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[Fix] #38923 メッセージの未定義変数参照バグ修正。 / Fix reference of undefined value.
[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 "floor.h"
17 #include "object-hook.h"
18 #include "monsterrace-hook.h"
19 #include "melee.h"
20 #include "world.h"
21 #include "sort.h"
22
23 #include "avatar.h"
24 #include "mutation.h"
25 #include "quest.h"
26 #include "artifact.h"
27 #include "cmd-spell.h"
28 #include "rumor.h"
29 #include "player-status.h"
30
31 /*!
32  * ループ中で / hack as in leave_store in store.c
33  */
34 static bool leave_bldg = FALSE;
35
36 /*!
37  * @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。
38  * @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、
39  * 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。
40  * @param bldg 施設構造体の参照ポインタ
41  * @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。
42  */
43 static bool is_owner(building_type *bldg)
44 {
45         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
46         {
47                 return (TRUE);
48         }
49
50         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
51         {
52                 return (TRUE);
53         }
54
55         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
56                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
57         {
58                 return (TRUE);
59         }
60
61         return (FALSE);
62 }
63
64 /*!
65  * @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。
66  (スペルマスターの特別判定つき)
67  * @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、
68  * 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。
69  * @param bldg 施設構造体の参照ポインタ
70  * @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。
71  * @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。
72  */
73 static bool is_member(building_type *bldg)
74 {
75         if (bldg->member_class[p_ptr->pclass])
76         {
77                 return (TRUE);
78         }
79
80         if (bldg->member_race[p_ptr->prace])
81         {
82                 return (TRUE);
83         }
84
85         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
86             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
87         {
88                 return (TRUE);
89         }
90
91
92         if (p_ptr->pclass == CLASS_SORCERER)
93         {
94                 int i;
95                 bool OK = FALSE;
96                 for (i = 0; i < MAX_MAGIC; i++)
97                 {
98                         if (bldg->member_realm[i+1]) OK = TRUE;
99                 }
100                 return OK;
101         }
102         return (FALSE);
103 }
104
105 /*!
106  * @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
107  * @details 消去は行毎にヌル文字列で行われる。
108  * @param min_row 開始行番号
109  * @param max_row 末尾行番号
110  * @return なし
111  */
112 static void clear_bldg(int min_row, int max_row)
113 {
114         int   i;
115
116         for (i = min_row; i <= max_row; i++)
117                 prt("", i, 0);
118 }
119
120 /*!
121  * @brief 所持金を表示する。
122  * @return なし
123  */
124 static void building_prt_gold(void)
125 {
126         char tmp_str[80];
127         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
128         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
129         prt(tmp_str, 23, 68);
130 }
131
132 /*!
133  * @brief 施設のサービス一覧を表示する / Display a building.
134  * @param bldg 施設構造体の参照ポインタ
135  * @return なし
136  */
137 static void show_building(building_type* bldg)
138 {
139         char buff[20];
140         int i;
141         byte action_color;
142         char tmp_str[80];
143
144         Term_clear();
145         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
146         prt(tmp_str, 2, 1);
147
148
149         for (i = 0; i < 8; i++)
150         {
151                 if (bldg->letters[i])
152                 {
153                         if (bldg->action_restr[i] == 0)
154                         {
155                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
156                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
157                                 {
158                                         action_color = TERM_WHITE;
159                                         buff[0] = '\0';
160                                 }
161                                 else if (is_owner(bldg))
162                                 {
163                                         action_color = TERM_YELLOW;
164                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
165                                 }
166                                 else
167                                 {
168                                         action_color = TERM_YELLOW;
169                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
170                         }
171                         else if (bldg->action_restr[i] == 1)
172                         {
173                                 if (!is_member(bldg))
174                                 {
175                                         action_color = TERM_L_DARK;
176                                         strcpy(buff, _("(閉店)", "(closed)"));
177                                 }
178                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
179                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
180                                 {
181                                         action_color = TERM_WHITE;
182                                         buff[0] = '\0';
183                                 }
184                                 else if (is_owner(bldg))
185                                 {
186                                         action_color = TERM_YELLOW;
187                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
188                                 }
189                                 else
190                                 {
191                                         action_color = TERM_YELLOW;
192                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
193                                 }
194                         }
195                         else
196                         {
197                                 if (!is_owner(bldg))
198                                 {
199                                         action_color = TERM_L_DARK;
200                                         strcpy(buff, _("(閉店)", "(closed)"));
201                                 }
202                                 else if (bldg->member_costs[i] != 0)
203                                 {
204                                         action_color = TERM_YELLOW;
205                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
206                                 }
207                                 else
208                                 {
209                                         action_color = TERM_WHITE;
210                                         buff[0] = '\0';
211                                 }
212                         }
213
214                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
215                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
216                 }
217         }
218         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
219 }
220
221 /*!
222  * @brief 闘技場に入るコマンドの処理 / arena commands
223  * @param cmd 闘技場処理のID
224  * @return なし
225  */
226 static void arena_comm(int cmd)
227 {
228         monster_race    *r_ptr;
229         concptr            name;
230
231
232         switch (cmd)
233         {
234                 case BACT_ARENA:
235                         if (p_ptr->arena_number == MAX_ARENA_MONS)
236                         {
237                                 clear_bldg(5, 19);
238                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
239                                 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);
240                                 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);
241
242                                 prt("", 10, 0);
243                                 prt("", 11, 0);
244                                 p_ptr->au += 1000000L;
245                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
246                                 msg_print(NULL);
247                                 p_ptr->arena_number++;
248                         }
249                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
250                         {
251                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
252                                 {
253                                         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."));
254                                         msg_print(NULL);
255                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
256                                         {       
257                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
258                                                 msg_print(NULL);
259                                         
260                                                 p_ptr->exit_bldg = FALSE;
261                                                 reset_tim_flags();
262
263                                                 /* Save the surface floor as saved floor */
264                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
265
266                                                 p_ptr->inside_arena = TRUE;
267                                                 p_ptr->leaving = TRUE;
268                                                 leave_bldg = TRUE;
269                                         }
270                                         else
271                                         {
272                                                 msg_print(_("残念だ。", "We are disappointed."));
273                                         }
274                                 }
275                                 else
276                                 {
277                                         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。",
278                                                                 "You enter the arena briefly and bask in your glory."));
279                                         msg_print(NULL);
280                                 }
281                         }
282                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
283                         {
284                                 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。",
285                                                         "You don't have permission to enter with pet."));
286                                 msg_print(NULL);
287                         }
288                         else
289                         {
290                                 p_ptr->exit_bldg = FALSE;
291                                 reset_tim_flags();
292
293                                 /* Save the surface floor as saved floor */
294                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
295
296                                 p_ptr->inside_arena = TRUE;
297                                 p_ptr->leaving = TRUE;
298                                 leave_bldg = TRUE;
299                         }
300                         break;
301                 case BACT_POSTER:
302                         if (p_ptr->arena_number == MAX_ARENA_MONS)
303                                 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。",
304                                                         "You are victorious. Enter the arena for the ceremony."));
305
306                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
307                         {
308                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
309                         }
310                         else
311                         {
312                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
313                                 name = (r_name + r_ptr->name);
314                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
315
316                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
317                                 p_ptr->window |= (PW_MONSTER);
318                                 handle_stuff();
319
320                         }
321                         break;
322                 case BACT_ARENA_RULES:
323                         screen_save();
324
325                         /* Peruse the arena help file */
326                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
327                         screen_load();
328
329                         break;
330         }
331 }
332
333 /*!
334  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
335  * @param row シンボルを表示する行の上端
336  * @param col シンボルを表示する行の左端
337  * @param fruit 表示するシンボルID
338  * @return なし
339  */
340 static void display_fruit(int row, int col, int fruit)
341 {
342         switch (fruit)
343         {
344                 case 0: /* lemon */
345                         c_put_str(TERM_YELLOW, "   ####.", row, col);
346                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
347                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
348                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
349                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
350                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
351                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
352                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
353                         prt(                 _(" レモン ",
354                                                            " Lemon  "), row + 8, col);
355                         break;
356                 case 1: /* orange */
357                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
358                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
359                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
360                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
361                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
362                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
363                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
364                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
365                         prt(                 _("オレンジ",
366                                                                    " Orange "), row + 8, col);
367                         break;
368                 case 2: /* sword */
369                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
370                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
371                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
372                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
373                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
374                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
375                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
376                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
377                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
378                         break;
379                 case 3: /* shield */
380                         c_put_str(TERM_SLATE, " ###### ", row, col);
381                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
382                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
383                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
384                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
385                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
386                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
387                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
388                         prt(                _("   盾   ",
389                                                                   " Shield "), row + 8, col);
390                         break;
391                 case 4: /* plum */
392                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
393                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
394                         c_put_str(TERM_VIOLET, "########", row + 2, col);
395                         c_put_str(TERM_VIOLET, "########", row + 3, col);
396                         c_put_str(TERM_VIOLET, "########", row + 4, col);
397                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
398                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
399                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
400                         prt(                 _(" プラム ",
401                                                                    "  Plum  "), row + 8, col);
402                         break;
403                 case 5: /* cherry */
404                         c_put_str(TERM_RED, "      ##", row, col);
405                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
406                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
407                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
408                         c_put_str(TERM_RED, " ###### ", row + 4, col);
409                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
410                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
411                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
412                         prt(              _("チェリー",
413                                                                 " Cherry "), row + 8, col);
414                         break;
415         }
416 }
417
418 /*! @note
419  * kpoker no (tyuto-hannpa na)pakuri desu...
420  * joker ha shineru node haitte masen.
421  *
422  * TODO: donataka! tsukutte!
423  *  - agatta yaku no kiroku (like DQ).
424  *  - kakkoii card no e.
425  *  - sousa-sei no koujyo.
426  *  - code wo wakariyasuku.
427  *  - double up.
428  *  - Joker... -- done.
429  *
430  * 9/13/2000 --Koka
431  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
432  */
433
434 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
435 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
436 #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 */
437
438 static int cards[5]; /*!< ポーカーの現在の手札ID */
439
440 /*!
441  * @brief ポーカーの山札を切る。
442  * @param deck デッキの配列
443  * @return なし
444  */
445 static void reset_deck(int deck[])
446 {
447         int i;
448         for (i = 0; i < 53; i++) deck[i] = i;
449
450         /* shuffle cards */
451         for (i = 0; i < 53; i++){
452                 int tmp1 = randint0(53 - i) + i;
453                 int tmp2 = deck[i];
454                 deck[i] = deck[tmp1];
455                 deck[tmp1] = tmp2;
456         }
457 }
458
459 /*!
460  * @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。
461  * @return ジョーカーを持っているか。
462  */
463 static bool have_joker(void)
464 {
465         int i;
466
467         for (i = 0; i < 5; i++){
468           if(IS_JOKER(cards[i])) return TRUE;
469         }
470         return FALSE;
471 }
472
473 /*!
474  * @brief ポーカーの手札に該当の番号の札があるかを返す。
475  * @param num 探したいカードの番号。
476  * @return 該当の番号が手札にあるか。
477  */
478 static bool find_card_num(int num)
479 {
480         int i;
481         for (i = 0; i < 5; i++)
482                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
483         return FALSE;
484 }
485
486 /*!
487  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
488  * @return 役の判定結果
489  */
490 static bool yaku_check_flush(void)
491 {
492         int i, suit;
493         bool joker_is_used = FALSE;
494
495         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
496         for (i = 0; i < 5; i++){
497                 if (SUIT_OF(cards[i]) != suit){
498                   if(have_joker() && !joker_is_used)
499                     joker_is_used = TRUE;
500                   else
501                     return FALSE;
502                 }
503         }
504
505         return TRUE;
506 }
507
508 /*!
509  * @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。
510  * @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
511  */
512 static int yaku_check_straight(void)
513 {
514         int i, lowest = 99;
515         bool joker_is_used = FALSE;
516         bool straight = FALSE;
517
518         /* get lowest */
519         for (i = 0; i < 5; i++)
520         {
521                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
522                         lowest = NUM_OF(cards[i]);
523         }
524         
525         /* Check Royal Straight Flush */
526         if (yaku_check_flush())
527         {
528           if( lowest == 0 ){
529                 for (i = 0; i < 4; i++)
530                 {
531                         if (!find_card_num(9 + i)){
532                                 if( have_joker() && !joker_is_used )
533                                   joker_is_used = TRUE;
534                                 else
535                                   break;
536                         }
537                 }
538                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
539           }
540           if(lowest == 9){
541                 for (i = 0; i < 3; i++)
542                 {
543                         if (!find_card_num(10 + i))
544                                 break;
545                 }
546                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
547           }
548         }
549
550         joker_is_used = FALSE;
551
552         /* Straight Only Check */
553
554         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
555                 for (i = 0; i < 4; i++)
556                 {
557                         if (!find_card_num(9 + i)) {
558                                 if (have_joker() && !joker_is_used)
559                                         joker_is_used = TRUE;
560                                 else
561                                         break; /* None */
562                         }
563                 }
564                 if(i == 4) straight = TRUE;
565         }
566
567         joker_is_used = FALSE;
568
569         for (i = 0; i < 5; i++)
570         {
571                 if(!find_card_num(lowest + i)){
572                         if( have_joker() && !joker_is_used )
573                                 joker_is_used = TRUE;
574                         else
575                                 break; /* None */
576                 }
577         }
578         if(i == 5) straight = TRUE;
579         
580         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
581         else if(straight) return 1; /* Only Straight */
582         else return 0;
583 }
584
585 /*!
586  * @brief ポーカーのペア役の状態を返す。
587  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
588  */
589 static int yaku_check_pair(void)
590 {
591         int i, i2, matching = 0;
592
593         for (i = 0; i < 5; i++)
594         {
595                 for (i2 = i+1; i2 < 5; i2++)
596                 {
597                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
598                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
599                                 matching++;
600                 }
601         }
602
603         if(have_joker()){
604           switch(matching){
605           case 0:
606             matching = 1;
607             break;
608           case 1:
609             matching = 3;
610             break;
611           case 2:
612             matching = 4;
613             break;
614           case 3:
615             matching = 6;
616             break;
617           case 6:
618             matching = 7;
619             break;
620           default:
621             /* don't reach */
622             break;
623           }
624         }
625
626         return matching;
627 }
628
629 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
630 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
631 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
632 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
633 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
634 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
635 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
636 #define ODDS_ST 4 /*!< ストレートの役倍率 */
637 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
638 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
639
640 /*!
