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[Refactor] #37353 全復活系の効果をrestore_all_status()にまとめる。
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "object-hook.h"
17
18 /*!
19  * ループ中で / hack as in leave_store in store.c
20  */
21 static bool leave_bldg = FALSE;
22
23 /*!
24  * @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。
25  * @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、
26  * 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。
27  * @param bldg 施設構造体の参照ポインタ
28  * @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。
29  */
30 static bool is_owner(building_type *bldg)
31 {
32         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
33         {
34                 return (TRUE);
35         }
36
37         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
38         {
39                 return (TRUE);
40         }
41
42         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
44         {
45                 return (TRUE);
46         }
47
48         return (FALSE);
49 }
50
51 /*!
52  * @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。
53  (スペルマスターの特別判定つき)
54  * @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、
55  * 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。
56  * @param bldg 施設構造体の参照ポインタ
57  * @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。
58  * @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。
59  */
60 static bool is_member(building_type *bldg)
61 {
62         if (bldg->member_class[p_ptr->pclass])
63         {
64                 return (TRUE);
65         }
66
67         if (bldg->member_race[p_ptr->prace])
68         {
69                 return (TRUE);
70         }
71
72         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
74         {
75                 return (TRUE);
76         }
77
78
79         if (p_ptr->pclass == CLASS_SORCERER)
80         {
81                 int i;
82                 bool OK = FALSE;
83                 for (i = 0; i < MAX_MAGIC; i++)
84                 {
85                         if (bldg->member_realm[i+1]) OK = TRUE;
86                 }
87                 return OK;
88         }
89         return (FALSE);
90 }
91
92 /*!
93  * @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
94  * @details 消去は行毎にヌル文字列で行われる。
95  * @param min_row 開始行番号
96  * @param max_row 末尾行番号
97  * @return なし
98  */
99 static void clear_bldg(int min_row, int max_row)
100 {
101         int   i;
102
103         for (i = min_row; i <= max_row; i++)
104                 prt("", i, 0);
105 }
106
107 /*!
108  * @brief 所持金を表示する。
109  * @return なし
110  */
111 static void building_prt_gold(void)
112 {
113         char tmp_str[80];
114         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116         prt(tmp_str, 23, 68);
117 }
118
119 /*!
120  * @brief 施設のサービス一覧を表示する / Display a building.
121  * @param bldg 施設構造体の参照ポインタ
122  * @return なし
123  */
124 static void show_building(building_type* bldg)
125 {
126         char buff[20];
127         int i;
128         byte action_color;
129         char tmp_str[80];
130
131         Term_clear();
132         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
133         prt(tmp_str, 2, 1);
134
135
136         for (i = 0; i < 8; i++)
137         {
138                 if (bldg->letters[i])
139                 {
140                         if (bldg->action_restr[i] == 0)
141                         {
142                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
144                                 {
145                                         action_color = TERM_WHITE;
146                                         buff[0] = '\0';
147                                 }
148                                 else if (is_owner(bldg))
149                                 {
150                                         action_color = TERM_YELLOW;
151                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
152                                 }
153                                 else
154                                 {
155                                         action_color = TERM_YELLOW;
156                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
157                         }
158                         else if (bldg->action_restr[i] == 1)
159                         {
160                                 if (!is_member(bldg))
161                                 {
162                                         action_color = TERM_L_DARK;
163                                         strcpy(buff, _("(閉店)", "(closed)"));
164                                 }
165                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
167                                 {
168                                         action_color = TERM_WHITE;
169                                         buff[0] = '\0';
170                                 }
171                                 else if (is_owner(bldg))
172                                 {
173                                         action_color = TERM_YELLOW;
174                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
175                                 }
176                                 else
177                                 {
178                                         action_color = TERM_YELLOW;
179                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
180                                 }
181                         }
182                         else
183                         {
184                                 if (!is_owner(bldg))
185                                 {
186                                         action_color = TERM_L_DARK;
187                                         strcpy(buff, _("(閉店)", "(closed)"));
188                                 }
189                                 else if (bldg->member_costs[i] != 0)
190                                 {
191                                         action_color = TERM_YELLOW;
192                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
193                                 }
194                                 else
195                                 {
196                                         action_color = TERM_WHITE;
197                                         buff[0] = '\0';
198                                 }
199                         }
200
201                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
203                 }
204         }
205         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
206 }
207
208 /*!
