3 * @brief 町の施設処理 / Building commands
6 * Created by Ken Wigle for Kangband - a variant of Angband 2.8.3
9 * Rewritten for Kangband 2.8.3i using Kamband's version of
10 * building.c as written by Ivan Tkatchev
12 * Changed for ZAngband by Robert Ruehlmann
17 #include "main/music-definitions-table.h"
20 #include "core.h" // 暫定、init_flags のため。後で消すかも.
21 #include "core/stuff-handler.h"
22 #include "core/show-file.h"
23 #include "core/special-internal-keys.h"
24 #include "cmd/cmd-dump.h"
25 #include "cmd/cmd-inn.h"
27 #include "floor-events.h"
28 #include "floor-save.h"
29 #include "autopick/autopick.h"
30 #include "object/object-kind.h"
31 #include "object-boost.h"
32 #include "object-flavor.h"
33 #include "object-hook.h"
35 #include "monsterrace-hook.h"
38 #include "world/world.h"
42 #include "market/building.h"
43 #include "dungeon/dungeon.h"
44 #include "mutation/mutation.h"
47 #include "cmd-spell.h"
48 #include "spell/spells3.h"
49 #include "spells-object.h"
50 #include "spells-status.h"
51 #include "realm/realm-hex.h"
52 #include "dungeon/dungeon-file.h"
55 #include "player-status.h"
56 #include "player-effects.h"
57 #include "player-class.h"
58 #include "player-personality.h"
59 #include "player-inventory.h"
62 #include "view/display-main-window.h"
63 #include "monsterrace.h"
64 #include "autopick/autopick.h"
66 #include "market/poker.h"
67 #include "market/building-util.h"
68 #include "market/arena-info-table.h"
69 #include "market/play-gamble.h"
70 #include "view/display-fruit.h"
72 building_type building[MAX_BLDG];
74 MONRACE_IDX battle_mon[4];
80 bool reinit_wilderness = FALSE;
81 MONSTER_IDX today_mon;
84 * @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。
85 * @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、
86 * 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。
87 * @param player_ptr プレーヤーへの参照ポインタ
88 * @param bldg 施設構造体の参照ポインタ
89 * @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。
91 static bool is_owner(player_type *player_ptr, building_type *bldg)
93 if (bldg->member_class[player_ptr->pclass] == BUILDING_OWNER)
98 if (bldg->member_race[player_ptr->prace] == BUILDING_OWNER)
103 REALM_IDX realm1 = player_ptr->realm1;
104 REALM_IDX realm2 = player_ptr->realm2;
105 if ((is_magic(realm1) && (bldg->member_realm[realm1] == BUILDING_OWNER)) ||
106 (is_magic(realm2) && (bldg->member_realm[realm2] == BUILDING_OWNER)))
116 * @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。
118 * @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、
119 * 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。
120 * @param player_ptr プレーヤーへの参照ポインタ
121 * @param bldg 施設構造体の参照ポインタ
122 * @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。
123 * @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。
125 static bool is_member(player_type *player_ptr, building_type *bldg)
127 if (bldg->member_class[player_ptr->pclass])
132 if (bldg->member_race[player_ptr->prace])
137 REALM_IDX realm1 = player_ptr->realm1;
138 REALM_IDX realm2 = player_ptr->realm2;
139 if ((is_magic(realm1) && bldg->member_realm[realm1]) ||
140 (is_magic(realm2) && bldg->member_realm[realm2]))
145 if (player_ptr->pclass != CLASS_SORCERER) return FALSE;
147 for (int i = 0; i < MAX_MAGIC; i++)
149 if (bldg->member_realm[i + 1]) return TRUE;
158 * @param player_ptr プレーヤーへの参照ポインタ
161 static void building_prt_gold(player_type *player_ptr)
164 prt(_("手持ちのお金: ", "Gold Remaining: "), 23, 53);
165 sprintf(tmp_str, "%9ld", (long)player_ptr->au);
166 prt(tmp_str, 23, 68);
171 * @brief 施設のサービス一覧を表示する / Display a building.
172 * @param player_ptr プレーヤーへの参照ポインタ
173 * @param bldg 施設構造体の参照ポインタ
176 static void show_building(player_type *player_ptr, building_type* bldg)
183 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
186 for (int i = 0; i < 8; i++)
188 if (!bldg->letters[i]) continue;
190 if (bldg->action_restr[i] == 0)
192 if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
193 (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
195 action_color = TERM_WHITE;
198 else if (is_owner(player_ptr, bldg))
200 action_color = TERM_YELLOW;
201 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
205 action_color = TERM_YELLOW;
206 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
209 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
210 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
214 if (bldg->action_restr[i] == 1)
216 if (!is_member(player_ptr, bldg))
218 action_color = TERM_L_DARK;
219 strcpy(buff, _("(閉店)", "(closed)"));
221 else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
222 (is_member(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
224 action_color = TERM_WHITE;
227 else if (is_owner(player_ptr, bldg))
229 action_color = TERM_YELLOW;
230 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
234 action_color = TERM_YELLOW;
235 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
238 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
239 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
243 if (!is_owner(player_ptr, bldg))
245 action_color = TERM_L_DARK;
246 strcpy(buff, _("(閉店)", "(closed)"));
248 else if (bldg->member_costs[i] != 0)
250 action_color = TERM_YELLOW;
251 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
255 action_color = TERM_WHITE;
259 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
260 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
263 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
268 * @brief 闘技場に入るコマンドの処理 / arena commands
269 * @param player_ptr プレーヤーへの参照ポインタ
270 * @param cmd 闘技場処理のID
273 static void arena_comm(player_type *player_ptr, int cmd)
278 if (player_ptr->arena_number == MAX_ARENA_MONS)
281 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
282 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);
283 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);
287 player_ptr->au += 1000000L;
288 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
290 player_ptr->arena_number++;
294 if (player_ptr->arena_number > MAX_ARENA_MONS)
296 if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
298 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."));
300 if (get_check(_("挑戦するかね?", "Do you fight? ")))
302 msg_print(_("死ぬがよい。", "Die, maggots."));
305 player_ptr->exit_bldg = FALSE;
306 reset_tim_flags(player_ptr);
308 /* Save the surface floor as saved floor */
309 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
311 player_ptr->current_floor_ptr->inside_arena = TRUE;
312 player_ptr->leaving = TRUE;
313 player_ptr->leave_bldg = TRUE;
317 msg_print(_("残念だ。", "We are disappointed."));
322 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。",
323 "You enter the arena briefly and bask in your glory."));
330 if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
332 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。",
333 "You don't have permission to enter with pet."));
338 player_ptr->exit_bldg = FALSE;
339 reset_tim_flags(player_ptr);
340 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
342 player_ptr->current_floor_ptr->inside_arena = TRUE;
343 player_ptr->leaving = TRUE;
344 player_ptr->leave_bldg = TRUE;
348 if (player_ptr->arena_number == MAX_ARENA_MONS)
350 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。",
351 "You are victorious. Enter the arena for the ceremony."));
355 if (player_ptr->arena_number > MAX_ARENA_MONS)
357 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
362 r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
363 concptr name = (r_name + r_ptr->name);
364 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
366 player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
