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"
21 #include "core/show-file.h"
22 #include "cmd/cmd-dump.h"
23 #include "cmd/cmd-inn.h"
25 #include "floor-events.h"
26 #include "floor-save.h"
27 #include "autopick/autopick.h"
28 #include "object/object-kind.h"
29 #include "object-boost.h"
30 #include "object-flavor.h"
31 #include "object-hook.h"
33 #include "monsterrace-hook.h"
40 #include "market/building.h"
45 #include "cmd-spell.h"
47 #include "spells-object.h"
48 #include "spells-status.h"
49 #include "realm/realm-hex.h"
50 #include "dungeon-file.h"
53 #include "player-status.h"
54 #include "player-effects.h"
55 #include "player-class.h"
56 #include "player-personality.h"
57 #include "player-inventory.h"
60 #include "view/display-main-window.h"
61 #include "monsterrace.h"
62 #include "autopick/autopick.h"
64 #include "market/poker.h"
65 #include "market/building-util.h"
66 #include "market/arena-info-table.h"
67 #include "market/play-gamble.h"
68 #include "view/display-fruit.h"
70 building_type building[MAX_BLDG];
72 MONRACE_IDX battle_mon[4];
78 bool reinit_wilderness = FALSE;
79 MONSTER_IDX today_mon;
82 * @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。
83 * @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、
84 * 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。
85 * @param player_ptr プレーヤーへの参照ポインタ
86 * @param bldg 施設構造体の参照ポインタ
87 * @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。
89 static bool is_owner(player_type *player_ptr, building_type *bldg)
91 if (bldg->member_class[player_ptr->pclass] == BUILDING_OWNER)
96 if (bldg->member_race[player_ptr->prace] == BUILDING_OWNER)
101 REALM_IDX realm1 = player_ptr->realm1;
102 REALM_IDX realm2 = player_ptr->realm2;
103 if ((is_magic(realm1) && (bldg->member_realm[realm1] == BUILDING_OWNER)) ||
104 (is_magic(realm2) && (bldg->member_realm[realm2] == BUILDING_OWNER)))
114 * @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。
116 * @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、
117 * 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。
118 * @param player_ptr プレーヤーへの参照ポインタ
119 * @param bldg 施設構造体の参照ポインタ
120 * @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。
121 * @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。
123 static bool is_member(player_type *player_ptr, building_type *bldg)
125 if (bldg->member_class[player_ptr->pclass])
130 if (bldg->member_race[player_ptr->prace])
135 REALM_IDX realm1 = player_ptr->realm1;
136 REALM_IDX realm2 = player_ptr->realm2;
137 if ((is_magic(realm1) && bldg->member_realm[realm1]) ||
138 (is_magic(realm2) && bldg->member_realm[realm2]))
143 if (player_ptr->pclass != CLASS_SORCERER) return FALSE;
145 for (int i = 0; i < MAX_MAGIC; i++)
147 if (bldg->member_realm[i + 1]) return TRUE;
156 * @param player_ptr プレーヤーへの参照ポインタ
159 static void building_prt_gold(player_type *player_ptr)
162 prt(_("手持ちのお金: ", "Gold Remaining: "), 23, 53);
163 sprintf(tmp_str, "%9ld", (long)player_ptr->au);
164 prt(tmp_str, 23, 68);
169 * @brief 施設のサービス一覧を表示する / Display a building.
170 * @param player_ptr プレーヤーへの参照ポインタ
171 * @param bldg 施設構造体の参照ポインタ
174 static void show_building(player_type *player_ptr, building_type* bldg)
181 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
184 for (int i = 0; i < 8; i++)
186 if (!bldg->letters[i]) continue;
188 if (bldg->action_restr[i] == 0)
190 if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
191 (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
193 action_color = TERM_WHITE;
196 else if (is_owner(player_ptr, bldg))
198 action_color = TERM_YELLOW;
199 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
203 action_color = TERM_YELLOW;
204 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
207 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
208 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
212 if (bldg->action_restr[i] == 1)
214 if (!is_member(player_ptr, bldg))
216 action_color = TERM_L_DARK;
217 strcpy(buff, _("(閉店)", "(closed)"));
219 else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
220 (is_member(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
222 action_color = TERM_WHITE;
225 else if (is_owner(player_ptr, bldg))
227 action_color = TERM_YELLOW;
228 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
232 action_color = TERM_YELLOW;
233 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
236 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
237 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
241 if (!is_owner(player_ptr, bldg))
243 action_color = TERM_L_DARK;
244 strcpy(buff, _("(閉店)", "(closed)"));
246 else if (bldg->member_costs[i] != 0)
248 action_color = TERM_YELLOW;
249 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
253 action_color = TERM_WHITE;
257 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
258 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
261 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
266 * @brief 闘技場に入るコマンドの処理 / arena commands
267 * @param player_ptr プレーヤーへの参照ポインタ
268 * @param cmd 闘技場処理のID
271 static void arena_comm(player_type *player_ptr, int cmd)
276 if (player_ptr->arena_number == MAX_ARENA_MONS)
279 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
280 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);
281 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);
285 player_ptr->au += 1000000L;
286 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
288 player_ptr->arena_number++;
292 if (player_ptr->arena_number > MAX_ARENA_MONS)
294 if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
296 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."));
298 if (get_check(_("挑戦するかね?", "Do you fight? ")))
300 msg_print(_("死ぬがよい。", "Die, maggots."));
303 player_ptr->exit_bldg = FALSE;
304 reset_tim_flags(player_ptr);
306 /* Save the surface floor as saved floor */
307 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
309 player_ptr->current_floor_ptr->inside_arena = TRUE;
310 player_ptr->leaving = TRUE;
311 player_ptr->leave_bldg = TRUE;
315 msg_print(_("残念だ。", "We are disappointed."));
320 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。",
321 "You enter the arena briefly and bask in your glory."));
328 if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
330 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。",
331 "You don't have permission to enter with pet."));
336 player_ptr->exit_bldg = FALSE;
337 reset_tim_flags(player_ptr);
338 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
340 player_ptr->current_floor_ptr->inside_arena = TRUE;
341 player_ptr->leaving = TRUE;
342 player_ptr->leave_bldg = TRUE;
346 if (player_ptr->arena_number == MAX_ARENA_MONS)
348 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。",
349 "You are victorious. Enter the arena for the ceremony."));
353 if (player_ptr->arena_number > MAX_ARENA_MONS)
355 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
360 r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
361 concptr name = (r_name + r_ptr->name);
362 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
364 player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
365 player_ptr->window |= (PW_MONSTER);
366 handle_stuff(player_ptr);
369 case BACT_ARENA_RULES:
372 /* Peruse the arena help file */
373 (void)show_file(player_ptr, TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