209  * @brief 闘技場に入るコマンドの処理 / arena commands
210  * @param cmd 闘技場処理のID
211  * @return なし
212  */
213 static void arena_comm(int cmd)
214 {
215         monster_race    *r_ptr;
216         cptr            name;
217
218
219         switch (cmd)
220         {
221                 case BACT_ARENA:
222                         if (p_ptr->arena_number == MAX_ARENA_MONS)
223                         {
224                                 clear_bldg(5, 19);
225                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
226                                 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);
227                                 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);
228
229                                 prt("", 10, 0);
230                                 prt("", 11, 0);
231                                 p_ptr->au += 1000000L;
232                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
233                                 msg_print(NULL);
234                                 p_ptr->arena_number++;
235                         }
236                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
237                         {
238                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
239                                 {
240                                         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."));
241                                         msg_print(NULL);
242                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
243                                         {       
244                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
245                                                 msg_print(NULL);
246                                         
247                                                 p_ptr->exit_bldg = FALSE;
248                                                 reset_tim_flags();
249
250                                                 /* Save the surface floor as saved floor */
251                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
252
253                                                 p_ptr->inside_arena = TRUE;
254                                                 p_ptr->leaving = TRUE;
255                                                 leave_bldg = TRUE;
256                                         }
257                                         else
258                                         {
259                                                 msg_print(_("残念だ。", "We are disappointed."));
260                                         }
261                                 }
262                                 else
263                                 {
264                                         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。",
265                                                                 "You enter the arena briefly and bask in your glory."));
266                                         msg_print(NULL);
267                                 }
268                         }
269                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
270                         {
271                                 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。",
272                                                         "You don't have permission to enter with pet."));
273                                 msg_print(NULL);
274                         }
275                         else
276                         {
277                                 p_ptr->exit_bldg = FALSE;
278                                 reset_tim_flags();
279
280                                 /* Save the surface floor as saved floor */
281                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
282
283                                 p_ptr->inside_arena = TRUE;
284                                 p_ptr->leaving = TRUE;
285                                 leave_bldg = TRUE;
286                         }
287                         break;
288                 case BACT_POSTER:
289                         if (p_ptr->arena_number == MAX_ARENA_MONS)
290                                 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。",
291                                                         "You are victorious. Enter the arena for the ceremony."));
292
293                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
294                         {
295                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
296                         }
297                         else
298                         {
299                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300                                 name = (r_name + r_ptr->name);
301                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
302
303                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304                                 p_ptr->window |= (PW_MONSTER);
305                                 window_stuff();
306
307                         }
308                         break;
309                 case BACT_ARENA_RULES:
310
311                         /* Save screen */
312                         screen_save();
313
314                         /* Peruse the arena help file */
315                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
316
317                         /* Load screen */
318                         screen_load();
319
320                         break;
321         }
322 }
323
324 /*!
325  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
326  * @param row シンボルを表示する行の上端
327  * @param col シンボルを表示する行の左端
328  * @param fruit 表示するシンボルID
329  * @return なし
330  */
331 static void display_fruit(int row, int col, int fruit)
332 {
333         switch (fruit)
334         {
335                 case 0: /* lemon */
336                         c_put_str(TERM_YELLOW, "   ####.", row, col);
337                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
338                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
339                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
340                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
341                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
342                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
343                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
344                         prt(                 _(" レモン ",
345                                                            " Lemon  "), row + 8, col);
346                         break;
347                 case 1: /* orange */
348                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
349                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
350                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
351                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
352                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
353                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
354                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
355                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
356                         prt(                 _("オレンジ",
357                                                                    " Orange "), row + 8, col);
358                         break;
359                 case 2: /* sword */
360                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
361                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
362                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
363                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
364                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
365                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
366                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
367                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
368                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
369                         break;
370                 case 3: /* shield */
371                         c_put_str(TERM_SLATE, " ###### ", row, col);
372                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
373                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
374                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
375                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
376                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
377                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
378                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
379                         prt(                _("   盾   ",
380                                                                   " Shield "), row + 8, col);
381                         break;
382                 case 4: /* plum */
383                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
384                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
385                         c_put_str(TERM_VIOLET, "########", row + 2, col);
386                         c_put_str(TERM_VIOLET, "########", row + 3, col);
387                         c_put_str(TERM_VIOLET, "########", row + 4, col);
388                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
389                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
390                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
391                         prt(                 _(" プラム ",
392                                                                    "  Plum  "), row + 8, col);
393                         break;
394                 case 5: /* cherry */
395                         c_put_str(TERM_RED, "      ##", row, col);
396                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
397                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
398                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
399                         c_put_str(TERM_RED, " ###### ", row + 4, col);
400                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
401                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
402                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
403                         prt(              _("チェリー",
404                                                                 " Cherry "), row + 8, col);
405                         break;
406         }
407 }
408
409 /*! @note
410  * kpoker no (tyuto-hannpa na)pakuri desu...
411  * joker ha shineru node haitte masen.
412  *
413  * TODO: donataka! tsukutte!
414  *  - agatta yaku no kiroku (like DQ).
415  *  - kakkoii card no e.
416  *  - sousa-sei no koujyo.
417  *  - code wo wakariyasuku.
418  *  - double up.
419  *  - Joker... -- done.
420  *
421  * 9/13/2000 --Koka
422  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
423  */
424
425 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
426 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
427 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
428
429 static int cards[5]; /*!< ポーカーの現在の手札ID */
430
431 /*!
432  * @brief ポーカーの山札を切る。
433  * @param deck デッキの配列
434  * @return なし
435  */
436 static void reset_deck(int deck[])
437 {
438         int i;
439         for (i = 0; i < 53; i++) deck[i] = i;
440
441         /* shuffle cards */
442         for (i = 0; i < 53; i++){
443                 int tmp1 = randint0(53 - i) + i;
444                 int tmp2 = deck[i];
445                 deck[i] = deck[tmp1];
446                 deck[tmp1] = tmp2;
447         }
448 }
449
450 /*!
451  * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
452  * @return ジョーカーを持っているか。
453  */
454 static bool have_joker(void)
455 {
456         int i;
457
458         for (i = 0; i < 5; i++){
459           if(IS_JOKER(cards[i])) return TRUE;
460         }
461         return FALSE;
462 }
463
464 /*!
465  * @brief ポーカーの手札に該当の番号の札があるかを返す。
466  * @param num 探したいカードの番号。
467  * @return 該当の番号が手札にあるか。
468  */
469 static bool find_card_num(int num)
470 {
471         int i;
472         for (i = 0; i < 5; i++)
473                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
474         return FALSE;
475 }
476
477 /*!
