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
20 #include "core/show-file.h"
21 #include "cmd/cmd-dump.h"
22 #include "cmd/cmd-inn.h"
24 #include "floor-events.h"
25 #include "floor-save.h"
27 #include "objectkind.h"
28 #include "object-boost.h"
29 #include "object-flavor.h"
30 #include "object-hook.h"
32 #include "monsterrace-hook.h"
39 #include "market/building.h"
44 #include "cmd-spell.h"
46 #include "spells-object.h"
47 #include "spells-status.h"
48 #include "realm-hex.h"
49 #include "dungeon-file.h"
52 #include "player-status.h"
53 #include "player-effects.h"
54 #include "player-class.h"
55 #include "player-personality.h"
56 #include "player-inventory.h"
59 #include "view-mainwindow.h"
60 #include "monsterrace.h"
63 #include "market/poker.h"
64 #include "market/building-util.h"
65 #include "market/arena-info-table.h"
66 #include "market/play-gamble.h"
67 #include "view/display-fruit.h"
69 building_type building[MAX_BLDG];
71 MONRACE_IDX battle_mon[4];
77 bool reinit_wilderness = FALSE;
78 MONSTER_IDX today_mon;
81 * @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。
82 * @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、
83 * 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。
84 * @param player_ptr プレーヤーへの参照ポインタ
85 * @param bldg 施設構造体の参照ポインタ
86 * @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。
88 static bool is_owner(player_type *player_ptr, building_type *bldg)
90 if (bldg->member_class[player_ptr->pclass] == BUILDING_OWNER)
95 if (bldg->member_race[player_ptr->prace] == BUILDING_OWNER)
100 REALM_IDX realm1 = player_ptr->realm1;
101 REALM_IDX realm2 = player_ptr->realm2;
102 if ((is_magic(realm1) && (bldg->member_realm[realm1] == BUILDING_OWNER)) ||
103 (is_magic(realm2) && (bldg->member_realm[realm2] == BUILDING_OWNER)))
113 * @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。
115 * @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、
116 * 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。
117 * @param player_ptr プレーヤーへの参照ポインタ
118 * @param bldg 施設構造体の参照ポインタ
119 * @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。
120 * @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。
122 static bool is_member(player_type *player_ptr, building_type *bldg)
124 if (bldg->member_class[player_ptr->pclass])
129 if (bldg->member_race[player_ptr->prace])
134 REALM_IDX realm1 = player_ptr->realm1;
135 REALM_IDX realm2 = player_ptr->realm2;
136 if ((is_magic(realm1) && bldg->member_realm[realm1]) ||
137 (is_magic(realm2) && bldg->member_realm[realm2]))
142 if (player_ptr->pclass != CLASS_SORCERER) return FALSE;
144 for (int i = 0; i < MAX_MAGIC; i++)
146 if (bldg->member_realm[i + 1]) return TRUE;
155 * @param player_ptr プレーヤーへの参照ポインタ
158 static void building_prt_gold(player_type *player_ptr)
161 prt(_("手持ちのお金: ", "Gold Remaining: "), 23, 53);
162 sprintf(tmp_str, "%9ld", (long)player_ptr->au);
163 prt(tmp_str, 23, 68);
168 * @brief 施設のサービス一覧を表示する / Display a building.
169 * @param player_ptr プレーヤーへの参照ポインタ
170 * @param bldg 施設構造体の参照ポインタ
173 static void show_building(player_type *player_ptr, building_type* bldg)
180 sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
183 for (int i = 0; i < 8; i++)
185 if (!bldg->letters[i]) continue;
187 if (bldg->action_restr[i] == 0)
189 if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
190 (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
192 action_color = TERM_WHITE;
195 else if (is_owner(player_ptr, bldg))
197 action_color = TERM_YELLOW;
198 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
202 action_color = TERM_YELLOW;
203 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
206 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
207 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
211 if (bldg->action_restr[i] == 1)
213 if (!is_member(player_ptr, bldg))
215 action_color = TERM_L_DARK;
216 strcpy(buff, _("(閉店)", "(closed)"));
218 else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
219 (is_member(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
221 action_color = TERM_WHITE;
224 else if (is_owner(player_ptr, bldg))
226 action_color = TERM_YELLOW;
227 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
231 action_color = TERM_YELLOW;
232 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
235 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
236 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
240 if (!is_owner(player_ptr, bldg))
242 action_color = TERM_L_DARK;
243 strcpy(buff, _("(閉店)", "(closed)"));
245 else if (bldg->member_costs[i] != 0)
247 action_color = TERM_YELLOW;
248 sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
252 action_color = TERM_WHITE;
256 sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
257 c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
260 prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
265 * @brief 闘技場に入るコマンドの処理 / arena commands
266 * @param player_ptr プレーヤーへの参照ポインタ
267 * @param cmd 闘技場処理のID
270 static void arena_comm(player_type *player_ptr, int cmd)
275 if (player_ptr->arena_number == MAX_ARENA_MONS)
278 prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
279 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);
280 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);
284 player_ptr->au += 1000000L;
285 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
287 player_ptr->arena_number++;
291 if (player_ptr->arena_number > MAX_ARENA_MONS)
293 if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
295 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."));
297 if (get_check(_("挑戦するかね?", "Do you fight? ")))
299 msg_print(_("死ぬがよい。", "Die, maggots."));
302 player_ptr->exit_bldg = FALSE;
303 reset_tim_flags(player_ptr);
305 /* Save the surface floor as saved floor */
306 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
308 player_ptr->current_floor_ptr->inside_arena = TRUE;
309 player_ptr->leaving = TRUE;
310 player_ptr->leave_bldg = TRUE;
314 msg_print(_("残念だ。", "We are disappointed."));
319 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。",
320 "You enter the arena briefly and bask in your glory."));
327 if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
329 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。",
330 "You don't have permission to enter with pet."));
335 player_ptr->exit_bldg = FALSE;
336 reset_tim_flags(player_ptr);
337 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
339 player_ptr->current_floor_ptr->inside_arena = TRUE;
340 player_ptr->leaving = TRUE;
341 player_ptr->leave_bldg = TRUE;
345 if (player_ptr->arena_number == MAX_ARENA_MONS)
347 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。",
348 "You are victorious. Enter the arena for the ceremony."));
352 if (player_ptr->arena_number > MAX_ARENA_MONS)
354 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
359 r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
360 concptr name = (r_name + r_ptr->name);
361 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
363 player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
364 player_ptr->window |= (PW_MONSTER);
365 handle_stuff(player_ptr);
368 case BACT_ARENA_RULES:
371 /* Peruse the arena help file */
372 (void)show_file(player_ptr, TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
380 * @brief モンスター闘技場に参加するモンスターを更新する。
381 * @param player_ptr プレーヤーへの参照ポインタ
384 void update_gambling_monsters(player_type *player_ptr)
392 for (i = 0; i < current_world_ptr->max_d_idx; i++)
394 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
