OSDN Git Service

0dd12fe7a89674a9fc483e58384e0243a6cb5622
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "object-hook.h"
17 #include "monsterrace-hook.h"
18 #include "melee.h"
19 #include "world.h"
20 #include "sort.h"
21
22 /*!
23  * ループ中で / hack as in leave_store in store.c
24  */
25 static bool leave_bldg = FALSE;
26
27 /*!
28  * @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。
29  * @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、
30  * 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。
31  * @param bldg 施設構造体の参照ポインタ
32  * @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。
33  */
34 static bool is_owner(building_type *bldg)
35 {
36         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
37         {
38                 return (TRUE);
39         }
40
41         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
42         {
43                 return (TRUE);
44         }
45
46         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
47                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
48         {
49                 return (TRUE);
50         }
51
52         return (FALSE);
53 }
54
55 /*!
56  * @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。
57  (スペルマスターの特別判定つき)
58  * @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、
59  * 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。
60  * @param bldg 施設構造体の参照ポインタ
61  * @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。
62  * @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。
63  */
64 static bool is_member(building_type *bldg)
65 {
66         if (bldg->member_class[p_ptr->pclass])
67         {
68                 return (TRUE);
69         }
70
71         if (bldg->member_race[p_ptr->prace])
72         {
73                 return (TRUE);
74         }
75
76         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
77             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
78         {
79                 return (TRUE);
80         }
81
82
83         if (p_ptr->pclass == CLASS_SORCERER)
84         {
85                 int i;
86                 bool OK = FALSE;
87                 for (i = 0; i < MAX_MAGIC; i++)
88                 {
89                         if (bldg->member_realm[i+1]) OK = TRUE;
90                 }
91                 return OK;
92         }
93         return (FALSE);
94 }
95
96 /*!
97  * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
98  * @details 消去は行毎にヌル文字列で行われる。
99  * @param min_row 開始行番号
100  * @param max_row 末尾行番号
101  * @return なし
102  */
103 static void clear_bldg(int min_row, int max_row)
104 {
105         int   i;
106
107         for (i = min_row; i <= max_row; i++)
108                 prt("", i, 0);
109 }
110
111 /*!
112  * @brief 所持金を表示する。
113  * @return なし
114  */
115 static void building_prt_gold(void)
116 {
117         char tmp_str[80];
118         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
119         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
120         prt(tmp_str, 23, 68);
121 }
122
123 /*!
124  * @brief 施設のサービス一覧を表示する / Display a building.
125  * @param bldg 施設構造体の参照ポインタ
126  * @return なし
127  */
128 static void show_building(building_type* bldg)
129 {
130         char buff[20];
131         int i;
132         byte action_color;
133         char tmp_str[80];
134
135         Term_clear();
136         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
137         prt(tmp_str, 2, 1);
138
139
140         for (i = 0; i < 8; i++)
141         {
142                 if (bldg->letters[i])
143                 {
144                         if (bldg->action_restr[i] == 0)
145                         {
146                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
147                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
148                                 {
149                                         action_color = TERM_WHITE;
150                                         buff[0] = '\0';
151                                 }
152                                 else if (is_owner(bldg))
153                                 {
154                                         action_color = TERM_YELLOW;
155                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
156                                 }
157                                 else
158                                 {
159                                         action_color = TERM_YELLOW;
160                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
161                         }
162                         else if (bldg->action_restr[i] == 1)
163                         {
164                                 if (!is_member(bldg))
165                                 {
166                                         action_color = TERM_L_DARK;
167                                         strcpy(buff, _("(閉店)", "(closed)"));
168                                 }
169                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
170                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
171                                 {
172                                         action_color = TERM_WHITE;
173                                         buff[0] = '\0';
174                                 }
175                                 else if (is_owner(bldg))
176                                 {
177                                         action_color = TERM_YELLOW;
178                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
179                                 }
180                                 else
181                                 {
182                                         action_color = TERM_YELLOW;
183                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
184                                 }
185                         }
186                         else
187                         {
188                                 if (!is_owner(bldg))
189                                 {
190                                         action_color = TERM_L_DARK;
191                                         strcpy(buff, _("(閉店)", "(closed)"));
192                                 }
193                                 else if (bldg->member_costs[i] != 0)
194                                 {
195                                         action_color = TERM_YELLOW;
196                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
197                                 }
198                                 else
199                                 {
200                                         action_color = TERM_WHITE;
201                                         buff[0] = '\0';
202                                 }
203                         }
204
205                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
206                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
207                 }
208         }
209         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
210 }
211
212 /*!
213  * @brief 闘技場に入るコマンドの処理 / arena commands
214  * @param cmd 闘技場処理のID
215  * @return なし
216  */
217 static void arena_comm(int cmd)
218 {
219         monster_race    *r_ptr;
220         concptr            name;
221
222
223         switch (cmd)
224         {
225                 case BACT_ARENA:
226                         if (p_ptr->arena_number == MAX_ARENA_MONS)
227                         {
228                                 clear_bldg(5, 19);
229                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
230                                 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);
231                                 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);
232
233                                 prt("", 10, 0);
234                                 prt("", 11, 0);
235                                 p_ptr->au += 1000000L;
236                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
237                                 msg_print(NULL);
238                                 p_ptr->arena_number++;
239                         }
240                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
241                         {
242                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
243                                 {
244                                         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."));
245                                         msg_print(NULL);
246                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
247                                         {       
248                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
249                                                 msg_print(NULL);
250                                         
251                                                 p_ptr->exit_bldg = FALSE;
252                                                 reset_tim_flags();
253
254                                                 /* Save the surface floor as saved floor */
255                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
256
257                                                 p_ptr->inside_arena = TRUE;
258                                                 p_ptr->leaving = TRUE;
259                                                 leave_bldg = TRUE;
260                                         }
261                                         else
262                                         {
263                                                 msg_print(_("残念だ。", "We are disappointed."));
264                                         }
265                                 }
266                                 else
267                                 {
268                                         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。",
269                                                                 "You enter the arena briefly and bask in your glory."));
270                                         msg_print(NULL);
271                                 }
272                         }
273                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
274                         {
275                                 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。",
276                                                         "You don't have permission to enter with pet."));
277                                 msg_print(NULL);
278                         }
279                         else
280                         {
281                                 p_ptr->exit_bldg = FALSE;
282                                 reset_tim_flags();
283
284                                 /* Save the surface floor as saved floor */
285                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
286
287                                 p_ptr->inside_arena = TRUE;
288                                 p_ptr->leaving = TRUE;
289                                 leave_bldg = TRUE;
290                         }
291                         break;
292                 case BACT_POSTER:
293                         if (p_ptr->arena_number == MAX_ARENA_MONS)
294                                 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。",
295                                                         "You are victorious. Enter the arena for the ceremony."));
296
297                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
298                         {
299                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
300                         }
301                         else
302                         {
303                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
304                                 name = (r_name + r_ptr->name);
305                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
306
307                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
308                                 p_ptr->window |= (PW_MONSTER);
309                                 handle_stuff();
310
311                         }
312                         break;
313                 case BACT_ARENA_RULES:
314                         screen_save();
315
316                         /* Peruse the arena help file */
317                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
318                         screen_load();
319
320                         break;
321         }
322 }
323
324 /*!
325  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
326  * @param row シンボルを表示する行の上端
327  * @param col シンボルを表示する行の左端
328  * @param fruit 表示するシンボルID
329  * @return なし
330  */
331 static void display_fruit(int row, int col, int fruit)
332 {
333         switch (fruit)
334         {
335                 case 0: /* lemon */
336                         c_put_str(TERM_YELLOW, "   ####.", row, col);
337                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
338                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
339                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
340                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
341                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
342                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
343                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
344                         prt(                 _(" レモン ",
345                                                            " Lemon  "), row + 8, col);
346                         break;
347                 case 1: /* orange */
348                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
349                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
350                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
351                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
352                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
353                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
354                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
355                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
356                         prt(                 _("オレンジ",
357                                                                    " Orange "), row + 8, col);
358                         break;
359                 case 2: /* sword */
360                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
361                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
362                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
363                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
364                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
365                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
366                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
367                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
368                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
369                         break;
370                 case 3: /* shield */
371                         c_put_str(TERM_SLATE, " ###### ", row, col);
372                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
373                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
374                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
375                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
376                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
377                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
378                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
379                         prt(                _("   盾   ",
380                                                                   " Shield "), row + 8, col);
381                         break;
382                 case 4: /* plum */
383                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
384                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
385                         c_put_str(TERM_VIOLET, "########", row + 2, col);
386                         c_put_str(TERM_VIOLET, "########", row + 3, col);
387                         c_put_str(TERM_VIOLET, "########", row + 4, col);
388                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
389                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
390                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
391                         prt(                 _(" プラム ",
392                                                                    "  Plum  "), row + 8, col);
393                         break;
394                 case 5: /* cherry */
395                         c_put_str(TERM_RED, "      ##", row, col);
396                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
397                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
398                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
399                         c_put_str(TERM_RED, " ###### ", row + 4, col);
400                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
401                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
402                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
403                         prt(              _("チェリー",
404                                                                 " Cherry "), row + 8, col);
405                         break;
406         }
407 }
408
409 /*! @note
410  * kpoker no (tyuto-hannpa na)pakuri desu...
411  * joker ha shineru node haitte masen.
412  *
413  * TODO: donataka! tsukutte!
414  *  - agatta yaku no kiroku (like DQ).
415  *  - kakkoii card no e.
416  *  - sousa-sei no koujyo.
417  *  - code wo wakariyasuku.
418  *  - double up.
419  *  - Joker... -- done.
420  *
421  * 9/13/2000 --Koka
422  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
423  */
424
425 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
426 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
427 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
428
429 static int cards[5]; /*!< ポーカーの現在の手札ID */
430
431 /*!
432  * @brief ポーカーの山札を切る。
433  * @param deck デッキの配列
434  * @return なし
435  */
436 static void reset_deck(int deck[])
437 {
438         int i;
439         for (i = 0; i < 53; i++) deck[i] = i;
440
441         /* shuffle cards */
442         for (i = 0; i < 53; i++){
443                 int tmp1 = randint0(53 - i) + i;
444                 int tmp2 = deck[i];
445                 deck[i] = deck[tmp1];
446                 deck[tmp1] = tmp2;
447         }
448 }
449
450 /*!
451  * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
452  * @return ジョーカーを持っているか。
453  */
454 static bool have_joker(void)
455 {
456         int i;
457
458         for (i = 0; i < 5; i++){
459           if(IS_JOKER(cards[i])) return TRUE;
460         }
461         return FALSE;
462 }
463
464 /*!
465  * @brief ポーカーの手札に該当の番号の札があるかを返す。
466  * @param num 探したいカードの番号。
467  * @return 該当の番号が手札にあるか。
468  */
469 static bool find_card_num(int num)
470 {
471         int i;
472         for (i = 0; i < 5; i++)
473                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
474         return FALSE;
475 }
476
477 /*!
478  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
479  * @return 役の判定結果
480  */
481 static bool yaku_check_flush(void)
482 {
483         int i, suit;
484         bool joker_is_used = FALSE;
485
486         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
487         for (i = 0; i < 5; i++){
488                 if (SUIT_OF(cards[i]) != suit){
489                   if(have_joker() && !joker_is_used)
490                     joker_is_used = TRUE;
491                   else
492                     return FALSE;
493                 }
494         }
495
496         return TRUE;
497 }
498
499 /*!
500  * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
501  * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
502  */
503 static int yaku_check_straight(void)
504 {
505         int i, lowest = 99;
506         bool joker_is_used = FALSE;
507         bool straight = FALSE;
508
509         /* get lowest */
510         for (i = 0; i < 5; i++)
511         {
512                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
513                         lowest = NUM_OF(cards[i]);
514         }
515         
516         /* Check Royal Straight Flush */
517         if (yaku_check_flush())
518         {
519           if( lowest == 0 ){
520                 for (i = 0; i < 4; i++)
521                 {
522                         if (!find_card_num(9 + i)){
523                                 if( have_joker() && !joker_is_used )
524                                   joker_is_used = TRUE;
525                                 else
526                                   break;
527                         }
528                 }
529                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
530           }
531           if(lowest == 9){
532                 for (i = 0; i < 3; i++)
533                 {
534                         if (!find_card_num(10 + i))
535                                 break;
536                 }
537                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
538           }
539         }
540
541         joker_is_used = FALSE;
542
543         /* Straight Only Check */
544
545         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
546                 for (i = 0; i < 4; i++)
547                 {
548                         if (!find_card_num(9 + i)) {
549                                 if (have_joker() && !joker_is_used)
550                                         joker_is_used = TRUE;
551                                 else
552                                         break; /* None */
553                         }
554                 }
555                 if(i == 4) straight = TRUE;
556         }
557
558         joker_is_used = FALSE;
559
560         for (i = 0; i < 5; i++)
561         {
562                 if(!find_card_num(lowest + i)){
563                         if( have_joker() && !joker_is_used )
564                                 joker_is_used = TRUE;
565                         else
566                                 break; /* None */
567                 }
568         }
569         if(i == 5) straight = TRUE;
570         
571         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
572         else if(straight) return 1; /* Only Straight */
573         else return 0;
574 }
575
576 /*!
577  * @brief ポーカーのペア役の状態を返す。
578  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
579  */
580 static int yaku_check_pair(void)
581 {
582         int i, i2, matching = 0;
583
584         for (i = 0; i < 5; i++)
585         {
586                 for (i2 = i+1; i2 < 5; i2++)
587                 {
588                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
589                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
590                                 matching++;
591                 }
592         }
593
594         if(have_joker()){
595           switch(matching){
596           case 0:
597             matching = 1;
598             break;
599           case 1:
600             matching = 3;
601             break;
602           case 2:
603             matching = 4;
604             break;
605           case 3:
606             matching = 6;
607             break;
608           case 6:
609             matching = 7;
610             break;
611           default:
612             /* don't reach */
613             break;
614           }
615         }
616
617         return matching;
618 }
619
620 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
621 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
622 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
623 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
624 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
625 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
626 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
627 #define ODDS_ST 4 /*!< ストレートの役倍率 */
628 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
629 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
630
631 /*!
