_BROKEN_DAGGER:
3163 case SV_BROKEN_SWORD:
3171 * @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。
3172 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3173 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3174 * @return 修復対象になるならTRUEを返す。
3176 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3179 int cand[TR_FLAG_MAX];
3180 u32b to_flgs[TR_FLAG_SIZE];
3181 u32b from_flgs[TR_FLAG_SIZE];
3183 object_flags(to_ptr, to_flgs);
3184 object_flags(from_ptr, from_flgs);
3186 for (i = 0; i < TR_FLAG_MAX; i++)
3190 case TR_IGNORE_ACID:
3191 case TR_IGNORE_ELEC:
3192 case TR_IGNORE_FIRE:
3193 case TR_IGNORE_COLD:
3202 case TR_FIXED_FLAVOR:
3205 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3207 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3215 int tr_idx = cand[randint0(n)];
3216 add_flag(to_ptr->art_flags, tr_idx);
3217 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3218 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3219 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3220 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3227 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3228 * @param bcost 基本鑑定費用
3231 static int repair_broken_weapon_aux(int bcost)
3235 object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3237 int i, k_idx, dd_bonus, ds_bonus;
3238 char basenm[MAX_NLEN];
3239 cptr q, s; /* For get_item prompt */
3246 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);
3247 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);
3250 q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3251 s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3253 /* Only forge broken weapons */
3254 item_tester_hook = item_tester_hook_broken_weapon;
3256 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3258 /* Get the item (in the pack) */
3259 o_ptr = &inventory[item];
3261 /* It is worthless */
3262 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3264 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3268 /* They are too many */
3269 if (o_ptr->number > 1)
3271 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!"));
3275 /* Display item name */
3276 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3277 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3280 q = _("材料となる武器は?", "Which weapon for material? ");
3281 s = _("材料となる武器がありません。", "You have no material to repair.");
3283 /* Only forge broken weapons */
3284 item_tester_hook = item_tester_hook_melee_weapon;
3286 if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3289 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3293 /* Get the item (in the pack) */
3294 mo_ptr = &inventory[mater];
3296 /* Display item name */
3297 object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3298 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3300 /* Get the value of one of the items (except curses) */
3301 cost = bcost + object_value_real(o_ptr) * 2;
3303 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);
3305 /* Check if the player has enough money */
3306 if (p_ptr->au < cost)
3308 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3309 msg_format(_("%sを修復するだけのゴールドがありません!",
3310 "You do not have the gold to repair %s!"), basenm);
3315 if (o_ptr->sval == SV_BROKEN_DAGGER)
3319 /* Suppress compiler warning */
3322 for (i = 1; i < max_k_idx; i++)
3324 object_kind *k_ptr = &k_info[i];
3326 if (k_ptr->tval != TV_SWORD) continue;
3327 if ((k_ptr->sval == SV_BROKEN_DAGGER) ||
3328 (k_ptr->sval == SV_BROKEN_SWORD) ||
3329 (k_ptr->sval == SV_DOKUBARI)) continue;
3330 if (k_ptr->weight > 99) continue;
3339 else /* TV_BROKEN_SWORD */
3341 /* Repair to a sword or sometimes material's type weapon */
3342 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3346 object_kind *ck_ptr;
3348 k_idx = lookup_kind(tval, SV_ANY);
3349 ck_ptr = &k_info[k_idx];
3351 if (tval == TV_SWORD)
3353 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3354 (ck_ptr->sval == SV_BROKEN_SWORD) ||
3355 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3356 (ck_ptr->sval == SV_DOKUBARI)) continue;
3358 if (tval == TV_POLEARM)
3360 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3361 (ck_ptr->sval == SV_TSURIZAO)) continue;
3363 if (tval == TV_HAFTED)
3365 if ((ck_ptr->sval == SV_GROND) ||
3366 (ck_ptr->sval == SV_WIZSTAFF) ||
3367 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3374 /* Calculate dice bonuses */
3375 dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3376 ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3377 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3378 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3380 /* Change base object */
3381 k_ptr = &k_info[k_idx];
3382 o_ptr->k_idx = k_idx;
3383 o_ptr->weight = k_ptr->weight;
3384 o_ptr->tval = k_ptr->tval;
3385 o_ptr->sval = k_ptr->sval;
3386 o_ptr->dd = k_ptr->dd;
3387 o_ptr->ds = k_ptr->ds;
3389 /* Copy base object's ability */