641  * @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。
642  * @return 役のID
643  */
644 static int yaku_check(void)
645 {
646         prt("                            ", 4, 3);
647
648         switch(yaku_check_straight()){
649         case 3: /* RF! */
650                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
651                 return ODDS_RF;
652         case 2: /* SF! */
653                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
654                 return ODDS_SF;
655         case 1:
656                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
657                 return ODDS_ST;
658         default:
659                 /* Not straight -- fall through */
660                 break;
661         }
662
663         if (yaku_check_flush())
664         {
665                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
666                 return ODDS_FL;
667         }
668
669         switch (yaku_check_pair())
670         {
671         case 1:
672                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
673                 return 0;
674         case 2:
675                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
676                 return ODDS_2P;
677         case 3:
678                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
679                 return ODDS_3C;
680         case 4:
681                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
682                 return ODDS_FH;
683         case 6:
684                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
685                 return ODDS_4C;
686         case 7:
687                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
688                 {
689                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
690                         return ODDS_5A;
691                 }
692                 else
693                 {
694                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
695                         return ODDS_5C;
696                 }
697         default:
698                 break;
699         }
700         return 0;
701 }
702
703 /*!
704  * @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。
705  * @param hoge カーソルの現在位置
706  * @param kaeruka カードの捨てる/残すフラグ配列
707  * @return なし
708  */
709 static void display_kaeruka(int hoge, int kaeruka[])
710 {
711         int i;
712         char col = TERM_WHITE;
713         for (i = 0; i < 5; i++)
714         {
715                 if (i == hoge) col = TERM_YELLOW;
716                 else if(kaeruka[i]) col = TERM_WHITE;
717                 else col = TERM_L_BLUE;
718                 
719                 if(kaeruka[i])
720                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
721                 else
722                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
723         }
724         if (hoge > 4) col = TERM_YELLOW;
725         else col = TERM_WHITE;
726         c_put_str(col, _("決定", "Sure"), 16,  38);
727
728         /* Hilite current option */
729         if (hoge < 5) move_cursor(14, 5+hoge*16);
730         else move_cursor(16, 38);
731 }
732
733 /*!
734  * @brief ポーカーの手札を表示する。
735  * @return なし
736  */
737 static void display_cards(void)
738 {
739         int i, j;
740         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
741 #ifdef JP
742         concptr suit[4] = {"★", "●", "¶", "†"};
743         concptr card_grph[13][7] = {{"A   %s     ",
744                                   "     変     ",
745                                   "     愚     ",
746                                   "     蛮     ",
747                                   "     怒     ",
748                                   "     %s     ",
749                                   "          A"},
750                                  {"2          ",
751                                   "     %s     ",
752                                   "            ",
753                                   "            ",
754                                   "            ",
755                                   "     %s     ",
756                                   "          2"},
757                                  {"3          ",
758                                   "     %s     ",
759                                   "            ",
760                                   "     %s     ",
761                                   "            ",
762                                   "     %s     ",
763                                   "          3"},
764                                  {"4          ",
765                                   "   %s  %s   ",
766                                   "            ",
767                                   "            ",
768                                   "            ",
769                                   "   %s  %s   ",
770                                   "          4"},
771                                  {"5          ",
772                                   "   %s  %s   ",
773                                   "            ",
774                                   "     %s     ",
775                                   "            ",
776                                   "   %s  %s   ",
777                                   "          5"},
778                                  {"6          ",
779                                   "   %s  %s   ",
780                                   "            ",
781                                   "   %s  %s   ",
782                                   "            ",
783                                   "   %s  %s   ",
784                                   "          6"},
785                                  {"7          ",
786                                   "   %s  %s   ",
787                                   "     %s     ",
788                                   "   %s  %s   ",
789                                   "            ",
790                                   "   %s  %s   ",
791                                   "          7"},
792                                  {"8          ",
793                                   "   %s  %s   ",
794                                   "     %s     ",
795                                   "   %s  %s   ",
796                                   "     %s     ",
797                                   "   %s  %s   ",
798                                   "          8"},
799                                  {"9 %s  %s   ",
800                                   "            ",
801                                   "   %s  %s   ",
802                                   "     %s     ",
803                                   "   %s  %s   ",
804                                   "            ",
805                                   "   %s  %s 9"},
806                                  {"10 %s  %s   ",
807                                   "     %s     ",
808                                   "   %s  %s   ",
809                                   "            ",
810                                   "   %s  %s   ",
811                                   "     %s     ",
812                                   "   %s  %s 10"},
813                                  {"J   Λ     ",
814                                   "%s   ||     ",
815                                   "     ||     ",
816                                   "     ||     ",
817                                   "     ||     ",
818                                   "   |=亜=| %s",
819                                   "     目   J"},
820                                  {"Q ######   ",
821                                   "%s#      #  ",
822                                   "  # ++++ #  ",
823                                   "  # +==+ #  ",
824                                   "   # ++ #   ",
825                                   "    #  #  %s",
826                                   "     ##   Q"},
827                                  {"K          ",
828                                   "%s `⌒´   ",
829                                   "  γγγλ  ",
830                                   "  ο ο ι  ",
831                                   "   υ    ∂ ",
832                                   "    σ ノ %s",
833                                   "          K"}};
834         concptr joker_grph[7] = {    "            ",
835                                   "     J     ",
836                                   "     O     ",
837                                   "     K     ",
838                                   "     E     ",
839                                   "     R     ",
840                                   "            "};
841
842 #else
843
844         concptr suit[4] = {"[]", "qp", "<>", "db"};
845         concptr card_grph[13][7] = {{"A    %s     ",
846                                   "     He     ",
847                                   "     ng     ",
848                                   "     ba     ",
849                                   "     nd     ",
850                                   "     %s     ",
851                                   "           A"},
852                                  {"2           ",
853                                   "     %s     ",
854                                   "            ",
855                                   "            ",
856                                   "            ",
857                                   "     %s     ",
858                                   "           2"},
859                                  {"3           ",
860                                   "     %s     ",
861                                   "            ",
862                                   "     %s     ",
863                                   "            ",
864                                   "     %s     ",
865                                   "           3"},
866                                  {"4           ",
867                                   "   %s  %s   ",
868                                   "            ",
869                                   "            ",
870                                   "            ",
871                                   "   %s  %s   ",
872                                   "           4"},
873                                  {"5           ",
874                                   "   %s  %s   ",
875                                   "            ",
876                                   "     %s     ",
877                                   "            ",
878                                   "   %s  %s   ",
879                                   "           5"},
880                                  {"6           ",
881                                   "   %s  %s   ",
882                                   "            ",
883                                   "   %s  %s   ",
884                                   "            ",
885                                   "   %s  %s   ",
886                                   "           6"},
887                                  {"7           ",
888                                   "   %s  %s   ",
889                                   "     %s     ",
890                                   "   %s  %s   ",
891                                   "            ",
892                                   "   %s  %s   ",
893                                   "           7"},
894                                  {"8           ",
895                                   "   %s  %s   ",
896                                   "     %s     ",
897                                   "   %s  %s   ",
898                                   "     %s     ",
899                                   "   %s  %s   ",
900                                   "           8"},
901                                  {"9  %s  %s   ",
902                                   "            ",
903                                   "   %s  %s   ",
904                                   "     %s     ",
905                                   "   %s  %s   ",
906                                   "            ",
907                                   "   %s  %s  9"},
908                                  {"10 %s  %s   ",
909                                   "     %s     ",
910                                   "   %s  %s   ",
911                                   "            ",
912                                   "   %s  %s   ",
913                                   "     %s     ",
914                                   "   %s  %s 10"},
915                                  {"J    /\\     ",
916                                   "%s   ||     ",
917                                   "     ||     ",
918                                   "     ||     ",
919                                   "     ||     ",
920                                   "   |=HH=| %s",
921                                   "     ][    J"},
922                                  {"Q  ######   ",
923                                   "%s#      #  ",
924                                   "  # ++++ #  ",
925                                   "  # +==+ #  ",
926                                   "   # ++ #   ",
927                                   "    #  #  %s",
928                                   "     ##    Q"},
929                                  {"K           ",
930                                   "%s _'~~`_   ",
931                                   "   jjjjj$&  ",
932                                   "   q q uu   ",
933                                   "   c    &   ",
934                                   "    v__/  %s",
935                                   "           K"}};
936         concptr joker_grph[7] = {    "            ",
937                                   "     J      ",
938                                   "     O      ",
939                                   "     K      ",
940                                   "     E      ",
941                                   "     R      ",
942                                   "            "};
943 #endif
944
945         for (i = 0; i < 5; i++)
946         {
947                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
948         }
949
950         for (i = 0; i < 5; i++)
951         {
952                 for (j = 0; j < 7; j++)
953                 {
954                         prt(_("┃", " |"),  j+6,  i*16);
955                         if(IS_JOKER(cards[i]))
956                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
957                         else
958                                 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);
959                         prt(_("┃", "| "),  j+6,  i*16+14);
960                 }
961         }
962         for (i = 0; i < 5; i++)
963         {
964                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
965         }
966 }
967
968 /*!
969  * @brief ポーカーの1プレイルーチン。
970  * @return 1プレイの役の結果
971  */
972 static int do_poker(void)
973 {
974         int i, k = 2;
975         char cmd;
976         int deck[53]; /* yamafuda : 0...52 */
977         int deck_ptr = 0;
978         int kaeruka[5]; /* 0:kaenai 1:kaeru */
979
980         bool done = FALSE;
981         bool kettei = TRUE;
982         bool kakikae = TRUE;
983
984         reset_deck(deck);
985
986         for (i = 0; i < 5; i++)
987         {
988                 cards[i] = deck[deck_ptr++];
989                 kaeruka[i] = 0; /* default:nokosu */
990         }
991
992         /* suteruno wo kimeru */
993         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);
994
995         display_cards();
996         yaku_check();
997
998         while (!done)
999         {
1000                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1001                 kakikae = FALSE;
1002                 cmd = inkey();
1003                 switch (cmd)
1004                 {
1005                 case '6': case 'l': case 'L': case KTRL('F'):
1006                         if (!kettei) k = (k+1)%5;
1007                         else {k = 0;kettei = FALSE;}
1008                         kakikae = TRUE;
1009                         break;
1010                 case '4': case 'h': case 'H': case KTRL('B'):
1011                         if (!kettei) k = (k+4)%5;
1012                         else {k = 4;kettei = FALSE;}
1013                         kakikae = TRUE;
1014                         break;
1015                 case '2': case 'j': case 'J': case KTRL('N'):
1016                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1017                         break;
1018                 case '8': case 'k': case 'K': case KTRL('P'):
1019                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1020                         break;
1021                 case ' ': case '\r':
1022                         if (kettei) done = TRUE;
1023                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1024                         break;
1025                 default:
1026                         break;
1027                 }
1028         }
1029         
1030         prt("",0,0);
1031
1032         for (i = 0; i < 5; i++)
1033                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1034
1035         display_cards();
1036         
1037         return yaku_check();
1038 }
1039 #undef SUIT_OF
1040 #undef NUM_OF
1041 #undef IS_JOKER
1042 /* end of poker codes --Koka */
1043
1044 /*!
1045  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1046  * @param cmd プレイするゲームID
1047  * @return なし
1048  */
1049 static bool gamble_comm(int cmd)
1050 {
1051         int i;
1052         int roll1, roll2, roll3, choice, odds, win;
1053         s32b wager;
1054         s32b maxbet;
1055         s32b oldgold;
1056
1057         char out_val[160], tmp_str[80], again;
1058         concptr p;
1059
1060         screen_save();
1061
1062         if (cmd == BACT_GAMBLE_RULES)
1063         {
1064                 /* Peruse the gambling help file */
1065                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1066         }
1067         else
1068         {
1069                 /* No money */
1070                 if (p_ptr->au < 1)
1071                 {
1072                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1073                                                 "Hey! You don't have gold - get out of here!"));
1074                         msg_print(NULL);
1075                         screen_load();
1076                         return FALSE;
1077                 }
1078
1079                 clear_bldg(5, 23);
1080
1081                 maxbet = p_ptr->lev * 200;
1082
1083                 /* We can't bet more than we have */
1084                 maxbet = MIN(maxbet, p_ptr->au);
1085
1086                 /* Get the wager */
1087                 strcpy(out_val, "");
1088                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1089
1090
1091                 /*
1092                  * Use get_string() because we may need more than
1093                  * the s16b value returned by get_quantity().