367 player_ptr->window |= (PW_MONSTER);
368 handle_stuff(player_ptr);
371 case BACT_ARENA_RULES:
374 /* Peruse the arena help file */
375 (void)show_file(player_ptr, TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
383 * @brief モンスター闘技場に参加するモンスターを更新する。
384 * @param player_ptr プレーヤーへの参照ポインタ
387 void update_gambling_monsters(player_type *player_ptr)
395 for (i = 0; i < current_world_ptr->max_d_idx; i++)
397 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
400 mon_level = randint1(MIN(max_dl, 122)) + 5;
401 if (randint0(100) < 60)
403 i = randint1(MIN(max_dl, 122)) + 5;
404 mon_level = MAX(i, mon_level);
407 if (randint0(100) < 30)
409 i = randint1(MIN(max_dl, 122)) + 5;
410 mon_level = MAX(i, mon_level);
417 for (i = 0; i < 4; i++)
423 get_mon_num_prep(player_ptr, monster_can_entry_arena, NULL);
424 r_idx = get_mon_num(player_ptr, mon_level, GMN_ARENA);
425 if (!r_idx) continue;
427 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
429 if ((r_info[r_idx].level + 10) > mon_level) continue;
432 for (j = 0; j < i; j++)
433 if (r_idx == battle_mon[j]) break;
438 battle_mon[i] = r_idx;
439 if (r_info[r_idx].level < 45) tekitou = TRUE;
442 for (i = 0; i < 4; i++)
444 monster_race *r_ptr = &r_info[battle_mon[i]];
445 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
447 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
448 power[i] = r_ptr->hdice * r_ptr->hside * 2;
450 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
451 power[i] = power[i] * (100 + r_ptr->level) / 100;
452 if (r_ptr->speed > 110)
453 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
454 if (r_ptr->speed < 110)
455 power[i] = power[i] * (r_ptr->speed - 20) / 100;
457 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
458 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
459 power[i] = power[i] * 4 / 3;
460 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
461 power[i] = power[i] * 4 / 3;
462 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
463 power[i] = power[i] * 11 / 10;
464 if (r_ptr->flags1 & RF1_RAND_25)
465 power[i] = power[i] * 9 / 10;
466 if (r_ptr->flags1 & RF1_RAND_50)
467 power[i] = power[i] * 9 / 10;
468 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
469 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
473 for (i = 0; i < 4; i++)
475 if (power[i] <= 0) break;
476 power[i] = total * 60 / power[i];
477 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
478 if ((power[i] < 160) && randint0(20)) break;
479 if (power[i] < 101) power[i] = 100 + randint1(5);
480 mon_odds[i] = power[i];
489 * @brief モンスター闘技場のメインルーチン
490 * @param player_ptr プレーヤーへの参照ポインタ
493 static bool kakutoujou(player_type *player_ptr)
497 char out_val[160], tmp_str[80];
500 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
502 update_gambling_monsters(player_ptr);
503 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
509 if (player_ptr->au <= 1)
511 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!"));
520 "Monsters Odds"), 4, 4);
521 for (int i = 0; i < 4; i++)
524 monster_race *r_ptr = &r_info[battle_mon[i]];
526 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i + 1,
527 _(format("%s%s", r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
528 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
529 (long int)mon_odds[i] / 100, (long int)mon_odds[i] % 100);
533 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
544 if (i >= '1' && i <= '4')
546 sel_monster = i - '1';
547 battle_odds = mon_odds[sel_monster];
555 for (int i = 0; i < 4; i++)
556 if (i != sel_monster) clear_bldg(i + 5, i + 5);
558 maxbet = player_ptr->lev * 200;
560 /* We can't bet more than we have */
561 maxbet = MIN(maxbet, player_ptr->au);
565 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
568 * Use get_string() because we may need more than
569 * the s16b value returned by get_quantity().
571 if (!get_string(tmp_str, out_val, 32))
577 for (p = out_val; *p == ' '; p++);
580 if (wager > player_ptr->au)
582 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!"));
588 else if (wager > maxbet)
590 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);
596 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
601 battle_odds = MAX(wager + 1, wager * battle_odds / 100);
603 player_ptr->au -= wager;
604 reset_tim_flags(player_ptr);
606 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
608 player_ptr->phase_out = TRUE;
609 player_ptr->leaving = TRUE;
610 player_ptr->leave_bldg = TRUE;
618 * @brief 本日の賞金首情報を表示する。
619 * @param player_ptr プレーヤーへの参照ポインタ
622 static void today_target(player_type *player_ptr)
625 monster_race *r_ptr = &r_info[today_mon];
628 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
629 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
630 c_put_str(TERM_YELLOW, buf, 6, 10);
631 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
633 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
635 player_ptr->today_mon = today_mon;
640 * @brief ツチノコの賞金首情報を表示する。
643 static void tsuchinoko(void)
646 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
647 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);
648 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
649 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
650 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
655 * @brief 通常の賞金首情報を表示する。
658 static void show_bounty(void)
663 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);
664 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
666 for (int i = 0; i < MAX_BOUNTY; i++)
670 monster_race *r_ptr = &r_info[(current_world_ptr->bounty_r_idx[i] > 10000 ? current_world_ptr->bounty_r_idx[i] - 10000 : current_world_ptr->bounty_r_idx[i])];
672 if (current_world_ptr->bounty_r_idx[i] > 10000)
675 done_mark = _("(済)", "(done)");
683 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
686 if (!y && (i < MAX_BOUNTY - 1))
688 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
698 * 賞金首の報酬テーブル / List of prize object
701 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
702 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
703 } prize_list[MAX_BOUNTY] =
705 {TV_POTION, SV_POTION_CURING},
706 {TV_POTION, SV_POTION_SPEED},
707 {TV_POTION, SV_POTION_SPEED},
708 {TV_POTION, SV_POTION_RESISTANCE},
709 {TV_POTION, SV_POTION_ENLIGHTENMENT},
711 {TV_POTION, SV_POTION_HEALING},
712 {TV_POTION, SV_POTION_RESTORE_MANA},
713 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
714 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
715 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
717 {TV_SCROLL, SV_SCROLL_GENOCIDE},
718 {TV_POTION, SV_POTION_STAR_HEALING},
719 {TV_POTION, SV_POTION_STAR_HEALING},
720 {TV_POTION, SV_POTION_NEW_LIFE},
721 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
723 {TV_POTION, SV_POTION_LIFE},
724 {TV_POTION, SV_POTION_LIFE},
725 {TV_POTION, SV_POTION_AUGMENTATION},
726 {TV_POTION, SV_POTION_INVULNERABILITY},
727 {TV_SCROLL, SV_SCROLL_ARTIFACT},
732 * @brief 賞金首の引き換え処理 / Get prize
733 * @param player_ptr プレーヤーへの参照ポインタ
734 * @return 各種賞金首のいずれかでも換金が行われたか否か。
736 static bool kankin(player_type *player_ptr)
739 GAME_TEXT o_name[MAX_NLEN];
742 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++)
744 o_ptr = &player_ptr->inventory_list[i];
745 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
747 char buf[MAX_NLEN + 20];
748 object_desc(player_ptr, o_name, o_ptr, 0);
749 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
752 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
753 player_ptr->au += 1000000L * o_ptr->number;
754 player_ptr->redraw |= (PR_GOLD);