3390 for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3391 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3392 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
3398 for (i = 0; i < dd_bonus; i++)
3400 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3406 for (i = 0; i < ds_bonus; i++)
3408 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3413 if (have_flag(k_ptr->flags, TR_BLOWS))
3415 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3416 o_ptr->pval = MIN(o_ptr->pval, bmax);
3419 /* Add one random ability from material weapon */
3420 give_one_ability_of_object(o_ptr, mo_ptr);
3422 /* Add to-dam, to-hit and to-ac from material weapon */
3423 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3424 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3425 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3427 if ((o_ptr->name1 == ART_NARSIL) ||
3428 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3429 (object_is_ego(o_ptr) && one_in_(7)))
3432 if (object_is_ego(o_ptr))
3434 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3435 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3438 /* Add one random ability from material weapon */
3439 give_one_ability_of_object(o_ptr, mo_ptr);
3441 /* Add one random activation */
3442 if (!activation_index(o_ptr)) one_activation(o_ptr);
3445 if (o_ptr->name1 == ART_NARSIL)
3447 one_high_resistance(o_ptr);
3451 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3454 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3456 msg_format("$%dで%sに修復しました。", cost, basenm);
3458 msg_format("Repaired into %s for %d gold.", basenm, cost);
3462 /* Remove BROKEN flag */
3463 o_ptr->ident &= ~(IDENT_BROKEN);
3465 /* Add repaired flag */
3466 o_ptr->discount = 99;
3468 /* Decrease material object */
3469 inven_item_increase(mater, -1);
3470 inven_item_optimize(mater);
3473 p_ptr->update |= PU_BONUS;
3476 /* Something happened */
3481 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3482 * @param bcost 基本鑑定費用
3485 static int repair_broken_weapon(int bcost)
3490 cost = repair_broken_weapon_aux(bcost);
3497 * @brief アイテムの強化を行う。 / Enchant item
3498 * @param cost 1回毎の費用
3499 * @param to_hit 命中をアップさせる量
3500 * @param to_dam ダメージをアップさせる量
3501 * @param to_ac ACをアップさせる量
3504 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3510 int maxenchant = (p_ptr->lev / 5);
3511 char tmp_str[MAX_NLEN];
3515 prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3516 prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3518 prt(format(" Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3519 prt(format(" The price for the service is %d gold per item.", cost), 7, 0);
3522 item_tester_no_ryoute = TRUE;
3525 q = _("どのアイテムを改良しますか?", "Improve which item? ");
3526 s = _("改良できるものがありません。", "You have nothing to improve.");
3528 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3530 /* Get the item (in the pack) */
3531 o_ptr = &inventory[item];
3533 /* Check if the player has enough money */
3534 if (p_ptr->au < (cost * o_ptr->number))
3536 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3537 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);
3541 /* Enchant to hit */
3542 for (i = 0; i < to_hit; i++)
3544 if (o_ptr->to_h < maxenchant)
3546 if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3554 /* Enchant to damage */
3555 for (i = 0; i < to_dam; i++)
3557 if (o_ptr->to_d < maxenchant)
3559 if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3568 for (i = 0; i < to_ac; i++)
3570 if (o_ptr->to_a < maxenchant)
3572 if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3584 if (flush_failure) flush();
3587 msg_print(_("改良に失敗した。", "The improvement failed."));
3593 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3595 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3597 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3600 /* Charge the money */
3601 p_ptr->au -= (cost * o_ptr->number);
3603 if (item >= INVEN_RARM) calc_android_exp();
3605 /* Something happened */
3612 * @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
3614 * The player can select the number of charges to add\n
3615 * (up to a limit), and the recharge never fails.\n
3617 * The cost for rods depends on the level of the rod. The prices\n
3618 * for recharging wands and staves are dependent on the cost of\n
3622 static void building_recharge(void)
3631 char tmp_str[MAX_NLEN];
3635 /* Display some info */
3637 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);
3640 /* Only accept legal items */
3641 item_tester_hook = item_tester_hook_recharge;
3644 q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3645 s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3646 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3648 /* Get the item (in the pack) */
3651 o_ptr = &inventory[item];
3654 /* Get the item (on the floor) */
3657 o_ptr = &o_list[0 - item];
3660 k_ptr = &k_info[o_ptr->k_idx];
3663 * We don't want to give the player free info about
3664 * the level of the item or the number of charges.