478  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
479  * @return 役の判定結果
480  */
481 static bool yaku_check_flush(void)
482 {
483         int i, suit;
484         bool joker_is_used = FALSE;
485
486         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
487         for (i = 0; i < 5; i++){
488                 if (SUIT_OF(cards[i]) != suit){
489                   if(have_joker() && !joker_is_used)
490                     joker_is_used = TRUE;
491                   else
492                     return FALSE;
493                 }
494         }
495
496         return TRUE;
497 }
498
499 /*!
500  * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
501  * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
502  */
503 static int yaku_check_straight(void)
504 {
505         int i, lowest = 99;
506         bool joker_is_used = FALSE;
507         bool straight = FALSE;
508
509         /* get lowest */
510         for (i = 0; i < 5; i++)
511         {
512                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
513                         lowest = NUM_OF(cards[i]);
514         }
515         
516         /* Check Royal Straight Flush */
517         if (yaku_check_flush())
518         {
519           if( lowest == 0 ){
520                 for (i = 0; i < 4; i++)
521                 {
522                         if (!find_card_num(9 + i)){
523                                 if( have_joker() && !joker_is_used )
524                                   joker_is_used = TRUE;
525                                 else
526                                   break;
527                         }
528                 }
529                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
530           }
531           if(lowest == 9){
532                 for (i = 0; i < 3; i++)
533                 {
534                         if (!find_card_num(10 + i))
535                                 break;
536                 }
537                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
538           }
539         }
540
541         joker_is_used = FALSE;
542
543         /* Straight Only Check */
544
545         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
546                 for (i = 0; i < 4; i++)
547                 {
548                         if (!find_card_num(9 + i)) {
549                                 if (have_joker() && !joker_is_used)
550                                         joker_is_used = TRUE;
551                                 else
552                                         break; /* None */
553                         }
554                 }
555                 if(i == 4) straight = TRUE;
556         }
557
558         joker_is_used = FALSE;
559
560         for (i = 0; i < 5; i++)
561         {
562                 if(!find_card_num(lowest + i)){
563                         if( have_joker() && !joker_is_used )
564                                 joker_is_used = TRUE;
565                         else
566                                 break; /* None */
567                 }
568         }
569         if(i == 5) straight = TRUE;
570         
571         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
572         else if(straight) return 1; /* Only Straight */
573         else return 0;
574 }
575
576 /*!
577  * @brief ポーカーのペア役の状態を返す。
578  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
579  */
580 static int yaku_check_pair(void)
581 {
582         int i, i2, matching = 0;
583
584         for (i = 0; i < 5; i++)
585         {
586                 for (i2 = i+1; i2 < 5; i2++)
587                 {
588                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
589                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
590                                 matching++;
591                 }
592         }
593
594         if(have_joker()){
595           switch(matching){
596           case 0:
597             matching = 1;
598             break;
599           case 1:
600             matching = 3;
601             break;
602           case 2:
603             matching = 4;
604             break;
605           case 3:
606             matching = 6;
607             break;
608           case 6:
609             matching = 7;
610             break;
611           default:
612             /* don't reach */
613             break;
614           }
615         }
616
617         return matching;
618 }
619
620 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
621 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
622 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
623 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
624 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
625 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
626 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
627 #define ODDS_ST 4 /*!< ストレートの役倍率 */
628 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
629 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
630
631 /*!
632  * @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
633  * @return 役のID
634  */
635 static int yaku_check(void)
636 {
637         prt("                            ", 4, 3);
638
639         switch(yaku_check_straight()){
640         case 3: /* RF! */
641                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
642                 return ODDS_RF;
643         case 2: /* SF! */
644                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
645                 return ODDS_SF;
646         case 1:
647                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
648                 return ODDS_ST;
649         default:
650                 /* Not straight -- fall through */
651                 break;
652         }
653
654         if (yaku_check_flush())
655         {
656                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
657                 return ODDS_FL;
658         }
659
660         switch (yaku_check_pair())
661         {
662         case 1:
663                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
664                 return 0;
665         case 2:
666                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
667                 return ODDS_2P;
668         case 3:
669                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
670                 return ODDS_3C;
671         case 4:
672                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
673                 return ODDS_FH;
674         case 6:
675                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
676                 return ODDS_4C;
677         case 7:
678                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
679                 {
680                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
681                         return ODDS_5A;
682                 }
683                 else
684                 {
685                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
686                         return ODDS_5C;
687                 }
688         default:
689                 break;
690         }
691         return 0;
692 }
693
694 /*!
695  * @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
696  * @param hoge カーソルの現在位置
697  * @param kaeruka カードの捨てる/残すフラグ配列
698  * @return なし
699  */
700 static void display_kaeruka(int hoge, int kaeruka[])
701 {
702         int i;
703         char col = TERM_WHITE;
704         for (i = 0; i < 5; i++)
705         {
706                 if (i == hoge) col = TERM_YELLOW;
707                 else if(kaeruka[i]) col = TERM_WHITE;
708                 else col = TERM_L_BLUE;
709                 
710                 if(kaeruka[i])
711                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
712                 else
713                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
714         }
715         if (hoge > 4) col = TERM_YELLOW;
716         else col = TERM_WHITE;
717         c_put_str(col, _("決定", "Sure"), 16,  38);
718
719         /* Hilite current option */
720         if (hoge < 5) move_cursor(14, 5+hoge*16);
721         else move_cursor(16, 38);
722 }
723
724 /*!