632  * @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
633  * @return 役のID
634  */
635 static int yaku_check(void)
636 {
637         prt("                            ", 4, 3);
638
639         switch(yaku_check_straight()){
640         case 3: /* RF! */
641                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
642                 return ODDS_RF;
643         case 2: /* SF! */
644                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
645                 return ODDS_SF;
646         case 1:
647                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
648                 return ODDS_ST;
649         default:
650                 /* Not straight -- fall through */
651                 break;
652         }
653
654         if (yaku_check_flush())
655         {
656                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
657                 return ODDS_FL;
658         }
659
660         switch (yaku_check_pair())
661         {
662         case 1:
663                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
664                 return 0;
665         case 2:
666                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
667                 return ODDS_2P;
668         case 3:
669                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
670                 return ODDS_3C;
671         case 4:
672                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
673                 return ODDS_FH;
674         case 6:
675                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
676                 return ODDS_4C;
677         case 7:
678                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
679                 {
680                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
681                         return ODDS_5A;
682                 }
683                 else
684                 {
685                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
686                         return ODDS_5C;
687                 }
688         default:
689                 break;
690         }
691         return 0;
692 }
693
694 /*!
695  * @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
696  * @param hoge カーソルの現在位置
697  * @param kaeruka カードの捨てる/残すフラグ配列
698  * @return なし
699  */
700 static void display_kaeruka(int hoge, int kaeruka[])
701 {
702         int i;
703         char col = TERM_WHITE;
704         for (i = 0; i < 5; i++)
705         {
706                 if (i == hoge) col = TERM_YELLOW;
707                 else if(kaeruka[i]) col = TERM_WHITE;
708                 else col = TERM_L_BLUE;
709                 
710                 if(kaeruka[i])
711                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
712                 else
713                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
714         }
715         if (hoge > 4) col = TERM_YELLOW;
716         else col = TERM_WHITE;
717         c_put_str(col, _("決定", "Sure"), 16,  38);
718
719         /* Hilite current option */
720         if (hoge < 5) move_cursor(14, 5+hoge*16);
721         else move_cursor(16, 38);
722 }
723
724 /*!
725  * @brief ポーカーの手札を表示する。
726  * @return なし
727  */
728 static void display_cards(void)
729 {
730         int i, j;
731         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
732 #ifdef JP
733         concptr suit[4] = {"★", "●", "¶", "†"};
734         concptr card_grph[13][7] = {{"A   %s     ",
735                                   "     変     ",
736                                   "     愚     ",
737                                   "     蛮     ",
738                                   "     怒     ",
739                                   "     %s     ",
740                                   "          A"},
741                                  {"2          ",
742                                   "     %s     ",
743                                   "            ",
744                                   "            ",
745                                   "            ",
746                                   "     %s     ",
747                                   "          2"},
748                                  {"3          ",
749                                   "     %s     ",
750                                   "            ",
751                                   "     %s     ",
752                                   "            ",
753                                   "     %s     ",
754                                   "          3"},
755                                  {"4          ",
756                                   "   %s  %s   ",
757                                   "            ",
758                                   "            ",
759                                   "            ",
760                                   "   %s  %s   ",
761                                   "          4"},
762                                  {"5          ",
763                                   "   %s  %s   ",
764                                   "            ",
765                                   "     %s     ",
766                                   "            ",
767                                   "   %s  %s   ",
768                                   "          5"},
769                                  {"6          ",
770                                   "   %s  %s   ",
771                                   "            ",
772                                   "   %s  %s   ",
773                                   "            ",
774                                   "   %s  %s   ",
775                                   "          6"},
776                                  {"7          ",
777                                   "   %s  %s   ",
778                                   "     %s     ",
779                                   "   %s  %s   ",
780                                   "            ",
781                                   "   %s  %s   ",
782                                   "          7"},
783                                  {"8          ",
784                                   "   %s  %s   ",
785                                   "     %s     ",
786                                   "   %s  %s   ",
787                                   "     %s     ",
788                                   "   %s  %s   ",
789                                   "          8"},
790                                  {"9 %s  %s   ",
791                                   "            ",
792                                   "   %s  %s   ",
793                                   "     %s     ",
794                                   "   %s  %s   ",
795                                   "            ",
796                                   "   %s  %s 9"},
797                                  {"10 %s  %s   ",
798                                   "     %s     ",
799                                   "   %s  %s   ",
800                                   "            ",
801                                   "   %s  %s   ",
802                                   "     %s     ",
803                                   "   %s  %s 10"},
804                                  {"J   Λ     ",
805                                   "%s   ||     ",
806                                   "     ||     ",
807                                   "     ||     ",
808                                   "     ||     ",
809                                   "   |=亜=| %s",
810                                   "     目   J"},
811                                  {"Q ######   ",
812                                   "%s#      #  ",
813                                   "  # ++++ #  ",
814                                   "  # +==+ #  ",
815                                   "   # ++ #   ",
816                                   "    #  #  %s",
817                                   "     ##   Q"},
818                                  {"K          ",
819                                   "%s `⌒´   ",
820                                   "  γγγλ  ",
821                                   "  ο ο ι  ",
822                                   "   υ    ∂ ",
823                                   "    σ ノ %s",
824                                   "          K"}};
825         concptr joker_grph[7] = {    "            ",
826                                   "     J     ",
827                                   "     O     ",
828                                   "     K     ",
829                                   "     E     ",
830                                   "     R     ",
831                                   "            "};
832
833 #else
834
835         concptr suit[4] = {"[]", "qp", "<>", "db"};
836         concptr card_grph[13][7] = {{"A    %s     ",
837                                   "     He     ",
838                                   "     ng     ",
839                                   "     ba     ",
840                                   "     nd     ",
841                                   "     %s     ",
842                                   "           A"},
843                                  {"2           ",
844                                   "     %s     ",
845                                   "            ",
846                                   "            ",
847                                   "            ",
848                                   "     %s     ",
849                                   "           2"},
850                                  {"3           ",
851                                   "     %s     ",
852                                   "            ",
853                                   "     %s     ",
854                                   "            ",
855                                   "     %s     ",
856                                   "           3"},
857                                  {"4           ",
858                                   "   %s  %s   ",
859                                   "            ",
860                                   "            ",
861                                   "            ",
862                                   "   %s  %s   ",
863                                   "           4"},
864                                  {"5           ",
865                                   "   %s  %s   ",
866                                   "            ",
867                                   "     %s     ",
868                                   "            ",
869                                   "   %s  %s   ",
870                                   "           5"},
871                                  {"6           ",
872                                   "   %s  %s   ",
873                                   "            ",
874                                   "   %s  %s   ",
875                                   "            ",
876                                   "   %s  %s   ",
877                                   "           6"},
878                                  {"7           ",
879                                   "   %s  %s   ",
880                                   "     %s     ",
881                                   "   %s  %s   ",
882                                   "            ",
883                                   "   %s  %s   ",
884                                   "           7"},
885                                  {"8           ",
886                                   "   %s  %s   ",
887                                   "     %s     ",
888                                   "   %s  %s   ",
889                                   "     %s     ",
890                                   "   %s  %s   ",
891                                   "           8"},
892                                  {"9  %s  %s   ",
893                                   "            ",
894                                   "   %s  %s   ",
895                                   "     %s     ",
896                                   "   %s  %s   ",
897                                   "            ",
898                                   "   %s  %s  9"},
899                                  {"10 %s  %s   ",
900                                   "     %s     ",
901                                   "   %s  %s   ",
902                                   "            ",
903                                   "   %s  %s   ",
904                                   "     %s     ",
905                                   "   %s  %s 10"},
906                                  {"J    /\\     ",
907                                   "%s   ||     ",
908                                   "     ||     ",
909                                   "     ||     ",
910                                   "     ||     ",
911                                   "   |=HH=| %s",
912                                   "     ][    J"},
913                                  {"Q  ######   ",
914                                   "%s#      #  ",
915                                   "  # ++++ #  ",
916                                   "  # +==+ #  ",
917                                   "   # ++ #   ",
918                                   "    #  #  %s",
919                                   "     ##    Q"},
920                                  {"K           ",
921                                   "%s _'~~`_   ",
922                                   "   jjjjj$&  ",
923                                   "   q q uu   ",
924                                   "   c    &   ",
925                                   "    v__/  %s",
926                                   "           K"}};
927         concptr joker_grph[7] = {    "            ",
928                                   "     J      ",
929                                   "     O      ",
930                                   "     K      ",
931                                   "     E      ",
932                                   "     R      ",
933                                   "            "};
934 #endif
935
936         for (i = 0; i < 5; i++)
937         {
938                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
939         }
940
941         for (i = 0; i < 5; i++)
942         {
943                 for (j = 0; j < 7; j++)
944                 {
945                         prt(_("┃", " |"),  j+6,  i*16);
946                         if(IS_JOKER(cards[i]))
947                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
948                         else
949                                 c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]),  j+6,  2+i*16);
950                         prt(_("┃", "| "),  j+6,  i*16+14);
951                 }
952         }
953         for (i = 0; i < 5; i++)
954         {
955                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
956         }
957 }
958
959 /*!
960  * @brief ポーカーの1プレイルーチン。
961  * @return 1プレイの役の結果
962  */
963 static int do_poker(void)
964 {
965         int i, k = 2;
966         char cmd;
967         int deck[53]; /* yamafuda : 0...52 */
968         int deck_ptr = 0;
969         int kaeruka[5]; /* 0:kaenai 1:kaeru */
970
971         bool done = FALSE;
972         bool kettei = TRUE;
973         bool kakikae = TRUE;
974
975         reset_deck(deck);
976
977         for (i = 0; i < 5; i++)
978         {
979                 cards[i] = deck[deck_ptr++];
980                 kaeruka[i] = 0; /* default:nokosu */
981         }
982
983         /* suteruno wo kimeru */
984         prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
985
986         display_cards();
987         yaku_check();
988
989         while (!done)
990         {
991                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
992                 kakikae = FALSE;
993                 cmd = inkey();
994                 switch (cmd)
995                 {
996                 case '6': case 'l': case 'L': case KTRL('F'):
997                         if (!kettei) k = (k+1)%5;
998                         else {k = 0;kettei = FALSE;}
999                         kakikae = TRUE;
1000                         break;
1001                 case '4': case 'h': case 'H': case KTRL('B'):
1002                         if (!kettei) k = (k+4)%5;
1003                         else {k = 4;kettei = FALSE;}
1004                         kakikae = TRUE;
1005                         break;
1006                 case '2': case 'j': case 'J': case KTRL('N'):
1007                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1008                         break;
1009                 case '8': case 'k': case 'K': case KTRL('P'):
1010                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1011                         break;
1012                 case ' ': case '\r':
1013                         if (kettei) done = TRUE;
1014                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1015                         break;
1016                 default:
1017                         break;
1018                 }
1019         }
1020         
1021         prt("",0,0);
1022
1023         for (i = 0; i < 5; i++)
1024                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1025
1026         display_cards();
1027         
1028         return yaku_check();
1029 }
1030 #undef SUIT_OF
1031 #undef NUM_OF
1032 #undef IS_JOKER
1033 /* end of poker codes --Koka */
1034
1035 /*!
1036  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1037  * @param cmd プレイするゲームID
1038  * @return なし
1039  */
1040 static bool gamble_comm(int cmd)
1041 {
1042         int i;
1043         int roll1, roll2, roll3, choice, odds, win;
1044         s32b wager;
1045         s32b maxbet;
1046         s32b oldgold;
1047
1048         char out_val[160], tmp_str[80], again;
1049         concptr p;
1050
1051         screen_save();
1052
1053         if (cmd == BACT_GAMBLE_RULES)
1054         {
1055                 /* Peruse the gambling help file */
1056                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1057         }
1058         else
1059         {
1060                 /* No money */
1061                 if (p_ptr->au < 1)
1062                 {
1063                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1064                                                 "Hey! You don't have gold - get out of here!"));
1065                         msg_print(NULL);
1066                         screen_load();
1067                         return FALSE;
1068                 }
1069
1070                 clear_bldg(5, 23);
1071
1072                 maxbet = p_ptr->lev * 200;
1073
1074                 /* We can't bet more than we have */
1075                 maxbet = MIN(maxbet, p_ptr->au);
1076
1077                 /* Get the wager */
1078                 strcpy(out_val, "");
1079                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1080
1081
1082                 /*
1083                  * Use get_string() because we may need more than
1084                  * the s16b value returned by get_quantity().