3666 /* The item must be "known" */
3667 if (!object_is_known(o_ptr))
3669 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!"));
3672 if ((p_ptr->au >= 50) &&
3673 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3680 identify_item(o_ptr);
3683 object_desc(tmp_str, o_ptr, 0);
3684 msg_format(_("%s です。", "You have: %s."), tmp_str);
3686 /* Auto-inscription */
3687 autopick_alter_item(item, FALSE);
3689 /* Update the gold display */
3690 building_prt_gold();
3698 /* Extract the object "level" */
3699 lev = k_info[o_ptr->k_idx].level;
3701 /* Price for a rod */
3702 if (o_ptr->tval == TV_ROD)
3704 if (o_ptr->timeout > 0)
3706 /* Fully recharge */
3707 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3711 /* No recharge necessary */
3713 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
3717 else if (o_ptr->tval == TV_STAFF)
3719 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3720 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3722 /* Pay at least 10 gold per charge */
3723 price = MAX(10, price);
3727 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3728 price = (k_info[o_ptr->k_idx].cost / 10);
3730 /* Pay at least 10 gold per charge */
3731 price = MAX(10, price);
3734 /* Limit the number of charges for wands and staffs */
3735 if (o_ptr->tval == TV_WAND
3736 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3738 if (o_ptr->number > 1)
3740 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
3744 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
3748 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3750 if (o_ptr->number > 1)
3752 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
3756 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
3761 /* Check if the player has enough money */
3762 if (p_ptr->au < price)
3764 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3766 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3768 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3774 if (o_ptr->tval == TV_ROD)
3777 if (get_check(format("そのロッドを$%d で再充填しますか?",
3780 if (get_check(format("Recharge the %s for %d gold? ",
3781 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3785 /* Recharge fully */
3795 if (o_ptr->tval == TV_STAFF)
3796 max_charges = k_ptr->pval - o_ptr->pval;
3798 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3800 /* Get the quantity for staves and wands */
3801 charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3802 MIN(p_ptr->au / price, max_charges));
3805 if (charges < 1) return;
3807 /* Get the new price */
3811 o_ptr->pval += charges;
3813 /* We no longer think the item is empty */
3814 o_ptr->ident &= ~(IDENT_EMPTY);
3818 object_desc(tmp_str, o_ptr, 0);
3820 msg_format("%sを$%d で再充填しました。", tmp_str, price);
3822 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3825 /* Combine / Reorder the pack (later) */
3826 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3829 p_ptr->window |= (PW_INVEN);
3840 * @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
3842 * The player can select the number of charges to add\n
3843 * (up to a limit), and the recharge never fails.\n
3845 * The cost for rods depends on the level of the rod. The prices\n
3846 * for recharging wands and staves are dependent on the cost of\n
3850 static void building_recharge_all(void)
3860 /* Display some info */
3863 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);
3865 /* Calculate cost */
3866 for ( i = 0; i < INVEN_PACK; i++)
3868 o_ptr = &inventory[i];
3870 /* skip non magic device */
3871 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3873 /* need identified */
3874 if (!object_is_known(o_ptr)) total_cost += 50;
3876 /* Extract the object "level" */
3877 lev = k_info[o_ptr->k_idx].level;
3879 k_ptr = &k_info[o_ptr->k_idx];
3881 switch (o_ptr->tval)
3884 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3888 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3889 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3891 /* Pay at least 10 gold per charge */