755 vary_item(player_ptr, i, -o_ptr->number);
762 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
764 o_ptr = &player_ptr->inventory_list[i];
765 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
767 char buf[MAX_NLEN + 20];
768 object_desc(player_ptr, o_name, o_ptr, 0);
769 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
772 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
773 player_ptr->au += 200000L * o_ptr->number;
774 player_ptr->redraw |= (PR_GOLD);
775 vary_item(player_ptr, i, -o_ptr->number);
782 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
784 o_ptr = &player_ptr->inventory_list[i];
785 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
787 char buf[MAX_NLEN + 20];
788 object_desc(player_ptr, o_name, o_ptr, 0);
789 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
792 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
793 player_ptr->au += 100000L * o_ptr->number;
794 player_ptr->redraw |= (PR_GOLD);
795 vary_item(player_ptr, i, -o_ptr->number);
801 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
803 o_ptr = &player_ptr->inventory_list[i];
804 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)))
806 char buf[MAX_NLEN + 20];
807 object_desc(player_ptr, o_name, o_ptr, 0);
808 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
811 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
812 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
813 player_ptr->redraw |= (PR_GOLD);
814 vary_item(player_ptr, i, -o_ptr->number);
820 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
822 o_ptr = &player_ptr->inventory_list[i];
824 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
826 char buf[MAX_NLEN + 20];
827 object_desc(player_ptr, o_name, o_ptr, 0);
828 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
831 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
832 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
833 player_ptr->redraw |= (PR_GOLD);
834 vary_item(player_ptr, i, -o_ptr->number);
841 for (int j = 0; j < MAX_BOUNTY; j++)
843 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--)
845 o_ptr = &player_ptr->inventory_list[i];
846 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j])) continue;
848 char buf[MAX_NLEN + 20];
850 INVENTORY_IDX item_new;
853 object_desc(player_ptr, o_name, o_ptr, 0);
854 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
855 if (!get_check(buf)) continue;
857 vary_item(player_ptr, i, -o_ptr->number);
858 chg_virtue(player_ptr, V_JUSTICE, 5);
859 current_world_ptr->bounty_r_idx[j] += 10000;
861 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
863 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
866 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" : ""));
868 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
869 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
871 object_aware(player_ptr, &forge);
872 object_known(&forge);
875 * Hand it --- Assume there is an empty slot.
876 * Since a corpse is handed at first,
877 * there is at least one empty slot.
879 item_new = inven_carry(player_ptr, &forge);
880 object_desc(player_ptr, o_name, &forge, 0);
881 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
883 autopick_alter_item(player_ptr, item_new, FALSE);
884 handle_stuff(player_ptr);
889 if (change) return TRUE;
891 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."));
898 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
899 * @param player_ptr プレーヤーへの参照ポインタ
900 * @param questnum クエストのID
901 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
904 static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
906 for (int i = 0; i < 10; i++)
908 quest_text[i][0] = '\0';
913 floor_type *floor_ptr = player_ptr->current_floor_ptr;
914 QUEST_IDX old_quest = floor_ptr->inside_quest;
915 floor_ptr->inside_quest = questnum;
917 init_flags = INIT_SHOW_TEXT;
918 if (do_init) init_flags |= INIT_ASSIGN;
920 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
921 floor_ptr->inside_quest = old_quest;
923 GAME_TEXT tmp_str[80];
924 sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
926 prt(quest[questnum].name, 7, 0);
928 for (int i = 0; i < 10; i++)
930 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
935 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
936 * @param player_ptr プレーヤーへの参照ポインタ
939 static void castle_quest(player_type *player_ptr)
942 QUEST_IDX q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
946 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);
951 q_ptr = &quest[q_index];
952 if (q_ptr->status == QUEST_STATUS_COMPLETED)
954 q_ptr->status = QUEST_STATUS_REWARDED;
955 get_questinfo(player_ptr, q_index, FALSE);
956 reinit_wilderness = TRUE;
960 if (q_ptr->status == QUEST_STATUS_FAILED)
962 get_questinfo(player_ptr, q_index, FALSE);
963 q_ptr->status = QUEST_STATUS_FAILED_DONE;
964 reinit_wilderness = TRUE;
968 if (q_ptr->status == QUEST_STATUS_TAKEN)
970 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);
971 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);
972 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);
976 if (q_ptr->status != QUEST_STATUS_UNTAKEN) return;
978 q_ptr->status = QUEST_STATUS_TAKEN;
979 reinit_wilderness = TRUE;
980 if (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL)
982 get_questinfo(player_ptr, q_index, TRUE);
986 if (q_ptr->r_idx == 0)
988 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6), 0);
992 r_ptr = &r_info[q_ptr->r_idx];
993 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
995 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6), 0);
996 r_ptr = &r_info[q_ptr->r_idx];
999 if (q_ptr->max_num == 0)
1001 if (randint1(10) > 7)
1004 q_ptr->max_num = randint1(3) + 1;
1008 concptr name = (r_name + r_ptr->name);
1010 msg_format("クエスト: %sを %d体倒す", name, q_ptr->max_num);
1012 msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
1014 get_questinfo(player_ptr, q_index, TRUE);
1019 * @brief 町に関するヘルプを表示する / Display town history
1020 * @param player_ptr プレーヤーへの参照ポインタ
1023 static void town_history(player_type *player_ptr)
1026 (void)show_file(player_ptr, TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
1032 * @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
1034 * @param mult スレイ倍率(掛け算部分)
1035 * @param div スレイ倍率(割り算部分)
1036 * @param force 理力特別計算フラグ
1039 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
1047 tmp += dam * 60 * 2;
1061 * @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)
1062 * @param player_ptr プレーヤーへの参照ポインタ
1064 * @param mult スレイ倍率(掛け算部分)
1065 * @param div スレイ倍率(割り算部分)
1066 * @param force 理力特別計算フラグ
1068 * @param plus 武器ダメージ修正
1069 * @param meichuu 命中値
1070 * @param dokubari 毒針処理か否か
1071 * @param vorpal_mult 切れ味倍率(掛け算部分)
1072 * @param vorpal_div 切れ味倍率(割り算部分)
1075 static u32b calc_expect_dice(player_type *owner_ptr, u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
1077 dam = calc_slaydam(dam, mult, div, force);
1078 dam = calc_expect_crit(owner_ptr, weight, plus, dam, meichuu, dokubari);
1079 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
1085 * @brief 武器の各条件毎のダメージ期待値を表示する。
1088 * @param mindice ダイス部分最小値
1089 * @param maxdice ダイス部分最大値
1091 * @param dam_bonus ダメージ修正値
1093 * @param color 条件内容の表示色
1095 * Display the damage figure of an object\n
1096 * (used by compare_weapon_aux)\n
1098 * Only accurate for the current weapon, because it includes\n
1099 * the current +dam of the player.\n
1102 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
1104 c_put_str(color, attr, r, c);
1105 GAME_TEXT tmp_str[80];
1106 int mindam = blows * (mindice + dam_bonus);
1107 int maxdam = blows * (maxdice + dam_bonus);