397 mon_level = randint1(MIN(max_dl, 122)) + 5;
398 if (randint0(100) < 60)
400 i = randint1(MIN(max_dl, 122)) + 5;
401 mon_level = MAX(i, mon_level);
404 if (randint0(100) < 30)
406 i = randint1(MIN(max_dl, 122)) + 5;
407 mon_level = MAX(i, mon_level);
414 for (i = 0; i < 4; i++)
420 get_mon_num_prep(player_ptr, monster_can_entry_arena, NULL);
421 r_idx = get_mon_num(player_ptr, mon_level, GMN_ARENA);
422 if (!r_idx) continue;
424 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
426 if ((r_info[r_idx].level + 10) > mon_level) continue;
429 for (j = 0; j < i; j++)
430 if (r_idx == battle_mon[j]) break;
435 battle_mon[i] = r_idx;
436 if (r_info[r_idx].level < 45) tekitou = TRUE;
439 for (i = 0; i < 4; i++)
441 monster_race *r_ptr = &r_info[battle_mon[i]];
442 int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
444 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
445 power[i] = r_ptr->hdice * r_ptr->hside * 2;
447 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
448 power[i] = power[i] * (100 + r_ptr->level) / 100;
449 if (r_ptr->speed > 110)
450 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
451 if (r_ptr->speed < 110)
452 power[i] = power[i] * (r_ptr->speed - 20) / 100;
454 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
455 else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
456 power[i] = power[i] * 4 / 3;
457 else if (r_ptr->a_ability_flags2 & RF6_HEAL)
458 power[i] = power[i] * 4 / 3;
459 else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
460 power[i] = power[i] * 11 / 10;
461 if (r_ptr->flags1 & RF1_RAND_25)
462 power[i] = power[i] * 9 / 10;
463 if (r_ptr->flags1 & RF1_RAND_50)
464 power[i] = power[i] * 9 / 10;
465 if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
466 if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
470 for (i = 0; i < 4; i++)
472 if (power[i] <= 0) break;
473 power[i] = total * 60 / power[i];
474 if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
475 if ((power[i] < 160) && randint0(20)) break;
476 if (power[i] < 101) power[i] = 100 + randint1(5);
477 mon_odds[i] = power[i];
486 * @brief モンスター闘技場のメインルーチン
487 * @param player_ptr プレーヤーへの参照ポインタ
490 static bool kakutoujou(player_type *player_ptr)
494 char out_val[160], tmp_str[80];
497 if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
499 update_gambling_monsters(player_ptr);
500 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
506 if (player_ptr->au <= 1)
508 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!"));
517 "Monsters Odds"), 4, 4);
518 for (int i = 0; i < 4; i++)
521 monster_race *r_ptr = &r_info[battle_mon[i]];
523 sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i + 1,
524 _(format("%s%s", r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
525 format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
526 (long int)mon_odds[i] / 100, (long int)mon_odds[i] % 100);
530 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
541 if (i >= '1' && i <= '4')
543 sel_monster = i - '1';
544 battle_odds = mon_odds[sel_monster];
552 for (int i = 0; i < 4; i++)
553 if (i != sel_monster) clear_bldg(i + 5, i + 5);
555 maxbet = player_ptr->lev * 200;
557 /* We can't bet more than we have */
558 maxbet = MIN(maxbet, player_ptr->au);
562 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
565 * Use get_string() because we may need more than
566 * the s16b value returned by get_quantity().
568 if (!get_string(tmp_str, out_val, 32))
574 for (p = out_val; *p == ' '; p++);
577 if (wager > player_ptr->au)
579 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!"));
585 else if (wager > maxbet)
587 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);
593 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
598 battle_odds = MAX(wager + 1, wager * battle_odds / 100);
600 player_ptr->au -= wager;
601 reset_tim_flags(player_ptr);
603 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
605 player_ptr->phase_out = TRUE;
606 player_ptr->leaving = TRUE;
607 player_ptr->leave_bldg = TRUE;
615 * @brief 本日の賞金首情報を表示する。
616 * @param player_ptr プレーヤーへの参照ポインタ
619 static void today_target(player_type *player_ptr)
622 monster_race *r_ptr = &r_info[today_mon];
625 c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
626 sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
627 c_put_str(TERM_YELLOW, buf, 6, 10);
628 sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
630 sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
632 player_ptr->today_mon = today_mon;
637 * @brief ツチノコの賞金首情報を表示する。
640 static void tsuchinoko(void)
643 c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
644 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);
645 c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
646 c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
647 c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
652 * @brief 通常の賞金首情報を表示する。
655 static void show_bounty(void)
660 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);
661 c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
663 for (int i = 0; i < MAX_BOUNTY; i++)
667 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])];
669 if (current_world_ptr->bounty_r_idx[i] > 10000)
672 done_mark = _("(済)", "(done)");
680 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
683 if (!y && (i < MAX_BOUNTY - 1))
685 prt(_("何かキーを押してください", "Hit any key."), 0, 0);
695 * 賞金首の報酬テーブル / List of prize object
698 OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
699 OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
700 } prize_list[MAX_BOUNTY] =
702 {TV_POTION, SV_POTION_CURING},
703 {TV_POTION, SV_POTION_SPEED},
704 {TV_POTION, SV_POTION_SPEED},
705 {TV_POTION, SV_POTION_RESISTANCE},
706 {TV_POTION, SV_POTION_ENLIGHTENMENT},
708 {TV_POTION, SV_POTION_HEALING},
709 {TV_POTION, SV_POTION_RESTORE_MANA},
710 {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
711 {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
712 {TV_SCROLL, SV_SCROLL_SUMMON_PET},
714 {TV_SCROLL, SV_SCROLL_GENOCIDE},
715 {TV_POTION, SV_POTION_STAR_HEALING},
716 {TV_POTION, SV_POTION_STAR_HEALING},
717 {TV_POTION, SV_POTION_NEW_LIFE},
718 {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
720 {TV_POTION, SV_POTION_LIFE},
721 {TV_POTION, SV_POTION_LIFE},
722 {TV_POTION, SV_POTION_AUGMENTATION},
723 {TV_POTION, SV_POTION_INVULNERABILITY},
724 {TV_SCROLL, SV_SCROLL_ARTIFACT},
729 * @brief 賞金首の引き換え処理 / Get prize
730 * @param player_ptr プレーヤーへの参照ポインタ
731 * @return 各種賞金首のいずれかでも換金が行われたか否か。
733 static bool kankin(player_type *player_ptr)
736 GAME_TEXT o_name[MAX_NLEN];
739 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++)
741 o_ptr = &player_ptr->inventory_list[i];
742 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
744 char buf[MAX_NLEN + 20];
745 object_desc(player_ptr, o_name, o_ptr, 0);
746 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
749 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
750 player_ptr->au += 1000000L * o_ptr->number;
751 player_ptr->redraw |= (PR_GOLD);
752 vary_item(player_ptr, i, -o_ptr->number);
759 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
761 o_ptr = &player_ptr->inventory_list[i];
762 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
764 char buf[MAX_NLEN + 20];
765 object_desc(player_ptr, o_name, o_ptr, 0);
766 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
769 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
770 player_ptr->au += 200000L * o_ptr->number;
771 player_ptr->redraw |= (PR_GOLD);