1085                  */
1086                 if (get_string(tmp_str, out_val, 32))
1087                 {
1088                         /* Strip spaces */
1089                         for (p = out_val; *p == ' '; p++);
1090
1091                         /* Get the wager */
1092                         wager = atol(p);
1093
1094                         if (wager > p_ptr->au)
1095                         {
1096                                 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!"));
1097                                 msg_print(NULL);
1098                                 screen_load();
1099                                 return (FALSE);
1100                         }
1101                         else if (wager > maxbet)
1102                         {
1103                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1104                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1105                                 wager = maxbet;
1106                         }
1107                         else if (wager < 1)
1108                         {
1109                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1110                                 wager = 1;
1111                         }
1112                         msg_print(NULL);
1113                         win = FALSE;
1114                         odds = 0;
1115                         oldgold = p_ptr->au;
1116
1117                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1118                         prt(tmp_str, 20, 2);
1119                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1120                         prt(tmp_str, 21, 2);
1121
1122                         do
1123                         {
1124                                 p_ptr->au -= wager;
1125                                 switch (cmd)
1126                                 {
1127                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1128                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1129
1130                                         odds = 4;
1131                                         win = FALSE;
1132                                         roll1 = randint1(10);
1133                                         roll2 = randint1(10);
1134                                         choice = randint1(10);
1135                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1136
1137                                         prt(tmp_str, 8, 3);
1138                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1139
1140                                         prt(tmp_str, 11, 14);
1141                                         if (((choice > roll1) && (choice < roll2)) ||
1142                                                 ((choice < roll1) && (choice > roll2)))
1143                                                 win = TRUE;
1144                                         break;
1145                                 case BACT_CRAPS:  /* Game of Craps */
1146                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1147
1148                                         win = 3;
1149                                         odds = 2;
1150                                         roll1 = randint1(6);
1151                                         roll2 = randint1(6);
1152                                         roll3 = roll1 +  roll2;
1153                                         choice = roll3;
1154                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1155                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1156                                         prt(tmp_str, 7, 5);
1157                                         if ((roll3 == 7) || (roll3 == 11))
1158                                                 win = TRUE;
1159                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1160                                                 win = FALSE;
1161                                         else
1162                                                 do
1163                                                 {
1164                                                         msg_print(_("なにかキーを押すともう一回振ります。", "Hit any key to roll again"));
1165
1166                                                         msg_print(NULL);
1167                                                         roll1 = randint1(6);
1168                                                         roll2 = randint1(6);
1169                                                         roll3 = roll1 +  roll2;
1170                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1171                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1172                                                         prt(tmp_str, 8, 5);
1173                                                         if (roll3 == choice)
1174                                                                 win = TRUE;
1175                                                         else if (roll3 == 7)
1176                                                                 win = FALSE;
1177                                                 } while ((win != TRUE) && (win != FALSE));
1178                                         break;
1179
1180                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1181                                         win = FALSE;
1182                                         odds = 9;
1183                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1184
1185                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1186                                         prt("--------------------------------", 8, 3);
1187                                         strcpy(out_val, "");
1188                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1189
1190                                         for (p = out_val; iswspace(*p); p++);
1191                                         choice = atol(p);
1192                                         if (choice < 0)
1193                                         {
1194                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1195                                                 choice = 0;
1196                                         }
1197                                         else if (choice > 9)
1198                                         {
1199                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1200                                                 choice = 9;
1201                                         }
1202                                         msg_print(NULL);
1203                                         roll1 = randint0(10);
1204                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1205                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1206                                         prt(tmp_str, 13, 3);
1207                                         prt("", 9, 0);
1208                                         prt("*", 9, (3 * roll1 + 5));
1209                                         if (roll1 == choice)
1210                                                 win = TRUE;
1211                                         break;
1212
1213                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1214                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1215                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1216                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1217                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1218                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1219                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1220                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1221                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1222                                         
1223                                         win = FALSE;
1224                                         roll1 = randint1(21);
1225                                         for (i=6;i>0;i--)
1226                                         {
1227                                                 if ((roll1-i) < 1)
1228                                                 {
1229                                                         roll1 = 7-i;
1230                                                         break;
1231                                                 }
1232                                                 roll1 -= i;
1233                                         }
1234                                         roll2 = randint1(21);
1235                                         for (i=6;i>0;i--)
1236                                         {
1237                                                 if ((roll2-i) < 1)
1238                                                 {
1239                                                         roll2 = 7-i;
1240                                                         break;
1241                                                 }
1242                                                 roll2 -= i;
1243                                         }
1244                                         choice = randint1(21);
1245                                         for (i=6;i>0;i--)
1246                                         {
1247                                                 if ((choice-i) < 1)
1248                                                 {
1249                                                         choice = 7-i;
1250                                                         break;
1251                                                 }
1252                                                 choice -= i;
1253                                         }
1254                                         put_str("/--------------------------\\", 7, 2);
1255                                         prt("\\--------------------------/", 17, 2);
1256                                         display_fruit(8,  3, roll1 - 1);
1257                                         display_fruit(8, 12, roll2 - 1);
1258                                         display_fruit(8, 21, choice - 1);
1259                                         if ((roll1 == roll2) && (roll2 == choice))
1260                                         {
1261                                                 win = TRUE;
1262                                                 switch(roll1)
1263                                                 {
1264                                                 case 1:
1265                                                         odds = 5;break;
1266                                                 case 2:
1267                                                         odds = 10;break;
1268                                                 case 3:
1269                                                         odds = 20;break;
1270                                                 case 4:
1271                                                         odds = 50;break;
1272                                                 case 5:
1273                                                         odds = 200;break;
1274                                                 case 6:
1275                                                         odds = 1000;break;
1276                                                 }
1277                                         }
1278                                         else if ((roll1 == 1) && (roll2 == 1))
1279                                         {
1280                                                 win = TRUE;
1281                                                 odds = 2;
1282                                         }
1283                                         break;
1284                                 case BACT_POKER:
1285                                         win = FALSE;
1286                                         odds = do_poker();
1287                                         if (odds) win = TRUE;
1288                                         break;
1289                                 }
1290
1291                                 if (win)
1292                                 {
1293                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1294
1295                                         p_ptr->au += odds * wager;
1296                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1297
1298                                         prt(tmp_str, 17, 37);
1299                                 }
1300                                 else
1301                                 {
1302                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1303                                         prt("", 17, 37);
1304                                 }
1305                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1306
1307                                 prt(tmp_str, 22, 2);
1308                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1309
1310                                 move_cursor(18, 52);
1311                                 again = inkey();
1312                                 prt("", 16, 37);
1313                                 prt("", 17, 37);
1314                                 prt("", 18, 37);
1315                                 if (wager > p_ptr->au)
1316                                 {
1317                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1318                                                                 "Hey! You don't have the gold - get out of here!"));
1319                                         msg_print(NULL);
1320
1321                                         /* Get out here */
1322                                         break;
1323                                 }
1324                         } while ((again == 'y') || (again == 'Y'));
1325
1326                         prt("", 18, 37);
1327                         if (p_ptr->au >= oldgold)
1328                         {
1329                                 msg_print(_("「今回は儲けたな!でも次はこっちが勝ってやるからな、絶対に!」",
1330                                                         "You came out a winner! We'll win next time, I'm sure."));
1331                                 chg_virtue(V_CHANCE, 3);
1332                         }
1333                         else
1334                         {
1335                                 msg_print(_("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」", "You lost gold! Haha, better head home."));
1336                                 chg_virtue(V_CHANCE, -3);
1337                         }
1338                 }
1339                 msg_print(NULL);
1340         }
1341         screen_load();
1342         return (TRUE);
1343 }
1344
1345 /*!
1346  * @brief モンスター闘技場に参加するモンスターをリセットする。
1347  * @return なし
1348  */
1349 void battle_monsters(void)
1350 {
1351         int total, i;
1352         int max_dl = 0;
1353         int mon_level;
1354         int power[4];
1355         bool tekitou;
1356         bool old_inside_battle = p_ptr->inside_battle;
1357
1358         for (i = 0; i < max_d_idx; i++)
1359                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1360
1361         mon_level = randint1(MIN(max_dl, 122))+5;
1362         if (randint0(100) < 60)
1363         {
1364                 i = randint1(MIN(max_dl, 122))+5;
1365                 mon_level = MAX(i, mon_level);
1366         }
1367         if (randint0(100) < 30)
1368         {
1369                 i = randint1(MIN(max_dl, 122))+5;
1370                 mon_level = MAX(i, mon_level);
1371         }
1372
1373         while (1)
1374         {
1375                 total = 0;
1376                 tekitou = FALSE;
1377                 for(i = 0; i < 4; i++)
1378                 {
1379                         MONRACE_IDX r_idx;
1380                         int j;
1381                         while (1)
1382                         {
1383                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1384                                 p_ptr->inside_battle = TRUE;
1385                                 r_idx = get_mon_num(mon_level);
1386                                 p_ptr->inside_battle = old_inside_battle;
1387                                 if (!r_idx) continue;
1388
1389                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1390                                 {
1391                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1392                                 }
1393
1394                                 for (j = 0; j < i; j++)
1395                                         if(r_idx == battle_mon[j]) break;
1396                                 if (j<i) continue;
1397
1398                                 break;
1399                         }
1400                         battle_mon[i] = r_idx;
1401                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1402                 }
1403
1404                 for (i=0;i<4;i++)
1405                 {
1406                         monster_race *r_ptr = &r_info[battle_mon[i]];
1407                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1408
1409                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1410                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1411                         else
1412                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1413                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1414                         if (r_ptr->speed > 110)
1415                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1416                         if (r_ptr->speed < 110)
1417                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1418                         if (num_taisei > 2)
1419                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1420                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1421                                 power[i] = power[i] * 4 / 3;
1422                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1423                                 power[i] = power[i] * 4 / 3;
1424                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1425                                 power[i] = power[i] * 11 / 10;
1426                         if (r_ptr->flags1 & RF1_RAND_25)
1427                                 power[i] = power[i] * 9 / 10;
1428                         if (r_ptr->flags1 & RF1_RAND_50)
1429                                 power[i] = power[i] * 9 / 10;
1430                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1431                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1432
1433
1434                         total += power[i];
1435                 }
1436                 for (i=0;i<4;i++)
1437                 {
1438                         power[i] = total*60/power[i];
1439                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1440                         if ((power[i] < 160) && randint0(20)) break;
1441                         if (power[i] < 101) power[i] = 100 + randint1(5);
1442                         mon_odds[i] = power[i];
1443                 }
1444                 if (i == 4) break;
1445         }
1446 }
1447
1448 /*!
1449  * @brief モンスター闘技場のメインルーチン
1450  * @return 賭けを開始したか否か
1451  */
1452 static bool kakutoujou(void)
1453 {
1454         s32b maxbet;
1455         s32b wager;
1456         char out_val[160], tmp_str[80];
1457         concptr p;
1458
1459         if ((turn - old_battle) > TURNS_PER_TICK*250)
1460         {
1461                 battle_monsters();
1462                 old_battle = turn;
1463         }
1464
1465         screen_save();
1466
1467         /* No money */
1468         if (p_ptr->au < 1)
1469         {
1470                 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!"));
1471                 msg_print(NULL);
1472                 screen_load();
1473                 return FALSE;
1474         }
1475         else
1476         {
1477                 int i;
1478
1479                 clear_bldg(4, 10);
1480
1481                 prt(_("モンスター                                                     倍率",
1482                           "Monsters                                                       Odds"), 4, 4);
1483                 for (i=0;i<4;i++)
1484                 {
1485                         char buf[80];
1486                         monster_race *r_ptr = &r_info[battle_mon[i]];
1487
1488                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1489                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1490                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1491                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1492                         prt(buf, 5+i, 1);
1493                 }
1494                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1495                 while(1)
1496                 {
1497                         i = inkey();
1498
1499                         if (i == ESCAPE)
1500                         {
1501                                 screen_load();
1502                                 return FALSE;
1503                         }
1504                         if (i >= '1' && i <= '4')
1505                         {
1506                                 sel_monster = i-'1';
1507                                 battle_odds = mon_odds[sel_monster];
1508                                 break;
1509                         }
1510                         else bell();
1511                 }
1512
1513                 clear_bldg(4,4);
1514                 for (i=0;i<4;i++)
1515                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1516
1517                 maxbet = p_ptr->lev * 200;
1518
1519                 /* We can't bet more than we have */
1520                 maxbet = MIN(maxbet, p_ptr->au);
1521
1522                 /* Get the wager */
1523                 strcpy(out_val, "");
1524                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1525                 /*
1526                  * Use get_string() because we may need more than
1527                  * the s16b value returned by get_quantity().
1528                  */
1529                 if (get_string(tmp_str, out_val, 32))
1530                 {
1531                         /* Strip spaces */
1532                         for (p = out_val; *p == ' '; p++);
1533
1534                         /* Get the wager */
1535                         wager = atol(p);
1536
1537                         if (wager > p_ptr->au)
1538                         {
1539                                 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!"));
1540
1541                                 msg_print(NULL);
1542                                 screen_load();
1543                                 return (FALSE);
1544                         }
1545                         else if (wager > maxbet)
1546                         {
1547                                 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);
1548
1549                                 wager = maxbet;
1550                         }
1551                         else if (wager < 1)
1552                         {
1553                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1554                                 wager = 1;
1555                         }
1556                         msg_print(NULL);
1557                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1558                         kakekin = wager;
1559                         p_ptr->au -= wager;
1560                         reset_tim_flags();
1561
1562                         /* Save the surface floor as saved floor */
1563                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1564
1565                         p_ptr->inside_battle = TRUE;
1566                         p_ptr->leaving = TRUE;
1567
1568                         leave_bldg = TRUE;
1569                         screen_load();
1570
1571                         return (TRUE);
1572                 }
1573         }
1574         screen_load();
1575
1576         return (FALSE);
1577 }
1578
1579 /*!
1580  * @brief 本日の賞金首情報を表示する。
1581  * @return なし
1582  */
1583 static void today_target(void)
1584 {
1585         char buf[160];
1586         monster_race *r_ptr = &r_info[today_mon];
1587
1588         clear_bldg(4,18);
1589         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1590         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1591         c_put_str(TERM_YELLOW, buf, 6, 10);
1592         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1593         prt(buf, 8, 10);
1594         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1595         prt(buf, 9, 10);
1596         p_ptr->today_mon = today_mon;
1597 }
1598
1599 /*!
1600  * @brief ツチノコの賞金首情報を表示する。
1601  * @return なし
1602  */
1603 static void tsuchinoko(void)
1604 {
1605         clear_bldg(4,18);
1606         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1607         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);
1608         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1609         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1610         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1611 }
1612
1613 /*!
1614  * @brief 通常の賞金首情報を表示する。
1615  * @return なし
1616  */
1617 static void shoukinkubi(void)
1618 {
1619         int i;
1620         TERM_LEN y = 0;
1621
1622         clear_bldg(4,18);
1623         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);
1624         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1625
1626         for (i = 0; i < MAX_KUBI; i++)
1627         {
1628                 byte color;
1629                 concptr done_mark;
1630                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1631
1632                 if (kubi_r_idx[i] > 10000)
1633                 {
1634                         color = TERM_RED;
1635                         done_mark = _("(済)", "(done)");
1636                 }
1637                 else
1638                 {
1639                         color = TERM_WHITE;
1640                         done_mark = "";
1641                 }
1642
1643                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1644
1645                 y = (y+1) % 10;
1646                 if (!y && (i < MAX_KUBI -1))
1647                 {
1648                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1649                         (void)inkey();
1650                         prt("", 0, 0);
1651                         clear_bldg(7,18);
1652                 }
1653         }
1654 }
1655
1656
1657
1658 /*!
1659  * 賞金首の報酬テーブル / List of prize object
1660  */
1661 static struct {
1662         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1663         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1664 } prize_list[MAX_KUBI] = 
1665 {
1666         {TV_POTION, SV_POTION_CURING},
1667         {TV_POTION, SV_POTION_SPEED},
1668         {TV_POTION, SV_POTION_SPEED},
1669         {TV_POTION, SV_POTION_RESISTANCE},
1670         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1671
1672         {TV_POTION, SV_POTION_HEALING},
1673         {TV_POTION, SV_POTION_RESTORE_MANA},
1674         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1675         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1676         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1677
1678         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1679         {TV_POTION, SV_POTION_STAR_HEALING},
1680         {TV_POTION, SV_POTION_STAR_HEALING},
1681         {TV_POTION, SV_POTION_NEW_LIFE},
1682         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1683
1684         {TV_POTION, SV_POTION_LIFE},
1685         {TV_POTION, SV_POTION_LIFE},
1686         {TV_POTION, SV_POTION_AUGMENTATION},
1687         {TV_POTION, SV_POTION_INVULNERABILITY},
1688         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1689 };
1690
1691 /*!