1108 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
1109 put_str(tmp_str, r, c + 8);
1114 * @brief 武器一つ毎のダメージ情報を表示する。
1115 * @param o_ptr オブジェクトの構造体の参照ポインタ。
1116 * @param col 表示する行の上端
1119 * Show the damage figures for the various monster types\n
1121 * Only accurate for the current weapon, because it includes\n
1122 * the current number of blows for the player.\n
1125 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
1127 BIT_FLAGS flgs[TR_FLAG_SIZE];
1128 int blow = owner_ptr->num_blow[0];
1130 bool dokubari = FALSE;
1132 int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
1133 int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
1135 int mindice = eff_dd;
1136 int maxdice = eff_ds * eff_dd;
1139 int vorpal_mult = 1;
1141 int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
1143 object_flags(o_ptr, flgs);
1144 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) dokubari = TRUE;
1146 mindam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
1147 maxdam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
1148 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
1149 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(owner_ptr, HEX_RUNESWORD)))
1151 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
1162 mindam = calc_expect_dice(owner_ptr, mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1163 maxdam = calc_expect_dice(owner_ptr, maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1164 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
1167 if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
1171 mindam = calc_expect_dice(owner_ptr, mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1172 maxdam = calc_expect_dice(owner_ptr, maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1173 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
1176 if (have_flag(flgs, TR_KILL_ANIMAL))
1178 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1179 maxdam = calc_expect_dice(owner_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1180 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
1182 else if (have_flag(flgs, TR_SLAY_ANIMAL))
1184 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1185 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1186 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
1189 if (have_flag(flgs, TR_KILL_EVIL))
1191 mindam = calc_expect_dice(owner_ptr, mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1192 maxdam = calc_expect_dice(owner_ptr, maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1193 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
1195 else if (have_flag(flgs, TR_SLAY_EVIL))
1197 mindam = calc_expect_dice(owner_ptr, mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1198 maxdam = calc_expect_dice(owner_ptr, maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1199 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
1202 if (have_flag(flgs, TR_KILL_HUMAN))
1204 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1205 maxdam = calc_expect_dice(owner_ptr, maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1206 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
1208 else if (have_flag(flgs, TR_SLAY_HUMAN))
1210 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1211 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1212 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
1215 if (have_flag(flgs, TR_KILL_UNDEAD))
1217 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1218 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1219 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
1221 else if (have_flag(flgs, TR_SLAY_UNDEAD))
1223 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1224 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1225 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
1228 if (have_flag(flgs, TR_KILL_DEMON))
1230 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1231 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1232 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
1234 else if (have_flag(flgs, TR_SLAY_DEMON))
1236 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1237 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1238 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
1241 if (have_flag(flgs, TR_KILL_ORC))
1243 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1244 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1245 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
1247 else if (have_flag(flgs, TR_SLAY_ORC))
1249 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1250 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1251 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
1254 if (have_flag(flgs, TR_KILL_TROLL))
1256 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1257 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1258 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
1260 else if (have_flag(flgs, TR_SLAY_TROLL))
1262 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1263 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1264 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
1267 if (have_flag(flgs, TR_KILL_GIANT))
1269 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1270 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1271 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
1273 else if (have_flag(flgs, TR_SLAY_GIANT))
1275 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1276 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1277 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
1280 if (have_flag(flgs, TR_KILL_DRAGON))
1282 mindam = calc_expect_dice(owner_ptr, mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1283 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1284 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
1286 else if (have_flag(flgs, TR_SLAY_DRAGON))
1288 mindam = calc_expect_dice(owner_ptr, mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1289 maxdam = calc_expect_dice(owner_ptr, maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1290 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
1293 if (have_flag(flgs, TR_BRAND_ACID))
1295 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1296 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1297 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
1300 if (have_flag(flgs, TR_BRAND_ELEC))
1302 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1303 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1304 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
1307 if (have_flag(flgs, TR_BRAND_FIRE))
1309 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1310 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1311 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
1314 if (have_flag(flgs, TR_BRAND_COLD))
1316 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1317 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1318 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
1321 if (have_flag(flgs, TR_BRAND_POIS))
1323 mindam = calc_expect_dice(owner_ptr, mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1324 maxdam = calc_expect_dice(owner_ptr, maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
1325 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
1331 * @brief 武器匠における武器一つ毎の完全情報を表示する。
1332 * @param player_type プレーヤーへの参照ポインタ
1333 * @param o_ptr オブジェクトの構造体の参照ポインタ。
1334 * @param row 表示する列の左端
1335 * @param col 表示する行の上端
1337 * Displays all info about a weapon
1339 * Only accurate for the current weapon, because it includes
1340 * various info about the player's +to_dam and number of blows.