772 vary_item(player_ptr, i, -o_ptr->number);
779 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
781 o_ptr = &player_ptr->inventory_list[i];
782 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
784 char buf[MAX_NLEN + 20];
785 object_desc(player_ptr, o_name, o_ptr, 0);
786 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
789 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
790 player_ptr->au += 100000L * o_ptr->number;
791 player_ptr->redraw |= (PR_GOLD);
792 vary_item(player_ptr, i, -o_ptr->number);
798 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
800 o_ptr = &player_ptr->inventory_list[i];
801 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)))
803 char buf[MAX_NLEN + 20];
804 object_desc(player_ptr, o_name, o_ptr, 0);
805 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
808 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
809 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
810 player_ptr->redraw |= (PR_GOLD);
811 vary_item(player_ptr, i, -o_ptr->number);
817 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
819 o_ptr = &player_ptr->inventory_list[i];
821 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
823 char buf[MAX_NLEN + 20];
824 object_desc(player_ptr, o_name, o_ptr, 0);
825 sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
828 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
829 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
830 player_ptr->redraw |= (PR_GOLD);
831 vary_item(player_ptr, i, -o_ptr->number);
838 for (int j = 0; j < MAX_BOUNTY; j++)
840 for (INVENTORY_IDX i = INVEN_PACK - 1; i >= 0; i--)
842 o_ptr = &player_ptr->inventory_list[i];
843 if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j])) continue;
845 char buf[MAX_NLEN + 20];
847 INVENTORY_IDX item_new;
850 object_desc(player_ptr, o_name, o_ptr, 0);
851 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
852 if (!get_check(buf)) continue;
854 vary_item(player_ptr, i, -o_ptr->number);
855 chg_virtue(player_ptr, V_JUSTICE, 5);
856 current_world_ptr->bounty_r_idx[j] += 10000;
858 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
860 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
863 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" : ""));
865 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
866 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
868 object_aware(player_ptr, &forge);
869 object_known(&forge);
872 * Hand it --- Assume there is an empty slot.
873 * Since a corpse is handed at first,
874 * there is at least one empty slot.
876 item_new = inven_carry(player_ptr, &forge);
877 object_desc(player_ptr, o_name, &forge, 0);
878 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
880 autopick_alter_item(player_ptr, item_new, FALSE);
881 handle_stuff(player_ptr);
886 if (change) return TRUE;
888 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."));
895 * @brief クエスト情報を表示しつつ処理する。/ Display quest information
896 * @param player_ptr プレーヤーへの参照ポインタ
897 * @param questnum クエストのID
898 * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
901 static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
903 for (int i = 0; i < 10; i++)
905 quest_text[i][0] = '\0';
910 floor_type *floor_ptr = player_ptr->current_floor_ptr;
911 QUEST_IDX old_quest = floor_ptr->inside_quest;
912 floor_ptr->inside_quest = questnum;
914 init_flags = INIT_SHOW_TEXT;
915 if (do_init) init_flags |= INIT_ASSIGN;
917 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
918 floor_ptr->inside_quest = old_quest;
920 GAME_TEXT tmp_str[80];
921 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);
923 prt(quest[questnum].name, 7, 0);
925 for (int i = 0; i < 10; i++)
927 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
932 * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
933 * @param player_ptr プレーヤーへの参照ポインタ
936 static void castle_quest(player_type *player_ptr)
939 QUEST_IDX q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
943 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);
948 q_ptr = &quest[q_index];
949 if (q_ptr->status == QUEST_STATUS_COMPLETED)
951 q_ptr->status = QUEST_STATUS_REWARDED;
952 get_questinfo(player_ptr, q_index, FALSE);
953 reinit_wilderness = TRUE;
957 if (q_ptr->status == QUEST_STATUS_FAILED)
959 get_questinfo(player_ptr, q_index, FALSE);
960 q_ptr->status = QUEST_STATUS_FAILED_DONE;
961 reinit_wilderness = TRUE;
965 if (q_ptr->status == QUEST_STATUS_TAKEN)
967 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);
968 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);
969 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);
973 if (q_ptr->status != QUEST_STATUS_UNTAKEN) return;
975 q_ptr->status = QUEST_STATUS_TAKEN;
976 reinit_wilderness = TRUE;
977 if (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL)
979 get_questinfo(player_ptr, q_index, TRUE);
983 if (q_ptr->r_idx == 0)
985 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6), 0);
989 r_ptr = &r_info[q_ptr->r_idx];
990 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
992 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6), 0);
993 r_ptr = &r_info[q_ptr->r_idx];
996 if (q_ptr->max_num == 0)
998 if (randint1(10) > 7)
1001 q_ptr->max_num = randint1(3) + 1;
1005 concptr name = (r_name + r_ptr->name);
1007 msg_format("クエスト: %sを %d体倒す", name, q_ptr->max_num);
1009 msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
1011 get_questinfo(player_ptr, q_index, TRUE);
1016 * @brief 町に関するヘルプを表示する / Display town history
1017 * @param player_ptr プレーヤーへの参照ポインタ
1020 static void town_history(player_type *player_ptr)
1023 (void)show_file(player_ptr, TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
1029 * @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
1031 * @param mult スレイ倍率(掛け算部分)
1032 * @param div スレイ倍率(割り算部分)
1033 * @param force 理力特別計算フラグ
1036 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
1044 tmp += dam * 60 * 2;
1058 * @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)
1059 * @param player_ptr プレーヤーへの参照ポインタ
1061 * @param mult スレイ倍率(掛け算部分)
1062 * @param div スレイ倍率(割り算部分)
1063 * @param force 理力特別計算フラグ
1065 * @param plus 武器ダメージ修正
1066 * @param meichuu 命中値
1067 * @param dokubari 毒針処理か否か
1068 * @param vorpal_mult 切れ味倍率(掛け算部分)
1069 * @param vorpal_div 切れ味倍率(割り算部分)
1072 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)
1074 dam = calc_slaydam(dam, mult, div, force);
1075 dam = calc_expect_crit(owner_ptr, weight, plus, dam, meichuu, dokubari);
1076 dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
1082 * @brief 武器の各条件毎のダメージ期待値を表示する。
1085 * @param mindice ダイス部分最小値
1086 * @param maxdice ダイス部分最大値
1088 * @param dam_bonus ダメージ修正値
1090 * @param color 条件内容の表示色
1092 * Display the damage figure of an object\n
1093 * (used by compare_weapon_aux)\n
1095 * Only accurate for the current weapon, because it includes\n
1096 * the current +dam of the player.\n
1099 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
1101 c_put_str(color, attr, r, c);
1102 GAME_TEXT tmp_str[80];
1103 int mindam = blows * (mindice + dam_bonus);
1104 int maxdam = blows * (maxdice + dam_bonus);
1105 sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
1106 put_str(tmp_str, r, c + 8);
1111 * @brief 武器一つ毎のダメージ情報を表示する。
1112 * @param o_ptr オブジェクトの構造体の参照ポインタ。
1113 * @param col 表示する行の上端
1116 * Show the damage figures for the various monster types\n
1118 * Only accurate for the current weapon, because it includes\n
1119 * the current number of blows for the player.\n
1122 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