3892 price = MAX(10, price);
3895 price = (k_ptr->pval - o_ptr->pval) * price;
3899 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3900 price = (k_info[o_ptr->k_idx].cost / 10);
3902 /* Pay at least 10 gold per charge */
3903 price = MAX(10, price);
3906 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3910 /* if price <= 0 then item have enough charge */
3911 if (price > 0) total_cost += price;
3916 msg_print(_("充填する必要はありません。", "No need to recharge."));
3921 /* Check if the player has enough money */
3922 if (p_ptr->au < total_cost)
3924 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 );
3928 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3930 for (i = 0; i < INVEN_PACK; i++)
3932 o_ptr = &inventory[i];
3933 k_ptr = &k_info[o_ptr->k_idx];
3935 /* skip non magic device */
3936 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3939 if (!object_is_known(o_ptr))
3941 identify_item(o_ptr);
3943 /* Auto-inscription */
3944 autopick_alter_item(i, FALSE);
3948 switch (o_ptr->tval)
3954 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3955 /* We no longer think the item is empty */
3956 o_ptr->ident &= ~(IDENT_EMPTY);
3959 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3960 o_ptr->pval = o_ptr->number * k_ptr->pval;
3961 /* We no longer think the item is empty */
3962 o_ptr->ident &= ~(IDENT_EMPTY);
3968 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3971 /* Combine / Reorder the pack (later) */
3972 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3975 p_ptr->window |= (PW_INVEN);
3978 p_ptr->au -= total_cost;
3985 * @brief 町間のテレポートを行うメインルーチン。
3986 * @return テレポート処理を決定したか否か
3988 bool tele_town(void)
3995 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!"));
3999 if (p_ptr->inside_arena || p_ptr->inside_battle)
4001 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
4008 for (i=1;i<max_towns;i++)
4012 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
4014 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
4021 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
4027 prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
4037 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
4038 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;
4042 for (y = 0; y < max_wild_y; y++)
4044 for (x = 0; x < max_wild_x; x++)
4046 if(wilderness[y][x].town == (i-'a'+1))
4048 p_ptr->wilderness_y = y;
4049 p_ptr->wilderness_x = x;
4054 p_ptr->leaving = TRUE;
4056 p_ptr->teleport_town = TRUE;
4062 * @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-
4063 * @return 常にTRUEを返す。
4064 * @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。
4066 static bool research_mon(void)
4074 bool recall = FALSE;
4080 /* XTRA HACK WHATSEARCH */
4086 /* XTRA HACK REMEMBER_IDX */
4087 static int old_sym = '\0';
4088 static int old_i = 0;
4091 /* Save the screen */
4094 /* Get a character, or abort */
4095 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):",
4096 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
4105 /* Find that character info, and describe it */
4106 for (i = 0; ident_info[i]; ++i)
4108 if (sym == ident_info[i][0]) break;
4111 /* XTRA HACK WHATSEARCH */
4112 if (sym == KTRL('A'))
4115 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4117 else if (sym == KTRL('U'))
4120 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4122 else if (sym == KTRL('N'))
4125 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4127 else if (sym == KTRL('M'))
4130 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4139 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4141 else if (ident_info[i])
4143 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4147 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4150 /* Display the result */
4154 /* Allocate the "who" array */
4155 C_MAKE(who, max_r_idx, u16b);