381 * @brief モンスター闘技場に参加するモンスターを更新する。
382 * @param player_ptr プレーヤーへの参照ポインタ
385 void update_gambling_monsters(player_type *player_ptr)
393 for (i = 0; i < current_world_ptr->max_d_idx; i++)
395 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
398 mon_level = randint1(MIN(max_dl, 122)) + 5;
399 if (randint0(100) < 60)
401 i = randint1(MIN(max_dl, 122)) + 5;
402 mon_level = MAX(i, mon_level);
405 if (randint0(100) < 30)
407 i = randint1(MIN(max_dl, 122)) + 5;
408 mon_level = MAX(i, mon_level);
415 for (i = 0; i < 4; i++)
421 get_mon_num_prep(player_ptr, monster_can_entry_arena, NULL);
422 r_idx = get_mon_num(player_ptr, mon_level, GMN_ARENA);
423 if (!r_idx) continue;
425 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
427 if ((r_info[r_idx].level + 10) > mon_level) continue;
430 for (j = 0; j < i; j++)
431 if (r_idx == battle_mon[j]) break;
436 battle_mon[i] = r_idx;
437 if (r_info[r_idx].level < 45) tekitou = TRUE;
440 for (i = 0; i < 4; i++)
442 monster_race *r_ptr = &r_info[battle_mon[i]];
443 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
445 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
446 power[i] = r_ptr->hdice * r_ptr->hside * 2;
448 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
449 power[i] = power[i] * (100 + r_ptr->level) / 100;
450 if (r_ptr->speed > 110)
451 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
452 if (r_ptr->speed < 110)
453 power[i] = power[i] * (r_ptr->speed - 20) / 100;
455 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
456 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
457 power[i] = power[i] * 4 / 3;
458 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
459 power[i] = power[i] * 4 / 3;
460 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
461 power[i] = power[i] * 11 / 10;
462 if (r_ptr->flags1 & RF1_RAND_25)
463 power[i] = power[i] * 9 / 10;
464 if (r_ptr->flags1 & RF1_RAND_50)
465 power[i] = power[i] * 9 / 10;
466 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
467 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
471 for (i = 0; i < 4; i++)
473 if (power[i] <= 0) break;
474 power[i] = total * 60 / power[i];
475 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
476 if ((power[i] < 160) && randint0(20)) break;
477 if (power[i] < 101) power[i] = 100 + randint1(5);
478 mon_odds[i] = power[i];
487 * @brief モンスター闘技場のメインルーチン
488 * @param player_ptr プレーヤーへの参照ポインタ
491 static bool kakutoujou(player_type *player_ptr)
495 char out_val[160], tmp_str[80];
498 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
500 update_gambling_monsters(player_ptr);
501 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
507 if (player_ptr->au <= 1)
509 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!"));
518 "Monsters Odds"), 4, 4);
519 for (int i = 0; i < 4; i++)
522 monster_race *r_ptr = &r_info[battle_mon[i]];
524 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i + 1,
525 _(format("%s%s", r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
526 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
527 (long int)mon_odds[i] / 100, (long int)mon_odds[i] % 100);
531 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
542 if (i >= '1' && i <= '4')
544 sel_monster = i - '1';
545 battle_odds = mon_odds[sel_monster];
553 for (int i = 0; i < 4; i++)
554 if (i != sel_monster) clear_bldg(i + 5, i + 5);
556 maxbet = player_ptr->lev * 200;
558 /* We can't bet more than we have */
559 maxbet = MIN(maxbet, player_ptr->au);
563 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
566 * Use get_string() because we may need more than
567 * the s16b value returned by get_quantity().
569 if (!get_string(tmp_str, out_val, 32))
575 for (p = out_val; *p == ' '; p++);
578 if (wager > player_ptr->au)
580 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!"));
586 else if (wager > maxbet)
588 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);
594 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
599 battle_odds = MAX(wager + 1, wager * battle_odds / 100);
601 player_ptr->au -= wager;
602 reset_tim_flags(player_ptr);
604 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
606 player_ptr->phase_out = TRUE;
607 player_ptr->leaving = TRUE;
608 player_ptr->leave_bldg = TRUE;
616 * @brief 本日の賞金首情報を表示する。
617 * @param player_ptr プレーヤーへの参照ポインタ
620 static void today_target(player_type *player_ptr)
623 monster_race *r_ptr = &r_info[today_mon];
626 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
627 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
628 c_put_str(TERM_YELLOW, buf, 6, 10);
629 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
631 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
633 player_ptr->today_mon = today_mon;
638 * @brief ツチノコの賞金首情報を表示する。
641 static void tsuchinoko(void)
644 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
645 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);
646 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
647 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
648 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
653 * @brief 通常の賞金首情報を表示する。
656 static void show_bounty(void)
661 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);
662 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
664 for (int i = 0; i < MAX_BOUNTY; i++)
668 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])];
670 if (current_world_ptr->bounty_r_idx[i] > 10000)
673 done_mark = _("(済)", "(done)");
681 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
684 if (!y && (i < MAX_BOUNTY - 1))
686 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
696 * 賞金首の報酬テーブル / List of prize object
699 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
700 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
701 } prize_list[MAX_BOUNTY] =
703 {TV_POTION, SV_POTION_CURING},
704 {TV_POTION, SV_POTION_SPEED},
705 {TV_POTION, SV_POTION_SPEED},
706 {TV_POTION, SV_POTION_RESISTANCE},
707 {TV_POTION, SV_POTION_ENLIGHTENMENT},
709 {TV_POTION, SV_POTION_HEALING},
710 {TV_POTION, SV_POTION_RESTORE_MANA},
711 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
712 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
713 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
715 {TV_SCROLL, SV_SCROLL_GENOCIDE},
716 {TV_POTION, SV_POTION_STAR_HEALING},
717 {TV_POTION, SV_POTION_STAR_HEALING},
718 {TV_POTION, SV_POTION_NEW_LIFE},
719 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
721 {TV_POTION, SV_POTION_LIFE},
722 {TV_POTION, SV_POTION_LIFE},
723 {TV_POTION, SV_POTION_AUGMENTATION},
724 {TV_POTION, SV_POTION_INVULNERABILITY},
725 {TV_SCROLL, SV_SCROLL_ARTIFACT},
730 * @brief 賞金首の引き換え処理 / Get prize
731 * @param player_ptr プレーヤーへの参照ポインタ
732 * @return 各種賞金首のいずれかでも換金が行われたか否か。
734 static bool kankin(player_type *player_ptr)
737 GAME_TEXT o_name[MAX_NLEN];
740 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++)
742 o_ptr = &player_ptr->inventory_list[i];
743 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
745 char buf[MAX_NLEN + 20];
746 object_desc(player_ptr, o_name, o_ptr, 0);
747 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
750 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
751 player_ptr->au += 1000000L * o_ptr->number;
752 player_ptr->redraw |= (PR_GOLD);
753 vary_item(player_ptr, i, -o_ptr->number);