1124 BIT_FLAGS flgs[TR_FLAG_SIZE];
1125 int blow = owner_ptr->num_blow[0];
1127 bool dokubari = FALSE;
1129 int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
1130 int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
1132 int mindice = eff_dd;
1133 int maxdice = eff_ds * eff_dd;
1136 int vorpal_mult = 1;
1138 int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
1140 object_flags(o_ptr, flgs);
1141 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) dokubari = TRUE;
1143 mindam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
1144 maxdam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
1145 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
1146 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(owner_ptr, HEX_RUNESWORD)))
1148 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
1159 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);
1160 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);
1161 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
1164 if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
1168 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);
1169 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);
1170 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
1173 if (have_flag(flgs, TR_KILL_ANIMAL))
1175 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);
1176 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);
1177 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
1179 else if (have_flag(flgs, TR_SLAY_ANIMAL))
1181 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);
1182 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);
1183 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
1186 if (have_flag(flgs, TR_KILL_EVIL))
1188 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);
1189 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);
1190 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
1192 else if (have_flag(flgs, TR_SLAY_EVIL))
1194 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);
1195 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);
1196 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
1199 if (have_flag(flgs, TR_KILL_HUMAN))
1201 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);
1202 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);
1203 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
1205 else if (have_flag(flgs, TR_SLAY_HUMAN))
1207 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);
1208 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);
1209 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
1212 if (have_flag(flgs, TR_KILL_UNDEAD))
1214 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);
1215 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);
1216 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
1218 else if (have_flag(flgs, TR_SLAY_UNDEAD))
1220 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);
1221 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);
1222 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
1225 if (have_flag(flgs, TR_KILL_DEMON))
1227 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);
1228 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);
1229 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
1231 else if (have_flag(flgs, TR_SLAY_DEMON))
1233 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);
1234 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);
1235 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
1238 if (have_flag(flgs, TR_KILL_ORC))
1240 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);
1241 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);
1242 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
1244 else if (have_flag(flgs, TR_SLAY_ORC))
1246 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);
1247 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);
1248 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
1251 if (have_flag(flgs, TR_KILL_TROLL))
1253 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);
1254 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);
1255 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
1257 else if (have_flag(flgs, TR_SLAY_TROLL))
1259 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);
1260 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);
1261 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
1264 if (have_flag(flgs, TR_KILL_GIANT))
1266 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);
1267 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);
1268 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
1270 else if (have_flag(flgs, TR_SLAY_GIANT))
1272 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);
1273 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);
1274 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
1277 if (have_flag(flgs, TR_KILL_DRAGON))
1279 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);
1280 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);
1281 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
1283 else if (have_flag(flgs, TR_SLAY_DRAGON))
1285 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);
1286 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);
1287 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
1290 if (have_flag(flgs, TR_BRAND_ACID))
1292 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);
1293 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);
1294 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
1297 if (have_flag(flgs, TR_BRAND_ELEC))
1299 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);
1300 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);
1301 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
1304 if (have_flag(flgs, TR_BRAND_FIRE))
1306 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);
1307 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);
1308 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
1311 if (have_flag(flgs, TR_BRAND_COLD))
1313 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);
1314 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);
1315 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
1318 if (have_flag(flgs, TR_BRAND_POIS))
1320 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);
1321 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);
1322 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
1328 * @brief 武器匠における武器一つ毎の完全情報を表示する。
1329 * @param player_type プレーヤーへの参照ポインタ
1330 * @param o_ptr オブジェクトの構造体の参照ポインタ。
1331 * @param row 表示する列の左端
1332 * @param col 表示する行の上端
1334 * Displays all info about a weapon
1336 * Only accurate for the current weapon, because it includes
1337 * various info about the player's +to_dam and number of blows.
1340 static void list_weapon(player_type *player_ptr, object_type *o_ptr, TERM_LEN row, TERM_LEN col)
1342 GAME_TEXT o_name[MAX_NLEN];
1343 GAME_TEXT tmp_str[80];
1345 DICE_NUMBER eff_dd = o_ptr->dd + player_ptr->to_dd[0];
1346 DICE_SID eff_ds = o_ptr->ds + player_ptr->to_ds[0];
1347 HIT_RELIABILITY reli = player_ptr->skill_thn + (player_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
1349 object_desc(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
1350 c_put_str(TERM_YELLOW, o_name, row, col);
1351 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), player_ptr->num_blow[0]);
1352 put_str(tmp_str, row + 1, col);
1354 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
1355 put_str(tmp_str, row + 2, col);