4157 /* Collect matching monsters */
4158 for (n = 0, i = 1; i < max_r_idx; i++)
4160 monster_race *r_ptr = &r_info[i];
4163 if (!r_ptr->name) continue;
4165 /* XTRA HACK WHATSEARCH */
4166 /* Require non-unique monsters if needed */
4167 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4169 /* Require unique monsters if needed */
4170 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4178 for (xx = 0; temp[xx] && xx < 80; xx++)
4181 if (iskanji(temp[xx]))
4187 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4191 strcpy(temp2, r_name + r_ptr->E_name);
4193 strcpy(temp2, r_name + r_ptr->name);
4195 for (xx = 0; temp2[xx] && xx < 80; xx++)
4196 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4199 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4201 if (my_strstr(temp2, temp))
4205 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4208 /* Nothing to recall */
4211 /* Free the "who" array */
4212 C_KILL(who, max_r_idx, u16b);
4224 /* Sort if needed */
4227 /* Select the sort method */
4228 ang_sort_comp = ang_sort_comp_hook;
4229 ang_sort_swap = ang_sort_swap_hook;
4231 /* Sort the array */
4232 ang_sort(who, &why, n);
4236 /* Start at the end */
4237 /* XTRA HACK REMEMBER_IDX */
4238 if (old_sym == sym && old_i < n) i = old_i;
4243 /* Scan the monster memory */
4246 /* Extract a race */
4249 /* Hack -- Begin the prompt */
4252 /* Hack -- Complete the prompt */
4253 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4261 /*** Recall on screen ***/
4263 /* Get maximal info about this monster */
4264 lore_do_probe(r_idx);
4266 /* Save this monster ID */
4267 monster_race_track(r_idx);
4269 /* Hack -- Handle stuff */
4272 /* know every thing mode */
4273 screen_roff(r_idx, 0x01);
4276 /* XTRA HACK REMEMBER_IDX */
4284 /* Normal commands */
4285 if (query != 'r') break;
4292 if (query == ESCAPE) break;
4294 /* Move to "prev" monster */
4300 if (!expand_list) break;
4304 /* Move to "next" monster */
4310 if (!expand_list) break;
4316 /* Re-display the identity */
4317 /* prt(buf, 5, 5);*/
4319 /* Free the "who" array */
4320 C_KILL(who, max_r_idx, u16b);
4325 return (!notpicked);
4330 * @brief 施設の処理実行メインルーチン / Execute a building command
4331 * @param bldg 施設構造体の参照ポインタ
4332 * @param i 実行したい施設のサービステーブルの添字
4335 static void bldg_process_command(building_type *bldg, int i)
4337 int bact = bldg->actions[i];
4342 /* Flush messages XXX XXX XXX */
4347 bcost = bldg->member_costs[i];
4349 bcost = bldg->other_costs[i];
4351 /* action restrictions */
4352 if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4353 ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4355 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4359 /* check gold (HACK - Recharge uses variable costs) */
4360 if ((bact != BACT_RECHARGE) &&
4361 (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4362 ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4364 msg_print(_("お金が足りません!", "You do not have the gold!"));
4373 case BACT_RESEARCH_ITEM:
4374 paid = identify_fully(FALSE);
4376 case BACT_TOWN_HISTORY:
4379 case BACT_RACE_LEGENDS:
4385 case BACT_KING_LEGENDS:
4386 case BACT_ARENA_LEGENDS:
4391 case BACT_ARENA_RULES:
4395 case BACT_IN_BETWEEN:
4397 case BACT_SPIN_WHEEL:
4398 case BACT_DICE_SLOTS:
4399 case BACT_GAMBLE_RULES:
4406 paid = inn_comm(bact);
4408 case BACT_RESEARCH_MONSTER:
4409 paid = research_mon();
4411 case BACT_COMPARE_WEAPONS:
4413 bcost = compare_weapons(bcost);
4415 case BACT_ENCHANT_WEAPON:
4416 item_tester_hook = object_allow_enchant_melee_weapon;
4417 enchant_item(bcost, 1, 1, 0);
4419 case BACT_ENCHANT_ARMOR:
4420 item_tester_hook = object_is_armour;
4421 enchant_item(bcost, 0, 0, 1);
4424 building_recharge();
4426 case BACT_RECHARGE_ALL:
4427 building_recharge_all();
4429 case BACT_IDENTS: /* needs work */
4431 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4433 msg_print(" 持ち物全てが鑑定されました。");
4435 if (!get_check("Do you pay for identify all your possession? ")) break;