1343 static void list_weapon(player_type *player_ptr, object_type *o_ptr, TERM_LEN row, TERM_LEN col)
1345 GAME_TEXT o_name[MAX_NLEN];
1346 GAME_TEXT tmp_str[80];
1348 DICE_NUMBER eff_dd = o_ptr->dd + player_ptr->to_dd[0];
1349 DICE_SID eff_ds = o_ptr->ds + player_ptr->to_ds[0];
1350 HIT_RELIABILITY reli = player_ptr->skill_thn + (player_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
1352 object_desc(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
1353 c_put_str(TERM_YELLOW, o_name, row, col);
1354 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), player_ptr->num_blow[0]);
1355 put_str(tmp_str, row + 1, col);
1357 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
1358 put_str(tmp_str, row + 2, col);
1359 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
1360 (int)hit_chance(player_ptr, reli, 0),
1361 (int)hit_chance(player_ptr, reli, 50),
1362 (int)hit_chance(player_ptr, reli, 100),
1363 (int)hit_chance(player_ptr, reli, 150),
1364 (int)hit_chance(player_ptr, reli, 200));
1365 put_str(tmp_str, row + 3, col);
1366 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
1368 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
1369 (int)(eff_dd + o_ptr->to_d + player_ptr->to_d[0]),
1370 (int)(eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0]));
1371 put_str(tmp_str, row + 6, col + 1);
1373 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
1374 (int)(player_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + player_ptr->to_d[0])),
1375 (int)(player_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0])));
1376 put_str(tmp_str, row + 7, col + 1);
1381 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
1383 * Copies the weapons to compare into the weapon-slot and\n
1384 * compares the values for both weapons.\n
1385 * 武器1つだけで比較をしないなら費用は半額になる。
1386 * @param bcost 基本鑑定費用
1387 * @return 最終的にかかった費用
1389 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
1391 object_type *o_ptr[2];
1392 object_type orig_weapon;
1395 TERM_LEN wid = 38, mgn = 2;
1396 bool old_character_xtra = current_world_ptr->character_xtra;
1399 PRICE cost = 0; /* First time no price */
1403 i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
1404 object_copy(&orig_weapon, i_ptr);
1406 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1407 concptr q = _("第一の武器は?", "What is your first weapon? ");
1408 concptr s = _("比べるものがありません。", "You have nothing to compare.");
1411 o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
1424 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1425 current_world_ptr->character_xtra = TRUE;
1426 for (int i = 0; i < n; i++)
1428 int col = (wid * i + mgn);
1429 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
1431 customer_ptr->update |= PU_BONUS;
1432 handle_stuff(customer_ptr);
1434 list_weapon(customer_ptr, o_ptr[i], row, col);
1435 compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
1436 object_copy(i_ptr, &orig_weapon);
1439 customer_ptr->update |= PU_BONUS;
1440 handle_stuff(customer_ptr);
1442 current_world_ptr->character_xtra = old_character_xtra;
1444 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
1445 put_str("(一番高いダメージが適用されます。複数の倍打効果は足し算されません。)", row + 4, 0);
1446 prt("現在の技量から判断すると、あなたの武器は以下のような威力を発揮します:", 0, 0);
1448 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), 1, (wid + mgn));
1449 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
1450 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
1455 if (ch != 's') break;
1457 if (total + cost > customer_ptr->au)
1459 msg_print(_("お金が足りません!", "You don't have enough money!"));
1464 q = _("第二の武器は?", "What is your second weapon? ");
1465 s = _("比べるものがありません。", "You have nothing to compare.");
1467 o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
1468 if (!o_ptr[1]) continue;
1481 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
1483 * Calculate and display the dodge-rate and the protection-rate
1485 * @param iAC プレイヤーのAC。
1486 * @return 常にTRUEを返す。
1488 static bool eval_ac(ARMOUR_CLASS iAC)
1492 "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"
1493 "何パーセント軽減するかを示します。\n"
1494 "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"
1495 "に対してのみ効果があります。\n \n"
1496 "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"
1497 "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"
1498 "敵のレベルとあなたのACによって決定されます。\n \n"
1499 "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"
1500 "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";
1503 "'Protection Rate' means how much damage is reduced by your armor.\n"
1504 "Note that the Protection rate is effective only against normal "
1505 "'attack' and 'shatter' type melee attacks, "
1506 "and has no effect against any other types such as 'poison'.\n \n"
1507 "'Dodge Rate' indicates the success rate on dodging the "
1508 "monster's melee attacks. "
1509 "It is depend on the level of the monster and your AC.\n \n"
1510 "'Average Damage' indicates the expected amount of damage "
1511 "when you are attacked by normal melee attacks with power=100.";
1515 TERM_LEN col, row = 2;
1517 char buf[80 * 20], *t;
1519 if (iAC < 0) iAC = 0;
1521 protection = 100 * MIN(iAC, 150) / 250;
1525 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
1526 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
1529 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
1530 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
1531 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
1533 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
1535 int quality = 60 + lvl * 3; /* attack quality with power 60 */
1536 int dodge; /* 回避率(%) */
1537 int average; /* ダメージ期待値 */
1539 put_str(format("%3d", lvl), row + 0, col);
1542 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
1543 put_str(format("%3d%%", dodge), row + 1, col);
1545 /* 100点の攻撃に対してのダメージ期待値を計算 */
1546 average = (100 - dodge) * (100 - protection) / 100;
1547 put_str(format("%3d", average), row + 2, col);
1550 roff_to_buf(memo, 70, buf, sizeof(buf));
1551 for (t = buf; t[0]; t += strlen(t) + 1)
1552 put_str(t, (row++) + 4, 4);
1554 prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
1565 * @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。
1566 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
1567 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
1568 * @return 修復対象になるならTRUEを返す。
1570 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
1572 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
1573 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
1574 object_flags(to_ptr, to_flgs);
1575 object_flags(from_ptr, from_flgs);
1578 int cand[TR_FLAG_MAX];
1579 for (int i = 0; i < TR_FLAG_MAX; i++)
1583 case TR_IGNORE_ACID:
1584 case TR_IGNORE_ELEC:
1585 case TR_IGNORE_FIRE:
1586 case TR_IGNORE_COLD:
1595 case TR_FIXED_FLAVOR:
1598 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
1600 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
1607 int tr_idx = cand[randint0(n)];
1608 add_flag(to_ptr->art_flags, tr_idx);
1609 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
1610 int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
1611 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
1612 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
1617 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
1618 * @param player_ptr プレーヤーへの参照ポインタ
1619 * @param bcost 基本修復費用
1622 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
1626 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);
1627 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);