760 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
762 o_ptr = &player_ptr->inventory_list[i];
763 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
765 char buf[MAX_NLEN + 20];
766 object_desc(player_ptr, o_name, o_ptr, 0);
767 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
770 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
771 player_ptr->au += 200000L * o_ptr->number;
772 player_ptr->redraw |= (PR_GOLD);
773 vary_item(player_ptr, i, -o_ptr->number);
780 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
782 o_ptr = &player_ptr->inventory_list[i];
783 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
785 char buf[MAX_NLEN + 20];
786 object_desc(player_ptr, o_name, o_ptr, 0);
787 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
790 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
791 player_ptr->au += 100000L * o_ptr->number;
792 player_ptr->redraw |= (PR_GOLD);
793 vary_item(player_ptr, i, -o_ptr->number);
799 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
801 o_ptr = &player_ptr->inventory_list[i];
802 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)))
804 char buf[MAX_NLEN + 20];
805 object_desc(player_ptr, o_name, o_ptr, 0);
806 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
809 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
810 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
811 player_ptr->redraw |= (PR_GOLD);
812 vary_item(player_ptr, i, -o_ptr->number);
818 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
820 o_ptr = &player_ptr->inventory_list[i];
822 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
824 char buf[MAX_NLEN + 20];
825 object_desc(player_ptr, o_name, o_ptr, 0);
826 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
829 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
830 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
831 player_ptr->redraw |= (PR_GOLD);
832 vary_item(player_ptr, i, -o_ptr->number);
839 for (int j = 0; j < MAX_BOUNTY; j++)
841 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--)
843 o_ptr = &player_ptr->inventory_list[i];
844 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j])) continue;
846 char buf[MAX_NLEN + 20];
848 INVENTORY_IDX item_new;
851 object_desc(player_ptr, o_name, o_ptr, 0);
852 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
853 if (!get_check(buf)) continue;
855 vary_item(player_ptr, i, -o_ptr->number);
856 chg_virtue(player_ptr, V_JUSTICE, 5);
857 current_world_ptr->bounty_r_idx[j] += 10000;
859 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
861 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
864 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" : ""));
866 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
867 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
869 object_aware(player_ptr, &forge);
870 object_known(&forge);
873 * Hand it --- Assume there is an empty slot.
874 * Since a corpse is handed at first,
875 * there is at least one empty slot.
877 item_new = inven_carry(player_ptr, &forge);
878 object_desc(player_ptr, o_name, &forge, 0);
879 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
881 autopick_alter_item(player_ptr, item_new, FALSE);
882 handle_stuff(player_ptr);
887 if (change) return TRUE;
889 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."));
896 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
897 * @param player_ptr プレーヤーへの参照ポインタ
898 * @param questnum クエストのID
899 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
902 static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
904 for (int i = 0; i < 10; i++)
906 quest_text[i][0] = '\0';
911 floor_type *floor_ptr = player_ptr->current_floor_ptr;
912 QUEST_IDX old_quest = floor_ptr->inside_quest;
913 floor_ptr->inside_quest = questnum;
915 init_flags = INIT_SHOW_TEXT;
916 if (do_init) init_flags |= INIT_ASSIGN;
918 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
919 floor_ptr->inside_quest = old_quest;
921 GAME_TEXT tmp_str[80];
922 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);
924 prt(quest[questnum].name, 7, 0);
926 for (int i = 0; i < 10; i++)
928 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
933 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
934 * @param player_ptr プレーヤーへの参照ポインタ
937 static void castle_quest(player_type *player_ptr)
940 QUEST_IDX q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
944 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);
949 q_ptr = &quest[q_index];
950 if (q_ptr->status == QUEST_STATUS_COMPLETED)
952 q_ptr->status = QUEST_STATUS_REWARDED;
953 get_questinfo(player_ptr, q_index, FALSE);
954 reinit_wilderness = TRUE;
958 if (q_ptr->status == QUEST_STATUS_FAILED)
960 get_questinfo(player_ptr, q_index, FALSE);
961 q_ptr->status = QUEST_STATUS_FAILED_DONE;
962 reinit_wilderness = TRUE;
966 if (q_ptr->status == QUEST_STATUS_TAKEN)
968 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);
969 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);
970 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);
974 if (q_ptr->status != QUEST_STATUS_UNTAKEN) return;
976 q_ptr->status = QUEST_STATUS_TAKEN;
977 reinit_wilderness = TRUE;
978 if (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL)
980 get_questinfo(player_ptr, q_index, TRUE);
984 if (q_ptr->r_idx == 0)
986 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6), 0);
990 r_ptr = &r_info[q_ptr->r_idx];
991 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
993 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6), 0);
994 r_ptr = &r_info[q_ptr->r_idx];
997 if (q_ptr->max_num == 0)
999 if (randint1(10) > 7)
1002 q_ptr->max_num = randint1(3) + 1;
1006 concptr name = (r_name + r_ptr->name);
1008 msg_format("クエスト: %sを %d体倒す", name, q_ptr->max_num);
1010 msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
1012 get_questinfo(player_ptr, q_index, TRUE);
1017 * @brief 町に関するヘルプを表示する / Display town history
1018 * @param player_ptr プレーヤーへの参照ポインタ
1021 static void town_history(player_type *player_ptr)
1024 (void)show_file(player_ptr, TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
1030 * @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
1032 * @param mult スレイ倍率(掛け算部分)
1033 * @param div スレイ倍率(割り算部分)
1034 * @param force 理力特別計算フラグ
1037 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
1045 tmp += dam * 60 * 2;
1059 * @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)
1060 * @param player_ptr プレーヤーへの参照ポインタ
1062 * @param mult スレイ倍率(掛け算部分)
1063 * @param div スレイ倍率(割り算部分)
1064 * @param force 理力特別計算フラグ
1066 * @param plus 武器ダメージ修正
1067 * @param meichuu 命中値
1068 * @param dokubari 毒針処理か否か
1069 * @param vorpal_mult 切れ味倍率(掛け算部分)
1070 * @param vorpal_div 切れ味倍率(割り算部分)
1073 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)
1075 dam = calc_slaydam(dam, mult, div, force);
1076 dam = calc_expect_crit(owner_ptr, weight, plus, dam, meichuu, dokubari);
1077 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
1083 * @brief 武器の各条件毎のダメージ期待値を表示する。
1086 * @param mindice ダイス部分最小値
1087 * @param maxdice ダイス部分最大値
1089 * @param dam_bonus ダメージ修正値
1091 * @param color 条件内容の表示色
1093 * Display the damage figure of an object\n
1094 * (used by compare_weapon_aux)\n
1096 * Only accurate for the current weapon, because it includes\n
1097 * the current +dam of the player.\n
1100 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