1356 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
1357 (int)hit_chance(player_ptr, reli, 0),
1358 (int)hit_chance(player_ptr, reli, 50),
1359 (int)hit_chance(player_ptr, reli, 100),
1360 (int)hit_chance(player_ptr, reli, 150),
1361 (int)hit_chance(player_ptr, reli, 200));
1362 put_str(tmp_str, row + 3, col);
1363 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
1365 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
1366 (int)(eff_dd + o_ptr->to_d + player_ptr->to_d[0]),
1367 (int)(eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0]));
1368 put_str(tmp_str, row + 6, col + 1);
1370 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
1371 (int)(player_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + player_ptr->to_d[0])),
1372 (int)(player_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0])));
1373 put_str(tmp_str, row + 7, col + 1);
1378 * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
1380 * Copies the weapons to compare into the weapon-slot and\n
1381 * compares the values for both weapons.\n
1382 * 武器1つだけで比較をしないなら費用は半額になる。
1383 * @param bcost 基本鑑定費用
1384 * @return 最終的にかかった費用
1386 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
1388 object_type *o_ptr[2];
1389 object_type orig_weapon;
1392 TERM_LEN wid = 38, mgn = 2;
1393 bool old_character_xtra = current_world_ptr->character_xtra;
1396 PRICE cost = 0; /* First time no price */
1400 i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
1401 object_copy(&orig_weapon, i_ptr);
1403 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1404 concptr q = _("第一の武器は?", "What is your first weapon? ");
1405 concptr s = _("比べるものがありません。", "You have nothing to compare.");
1408 o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
1421 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1422 current_world_ptr->character_xtra = TRUE;
1423 for (int i = 0; i < n; i++)
1425 int col = (wid * i + mgn);
1426 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
1428 customer_ptr->update |= PU_BONUS;
1429 handle_stuff(customer_ptr);
1431 list_weapon(customer_ptr, o_ptr[i], row, col);
1432 compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
1433 object_copy(i_ptr, &orig_weapon);
1436 customer_ptr->update |= PU_BONUS;
1437 handle_stuff(customer_ptr);
1439 current_world_ptr->character_xtra = old_character_xtra;
1441 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
1442 put_str("(一番高いダメージが適用されます。複数の倍打効果は足し算されません。)", row + 4, 0);
1443 prt("現在の技量から判断すると、あなたの武器は以下のような威力を発揮します:", 0, 0);
1445 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), 1, (wid + mgn));
1446 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
1447 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
1452 if (ch != 's') break;
1454 if (total + cost > customer_ptr->au)
1456 msg_print(_("お金が足りません!", "You don't have enough money!"));
1461 q = _("第二の武器は?", "What is your second weapon? ");
1462 s = _("比べるものがありません。", "You have nothing to compare.");
1464 o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
1465 if (!o_ptr[1]) continue;
1478 * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
1480 * Calculate and display the dodge-rate and the protection-rate
1482 * @param iAC プレイヤーのAC。
1483 * @return 常にTRUEを返す。
1485 static bool eval_ac(ARMOUR_CLASS iAC)
1489 "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"
1490 "何パーセント軽減するかを示します。\n"
1491 "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"
1492 "に対してのみ効果があります。\n \n"
1493 "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"
1494 "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"
1495 "敵のレベルとあなたのACによって決定されます。\n \n"
1496 "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"
1497 "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";
1500 "'Protection Rate' means how much damage is reduced by your armor.\n"
1501 "Note that the Protection rate is effective only against normal "
1502 "'attack' and 'shatter' type melee attacks, "
1503 "and has no effect against any other types such as 'poison'.\n \n"
1504 "'Dodge Rate' indicates the success rate on dodging the "
1505 "monster's melee attacks. "
1506 "It is depend on the level of the monster and your AC.\n \n"
1507 "'Average Damage' indicates the expected amount of damage "
1508 "when you are attacked by normal melee attacks with power=100.";
1512 TERM_LEN col, row = 2;
1514 char buf[80 * 20], *t;
1516 if (iAC < 0) iAC = 0;
1518 protection = 100 * MIN(iAC, 150) / 250;
1522 put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
1523 put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
1526 put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
1527 put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
1528 put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
1530 for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
1532 int quality = 60 + lvl * 3; /* attack quality with power 60 */
1533 int dodge; /* 回避率(%) */
1534 int average; /* ダメージ期待値 */
1536 put_str(format("%3d", lvl), row + 0, col);
1539 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
1540 put_str(format("%3d%%", dodge), row + 1, col);
1542 /* 100点の攻撃に対してのダメージ期待値を計算 */
1543 average = (100 - dodge) * (100 - protection) / 100;
1544 put_str(format("%3d", average), row + 2, col);
1547 roff_to_buf(memo, 70, buf, sizeof(buf));
1548 for (t = buf; t[0]; t += strlen(t) + 1)
1549 put_str(t, (row++) + 4, 4);
1551 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);
1562 * @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。
1563 * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
1564 * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
1565 * @return 修復対象になるならTRUEを返す。
1567 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
1569 BIT_FLAGS to_flgs[TR_FLAG_SIZE];
1570 BIT_FLAGS from_flgs[TR_FLAG_SIZE];
1571 object_flags(to_ptr, to_flgs);
1572 object_flags(from_ptr, from_flgs);
1575 int cand[TR_FLAG_MAX];
1576 for (int i = 0; i < TR_FLAG_MAX; i++)
1580 case TR_IGNORE_ACID:
1581 case TR_IGNORE_ELEC:
1582 case TR_IGNORE_FIRE:
1583 case TR_IGNORE_COLD:
1592 case TR_FIXED_FLAVOR:
1595 if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
1597 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
1604 int tr_idx = cand[randint0(n)];
1605 add_flag(to_ptr->art_flags, tr_idx);
1606 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
1607 int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
1608 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
1609 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
1614 * @brief アイテム修復処理のメインルーチン / Repair broken weapon
1615 * @param player_ptr プレーヤーへの参照ポインタ
1616 * @param bcost 基本修復費用
1619 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
1623 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);
1624 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);
1626 concptr q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
1627 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.");
1628 item_tester_hook = item_tester_hook_broken_weapon;
1632 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
1633 if (!o_ptr) return 0;
1635 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
1637 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
1641 if (o_ptr->number > 1)
1643 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!"));
1647 char basenm[MAX_NLEN];
1648 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
1649 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
1651 q = _("材料となる武器は?", "Which weapon for material? ");
1652 s = _("材料となる武器がありません。", "You have no material to repair.");