1094                  */
1095                 if (get_string(tmp_str, out_val, 32))
1096                 {
1097                         /* Strip spaces */
1098                         for (p = out_val; *p == ' '; p++);
1099
1100                         /* Get the wager */
1101                         wager = atol(p);
1102
1103                         if (wager > p_ptr->au)
1104                         {
1105                                 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!"));
1106                                 msg_print(NULL);
1107                                 screen_load();
1108                                 return (FALSE);
1109                         }
1110                         else if (wager > maxbet)
1111                         {
1112                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1113                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1114                                 wager = maxbet;
1115                         }
1116                         else if (wager < 1)
1117                         {
1118                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1119                                 wager = 1;
1120                         }
1121                         msg_print(NULL);
1122                         win = FALSE;
1123                         odds = 0;
1124                         oldgold = p_ptr->au;
1125
1126                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1127                         prt(tmp_str, 20, 2);
1128                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1129                         prt(tmp_str, 21, 2);
1130
1131                         do
1132                         {
1133                                 p_ptr->au -= wager;
1134                                 switch (cmd)
1135                                 {
1136                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1137                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1138
1139                                         odds = 4;
1140                                         win = FALSE;
1141                                         roll1 = randint1(10);
1142                                         roll2 = randint1(10);
1143                                         choice = randint1(10);
1144                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1145
1146                                         prt(tmp_str, 8, 3);
1147                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1148
1149                                         prt(tmp_str, 11, 14);
1150                                         if (((choice > roll1) && (choice < roll2)) ||
1151                                                 ((choice < roll1) && (choice > roll2)))
1152                                                 win = TRUE;
1153                                         break;
1154                                 case BACT_CRAPS:  /* Game of Craps */
1155                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1156
1157                                         win = 3;
1158                                         odds = 2;
1159                                         roll1 = randint1(6);
1160                                         roll2 = randint1(6);
1161                                         roll3 = roll1 +  roll2;
1162                                         choice = roll3;
1163                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1164                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1165                                         prt(tmp_str, 7, 5);
1166                                         if ((roll3 == 7) || (roll3 == 11))
1167                                                 win = TRUE;
1168                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1169                                                 win = FALSE;
1170                                         else
1171                                                 do
1172                                                 {
1173                                                         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"));
1174
1175                                                         msg_print(NULL);
1176                                                         roll1 = randint1(6);
1177                                                         roll2 = randint1(6);
1178                                                         roll3 = roll1 +  roll2;
1179                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1180                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1181                                                         prt(tmp_str, 8, 5);
1182                                                         if (roll3 == choice)
1183                                                                 win = TRUE;
1184                                                         else if (roll3 == 7)
1185                                                                 win = FALSE;
1186                                                 } while ((win != TRUE) && (win != FALSE));
1187                                         break;
1188
1189                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1190                                         win = FALSE;
1191                                         odds = 9;
1192                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1193
1194                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1195                                         prt("--------------------------------", 8, 3);
1196                                         strcpy(out_val, "");
1197                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1198
1199                                         for (p = out_val; iswspace(*p); p++);
1200                                         choice = atol(p);
1201                                         if (choice < 0)
1202                                         {
1203                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1204                                                 choice = 0;
1205                                         }
1206                                         else if (choice > 9)
1207                                         {
1208                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1209                                                 choice = 9;
1210                                         }
1211                                         msg_print(NULL);
1212                                         roll1 = randint0(10);
1213                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1214                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1215                                         prt(tmp_str, 13, 3);
1216                                         prt("", 9, 0);
1217                                         prt("*", 9, (3 * roll1 + 5));
1218                                         if (roll1 == choice)
1219                                                 win = TRUE;
1220                                         break;
1221
1222                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1223                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1224                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1225                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1226                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1227                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1228                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1229                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1230                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1231                                         
1232                                         win = FALSE;
1233                                         roll1 = randint1(21);
1234                                         for (i=6;i>0;i--)
1235                                         {
1236                                                 if ((roll1-i) < 1)
1237                                                 {
1238                                                         roll1 = 7-i;
1239                                                         break;
1240                                                 }
1241                                                 roll1 -= i;
1242                                         }
1243                                         roll2 = randint1(21);
1244                                         for (i=6;i>0;i--)
1245                                         {
1246                                                 if ((roll2-i) < 1)
1247                                                 {
1248                                                         roll2 = 7-i;
1249                                                         break;
1250                                                 }
1251                                                 roll2 -= i;
1252                                         }
1253                                         choice = randint1(21);
1254                                         for (i=6;i>0;i--)
1255                                         {
1256                                                 if ((choice-i) < 1)
1257                                                 {
1258                                                         choice = 7-i;
1259                                                         break;
1260                                                 }
1261                                                 choice -= i;
1262                                         }
1263                                         put_str("/--------------------------\\", 7, 2);
1264                                         prt("\\--------------------------/", 17, 2);
1265                                         display_fruit(8,  3, roll1 - 1);
1266                                         display_fruit(8, 12, roll2 - 1);
1267                                         display_fruit(8, 21, choice - 1);
1268                                         if ((roll1 == roll2) && (roll2 == choice))
1269                                         {
1270                                                 win = TRUE;
1271                                                 switch(roll1)
1272                                                 {
1273                                                 case 1:
1274                                                         odds = 5;break;
1275                                                 case 2:
1276                                                         odds = 10;break;
1277                                                 case 3:
1278                                                         odds = 20;break;
1279                                                 case 4:
1280                                                         odds = 50;break;
1281                                                 case 5:
1282                                                         odds = 200;break;
1283                                                 case 6:
1284                                                         odds = 1000;break;
1285                                                 }
1286                                         }
1287                                         else if ((roll1 == 1) && (roll2 == 1))
1288                                         {
1289                                                 win = TRUE;
1290                                                 odds = 2;
1291                                         }
1292                                         break;
1293                                 case BACT_POKER:
1294                                         win = FALSE;
1295                                         odds = do_poker();
1296                                         if (odds) win = TRUE;
1297                                         break;
1298                                 }
1299
1300                                 if (win)
1301                                 {
1302                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1303
1304                                         p_ptr->au += odds * wager;
1305                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1306
1307                                         prt(tmp_str, 17, 37);
1308                                 }
1309                                 else
1310                                 {
1311                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1312                                         prt("", 17, 37);
1313                                 }
1314                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1315
1316                                 prt(tmp_str, 22, 2);
1317                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1318
1319                                 move_cursor(18, 52);
1320                                 again = inkey();
1321                                 prt("", 16, 37);
1322                                 prt("", 17, 37);
1323                                 prt("", 18, 37);
1324                                 if (wager > p_ptr->au)
1325                                 {
1326                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1327                                                                 "Hey! You don't have the gold - get out of here!"));
1328                                         msg_print(NULL);
1329
1330                                         /* Get out here */
1331                                         break;
1332                                 }
1333                         } while ((again == 'y') || (again == 'Y'));
1334
1335                         prt("", 18, 37);
1336                         if (p_ptr->au >= oldgold)
1337                         {
1338                                 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!」",
1339                                                         "You came out a winner! We'll win next time, I'm sure."));
1340                                 chg_virtue(V_CHANCE, 3);
1341                         }
1342                         else
1343                         {
1344                                 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."));
1345                                 chg_virtue(V_CHANCE, -3);
1346                         }
1347                 }
1348                 msg_print(NULL);
1349         }
1350         screen_load();
1351         return (TRUE);
1352 }
1353
1354 /*!
1355  * @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。
1356  * @return なし
1357  */
1358 void battle_monsters(void)
1359 {
1360         int total, i;
1361         int max_dl = 0;
1362         int mon_level;
1363         int power[4];
1364         bool tekitou;
1365         bool old_inside_battle = p_ptr->inside_battle;
1366
1367         for (i = 0; i < max_d_idx; i++)
1368                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1369
1370         mon_level = randint1(MIN(max_dl, 122))+5;
1371         if (randint0(100) < 60)
1372         {
1373                 i = randint1(MIN(max_dl, 122))+5;
1374                 mon_level = MAX(i, mon_level);
1375         }
1376         if (randint0(100) < 30)
1377         {
1378                 i = randint1(MIN(max_dl, 122))+5;
1379                 mon_level = MAX(i, mon_level);
1380         }
1381
1382         while (1)
1383         {
1384                 total = 0;
1385                 tekitou = FALSE;
1386                 for(i = 0; i < 4; i++)
1387                 {
1388                         MONRACE_IDX r_idx;
1389                         int j;
1390                         while (1)
1391                         {
1392                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1393                                 p_ptr->inside_battle = TRUE;
1394                                 r_idx = get_mon_num(mon_level);
1395                                 p_ptr->inside_battle = old_inside_battle;
1396                                 if (!r_idx) continue;
1397
1398                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1399                                 {
1400                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1401                                 }
1402
1403                                 for (j = 0; j < i; j++)
1404                                         if(r_idx == battle_mon[j]) break;
1405                                 if (j<i) continue;
1406
1407                                 break;
1408                         }
1409                         battle_mon[i] = r_idx;
1410                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1411                 }
1412
1413                 for (i=0;i<4;i++)
1414                 {
1415                         monster_race *r_ptr = &r_info[battle_mon[i]];
1416                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1417
1418                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1419                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1420                         else
1421                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1422                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1423                         if (r_ptr->speed > 110)
1424                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1425                         if (r_ptr->speed < 110)
1426                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1427                         if (num_taisei > 2)
1428                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1429                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1430                                 power[i] = power[i] * 4 / 3;
1431                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1432                                 power[i] = power[i] * 4 / 3;
1433                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1434                                 power[i] = power[i] * 11 / 10;
1435                         if (r_ptr->flags1 & RF1_RAND_25)
1436                                 power[i] = power[i] * 9 / 10;
1437                         if (r_ptr->flags1 & RF1_RAND_50)
1438                                 power[i] = power[i] * 9 / 10;
1439                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1440                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1441
1442
1443                         total += power[i];
1444                 }
1445                 for (i=0;i<4;i++)
1446                 {
1447                         power[i] = total*60/power[i];
1448                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1449                         if ((power[i] < 160) && randint0(20)) break;
1450                         if (power[i] < 101) power[i] = 100 + randint1(5);
1451                         mon_odds[i] = power[i];
1452                 }
1453                 if (i == 4) break;
1454         }
1455 }
1456
1457 /*!
1458  * @brief モンスター闘技場のメインルーチン
1459  * @return 賭けを開始したか否か
1460  */
1461 static bool kakutoujou(void)
1462 {
1463         s32b maxbet;
1464         s32b wager;
1465         char out_val[160], tmp_str[80];
1466         concptr p;
1467
1468         if ((turn - old_battle) > TURNS_PER_TICK*250)
1469         {
1470                 battle_monsters();
1471                 old_battle = turn;
1472         }
1473
1474         screen_save();
1475
1476         /* No money */
1477         if (p_ptr->au < 1)
1478         {
1479                 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!"));
1480                 msg_print(NULL);
1481                 screen_load();
1482                 return FALSE;
1483         }
1484         else
1485         {
1486                 int i;
1487
1488                 clear_bldg(4, 10);
1489
1490                 prt(_("モンスター                                                     倍率",
1491                           "Monsters                                                       Odds"), 4, 4);
1492                 for (i=0;i<4;i++)
1493                 {
1494                         char buf[80];
1495                         monster_race *r_ptr = &r_info[battle_mon[i]];
1496
1497                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1498                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1499                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1500                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1501                         prt(buf, 5+i, 1);
1502                 }
1503                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1504                 while(1)
1505                 {
1506                         i = inkey();
1507
1508                         if (i == ESCAPE)
1509                         {
1510                                 screen_load();
1511                                 return FALSE;
1512                         }
1513                         if (i >= '1' && i <= '4')
1514                         {
1515                                 sel_monster = i-'1';
1516                                 battle_odds = mon_odds[sel_monster];
1517                                 break;
1518                         }
1519                         else bell();
1520                 }
1521
1522                 clear_bldg(4,4);
1523                 for (i=0;i<4;i++)
1524                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1525
1526                 maxbet = p_ptr->lev * 200;
1527
1528                 /* We can't bet more than we have */
1529                 maxbet = MIN(maxbet, p_ptr->au);
1530
1531                 /* Get the wager */
1532                 strcpy(out_val, "");
1533                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1534                 /*
1535                  * Use get_string() because we may need more than
1536                  * the s16b value returned by get_quantity().
1537                  */
1538                 if (get_string(tmp_str, out_val, 32))
1539                 {
1540                         /* Strip spaces */
1541                         for (p = out_val; *p == ' '; p++);
1542
1543                         /* Get the wager */
1544                         wager = atol(p);
1545
1546                         if (wager > p_ptr->au)
1547                         {
1548                                 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!"));
1549
1550                                 msg_print(NULL);
1551                                 screen_load();
1552                                 return (FALSE);
1553                         }
1554                         else if (wager > maxbet)
1555                         {
1556                                 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);
1557
1558                                 wager = maxbet;
1559                         }
1560                         else if (wager < 1)
1561                         {
1562                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1563                                 wager = 1;
1564                         }
1565                         msg_print(NULL);
1566                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1567                         kakekin = wager;
1568                         p_ptr->au -= wager;
1569                         reset_tim_flags();
1570
1571                         /* Save the surface floor as saved floor */
1572                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1573
1574                         p_ptr->inside_battle = TRUE;
1575                         p_ptr->leaving = TRUE;
1576
1577                         leave_bldg = TRUE;
1578                         screen_load();
1579
1580                         return (TRUE);
1581                 }
1582         }
1583         screen_load();
1584
1585         return (FALSE);
1586 }
1587
1588 /*!
1589  * @brief 本日の賞金首情報を表示する。
1590  * @return なし
1591  */
1592 static void today_target(void)
1593 {
1594         char buf[160];
1595         monster_race *r_ptr = &r_info[today_mon];
1596
1597         clear_bldg(4,18);
1598         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1599         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1600         c_put_str(TERM_YELLOW, buf, 6, 10);
1601         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1602         prt(buf, 8, 10);
1603         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1604         prt(buf, 9, 10);
1605         p_ptr->today_mon = today_mon;
1606 }
1607
1608 /*!
1609  * @brief ツチノコの賞金首情報を表示する。
1610  * @return なし
1611  */
1612 static void tsuchinoko(void)
1613 {
1614         clear_bldg(4,18);
1615         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1616         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);
1617         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1618         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1619         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1620 }
1621
1622 /*!
1623  * @brief 通常の賞金首情報を表示する。
1624  * @return なし
1625  */
1626 static void shoukinkubi(void)
1627 {
1628         int i;
1629         TERM_LEN y = 0;
1630
1631         clear_bldg(4,18);
1632         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);
1633         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1634
1635         for (i = 0; i < MAX_KUBI; i++)
1636         {
1637                 byte color;
1638                 concptr done_mark;
1639                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1640
1641                 if (kubi_r_idx[i] > 10000)
1642                 {
1643                         color = TERM_RED;
1644                         done_mark = _("(済)", "(done)");
1645                 }
1646                 else
1647                 {
1648                         color = TERM_WHITE;
1649                         done_mark = "";
1650                 }
1651
1652                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1653
1654                 y = (y+1) % 10;
1655                 if (!y && (i < MAX_KUBI -1))
1656                 {
1657                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1658                         (void)inkey();
1659                         prt("", 0, 0);
1660                         clear_bldg(7,18);
1661                 }
1662         }
1663 }
1664
1665
1666
1667 /*!