1102 c_put_str(color, attr, r, c);
1103 GAME_TEXT tmp_str[80];
1104 int mindam = blows * (mindice + dam_bonus);
1105 int maxdam = blows * (maxdice + dam_bonus);
1106 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
1107 put_str(tmp_str, r, c + 8);
1112 * @brief 武器一つ毎のダメージ情報を表示する。
1113 * @param o_ptr オブジェクトの構造体の参照ポインタ。
1114 * @param col 表示する行の上端
1117 * Show the damage figures for the various monster types\n
1119 * Only accurate for the current weapon, because it includes\n
1120 * the current number of blows for the player.\n
1123 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
1125 BIT_FLAGS flgs[TR_FLAG_SIZE];
1126 int blow = owner_ptr->num_blow[0];
1128 bool dokubari = FALSE;
1130 int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
1131 int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
1133 int mindice = eff_dd;
1134 int maxdice = eff_ds * eff_dd;
1137 int vorpal_mult = 1;
1139 int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
1141 object_flags(o_ptr, flgs);
1142 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) dokubari = TRUE;
1144 mindam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
1145 maxdam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
1146 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
1147 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(owner_ptr, HEX_RUNESWORD)))
1149 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
1160 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);
1161 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);
1162 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
1165 if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
1169 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);
1170 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);
1171 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
1174 if (have_flag(flgs, TR_KILL_ANIMAL))
1176 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);
1177 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);
1178 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
1180 else if (have_flag(flgs, TR_SLAY_ANIMAL))
1182 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);
1183 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);
1184 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
1187 if (have_flag(flgs, TR_KILL_EVIL))
1189 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);
1190 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);
1191 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
1193 else if (have_flag(flgs, TR_SLAY_EVIL))
1195 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);
1196 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);
1197 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
1200 if (have_flag(flgs, TR_KILL_HUMAN))
1202 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);
1203 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);
1204 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
1206 else if (have_flag(flgs, TR_SLAY_HUMAN))
1208 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);
1209 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);
1210 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
1213 if (have_flag(flgs, TR_KILL_UNDEAD))
1215 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);
1216 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);
1217 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
1219 else if (have_flag(flgs, TR_SLAY_UNDEAD))
1221 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);
1222 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);
1223 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
1226 if (have_flag(flgs, TR_KILL_DEMON))
1228 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);
1229 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);
1230 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
1232 else if (have_flag(flgs, TR_SLAY_DEMON))
1234 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);
1235 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);
1236 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
1239 if (have_flag(flgs, TR_KILL_ORC))
1241 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);
1242 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);
1243 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
1245 else if (have_flag(flgs, TR_SLAY_ORC))
1247 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);
1248 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);
1249 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
1252 if (have_flag(flgs, TR_KILL_TROLL))
1254 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);
1255 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);
1256 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
1258 else if (have_flag(flgs, TR_SLAY_TROLL))
1260 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);
1261 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);
1262 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
1265 if (have_flag(flgs, TR_KILL_GIANT))
1267 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);
1268 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);
1269 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
1271 else if (have_flag(flgs, TR_SLAY_GIANT))
1273 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);
1274 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);
1275 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
1278 if (have_flag(flgs, TR_KILL_DRAGON))
1280 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);
1281 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);
1282 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
1284 else if (have_flag(flgs, TR_SLAY_DRAGON))
1286 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);
1287 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);
1288 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
1291 if (have_flag(flgs, TR_BRAND_ACID))
1293 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);
1294 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);
1295 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
1298 if (have_flag(flgs, TR_BRAND_ELEC))
1300 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);
1301 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);
1302 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
1305 if (have_flag(flgs, TR_BRAND_FIRE))
1307 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);
1308 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);
1309 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
1312 if (have_flag(flgs, TR_BRAND_COLD))
1314 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);
1315 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);
1316 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
1319 if (have_flag(flgs, TR_BRAND_POIS))
1321 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);
1322 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);
1323 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
1329 * @brief 武器匠における武器一つ毎の完全情報を表示する。
1330 * @param player_type プレーヤーへの参照ポインタ
1331 * @param o_ptr オブジェクトの構造体の参照ポインタ。
1332 * @param row 表示する列の左端
1333 * @param col 表示する行の上端
1335 * Displays all info about a weapon
1337 * Only accurate for the current weapon, because it includes
1338 * various info about the player's +to_dam and number of blows.