1692  * @brief 賞金首の引き換え処理 / Get prize
1693  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1694  */
1695 static bool kankin(void)
1696 {
1697         INVENTORY_IDX i;
1698         int j;
1699         bool change = FALSE;
1700         GAME_TEXT o_name[MAX_NLEN];
1701         object_type *o_ptr;
1702
1703         /* Loop for inventory and right/left arm */
1704         for (i = 0; i <= INVEN_LARM; i++)
1705         {
1706                 o_ptr = &inventory[i];
1707
1708                 /* Living Tsuchinoko worthes $1000000 */
1709                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1710                 {
1711                         char buf[MAX_NLEN+20];
1712                         object_desc(o_name, o_ptr, 0);
1713                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1714                         if (get_check(buf))
1715                         {
1716                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1717                                 p_ptr->au += 1000000L * o_ptr->number;
1718                                 p_ptr->redraw |= (PR_GOLD);
1719                                 inven_item_increase(i, -o_ptr->number);
1720                                 inven_item_describe(i);
1721                                 inven_item_optimize(i);
1722                         }
1723                         change = TRUE;
1724                 }
1725         }
1726
1727         for (i = 0; i < INVEN_PACK; i++)
1728         {
1729                 o_ptr = &inventory[i];
1730
1731                 /* Corpse of Tsuchinoko worthes $200000 */
1732                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1733                 {
1734                         char buf[MAX_NLEN+20];
1735                         object_desc(o_name, o_ptr, 0);
1736                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1737                         if (get_check(buf))
1738                         {
1739                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1740                                 p_ptr->au += 200000L * o_ptr->number;
1741                                 p_ptr->redraw |= (PR_GOLD);
1742                                 inven_item_increase(i, -o_ptr->number);
1743                                 inven_item_describe(i);
1744                                 inven_item_optimize(i);
1745                         }
1746                         change = TRUE;
1747                 }
1748         }
1749
1750         for (i = 0; i < INVEN_PACK; i++)
1751         {
1752                 o_ptr = &inventory[i];
1753
1754                 /* Bones of Tsuchinoko worthes $100000 */
1755                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1756                 {
1757                         char buf[MAX_NLEN+20];
1758                         object_desc(o_name, o_ptr, 0);
1759                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1760                         if (get_check(buf))
1761                         {
1762                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1763                                 p_ptr->au += 100000L * o_ptr->number;
1764                                 p_ptr->redraw |= (PR_GOLD);
1765                                 inven_item_increase(i, -o_ptr->number);
1766                                 inven_item_describe(i);
1767                                 inven_item_optimize(i);
1768                         }
1769                         change = TRUE;
1770                 }
1771         }
1772
1773         for (i = 0; i < INVEN_PACK; i++)
1774         {
1775                 o_ptr = &inventory[i];
1776                 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)))
1777                 {
1778                         char buf[MAX_NLEN+20];
1779                         object_desc(o_name, o_ptr, 0);
1780                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1781                         if (get_check(buf))
1782                         {
1783                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1784                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1785                                 p_ptr->redraw |= (PR_GOLD);
1786                                 inven_item_increase(i, -o_ptr->number);
1787                                 inven_item_describe(i);
1788                                 inven_item_optimize(i);
1789                         }
1790                         change = TRUE;
1791                 }
1792         }
1793
1794         for (i = 0; i < INVEN_PACK; i++)
1795         {
1796                 o_ptr = &inventory[i];
1797
1798                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1799                 {
1800                         char buf[MAX_NLEN+20];
1801                         object_desc(o_name, o_ptr, 0);
1802                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1803                         if (get_check(buf))
1804                         {
1805                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1806                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1807                                 p_ptr->redraw |= (PR_GOLD);
1808                                 inven_item_increase(i, -o_ptr->number);
1809                                 inven_item_describe(i);
1810                                 inven_item_optimize(i);
1811                         }
1812                         change = TRUE;
1813                 }
1814         }
1815
1816         for (j = 0; j < MAX_KUBI; j++)
1817         {
1818                 /* Need reverse order --- Positions will be changed in the loop */
1819                 for (i = INVEN_PACK-1; i >= 0; i--)
1820                 {
1821                         o_ptr = &inventory[i];
1822                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1823                         {
1824                                 char buf[MAX_NLEN+20];
1825                                 int num, k;
1826                                 INVENTORY_IDX item_new;
1827                                 object_type forge;
1828
1829                                 object_desc(o_name, o_ptr, 0);
1830                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1831                                 if (!get_check(buf)) continue;
1832
1833 #if 0 /* Obsoleted */
1834                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
1835                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1836                                 p_ptr->redraw |= (PR_GOLD);
1837                                 inven_item_increase(i, -o_ptr->number);
1838                                 inven_item_describe(i);
1839                                 inven_item_optimize(i);
1840                                 chg_virtue(V_JUSTICE, 5);
1841                                 kubi_r_idx[j] += 10000;
1842
1843                                 change = TRUE;
1844 #endif /* Obsoleted */
1845
1846                                 /* Hand it first */
1847                                 inven_item_increase(i, -o_ptr->number);
1848                                 inven_item_describe(i);
1849                                 inven_item_optimize(i);
1850
1851                                 chg_virtue(V_JUSTICE, 5);
1852                                 kubi_r_idx[j] += 10000;
1853
1854                                 /* Count number of unique corpses already handed */
1855                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1856                                 {
1857                                         if (kubi_r_idx[k] >= 10000) num++;
1858                                 }
1859                                 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" : ""));
1860
1861                                 /* Prepare to make a prize */
1862                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1863                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1864
1865                                 /* Identify it fully */
1866                                 object_aware(&forge);
1867                                 object_known(&forge);
1868
1869                                 /*
1870                                  * Hand it --- Assume there is an empty slot.
1871                                  * Since a corpse is handed at first,
1872                                  * there is at least one empty slot.
1873                                  */
1874                                 item_new = inven_carry(&forge);
1875
1876                                 object_desc(o_name, &forge, 0);
1877                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1878
1879                                 /* Auto-inscription */
1880                                 autopick_alter_item(item_new, FALSE);
1881                                 handle_stuff();
1882
1883                                 change = TRUE;
1884                         }
1885                 }
1886         }
1887
1888         if (!change)
1889         {
1890                 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."));
1891                 msg_print(NULL);
1892                 return FALSE;
1893         }
1894         return TRUE;
1895 }
1896
1897 /*!
1898  * @brief 宿屋の利用サブルーチン
1899  * @details inn commands\n
1900  * Note that resting for the night was a perfect way to avoid player\n
1901  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1902  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1903  * will not be that useful.  I will keep it in the hopes the player\n
1904  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1905  * Resting at night is also a quick way to restock stores -KMW-\n
1906  * @param cmd 宿屋の利用施設ID
1907  * @return 施設の利用が実際に行われたか否か。
1908  */
1909 static bool inn_comm(int cmd)
1910 {
1911         switch (cmd)
1912         {
1913                 case BACT_FOOD: /* Buy food & drink */
1914                         if (p_ptr->food >= PY_FOOD_FULL)
1915                         {
1916                                 msg_print(_("今は満腹だ。", "You are full now."));
1917                                 return FALSE;
1918                         }
1919                         msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
1920                         (void)set_food(PY_FOOD_MAX - 1);
1921                         break;
1922
1923                 case BACT_REST: /* Rest for the night */
1924                         if ((p_ptr->poisoned) || (p_ptr->cut))
1925                         {
1926                                 msg_print(_("あなたに必要なのは部屋ではなく、治療者です。", "You need a healer, not a room."));
1927                                 msg_print(NULL);
1928                                 msg_print(_("すみません、でもうちで誰かに死なれちゃ困りますんで。", "Sorry, but don't want anyone dying in here."));
1929                         }
1930                         else
1931                         {
1932                                 s32b oldturn = turn;
1933                                 int prev_day, prev_hour, prev_min;
1934
1935                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
1936                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
1937                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
1938                                 else
1939                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
1940                                 
1941                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1942                                 if (dungeon_turn < dungeon_turn_limit)
1943                                 {
1944                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1945                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
1946                                 }
1947
1948                                 prevent_turn_overflow();
1949
1950                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
1951                                 p_ptr->chp = p_ptr->mhp;
1952
1953                                 if (ironman_nightmare)
1954                                 {
1955                                         msg_print(_("眠りに就くと恐ろしい光景が心をよぎった。", "Horrible visions flit through your mind as you sleep."));
1956
1957                                         /* Have some nightmares */
1958                                         while(1)
1959                                         {
1960                                                 sanity_blast(NULL, FALSE);
1961                                                 if (!one_in_(3)) break;
1962                                         }
1963
1964                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
1965                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
1966                                 }
1967                                 else
1968                                 {
1969                                         set_blind(0);
1970                                         set_confused(0);
1971                                         p_ptr->stun = 0;
1972                                         p_ptr->chp = p_ptr->mhp;
1973                                         p_ptr->csp = p_ptr->msp;
1974                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1975                                         {
1976                                                 int i;
1977                                                 for (i = 0; i < 72; i++)
1978                                                 {
1979                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
1980                                                 }
1981                                                 for (; i < 108; i++)
1982                                                 {
1983                                                         p_ptr->magic_num1[i] = 0;
1984                                                 }
1985                                         }
1986
1987                                         if ((prev_hour >= 6) && (prev_hour <= 17))
1988                                         {
1989                                                 msg_print(_("あなたはリフレッシュして目覚め、夕方を迎えた。", "You awake refreshed for the evening."));
1990                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
1991                                         }
1992                                         else
1993                                         {
1994                                                 msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
1995                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
1996                                         }
1997                                 }
1998                         }
1999                         break;
2000
2001                 case BACT_RUMORS: /* Listen for rumors */
2002                         {
2003                                 display_rumor(TRUE);
2004                                 break;
2005                         }
2006         }
2007
2008         return (TRUE);
2009 }
2010
2011
2012 /*!
2013  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2014  * @param questnum クエストのID
2015  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2016  * @return なし
2017  */
2018 static void get_questinfo(IDX questnum, bool do_init)
2019 {
2020         int i;
2021         IDX old_quest;
2022         GAME_TEXT tmp_str[80];
2023
2024         /* Clear the text */
2025         for (i = 0; i < 10; i++)
2026         {
2027                 quest_text[i][0] = '\0';
2028         }
2029
2030         quest_text_line = 0;
2031
2032         /* Set the quest number temporary */
2033         old_quest = p_ptr->inside_quest;
2034         p_ptr->inside_quest = questnum;
2035
2036         /* Get the quest text */
2037         init_flags = INIT_SHOW_TEXT;
2038         if (do_init) init_flags |= INIT_ASSIGN;
2039
2040         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2041
2042         /* Reset the old quest number */
2043         p_ptr->inside_quest = old_quest;
2044
2045         /* Print the quest info */
2046         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);
2047
2048         prt(tmp_str, 5, 0);
2049
2050         prt(quest[questnum].name, 7, 0);
2051
2052         for (i = 0; i < 10; i++)
2053         {
2054                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2055         }
2056 }
2057
2058 /*!
2059  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2060  * @return なし
2061  */
2062 static void castle_quest(void)
2063 {
2064         IDX q_index = 0;
2065         monster_race    *r_ptr;
2066         quest_type      *q_ptr;
2067         concptr            name;
2068
2069
2070         clear_bldg(4, 18);
2071
2072         /* Current quest of the building */
2073         q_index = cave[p_ptr->y][p_ptr->x].special;
2074
2075         /* Is there a quest available at the building? */
2076         if (!q_index)
2077         {
2078                 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);
2079                 return;
2080         }
2081
2082         q_ptr = &quest[q_index];
2083
2084         /* Quest is completed */
2085         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2086         {
2087                 /* Rewarded quest */
2088                 q_ptr->status = QUEST_STATUS_REWARDED;
2089
2090                 get_questinfo(q_index, FALSE);
2091
2092                 reinit_wilderness = TRUE;
2093         }
2094         /* Failed quest */
2095         else if (q_ptr->status == QUEST_STATUS_FAILED)
2096         {
2097                 get_questinfo(q_index, FALSE);
2098
2099                 /* Mark quest as done (but failed) */
2100                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2101
2102                 reinit_wilderness = TRUE;
2103         }
2104         /* Quest is still unfinished */
2105         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2106         {
2107                 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);
2108                 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);
2109                 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);
2110         }
2111         /* No quest yet */
2112         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2113         {
2114                 q_ptr->status = QUEST_STATUS_TAKEN;
2115
2116                 reinit_wilderness = TRUE;
2117
2118                 /* Assign a new quest */
2119                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2120                 {
2121                         if (q_ptr->r_idx == 0)
2122                         {
2123                                 /* Random monster at least 5 - 10 levels out of deep */
2124                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2125                         }
2126
2127                         r_ptr = &r_info[q_ptr->r_idx];
2128
2129                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2130                         {
2131                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2132                                 r_ptr = &r_info[q_ptr->r_idx];
2133                         }
2134
2135                         if (q_ptr->max_num == 0)
2136                         {
2137                                 /* Random monster number */
2138                                 if (randint1(10) > 7)
2139                                         q_ptr->max_num = 1;
2140                                 else
2141                                         q_ptr->max_num = randint1(3) + 1;
2142                         }
2143
2144                         q_ptr->cur_num = 0;
2145                         name = (r_name + r_ptr->name);
2146                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2147                 }
2148                 else
2149                 {
2150                         get_questinfo(q_index, TRUE);
2151                 }
2152         }
2153 }
2154
2155
2156 /*!
2157  * @brief 町に関するヘルプを表示する / Display town history
2158  * @return なし
2159  */
2160 static void town_history(void)
2161 {
2162         screen_save();
2163
2164         /* Peruse the building help file */
2165         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2166         screen_load();
2167 }
2168
2169 /*!
2170  * @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
2171  * @param plus_ammo 矢弾のダメージ修正
2172  * @param plus_bow 弓のダメージ修正
2173  * @return ダメージ期待値
2174  * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
2175  */
2176 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2177 {
2178         HIT_POINT i;
2179         object_type *j_ptr =  &inventory[INVEN_BOW];
2180         
2181         /* Extract "shot" power */
2182         i = p_ptr->to_h_b + plus_ammo;
2183         
2184         if (p_ptr->tval_ammo == TV_BOLT)
2185                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2186         else
2187                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2188
2189         /* Snipers can shot more critically with crossbows */
2190         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2191         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2192         
2193         /* Good bow makes more critical */
2194         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2195         
2196         if (i < 0) i = 0;
2197         
2198         return i;
2199 }
2200
2201 /*!
2202  * @brief 射撃時クリティカルによるダメージ期待値修正計算(重量依存部分) / critical happens at i / 10000
2203  * @param weight 武器の重量
2204  * @param plus_ammo 矢弾のダメージ修正
2205  * @param plus_bow 弓のダメージ修正
2206  * @param dam 基本ダメージ量
2207  * @return ダメージ期待値
2208  */
2209 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow,  HIT_POINT dam)
2210 {
2211         u32b num;
2212         int i, k, crit;
2213         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2214         
2215         k = 0;
2216         num = 0;
2217         
2218         crit = MIN(500, 900/weight);
2219         num += dam * 3 /2 * crit;
2220         k = crit;
2221         
2222         crit = MIN(500, 1350/weight);
2223         crit -= k;
2224         num += dam * 2 * crit;
2225         k += crit;
2226         
2227         if(k < 500)
2228         {
2229                 crit = 500 - k;
2230                 num += dam * 3 * crit;
2231         }
2232         
2233         num /= 500;
2234         
2235         num *= i;
2236         num += (10000 - i) * dam;
2237         num /= 10000;
2238         
2239         return num;
2240 }
2241
2242 /*!