1668  * 賞金首の報酬テーブル / List of prize object
1669  */
1670 static struct {
1671         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1672         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1673 } prize_list[MAX_KUBI] = 
1674 {
1675         {TV_POTION, SV_POTION_CURING},
1676         {TV_POTION, SV_POTION_SPEED},
1677         {TV_POTION, SV_POTION_SPEED},
1678         {TV_POTION, SV_POTION_RESISTANCE},
1679         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1680
1681         {TV_POTION, SV_POTION_HEALING},
1682         {TV_POTION, SV_POTION_RESTORE_MANA},
1683         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1684         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1685         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1686
1687         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1688         {TV_POTION, SV_POTION_STAR_HEALING},
1689         {TV_POTION, SV_POTION_STAR_HEALING},
1690         {TV_POTION, SV_POTION_NEW_LIFE},
1691         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1692
1693         {TV_POTION, SV_POTION_LIFE},
1694         {TV_POTION, SV_POTION_LIFE},
1695         {TV_POTION, SV_POTION_AUGMENTATION},
1696         {TV_POTION, SV_POTION_INVULNERABILITY},
1697         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1698 };
1699
1700 /*!
1701  * @brief 賞金首の引き換え処理 / Get prize
1702  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1703  */
1704 static bool kankin(void)
1705 {
1706         INVENTORY_IDX i;
1707         int j;
1708         bool change = FALSE;
1709         GAME_TEXT o_name[MAX_NLEN];
1710         object_type *o_ptr;
1711
1712         /* Loop for inventory and right/left arm */
1713         for (i = 0; i <= INVEN_LARM; i++)
1714         {
1715                 o_ptr = &inventory[i];
1716
1717                 /* Living Tsuchinoko worthes $1000000 */
1718                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1719                 {
1720                         char buf[MAX_NLEN+20];
1721                         object_desc(o_name, o_ptr, 0);
1722                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1723                         if (get_check(buf))
1724                         {
1725                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1726                                 p_ptr->au += 1000000L * o_ptr->number;
1727                                 p_ptr->redraw |= (PR_GOLD);
1728                                 inven_item_increase(i, -o_ptr->number);
1729                                 inven_item_describe(i);
1730                                 inven_item_optimize(i);
1731                         }
1732                         change = TRUE;
1733                 }
1734         }
1735
1736         for (i = 0; i < INVEN_PACK; i++)
1737         {
1738                 o_ptr = &inventory[i];
1739
1740                 /* Corpse of Tsuchinoko worthes $200000 */
1741                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1742                 {
1743                         char buf[MAX_NLEN+20];
1744                         object_desc(o_name, o_ptr, 0);
1745                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1746                         if (get_check(buf))
1747                         {
1748                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1749                                 p_ptr->au += 200000L * o_ptr->number;
1750                                 p_ptr->redraw |= (PR_GOLD);
1751                                 inven_item_increase(i, -o_ptr->number);
1752                                 inven_item_describe(i);
1753                                 inven_item_optimize(i);
1754                         }
1755                         change = TRUE;
1756                 }
1757         }
1758
1759         for (i = 0; i < INVEN_PACK; i++)
1760         {
1761                 o_ptr = &inventory[i];
1762
1763                 /* Bones of Tsuchinoko worthes $100000 */
1764                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1765                 {
1766                         char buf[MAX_NLEN+20];
1767                         object_desc(o_name, o_ptr, 0);
1768                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1769                         if (get_check(buf))
1770                         {
1771                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1772                                 p_ptr->au += 100000L * o_ptr->number;
1773                                 p_ptr->redraw |= (PR_GOLD);
1774                                 inven_item_increase(i, -o_ptr->number);
1775                                 inven_item_describe(i);
1776                                 inven_item_optimize(i);
1777                         }
1778                         change = TRUE;
1779                 }
1780         }
1781
1782         for (i = 0; i < INVEN_PACK; i++)
1783         {
1784                 o_ptr = &inventory[i];
1785                 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)))
1786                 {
1787                         char buf[MAX_NLEN+20];
1788                         object_desc(o_name, o_ptr, 0);
1789                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1790                         if (get_check(buf))
1791                         {
1792                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1793                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1794                                 p_ptr->redraw |= (PR_GOLD);
1795                                 inven_item_increase(i, -o_ptr->number);
1796                                 inven_item_describe(i);
1797                                 inven_item_optimize(i);
1798                         }
1799                         change = TRUE;
1800                 }
1801         }
1802
1803         for (i = 0; i < INVEN_PACK; i++)
1804         {
1805                 o_ptr = &inventory[i];
1806
1807                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1808                 {
1809                         char buf[MAX_NLEN+20];
1810                         object_desc(o_name, o_ptr, 0);
1811                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1812                         if (get_check(buf))
1813                         {
1814                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1815                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1816                                 p_ptr->redraw |= (PR_GOLD);
1817                                 inven_item_increase(i, -o_ptr->number);
1818                                 inven_item_describe(i);
1819                                 inven_item_optimize(i);
1820                         }
1821                         change = TRUE;
1822                 }
1823         }
1824
1825         for (j = 0; j < MAX_KUBI; j++)
1826         {
1827                 /* Need reverse order --- Positions will be changed in the loop */
1828                 for (i = INVEN_PACK-1; i >= 0; i--)
1829                 {
1830                         o_ptr = &inventory[i];
1831                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1832                         {
1833                                 char buf[MAX_NLEN+20];
1834                                 int num, k;
1835                                 INVENTORY_IDX item_new;
1836                                 object_type forge;
1837
1838                                 object_desc(o_name, o_ptr, 0);
1839                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1840                                 if (!get_check(buf)) continue;
1841
1842 #if 0 /* Obsoleted */
1843                                 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);
1844                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1845                                 p_ptr->redraw |= (PR_GOLD);
1846                                 inven_item_increase(i, -o_ptr->number);
1847                                 inven_item_describe(i);
1848                                 inven_item_optimize(i);
1849                                 chg_virtue(V_JUSTICE, 5);
1850                                 kubi_r_idx[j] += 10000;
1851
1852                                 change = TRUE;
1853 #endif /* Obsoleted */
1854
1855                                 /* Hand it first */
1856                                 inven_item_increase(i, -o_ptr->number);
1857                                 inven_item_describe(i);
1858                                 inven_item_optimize(i);
1859
1860                                 chg_virtue(V_JUSTICE, 5);
1861                                 kubi_r_idx[j] += 10000;
1862
1863                                 /* Count number of unique corpses already handed */
1864                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1865                                 {
1866                                         if (kubi_r_idx[k] >= 10000) num++;
1867                                 }
1868                                 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" : ""));
1869
1870                                 /* Prepare to make a prize */
1871                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1872                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1873
1874                                 object_aware(&forge);
1875                                 object_known(&forge);
1876
1877                                 /*
1878                                  * Hand it --- Assume there is an empty slot.
1879                                  * Since a corpse is handed at first,
1880                                  * there is at least one empty slot.
1881                                  */
1882                                 item_new = inven_carry(&forge);
1883
1884                                 object_desc(o_name, &forge, 0);
1885                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1886
1887                                 /* Auto-inscription */
1888                                 autopick_alter_item(item_new, FALSE);
1889                                 handle_stuff();
1890
1891                                 change = TRUE;
1892                         }
1893                 }
1894         }
1895
1896         if (!change)
1897         {
1898                 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."));
1899                 msg_print(NULL);
1900                 return FALSE;
1901         }
1902         return TRUE;
1903 }
1904
1905 /*!
1906  * @brief 宿屋の利用サブルーチン
1907  * @details inn commands\n
1908  * Note that resting for the night was a perfect way to avoid player\n
1909  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1910  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1911  * will not be that useful.  I will keep it in the hopes the player\n
1912  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1913  * Resting at night is also a quick way to restock stores -KMW-\n
1914  * @param cmd 宿屋の利用施設ID
1915  * @return 施設の利用が実際に行われたか否か。
1916  */
1917 static bool inn_comm(int cmd)
1918 {
1919         switch (cmd)
1920         {
1921                 case BACT_FOOD: /* Buy food & drink */
1922                         if (p_ptr->food >= PY_FOOD_FULL)
1923                         {
1924                                 msg_print(_("今は満腹だ。", "You are full now."));
1925                                 return FALSE;
1926                         }
1927                         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."));
1928                         (void)set_food(PY_FOOD_MAX - 1);
1929                         break;
1930
1931                 case BACT_REST: /* Rest for the night */
1932                         if ((p_ptr->poisoned) || (p_ptr->cut))
1933                         {
1934                                 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."));
1935                                 msg_print(NULL);
1936                                 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."));
1937                         }
1938                         else
1939                         {
1940                                 s32b oldturn = turn;
1941                                 int prev_day, prev_hour, prev_min;
1942
1943                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
1944                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
1945                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
1946                                 else
1947                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
1948                                 
1949                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1950                                 if (dungeon_turn < dungeon_turn_limit)
1951                                 {
1952                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1953                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
1954                                 }
1955
1956                                 prevent_turn_overflow();
1957
1958                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
1959                                 p_ptr->chp = p_ptr->mhp;
1960
1961                                 if (ironman_nightmare)
1962                                 {
1963                                         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."));
1964
1965                                         /* Have some nightmares */
1966                                         while(1)
1967                                         {
1968                                                 sanity_blast(NULL, FALSE);
1969                                                 if (!one_in_(3)) break;
1970                                         }
1971
1972                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
1973                                         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."));
1974                                 }
1975                                 else
1976                                 {
1977                                         set_blind(0);
1978                                         set_confused(0);
1979                                         p_ptr->stun = 0;
1980                                         p_ptr->chp = p_ptr->mhp;
1981                                         p_ptr->csp = p_ptr->msp;
1982                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1983                                         {
1984                                                 int i;
1985                                                 for (i = 0; i < 72; i++)
1986                                                 {
1987                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
1988                                                 }
1989                                                 for (; i < 108; i++)
1990                                                 {
1991                                                         p_ptr->magic_num1[i] = 0;
1992                                                 }
1993                                         }
1994
1995                                         if ((prev_hour >= 6) && (prev_hour <= 17))
1996                                         {
1997                                                 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."));
1998                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
1999                                         }
2000                                         else
2001                                         {
2002                                                 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."));
2003                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2004                                         }
2005                                 }
2006                         }
2007                         break;
2008
2009                 case BACT_RUMORS: /* Listen for rumors */
2010                         {
2011                                 display_rumor(TRUE);
2012                                 break;
2013                         }
2014         }
2015
2016         return (TRUE);
2017 }
2018
2019
2020 /*!
2021  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2022  * @param questnum クエストのID
2023  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2024  * @return なし
2025  */
2026 static void get_questinfo(IDX questnum, bool do_init)
2027 {
2028         int i;
2029         QUEST_IDX old_quest;
2030         GAME_TEXT tmp_str[80];
2031
2032         /* Clear the text */
2033         for (i = 0; i < 10; i++)
2034         {
2035                 quest_text[i][0] = '\0';
2036         }
2037
2038         quest_text_line = 0;
2039
2040         /* Set the quest number temporary */
2041         old_quest = p_ptr->inside_quest;
2042         p_ptr->inside_quest = questnum;
2043
2044         /* Get the quest text */
2045         init_flags = INIT_SHOW_TEXT;
2046         if (do_init) init_flags |= INIT_ASSIGN;
2047
2048         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2049
2050         /* Reset the old quest number */
2051         p_ptr->inside_quest = old_quest;
2052
2053         /* Print the quest info */
2054         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);
2055
2056         prt(tmp_str, 5, 0);
2057
2058         prt(quest[questnum].name, 7, 0);
2059
2060         for (i = 0; i < 10; i++)
2061         {
2062                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2063         }
2064 }
2065
2066 /*!
2067  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2068  * @return なし
2069  */
2070 static void castle_quest(void)
2071 {
2072         QUEST_IDX q_index = 0;
2073         monster_race *r_ptr;
2074         quest_type *q_ptr;
2075         concptr name;
2076
2077
2078         clear_bldg(4, 18);
2079
2080         /* Current quest of the building */
2081         q_index = cave[p_ptr->y][p_ptr->x].special;
2082
2083         /* Is there a quest available at the building? */
2084         if (!q_index)
2085         {
2086                 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);
2087                 return;
2088         }
2089
2090         q_ptr = &quest[q_index];
2091
2092         /* Quest is completed */
2093         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2094         {
2095                 /* Rewarded quest */
2096                 q_ptr->status = QUEST_STATUS_REWARDED;
2097
2098                 get_questinfo(q_index, FALSE);
2099
2100                 reinit_wilderness = TRUE;
2101         }
2102         /* Failed quest */
2103         else if (q_ptr->status == QUEST_STATUS_FAILED)
2104         {
2105                 get_questinfo(q_index, FALSE);
2106
2107                 /* Mark quest as done (but failed) */
2108                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2109
2110                 reinit_wilderness = TRUE;
2111         }
2112         /* Quest is still unfinished */
2113         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2114         {
2115                 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);
2116                 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);
2117                 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);
2118         }
2119         /* No quest yet */
2120         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2121         {
2122                 q_ptr->status = QUEST_STATUS_TAKEN;
2123
2124                 reinit_wilderness = TRUE;
2125
2126                 /* Assign a new quest */
2127                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2128                 {
2129                         if (q_ptr->r_idx == 0)
2130                         {
2131                                 /* Random monster at least 5 - 10 levels out of deep */
2132                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2133                         }
2134
2135                         r_ptr = &r_info[q_ptr->r_idx];
2136
2137                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2138                         {
2139                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2140                                 r_ptr = &r_info[q_ptr->r_idx];
2141                         }
2142
2143                         if (q_ptr->max_num == 0)
2144                         {
2145                                 /* Random monster number */
2146                                 if (randint1(10) > 7)
2147                                         q_ptr->max_num = 1;
2148                                 else
2149                                         q_ptr->max_num = randint1(3) + 1;
2150                         }
2151
2152                         q_ptr->cur_num = 0;
2153                         name = (r_name + r_ptr->name);
2154                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2155                 }
2156                 else
2157                 {
2158                         get_questinfo(q_index, TRUE);
2159                 }
2160         }
2161 }
2162
2163
2164 /*!