4437 msg_print("Your possessions have been identified.");
4442 case BACT_IDENT_ONE: /* needs work */
4443 paid = ident_spell(FALSE);
4448 case BACT_HEALING: /* needs work */
4457 case BACT_RESTORE: /* needs work */
4458 if (do_res_stat(A_STR)) paid = TRUE;
4459 if (do_res_stat(A_INT)) paid = TRUE;
4460 if (do_res_stat(A_WIS)) paid = TRUE;
4461 if (do_res_stat(A_DEX)) paid = TRUE;
4462 if (do_res_stat(A_CON)) paid = TRUE;
4463 if (do_res_stat(A_CHR)) paid = TRUE;
4465 case BACT_ENCHANT_ARROWS:
4466 item_tester_hook = item_tester_hook_ammo;
4467 enchant_item(bcost, 1, 1, 0);
4469 case BACT_ENCHANT_BOW:
4470 item_tester_tval = TV_BOW;
4471 enchant_item(bcost, 1, 1, 0);
4474 if (recall_player(1)) paid = TRUE;
4476 case BACT_TELEPORT_LEVEL:
4482 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4483 show_building(bldg);
4484 if (!select_dungeon) return;
4486 max_depth = d_info[select_dungeon].maxdepth;
4488 /* Limit depth in Angband */
4489 if (select_dungeon == DUNGEON_ANGBAND)
4491 if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4492 else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4494 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
4495 d_name + d_info[select_dungeon].name), max_depth);
4499 p_ptr->word_recall = 1;
4500 p_ptr->recall_dungeon = select_dungeon;
4501 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));
4502 if (record_maxdepth)
4503 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4505 msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4508 p_ptr->redraw |= (PR_STATUS);
4512 case BACT_LOSE_MUTATION:
4513 if (p_ptr->muta1 || p_ptr->muta2 ||
4514 (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4515 (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4516 (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4518 while(!lose_mutation(0));
4523 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4530 case BACT_TSUCHINOKO:
4543 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4544 set_virtue(V_COMPASSION, 0);
4545 set_virtue(V_HONOUR, 0);
4546 set_virtue(V_JUSTICE, 0);
4547 set_virtue(V_SACRIFICE, 0);
4548 set_virtue(V_KNOWLEDGE, 0);
4549 set_virtue(V_FAITH, 0);
4550 set_virtue(V_ENLIGHTEN, 0);
4551 set_virtue(V_ENCHANT, 0);
4552 set_virtue(V_CHANCE, 0);
4553 set_virtue(V_NATURE, 0);
4554 set_virtue(V_HARMONY, 0);
4555 set_virtue(V_VITALITY, 0);
4556 set_virtue(V_UNLIFE, 0);
4557 set_virtue(V_PATIENCE, 0);
4558 set_virtue(V_TEMPERANCE, 0);
4559 set_virtue(V_DILIGENCE, 0);
4560 set_virtue(V_VALOUR, 0);
4561 set_virtue(V_INDIVIDUALISM, 0);
4565 case BACT_TELE_TOWN:
4569 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4571 case BACT_BROKEN_WEAPON:
4573 bcost = repair_broken_weapon(bcost);
4584 * @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
4587 void do_cmd_quest(void)
4591 if (!cave_have_flag_bold(py, px, FF_QUEST_ENTER))
4593 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4598 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."));
4599 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4600 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4601 msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4603 /* Player enters a new quest */
4607 leave_quest_check();
4609 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4610 p_ptr->inside_quest = cave[py][px].special;
4612 p_ptr->leaving = TRUE;
4618 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4621 void do_cmd_bldg(void)
4626 building_type *bldg;
4631 if (!cave_have_flag_bold(py, px, FF_BLDG))
4633 msg_print(_("ここには建物はない。", "You see no building here."));
4637 which = f_info[cave[py][px].feat].subtype;
4639 bldg = &building[which];
4641 /* Don't re-init the wilderness */
4642 reinit_wilderness = FALSE;
4644 if ((which == 2) && (p_ptr->arena_number < 0))
4646 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4649 else if ((which == 2) && p_ptr->inside_arena)
4651 if (!p_ptr->exit_bldg && m_cnt > 0)