1654 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
1656 object_type *mo_ptr;
1657 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
1658 if (!mo_ptr) return 0;
1661 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
1665 object_desc(player_ptr, basenm, mo_ptr, OD_NAME_ONLY);
1666 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
1667 PRICE cost = bcost + object_value_real(o_ptr) * 2;
1668 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;
1670 if (player_ptr->au < cost)
1672 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
1673 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);
1678 player_ptr->total_weight -= o_ptr->weight;
1679 KIND_OBJECT_IDX k_idx;
1680 if (o_ptr->sval == SV_BROKEN_DAGGER)
1684 for (KIND_OBJECT_IDX j = 1; j < max_k_idx; j++)
1686 object_kind *k_aux_ptr = &k_info[j];
1688 if (k_aux_ptr->tval != TV_SWORD) continue;
1689 if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
1690 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
1691 (k_aux_ptr->sval == SV_POISON_NEEDLE)) continue;
1692 if (k_aux_ptr->weight > 99) continue;
1703 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
1706 object_kind *ck_ptr;
1707 k_idx = lookup_kind(tval, SV_ANY);
1708 ck_ptr = &k_info[k_idx];
1710 if (tval == TV_SWORD)
1712 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
1713 (ck_ptr->sval == SV_BROKEN_SWORD) ||
1714 (ck_ptr->sval == SV_DIAMOND_EDGE) ||
1715 (ck_ptr->sval == SV_POISON_NEEDLE)) continue;
1717 if (tval == TV_POLEARM)
1719 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
1720 (ck_ptr->sval == SV_TSURIZAO)) continue;
1722 if (tval == TV_HAFTED)
1724 if ((ck_ptr->sval == SV_GROND) ||
1725 (ck_ptr->sval == SV_WIZSTAFF) ||
1726 (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
1733 int dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
1734 int ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
1735 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
1736 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
1739 k_ptr = &k_info[k_idx];
1740 o_ptr->k_idx = k_idx;
1741 o_ptr->weight = k_ptr->weight;
1742 o_ptr->tval = k_ptr->tval;
1743 o_ptr->sval = k_ptr->sval;
1744 o_ptr->dd = k_ptr->dd;
1745 o_ptr->ds = k_ptr->ds;
1747 for (int i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
1748 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
1749 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte)k_ptr->act_idx;
1754 for (int i = 1; i < dd_bonus; i++)
1756 if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
1763 for (int i = 1; i < ds_bonus; i++)
1765 if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
1769 if (have_flag(k_ptr->flags, TR_BLOWS))
1771 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
1772 o_ptr->pval = MIN(o_ptr->pval, bmax);
1775 give_one_ability_of_object(o_ptr, mo_ptr);
1776 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
1777 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
1778 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
1780 if ((o_ptr->name1 == ART_NARSIL) ||
1781 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
1782 (object_is_ego(o_ptr) && one_in_(7)))
1784 if (object_is_ego(o_ptr))
1786 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
1787 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
1790 give_one_ability_of_object(o_ptr, mo_ptr);
1791 if (!activation_index(o_ptr)) one_activation(o_ptr);
1793 if (o_ptr->name1 == ART_NARSIL)
1795 one_high_resistance(o_ptr);
1799 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptional."));
1802 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
1804 msg_format("$%dで%sに修復しました。", cost, basenm);
1806 msg_format("Repaired into %s for %d gold.", basenm, cost);
1809 o_ptr->ident &= ~(IDENT_BROKEN);
1810 o_ptr->discount = 99;
1812 player_ptr->total_weight += o_ptr->weight;
1813 calc_android_exp(player_ptr);
1814 inven_item_increase(player_ptr, mater, -1);
1815 inven_item_optimize(player_ptr, mater);
1817 player_ptr->update |= PU_BONUS;
1818 handle_stuff(player_ptr);
1824 * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
1825 * @param player_ptr プレーヤーへの参照ポインタ
1826 * @param bcost 基本鑑定費用
1829 static int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
1833 cost = repair_broken_weapon_aux(player_ptr, bcost);
1840 * @brief アイテムの強化を行う。 / Enchant item
1841 * @param player_ptr プレーヤーへの参照ポインタ
1842 * @param cost 1回毎の費用
1843 * @param to_hit 命中をアップさせる量
1844 * @param to_dam ダメージをアップさせる量
1845 * @param to_ac ACをアップさせる量
1846 * @return 実際に行ったらTRUE
1848 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
1851 int maxenchant = (player_ptr->lev / 5);
1852 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);
1853 prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
1855 concptr q = _("どのアイテムを改良しますか?", "Improve which item? ");
1856 concptr s = _("改良できるものがありません。", "You have nothing to improve.");
1860 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
1861 if (!o_ptr) return FALSE;
1863 char tmp_str[MAX_NLEN];
1864 if (player_ptr->au < (cost * o_ptr->number))
1866 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
1867 msg_format(_("%sを改良するだけのゴールドがありません!", "You do not have the gold to improve %s!"), tmp_str);
1872 for (int i = 0; i < to_hit; i++)
1874 if ((o_ptr->to_h < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
1881 for (int i = 0; i < to_dam; i++)
1883 if ((o_ptr->to_d < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
1890 for (int i = 0; i < to_ac; i++)
1892 if ((o_ptr->to_a < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
1901 if (flush_failure) flush();
1902 msg_print(_("改良に失敗した。", "The improvement failed."));
1906 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
1908 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
1910 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
1913 player_ptr->au -= (cost * o_ptr->number);
1914 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
1920 * @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
1922 * The player can select the number of charges to add\n
1923 * (up to a limit), and the recharge never fails.\n
1925 * The cost for rods depends on the level of the rod. The prices\n
1926 * for recharging wands and staffs are dependent on the cost of\n
1928 * @param player_ptr プレーヤーへの参照ポインタ
1931 static void building_recharge(player_type *player_ptr)
1935 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);
1936 item_tester_hook = item_tester_hook_recharge;
1938 concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
1939 concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
1943 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1947 k_ptr = &k_info[o_ptr->k_idx];
1950 * We don't want to give the player free info about
1951 * the level of the item or the number of charges.
1953 /* The item must be "known" */
1954 char tmp_str[MAX_NLEN];
1955 if (!object_is_known(o_ptr))
1957 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!"));
1960 if ((player_ptr->au >= 50) &&
1961 get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
1964 player_ptr->au -= 50;
1965 identify_item(player_ptr, o_ptr);
1966 object_desc(player_ptr, tmp_str, o_ptr, 0);
1967 msg_format(_("%s です。", "You have: %s."), tmp_str);
1969 autopick_alter_item(player_ptr, item, FALSE);
1970 building_prt_gold(player_ptr);
1976 DEPTH lev = k_info[o_ptr->k_idx].level;
1978 if (o_ptr->tval == TV_ROD)
1980 if (o_ptr->timeout > 0)
1982 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
1987 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