1629 concptr q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
1630 concptr s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
1631 item_tester_hook = item_tester_hook_broken_weapon;
1635 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
1636 if (!o_ptr) return 0;
1638 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
1640 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
1644 if (o_ptr->number > 1)
1646 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!"));
1650 char basenm[MAX_NLEN];
1651 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
1652 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
1654 q = _("材料となる武器は?", "Which weapon for material? ");
1655 s = _("材料となる武器がありません。", "You have no material to repair.");
1657 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1659 object_type *mo_ptr;
1660 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
1661 if (!mo_ptr) return 0;
1664 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
1668 object_desc(player_ptr, basenm, mo_ptr, OD_NAME_ONLY);
1669 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
1670 PRICE cost = bcost + object_value_real(o_ptr) * 2;
1671 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;
1673 if (player_ptr->au < cost)
1675 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
1676 msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
1681 player_ptr->total_weight -= o_ptr->weight;
1682 KIND_OBJECT_IDX k_idx;
1683 if (o_ptr->sval == SV_BROKEN_DAGGER)
1687 for (KIND_OBJECT_IDX j = 1; j < max_k_idx; j++)
1689 object_kind *k_aux_ptr = &k_info[j];
1691 if (k_aux_ptr->tval != TV_SWORD) continue;
1692 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
1693 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
1694 (k_aux_ptr->sval == SV_POISON_NEEDLE)) continue;
1695 if (k_aux_ptr->weight > 99) continue;
1706 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
1709 object_kind *ck_ptr;
1710 k_idx = lookup_kind(tval, SV_ANY);
1711 ck_ptr = &k_info[k_idx];
1713 if (tval == TV_SWORD)
1715 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
1716 (ck_ptr->sval == SV_BROKEN_SWORD) ||
1717 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
1718 (ck_ptr->sval == SV_POISON_NEEDLE)) continue;
1720 if (tval == TV_POLEARM)
1722 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
1723 (ck_ptr->sval == SV_TSURIZAO)) continue;
1725 if (tval == TV_HAFTED)
1727 if ((ck_ptr->sval == SV_GROND) ||
1728 (ck_ptr->sval == SV_WIZSTAFF) ||
1729 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
1736 int dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
1737 int ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
1738 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
1739 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
1742 k_ptr = &k_info[k_idx];
1743 o_ptr->k_idx = k_idx;
1744 o_ptr->weight = k_ptr->weight;
1745 o_ptr->tval = k_ptr->tval;
1746 o_ptr->sval = k_ptr->sval;
1747 o_ptr->dd = k_ptr->dd;
1748 o_ptr->ds = k_ptr->ds;
1750 for (int i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
1751 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
1752 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte)k_ptr->act_idx;
1757 for (int i = 1; i < dd_bonus; i++)
1759 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
1766 for (int i = 1; i < ds_bonus; i++)
1768 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
1772 if (have_flag(k_ptr->flags, TR_BLOWS))
1774 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
1775 o_ptr->pval = MIN(o_ptr->pval, bmax);
1778 give_one_ability_of_object(o_ptr, mo_ptr);
1779 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
1780 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
1781 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
1783 if ((o_ptr->name1 == ART_NARSIL) ||
1784 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
1785 (object_is_ego(o_ptr) && one_in_(7)))
1787 if (object_is_ego(o_ptr))
1789 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1790 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1793 give_one_ability_of_object(o_ptr, mo_ptr);
1794 if (!activation_index(o_ptr)) one_activation(o_ptr);
1796 if (o_ptr->name1 == ART_NARSIL)
1798 one_high_resistance(o_ptr);
1802 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptional."));
1805 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
1807 msg_format("$%dで%sに修復しました。", cost, basenm);
1809 msg_format("Repaired into %s for %d gold.", basenm, cost);
1812 o_ptr->ident &= ~(IDENT_BROKEN);
1813 o_ptr->discount = 99;
1815 player_ptr->total_weight += o_ptr->weight;
1816 calc_android_exp(player_ptr);
1817 inven_item_increase(player_ptr, mater, -1);
1818 inven_item_optimize(player_ptr, mater);
1820 player_ptr->update |= PU_BONUS;
1821 handle_stuff(player_ptr);
1827 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
1828 * @param player_ptr プレーヤーへの参照ポインタ
1829 * @param bcost 基本鑑定費用
1832 static int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
1836 cost = repair_broken_weapon_aux(player_ptr, bcost);
1843 * @brief アイテムの強化を行う。 / Enchant item
1844 * @param player_ptr プレーヤーへの参照ポインタ
1845 * @param cost 1回毎の費用
1846 * @param to_hit 命中をアップさせる量
1847 * @param to_dam ダメージをアップさせる量
1848 * @param to_ac ACをアップさせる量
1849 * @return 実際に行ったらTRUE
1851 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac, OBJECT_TYPE_VALUE item_tester_tval)
1854 int maxenchant = (player_ptr->lev / 5);
1855 prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
1856 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
1858 concptr q = _("どのアイテムを改良しますか?", "Improve which item? ");
1859 concptr s = _("改良できるものがありません。", "You have nothing to improve.");
1863 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
1864 if (!o_ptr) return FALSE;
1866 char tmp_str[MAX_NLEN];
1867 if (player_ptr->au < (cost * o_ptr->number))
1869 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
1870 msg_format(_("%sを改良するだけのゴールドがありません!", "You do not have the gold to improve %s!"), tmp_str);
1875 for (int i = 0; i < to_hit; i++)
1877 if ((o_ptr->to_h < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
1884 for (int i = 0; i < to_dam; i++)
1886 if ((o_ptr->to_d < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
1893 for (int i = 0; i < to_ac; i++)
1895 if ((o_ptr->to_a < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
1904 if (flush_failure) flush();
1905 msg_print(_("改良に失敗した。", "The improvement failed."));
1909 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
1911 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
1913 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
1916 player_ptr->au -= (cost * o_ptr->number);
1917 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
1923 * @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staffs
1925 * The player can select the number of charges to add\n
1926 * (up to a limit), and the recharge never fails.\n
1928 * The cost for rods depends on the level of the rod. The prices\n
1929 * for recharging wands and staffs are dependent on the cost of\n
1931 * @param player_ptr プレーヤーへの参照ポインタ
1934 static void building_recharge(player_type *player_ptr)
1938 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);
1939 item_tester_hook = item_tester_hook_recharge;
1941 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1942 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1946 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1950 k_ptr = &k_info[o_ptr->k_idx];
1953 * We don't want to give the player free info about
1954 * the level of the item or the number of charges.