725  * @brief ポーカーの手札を表示する。
726  * @return なし
727  */
728 static void display_cards(void)
729 {
730         int i, j;
731         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
732 #ifdef JP
733         cptr suit[4] = {"★", "●", "¶", "†"};
734         cptr card_grph[13][7] = {{"A   %s     ",
735                                   "     変     ",
736                                   "     愚     ",
737                                   "     蛮     ",
738                                   "     怒     ",
739                                   "     %s     ",
740                                   "          A"},
741                                  {"2          ",
742                                   "     %s     ",
743                                   "            ",
744                                   "            ",
745                                   "            ",
746                                   "     %s     ",
747                                   "          2"},
748                                  {"3          ",
749                                   "     %s     ",
750                                   "            ",
751                                   "     %s     ",
752                                   "            ",
753                                   "     %s     ",
754                                   "          3"},
755                                  {"4          ",
756                                   "   %s  %s   ",
757                                   "            ",
758                                   "            ",
759                                   "            ",
760                                   "   %s  %s   ",
761                                   "          4"},
762                                  {"5          ",
763                                   "   %s  %s   ",
764                                   "            ",
765                                   "     %s     ",
766                                   "            ",
767                                   "   %s  %s   ",
768                                   "          5"},
769                                  {"6          ",
770                                   "   %s  %s   ",
771                                   "            ",
772                                   "   %s  %s   ",
773                                   "            ",
774                                   "   %s  %s   ",
775                                   "          6"},
776                                  {"7          ",
777                                   "   %s  %s   ",
778                                   "     %s     ",
779                                   "   %s  %s   ",
780                                   "            ",
781                                   "   %s  %s   ",
782                                   "          7"},
783                                  {"8          ",
784                                   "   %s  %s   ",
785                                   "     %s     ",
786                                   "   %s  %s   ",
787                                   "     %s     ",
788                                   "   %s  %s   ",
789                                   "          8"},
790                                  {"9 %s  %s   ",
791                                   "            ",
792                                   "   %s  %s   ",
793                                   "     %s     ",
794                                   "   %s  %s   ",
795                                   "            ",
796                                   "   %s  %s 9"},
797                                  {"10 %s  %s   ",
798                                   "     %s     ",
799                                   "   %s  %s   ",
800                                   "            ",
801                                   "   %s  %s   ",
802                                   "     %s     ",
803                                   "   %s  %s 10"},
804                                  {"J   Λ     ",
805                                   "%s   ||     ",
806                                   "     ||     ",
807                                   "     ||     ",
808                                   "     ||     ",
809                                   "   |=亜=| %s",
810                                   "     目   J"},
811                                  {"Q ######   ",
812                                   "%s#      #  ",
813                                   "  # ++++ #  ",
814                                   "  # +==+ #  ",
815                                   "   # ++ #   ",
816                                   "    #  #  %s",
817                                   "     ##   Q"},
818                                  {"K          ",
819                                   "%s `⌒´   ",
820                                   "  γγγλ  ",
821                                   "  ο ο ι  ",
822                                   "   υ    ∂ ",
823                                   "    σ ノ %s",
824                                   "          K"}};
825         cptr joker_grph[7] = {    "            ",
826                                   "     J     ",
827                                   "     O     ",
828                                   "     K     ",
829                                   "     E     ",
830                                   "     R     ",
831                                   "            "};
832
833 #else
834
835         cptr suit[4] = {"[]", "qp", "<>", "db"};
836         cptr card_grph[13][7] = {{"A    %s     ",
837                                   "     He     ",
838                                   "     ng     ",
839                                   "     ba     ",
840                                   "     nd     ",
841                                   "     %s     ",
842                                   "           A"},
843                                  {"2           ",
844                                   "     %s     ",
845                                   "            ",
846                                   "            ",
847                                   "            ",
848                                   "     %s     ",
849                                   "           2"},
850                                  {"3           ",
851                                   "     %s     ",
852                                   "            ",
853                                   "     %s     ",
854                                   "            ",
855                                   "     %s     ",
856                                   "           3"},
857                                  {"4           ",
858                                   "   %s  %s   ",
859                                   "            ",
860                                   "            ",
861                                   "            ",
862                                   "   %s  %s   ",
863                                   "           4"},
864                                  {"5           ",
865                                   "   %s  %s   ",
866                                   "            ",
867                                   "     %s     ",
868                                   "            ",
869                                   "   %s  %s   ",
870                                   "           5"},
871                                  {"6           ",
872                                   "   %s  %s   ",
873                                   "            ",
874                                   "   %s  %s   ",
875                                   "            ",
876                                   "   %s  %s   ",
877                                   "           6"},
878                                  {"7           ",
879                                   "   %s  %s   ",
880                                   "     %s     ",
881                                   "   %s  %s   ",
882                                   "            ",
883                                   "   %s  %s   ",
884                                   "           7"},