1341 static void list_weapon(player_type *player_ptr, object_type *o_ptr, TERM_LEN row, TERM_LEN col)
1343 GAME_TEXT o_name[MAX_NLEN];
1344 GAME_TEXT tmp_str[80];
1346 DICE_NUMBER eff_dd = o_ptr->dd + player_ptr->to_dd[0];
1347 DICE_SID eff_ds = o_ptr->ds + player_ptr->to_ds[0];
1348 HIT_RELIABILITY reli = player_ptr->skill_thn + (player_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
1350 object_desc(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
1351 c_put_str(TERM_YELLOW, o_name, row, col);
1352 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), player_ptr->num_blow[0]);
1353 put_str(tmp_str, row + 1, col);
1355 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
1356 put_str(tmp_str, row + 2, col);
1357 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
1358 (int)hit_chance(player_ptr, reli, 0),
1359 (int)hit_chance(player_ptr, reli, 50),
1360 (int)hit_chance(player_ptr, reli, 100),
1361 (int)hit_chance(player_ptr, reli, 150),
1362 (int)hit_chance(player_ptr, reli, 200));
1363 put_str(tmp_str, row + 3, col);
1364 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
1366 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
1367 (int)(eff_dd + o_ptr->to_d + player_ptr->to_d[0]),
1368 (int)(eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0]));
1369 put_str(tmp_str, row + 6, col + 1);
1371 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
1372 (int)(player_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + player_ptr->to_d[0])),
1373 (int)(player_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0])));
1374 put_str(tmp_str, row + 7, col + 1);
1379 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
1381 * Copies the weapons to compare into the weapon-slot and\n
1382 * compares the values for both weapons.\n
1383 * 武器1つだけで比較をしないなら費用は半額になる。
1384 * @param bcost 基本鑑定費用
1385 * @return 最終的にかかった費用
1387 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
1389 object_type *o_ptr[2];
1390 object_type orig_weapon;
1393 TERM_LEN wid = 38, mgn = 2;
1394 bool old_character_xtra = current_world_ptr->character_xtra;
1397 PRICE cost = 0; /* First time no price */
1401 i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
1402 object_copy(&orig_weapon, i_ptr);
1404 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1405 concptr q = _("第一の武器は?", "What is your first weapon? ");
1406 concptr s = _("比べるものがありません。", "You have nothing to compare.");
1409 o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
1422 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1423 current_world_ptr->character_xtra = TRUE;
1424 for (int i = 0; i < n; i++)
1426 int col = (wid * i + mgn);
1427 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
1429 customer_ptr->update |= PU_BONUS;
1430 handle_stuff(customer_ptr);
1432 list_weapon(customer_ptr, o_ptr[i], row, col);
1433 compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
1434 object_copy(i_ptr, &orig_weapon);
1437 customer_ptr->update |= PU_BONUS;
1438 handle_stuff(customer_ptr);
1440 current_world_ptr->character_xtra = old_character_xtra;
1442 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
1443 put_str("(一番高いダメージが適用されます。複数の倍打効果は足し算されません。)", row + 4, 0);
1444 prt("現在の技量から判断すると、あなたの武器は以下のような威力を発揮します:", 0, 0);
1446 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), 1, (wid + mgn));
1447 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
1448 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
1453 if (ch != 's') break;
1455 if (total + cost > customer_ptr->au)
1457 msg_print(_("お金が足りません!", "You don't have enough money!"));
1462 q = _("第二の武器は?", "What is your second weapon? ");
1463 s = _("比べるものがありません。", "You have nothing to compare.");
1465 o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
1466 if (!o_ptr[1]) continue;
1479 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
1481 * Calculate and display the dodge-rate and the protection-rate
1483 * @param iAC プレイヤーのAC。
1484 * @return 常にTRUEを返す。
1486 static bool eval_ac(ARMOUR_CLASS iAC)
1490 "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"
1491 "何パーセント軽減するかを示します。\n"
1492 "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"
1493 "に対してのみ効果があります。\n \n"
1494 "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"
1495 "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"
1496 "敵のレベルとあなたのACによって決定されます。\n \n"
1497 "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"
1498 "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";
1501 "'Protection Rate' means how much damage is reduced by your armor.\n"
1502 "Note that the Protection rate is effective only against normal "
1503 "'attack' and 'shatter' type melee attacks, "
1504 "and has no effect against any other types such as 'poison'.\n \n"
1505 "'Dodge Rate' indicates the success rate on dodging the "
1506 "monster's melee attacks. "
1507 "It is depend on the level of the monster and your AC.\n \n"
1508 "'Average Damage' indicates the expected amount of damage "
1509 "when you are attacked by normal melee attacks with power=100.";
1513 TERM_LEN col, row = 2;
1515 char buf[80 * 20], *t;
1517 if (iAC < 0) iAC = 0;
1519 protection = 100 * MIN(iAC, 150) / 250;
1523 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
1524 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
1527 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
1528 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
1529 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
1531 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
1533 int quality = 60 + lvl * 3; /* attack quality with power 60 */
1534 int dodge; /* 回避率(%) */
1535 int average; /* ダメージ期待値 */
1537 put_str(format("%3d", lvl), row + 0, col);
1540 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
1541 put_str(format("%3d%%", dodge), row + 1, col);
1543 /* 100点の攻撃に対してのダメージ期待値を計算 */
1544 average = (100 - dodge) * (100 - protection) / 100;
1545 put_str(format("%3d", average), row + 2, col);
1548 roff_to_buf(memo, 70, buf, sizeof(buf));
1549 for (t = buf; t[0]; t += strlen(t) + 1)
1550 put_str(t, (row++) + 4, 4);
1552 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);
1563 * @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。
1564 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
1565 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
1566 * @return 修復対象になるならTRUEを返す。
1568 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
1570 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
1571 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
1572 object_flags(to_ptr, to_flgs);
1573 object_flags(from_ptr, from_flgs);
1576 int cand[TR_FLAG_MAX];
1577 for (int i = 0; i < TR_FLAG_MAX; i++)
1581 case TR_IGNORE_ACID:
1582 case TR_IGNORE_ELEC:
1583 case TR_IGNORE_FIRE:
1584 case TR_IGNORE_COLD:
1593 case TR_FIXED_FLAVOR:
1596 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
1598 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
1605 int tr_idx = cand[randint0(n)];
1606 add_flag(to_ptr->art_flags, tr_idx);
1607 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
1608 int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
1609 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
1610 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
1615 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
1616 * @param player_ptr プレーヤーへの参照ポインタ
1617 * @param bcost 基本修復費用
1620 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
1624 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);
1625 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);
1627 concptr q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
1628 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.");