2243  * @brief 攻撃時クリティカルによるダメージ期待値修正計算(重量と毒針処理) / critical happens at i / 10000
2244  * @param weight 武器の重量
2245  * @param plus 武器のダメージ修正
2246  * @param dam 基本ダメージ
2247  * @param meichuu 命中値
2248  * @param dokubari 毒針処理か否か
2249  * @return ダメージ期待値
2250  */
2251 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2252 {
2253         u32b k, num;
2254         int i;
2255         
2256         if(dokubari) return dam;
2257         
2258         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2259         if (i < 0) i = 0;
2260         
2261         k = weight;
2262         num = 0;
2263         
2264         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2265         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2266         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2267         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2268         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2269         
2270         num /= 650;
2271         if(p_ptr->pclass == CLASS_NINJA)
2272         {
2273                 num *= i;
2274                 num += (4444 - i) * dam;
2275                 num /= 4444;
2276         }
2277         else
2278         {
2279                 num *= i;
2280                 num += (5000 - i) * dam;
2281                 num /= 5000;
2282         }
2283         
2284         return num;
2285 }
2286
2287 /*!
2288  * @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
2289  * @param dam 基本ダメージ
2290  * @param mult スレイ倍率(掛け算部分)
2291  * @param div スレイ倍率(割り算部分)
2292  * @param force 理力特別計算フラグ
2293  * @return ダメージ期待値
2294  */
2295 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2296 {
2297         int tmp;
2298         if(force)
2299         {
2300                 tmp = dam * 60;
2301                 tmp *= mult * 3;
2302                 tmp /= div * 2;
2303                 tmp += dam * 60 * 2;
2304                 tmp /= 60;
2305         }
2306         else
2307         {
2308                 tmp = dam * 60;
2309                 tmp *= mult; 
2310                 tmp /= div;
2311                 tmp /= 60;
2312         }
2313         return tmp;
2314 }
2315
2316 /*!
2317  * @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)
2318  * @param dam 基本ダメージ
2319  * @param mult スレイ倍率(掛け算部分)
2320  * @param div スレイ倍率(割り算部分)
2321  * @param force 理力特別計算フラグ
2322  * @param weight 重量
2323  * @param plus 武器ダメージ修正
2324  * @param meichuu 命中値
2325  * @param dokubari 毒針処理か否か
2326  * @param vorpal_mult 切れ味倍率(掛け算部分)
2327  * @param vorpal_div 切れ味倍率(割り算部分)
2328  * @return ダメージ期待値
2329  */
2330 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2331 {
2332         dam = calc_slaydam(dam, mult, div, force);
2333         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2334         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2335         return dam;
2336 }
2337
2338
2339 /*!
2340  * @brief 武器の各条件毎のダメージ期待値を表示する。
2341  * @param r 表示行
2342  * @param c 表示列
2343  * @param mindice ダイス部分最小値
2344  * @param maxdice ダイス部分最大値
2345  * @param blows 攻撃回数
2346  * @param dam_bonus ダメージ修正値
2347  * @param attr 条件内容
2348  * @param color 条件内容の表示色
2349  * @details
2350  * Display the damage figure of an object\n
2351  * (used by compare_weapon_aux)\n
2352  * \n
2353  * Only accurate for the current weapon, because it includes\n
2354  * the current +dam of the player.\n
2355  * @return なし
2356  */
2357 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2358 {
2359         GAME_TEXT tmp_str[80];
2360         int mindam, maxdam;
2361         
2362         mindam = blows * (mindice + dam_bonus);
2363         maxdam = blows * (maxdice + dam_bonus);
2364
2365         /* Print the intro text */
2366         c_put_str(color, attr, r, c);
2367
2368         /* Calculate the min and max damage figures */
2369         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2370         
2371         /* Print the damage */
2372         put_str(tmp_str, r, c + 8);
2373 }
2374
2375
2376 /*!
2377  * @brief 武器一つ毎のダメージ情報を表示する。
2378  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2379  * @param col 表示する行の上端
2380  * @param r 表示する列の左端
2381  * @details
2382  * Show the damage figures for the various monster types\n
2383  * \n
2384  * Only accurate for the current weapon, because it includes\n
2385  * the current number of blows for the player.\n
2386  * @return なし
2387  */
2388 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2389 {
2390         BIT_FLAGS flgs[TR_FLAG_SIZE];
2391         int blow = p_ptr->num_blow[0];
2392         bool force = FALSE;
2393         bool dokubari = FALSE;
2394         
2395         /* Effective dices */
2396         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2397         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2398         
2399         int mindice = eff_dd;
2400         int maxdice = eff_ds * eff_dd;
2401         int mindam = 0;
2402         int maxdam = 0;
2403         int vorpal_mult = 1;
2404         int vorpal_div = 1;
2405         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2406         
2407
2408         /* Get the flags of the weapon */
2409         object_flags(o_ptr, flgs);
2410         
2411         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2412         
2413         
2414         /* Show Critical Damage*/
2415         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2416         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2417         
2418         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2419
2420         
2421         /* Vorpal Hit*/
2422         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2423         {
2424                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2425                 {
2426                         vorpal_mult = 5;
2427                         vorpal_div = 3;
2428                 }
2429                 else
2430                 {
2431                         vorpal_mult = 11;
2432                         vorpal_div = 9;
2433                 }
2434                 
2435                 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2436                 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2437                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2438         }       
2439         
2440         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2441         {
2442                 force = TRUE;
2443                 
2444                 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2445                 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2446                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2447         }
2448                 
2449         /* Print the relevant lines */
2450         if (have_flag(flgs, TR_KILL_ANIMAL))
2451         {
2452                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2453                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2454                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2455         }
2456         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2457         {
2458                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2459                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2460                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2461         }
2462         if (have_flag(flgs, TR_KILL_EVIL))
2463         {       
2464                 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2465                 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2466                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2467         }
2468         else if (have_flag(flgs, TR_SLAY_EVIL))
2469         {       
2470                 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2471                 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2472                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2473         }
2474         if (have_flag(flgs, TR_KILL_HUMAN))
2475         {       
2476                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2477                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2478                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2479         }
2480         else if (have_flag(flgs, TR_SLAY_HUMAN))
2481         {       
2482                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2483                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2484                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2485         }
2486         if (have_flag(flgs, TR_KILL_UNDEAD))
2487         {
2488                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2489                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2490                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2491         }
2492         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2493         {
2494                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2495                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2496                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2497         }
2498         if (have_flag(flgs, TR_KILL_DEMON))
2499         {       
2500                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2501                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2502                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2503         }
2504         else if (have_flag(flgs, TR_SLAY_DEMON))
2505         {       
2506                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2507                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2508                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2509         }
2510         if (have_flag(flgs, TR_KILL_ORC))
2511         {
2512                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2513                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2514                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2515         }
2516         else if (have_flag(flgs, TR_SLAY_ORC))
2517         {
2518                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2519                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2520                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2521         }
2522         if (have_flag(flgs, TR_KILL_TROLL))
2523         {
2524                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2525                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2526                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2527         }
2528         else if (have_flag(flgs, TR_SLAY_TROLL))
2529         {
2530                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2531                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2532                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2533         }
2534         if (have_flag(flgs, TR_KILL_GIANT))
2535         {
2536                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2537                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2538                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2539         }
2540         else if (have_flag(flgs, TR_SLAY_GIANT))
2541         {
2542                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2543                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2544                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2545         }
2546         if (have_flag(flgs, TR_KILL_DRAGON))
2547         {
2548                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2549                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2550                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2551         }
2552         else if (have_flag(flgs, TR_SLAY_DRAGON))
2553         {               
2554                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2555                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2556                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2557         }
2558         if (have_flag(flgs, TR_BRAND_ACID))
2559         {
2560                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2561                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2562                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2563         }
2564         if (have_flag(flgs, TR_BRAND_ELEC))
2565         {
2566                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2567                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2568                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2569         }
2570         if (have_flag(flgs, TR_BRAND_FIRE))
2571         {
2572                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2573                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2574                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2575         }
2576         if (have_flag(flgs, TR_BRAND_COLD))
2577         {
2578                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2579                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2580                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2581         }
2582         if (have_flag(flgs, TR_BRAND_POIS))
2583         {
2584                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2585                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2586                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2587         }
2588 }
2589
2590 /*!
2591  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2592  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2593  * @param row 表示する列の左端
2594  * @param col 表示する行の上端
2595  * @details
2596  * Displays all info about a weapon
2597  *
2598  * Only accurate for the current weapon, because it includes
2599  * various info about the player's +to_dam and number of blows.
2600  * @return なし
2601  */
2602 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2603 {
2604         GAME_TEXT o_name[MAX_NLEN];
2605         GAME_TEXT tmp_str[80];
2606
2607         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2608         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2609         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2610
2611         /* Print the weapon name */
2612         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2613         c_put_str(TERM_YELLOW, o_name, row, col);
2614
2615         /* Print the player's number of blows */
2616         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2617         put_str(tmp_str, row+1, col);
2618
2619         /* Print to_hit and to_dam of the weapon */
2620         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2621         put_str(tmp_str, row+2, col);
2622
2623         /* Print the weapons base damage dice */
2624         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2625                 (int)hit_chance(reli, 0),
2626                 (int)hit_chance(reli, 50),
2627                 (int)hit_chance(reli, 100),
2628                 (int)hit_chance(reli, 150),
2629                 (int)hit_chance(reli, 200));
2630         put_str(tmp_str, row+3, col);
2631         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2632
2633         /* Damage for one blow (if it hits) */
2634         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2635             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2636                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2637         put_str(tmp_str, row+6, col+1);
2638
2639         /* Damage for the complete attack (if all blows hit) */
2640         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2641                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2642                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2643         put_str(tmp_str, row+7, col+1);
2644 }
2645
2646 /*!
2647  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2648  * @details 
2649  * Copies the weapons to compare into the weapon-slot and\n
2650  * compares the values for both weapons.\n
2651  * 武器1つだけで比較をしないなら費用は半額になる。
2652  * @param bcost 基本鑑定費用
2653  * @return 最終的にかかった費用
2654  */
2655 static PRICE compare_weapons(PRICE bcost)
2656 {
2657         int i, n;
2658         OBJECT_IDX item, item2;
2659         object_type *o_ptr[2];
2660         object_type orig_weapon;
2661         object_type *i_ptr;
2662         concptr q, s;
2663         TERM_LEN row = 2;
2664         TERM_LEN wid = 38, mgn = 2;
2665         bool old_character_xtra = character_xtra;
2666         char ch;
2667         PRICE total = 0;
2668         PRICE cost = 0; /* First time no price */
2669
2670         screen_save();
2671         clear_bldg(0, 22);
2672
2673         /* Store copy of original wielded weapon */
2674         i_ptr = &inventory[INVEN_RARM];
2675         object_copy(&orig_weapon, i_ptr);
2676
2677         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2678
2679         /* Get the first weapon */
2680         q = _("第一の武器は?", "What is your first weapon? ");
2681         s = _("比べるものがありません。", "You have nothing to compare.");
2682
2683         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2684         if (!o_ptr)
2685         {
2686                 screen_load();
2687                 return (0);
2688         }
2689
2690         n = 1;
2691         total = bcost;
2692
2693         while (TRUE)
2694         {
2695                 clear_bldg(0, 22);
2696
2697                 /* Only compare melee weapons */
2698                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2699
2700                 /* Hack -- prevent "icky" message */
2701                 character_xtra = TRUE;
2702
2703                 /* Diaplay selected weapon's infomation */
2704                 for (i = 0; i < n; i++)
2705                 {
2706                         int col = (wid * i + mgn);
2707
2708                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2709                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2710
2711                         p_ptr->update |= PU_BONUS;
2712                         handle_stuff();
2713
2714                         /* List the new values */
2715                         list_weapon(o_ptr[i], row, col);
2716                         compare_weapon_aux(o_ptr[i], col, row + 8);
2717
2718                         /* Copy back the original weapon into the weapon slot */
2719                         object_copy(i_ptr, &orig_weapon);
2720                 }
2721
2722                 /* Reset the values for the old weapon */
2723                 p_ptr->update |= PU_BONUS;
2724                 handle_stuff();
2725
2726                 character_xtra = old_character_xtra;
2727
2728 #ifdef JP
2729                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2730                 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);
2731                 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);
2732 #else
2733                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2734                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2735                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2736 #endif
2737
2738                 flush();
2739                 ch = inkey();
2740
2741                 if (ch == 's')
2742                 {
2743                         if (total + cost > p_ptr->au)
2744                         {
2745                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2746                                 msg_print(NULL);
2747                                 continue;
2748                         }
2749
2750                         q = _("第二の武器は?", "What is your second weapon? ");
2751                         s = _("比べるものがありません。", "You have nothing to compare.");
2752
2753                         /* Get the second weapon */
2754                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2755                         if (!o_ptr) continue;
2756
2757                         total += cost;
2758                         cost = bcost / 2;
2759                         n = 2;
2760                 }
2761                 else
2762                 {
2763                         break;
2764                 }
2765         }
2766         screen_load();
2767
2768         return (total);
2769 }
2770
2771
2772 /*!