885                                  {"8           ",
886                                   "   %s  %s   ",
887                                   "     %s     ",
888                                   "   %s  %s   ",
889                                   "     %s     ",
890                                   "   %s  %s   ",
891                                   "           8"},
892                                  {"9  %s  %s   ",
893                                   "            ",
894                                   "   %s  %s   ",
895                                   "     %s     ",
896                                   "   %s  %s   ",
897                                   "            ",
898                                   "   %s  %s  9"},
899                                  {"10 %s  %s   ",
900                                   "     %s     ",
901                                   "   %s  %s   ",
902                                   "            ",
903                                   "   %s  %s   ",
904                                   "     %s     ",
905                                   "   %s  %s 10"},
906                                  {"J    /\\     ",
907                                   "%s   ||     ",
908                                   "     ||     ",
909                                   "     ||     ",
910                                   "     ||     ",
911                                   "   |=HH=| %s",
912                                   "     ][    J"},
913                                  {"Q  ######   ",
914                                   "%s#      #  ",
915                                   "  # ++++ #  ",
916                                   "  # +==+ #  ",
917                                   "   # ++ #   ",
918                                   "    #  #  %s",
919                                   "     ##    Q"},
920                                  {"K           ",
921                                   "%s _'~~`_   ",
922                                   "   jjjjj$&  ",
923                                   "   q q uu   ",
924                                   "   c    &   ",
925                                   "    v__/  %s",
926                                   "           K"}};
927         cptr joker_grph[7] = {    "            ",
928                                   "     J      ",
929                                   "     O      ",
930                                   "     K      ",
931                                   "     E      ",
932                                   "     R      ",
933                                   "            "};
934 #endif
935
936         for (i = 0; i < 5; i++)
937         {
938                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
939         }
940
941         for (i = 0; i < 5; i++)
942         {
943                 for (j = 0; j < 7; j++)
944                 {
945                         prt(_("┃", " |"),  j+6,  i*16);
946                         if(IS_JOKER(cards[i]))
947                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
948                         else
949                                 c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]),  j+6,  2+i*16);
950                         prt(_("┃", "| "),  j+6,  i*16+14);
951                 }
952         }
953         for (i = 0; i < 5; i++)
954         {
955                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
956         }
957 }
958
959 /*!
960  * @brief ポーカーの1プレイルーチン。
961  * @return 1プレイの役の結果
962  */
963 static int do_poker(void)
964 {
965         int i, k = 2;
966         char cmd;
967         int deck[53]; /* yamafuda : 0...52 */
968         int deck_ptr = 0;
969         int kaeruka[5]; /* 0:kaenai 1:kaeru */
970
971         bool done = FALSE;
972         bool kettei = TRUE;
973         bool kakikae = TRUE;
974
975         reset_deck(deck);
976
977         for (i = 0; i < 5; i++)
978         {
979                 cards[i] = deck[deck_ptr++];
980                 kaeruka[i] = 0; /* default:nokosu */
981         }
982         
983 #if 0
984         /* debug:RF */
985         cards[0] = 12;
986         cards[1] = 0;
987         cards[2] = 9;
988         cards[3] = 11;
989         cards[4] = 10;
990 #endif
991 #if 0
992         /* debug:SF */
993         cards[0] = 3;
994         cards[1] = 2;
995         cards[2] = 4;
996         cards[3] = 6;
997         cards[4] = 5;
998 #endif
999 #if 0
1000         /* debug:Four Cards */
1001         cards[0] = 0;
1002         cards[1] = 0 + 13 * 1;
1003         cards[2] = 0 + 13 * 2;
1004         cards[3] = 0 + 13 * 3;
1005         cards[4] = 51;
1006 #endif
1007 #if 0
1008         /* debug:Straight1 */
1009         cards[0] = 1;
1010         cards[1] = 0 + 13;
1011         cards[2] = 3;
1012         cards[3] = 2 + 26;
1013         cards[4] = 4;
1014 #endif
1015 #if 0
1016         /* debug:Straight2 */
1017         cards[0] = 12;
1018         cards[1] = 0;
1019         cards[2] = 9;
1020         cards[3] = 11 + 13 * 2;
1021         cards[4] = 10;
1022 #endif
1023 #if 0
1024         /* debug:Straight3 */
1025         cards[0] = 52;
1026         cards[1] = 0;
1027         cards[2] = 9;
1028         cards[3] = 11 + 13 * 2;
1029         cards[4] = 10;
1030 #endif
1031 #if 0
1032         /* debug:Straight4 */
1033         cards[0] = 12;
1034         cards[1] = 52;
1035         cards[2] = 9;
1036         cards[3] = 11 + 13 * 2;
1037         cards[4] = 10;
1038 #endif
1039 #if 0
1040         /* debug:Straight5 */
1041         cards[0] = 4;
1042         cards[1] = 5 + 13;
1043         cards[2] = 6;
1044         cards[3] = 7 + 26;
1045         cards[4] = 3;
1046 #endif
1047 #if 0
1048         /* debug:Five Card1 */
1049         cards[0] = 4;
1050         cards[1] = 52;
1051         cards[2] = 4 + 13;
1052         cards[3] = 4 + 26;
1053         cards[4] = 4 + 39;
1054 #endif
1055 #if 0
1056         /* debug:Five Card2 */
1057         cards[1] = 52;
1058         cards[0] = 4;
1059         cards[2] = 4 + 13;
1060         cards[3] = 4 + 26;
1061         cards[4] = 4 + 39;
1062 #endif
1063 #if 0
1064         /* debug */
1065         cards[0] = 52;
1066         cards[1] = 0;
1067         cards[2] = 1;
1068         cards[3] = 2;
1069         cards[4] = 3;
1070 #endif
1071
1072         /* suteruno wo kimeru */
1073         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);
1074
1075         display_cards();
1076         yaku_check();
1077
1078         while (!done)
1079         {
1080                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1081                 kakikae = FALSE;
1082                 cmd = inkey();
1083                 switch (cmd)
1084                 {
1085                 case '6': case 'l': case 'L': case KTRL('F'):
1086                         if (!kettei) k = (k+1)%5;
1087                         else {k = 0;kettei = FALSE;}
1088                         kakikae = TRUE;
1089                         break;
1090                 case '4': case 'h': case 'H': case KTRL('B'):
1091                         if (!kettei) k = (k+4)%5;
1092                         else {k = 4;kettei = FALSE;}
1093                         kakikae = TRUE;
1094                         break;
1095                 case '2': case 'j': case 'J': case KTRL('N'):
1096                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1097                         break;
1098                 case '8': case 'k': case 'K': case KTRL('P'):
1099                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1100                         break;
1101                 case ' ': case '\r':
1102                         if (kettei) done = TRUE;
1103                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1104                         break;
1105                 default:
1106                         break;
1107                 }
1108         }
1109         
1110         prt("",0,0);
1111
1112         for (i = 0; i < 5; i++)
1113                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1114
1115         display_cards();
1116         
1117         return yaku_check();
1118 }
1119 #undef SUIT_OF
1120 #undef NUM_OF
1121 #undef IS_JOKER
1122 /* end of poker codes --Koka */
1123
1124 /*!