4653 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);
4657 /* Don't save the arena as saved floor */
4658 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4660 p_ptr->inside_arena = FALSE;
4661 p_ptr->leaving = TRUE;
4663 /* Re-enter the arena */
4664 command_new = SPECIAL_KEY_BUILDING;
4666 /* No energy needed to re-enter the arena */
4672 else if (p_ptr->inside_battle)
4674 /* Don't save the arena as saved floor */
4675 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4677 p_ptr->leaving = TRUE;
4678 p_ptr->inside_battle = FALSE;
4680 /* Re-enter the monster arena */
4681 command_new = SPECIAL_KEY_BUILDING;
4683 /* No energy needed to re-enter the arena */
4694 /* Forget the lite */
4697 /* Forget the view */
4700 /* Hack -- Increase "icky" depth */
4707 show_building(bldg);
4710 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4717 building_prt_gold();
4721 if (command == ESCAPE)
4724 p_ptr->inside_arena = FALSE;
4725 p_ptr->inside_battle = FALSE;
4729 for (i = 0; i < 8; i++)
4731 if (bldg->letters[i])
4733 if (bldg->letters[i] == command)
4742 bldg_process_command(bldg, i);
4751 select_floor_music();
4753 /* Flush messages XXX XXX XXX */
4757 /* Reinit wilderness to activate quests ... */
4758 if (reinit_wilderness)
4760 p_ptr->leaving = TRUE;
4763 /* Hack -- Decrease "icky" depth */
4766 /* Clear the screen */
4769 /* Update the visuals */
4770 p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4772 /* Redraw entire screen */
4773 p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4776 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4781 * @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
4783 static cptr find_quest[] =
4785 _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4786 _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4787 _("メッセージを見つけた:", "There is a sign saying"),
4788 _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4789 _("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"),
4794 * @brief クエストの導入メッセージを表示する / Discover quest
4795 * @param q_idx 開始されたクエストのID
4797 void quest_discovery(int q_idx)
4799 quest_type *q_ptr = &quest[q_idx];
4800 monster_race *r_ptr = &r_info[q_ptr->r_idx];
4801 int q_num = q_ptr->max_num;
4804 /* No quest index */
4807 strcpy(name, (r_name + r_ptr->name));
4809 msg_print(find_quest[rand_range(0, 4)]);
4816 /* Hack -- "unique" monsters must be "unique" */
4817 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4818 (0 == r_ptr->max_num))
4820 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..."));
4821 /* The unique is already dead */
4822 quest[q_idx].status = QUEST_STATUS_FINISHED;
4825 q_ptr->comptime = playtime;
4829 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);
4834 /* Normal monsters */
4838 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);
4845 * @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。
4846 * / Hack -- Check if a level is a "quest" level
4847 * @param level 検索対象になる階
4848 * @return クエストIDを返す。該当がない場合0を返す。
4850 int quest_number(int level)
4855 if (p_ptr->inside_quest)
4856 return (p_ptr->inside_quest);
4858 for (i = 0; i < max_quests; i++)
4860 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4862 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4863 !(quest[i].flags & QUEST_FLAG_PRESET) &&
4864 (quest[i].level == level) &&
4865 (quest[i].dungeon == dungeon_type))
4869 /* Check for random quest */
4870 return (random_quest_number(level));
4874 * @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。
4875 * @param level 検索対象になる階
4876 * @return クエストIDを返す。該当がない場合0を返す。
4878 int random_quest_number(int level)
4882 if (dungeon_type != DUNGEON_ANGBAND) return 0;
4884 for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4886 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4887 (quest[i].status == QUEST_STATUS_TAKEN) &&
4888 (quest[i].level == level) &&
4889 (quest[i].dungeon == DUNGEON_ANGBAND))