2773  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2774  * @details 
2775  * Calculate and display the dodge-rate and the protection-rate
2776  * based on AC
2777  * @param iAC プレイヤーのAC。
2778  * @return 常にTRUEを返す。
2779  */
2780 static bool eval_ac(ARMOUR_CLASS iAC)
2781 {
2782 #ifdef JP
2783         const char memo[] =
2784                 "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"
2785                 "何パーセント軽減するかを示します。\n"
2786                 "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"
2787                 "に対してのみ効果があります。\n \n"
2788                 "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"
2789                 "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"
2790                 "敵のレベルとあなたのACによって決定されます。\n \n"
2791                 "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"
2792                 "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";
2793 #else
2794         const char memo[] =
2795                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2796                 "Note that the Protection rate is effective only against normal "
2797                 "'attack' and 'shatter' type melee attacks, "
2798                 "and has no effect against any other types such as 'poison'.\n \n"
2799                 "'Dodge Rate' indicates the success rate on dodging the "
2800                 "monster's melee attacks.  "
2801                 "It is depend on the level of the monster and your AC.\n \n"
2802                 "'Average Damage' indicates the expected amount of damage "
2803                 "when you are attacked by normal melee attacks with power=100.";
2804 #endif
2805
2806         int protection;
2807         TERM_LEN col, row = 2;
2808         DEPTH lvl;
2809         char buf[80*20], *t;
2810
2811         /* AC lower than zero has no effect */
2812         if (iAC < 0) iAC = 0;
2813
2814         /* ダメージ軽減率を計算 */
2815         protection = 100 * MIN(iAC, 150) / 250;
2816
2817         screen_save();
2818         clear_bldg(0, 22);
2819
2820 #ifdef JP
2821         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2822         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
2823         row++;
2824
2825         put_str("敵のレベル      :", row + 0, 0);
2826         put_str("回避率          :", row + 1, 0);
2827         put_str("ダメージ期待値  :", row + 2, 0);
2828 #else
2829         put_str(format("Your current AC : %3d", iAC), row++, 0);
2830         put_str(format("Protection rate : %3d%%", protection), row++, 0);
2831         row++;
2832
2833         put_str("Level of Monster:", row + 0, 0);
2834         put_str("Dodge Rate      :", row + 1, 0);
2835         put_str("Average Damage  :", row + 2, 0);
2836 #endif
2837     
2838         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2839         {
2840                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2841                 int dodge;   /* 回避率(%) */
2842                 int average; /* ダメージ期待値 */
2843
2844                 put_str(format("%3d", lvl), row + 0, col);
2845
2846                 /* 回避率を計算 */
2847                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2848                 put_str(format("%3d%%", dodge), row + 1, col);
2849
2850                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2851                 average = (100 - dodge) * (100 - protection) / 100;
2852                 put_str(format("%3d", average), row + 2, col);
2853         }
2854
2855         /* Display note */
2856         roff_to_buf(memo, 70, buf, sizeof(buf));
2857         for (t = buf; t[0]; t += strlen(t) + 1)
2858                 put_str(t, (row++) + 4, 4);
2859
2860         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);
2861   
2862         flush();
2863         (void)inkey();
2864         screen_load();
2865
2866         return (TRUE);
2867 }
2868
2869
2870
2871 /*!
2872  * @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。
2873  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2874  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2875  * @return 修復対象になるならTRUEを返す。
2876  */
2877 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2878 {
2879         int i, n = 0;
2880         int cand[TR_FLAG_MAX];
2881         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2882         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2883
2884         object_flags(to_ptr, to_flgs);
2885         object_flags(from_ptr, from_flgs);
2886
2887         for (i = 0; i < TR_FLAG_MAX; i++)
2888         {
2889                 switch (i)
2890                 {
2891                 case TR_IGNORE_ACID:
2892                 case TR_IGNORE_ELEC:
2893                 case TR_IGNORE_FIRE:
2894                 case TR_IGNORE_COLD:
2895                 case TR_ACTIVATE:
2896                 case TR_RIDING:
2897                 case TR_THROW:
2898                 case TR_SHOW_MODS:
2899                 case TR_HIDE_TYPE:
2900                 case TR_ES_ATTACK:
2901                 case TR_ES_AC:
2902                 case TR_FULL_NAME:
2903                 case TR_FIXED_FLAVOR:
2904                         break;
2905                 default:
2906                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2907                         {
2908                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2909                         }
2910                 }
2911         }
2912
2913         if (n > 0)
2914         {
2915                 int bmax;
2916                 int tr_idx = cand[randint0(n)];
2917                 add_flag(to_ptr->art_flags, tr_idx);
2918                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2919                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2920                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2921                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2922         }
2923
2924         return;
2925 }
2926
2927 /*!
2928  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2929  * @param bcost 基本修復費用
2930  * @return 実際にかかった費用
2931  */
2932 static PRICE repair_broken_weapon_aux(PRICE bcost)
2933 {
2934         PRICE cost;
2935         OBJECT_IDX item, mater;
2936         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2937         object_kind *k_ptr;
2938         int i, dd_bonus, ds_bonus;
2939         KIND_OBJECT_IDX k_idx;
2940         char basenm[MAX_NLEN];
2941         concptr q, s;
2942         int row = 7;
2943         clear_bldg(0, 22);
2944
2945         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);
2946         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);
2947
2948         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2949         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2950
2951         /* Only forge broken weapons */
2952         item_tester_hook = item_tester_hook_broken_weapon;
2953
2954         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2955         if (!o_ptr) return (0);
2956
2957         /* It is worthless */
2958         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2959         {
2960                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2961                 return (0);
2962         }
2963
2964         /* They are too many */
2965         if (o_ptr->number > 1)
2966         {
2967                 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!"));
2968                 return (0);
2969         }
2970
2971         /* Display item name */
2972         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2973         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2974
2975         q = _("材料となる武器は?", "Which weapon for material? ");
2976         s = _("材料となる武器がありません。", "You have no material to repair.");
2977
2978         /* Only forge broken weapons */
2979         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2980
2981         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2982         if (!mo_ptr) return (0);
2983         if (mater == item)
2984         {
2985                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2986                 return (0);
2987         }
2988
2989         /* Display item name */
2990         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2991         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2992
2993         /* Get the value of one of the items (except curses) */
2994         cost = bcost + object_value_real(o_ptr) * 2;
2995
2996         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);
2997
2998         /* Check if the player has enough money */
2999         if (p_ptr->au < cost)
3000         {
3001                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3002                 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);
3003                 msg_print(NULL);
3004                 return (0);
3005         }
3006
3007         p_ptr->total_weight -= o_ptr->weight;
3008
3009         if (o_ptr->sval == SV_BROKEN_DAGGER)
3010         {
3011                 KIND_OBJECT_IDX j;
3012                 int n = 1;
3013
3014                 /* Suppress compiler warning */
3015                 k_idx = 0;
3016
3017                 for (j = 1; j < max_k_idx; j++)
3018                 {
3019                         object_kind *k_aux_ptr = &k_info[j];
3020
3021                         if (k_aux_ptr->tval != TV_SWORD) continue;
3022                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3023                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3024                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3025                         if (k_aux_ptr->weight > 99) continue;
3026
3027                         if (one_in_(n)) 
3028                         {
3029                                 k_idx = j;
3030                                 n++;
3031                         }
3032                 }
3033         }
3034         else /* TV_BROKEN_SWORD */
3035         {
3036                 /* Repair to a sword or sometimes material's type weapon */
3037                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3038
3039                 while(1)
3040                 {
3041                         object_kind *ck_ptr;
3042
3043                         k_idx = lookup_kind(tval, SV_ANY);
3044                         ck_ptr = &k_info[k_idx];
3045
3046                         if (tval == TV_SWORD)
3047                         {
3048                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3049                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3050                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3051                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3052                         }
3053                         if (tval == TV_POLEARM)
3054                         {
3055                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3056                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3057                         }
3058                         if (tval == TV_HAFTED)
3059                         {
3060                                 if ((ck_ptr->sval == SV_GROND) ||
3061                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3062                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3063                         }
3064
3065                         break;
3066                 }
3067         }
3068
3069         /* Calculate dice bonuses */
3070         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3071         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3072         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3073         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3074
3075         /* Change base object */
3076         k_ptr = &k_info[k_idx];
3077         o_ptr->k_idx = k_idx;
3078         o_ptr->weight = k_ptr->weight;
3079         o_ptr->tval = k_ptr->tval;
3080         o_ptr->sval = k_ptr->sval;
3081         o_ptr->dd = k_ptr->dd;
3082         o_ptr->ds = k_ptr->ds;
3083
3084         /* Copy base object's ability */
3085         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3086         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3087         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3088
3089         /* Dice up */
3090         if (dd_bonus > 0)
3091         {
3092                 o_ptr->dd++;
3093                 for (i = 1; i < dd_bonus; i++)
3094                 {
3095                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3096                 }
3097         }
3098         if (ds_bonus > 0)
3099         {
3100                 o_ptr->ds++;
3101                 for (i = 1; i < ds_bonus; i++)
3102                 {
3103                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3104                 }
3105         }
3106
3107         if (have_flag(k_ptr->flags, TR_BLOWS))
3108         {
3109                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3110                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3111         }
3112
3113         /* Add one random ability from material weapon */
3114         give_one_ability_of_object(o_ptr, mo_ptr);
3115
3116         /* Add to-dam, to-hit and to-ac from material weapon */
3117         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3118         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3119         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3120
3121         if ((o_ptr->name1 == ART_NARSIL) ||
3122                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3123                 (object_is_ego(o_ptr) && one_in_(7)))
3124         {
3125                 /* Forge it */
3126                 if (object_is_ego(o_ptr))
3127                 {
3128                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3129                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3130                 }
3131
3132                 /* Add one random ability from material weapon */
3133                 give_one_ability_of_object(o_ptr, mo_ptr);
3134
3135                 /* Add one random activation */
3136                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3137
3138                 /* Narsil */
3139                 if (o_ptr->name1 == ART_NARSIL)
3140                 {
3141                         one_high_resistance(o_ptr);
3142                         one_ability(o_ptr);
3143                 }
3144
3145                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3146         }
3147
3148         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3149 #ifdef JP
3150         msg_format("$%dで%sに修復しました。", cost, basenm);
3151 #else
3152         msg_format("Repaired into %s for %d gold.", basenm, cost);
3153 #endif
3154         msg_print(NULL);
3155
3156         /* Remove BROKEN flag */
3157         o_ptr->ident &= ~(IDENT_BROKEN);
3158
3159         /* Add repaired flag */
3160         o_ptr->discount = 99;
3161
3162         p_ptr->total_weight += o_ptr->weight;
3163         calc_android_exp();
3164
3165         /* Decrease material object */
3166         inven_item_increase(mater, -1);
3167         inven_item_optimize(mater);
3168
3169         /* Copyback */
3170         p_ptr->update |= PU_BONUS;
3171         handle_stuff();
3172
3173         /* Something happened */
3174         return (cost);
3175 }
3176
3177 /*!
3178  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3179  * @param bcost 基本鑑定費用
3180  * @return 実際にかかった費用
3181  */
3182 static int repair_broken_weapon(PRICE bcost)
3183 {
3184         PRICE cost;
3185         screen_save();
3186         cost = repair_broken_weapon_aux(bcost);
3187         screen_load();
3188         return cost;
3189 }
3190
3191
3192 /*!
3193  * @brief アイテムの強化を行う。 / Enchant item
3194  * @param cost 1回毎の費用
3195  * @param to_hit 命中をアップさせる量
3196  * @param to_dam ダメージをアップさせる量
3197  * @param to_ac ACをアップさせる量
3198  * @return 実際に行ったらTRUE
3199  */
3200 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3201 {
3202         int i;
3203         OBJECT_IDX item;
3204         bool okay = FALSE;
3205         object_type *o_ptr;
3206         concptr q, s;
3207         int maxenchant = (p_ptr->lev / 5);
3208         char tmp_str[MAX_NLEN];
3209
3210         clear_bldg(4, 18);
3211         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3212         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3213
3214         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3215         s = _("改良できるものがありません。", "You have nothing to improve.");
3216
3217         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3218         if (!o_ptr) return (FALSE);
3219
3220         /* Check if the player has enough money */
3221         if (p_ptr->au < (cost * o_ptr->number))
3222         {
3223                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3224                 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);
3225                 return (FALSE);
3226         }
3227
3228         /* Enchant to hit */
3229         for (i = 0; i < to_hit; i++)
3230         {
3231                 if (o_ptr->to_h < maxenchant)
3232                 {
3233                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3234                         {
3235                                 okay = TRUE;
3236                                 break;
3237                         }
3238                 }
3239         }
3240
3241         /* Enchant to damage */
3242         for (i = 0; i < to_dam; i++)
3243         {
3244                 if (o_ptr->to_d < maxenchant)
3245                 {
3246                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3247                         {
3248                                 okay = TRUE;
3249                                 break;
3250                         }
3251                 }
3252         }
3253
3254         /* Enchant to AC */
3255         for (i = 0; i < to_ac; i++)
3256         {
3257                 if (o_ptr->to_a < maxenchant)
3258                 {
3259                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3260                         {
3261                                 okay = TRUE;
3262                                 break;
3263                         }
3264                 }
3265         }
3266
3267         /* Failure */
3268         if (!okay)
3269         {
3270                 if (flush_failure) flush();
3271                 msg_print(_("改良に失敗した。", "The improvement failed."));
3272                 return (FALSE);
3273         }
3274         else
3275         {
3276                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3277 #ifdef JP
3278                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3279 #else
3280                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3281 #endif
3282
3283                 /* Charge the money */
3284                 p_ptr->au -= (cost * o_ptr->number);
3285
3286                 if (item >= INVEN_RARM) calc_android_exp();
3287
3288                 /* Something happened */
3289                 return (TRUE);
3290         }
3291 }
3292
3293
3294 /*!
3295  * @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staves
3296  * @details
3297  * The player can select the number of charges to add\n
3298  * (up to a limit), and the recharge never fails.\n
3299  *\n
3300  * The cost for rods depends on the level of the rod. The prices\n
3301  * for recharging wands and staves are dependent on the cost of\n
3302  * the base-item.\n
3303  * @return なし
3304  */
3305 static void building_recharge(void)
3306 {
3307         OBJECT_IDX  item;
3308         DEPTH       lev;
3309         object_type *o_ptr;
3310         object_kind *k_ptr;
3311         concptr        q, s;
3312         PRICE       price;
3313         PARAMETER_VALUE charges;
3314         int         max_charges;
3315         char        tmp_str[MAX_NLEN];
3316
3317         msg_flag = FALSE;
3318
3319         /* Display some info */
3320         clear_bldg(4, 18);
3321         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);
3322
3323
3324         /* Only accept legal items */
3325         item_tester_hook = item_tester_hook_recharge;
3326
3327         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3328         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3329
3330         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3331         if (!o_ptr) return;
3332
3333         k_ptr = &k_info[o_ptr->k_idx];
3334
3335         /*
3336          * We don't want to give the player free info about
3337          * the level of the item or the number of charges.