1629 item_tester_hook = item_tester_hook_broken_weapon;
1633 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
1634 if (!o_ptr) return 0;
1636 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
1638 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
1642 if (o_ptr->number > 1)
1644 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!"));
1648 char basenm[MAX_NLEN];
1649 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
1650 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
1652 q = _("材料となる武器は?", "Which weapon for material? ");
1653 s = _("材料となる武器がありません。", "You have no material to repair.");
1655 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1657 object_type *mo_ptr;
1658 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
1659 if (!mo_ptr) return 0;
1662 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
1666 object_desc(player_ptr, basenm, mo_ptr, OD_NAME_ONLY);
1667 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
1668 PRICE cost = bcost + object_value_real(o_ptr) * 2;
1669 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;
1671 if (player_ptr->au < cost)
1673 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
1674 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);
1679 player_ptr->total_weight -= o_ptr->weight;
1680 KIND_OBJECT_IDX k_idx;
1681 if (o_ptr->sval == SV_BROKEN_DAGGER)
1685 for (KIND_OBJECT_IDX j = 1; j < max_k_idx; j++)
1687 object_kind *k_aux_ptr = &k_info[j];
1689 if (k_aux_ptr->tval != TV_SWORD) continue;
1690 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
1691 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
1692 (k_aux_ptr->sval == SV_POISON_NEEDLE)) continue;
1693 if (k_aux_ptr->weight > 99) continue;
1704 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
1707 object_kind *ck_ptr;
1708 k_idx = lookup_kind(tval, SV_ANY);
1709 ck_ptr = &k_info[k_idx];
1711 if (tval == TV_SWORD)
1713 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
1714 (ck_ptr->sval == SV_BROKEN_SWORD) ||
1715 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
1716 (ck_ptr->sval == SV_POISON_NEEDLE)) continue;
1718 if (tval == TV_POLEARM)
1720 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
1721 (ck_ptr->sval == SV_TSURIZAO)) continue;
1723 if (tval == TV_HAFTED)
1725 if ((ck_ptr->sval == SV_GROND) ||
1726 (ck_ptr->sval == SV_WIZSTAFF) ||
1727 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
1734 int dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
1735 int ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
1736 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
1737 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
1740 k_ptr = &k_info[k_idx];
1741 o_ptr->k_idx = k_idx;
1742 o_ptr->weight = k_ptr->weight;
1743 o_ptr->tval = k_ptr->tval;
1744 o_ptr->sval = k_ptr->sval;
1745 o_ptr->dd = k_ptr->dd;
1746 o_ptr->ds = k_ptr->ds;
1748 for (int i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
1749 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
1750 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte)k_ptr->act_idx;
1755 for (int i = 1; i < dd_bonus; i++)
1757 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
1764 for (int i = 1; i < ds_bonus; i++)
1766 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
1770 if (have_flag(k_ptr->flags, TR_BLOWS))
1772 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
1773 o_ptr->pval = MIN(o_ptr->pval, bmax);
1776 give_one_ability_of_object(o_ptr, mo_ptr);
1777 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
1778 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
1779 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
1781 if ((o_ptr->name1 == ART_NARSIL) ||
1782 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
1783 (object_is_ego(o_ptr) && one_in_(7)))
1785 if (object_is_ego(o_ptr))
1787 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1788 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1791 give_one_ability_of_object(o_ptr, mo_ptr);
1792 if (!activation_index(o_ptr)) one_activation(o_ptr);
1794 if (o_ptr->name1 == ART_NARSIL)
1796 one_high_resistance(o_ptr);
1800 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptional."));
1803 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
1805 msg_format("$%dで%sに修復しました。", cost, basenm);
1807 msg_format("Repaired into %s for %d gold.", basenm, cost);
1810 o_ptr->ident &= ~(IDENT_BROKEN);
1811 o_ptr->discount = 99;
1813 player_ptr->total_weight += o_ptr->weight;
1814 calc_android_exp(player_ptr);
1815 inven_item_increase(player_ptr, mater, -1);
1816 inven_item_optimize(player_ptr, mater);
1818 player_ptr->update |= PU_BONUS;
1819 handle_stuff(player_ptr);
1825 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
1826 * @param player_ptr プレーヤーへの参照ポインタ
1827 * @param bcost 基本鑑定費用
1830 static int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
1834 cost = repair_broken_weapon_aux(player_ptr, bcost);
1841 * @brief アイテムの強化を行う。 / Enchant item
1842 * @param player_ptr プレーヤーへの参照ポインタ
1843 * @param cost 1回毎の費用
1844 * @param to_hit 命中をアップさせる量
1845 * @param to_dam ダメージをアップさせる量
1846 * @param to_ac ACをアップさせる量
1847 * @return 実際に行ったらTRUE
1849 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
1852 int maxenchant = (player_ptr->lev / 5);
1853 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);
1854 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
1856 concptr q = _("どのアイテムを改良しますか?", "Improve which item? ");
1857 concptr s = _("改良できるものがありません。", "You have nothing to improve.");
1861 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
1862 if (!o_ptr) return FALSE;
1864 char tmp_str[MAX_NLEN];
1865 if (player_ptr->au < (cost * o_ptr->number))
1867 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
1868 msg_format(_("%sを改良するだけのゴールドがありません!", "You do not have the gold to improve %s!"), tmp_str);
1873 for (int i = 0; i < to_hit; i++)
1875 if ((o_ptr->to_h < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
1882 for (int i = 0; i < to_dam; i++)
1884 if ((o_ptr->to_d < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
1891 for (int i = 0; i < to_ac; i++)
1893 if ((o_ptr->to_a < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
1902 if (flush_failure) flush();
1903 msg_print(_("改良に失敗した。", "The improvement failed."));
1907 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
1909 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
1911 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
1914 player_ptr->au -= (cost * o_ptr->number);
1915 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
1921 * @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
1923 * The player can select the number of charges to add\n
1924 * (up to a limit), and the recharge never fails.\n
1926 * The cost for rods depends on the level of the rod. The prices\n
1927 * for recharging wands and staffs are dependent on the cost of\n
1929 * @param player_ptr プレーヤーへの参照ポインタ
1932 static void building_recharge(player_type *player_ptr)
1936 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);
1937 item_tester_hook = item_tester_hook_recharge;
1939 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1940 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1944 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1948 k_ptr = &k_info[o_ptr->k_idx];
1951 * We don't want to give the player free info about
1952 * the level of the item or the number of charges.
1954 /* The item must be "known" */
1955 char tmp_str[MAX_NLEN];
1956 if (!object_is_known(o_ptr))
1958 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!"));
1961 if ((player_ptr->au >= 50) &&
1962 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
1965 player_ptr->au -= 50;
1966 identify_item(player_ptr, o_ptr);