2165  * @brief 町に関するヘルプを表示する / Display town history
2166  * @return なし
2167  */
2168 static void town_history(void)
2169 {
2170         screen_save();
2171
2172         /* Peruse the building help file */
2173         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2174         screen_load();
2175 }
2176
2177 /*!
2178  * @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
2179  * @param plus_ammo 矢弾のダメージ修正
2180  * @param plus_bow 弓のダメージ修正
2181  * @return ダメージ期待値
2182  * @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。
2183  */
2184 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2185 {
2186         HIT_POINT i;
2187         object_type *j_ptr =  &inventory[INVEN_BOW];
2188         
2189         /* Extract "shot" power */
2190         i = p_ptr->to_h_b + plus_ammo;
2191         
2192         if (p_ptr->tval_ammo == TV_BOLT)
2193                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2194         else
2195                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2196
2197         /* Snipers can shot more critically with crossbows */
2198         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2199         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2200         
2201         /* Good bow makes more critical */
2202         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2203         
2204         if (i < 0) i = 0;
2205         
2206         return i;
2207 }
2208
2209 /*!
2210  * @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
2211  * @param weight 武器の重量
2212  * @param plus_ammo 矢弾のダメージ修正
2213  * @param plus_bow 弓のダメージ修正
2214  * @param dam 基本ダメージ量
2215  * @return ダメージ期待値
2216  */
2217 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow,  HIT_POINT dam)
2218 {
2219         u32b num;
2220         int i, k, crit;
2221         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2222         
2223         k = 0;
2224         num = 0;
2225         
2226         crit = MIN(500, 900/weight);
2227         num += dam * 3 /2 * crit;
2228         k = crit;
2229         
2230         crit = MIN(500, 1350/weight);
2231         crit -= k;
2232         num += dam * 2 * crit;
2233         k += crit;
2234         
2235         if(k < 500)
2236         {
2237                 crit = 500 - k;
2238                 num += dam * 3 * crit;
2239         }
2240         
2241         num /= 500;
2242         
2243         num *= i;
2244         num += (10000 - i) * dam;
2245         num /= 10000;
2246         
2247         return num;
2248 }
2249
2250 /*!
2251  * @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
2252  * @param weight 武器の重量
2253  * @param plus 武器のダメージ修正
2254  * @param dam 基本ダメージ
2255  * @param meichuu 命中値
2256  * @param dokubari 毒針処理か否か
2257  * @return ダメージ期待値
2258  */
2259 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2260 {
2261         u32b k, num;
2262         int i;
2263         
2264         if(dokubari) return dam;
2265         
2266         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2267         if (i < 0) i = 0;
2268         
2269         k = weight;
2270         num = 0;
2271         
2272         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2273         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2274         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2275         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2276         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2277         
2278         num /= 650;
2279         if(p_ptr->pclass == CLASS_NINJA)
2280         {
2281                 num *= i;
2282                 num += (4444 - i) * dam;
2283                 num /= 4444;
2284         }
2285         else
2286         {
2287                 num *= i;
2288                 num += (5000 - i) * dam;
2289                 num /= 5000;
2290         }
2291         
2292         return num;
2293 }
2294
2295 /*!
2296  * @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
2297  * @param dam 基本ダメージ
2298  * @param mult スレイ倍率(掛け算部分)
2299  * @param div スレイ倍率(割り算部分)
2300  * @param force 理力特別計算フラグ
2301  * @return ダメージ期待値
2302  */
2303 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2304 {
2305         int tmp;
2306         if(force)
2307         {
2308                 tmp = dam * 60;
2309                 tmp *= mult * 3;
2310                 tmp /= div * 2;
2311                 tmp += dam * 60 * 2;
2312                 tmp /= 60;
2313         }
2314         else
2315         {
2316                 tmp = dam * 60;
2317                 tmp *= mult; 
2318                 tmp /= div;
2319                 tmp /= 60;
2320         }
2321         return tmp;
2322 }
2323
2324 /*!
2325  * @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)
2326  * @param dam 基本ダメージ
2327  * @param mult スレイ倍率(掛け算部分)
2328  * @param div スレイ倍率(割り算部分)
2329  * @param force 理力特別計算フラグ
2330  * @param weight 重量
2331  * @param plus 武器ダメージ修正
2332  * @param meichuu 命中値
2333  * @param dokubari 毒針処理か否か
2334  * @param vorpal_mult 切れ味倍率(掛け算部分)
2335  * @param vorpal_div 切れ味倍率(割り算部分)
2336  * @return ダメージ期待値
2337  */
2338 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)
2339 {
2340         dam = calc_slaydam(dam, mult, div, force);
2341         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2342         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2343         return dam;
2344 }
2345
2346
2347 /*!
2348  * @brief 武器の各条件毎のダメージ期待値を表示する。
2349  * @param r 表示行
2350  * @param c 表示列
2351  * @param mindice ダイス部分最小値
2352  * @param maxdice ダイス部分最大値
2353  * @param blows 攻撃回数
2354  * @param dam_bonus ダメージ修正値
2355  * @param attr 条件内容
2356  * @param color 条件内容の表示色
2357  * @details
2358  * Display the damage figure of an object\n
2359  * (used by compare_weapon_aux)\n
2360  * \n
2361  * Only accurate for the current weapon, because it includes\n
2362  * the current +dam of the player.\n
2363  * @return なし
2364  */
2365 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2366 {
2367         GAME_TEXT tmp_str[80];
2368         int mindam, maxdam;
2369         
2370         mindam = blows * (mindice + dam_bonus);
2371         maxdam = blows * (maxdice + dam_bonus);
2372
2373         /* Print the intro text */
2374         c_put_str(color, attr, r, c);
2375
2376         /* Calculate the min and max damage figures */
2377         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2378         
2379         /* Print the damage */
2380         put_str(tmp_str, r, c + 8);
2381 }
2382
2383
2384 /*!
2385  * @brief 武器一つ毎のダメージ情報を表示する。
2386  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2387  * @param col 表示する行の上端
2388  * @param r 表示する列の左端
2389  * @details
2390  * Show the damage figures for the various monster types\n
2391  * \n
2392  * Only accurate for the current weapon, because it includes\n
2393  * the current number of blows for the player.\n
2394  * @return なし
2395  */
2396 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2397 {
2398         BIT_FLAGS flgs[TR_FLAG_SIZE];
2399         int blow = p_ptr->num_blow[0];
2400         bool force = FALSE;
2401         bool dokubari = FALSE;
2402         
2403         /* Effective dices */
2404         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2405         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2406         
2407         int mindice = eff_dd;
2408         int maxdice = eff_ds * eff_dd;
2409         int mindam = 0;
2410         int maxdam = 0;
2411         int vorpal_mult = 1;
2412         int vorpal_div = 1;
2413         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2414         
2415
2416         /* Get the flags of the weapon */
2417         object_flags(o_ptr, flgs);
2418         
2419         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2420         
2421         
2422         /* Show Critical Damage*/
2423         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2424         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2425         
2426         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2427
2428         
2429         /* Vorpal Hit*/
2430         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2431         {
2432                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2433                 {
2434                         vorpal_mult = 5;
2435                         vorpal_div = 3;
2436                 }
2437                 else
2438                 {
2439                         vorpal_mult = 11;
2440                         vorpal_div = 9;
2441                 }
2442                 
2443                 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);
2444                 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);         
2445                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2446         }       
2447         
2448         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2449         {
2450                 force = TRUE;
2451                 
2452                 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);
2453                 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);
2454                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2455         }
2456                 
2457         /* Print the relevant lines */
2458         if (have_flag(flgs, TR_KILL_ANIMAL))
2459         {
2460                 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);
2461                 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);         
2462                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2463         }
2464         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2465         {
2466                 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);
2467                 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);
2468                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2469         }
2470         if (have_flag(flgs, TR_KILL_EVIL))
2471         {       
2472                 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);
2473                 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);
2474                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2475         }
2476         else if (have_flag(flgs, TR_SLAY_EVIL))
2477         {       
2478                 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);
2479                 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);         
2480                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2481         }
2482         if (have_flag(flgs, TR_KILL_HUMAN))
2483         {       
2484                 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);
2485                 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);
2486                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2487         }
2488         else if (have_flag(flgs, TR_SLAY_HUMAN))
2489         {       
2490                 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);
2491                 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);
2492                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2493         }
2494         if (have_flag(flgs, TR_KILL_UNDEAD))
2495         {
2496                 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);
2497                 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);
2498                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2499         }
2500         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2501         {
2502                 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);
2503                 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);
2504                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2505         }
2506         if (have_flag(flgs, TR_KILL_DEMON))
2507         {       
2508                 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);
2509                 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);
2510                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2511         }
2512         else if (have_flag(flgs, TR_SLAY_DEMON))
2513         {       
2514                 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);
2515                 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);
2516                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2517         }
2518         if (have_flag(flgs, TR_KILL_ORC))
2519         {
2520                 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);
2521                 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);
2522                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2523         }
2524         else if (have_flag(flgs, TR_SLAY_ORC))
2525         {
2526                 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);
2527                 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);
2528                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2529         }
2530         if (have_flag(flgs, TR_KILL_TROLL))
2531         {
2532                 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);
2533                 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);
2534                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2535         }
2536         else if (have_flag(flgs, TR_SLAY_TROLL))
2537         {
2538                 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);
2539                 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);
2540                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2541         }
2542         if (have_flag(flgs, TR_KILL_GIANT))
2543         {
2544                 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);
2545                 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);
2546                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2547         }
2548         else if (have_flag(flgs, TR_SLAY_GIANT))
2549         {
2550                 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);
2551                 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);
2552                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2553         }
2554         if (have_flag(flgs, TR_KILL_DRAGON))
2555         {
2556                 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);
2557                 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);
2558                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2559         }
2560         else if (have_flag(flgs, TR_SLAY_DRAGON))
2561         {               
2562                 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);
2563                 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);
2564                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2565         }
2566         if (have_flag(flgs, TR_BRAND_ACID))
2567         {
2568                 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);
2569                 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);
2570                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2571         }
2572         if (have_flag(flgs, TR_BRAND_ELEC))
2573         {
2574                 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);
2575                 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);
2576                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2577         }
2578         if (have_flag(flgs, TR_BRAND_FIRE))
2579         {
2580                 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);
2581                 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);
2582                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2583         }
2584         if (have_flag(flgs, TR_BRAND_COLD))
2585         {
2586                 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);
2587                 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);
2588                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2589         }
2590         if (have_flag(flgs, TR_BRAND_POIS))
2591         {
2592                 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);
2593                 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);
2594                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2595         }
2596 }
2597
2598 /*!
2599  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2600  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2601  * @param row 表示する列の左端
2602  * @param col 表示する行の上端
2603  * @details
2604  * Displays all info about a weapon
2605  *
2606  * Only accurate for the current weapon, because it includes
2607  * various info about the player's +to_dam and number of blows.
2608  * @return なし
2609  */
2610 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2611 {
2612         GAME_TEXT o_name[MAX_NLEN];
2613         GAME_TEXT tmp_str[80];
2614
2615         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2616         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2617         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2618
2619         /* Print the weapon name */
2620         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2621         c_put_str(TERM_YELLOW, o_name, row, col);
2622
2623         /* Print the player's number of blows */
2624         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2625         put_str(tmp_str, row+1, col);
2626
2627         /* Print to_hit and to_dam of the weapon */
2628         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2629         put_str(tmp_str, row+2, col);
2630
2631         /* Print the weapons base damage dice */
2632         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2633                 (int)hit_chance(reli, 0),
2634                 (int)hit_chance(reli, 50),
2635                 (int)hit_chance(reli, 100),
2636                 (int)hit_chance(reli, 150),
2637                 (int)hit_chance(reli, 200));
2638         put_str(tmp_str, row+3, col);
2639         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2640
2641         /* Damage for one blow (if it hits) */
2642         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2643             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2644                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2645         put_str(tmp_str, row+6, col+1);
2646
2647         /* Damage for the complete attack (if all blows hit) */
2648         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2649                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2650                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2651         put_str(tmp_str, row+7, col+1);
2652 }
2653
2654 /*!
2655  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2656  * @details 
2657  * Copies the weapons to compare into the weapon-slot and\n
2658  * compares the values for both weapons.\n
2659  * 武器1つだけで比較をしないなら費用は半額になる。
2660  * @param bcost 基本鑑定費用
2661  * @return 最終的にかかった費用
2662  */
2663 static PRICE compare_weapons(PRICE bcost)
2664 {
2665         int i, n;
2666         OBJECT_IDX item, item2;
2667         object_type *o_ptr[2];
2668         object_type orig_weapon;
2669         object_type *i_ptr;
2670         concptr q, s;
2671         TERM_LEN row = 2;
2672         TERM_LEN wid = 38, mgn = 2;
2673         bool old_character_xtra = character_xtra;
2674         char ch;
2675         PRICE total = 0;
2676         PRICE cost = 0; /* First time no price */
2677
2678         screen_save();
2679         clear_bldg(0, 22);
2680
2681         /* Store copy of original wielded weapon */
2682         i_ptr = &inventory[INVEN_RARM];
2683         object_copy(&orig_weapon, i_ptr);
2684
2685         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2686
2687         /* Get the first weapon */
2688         q = _("第一の武器は?", "What is your first weapon? ");
2689         s = _("比べるものがありません。", "You have nothing to compare.");
2690
2691         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2692         if (!o_ptr[0])
2693         {
2694                 screen_load();
2695                 return (0);
2696         }
2697
2698         n = 1;
2699         total = bcost;
2700
2701         while (TRUE)
2702         {
2703                 clear_bldg(0, 22);
2704
2705                 /* Only compare melee weapons */
2706                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2707
2708                 /* Hack -- prevent "icky" message */
2709                 character_xtra = TRUE;
2710
2711                 /* Diaplay selected weapon's infomation */
2712                 for (i = 0; i < n; i++)
2713                 {
2714                         int col = (wid * i + mgn);
2715
2716                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2717                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2718
2719                         p_ptr->update |= PU_BONUS;
2720                         handle_stuff();
2721
2722                         /* List the new values */
2723                         list_weapon(o_ptr[i], row, col);
2724                         compare_weapon_aux(o_ptr[i], col, row + 8);
2725
2726                         /* Copy back the original weapon into the weapon slot */
2727                         object_copy(i_ptr, &orig_weapon);
2728                 }
2729
2730                 /* Reset the values for the old weapon */
2731                 p_ptr->update |= PU_BONUS;
2732                 handle_stuff();
2733
2734                 character_xtra = old_character_xtra;
2735
2736 #ifdef JP
2737                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2738                 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);
2739                 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);
2740 #else
2741                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2742                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2743                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2744 #endif
2745
2746                 flush();
2747                 ch = inkey();
2748
2749                 if (ch == 's')
2750                 {
2751                         if (total + cost > p_ptr->au)
2752                         {
2753                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2754                                 msg_print(NULL);
2755                                 continue;
2756                         }
2757
2758                         q = _("第二の武器は?", "What is your second weapon? ");
2759                         s = _("比べるものがありません。", "You have nothing to compare.");
2760
2761                         /* Get the second weapon */
2762                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2763                         if (!o_ptr[1]) continue;
2764
2765                         total += cost;
2766                         cost = bcost / 2;
2767                         n = 2;
2768                 }
2769                 else
2770                 {
2771                         break;
2772                 }
2773         }
2774         screen_load();
2775
2776         return (total);
2777 }
2778
2779
2780 /*!