1125  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1126  * @param cmd プレイするゲームID
1127  * @return なし
1128  */
1129 static bool gamble_comm(int cmd)
1130 {
1131         int i;
1132         int roll1, roll2, roll3, choice, odds, win;
1133         s32b wager;
1134         s32b maxbet;
1135         s32b oldgold;
1136
1137         char out_val[160], tmp_str[80], again;
1138         cptr p;
1139
1140         screen_save();
1141
1142         if (cmd == BACT_GAMBLE_RULES)
1143         {
1144                 /* Peruse the gambling help file */
1145                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1146         }
1147         else
1148         {
1149                 /* No money */
1150                 if (p_ptr->au < 1)
1151                 {
1152                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1153                                                 "Hey! You don't have gold - get out of here!"));
1154                         msg_print(NULL);
1155                         screen_load();
1156                         return FALSE;
1157                 }
1158
1159                 clear_bldg(5, 23);
1160
1161                 maxbet = p_ptr->lev * 200;
1162
1163                 /* We can't bet more than we have */
1164                 maxbet = MIN(maxbet, p_ptr->au);
1165
1166                 /* Get the wager */
1167                 strcpy(out_val, "");
1168                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1169
1170
1171                 /*
1172                  * Use get_string() because we may need more than
1173                  * the s16b value returned by get_quantity().
1174                  */
1175                 if (get_string(tmp_str, out_val, 32))
1176                 {
1177                         /* Strip spaces */
1178                         for (p = out_val; *p == ' '; p++);
1179
1180                         /* Get the wager */
1181                         wager = atol(p);
1182
1183                         if (wager > p_ptr->au)
1184                         {
1185                                 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!"));
1186                                 msg_print(NULL);
1187                                 screen_load();
1188                                 return (FALSE);
1189                         }
1190                         else if (wager > maxbet)
1191                         {
1192                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1193                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1194                                 wager = maxbet;
1195                         }
1196                         else if (wager < 1)
1197                         {
1198                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1199                                 wager = 1;
1200                         }
1201                         msg_print(NULL);
1202                         win = FALSE;
1203                         odds = 0;
1204                         oldgold = p_ptr->au;
1205
1206                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1207                         prt(tmp_str, 20, 2);
1208                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1209                         prt(tmp_str, 21, 2);
1210
1211                         do
1212                         {
1213                                 p_ptr->au -= wager;
1214                                 switch (cmd)
1215                                 {
1216                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1217                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1218
1219                                         odds = 4;
1220                                         win = FALSE;
1221                                         roll1 = randint1(10);
1222                                         roll2 = randint1(10);
1223                                         choice = randint1(10);
1224                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1225
1226                                         prt(tmp_str, 8, 3);
1227                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1228
1229                                         prt(tmp_str, 11, 14);
1230                                         if (((choice > roll1) && (choice < roll2)) ||
1231                                                 ((choice < roll1) && (choice > roll2)))
1232                                                 win = TRUE;
1233                                         break;
1234                                 case BACT_CRAPS:  /* Game of Craps */
1235                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1236
1237                                         win = 3;
1238                                         odds = 2;
1239                                         roll1 = randint1(6);
1240                                         roll2 = randint1(6);
1241                                         roll3 = roll1 +  roll2;
1242                                         choice = roll3;
1243                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1244                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1245                                         prt(tmp_str, 7, 5);
1246                                         if ((roll3 == 7) || (roll3 == 11))
1247                                                 win = TRUE;
1248                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1249                                                 win = FALSE;
1250                                         else
1251                                                 do
1252                                                 {
1253                                                         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"));
1254
1255                                                         msg_print(NULL);
1256                                                         roll1 = randint1(6);
1257                                                         roll2 = randint1(6);
1258                                                         roll3 = roll1 +  roll2;
1259                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1260                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1261                                                         prt(tmp_str, 8, 5);
1262                                                         if (roll3 == choice)
1263                                                                 win = TRUE;
1264                                                         else if (roll3 == 7)
1265                                                                 win = FALSE;
1266                                                 } while ((win != TRUE) && (win != FALSE));
1267                                         break;
1268
1269                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1270                                         win = FALSE;
1271                                         odds = 9;
1272                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1273
1274                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1275                                         prt("--------------------------------", 8, 3);
1276                                         strcpy(out_val, "");
1277                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1278
1279                                         for (p = out_val; iswspace(*p); p++);
1280                                         choice = atol(p);
1281                                         if (choice < 0)
1282                                         {
1283                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1284                                                 choice = 0;
1285                                         }
1286                                         else if (choice > 9)
1287                                         {
1288                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1289                                                 choice = 9;
1290                                         }
1291                                         msg_print(NULL);
1292                                         roll1 = randint0(10);
1293                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1294                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1295                                         prt(tmp_str, 13, 3);
1296                                         prt("", 9, 0);
1297                                         prt("*", 9, (3 * roll1 + 5));
1298                                         if (roll1 == choice)
1299                                                 win = TRUE;
1300                                         break;
1301