1967 object_desc(player_ptr, tmp_str, o_ptr, 0);
1968 msg_format(_("%s です。", "You have: %s."), tmp_str);
1970 autopick_alter_item(player_ptr, item, FALSE);
1971 building_prt_gold(player_ptr);
1977 DEPTH lev = k_info[o_ptr->k_idx].level;
1979 if (o_ptr->tval == TV_ROD)
1981 if (o_ptr->timeout > 0)
1983 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
1988 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
1992 else if (o_ptr->tval == TV_STAFF)
1994 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
1995 price = MAX(10, price);
1999 price = (k_info[o_ptr->k_idx].cost / 10);
2000 price = MAX(10, price);
2003 if (o_ptr->tval == TV_WAND
2004 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
2006 if (o_ptr->number > 1)
2008 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
2012 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
2017 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
2019 if (o_ptr->number > 1)
2021 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
2025 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
2031 if (player_ptr->au < price)
2033 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
2035 msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
2037 msg_format("You need %d gold to recharge %s!", price, tmp_str);
2042 PARAMETER_VALUE charges;
2043 if (o_ptr->tval == TV_ROD)
2046 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
2048 if (get_check(format("Recharge the %s for %d gold? ",
2049 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
2063 if (o_ptr->tval == TV_STAFF)
2064 max_charges = k_ptr->pval - o_ptr->pval;
2066 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
2068 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
2069 MIN(player_ptr->au / price, max_charges));
2071 if (charges < 1) return;
2074 o_ptr->pval += charges;
2075 o_ptr->ident &= ~(IDENT_EMPTY);
2078 object_desc(player_ptr, tmp_str, o_ptr, 0);
2080 msg_format("%sを$%d で再充填しました。", tmp_str, price);
2082 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
2084 player_ptr->update |= (PU_COMBINE | PU_REORDER);
2085 player_ptr->window |= (PW_INVEN);
2086 player_ptr->au -= price;
2091 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staffs
2093 * The player can select the number of charges to add\n
2094 * (up to a limit), and the recharge never fails.\n
2096 * The cost for rods depends on the level of the rod. The prices\n
2097 * for recharging wands and staffs are dependent on the cost of\n
2099 * @param player_ptr プレーヤーへの参照ポインタ
2102 static void building_recharge_all(player_type *player_ptr)
2106 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
2109 PRICE total_cost = 0;
2110 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
2113 o_ptr = &player_ptr->inventory_list[i];
2115 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
2116 if (!object_is_known(o_ptr)) total_cost += 50;
2118 DEPTH lev = k_info[o_ptr->k_idx].level;
2120 k_ptr = &k_info[o_ptr->k_idx];
2122 switch (o_ptr->tval)
2125 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
2129 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
2130 price = MAX(10, price);
2131 price = (k_ptr->pval - o_ptr->pval) * price;
2135 price = (k_info[o_ptr->k_idx].cost / 10);
2136 price = MAX(10, price);
2137 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
2141 if (price > 0) total_cost += price;
2146 msg_print(_("充填する必要はありません。", "No need to recharge."));
2151 if (player_ptr->au < total_cost)
2153 msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost);
2158 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
2160 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
2163 o_ptr = &player_ptr->inventory_list[i];
2165 k_ptr = &k_info[o_ptr->k_idx];
2167 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
2169 if (!object_is_known(o_ptr))
2171 identify_item(player_ptr, o_ptr);
2172 autopick_alter_item(player_ptr, i, FALSE);
2175 switch (o_ptr->tval)
2181 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
2183 o_ptr->ident &= ~(IDENT_EMPTY);
2186 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
2187 o_ptr->pval = o_ptr->number * k_ptr->pval;
2189 o_ptr->ident &= ~(IDENT_EMPTY);
2194 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
2196 player_ptr->update |= (PU_COMBINE | PU_REORDER);
2197 player_ptr->window |= (PW_INVEN);
2198 player_ptr->au -= total_cost;
2203 * @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-
2204 * @param player_ptr プレーヤーへの参照ポインタ
2205 * @return 常にTRUEを返す。
2206 * @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。
2208 static bool research_mon(player_type *player_ptr)
2212 bool recall = FALSE;
2221 static int old_sym = '\0';
2222 static IDX old_i = 0;
2226 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):",
2227 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
2235 for (i = 0; ident_info[i]; ++i)
2237 if (sym == ident_info[i][0]) break;
2240 /* XTRA HACK WHATSEARCH */
2241 if (sym == KTRL('A'))
2244 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
2246 else if (sym == KTRL('U'))
2249 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
2251 else if (sym == KTRL('N'))
2254 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
2256 else if (sym == KTRL('M'))
2259 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"), temp, 70))
2267 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
2269 else if (ident_info[i])
2271 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
2275 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
2278 /* Display the result */
2281 /* Allocate the "who" array */
2282 C_MAKE(who, max_r_idx, MONRACE_IDX);
2284 /* Collect matching monsters */
2286 for (i = 1; i < max_r_idx; i++)
2288 monster_race *r_ptr = &r_info[i];
2291 if (!r_ptr->name) continue;
2293 /* XTRA HACK WHATSEARCH */
2294 /* Require non-unique monsters if needed */
2295 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
2297 /* Require unique monsters if needed */
2298 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
2303 for (int xx = 0; temp[xx] && xx < 80; xx++)
2306 if (iskanji(temp[xx]))
2312 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
2317 strcpy(temp2, r_name + r_ptr->E_name);
2319 strcpy(temp2, r_name + r_ptr->name);
2321 for (int xx = 0; temp2[xx] && xx < 80; xx++)
2323 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
2327 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
2329 if (my_strstr(temp2, temp))
2333 else if (all || (r_ptr->d_char == sym))
2341 C_KILL(who, max_r_idx, MONRACE_IDX);
2352 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2355 if (old_sym == sym && old_i < n) i = old_i;
2364 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
2369 lore_do_probe(player_ptr, r_idx);
2370 monster_race_track(player_ptr, r_idx);
2371 handle_stuff(player_ptr);
2372 screen_roff(player_ptr, r_idx, 0x01);
2379 if (query != 'r') break;
2384 if (query == ESCAPE) break;
2391 if (!expand_list) break;
2400 if (!expand_list) break;
2404 C_KILL(who, max_r_idx, MONRACE_IDX);
2411 * @brief 施設の処理実行メインルーチン / Execute a building command
2412 * @param player_ptr プレーヤーへの参照ポインタ
2413 * @param bldg 施設構造体の参照ポインタ
2414 * @param i 実行したい施設のサービステーブルの添字
2417 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
2423 if (is_owner(player_ptr, bldg))
2424 bcost = bldg->member_costs[i];
2426 bcost = bldg->other_costs[i];
2428 /* action restrictions */
2429 if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) ||
2430 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
2432 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
2436 BACT_IDX bact = bldg->actions[i];
2437 if ((bact != BACT_RECHARGE) &&
2438 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