2781  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2782  * @details 
2783  * Calculate and display the dodge-rate and the protection-rate
2784  * based on AC
2785  * @param iAC プレイヤーのAC。
2786  * @return 常にTRUEを返す。
2787  */
2788 static bool eval_ac(ARMOUR_CLASS iAC)
2789 {
2790 #ifdef JP
2791         const char memo[] =
2792                 "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"
2793                 "何パーセント軽減するかを示します。\n"
2794                 "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"
2795                 "に対してのみ効果があります。\n \n"
2796                 "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"
2797                 "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"
2798                 "敵のレベルとあなたのACによって決定されます。\n \n"
2799                 "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"
2800                 "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";
2801 #else
2802         const char memo[] =
2803                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2804                 "Note that the Protection rate is effective only against normal "
2805                 "'attack' and 'shatter' type melee attacks, "
2806                 "and has no effect against any other types such as 'poison'.\n \n"
2807                 "'Dodge Rate' indicates the success rate on dodging the "
2808                 "monster's melee attacks.  "
2809                 "It is depend on the level of the monster and your AC.\n \n"
2810                 "'Average Damage' indicates the expected amount of damage "
2811                 "when you are attacked by normal melee attacks with power=100.";
2812 #endif
2813
2814         int protection;
2815         TERM_LEN col, row = 2;
2816         DEPTH lvl;
2817         char buf[80*20], *t;
2818
2819         /* AC lower than zero has no effect */
2820         if (iAC < 0) iAC = 0;
2821
2822         /* ダメージ軽減率を計算 */
2823         protection = 100 * MIN(iAC, 150) / 250;
2824
2825         screen_save();
2826         clear_bldg(0, 22);
2827
2828         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2829         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2830         row++;
2831
2832         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2833         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2834         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2835     
2836         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2837         {
2838                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2839                 int dodge;   /* 回避率(%) */
2840                 int average; /* ダメージ期待値 */
2841
2842                 put_str(format("%3d", lvl), row + 0, col);
2843
2844                 /* 回避率を計算 */
2845                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2846                 put_str(format("%3d%%", dodge), row + 1, col);
2847
2848                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2849                 average = (100 - dodge) * (100 - protection) / 100;
2850                 put_str(format("%3d", average), row + 2, col);
2851         }
2852
2853         /* Display note */
2854         roff_to_buf(memo, 70, buf, sizeof(buf));
2855         for (t = buf; t[0]; t += strlen(t) + 1)
2856                 put_str(t, (row++) + 4, 4);
2857
2858         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);
2859   
2860         flush();
2861         (void)inkey();
2862         screen_load();
2863
2864         return (TRUE);
2865 }
2866
2867
2868
2869 /*!
2870  * @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。
2871  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2872  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2873  * @return 修復対象になるならTRUEを返す。
2874  */
2875 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2876 {
2877         int i, n = 0;
2878         int cand[TR_FLAG_MAX];
2879         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2880         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2881
2882         object_flags(to_ptr, to_flgs);
2883         object_flags(from_ptr, from_flgs);
2884
2885         for (i = 0; i < TR_FLAG_MAX; i++)
2886         {
2887                 switch (i)
2888                 {
2889                 case TR_IGNORE_ACID:
2890                 case TR_IGNORE_ELEC:
2891                 case TR_IGNORE_FIRE:
2892                 case TR_IGNORE_COLD:
2893                 case TR_ACTIVATE:
2894                 case TR_RIDING:
2895                 case TR_THROW:
2896                 case TR_SHOW_MODS:
2897                 case TR_HIDE_TYPE:
2898                 case TR_ES_ATTACK:
2899                 case TR_ES_AC:
2900                 case TR_FULL_NAME:
2901                 case TR_FIXED_FLAVOR:
2902                         break;
2903                 default:
2904                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2905                         {
2906                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2907                         }
2908                 }
2909         }
2910
2911         if (n > 0)
2912         {
2913                 int bmax;
2914                 int tr_idx = cand[randint0(n)];
2915                 add_flag(to_ptr->art_flags, tr_idx);
2916                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2917                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2918                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2919                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2920         }
2921
2922         return;
2923 }
2924
2925 /*!
2926  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2927  * @param bcost 基本修復費用
2928  * @return 実際にかかった費用
2929  */
2930 static PRICE repair_broken_weapon_aux(PRICE bcost)
2931 {
2932         PRICE cost;
2933         OBJECT_IDX item, mater;
2934         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2935         object_kind *k_ptr;
2936         int i, dd_bonus, ds_bonus;
2937         KIND_OBJECT_IDX k_idx;
2938         char basenm[MAX_NLEN];
2939         concptr q, s;
2940         int row = 7;
2941         clear_bldg(0, 22);
2942
2943         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);
2944         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);
2945
2946         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2947         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2948
2949         /* Only forge broken weapons */
2950         item_tester_hook = item_tester_hook_broken_weapon;
2951
2952         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2953         if (!o_ptr) return (0);
2954
2955         /* It is worthless */
2956         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2957         {
2958                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2959                 return (0);
2960         }
2961
2962         /* They are too many */
2963         if (o_ptr->number > 1)
2964         {
2965                 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!"));
2966                 return (0);
2967         }
2968
2969         /* Display item name */
2970         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2971         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2972
2973         q = _("材料となる武器は?", "Which weapon for material? ");
2974         s = _("材料となる武器がありません。", "You have no material to repair.");
2975
2976         /* Only forge broken weapons */
2977         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2978
2979         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2980         if (!mo_ptr) return (0);
2981         if (mater == item)
2982         {
2983                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2984                 return (0);
2985         }
2986
2987         /* Display item name */
2988         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2989         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2990
2991         /* Get the value of one of the items (except curses) */
2992         cost = bcost + object_value_real(o_ptr) * 2;
2993
2994         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);
2995
2996         /* Check if the player has enough money */
2997         if (p_ptr->au < cost)
2998         {
2999                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3000                 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);
3001                 msg_print(NULL);
3002                 return (0);
3003         }
3004
3005         p_ptr->total_weight -= o_ptr->weight;
3006
3007         if (o_ptr->sval == SV_BROKEN_DAGGER)
3008         {
3009                 KIND_OBJECT_IDX j;
3010                 int n = 1;
3011
3012                 /* Suppress compiler warning */
3013                 k_idx = 0;
3014
3015                 for (j = 1; j < max_k_idx; j++)
3016                 {
3017                         object_kind *k_aux_ptr = &k_info[j];
3018
3019                         if (k_aux_ptr->tval != TV_SWORD) continue;
3020                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3021                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3022                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3023                         if (k_aux_ptr->weight > 99) continue;
3024
3025                         if (one_in_(n)) 
3026                         {
3027                                 k_idx = j;
3028                                 n++;
3029                         }
3030                 }
3031         }
3032         else /* TV_BROKEN_SWORD */
3033         {
3034                 /* Repair to a sword or sometimes material's type weapon */
3035                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3036
3037                 while(1)
3038                 {
3039                         object_kind *ck_ptr;
3040
3041                         k_idx = lookup_kind(tval, SV_ANY);
3042                         ck_ptr = &k_info[k_idx];
3043
3044                         if (tval == TV_SWORD)
3045                         {
3046                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3047                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3048                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3049                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3050                         }
3051                         if (tval == TV_POLEARM)
3052                         {
3053                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3054                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3055                         }
3056                         if (tval == TV_HAFTED)
3057                         {
3058                                 if ((ck_ptr->sval == SV_GROND) ||
3059                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3060                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3061                         }
3062
3063                         break;
3064                 }
3065         }
3066
3067         /* Calculate dice bonuses */
3068         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3069         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3070         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3071         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3072
3073         /* Change base object */
3074         k_ptr = &k_info[k_idx];
3075         o_ptr->k_idx = k_idx;
3076         o_ptr->weight = k_ptr->weight;
3077         o_ptr->tval = k_ptr->tval;
3078         o_ptr->sval = k_ptr->sval;
3079         o_ptr->dd = k_ptr->dd;
3080         o_ptr->ds = k_ptr->ds;
3081
3082         /* Copy base object's ability */
3083         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3084         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3085         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3086
3087         /* Dice up */
3088         if (dd_bonus > 0)
3089         {
3090                 o_ptr->dd++;
3091                 for (i = 1; i < dd_bonus; i++)
3092                 {
3093                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3094                 }
3095         }
3096         if (ds_bonus > 0)
3097         {
3098                 o_ptr->ds++;
3099                 for (i = 1; i < ds_bonus; i++)
3100                 {
3101                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3102                 }
3103         }
3104
3105         if (have_flag(k_ptr->flags, TR_BLOWS))
3106         {
3107                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3108                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3109         }
3110
3111         /* Add one random ability from material weapon */
3112         give_one_ability_of_object(o_ptr, mo_ptr);
3113
3114         /* Add to-dam, to-hit and to-ac from material weapon */
3115         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3116         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3117         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3118
3119         if ((o_ptr->name1 == ART_NARSIL) ||
3120                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3121                 (object_is_ego(o_ptr) && one_in_(7)))
3122         {
3123                 /* Forge it */
3124                 if (object_is_ego(o_ptr))
3125                 {
3126                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3127                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3128                 }
3129
3130                 /* Add one random ability from material weapon */
3131                 give_one_ability_of_object(o_ptr, mo_ptr);
3132
3133                 /* Add one random activation */
3134                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3135
3136                 /* Narsil */
3137                 if (o_ptr->name1 == ART_NARSIL)
3138                 {
3139                         one_high_resistance(o_ptr);
3140                         one_ability(o_ptr);
3141                 }
3142
3143                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3144         }
3145
3146         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3147 #ifdef JP
3148         msg_format("$%dで%sに修復しました。", cost, basenm);
3149 #else
3150         msg_format("Repaired into %s for %d gold.", basenm, cost);
3151 #endif
3152         msg_print(NULL);
3153
3154         /* Remove BROKEN flag */
3155         o_ptr->ident &= ~(IDENT_BROKEN);
3156
3157         /* Add repaired flag */
3158         o_ptr->discount = 99;
3159
3160         p_ptr->total_weight += o_ptr->weight;
3161         calc_android_exp();
3162
3163         /* Decrease material object */
3164         inven_item_increase(mater, -1);
3165         inven_item_optimize(mater);
3166
3167         /* Copyback */
3168         p_ptr->update |= PU_BONUS;
3169         handle_stuff();
3170
3171         /* Something happened */
3172         return (cost);
3173 }
3174
3175 /*!
3176  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3177  * @param bcost 基本鑑定費用
3178  * @return 実際にかかった費用
3179  */
3180 static int repair_broken_weapon(PRICE bcost)
3181 {
3182         PRICE cost;
3183         screen_save();
3184         cost = repair_broken_weapon_aux(bcost);
3185         screen_load();
3186         return cost;
3187 }
3188
3189
3190 /*!
3191  * @brief アイテムの強化を行う。 / Enchant item
3192  * @param cost 1回毎の費用
3193  * @param to_hit 命中をアップさせる量
3194  * @param to_dam ダメージをアップさせる量
3195  * @param to_ac ACをアップさせる量
3196  * @return 実際に行ったらTRUE
3197  */
3198 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3199 {
3200         int i;
3201         OBJECT_IDX item;
3202         bool okay = FALSE;
3203         object_type *o_ptr;
3204         concptr q, s;
3205         int maxenchant = (p_ptr->lev / 5);
3206         char tmp_str[MAX_NLEN];
3207
3208         clear_bldg(4, 18);
3209         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3210         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3211
3212         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3213         s = _("改良できるものがありません。", "You have nothing to improve.");
3214
3215         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3216         if (!o_ptr) return (FALSE);
3217
3218         /* Check if the player has enough money */
3219         if (p_ptr->au < (cost * o_ptr->number))
3220         {
3221                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3222                 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);
3223                 return (FALSE);
3224         }
3225
3226         /* Enchant to hit */
3227         for (i = 0; i < to_hit; i++)
3228         {
3229                 if (o_ptr->to_h < maxenchant)
3230                 {
3231                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3232                         {
3233                                 okay = TRUE;
3234                                 break;
3235                         }
3236                 }
3237         }
3238
3239         /* Enchant to damage */
3240         for (i = 0; i < to_dam; i++)
3241         {
3242                 if (o_ptr->to_d < maxenchant)
3243                 {
3244                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3245                         {
3246                                 okay = TRUE;
3247                                 break;
3248                         }
3249                 }
3250         }
3251
3252         /* Enchant to AC */
3253         for (i = 0; i < to_ac; i++)
3254         {
3255                 if (o_ptr->to_a < maxenchant)
3256                 {
3257                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3258                         {
3259                                 okay = TRUE;
3260                                 break;
3261                         }
3262                 }
3263         }
3264
3265         /* Failure */
3266         if (!okay)
3267         {
3268                 if (flush_failure) flush();
3269                 msg_print(_("改良に失敗した。", "The improvement failed."));
3270                 return (FALSE);
3271         }
3272         else
3273         {
3274                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3275 #ifdef JP
3276                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3277 #else
3278                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3279 #endif
3280
3281                 /* Charge the money */
3282                 p_ptr->au -= (cost * o_ptr->number);
3283
3284                 if (item >= INVEN_RARM) calc_android_exp();
3285
3286                 /* Something happened */
3287                 return (TRUE);
3288         }
3289 }
3290
3291
3292 /*!