1956 /* The item must be "known" */
1957 char tmp_str[MAX_NLEN];
1958 if (!object_is_known(o_ptr))
1960 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!"));
1963 if ((player_ptr->au >= 50) &&
1964 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
1967 player_ptr->au -= 50;
1968 identify_item(player_ptr, o_ptr);
1969 object_desc(player_ptr, tmp_str, o_ptr, 0);
1970 msg_format(_("%s です。", "You have: %s."), tmp_str);
1972 autopick_alter_item(player_ptr, item, FALSE);
1973 building_prt_gold(player_ptr);
1979 DEPTH lev = k_info[o_ptr->k_idx].level;
1981 if (o_ptr->tval == TV_ROD)
1983 if (o_ptr->timeout > 0)
1985 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
1990 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
1994 else if (o_ptr->tval == TV_STAFF)
1996 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
1997 price = MAX(10, price);
2001 price = (k_info[o_ptr->k_idx].cost / 10);
2002 price = MAX(10, price);
2005 if (o_ptr->tval == TV_WAND
2006 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
2008 if (o_ptr->number > 1)
2010 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
2014 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
2019 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
2021 if (o_ptr->number > 1)
2023 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
2027 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
2033 if (player_ptr->au < price)
2035 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
2037 msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
2039 msg_format("You need %d gold to recharge %s!", price, tmp_str);
2044 PARAMETER_VALUE charges;
2045 if (o_ptr->tval == TV_ROD)
2048 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
2050 if (get_check(format("Recharge the %s for %d gold? ",
2051 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
2065 if (o_ptr->tval == TV_STAFF)
2066 max_charges = k_ptr->pval - o_ptr->pval;
2068 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
2070 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
2071 MIN(player_ptr->au / price, max_charges));
2073 if (charges < 1) return;
2076 o_ptr->pval += charges;
2077 o_ptr->ident &= ~(IDENT_EMPTY);
2080 object_desc(player_ptr, tmp_str, o_ptr, 0);
2082 msg_format("%sを$%d で再充填しました。", tmp_str, price);
2084 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
2086 player_ptr->update |= (PU_COMBINE | PU_REORDER);
2087 player_ptr->window |= (PW_INVEN);
2088 player_ptr->au -= price;
2093 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staffs
2095 * The player can select the number of charges to add\n
2096 * (up to a limit), and the recharge never fails.\n
2098 * The cost for rods depends on the level of the rod. The prices\n
2099 * for recharging wands and staffs are dependent on the cost of\n
2101 * @param player_ptr プレーヤーへの参照ポインタ
2104 static void building_recharge_all(player_type *player_ptr)
2108 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
2111 PRICE total_cost = 0;
2112 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
2115 o_ptr = &player_ptr->inventory_list[i];
2117 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
2118 if (!object_is_known(o_ptr)) total_cost += 50;
2120 DEPTH lev = k_info[o_ptr->k_idx].level;
2122 k_ptr = &k_info[o_ptr->k_idx];
2124 switch (o_ptr->tval)
2127 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
2131 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
2132 price = MAX(10, price);
2133 price = (k_ptr->pval - o_ptr->pval) * price;
2137 price = (k_info[o_ptr->k_idx].cost / 10);
2138 price = MAX(10, price);
2139 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
2143 if (price > 0) total_cost += price;
2148 msg_print(_("充填する必要はありません。", "No need to recharge."));
2153 if (player_ptr->au < total_cost)
2155 msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost);
2160 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
2162 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
2165 o_ptr = &player_ptr->inventory_list[i];
2167 k_ptr = &k_info[o_ptr->k_idx];
2169 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
2171 if (!object_is_known(o_ptr))
2173 identify_item(player_ptr, o_ptr);
2174 autopick_alter_item(player_ptr, i, FALSE);
2177 switch (o_ptr->tval)
2183 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
2185 o_ptr->ident &= ~(IDENT_EMPTY);
2188 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
2189 o_ptr->pval = o_ptr->number * k_ptr->pval;
2191 o_ptr->ident &= ~(IDENT_EMPTY);
2196 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
2198 player_ptr->update |= (PU_COMBINE | PU_REORDER);
2199 player_ptr->window |= (PW_INVEN);
2200 player_ptr->au -= total_cost;
2205 * @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-
2206 * @param player_ptr プレーヤーへの参照ポインタ
2207 * @return 常にTRUEを返す。
2208 * @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。
2210 static bool research_mon(player_type *player_ptr)
2214 bool recall = FALSE;
2223 static int old_sym = '\0';
2224 static IDX old_i = 0;
2228 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):",
2229 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
2237 for (i = 0; ident_info[i]; ++i)
2239 if (sym == ident_info[i][0]) break;
2242 /* XTRA HACK WHATSEARCH */
2243 if (sym == KTRL('A'))
2246 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
2248 else if (sym == KTRL('U'))
2251 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
2253 else if (sym == KTRL('N'))
2256 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
2258 else if (sym == KTRL('M'))
2261 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"), temp, 70))
2269 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
2271 else if (ident_info[i])
2273 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
2277 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
2280 /* Display the result */
2283 /* Allocate the "who" array */
2284 C_MAKE(who, max_r_idx, MONRACE_IDX);
2286 /* Collect matching monsters */
2288 for (i = 1; i < max_r_idx; i++)
2290 monster_race *r_ptr = &r_info[i];
2293 if (!r_ptr->name) continue;
2295 /* XTRA HACK WHATSEARCH */
2296 /* Require non-unique monsters if needed */
2297 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
2299 /* Require unique monsters if needed */
2300 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
2305 for (int xx = 0; temp[xx] && xx < 80; xx++)
2308 if (iskanji(temp[xx]))
2314 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
2319 strcpy(temp2, r_name + r_ptr->E_name);
2321 strcpy(temp2, r_name + r_ptr->name);
2323 for (int xx = 0; temp2[xx] && xx < 80; xx++)
2325 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
2329 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
2331 if (my_strstr(temp2, temp))
2335 else if (all || (r_ptr->d_char == sym))
2343 C_KILL(who, max_r_idx, MONRACE_IDX);
2354 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2357 if (old_sym == sym && old_i < n) i = old_i;
2366 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
2371 lore_do_probe(player_ptr, r_idx);
2372 monster_race_track(player_ptr, r_idx);
2373 handle_stuff(player_ptr);
2374 screen_roff(player_ptr, r_idx, 0x01);
2381 if (query != 'r') break;
2386 if (query == ESCAPE) break;
2393 if (!expand_list) break;
2402 if (!expand_list) break;
2406 C_KILL(who, max_r_idx, MONRACE_IDX);
2413 * @brief 施設の処理実行メインルーチン / Execute a building command
2414 * @param player_ptr プレーヤーへの参照ポインタ
2415 * @param bldg 施設構造体の参照ポインタ
2416 * @param i 実行したい施設のサービステーブルの添字
2419 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
2425 if (is_owner(player_ptr, bldg))
2426 bcost = bldg->member_costs[i];
2428 bcost = bldg->other_costs[i];
2430 /* action restrictions */
2431 if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) ||
2432 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
2434 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