1302                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1303                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1304                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1305                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1306                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1307                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1308                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1309                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1310                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1311                                         
1312                                         win = FALSE;
1313                                         roll1 = randint1(21);
1314                                         for (i=6;i>0;i--)
1315                                         {
1316                                                 if ((roll1-i) < 1)
1317                                                 {
1318                                                         roll1 = 7-i;
1319                                                         break;
1320                                                 }
1321                                                 roll1 -= i;
1322                                         }
1323                                         roll2 = randint1(21);
1324                                         for (i=6;i>0;i--)
1325                                         {
1326                                                 if ((roll2-i) < 1)
1327                                                 {
1328                                                         roll2 = 7-i;
1329                                                         break;
1330                                                 }
1331                                                 roll2 -= i;
1332                                         }
1333                                         choice = randint1(21);
1334                                         for (i=6;i>0;i--)
1335                                         {
1336                                                 if ((choice-i) < 1)
1337                                                 {
1338                                                         choice = 7-i;
1339                                                         break;
1340                                                 }
1341                                                 choice -= i;
1342                                         }
1343                                         put_str("/--------------------------\\", 7, 2);
1344                                         prt("\\--------------------------/", 17, 2);
1345                                         display_fruit(8,  3, roll1 - 1);
1346                                         display_fruit(8, 12, roll2 - 1);
1347                                         display_fruit(8, 21, choice - 1);
1348                                         if ((roll1 == roll2) && (roll2 == choice))
1349                                         {
1350                                                 win = TRUE;
1351                                                 switch(roll1)
1352                                                 {
1353                                                 case 1:
1354                                                         odds = 5;break;
1355                                                 case 2:
1356                                                         odds = 10;break;
1357                                                 case 3:
1358                                                         odds = 20;break;
1359                                                 case 4:
1360                                                         odds = 50;break;
1361                                                 case 5:
1362                                                         odds = 200;break;
1363                                                 case 6:
1364                                                         odds = 1000;break;
1365                                                 }
1366                                         }
1367                                         else if ((roll1 == 1) && (roll2 == 1))
1368                                         {
1369                                                 win = TRUE;
1370                                                 odds = 2;
1371                                         }
1372                                         break;
1373                                 case BACT_POKER:
1374                                         win = FALSE;
1375                                         odds = do_poker();
1376                                         if (odds) win = TRUE;
1377                                         break;
1378                                 }
1379
1380                                 if (win)
1381                                 {
1382                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1383
1384                                         p_ptr->au += odds * wager;
1385                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1386
1387                                         prt(tmp_str, 17, 37);
1388                                 }
1389                                 else
1390                                 {
1391                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1392                                         prt("", 17, 37);
1393                                 }
1394                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1395
1396                                 prt(tmp_str, 22, 2);
1397                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1398
1399                                 move_cursor(18, 52);
1400                                 again = inkey();
1401                                 prt("", 16, 37);
1402                                 prt("", 17, 37);
1403                                 prt("", 18, 37);
1404                                 if (wager > p_ptr->au)
1405                                 {
1406                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1407                                                                 "Hey! You don't have the gold - get out of here!"));
1408                                         msg_print(NULL);
1409
1410                                         /* Get out here */
1411                                         break;
1412                                 }
1413                         } while ((again == 'y') || (again == 'Y'));
1414
1415                         prt("", 18, 37);
1416                         if (p_ptr->au >= oldgold)
1417                         {
1418                                 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!」",
1419                                                         "You came out a winner! We'll win next time, I'm sure."));
1420                                 chg_virtue(V_CHANCE, 3);
1421                         }
1422                         else
1423                         {
1424                                 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."));
1425                                 chg_virtue(V_CHANCE, -3);
1426                         }
1427                 }
1428                 msg_print(NULL);
1429         }
1430         screen_load();
1431         return (TRUE);
1432 }
1433
1434 /*!
1435  * @brief モンスター闘技場に参加できるモンスターの判定
1436  * @param r_idx モンスターID
1437  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1438  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1439  * @return 参加できるか否か
1440  */
1441 static bool vault_aux_battle(MONRACE_IDX r_idx)
1442 {
1443         int i;
1444         HIT_POINT dam = 0;
1445
1446         monster_race *r_ptr = &r_info[r_idx];
1447
1448         /* Decline town monsters */
1449 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1450
1451         /* Decline unique monsters */
1452 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1453 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1454
1455         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1456         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1457         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1458         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1459         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1460
1461         for (i = 0; i < 4; i++)
1462         {
1463                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1464                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1465         }
1466         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1467
1468         /* Okay */
1469         return (TRUE);
1470 }
1471
1472 /*!