3293  * @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
3294  * @details
3295  * The player can select the number of charges to add\n
3296  * (up to a limit), and the recharge never fails.\n
3297  *\n
3298  * The cost for rods depends on the level of the rod. The prices\n
3299  * for recharging wands and staves are dependent on the cost of\n
3300  * the base-item.\n
3301  * @return なし
3302  */
3303 static void building_recharge(void)
3304 {
3305         OBJECT_IDX  item;
3306         DEPTH       lev;
3307         object_type *o_ptr;
3308         object_kind *k_ptr;
3309         concptr        q, s;
3310         PRICE       price;
3311         PARAMETER_VALUE charges;
3312         int         max_charges;
3313         char        tmp_str[MAX_NLEN];
3314
3315         msg_flag = FALSE;
3316
3317         /* Display some info */
3318         clear_bldg(4, 18);
3319         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);
3320
3321
3322         /* Only accept legal items */
3323         item_tester_hook = item_tester_hook_recharge;
3324
3325         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3326         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3327
3328         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3329         if (!o_ptr) return;
3330
3331         k_ptr = &k_info[o_ptr->k_idx];
3332
3333         /*
3334          * We don't want to give the player free info about
3335          * the level of the item or the number of charges.
3336          */
3337         /* The item must be "known" */
3338         if (!object_is_known(o_ptr))
3339         {
3340                 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!"));
3341                 msg_print(NULL);
3342
3343                 if ((p_ptr->au >= 50) &&
3344                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3345
3346                 {
3347                         p_ptr->au -= 50;
3348                         identify_item(o_ptr);
3349                         object_desc(tmp_str, o_ptr, 0);
3350                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3351
3352                         /* Auto-inscription */
3353                         autopick_alter_item(item, FALSE);
3354
3355                         /* Update the gold display */
3356                         building_prt_gold();
3357                 }
3358                 else
3359                 {
3360                         return;
3361                 }
3362         }
3363
3364         /* Extract the object "level" */
3365         lev = k_info[o_ptr->k_idx].level;
3366
3367         /* Price for a rod */
3368         if (o_ptr->tval == TV_ROD)
3369         {
3370                 if (o_ptr->timeout > 0)
3371                 {
3372                         /* Fully recharge */
3373                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3374                 }
3375                 else
3376                 {
3377                         /* No recharge necessary */
3378                         price = 0;
3379                         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."));
3380                         return;
3381                 }
3382         }
3383         else if (o_ptr->tval == TV_STAFF)
3384         {
3385                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3386                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3387
3388                 /* Pay at least 10 gold per charge */
3389                 price = MAX(10, price);
3390         }
3391         else
3392         {
3393                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3394                 price = (k_info[o_ptr->k_idx].cost / 10);
3395
3396                 /* Pay at least 10 gold per charge */
3397                 price = MAX(10, price);
3398         }
3399
3400         /* Limit the number of charges for wands and staffs */
3401         if (o_ptr->tval == TV_WAND
3402                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3403         {
3404                 if (o_ptr->number > 1)
3405                 {
3406                         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."));
3407                 }
3408                 else
3409                 {
3410                         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."));
3411                 }
3412                 return;
3413         }
3414         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3415         {
3416                 if (o_ptr->number > 1)
3417                 {
3418                         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."));
3419                 }
3420                 else
3421                 {
3422                         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."));
3423                 }
3424                 return;
3425         }
3426
3427         /* Check if the player has enough money */
3428         if (p_ptr->au < price)
3429         {
3430                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3431 #ifdef JP
3432                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3433 #else
3434                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3435 #endif
3436
3437                 return;
3438         }
3439
3440         if (o_ptr->tval == TV_ROD)
3441         {
3442 #ifdef JP
3443                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3444 #else
3445                 if (get_check(format("Recharge the %s for %d gold? ",
3446                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3447 #endif
3448
3449                 {
3450                         /* Recharge fully */
3451                         o_ptr->timeout = 0;
3452                 }
3453                 else
3454                 {
3455                         return;
3456                 }
3457         }
3458         else
3459         {
3460                 if (o_ptr->tval == TV_STAFF)
3461                         max_charges = k_ptr->pval - o_ptr->pval;
3462                 else
3463                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3464
3465                 /* Get the quantity for staves and wands */
3466                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3467                                         MIN(p_ptr->au / price, max_charges));
3468
3469                 /* Do nothing */
3470                 if (charges < 1) return;
3471
3472                 /* Get the new price */
3473                 price *= charges;
3474
3475                 /* Recharge */
3476                 o_ptr->pval += charges;
3477
3478                 /* We no longer think the item is empty */
3479                 o_ptr->ident &= ~(IDENT_EMPTY);
3480         }
3481
3482         /* Give feedback */
3483         object_desc(tmp_str, o_ptr, 0);
3484 #ifdef JP
3485         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3486 #else
3487         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3488 #endif
3489         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3490
3491         p_ptr->window |= (PW_INVEN);
3492
3493         /* Pay the price */
3494         p_ptr->au -= price;
3495
3496         /* Finished */
3497         return;
3498 }
3499
3500
3501 /*!
3502  * @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
3503  * @details
3504  * The player can select the number of charges to add\n
3505  * (up to a limit), and the recharge never fails.\n
3506  *\n
3507  * The cost for rods depends on the level of the rod. The prices\n
3508  * for recharging wands and staves are dependent on the cost of\n
3509  * the base-item.\n
3510  * @return なし
3511  */
3512 static void building_recharge_all(void)
3513 {
3514         INVENTORY_IDX i;
3515         DEPTH lev;
3516         object_type *o_ptr;
3517         object_kind *k_ptr;
3518         PRICE price = 0;
3519         PRICE total_cost = 0;
3520
3521
3522         /* Display some info */
3523         msg_flag = FALSE;
3524         clear_bldg(4, 18);
3525         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);
3526
3527         /* Calculate cost */
3528         for ( i = 0; i < INVEN_PACK; i++)
3529         {
3530                 o_ptr = &inventory[i];
3531                                 
3532                 /* skip non magic device */
3533                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3534
3535                 /* need identified */
3536                 if (!object_is_known(o_ptr)) total_cost += 50;
3537
3538                 /* Extract the object "level" */
3539                 lev = k_info[o_ptr->k_idx].level;
3540
3541                 k_ptr = &k_info[o_ptr->k_idx];
3542
3543                 switch (o_ptr->tval)
3544                 {
3545                 case TV_ROD:
3546                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3547                         break;
3548
3549                 case TV_STAFF:
3550                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3551                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3552
3553                         /* Pay at least 10 gold per charge */
3554                         price = MAX(10, price);
3555
3556                         /* Fully charge */
3557                         price = (k_ptr->pval - o_ptr->pval) * price;
3558                         break;
3559
3560                 case TV_WAND:
3561                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3562                         price = (k_info[o_ptr->k_idx].cost / 10);
3563
3564                         /* Pay at least 10 gold per charge */
3565                         price = MAX(10, price);
3566
3567                         /* Fully charge */
3568                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3569                         break;
3570                 }
3571
3572                 /* if price <= 0 then item have enough charge */
3573                 if (price > 0) total_cost += price;
3574         }
3575
3576         if (!total_cost)
3577         {
3578                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3579                 msg_print(NULL);
3580                 return;
3581         }
3582
3583         /* Check if the player has enough money */
3584         if (p_ptr->au < total_cost)
3585         {
3586                 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 );
3587                 msg_print(NULL);
3588                 return;
3589         }
3590         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3591         
3592         for (i = 0; i < INVEN_PACK; i++)
3593         {
3594                 o_ptr = &inventory[i];
3595                 k_ptr = &k_info[o_ptr->k_idx];
3596
3597                 /* skip non magic device */
3598                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3599
3600                 if (!object_is_known(o_ptr))
3601                 {
3602                         identify_item(o_ptr);
3603
3604                         /* Auto-inscription */
3605                         autopick_alter_item(i, FALSE);
3606                 }
3607
3608                 /* Recharge */
3609                 switch (o_ptr->tval)
3610                 {
3611                 case TV_ROD:
3612                         o_ptr->timeout = 0;
3613                         break;
3614                 case TV_STAFF:
3615                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3616                         /* We no longer think the item is empty */
3617                         o_ptr->ident &= ~(IDENT_EMPTY);
3618                         break;
3619                 case TV_WAND:
3620                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3621                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3622                         /* We no longer think the item is empty */
3623                         o_ptr->ident &= ~(IDENT_EMPTY);
3624                         break;
3625                 }
3626         }
3627
3628         /* Give feedback */
3629         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3630         msg_print(NULL);
3631         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3632
3633         p_ptr->window |= (PW_INVEN);
3634
3635         /* Pay the price */
3636         p_ptr->au -= total_cost;
3637
3638         /* Finished */
3639         return;
3640 }
3641
3642 /*!
3643  * @brief 町間のテレポートを行うメインルーチン。
3644  * @return テレポート処理を決定したか否か
3645  */
3646 bool tele_town(void)
3647 {
3648         int i;
3649         POSITION x, y;
3650         int num = 0;
3651
3652         if (dun_level)
3653         {
3654                 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!"));
3655                 return FALSE;
3656         }
3657
3658         if (p_ptr->inside_arena || p_ptr->inside_battle)
3659         {
3660                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3661                 return FALSE;
3662         }
3663
3664         screen_save();
3665         clear_bldg(4, 10);
3666
3667         for (i = 1; i < max_towns; i++)
3668         {
3669                 char buf[80];
3670
3671                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3672
3673                 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3674                 prt(buf, 5 + i, 5);
3675                 num++;
3676         }
3677
3678         if (!num)
3679         {
3680                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3681                 msg_print(NULL);
3682                 screen_load();
3683                 return FALSE;
3684         }
3685
3686         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3687         while(1)
3688         {
3689                 i = inkey();
3690
3691                 if (i == ESCAPE)
3692                 {
3693                         screen_load();
3694                         return FALSE;
3695                 }
3696                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3697                 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;
3698                 break;
3699         }
3700
3701         for (y = 0; y < max_wild_y; y++)
3702         {
3703                 for (x = 0; x < max_wild_x; x++)
3704                 {
3705                         if(wilderness[y][x].town == (i-'a'+1))
3706                         {
3707                                 p_ptr->wilderness_y = y;
3708                                 p_ptr->wilderness_x = x;
3709                         }
3710                 }
3711         }
3712
3713         p_ptr->leaving = TRUE;
3714         leave_bldg = TRUE;
3715         p_ptr->teleport_town = TRUE;
3716         screen_load();
3717         return TRUE;
3718 }
3719
3720 /*!
3721  * @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-
3722  * @return 常にTRUEを返す。
3723  * @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。
3724  */
3725 static bool research_mon(void)
3726 {
3727         IDX i;
3728         int n;
3729         MONRACE_IDX r_idx;
3730         char sym, query;
3731         char buf[128];
3732         bool notpicked;
3733         bool recall = FALSE;
3734         u16b why = 0;
3735         MONSTER_IDX *who;
3736
3737         /* XTRA HACK WHATSEARCH */
3738         bool all = FALSE;
3739         bool uniq = FALSE;
3740         bool norm = FALSE;
3741         char temp[80] = "";
3742
3743         /* XTRA HACK REMEMBER_IDX */
3744         static int old_sym = '\0';
3745         static IDX old_i = 0;
3746
3747         screen_save();
3748
3749         /* Get a character, or abort */
3750         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):",
3751                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3752
3753         {
3754                 screen_load();
3755
3756                 return (FALSE);
3757         }
3758
3759         /* Find that character info, and describe it */
3760         for (i = 0; ident_info[i]; ++i)
3761         {
3762                 if (sym == ident_info[i][0]) break;
3763         }
3764
3765                 /* XTRA HACK WHATSEARCH */
3766         if (sym == KTRL('A'))
3767         {
3768                 all = TRUE;
3769                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3770         }
3771         else if (sym == KTRL('U'))
3772         {
3773                 all = uniq = TRUE;
3774                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3775         }
3776         else if (sym == KTRL('N'))
3777         {
3778                 all = norm = TRUE;
3779                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3780         }
3781         else if (sym == KTRL('M'))
3782         {
3783                 all = TRUE;
3784                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3785                 {
3786                         temp[0]=0;
3787                         screen_load();
3788
3789                         return FALSE;
3790                 }
3791                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3792         }
3793         else if (ident_info[i])
3794         {
3795                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3796         }
3797         else
3798         {
3799                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3800         }
3801
3802         /* Display the result */
3803         prt(buf, 16, 10);
3804
3805         /* Allocate the "who" array */
3806         C_MAKE(who, max_r_idx, MONRACE_IDX);
3807
3808         /* Collect matching monsters */
3809         for (n = 0, i = 1; i < max_r_idx; i++)
3810         {
3811                 monster_race *r_ptr = &r_info[i];
3812
3813                 /* Empty monster */
3814                 if (!r_ptr->name) continue;
3815
3816                 /* XTRA HACK WHATSEARCH */
3817                 /* Require non-unique monsters if needed */
3818                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3819
3820                 /* Require unique monsters if needed */
3821                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3822
3823                 /* 名前検索 */
3824                 if (temp[0])
3825                 {
3826                         int xx;
3827                         char temp2[80];
3828
3829                         for (xx = 0; temp[xx] && xx < 80; xx++)
3830                         {
3831 #ifdef JP
3832                                 if (iskanji(temp[xx]))
3833                                 {
3834                                         xx++;
3835                                         continue;
3836                                 }
3837 #endif
3838                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3839                         }
3840   
3841 #ifdef JP
3842                         strcpy(temp2, r_name + r_ptr->E_name);
3843 #else
3844                         strcpy(temp2, r_name + r_ptr->name);
3845 #endif
3846                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3847                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3848
3849 #ifdef JP
3850                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3851 #else
3852                         if (my_strstr(temp2, temp))
3853 #endif
3854                                 who[n++] = i;
3855                 }
3856                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3857         }
3858
3859         /* Nothing to recall */
3860         if (!n)
3861         {
3862                 /* Free the "who" array */
3863                 C_KILL(who, max_r_idx, MONRACE_IDX);
3864                 screen_load();
3865
3866                 return (FALSE);
3867         }
3868
3869         /* Sort by level */
3870         why = 2;
3871         query = 'y';
3872
3873         /* Sort if needed */
3874         if (why)
3875         {
3876                 /* Select the sort method */
3877                 ang_sort_comp = ang_sort_comp_hook;
3878                 ang_sort_swap = ang_sort_swap_hook;
3879
3880                 /* Sort the array */
3881                 ang_sort(who, &why, n);
3882         }
3883
3884
3885         /* Start at the end */
3886         /* XTRA HACK REMEMBER_IDX */
3887         if (old_sym == sym && old_i < n) i = old_i;
3888         else i = n - 1;
3889
3890         notpicked = TRUE;
3891
3892         /* Scan the monster memory */
3893         while (notpicked)
3894         {
3895                 /* Extract a race */
3896                 r_idx = who[i];
3897
3898                 /* Hack -- Begin the prompt */
3899                 roff_top(r_idx);
3900
3901                 /* Hack -- Complete the prompt */
3902                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3903
3904                 /* Interact */
3905                 while (1)
3906                 {
3907                         /* Recall */
3908                         if (recall)
3909                         {
3910                                 /*** Recall on screen ***/
3911
3912                                 /* Get maximal info about this monster */
3913                                 lore_do_probe(r_idx);
3914
3915                                 /* Save this monster ID */
3916                                 monster_race_track(r_idx);
3917                                 handle_stuff();
3918
3919                                 /* know every thing mode */
3920                                 screen_roff(r_idx, 0x01);
3921                                 notpicked = FALSE;
3922
3923                                 /* XTRA HACK REMEMBER_IDX */
3924                                 old_sym = sym;
3925                                 old_i = i;
3926                         }
3927
3928                         /* Command */
3929                         query = inkey();
3930
3931                         /* Normal commands */
3932                         if (query != 'r') break;
3933
3934                         /* Toggle recall */
3935                         recall = !recall;
3936                 }
3937
3938                 /* Stop scanning */
3939                 if (query == ESCAPE) break;
3940
3941                 /* Move to "prev" monster */
3942                 if (query == '-')
3943                 {
3944                         if (++i == n)
3945                         {
3946                                 i = 0;
3947                                 if (!expand_list) break;
3948                         }
3949                 }
3950
3951                 /* Move to "next" monster */
3952                 else
3953                 {
3954                         if (i-- == 0)
3955                         {
3956                                 i = n - 1;
3957                                 if (!expand_list) break;
3958                         }
3959                 }
3960         }
3961
3962
3963         /* Re-display the identity */
3964         /* prt(buf, 5, 5);*/
3965
3966         /* Free the "who" array */
3967         C_KILL(who, max_r_idx, MONRACE_IDX);
3968         screen_load();
3969
3970         return (!notpicked);
3971 }
3972
3973
3974 /*!