3338          */
3339         /* The item must be "known" */
3340         if (!object_is_known(o_ptr))
3341         {
3342                 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!"));
3343                 msg_print(NULL);
3344
3345                 if ((p_ptr->au >= 50) &&
3346                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3347
3348                 {
3349                         p_ptr->au -= 50;
3350                         identify_item(o_ptr);
3351                         object_desc(tmp_str, o_ptr, 0);
3352                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3353
3354                         /* Auto-inscription */
3355                         autopick_alter_item(item, FALSE);
3356
3357                         /* Update the gold display */
3358                         building_prt_gold();
3359                 }
3360                 else
3361                 {
3362                         return;
3363                 }
3364         }
3365
3366         /* Extract the object "level" */
3367         lev = k_info[o_ptr->k_idx].level;
3368
3369         /* Price for a rod */
3370         if (o_ptr->tval == TV_ROD)
3371         {
3372                 if (o_ptr->timeout > 0)
3373                 {
3374                         /* Fully recharge */
3375                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3376                 }
3377                 else
3378                 {
3379                         /* No recharge necessary */
3380                         price = 0;
3381                         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."));
3382                         return;
3383                 }
3384         }
3385         else if (o_ptr->tval == TV_STAFF)
3386         {
3387                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3388                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3389
3390                 /* Pay at least 10 gold per charge */
3391                 price = MAX(10, price);
3392         }
3393         else
3394         {
3395                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3396                 price = (k_info[o_ptr->k_idx].cost / 10);
3397
3398                 /* Pay at least 10 gold per charge */
3399                 price = MAX(10, price);
3400         }
3401
3402         /* Limit the number of charges for wands and staffs */
3403         if (o_ptr->tval == TV_WAND
3404                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3405         {
3406                 if (o_ptr->number > 1)
3407                 {
3408                         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."));
3409                 }
3410                 else
3411                 {
3412                         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."));
3413                 }
3414                 return;
3415         }
3416         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3417         {
3418                 if (o_ptr->number > 1)
3419                 {
3420                         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."));
3421                 }
3422                 else
3423                 {
3424                         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."));
3425                 }
3426                 return;
3427         }
3428
3429         /* Check if the player has enough money */
3430         if (p_ptr->au < price)
3431         {
3432                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3433 #ifdef JP
3434                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3435 #else
3436                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3437 #endif
3438
3439                 return;
3440         }
3441
3442         if (o_ptr->tval == TV_ROD)
3443         {
3444 #ifdef JP
3445                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3446 #else
3447                 if (get_check(format("Recharge the %s for %d gold? ",
3448                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3449 #endif
3450
3451                 {
3452                         /* Recharge fully */
3453                         o_ptr->timeout = 0;
3454                 }
3455                 else
3456                 {
3457                         return;
3458                 }
3459         }
3460         else
3461         {
3462                 if (o_ptr->tval == TV_STAFF)
3463                         max_charges = k_ptr->pval - o_ptr->pval;
3464                 else
3465                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3466
3467                 /* Get the quantity for staves and wands */
3468                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3469                                         MIN(p_ptr->au / price, max_charges));
3470
3471                 /* Do nothing */
3472                 if (charges < 1) return;
3473
3474                 /* Get the new price */
3475                 price *= charges;
3476
3477                 /* Recharge */
3478                 o_ptr->pval += charges;
3479
3480                 /* We no longer think the item is empty */
3481                 o_ptr->ident &= ~(IDENT_EMPTY);
3482         }
3483
3484         /* Give feedback */
3485         object_desc(tmp_str, o_ptr, 0);
3486 #ifdef JP
3487         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3488 #else
3489         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3490 #endif
3491
3492         /* Combine / Reorder the pack (later) */
3493         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3494
3495         p_ptr->window |= (PW_INVEN);
3496
3497         /* Pay the price */
3498         p_ptr->au -= price;
3499
3500         /* Finished */
3501         return;
3502 }
3503
3504
3505 /*!
3506  * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staves
3507  * @details
3508  * The player can select the number of charges to add\n
3509  * (up to a limit), and the recharge never fails.\n
3510  *\n
3511  * The cost for rods depends on the level of the rod. The prices\n
3512  * for recharging wands and staves are dependent on the cost of\n
3513  * the base-item.\n
3514  * @return なし
3515  */
3516 static void building_recharge_all(void)
3517 {
3518         INVENTORY_IDX i;
3519         DEPTH lev;
3520         object_type *o_ptr;
3521         object_kind *k_ptr;
3522         PRICE price = 0;
3523         PRICE total_cost = 0;
3524
3525
3526         /* Display some info */
3527         msg_flag = FALSE;
3528         clear_bldg(4, 18);
3529         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);
3530
3531         /* Calculate cost */
3532         for ( i = 0; i < INVEN_PACK; i++)
3533         {
3534                 o_ptr = &inventory[i];
3535                                 
3536                 /* skip non magic device */
3537                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3538
3539                 /* need identified */
3540                 if (!object_is_known(o_ptr)) total_cost += 50;
3541
3542                 /* Extract the object "level" */
3543                 lev = k_info[o_ptr->k_idx].level;
3544
3545                 k_ptr = &k_info[o_ptr->k_idx];
3546
3547                 switch (o_ptr->tval)
3548                 {
3549                 case TV_ROD:
3550                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3551                         break;
3552
3553                 case TV_STAFF:
3554                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3555                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3556
3557                         /* Pay at least 10 gold per charge */
3558                         price = MAX(10, price);
3559
3560                         /* Fully charge */
3561                         price = (k_ptr->pval - o_ptr->pval) * price;
3562                         break;
3563
3564                 case TV_WAND:
3565                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3566                         price = (k_info[o_ptr->k_idx].cost / 10);
3567
3568                         /* Pay at least 10 gold per charge */
3569                         price = MAX(10, price);
3570
3571                         /* Fully charge */
3572                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3573                         break;
3574                 }
3575
3576                 /* if price <= 0 then item have enough charge */
3577                 if (price > 0) total_cost += price;
3578         }
3579
3580         if (!total_cost)
3581         {
3582                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3583                 msg_print(NULL);
3584                 return;
3585         }
3586
3587         /* Check if the player has enough money */
3588         if (p_ptr->au < total_cost)
3589         {
3590                 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 );
3591                 msg_print(NULL);
3592                 return;
3593         }
3594         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3595         
3596         for (i = 0; i < INVEN_PACK; i++)
3597         {
3598                 o_ptr = &inventory[i];
3599                 k_ptr = &k_info[o_ptr->k_idx];
3600
3601                 /* skip non magic device */
3602                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3603
3604                 if (!object_is_known(o_ptr))
3605                 {
3606                         identify_item(o_ptr);
3607
3608                         /* Auto-inscription */
3609                         autopick_alter_item(i, FALSE);
3610                 }
3611
3612                 /* Recharge */
3613                 switch (o_ptr->tval)
3614                 {
3615                 case TV_ROD:
3616                         o_ptr->timeout = 0;
3617                         break;
3618                 case TV_STAFF:
3619                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3620                         /* We no longer think the item is empty */
3621                         o_ptr->ident &= ~(IDENT_EMPTY);
3622                         break;
3623                 case TV_WAND:
3624                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3625                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3626                         /* We no longer think the item is empty */
3627                         o_ptr->ident &= ~(IDENT_EMPTY);
3628                         break;
3629                 }
3630         }
3631
3632         /* Give feedback */
3633         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3634         msg_print(NULL);
3635
3636         /* Combine / Reorder the pack (later) */
3637         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3638
3639         p_ptr->window |= (PW_INVEN);
3640
3641         /* Pay the price */
3642         p_ptr->au -= total_cost;
3643
3644         /* Finished */
3645         return;
3646 }
3647
3648 /*!
3649  * @brief 町間のテレポートを行うメインルーチン。
3650  * @return テレポート処理を決定したか否か
3651  */
3652 bool tele_town(void)
3653 {
3654         int i;
3655         POSITION x, y;
3656         int num = 0;
3657
3658         if (dun_level)
3659         {
3660                 msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
3661                 return FALSE;
3662         }
3663
3664         if (p_ptr->inside_arena || p_ptr->inside_battle)
3665         {
3666                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3667                 return FALSE;
3668         }
3669
3670         screen_save();
3671         clear_bldg(4, 10);
3672
3673         for (i = 1; i < max_towns; i++)
3674         {
3675                 char buf[80];
3676
3677                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3678
3679                 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3680                 prt(buf, 5 + i, 5);
3681                 num++;
3682         }
3683
3684         if (!num)
3685         {
3686                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3687                 msg_print(NULL);
3688                 screen_load();
3689                 return FALSE;
3690         }
3691
3692         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3693         while(1)
3694         {
3695                 i = inkey();
3696
3697                 if (i == ESCAPE)
3698                 {
3699                         screen_load();
3700                         return FALSE;
3701                 }
3702                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3703                 else if (((i-'a'+1) == p_ptr->town_num) || ((i-'a'+1) == NO_TOWN) || ((i-'a'+1) == SECRET_TOWN) || !(p_ptr->visit & (1L << (i-'a')))) continue;
3704                 break;
3705         }
3706
3707         for (y = 0; y < max_wild_y; y++)
3708         {
3709                 for (x = 0; x < max_wild_x; x++)
3710                 {
3711                         if(wilderness[y][x].town == (i-'a'+1))
3712                         {
3713                                 p_ptr->wilderness_y = y;
3714                                 p_ptr->wilderness_x = x;
3715                         }
3716                 }
3717         }
3718
3719         p_ptr->leaving = TRUE;
3720         leave_bldg = TRUE;
3721         p_ptr->teleport_town = TRUE;
3722         screen_load();
3723         return TRUE;
3724 }
3725
3726 /*!
3727  * @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-
3728  * @return 常にTRUEを返す。
3729  * @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。
3730  */
3731 static bool research_mon(void)
3732 {
3733         IDX i;
3734         int n;
3735         MONRACE_IDX r_idx;
3736         char sym, query;
3737         char buf[128];
3738         bool notpicked;
3739         bool recall = FALSE;
3740         u16b why = 0;
3741         MONSTER_IDX *who;
3742
3743         /* XTRA HACK WHATSEARCH */
3744         bool    all = FALSE;
3745         bool    uniq = FALSE;
3746         bool    norm = FALSE;
3747         char temp[80] = "";
3748
3749         /* XTRA HACK REMEMBER_IDX */
3750         static int old_sym = '\0';
3751         static IDX old_i = 0;
3752
3753         screen_save();
3754
3755         /* Get a character, or abort */
3756         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):",
3757                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3758
3759         {
3760                 /* Restore */
3761                 screen_load();
3762
3763                 return (FALSE);
3764         }
3765
3766         /* Find that character info, and describe it */
3767         for (i = 0; ident_info[i]; ++i)
3768         {
3769                 if (sym == ident_info[i][0]) break;
3770         }
3771
3772                 /* XTRA HACK WHATSEARCH */
3773         if (sym == KTRL('A'))
3774         {
3775                 all = TRUE;
3776                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3777         }
3778         else if (sym == KTRL('U'))
3779         {
3780                 all = uniq = TRUE;
3781                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3782         }
3783         else if (sym == KTRL('N'))
3784         {
3785                 all = norm = TRUE;
3786                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3787         }
3788         else if (sym == KTRL('M'))
3789         {
3790                 all = TRUE;
3791                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3792                 {
3793                         temp[0]=0;
3794
3795                         /* Restore */
3796                         screen_load();
3797
3798                         return FALSE;
3799                 }
3800                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3801         }
3802         else if (ident_info[i])
3803         {
3804                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3805         }
3806         else
3807         {
3808                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3809         }
3810
3811         /* Display the result */
3812         prt(buf, 16, 10);
3813
3814
3815         /* Allocate the "who" array */
3816         C_MAKE(who, max_r_idx, MONRACE_IDX);
3817
3818         /* Collect matching monsters */
3819         for (n = 0, i = 1; i < max_r_idx; i++)
3820         {
3821                 monster_race *r_ptr = &r_info[i];
3822
3823                 /* Empty monster */
3824                 if (!r_ptr->name) continue;
3825
3826                 /* XTRA HACK WHATSEARCH */
3827                 /* Require non-unique monsters if needed */
3828                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3829
3830                 /* Require unique monsters if needed */
3831                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3832
3833                 /* 名前検索 */
3834                 if (temp[0])
3835                 {
3836                         int xx;
3837                         char temp2[80];
3838
3839                         for (xx = 0; temp[xx] && xx < 80; xx++)
3840                         {
3841 #ifdef JP
3842                                 if (iskanji(temp[xx]))
3843                                 {
3844                                         xx++;
3845                                         continue;
3846                                 }
3847 #endif
3848                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3849                         }
3850   
3851 #ifdef JP
3852                         strcpy(temp2, r_name + r_ptr->E_name);
3853 #else
3854                         strcpy(temp2, r_name + r_ptr->name);
3855 #endif
3856                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3857                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3858
3859 #ifdef JP
3860                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3861 #else
3862                         if (my_strstr(temp2, temp))
3863 #endif
3864                                 who[n++] = i;
3865                 }
3866                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3867         }
3868
3869         /* Nothing to recall */
3870         if (!n)
3871         {
3872                 /* Free the "who" array */
3873                 C_KILL(who, max_r_idx, MONRACE_IDX);
3874
3875                 /* Restore */
3876                 screen_load();
3877
3878                 return (FALSE);
3879         }
3880
3881         /* Sort by level */
3882         why = 2;
3883         query = 'y';
3884
3885         /* Sort if needed */
3886         if (why)
3887         {
3888                 /* Select the sort method */
3889                 ang_sort_comp = ang_sort_comp_hook;
3890                 ang_sort_swap = ang_sort_swap_hook;
3891
3892                 /* Sort the array */
3893                 ang_sort(who, &why, n);
3894         }
3895
3896
3897         /* Start at the end */
3898         /* XTRA HACK REMEMBER_IDX */
3899         if (old_sym == sym && old_i < n) i = old_i;
3900         else i = n - 1;
3901
3902         notpicked = TRUE;
3903
3904         /* Scan the monster memory */
3905         while (notpicked)
3906         {
3907                 /* Extract a race */
3908                 r_idx = who[i];
3909
3910                 /* Hack -- Begin the prompt */
3911                 roff_top(r_idx);
3912
3913                 /* Hack -- Complete the prompt */
3914                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3915
3916                 /* Interact */
3917                 while (1)
3918                 {
3919                         /* Recall */
3920                         if (recall)
3921                         {
3922                                 /*** Recall on screen ***/
3923
3924                                 /* Get maximal info about this monster */
3925                                 lore_do_probe(r_idx);
3926
3927                                 /* Save this monster ID */
3928                                 monster_race_track(r_idx);
3929                                 handle_stuff();
3930
3931                                 /* know every thing mode */
3932                                 screen_roff(r_idx, 0x01);
3933                                 notpicked = FALSE;
3934
3935                                 /* XTRA HACK REMEMBER_IDX */
3936                                 old_sym = sym;
3937                                 old_i = i;
3938                         }
3939
3940                         /* Command */
3941                         query = inkey();
3942
3943                         /* Normal commands */
3944                         if (query != 'r') break;
3945
3946                         /* Toggle recall */
3947                         recall = !recall;
3948                 }
3949
3950                 /* Stop scanning */
3951                 if (query == ESCAPE) break;
3952
3953                 /* Move to "prev" monster */
3954                 if (query == '-')
3955                 {
3956                         if (++i == n)
3957                         {
3958                                 i = 0;
3959                                 if (!expand_list) break;
3960                         }
3961                 }
3962
3963                 /* Move to "next" monster */
3964                 else
3965                 {
3966                         if (i-- == 0)
3967                         {
3968                                 i = n - 1;
3969                                 if (!expand_list) break;
3970                         }
3971                 }
3972         }
3973
3974
3975         /* Re-display the identity */
3976         /* prt(buf, 5, 5);*/
3977
3978         /* Free the "who" array */
3979         C_KILL(who, max_r_idx, MONRACE_IDX);
3980
3981         /* Restore */
3982         screen_load();
3983
3984         return (!notpicked);
3985 }
3986
3987
3988 /*!