2438 BACT_IDX bact = bldg->actions[i];
2439 if ((bact != BACT_RECHARGE) &&
2440 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
2441 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
2443 msg_print(_("お金が足りません!", "You do not have the gold!"));
2453 case BACT_RESEARCH_ITEM:
2454 paid = identify_fully(player_ptr, FALSE, 0);
2456 case BACT_TOWN_HISTORY:
2457 town_history(player_ptr);
2459 case BACT_RACE_LEGENDS:
2460 race_legends(player_ptr);
2463 castle_quest(player_ptr);
2465 case BACT_KING_LEGENDS:
2466 case BACT_ARENA_LEGENDS:
2468 show_highclass(player_ptr);
2471 case BACT_ARENA_RULES:
2473 arena_comm(player_ptr, bact);
2475 case BACT_IN_BETWEEN:
2477 case BACT_SPIN_WHEEL:
2478 case BACT_DICE_SLOTS:
2479 case BACT_GAMBLE_RULES:
2481 gamble_comm(player_ptr, bact);
2486 paid = inn_comm(player_ptr, bact);
2488 case BACT_RESEARCH_MONSTER:
2489 paid = research_mon(player_ptr);
2491 case BACT_COMPARE_WEAPONS:
2493 bcost = compare_weapons(player_ptr, bcost);
2495 case BACT_ENCHANT_WEAPON:
2496 item_tester_hook = object_allow_enchant_melee_weapon;
2497 enchant_item(player_ptr, bcost, 1, 1, 0, 0);
2499 case BACT_ENCHANT_ARMOR:
2500 item_tester_hook = object_is_armour;
2501 enchant_item(player_ptr, bcost, 0, 0, 1, 0);
2504 building_recharge(player_ptr);
2506 case BACT_RECHARGE_ALL:
2507 building_recharge_all(player_ptr);
2510 if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
2511 identify_pack(player_ptr);
2512 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
2515 case BACT_IDENT_ONE:
2516 paid = ident_spell(player_ptr, FALSE, 0);
2519 do_cmd_study(player_ptr);
2522 paid = cure_critical_wounds(player_ptr, 200);
2525 paid = restore_all_status(player_ptr);
2527 case BACT_ENCHANT_ARROWS:
2528 item_tester_hook = item_tester_hook_ammo;
2529 enchant_item(player_ptr, bcost, 1, 1, 0, 0);
2531 case BACT_ENCHANT_BOW:
2532 enchant_item(player_ptr, bcost, 1, 1, 0, TV_BOW);
2536 if (recall_player(player_ptr, 1)) paid = TRUE;
2539 case BACT_TELEPORT_LEVEL:
2541 paid = free_level_recall(player_ptr);
2544 case BACT_LOSE_MUTATION:
2545 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
2546 (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
2548 while (!lose_mutation(player_ptr, 0));
2553 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
2558 kakutoujou(player_ptr);
2561 case BACT_TSUCHINOKO:
2570 today_target(player_ptr);
2578 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
2579 set_virtue(player_ptr, V_COMPASSION, 0);
2580 set_virtue(player_ptr, V_HONOUR, 0);
2581 set_virtue(player_ptr, V_JUSTICE, 0);
2582 set_virtue(player_ptr, V_SACRIFICE, 0);
2583 set_virtue(player_ptr, V_KNOWLEDGE, 0);
2584 set_virtue(player_ptr, V_FAITH, 0);
2585 set_virtue(player_ptr, V_ENLIGHTEN, 0);
2586 set_virtue(player_ptr, V_ENCHANT, 0);
2587 set_virtue(player_ptr, V_CHANCE, 0);
2588 set_virtue(player_ptr, V_NATURE, 0);
2589 set_virtue(player_ptr, V_HARMONY, 0);
2590 set_virtue(player_ptr, V_VITALITY, 0);
2591 set_virtue(player_ptr, V_UNLIFE, 0);
2592 set_virtue(player_ptr, V_PATIENCE, 0);
2593 set_virtue(player_ptr, V_TEMPERANCE, 0);
2594 set_virtue(player_ptr, V_DILIGENCE, 0);
2595 set_virtue(player_ptr, V_VALOUR, 0);
2596 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
2597 get_virtues(player_ptr);
2601 case BACT_TELE_TOWN:
2602 paid = tele_town(player_ptr);
2606 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
2609 case BACT_BROKEN_WEAPON:
2611 bcost = repair_broken_weapon(player_ptr, bcost);
2615 if (paid) player_ptr->au -= bcost;
2620 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
2621 * @param プレーヤーへの参照ポインタ
2624 void do_cmd_bldg(player_type *player_ptr)
2626 if (player_ptr->wild_mode) return;
2628 take_turn(player_ptr, 100);
2630 if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
2632 msg_print(_("ここには建物はない。", "You see no building here."));
2636 int which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
2638 building_type *bldg;
2639 bldg = &building[which];
2641 reinit_wilderness = FALSE;
2643 if ((which == 2) && (player_ptr->arena_number < 0))
2645 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
2648 else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
2650 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
2652 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);
2656 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
2657 player_ptr->current_floor_ptr->inside_arena = FALSE;
2658 player_ptr->leaving = TRUE;
2659 command_new = SPECIAL_KEY_BUILDING;
2660 free_turn(player_ptr);
2665 else if (player_ptr->phase_out)
2667 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
2668 player_ptr->leaving = TRUE;
2669 player_ptr->phase_out = FALSE;
2670 command_new = SPECIAL_KEY_BUILDING;
2671 free_turn(player_ptr);
2676 player_ptr->oldpy = player_ptr->y;
2677 player_ptr->oldpx = player_ptr->x;
2680 forget_lite(player_ptr->current_floor_ptr);
2681 forget_view(player_ptr->current_floor_ptr);
2682 current_world_ptr->character_icky++;
2688 show_building(player_ptr, bldg);
2689 player_ptr->leave_bldg = FALSE;
2690 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
2693 while (!player_ptr->leave_bldg)
2698 building_prt_gold(player_ptr);
2700 char command = inkey();
2702 if (command == ESCAPE)
2704 player_ptr->leave_bldg = TRUE;
2705 player_ptr->current_floor_ptr->inside_arena = FALSE;
2706 player_ptr->phase_out = FALSE;
2711 for (i = 0; i < 8; i++)
2713 if (bldg->letters[i] && (bldg->letters[i] == command))
2720 if (validcmd) bldg_process_command(player_ptr, bldg, i);
2722 handle_stuff(player_ptr);
2725 select_floor_music(player_ptr);
2730 if (reinit_wilderness) player_ptr->leaving = TRUE;
2732 current_world_ptr->character_icky--;
2735 player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
2736 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
2737 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2742 * @brief 今日の賞金首を確定する / Determine today's bounty monster
2743 * @param player_type プレーヤーへの参照ポインタ
2745 * @note conv_old is used if loaded 0.0.3 or older save file
2747 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
2752 for (i = 0; i < current_world_ptr->max_d_idx; i++)
2754 if (max_dlv[i] < d_info[i].mindepth) continue;
2755 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
2760 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
2763 get_mon_num_prep(player_ptr, NULL, NULL);
2767 today_mon = get_mon_num(player_ptr, max_dl, GMN_ARENA);
2768 monster_race *r_ptr;
2769 r_ptr = &r_info[today_mon];
2771 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2772 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
2773 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
2774 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
2775 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
2776 if (r_ptr->rarity > 10) continue;
2783 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
2784 * @param player_ptr プレーヤーへの参照ポインタ
2787 void determine_bounty_uniques(player_type *player_ptr)
2789 get_mon_num_prep(player_ptr, NULL, NULL);
2790 for (int i = 0; i < MAX_BOUNTY; i++)
2794 current_world_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, MAX_DEPTH - 1, GMN_ARENA);
2795 monster_race *r_ptr;
2796 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
2798 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
2800 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
2803 if (r_ptr->rarity > 100) continue;
2805 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
2809 for (j = 0; j < i; j++)
2811 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
2819 for (int i = 0; i < MAX_BOUNTY - 1; i++)
2821 for (int j = i; j < MAX_BOUNTY; j++)
2824 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
2826 tmp = current_world_ptr->bounty_r_idx[i];
2827 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
2828 current_world_ptr->bounty_r_idx[j] = tmp;