3975  * @brief 施設の処理実行メインルーチン / Execute a building command
3976  * @param bldg 施設構造体の参照ポインタ
3977  * @param i 実行したい施設のサービステーブルの添字
3978  * @return なし
3979  */
3980 static void bldg_process_command(building_type *bldg, int i)
3981 {
3982         BACT_IDX bact = bldg->actions[i];
3983         PRICE bcost;
3984         bool paid = FALSE;
3985
3986         msg_flag = FALSE;
3987         msg_erase();
3988
3989         if (is_owner(bldg))
3990                 bcost = bldg->member_costs[i];
3991         else
3992                 bcost = bldg->other_costs[i];
3993
3994         /* action restrictions */
3995         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3996             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3997         {
3998                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3999                 return;
4000         }
4001
4002         /* check gold (HACK - Recharge uses variable costs) */
4003         if ((bact != BACT_RECHARGE) &&
4004             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4005              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4006         {
4007                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4008                 return;
4009         }
4010
4011         switch (bact)
4012         {
4013         case BACT_NOTHING:
4014                 /* Do nothing */
4015                 break;
4016         case BACT_RESEARCH_ITEM:
4017                 paid = identify_fully(FALSE);
4018                 break;
4019         case BACT_TOWN_HISTORY:
4020                 town_history();
4021                 break;
4022         case BACT_RACE_LEGENDS:
4023                 race_legends();
4024                 break;
4025         case BACT_QUEST:
4026                 castle_quest();
4027                 break;
4028         case BACT_KING_LEGENDS:
4029         case BACT_ARENA_LEGENDS:
4030         case BACT_LEGENDS:
4031                 show_highclass();
4032                 break;
4033         case BACT_POSTER:
4034         case BACT_ARENA_RULES:
4035         case BACT_ARENA:
4036                 arena_comm(bact);
4037                 break;
4038         case BACT_IN_BETWEEN:
4039         case BACT_CRAPS:
4040         case BACT_SPIN_WHEEL:
4041         case BACT_DICE_SLOTS:
4042         case BACT_GAMBLE_RULES:
4043         case BACT_POKER:
4044                 gamble_comm(bact);
4045                 break;
4046         case BACT_REST:
4047         case BACT_RUMORS:
4048         case BACT_FOOD:
4049                 paid = inn_comm(bact);
4050                 break;
4051         case BACT_RESEARCH_MONSTER:
4052                 paid = research_mon();
4053                 break;
4054         case BACT_COMPARE_WEAPONS:
4055                 paid = TRUE;
4056                 bcost = compare_weapons(bcost);
4057                 break;
4058         case BACT_ENCHANT_WEAPON:
4059                 item_tester_hook = object_allow_enchant_melee_weapon;
4060                 enchant_item(bcost, 1, 1, 0);
4061                 break;
4062         case BACT_ENCHANT_ARMOR:
4063                 item_tester_hook = object_is_armour;
4064                 enchant_item(bcost, 0, 0, 1);
4065                 break;
4066         case BACT_RECHARGE:
4067                 building_recharge();
4068                 break;
4069         case BACT_RECHARGE_ALL:
4070                 building_recharge_all();
4071                 break;
4072         case BACT_IDENTS: /* needs work */
4073                 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;
4074                 identify_pack();
4075                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4076                 paid = TRUE;
4077                 break;
4078         case BACT_IDENT_ONE: /* needs work */
4079                 paid = ident_spell(FALSE);
4080                 break;
4081         case BACT_LEARN:
4082                 do_cmd_study();
4083                 break;
4084         case BACT_HEALING: /* needs work */
4085                 paid = cure_critical_wounds(200);
4086                 break;
4087         case BACT_RESTORE: /* needs work */
4088                 paid = restore_all_status();
4089                 break;
4090         case BACT_ENCHANT_ARROWS:
4091                 item_tester_hook = item_tester_hook_ammo;
4092                 enchant_item(bcost, 1, 1, 0);
4093                 break;
4094         case BACT_ENCHANT_BOW:
4095                 item_tester_tval = TV_BOW;
4096                 enchant_item(bcost, 1, 1, 0);
4097                 break;
4098
4099         case BACT_RECALL:
4100                 if (recall_player(p_ptr, 1)) paid = TRUE;
4101                 break;
4102
4103         case BACT_TELEPORT_LEVEL:
4104                 clear_bldg(4, 20);
4105                 paid = free_level_recall(p_ptr);
4106                 break;
4107
4108         case BACT_LOSE_MUTATION:
4109                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4110                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4111                 {
4112                         while(!lose_mutation(0));
4113                         paid = TRUE;
4114                 }
4115                 else
4116                 {
4117                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4118                         msg_print(NULL);
4119                 }
4120                 break;
4121
4122         case BACT_BATTLE:
4123                 kakutoujou();
4124                 break;
4125
4126         case BACT_TSUCHINOKO:
4127                 tsuchinoko();
4128                 break;
4129
4130         case BACT_KUBI:
4131                 shoukinkubi();
4132                 break;
4133
4134         case BACT_TARGET:
4135                 today_target();
4136                 break;
4137
4138         case BACT_KANKIN:
4139                 kankin();
4140                 break;
4141
4142         case BACT_HEIKOUKA:
4143                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4144                 set_virtue(V_COMPASSION, 0);
4145                 set_virtue(V_HONOUR, 0);
4146                 set_virtue(V_JUSTICE, 0);
4147                 set_virtue(V_SACRIFICE, 0);
4148                 set_virtue(V_KNOWLEDGE, 0);
4149                 set_virtue(V_FAITH, 0);
4150                 set_virtue(V_ENLIGHTEN, 0);
4151                 set_virtue(V_ENCHANT, 0);
4152                 set_virtue(V_CHANCE, 0);
4153                 set_virtue(V_NATURE, 0);
4154                 set_virtue(V_HARMONY, 0);
4155                 set_virtue(V_VITALITY, 0);
4156                 set_virtue(V_UNLIFE, 0);
4157                 set_virtue(V_PATIENCE, 0);
4158                 set_virtue(V_TEMPERANCE, 0);
4159                 set_virtue(V_DILIGENCE, 0);
4160                 set_virtue(V_VALOUR, 0);
4161                 set_virtue(V_INDIVIDUALISM, 0);
4162                 get_virtues();
4163                 paid = TRUE;
4164                 break;
4165
4166         case BACT_TELE_TOWN:
4167                 paid = tele_town();
4168                 break;
4169
4170         case BACT_EVAL_AC:
4171                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4172                 break;
4173
4174         case BACT_BROKEN_WEAPON:
4175                 paid = TRUE;
4176                 bcost = repair_broken_weapon(bcost);
4177                 break;
4178         }
4179
4180         if (paid)
4181         {
4182                 p_ptr->au -= bcost;
4183         }
4184 }
4185
4186 /*!
4187  * @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
4188  * @return なし
4189  */
4190 void do_cmd_quest(void)
4191 {
4192         if(p_ptr->wild_mode) return;
4193
4194         take_turn(p_ptr, 100);;
4195
4196         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4197         {
4198                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4199                 return;
4200         }
4201         else
4202         {
4203                 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."));
4204                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4205                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4206                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4207                 else if(p_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
4208
4209                 /* Player enters a new quest */
4210                 p_ptr->oldpy = 0;
4211                 p_ptr->oldpx = 0;
4212
4213                 leave_quest_check();
4214
4215                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4216                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4217
4218                 p_ptr->leaving = TRUE;
4219         }
4220 }
4221
4222
4223 /*!
4224  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4225  * @return なし
4226  */
4227 void do_cmd_bldg(void)
4228 {
4229         int             i, which;
4230         char            command;
4231         bool            validcmd;
4232         building_type   *bldg;
4233
4234         if(p_ptr->wild_mode) return;
4235
4236         take_turn(p_ptr, 100);;
4237
4238         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4239         {
4240                 msg_print(_("ここには建物はない。", "You see no building here."));
4241                 return;
4242         }
4243
4244         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4245
4246         bldg = &building[which];
4247
4248         /* Don't re-init the wilderness */
4249         reinit_wilderness = FALSE;
4250
4251         if ((which == 2) && (p_ptr->arena_number < 0))
4252         {
4253                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4254                 return;
4255         }
4256         else if ((which == 2) && p_ptr->inside_arena)
4257         {
4258                 if (!p_ptr->exit_bldg && m_cnt > 0)
4259                 {
4260                         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);
4261                 }
4262                 else
4263                 {
4264                         /* Don't save the arena as saved floor */
4265                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4266
4267                         p_ptr->inside_arena = FALSE;
4268                         p_ptr->leaving = TRUE;
4269
4270                         /* Re-enter the arena */
4271                         command_new = SPECIAL_KEY_BUILDING;
4272
4273                         /* No energy needed to re-enter the arena */
4274                         free_turn(p_ptr);
4275                 }
4276
4277                 return;
4278         }
4279         else if (p_ptr->inside_battle)
4280         {
4281                 /* Don't save the arena as saved floor */
4282                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4283
4284                 p_ptr->leaving = TRUE;
4285                 p_ptr->inside_battle = FALSE;
4286
4287                 /* Re-enter the monster arena */
4288                 command_new = SPECIAL_KEY_BUILDING;
4289
4290                 /* No energy needed to re-enter the arena */
4291                 free_turn(p_ptr);
4292
4293                 return;
4294         }
4295         else
4296         {
4297                 p_ptr->oldpy = p_ptr->y;
4298                 p_ptr->oldpx = p_ptr->x;
4299         }
4300
4301         forget_lite();
4302         forget_view();
4303
4304         /* Hack -- Increase "icky" depth */
4305         character_icky++;
4306
4307         command_arg = 0;
4308         command_rep = 0;
4309         command_new = 0;
4310
4311         show_building(bldg);
4312         leave_bldg = FALSE;
4313
4314         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4315
4316         while (!leave_bldg)
4317         {
4318                 validcmd = FALSE;
4319                 prt("", 1, 0);
4320
4321                 building_prt_gold();
4322
4323                 command = inkey();
4324
4325                 if (command == ESCAPE)
4326                 {
4327                         leave_bldg = TRUE;
4328                         p_ptr->inside_arena = FALSE;
4329                         p_ptr->inside_battle = FALSE;
4330                         break;
4331                 }
4332
4333                 for (i = 0; i < 8; i++)
4334                 {
4335                         if (bldg->letters[i])
4336                         {
4337                                 if (bldg->letters[i] == command)
4338                                 {
4339                                         validcmd = TRUE;
4340                                         break;
4341                                 }
4342                         }
4343                 }
4344
4345                 if(validcmd) bldg_process_command(bldg, i);
4346
4347                 handle_stuff();
4348         }
4349
4350         select_floor_music();
4351
4352         msg_flag = FALSE;
4353         msg_erase();
4354
4355         /* Reinit wilderness to activate quests ... */
4356         if (reinit_wilderness)
4357         {
4358                 p_ptr->leaving = TRUE;
4359         }
4360
4361         /* Hack -- Decrease "icky" depth */
4362         character_icky--;
4363
4364         Term_clear();
4365
4366         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4367         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4368         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4369 }