3989  * @brief 施設の処理実行メインルーチン / Execute a building command
3990  * @param bldg 施設構造体の参照ポインタ
3991  * @param i 実行したい施設のサービステーブルの添字
3992  * @return なし
3993  */
3994 static void bldg_process_command(building_type *bldg, int i)
3995 {
3996         BACT_IDX bact = bldg->actions[i];
3997         PRICE bcost;
3998         bool paid = FALSE;
3999
4000         msg_flag = FALSE;
4001         msg_erase();
4002
4003         if (is_owner(bldg))
4004                 bcost = bldg->member_costs[i];
4005         else
4006                 bcost = bldg->other_costs[i];
4007
4008         /* action restrictions */
4009         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4010             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4011         {
4012                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4013                 return;
4014         }
4015
4016         /* check gold (HACK - Recharge uses variable costs) */
4017         if ((bact != BACT_RECHARGE) &&
4018             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4019              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4020         {
4021                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4022                 return;
4023         }
4024
4025         switch (bact)
4026         {
4027         case BACT_NOTHING:
4028                 /* Do nothing */
4029                 break;
4030         case BACT_RESEARCH_ITEM:
4031                 paid = identify_fully(FALSE);
4032                 break;
4033         case BACT_TOWN_HISTORY:
4034                 town_history();
4035                 break;
4036         case BACT_RACE_LEGENDS:
4037                 race_legends();
4038                 break;
4039         case BACT_QUEST:
4040                 castle_quest();
4041                 break;
4042         case BACT_KING_LEGENDS:
4043         case BACT_ARENA_LEGENDS:
4044         case BACT_LEGENDS:
4045                 show_highclass();
4046                 break;
4047         case BACT_POSTER:
4048         case BACT_ARENA_RULES:
4049         case BACT_ARENA:
4050                 arena_comm(bact);
4051                 break;
4052         case BACT_IN_BETWEEN:
4053         case BACT_CRAPS:
4054         case BACT_SPIN_WHEEL:
4055         case BACT_DICE_SLOTS:
4056         case BACT_GAMBLE_RULES:
4057         case BACT_POKER:
4058                 gamble_comm(bact);
4059                 break;
4060         case BACT_REST:
4061         case BACT_RUMORS:
4062         case BACT_FOOD:
4063                 paid = inn_comm(bact);
4064                 break;
4065         case BACT_RESEARCH_MONSTER:
4066                 paid = research_mon();
4067                 break;
4068         case BACT_COMPARE_WEAPONS:
4069                 paid = TRUE;
4070                 bcost = compare_weapons(bcost);
4071                 break;
4072         case BACT_ENCHANT_WEAPON:
4073                 item_tester_hook = object_allow_enchant_melee_weapon;
4074                 enchant_item(bcost, 1, 1, 0);
4075                 break;
4076         case BACT_ENCHANT_ARMOR:
4077                 item_tester_hook = object_is_armour;
4078                 enchant_item(bcost, 0, 0, 1);
4079                 break;
4080         case BACT_RECHARGE:
4081                 building_recharge();
4082                 break;
4083         case BACT_RECHARGE_ALL:
4084                 building_recharge_all();
4085                 break;
4086         case BACT_IDENTS: /* needs work */
4087                 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;
4088                 identify_pack();
4089                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4090                 paid = TRUE;
4091                 break;
4092         case BACT_IDENT_ONE: /* needs work */
4093                 paid = ident_spell(FALSE);
4094                 break;
4095         case BACT_LEARN:
4096                 do_cmd_study();
4097                 break;
4098         case BACT_HEALING: /* needs work */
4099                 paid = cure_critical_wounds(200);
4100                 break;
4101         case BACT_RESTORE: /* needs work */
4102                 paid = restore_all_status();
4103                 break;
4104         case BACT_ENCHANT_ARROWS:
4105                 item_tester_hook = item_tester_hook_ammo;
4106                 enchant_item(bcost, 1, 1, 0);
4107                 break;
4108         case BACT_ENCHANT_BOW:
4109                 item_tester_tval = TV_BOW;
4110                 enchant_item(bcost, 1, 1, 0);
4111                 break;
4112
4113         case BACT_RECALL:
4114                 if (recall_player(p_ptr, 1)) paid = TRUE;
4115                 break;
4116
4117         case BACT_TELEPORT_LEVEL:
4118                 clear_bldg(4, 20);
4119                 paid = free_level_recall(p_ptr);
4120                 break;
4121
4122         case BACT_LOSE_MUTATION:
4123                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4124                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4125                 {
4126                         while(!lose_mutation(0));
4127                         paid = TRUE;
4128                 }
4129                 else
4130                 {
4131                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4132                         msg_print(NULL);
4133                 }
4134                 break;
4135
4136         case BACT_BATTLE:
4137                 kakutoujou();
4138                 break;
4139
4140         case BACT_TSUCHINOKO:
4141                 tsuchinoko();
4142                 break;
4143
4144         case BACT_KUBI:
4145                 shoukinkubi();
4146                 break;
4147
4148         case BACT_TARGET:
4149                 today_target();
4150                 break;
4151
4152         case BACT_KANKIN:
4153                 kankin();
4154                 break;
4155
4156         case BACT_HEIKOUKA:
4157                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4158                 set_virtue(V_COMPASSION, 0);
4159                 set_virtue(V_HONOUR, 0);
4160                 set_virtue(V_JUSTICE, 0);
4161                 set_virtue(V_SACRIFICE, 0);
4162                 set_virtue(V_KNOWLEDGE, 0);
4163                 set_virtue(V_FAITH, 0);
4164                 set_virtue(V_ENLIGHTEN, 0);
4165                 set_virtue(V_ENCHANT, 0);
4166                 set_virtue(V_CHANCE, 0);
4167                 set_virtue(V_NATURE, 0);
4168                 set_virtue(V_HARMONY, 0);
4169                 set_virtue(V_VITALITY, 0);
4170                 set_virtue(V_UNLIFE, 0);
4171                 set_virtue(V_PATIENCE, 0);
4172                 set_virtue(V_TEMPERANCE, 0);
4173                 set_virtue(V_DILIGENCE, 0);
4174                 set_virtue(V_VALOUR, 0);
4175                 set_virtue(V_INDIVIDUALISM, 0);
4176                 get_virtues();
4177                 paid = TRUE;
4178                 break;
4179
4180         case BACT_TELE_TOWN:
4181                 paid = tele_town();
4182                 break;
4183
4184         case BACT_EVAL_AC:
4185                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4186                 break;
4187
4188         case BACT_BROKEN_WEAPON:
4189                 paid = TRUE;
4190                 bcost = repair_broken_weapon(bcost);
4191                 break;
4192         }
4193
4194         if (paid)
4195         {
4196                 p_ptr->au -= bcost;
4197         }
4198 }
4199
4200 /*!
4201  * @brief クエスト入り口にプレイヤーが乗った際の処理 / Do building commands
4202  * @return なし
4203  */
4204 void do_cmd_quest(void)
4205 {
4206         if(p_ptr->wild_mode) return;
4207
4208         p_ptr->energy_use = 100;
4209
4210         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4211         {
4212                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4213                 return;
4214         }
4215         else
4216         {
4217                 msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
4218                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4219                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4220                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4221
4222                 /* Player enters a new quest */
4223                 p_ptr->oldpy = 0;
4224                 p_ptr->oldpx = 0;
4225
4226                 leave_quest_check();
4227
4228                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4229                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4230
4231                 p_ptr->leaving = TRUE;
4232         }
4233 }
4234
4235
4236 /*!
4237  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4238  * @return なし
4239  */
4240 void do_cmd_bldg(void)
4241 {
4242         int             i, which;
4243         char            command;
4244         bool            validcmd;
4245         building_type   *bldg;
4246
4247         if(p_ptr->wild_mode) return;
4248
4249         p_ptr->energy_use = 100;
4250
4251         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4252         {
4253                 msg_print(_("ここには建物はない。", "You see no building here."));
4254                 return;
4255         }
4256
4257         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4258
4259         bldg = &building[which];
4260
4261         /* Don't re-init the wilderness */
4262         reinit_wilderness = FALSE;
4263
4264         if ((which == 2) && (p_ptr->arena_number < 0))
4265         {
4266                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4267                 return;
4268         }
4269         else if ((which == 2) && p_ptr->inside_arena)
4270         {
4271                 if (!p_ptr->exit_bldg && m_cnt > 0)
4272                 {
4273                         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);
4274                 }
4275                 else
4276                 {
4277                         /* Don't save the arena as saved floor */
4278                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4279
4280                         p_ptr->inside_arena = FALSE;
4281                         p_ptr->leaving = TRUE;
4282
4283                         /* Re-enter the arena */
4284                         command_new = SPECIAL_KEY_BUILDING;
4285
4286                         /* No energy needed to re-enter the arena */
4287                         p_ptr->energy_use = 0;
4288                 }
4289
4290                 return;
4291         }
4292         else if (p_ptr->inside_battle)
4293         {
4294                 /* Don't save the arena as saved floor */
4295                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4296
4297                 p_ptr->leaving = TRUE;
4298                 p_ptr->inside_battle = FALSE;
4299
4300                 /* Re-enter the monster arena */
4301                 command_new = SPECIAL_KEY_BUILDING;
4302
4303                 /* No energy needed to re-enter the arena */
4304                 p_ptr->energy_use = 0;
4305
4306                 return;
4307         }
4308         else
4309         {
4310                 p_ptr->oldpy = p_ptr->y;
4311                 p_ptr->oldpx = p_ptr->x;
4312         }
4313
4314         forget_lite();
4315         forget_view();
4316
4317         /* Hack -- Increase "icky" depth */
4318         character_icky++;
4319
4320         command_arg = 0;
4321         command_rep = 0;
4322         command_new = 0;
4323
4324         show_building(bldg);
4325         leave_bldg = FALSE;
4326
4327         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4328
4329         while (!leave_bldg)
4330         {
4331                 validcmd = FALSE;
4332                 prt("", 1, 0);
4333
4334                 building_prt_gold();
4335
4336                 command = inkey();
4337
4338                 if (command == ESCAPE)
4339                 {
4340                         leave_bldg = TRUE;
4341                         p_ptr->inside_arena = FALSE;
4342                         p_ptr->inside_battle = FALSE;
4343                         break;
4344                 }
4345
4346                 for (i = 0; i < 8; i++)
4347                 {
4348                         if (bldg->letters[i])
4349                         {
4350                                 if (bldg->letters[i] == command)
4351                                 {
4352                                         validcmd = TRUE;
4353                                         break;
4354                                 }
4355                         }
4356                 }
4357
4358                 if(validcmd) bldg_process_command(bldg, i);
4359
4360                 handle_stuff();
4361         }
4362
4363         select_floor_music();
4364
4365         msg_flag = FALSE;
4366         msg_erase();
4367
4368         /* Reinit wilderness to activate quests ... */
4369         if (reinit_wilderness)
4370         {
4371                 p_ptr->leaving = TRUE;
4372         }
4373
4374         /* Hack -- Decrease "icky" depth */
4375         character_icky--;
4376
4377         Term_clear();
4378
4379         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4380         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4381         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4382 }
4383
4384
4385 /*!
4386  * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4387  */
4388 static concptr find_quest[] =
4389 {
4390         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4391         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4392         _("メッセージを見つけた:", "There is a sign saying"),
4393         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4394         _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4395 };
4396
4397
4398 /*!
4399  * @brief クエストの導入メッセージを表示する / Discover quest
4400  * @param q_idx 開始されたクエストのID
4401  */
4402 void quest_discovery(QUEST_IDX q_idx)
4403 {
4404         quest_type *q_ptr = &quest[q_idx];
4405         monster_race *r_ptr = &r_info[q_ptr->r_idx];
4406         MONSTER_NUMBER q_num = q_ptr->max_num;
4407         GAME_TEXT name[MAX_NLEN];
4408
4409         /* No quest index */
4410         if (!q_idx) return;
4411
4412         strcpy(name, (r_name + r_ptr->name));
4413
4414         msg_print(find_quest[rand_range(0, 4)]);
4415         msg_print(NULL);
4416
4417         if (q_num == 1)
4418         {
4419                 /* Unique */
4420
4421                 /* Hack -- "unique" monsters must be "unique" */
4422                 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
4423                 {
4424                         msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4425                         /* The unique is already dead */
4426                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4427                         q_ptr->complev = 0;
4428                         update_playtime();
4429                         q_ptr->comptime = playtime;
4430                 }
4431                 else
4432                 {
4433                         msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4434                 }
4435         }
4436         else
4437         {
4438                 /* Normal monsters */
4439 #ifndef JP
4440                 plural_aux(name);
4441 #endif
4442                 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4443
4444         }
4445 }
4446
4447
4448 /*!
4449  * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4450  * / Hack -- Check if a level is a "quest" level
4451  * @param level 検索対象になる階
4452  * @return クエストIDを返す。該当がない場合0を返す。
4453  */
4454 QUEST_IDX quest_number(DEPTH level)
4455 {
4456         QUEST_IDX i;
4457
4458         /* Check quests */
4459         if (p_ptr->inside_quest)
4460                 return (p_ptr->inside_quest);
4461
4462         for (i = 0; i < max_q_idx; i++)
4463         {
4464                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4465
4466                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4467                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4468                     (quest[i].level == level) &&
4469                     (quest[i].dungeon == dungeon_type))
4470                         return (i);
4471         }
4472
4473         /* Check for random quest */
4474         return (random_quest_number(level));
4475 }
4476
4477 /*!
4478  * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4479  * @param level 検索対象になる階
4480  * @return クエストIDを返す。該当がない場合0を返す。
4481  */
4482 QUEST_IDX random_quest_number(DEPTH level)
4483 {
4484         QUEST_IDX i;
4485
4486         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4487
4488         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4489         {
4490                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4491                         (quest[i].status == QUEST_STATUS_TAKEN) &&
4492                         (quest[i].level == level) &&
4493                         (quest[i].dungeon == DUNGEON_ANGBAND))
4494                 {
4495                         return i;
4496                 }
4497         }
4498
4499         return 0;
4500 }