2439 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
2441 msg_print(_("お金が足りません!", "You do not have the gold!"));
2451 case BACT_RESEARCH_ITEM:
2452 paid = identify_fully(player_ptr, FALSE);
2454 case BACT_TOWN_HISTORY:
2455 town_history(player_ptr);
2457 case BACT_RACE_LEGENDS:
2458 race_legends(player_ptr);
2461 castle_quest(player_ptr);
2463 case BACT_KING_LEGENDS:
2464 case BACT_ARENA_LEGENDS:
2466 show_highclass(player_ptr);
2469 case BACT_ARENA_RULES:
2471 arena_comm(player_ptr, bact);
2473 case BACT_IN_BETWEEN:
2475 case BACT_SPIN_WHEEL:
2476 case BACT_DICE_SLOTS:
2477 case BACT_GAMBLE_RULES:
2479 gamble_comm(player_ptr, bact);
2484 paid = inn_comm(player_ptr, bact);
2486 case BACT_RESEARCH_MONSTER:
2487 paid = research_mon(player_ptr);
2489 case BACT_COMPARE_WEAPONS:
2491 bcost = compare_weapons(player_ptr, bcost);
2493 case BACT_ENCHANT_WEAPON:
2494 item_tester_hook = object_allow_enchant_melee_weapon;
2495 enchant_item(player_ptr, bcost, 1, 1, 0);
2497 case BACT_ENCHANT_ARMOR:
2498 item_tester_hook = object_is_armour;
2499 enchant_item(player_ptr, bcost, 0, 0, 1);
2502 building_recharge(player_ptr);
2504 case BACT_RECHARGE_ALL:
2505 building_recharge_all(player_ptr);
2508 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;
2509 identify_pack(player_ptr);
2510 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
2513 case BACT_IDENT_ONE:
2514 paid = ident_spell(player_ptr, FALSE);
2517 do_cmd_study(player_ptr);
2520 paid = cure_critical_wounds(player_ptr, 200);
2523 paid = restore_all_status(player_ptr);
2525 case BACT_ENCHANT_ARROWS:
2526 item_tester_hook = item_tester_hook_ammo;
2527 enchant_item(player_ptr, bcost, 1, 1, 0);
2529 case BACT_ENCHANT_BOW:
2530 item_tester_tval = TV_BOW;
2531 enchant_item(player_ptr, bcost, 1, 1, 0);
2535 if (recall_player(player_ptr, 1)) paid = TRUE;
2538 case BACT_TELEPORT_LEVEL:
2540 paid = free_level_recall(player_ptr);
2543 case BACT_LOSE_MUTATION:
2544 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
2545 (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
2547 while (!lose_mutation(player_ptr, 0));
2552 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
2557 kakutoujou(player_ptr);
2560 case BACT_TSUCHINOKO:
2569 today_target(player_ptr);
2577 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
2578 set_virtue(player_ptr, V_COMPASSION, 0);
2579 set_virtue(player_ptr, V_HONOUR, 0);
2580 set_virtue(player_ptr, V_JUSTICE, 0);
2581 set_virtue(player_ptr, V_SACRIFICE, 0);
2582 set_virtue(player_ptr, V_KNOWLEDGE, 0);
2583 set_virtue(player_ptr, V_FAITH, 0);
2584 set_virtue(player_ptr, V_ENLIGHTEN, 0);
2585 set_virtue(player_ptr, V_ENCHANT, 0);
2586 set_virtue(player_ptr, V_CHANCE, 0);
2587 set_virtue(player_ptr, V_NATURE, 0);
2588 set_virtue(player_ptr, V_HARMONY, 0);
2589 set_virtue(player_ptr, V_VITALITY, 0);
2590 set_virtue(player_ptr, V_UNLIFE, 0);
2591 set_virtue(player_ptr, V_PATIENCE, 0);
2592 set_virtue(player_ptr, V_TEMPERANCE, 0);
2593 set_virtue(player_ptr, V_DILIGENCE, 0);
2594 set_virtue(player_ptr, V_VALOUR, 0);
2595 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
2596 get_virtues(player_ptr);
2600 case BACT_TELE_TOWN:
2601 paid = tele_town(player_ptr);
2605 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
2608 case BACT_BROKEN_WEAPON:
2610 bcost = repair_broken_weapon(player_ptr, bcost);
2614 if (paid) player_ptr->au -= bcost;
2619 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
2620 * @param プレーヤーへの参照ポインタ
2623 void do_cmd_bldg(player_type *player_ptr)
2625 if (player_ptr->wild_mode) return;
2627 take_turn(player_ptr, 100);
2629 if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
2631 msg_print(_("ここには建物はない。", "You see no building here."));
2635 int which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
2637 building_type *bldg;
2638 bldg = &building[which];
2640 reinit_wilderness = FALSE;
2642 if ((which == 2) && (player_ptr->arena_number < 0))
2644 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
2647 else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
2649 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
2651 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);
2655 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
2656 player_ptr->current_floor_ptr->inside_arena = FALSE;
2657 player_ptr->leaving = TRUE;
2658 command_new = SPECIAL_KEY_BUILDING;
2659 free_turn(player_ptr);
2664 else if (player_ptr->phase_out)
2666 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
2667 player_ptr->leaving = TRUE;
2668 player_ptr->phase_out = FALSE;
2669 command_new = SPECIAL_KEY_BUILDING;
2670 free_turn(player_ptr);
2675 player_ptr->oldpy = player_ptr->y;
2676 player_ptr->oldpx = player_ptr->x;
2679 forget_lite(player_ptr->current_floor_ptr);
2680 forget_view(player_ptr->current_floor_ptr);
2681 current_world_ptr->character_icky++;
2687 show_building(player_ptr, bldg);
2688 player_ptr->leave_bldg = FALSE;
2689 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
2692 while (!player_ptr->leave_bldg)
2697 building_prt_gold(player_ptr);
2699 char command = inkey();
2701 if (command == ESCAPE)
2703 player_ptr->leave_bldg = TRUE;
2704 player_ptr->current_floor_ptr->inside_arena = FALSE;
2705 player_ptr->phase_out = FALSE;
2710 for (i = 0; i < 8; i++)
2712 if (bldg->letters[i] && (bldg->letters[i] == command))
2719 if (validcmd) bldg_process_command(player_ptr, bldg, i);
2721 handle_stuff(player_ptr);
2724 select_floor_music(player_ptr);
2729 if (reinit_wilderness) player_ptr->leaving = TRUE;
2731 current_world_ptr->character_icky--;
2734 player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
2735 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
2736 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2741 * @brief 今日の賞金首を確定する / Determine today's bounty monster
2742 * @param player_type プレーヤーへの参照ポインタ
2744 * @note conv_old is used if loaded 0.0.3 or older save file
2746 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
2751 for (i = 0; i < current_world_ptr->max_d_idx; i++)
2753 if (max_dlv[i] < d_info[i].mindepth) continue;
2754 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
2759 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
2762 get_mon_num_prep(player_ptr, NULL, NULL);
2766 today_mon = get_mon_num(player_ptr, max_dl, GMN_ARENA);
2767 monster_race *r_ptr;
2768 r_ptr = &r_info[today_mon];
2770 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2771 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
2772 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
2773 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
2774 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
2775 if (r_ptr->rarity > 10) continue;
2782 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
2783 * @param player_ptr プレーヤーへの参照ポインタ
2786 void determine_bounty_uniques(player_type *player_ptr)
2788 get_mon_num_prep(player_ptr, NULL, NULL);
2789 for (int i = 0; i < MAX_BOUNTY; i++)
2793 current_world_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, MAX_DEPTH - 1, GMN_ARENA);
2794 monster_race *r_ptr;
2795 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
2797 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
2799 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
2802 if (r_ptr->rarity > 100) continue;
2804 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
2808 for (j = 0; j < i; j++)
2810 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
2818 for (int i = 0; i < MAX_BOUNTY - 1; i++)
2820 for (int j = i; j < MAX_BOUNTY; j++)
2823 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
2825 tmp = current_world_ptr->bounty_r_idx[i];
2826 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
2827 current_world_ptr->bounty_r_idx[j] = tmp;