1991 else if (o_ptr->tval == TV_STAFF)
1993 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
1994 price = MAX(10, price);
1998 price = (k_info[o_ptr->k_idx].cost / 10);
1999 price = MAX(10, price);
2002 if (o_ptr->tval == TV_WAND
2003 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
2005 if (o_ptr->number > 1)
2007 msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
2011 msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
2016 else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
2018 if (o_ptr->number > 1)
2020 msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
2024 msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
2030 if (player_ptr->au < price)
2032 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
2034 msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
2036 msg_format("You need %d gold to recharge %s!", price, tmp_str);
2041 PARAMETER_VALUE charges;
2042 if (o_ptr->tval == TV_ROD)
2045 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
2047 if (get_check(format("Recharge the %s for %d gold? ",
2048 ((o_ptr->number > 1) ? "rods" : "rod"), price)))
2062 if (o_ptr->tval == TV_STAFF)
2063 max_charges = k_ptr->pval - o_ptr->pval;
2065 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
2067 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
2068 MIN(player_ptr->au / price, max_charges));
2070 if (charges < 1) return;
2073 o_ptr->pval += charges;
2074 o_ptr->ident &= ~(IDENT_EMPTY);
2077 object_desc(player_ptr, tmp_str, o_ptr, 0);
2079 msg_format("%sを$%d で再充填しました。", tmp_str, price);
2081 msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
2083 player_ptr->update |= (PU_COMBINE | PU_REORDER);
2084 player_ptr->window |= (PW_INVEN);
2085 player_ptr->au -= price;
2090 * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staffs
2092 * The player can select the number of charges to add\n
2093 * (up to a limit), and the recharge never fails.\n
2095 * The cost for rods depends on the level of the rod. The prices\n
2096 * for recharging wands and staffs are dependent on the cost of\n
2098 * @param player_ptr プレーヤーへの参照ポインタ
2101 static void building_recharge_all(player_type *player_ptr)
2105 prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
2108 PRICE total_cost = 0;
2109 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
2112 o_ptr = &player_ptr->inventory_list[i];
2114 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
2115 if (!object_is_known(o_ptr)) total_cost += 50;
2117 DEPTH lev = k_info[o_ptr->k_idx].level;
2119 k_ptr = &k_info[o_ptr->k_idx];
2121 switch (o_ptr->tval)
2124 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
2128 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
2129 price = MAX(10, price);
2130 price = (k_ptr->pval - o_ptr->pval) * price;
2134 price = (k_info[o_ptr->k_idx].cost / 10);
2135 price = MAX(10, price);
2136 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
2140 if (price > 0) total_cost += price;
2145 msg_print(_("充填する必要はありません。", "No need to recharge."));
2150 if (player_ptr->au < total_cost)
2152 msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost);
2157 if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
2159 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
2162 o_ptr = &player_ptr->inventory_list[i];
2164 k_ptr = &k_info[o_ptr->k_idx];
2166 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
2168 if (!object_is_known(o_ptr))
2170 identify_item(player_ptr, o_ptr);
2171 autopick_alter_item(player_ptr, i, FALSE);
2174 switch (o_ptr->tval)
2180 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
2182 o_ptr->ident &= ~(IDENT_EMPTY);
2185 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
2186 o_ptr->pval = o_ptr->number * k_ptr->pval;
2188 o_ptr->ident &= ~(IDENT_EMPTY);
2193 msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
2195 player_ptr->update |= (PU_COMBINE | PU_REORDER);
2196 player_ptr->window |= (PW_INVEN);
2197 player_ptr->au -= total_cost;
2202 * @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-
2203 * @param player_ptr プレーヤーへの参照ポインタ
2204 * @return 常にTRUEを返す。
2205 * @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。
2207 static bool research_mon(player_type *player_ptr)
2211 bool recall = FALSE;
2220 static int old_sym = '\0';
2221 static IDX old_i = 0;
2225 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):",
2226 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
2234 for (i = 0; ident_info[i]; ++i)
2236 if (sym == ident_info[i][0]) break;
2239 /* XTRA HACK WHATSEARCH */
2240 if (sym == KTRL('A'))
2243 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
2245 else if (sym == KTRL('U'))
2248 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
2250 else if (sym == KTRL('N'))
2253 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
2255 else if (sym == KTRL('M'))
2258 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"), temp, 70))
2266 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
2268 else if (ident_info[i])
2270 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
2274 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
2277 /* Display the result */
2280 /* Allocate the "who" array */
2281 C_MAKE(who, max_r_idx, MONRACE_IDX);
2283 /* Collect matching monsters */
2285 for (i = 1; i < max_r_idx; i++)
2287 monster_race *r_ptr = &r_info[i];
2290 if (!r_ptr->name) continue;
2292 /* XTRA HACK WHATSEARCH */
2293 /* Require non-unique monsters if needed */
2294 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
2296 /* Require unique monsters if needed */
2297 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
2302 for (int xx = 0; temp[xx] && xx < 80; xx++)
2305 if (iskanji(temp[xx]))
2311 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
2316 strcpy(temp2, r_name + r_ptr->E_name);
2318 strcpy(temp2, r_name + r_ptr->name);
2320 for (int xx = 0; temp2[xx] && xx < 80; xx++)
2322 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
2326 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
2328 if (my_strstr(temp2, temp))
2332 else if (all || (r_ptr->d_char == sym))
2340 C_KILL(who, max_r_idx, MONRACE_IDX);
2351 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
2354 if (old_sym == sym && old_i < n) i = old_i;
2363 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
2368 lore_do_probe(player_ptr, r_idx);
2369 monster_race_track(player_ptr, r_idx);
2370 handle_stuff(player_ptr);
2371 screen_roff(player_ptr, r_idx, 0x01);
2378 if (query != 'r') break;
2383 if (query == ESCAPE) break;
2390 if (!expand_list) break;
2399 if (!expand_list) break;
2403 C_KILL(who, max_r_idx, MONRACE_IDX);
2410 * @brief 施設の処理実行メインルーチン / Execute a building command
2411 * @param player_ptr プレーヤーへの参照ポインタ
2412 * @param bldg 施設構造体の参照ポインタ
2413 * @param i 実行したい施設のサービステーブルの添字
2416 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
2422 if (is_owner(player_ptr, bldg))
2423 bcost = bldg->member_costs[i];
2425 bcost = bldg->other_costs[i];
2427 /* action restrictions */
2428 if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) ||
2429 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
2431 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
2435 BACT_IDX bact = bldg->actions[i];
2436 if ((bact != BACT_RECHARGE) &&
2437 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
2438 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
2440 msg_print(_("お金が足りません!", "You do not have the gold!"));
2450 case BACT_RESEARCH_ITEM:
2451 paid = identify_fully(player_ptr, FALSE);
2453 case BACT_TOWN_HISTORY:
2454 town_history(player_ptr);
2456 case BACT_RACE_LEGENDS:
2457 race_legends(player_ptr);
2460 castle_quest(player_ptr);
2462 case BACT_KING_LEGENDS:
2463 case BACT_ARENA_LEGENDS:
2465 show_highclass(player_ptr);
2468 case BACT_ARENA_RULES:
2470 arena_comm(player_ptr, bact);
2472 case BACT_IN_BETWEEN:
2474 case BACT_SPIN_WHEEL:
2475 case BACT_DICE_SLOTS:
2476 case BACT_GAMBLE_RULES:
2478 gamble_comm(player_ptr, bact);
2483 paid = inn_comm(player_ptr, bact);
2485 case BACT_RESEARCH_MONSTER:
2486 paid = research_mon(player_ptr);
2488 case BACT_COMPARE_WEAPONS:
2490 bcost = compare_weapons(player_ptr, bcost);
2492 case BACT_ENCHANT_WEAPON:
2493 item_tester_hook = object_allow_enchant_melee_weapon;
2494 enchant_item(player_ptr, bcost, 1, 1, 0);
2496 case BACT_ENCHANT_ARMOR:
2497 item_tester_hook = object_is_armour;
2498 enchant_item(player_ptr, bcost, 0, 0, 1);
2501 building_recharge(player_ptr);
2503 case BACT_RECHARGE_ALL:
2504 building_recharge_all(player_ptr);
2507 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;
2508 identify_pack(player_ptr);
2509 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
2512 case BACT_IDENT_ONE:
2513 paid = ident_spell(player_ptr, FALSE);
2516 do_cmd_study(player_ptr);
2519 paid = cure_critical_wounds(player_ptr, 200);
2522 paid = restore_all_status(player_ptr);
2524 case BACT_ENCHANT_ARROWS:
2525 item_tester_hook = item_tester_hook_ammo;
2526 enchant_item(player_ptr, bcost, 1, 1, 0);
2528 case BACT_ENCHANT_BOW:
2529 item_tester_tval = TV_BOW;
2530 enchant_item(player_ptr, bcost, 1, 1, 0);
2534 if (recall_player(player_ptr, 1)) paid = TRUE;
2537 case BACT_TELEPORT_LEVEL:
2539 paid = free_level_recall(player_ptr);
2542 case BACT_LOSE_MUTATION:
2543 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
2544 (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
2546 while (!lose_mutation(player_ptr, 0));
2551 msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
2556 kakutoujou(player_ptr);
2559 case BACT_TSUCHINOKO:
2568 today_target(player_ptr);
2576 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
2577 set_virtue(player_ptr, V_COMPASSION, 0);
2578 set_virtue(player_ptr, V_HONOUR, 0);
2579 set_virtue(player_ptr, V_JUSTICE, 0);
2580 set_virtue(player_ptr, V_SACRIFICE, 0);
2581 set_virtue(player_ptr, V_KNOWLEDGE, 0);
2582 set_virtue(player_ptr, V_FAITH, 0);
2583 set_virtue(player_ptr, V_ENLIGHTEN, 0);
2584 set_virtue(player_ptr, V_ENCHANT, 0);
2585 set_virtue(player_ptr, V_CHANCE, 0);
2586 set_virtue(player_ptr, V_NATURE, 0);
2587 set_virtue(player_ptr, V_HARMONY, 0);
2588 set_virtue(player_ptr, V_VITALITY, 0);
2589 set_virtue(player_ptr, V_UNLIFE, 0);
2590 set_virtue(player_ptr, V_PATIENCE, 0);
2591 set_virtue(player_ptr, V_TEMPERANCE, 0);
2592 set_virtue(player_ptr, V_DILIGENCE, 0);
2593 set_virtue(player_ptr, V_VALOUR, 0);
2594 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
2595 get_virtues(player_ptr);
2599 case BACT_TELE_TOWN:
2600 paid = tele_town(player_ptr);
2604 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
2607 case BACT_BROKEN_WEAPON:
2609 bcost = repair_broken_weapon(player_ptr, bcost);
2613 if (paid) player_ptr->au -= bcost;
2618 * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
2619 * @param プレーヤーへの参照ポインタ
2622 void do_cmd_bldg(player_type *player_ptr)
2624 if (player_ptr->wild_mode) return;
2626 take_turn(player_ptr, 100);
2628 if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
2630 msg_print(_("ここには建物はない。", "You see no building here."));
2634 int which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
2636 building_type *bldg;
2637 bldg = &building[which];
2639 reinit_wilderness = FALSE;
2641 if ((which == 2) && (player_ptr->arena_number < 0))
2643 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
2646 else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
2648 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
2650 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);
2654 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
2655 player_ptr->current_floor_ptr->inside_arena = FALSE;
2656 player_ptr->leaving = TRUE;
2657 command_new = SPECIAL_KEY_BUILDING;
2658 free_turn(player_ptr);
2663 else if (player_ptr->phase_out)
2665 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
2666 player_ptr->leaving = TRUE;
2667 player_ptr->phase_out = FALSE;
2668 command_new = SPECIAL_KEY_BUILDING;
2669 free_turn(player_ptr);
2674 player_ptr->oldpy = player_ptr->y;
2675 player_ptr->oldpx = player_ptr->x;
2678 forget_lite(player_ptr->current_floor_ptr);
2679 forget_view(player_ptr->current_floor_ptr);
2680 current_world_ptr->character_icky++;
2686 show_building(player_ptr, bldg);
2687 player_ptr->leave_bldg = FALSE;
2688 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
2691 while (!player_ptr->leave_bldg)
2696 building_prt_gold(player_ptr);
2698 char command = inkey();
2700 if (command == ESCAPE)
2702 player_ptr->leave_bldg = TRUE;
2703 player_ptr->current_floor_ptr->inside_arena = FALSE;
2704 player_ptr->phase_out = FALSE;
2709 for (i = 0; i < 8; i++)
2711 if (bldg->letters[i] && (bldg->letters[i] == command))
2718 if (validcmd) bldg_process_command(player_ptr, bldg, i);
2720 handle_stuff(player_ptr);
2723 select_floor_music(player_ptr);
2728 if (reinit_wilderness) player_ptr->leaving = TRUE;
2730 current_world_ptr->character_icky--;
2733 player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
2734 player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
2735 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2740 * @brief 今日の賞金首を確定する / Determine today's bounty monster
2741 * @param player_type プレーヤーへの参照ポインタ
2743 * @note conv_old is used if loaded 0.0.3 or older save file
2745 void determine_daily_bounty(player_type *player_ptr, bool conv_old)
2750 for (i = 0; i < current_world_ptr->max_d_idx; i++)
2752 if (max_dlv[i] < d_info[i].mindepth) continue;
2753 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
2758 max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
2761 get_mon_num_prep(player_ptr, NULL, NULL);
2765 today_mon = get_mon_num(player_ptr, max_dl, GMN_ARENA);
2766 monster_race *r_ptr;
2767 r_ptr = &r_info[today_mon];
2769 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2770 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
2771 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
2772 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
2773 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
2774 if (r_ptr->rarity > 10) continue;
2781 * @brief 賞金首となるユニークを確定する / Determine bounty uniques
2782 * @param player_ptr プレーヤーへの参照ポインタ
2785 void determine_bounty_uniques(player_type *player_ptr)
2787 get_mon_num_prep(player_ptr, NULL, NULL);
2788 for (int i = 0; i < MAX_BOUNTY; i++)
2792 current_world_ptr->bounty_r_idx[i] = get_mon_num(player_ptr, MAX_DEPTH - 1, GMN_ARENA);
2793 monster_race *r_ptr;
2794 r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
2796 if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
2798 if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
2801 if (r_ptr->rarity > 100) continue;
2803 if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
2807 for (j = 0; j < i; j++)
2809 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
2817 for (int i = 0; i < MAX_BOUNTY - 1; i++)
2819 for (int j = i; j < MAX_BOUNTY; j++)
2822 if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
2824 tmp = current_world_ptr->bounty_r_idx[i];
2825 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
2826 current_world_ptr->bounty_r_idx[j] = tmp;