1473  * @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。
1474  * @return なし
1475  */
1476 void battle_monsters(void)
1477 {
1478         int total, i;
1479         int max_dl = 0;
1480         int mon_level;
1481         int power[4];
1482         bool tekitou;
1483         bool old_inside_battle = p_ptr->inside_battle;
1484
1485         for (i = 0; i < max_d_idx; i++)
1486                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1487
1488         mon_level = randint1(MIN(max_dl, 122))+5;
1489         if (randint0(100) < 60)
1490         {
1491                 i = randint1(MIN(max_dl, 122))+5;
1492                 mon_level = MAX(i, mon_level);
1493         }
1494         if (randint0(100) < 30)
1495         {
1496                 i = randint1(MIN(max_dl, 122))+5;
1497                 mon_level = MAX(i, mon_level);
1498         }
1499
1500         while (1)
1501         {
1502                 total = 0;
1503                 tekitou = FALSE;
1504                 for(i = 0; i < 4; i++)
1505                 {
1506                         MONRACE_IDX r_idx;
1507                         int j;
1508                         while (1)
1509                         {
1510                                 get_mon_num_prep(vault_aux_battle, NULL);
1511                                 p_ptr->inside_battle = TRUE;
1512                                 r_idx = get_mon_num(mon_level);
1513                                 p_ptr->inside_battle = old_inside_battle;
1514                                 if (!r_idx) continue;
1515
1516                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1517                                 {
1518                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1519                                 }
1520
1521                                 for (j = 0; j < i; j++)
1522                                         if(r_idx == battle_mon[j]) break;
1523                                 if (j<i) continue;
1524
1525                                 break;
1526                         }
1527                         battle_mon[i] = r_idx;
1528                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1529                 }
1530
1531                 for (i=0;i<4;i++)
1532                 {
1533                         monster_race *r_ptr = &r_info[battle_mon[i]];
1534                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1535
1536                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1537                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1538                         else
1539                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1540                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1541                         if (r_ptr->speed > 110)
1542                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1543                         if (r_ptr->speed < 110)
1544                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1545                         if (num_taisei > 2)
1546                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1547                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1548                                 power[i] = power[i] * 4 / 3;
1549                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1550                                 power[i] = power[i] * 4 / 3;
1551                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1552                                 power[i] = power[i] * 11 / 10;
1553                         if (r_ptr->flags1 & RF1_RAND_25)
1554                                 power[i] = power[i] * 9 / 10;
1555                         if (r_ptr->flags1 & RF1_RAND_50)
1556                                 power[i] = power[i] * 9 / 10;
1557                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1558                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1559
1560
1561                         total += power[i];
1562                 }
1563                 for (i=0;i<4;i++)
1564                 {
1565                         power[i] = total*60/power[i];
1566                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1567                         if ((power[i] < 160) && randint0(20)) break;
1568                         if (power[i] < 101) power[i] = 100 + randint1(5);
1569                         mon_odds[i] = power[i];
1570                 }
1571                 if (i == 4) break;
1572         }
1573 }
1574
1575 /*!
1576  * @brief モンスター闘技場のメインルーチン
1577  * @return 賭けを開始したか否か
1578  */
1579 static bool kakutoujou(void)
1580 {
1581         s32b maxbet;
1582         s32b wager;
1583         char out_val[160], tmp_str[80];
1584         cptr p;
1585
1586         if ((turn - old_battle) > TURNS_PER_TICK*250)
1587         {
1588                 battle_monsters();
1589                 old_battle = turn;
1590         }
1591
1592         screen_save();
1593
1594         /* No money */
1595         if (p_ptr->au < 1)
1596         {
1597                 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!"));
1598                 msg_print(NULL);
1599                 screen_load();
1600                 return FALSE;
1601         }
1602         else
1603         {
1604                 int i;
1605
1606                 clear_bldg(4, 10);
1607
1608                 prt(_("モンスター                                                     倍率",
1609                           "Monsters                                                       Odds"), 4, 4);
1610                 for (i=0;i<4;i++)
1611                 {
1612                         char buf[80];
1613                         monster_race *r_ptr = &r_info[battle_mon[i]];
1614
1615                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1616                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1617                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1618                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1619                         prt(buf, 5+i, 1);
1620                 }
1621                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1622                 while(1)
1623                 {
1624                         i = inkey();
1625
1626                         if (i == ESCAPE)
1627                         {
1628                                 screen_load();
1629                                 return FALSE;
1630                         }
1631                         if (i >= '1' && i <= '4')
1632                         {
1633                                 sel_monster = i-'1';
1634                                 battle_odds = mon_odds[sel_monster];
1635                                 break;
1636                         }
1637                         else bell();
1638                 }
1639
1640                 clear_bldg(4,4);
1641                 for (i=0;i<4;i++)
1642                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1643
1644                 maxbet = p_ptr->lev * 200;
1645
1646                 /* We can't bet more than we have */
1647                 maxbet = MIN(maxbet, p_ptr->au);
1648
1649                 /* Get the wager */
1650                 strcpy(out_val, "");
1651                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1652                 /*
1653                  * Use get_string() because we may need more than
1654                  * the s16b value returned by get_quantity().
1655                  */
1656                 if (get_string(tmp_str, out_val, 32))
1657                 {
1658                         /* Strip spaces */
1659                         for (p = out_val; *p == ' '; p++);
1660
1661                         /* Get the wager */
1662                         wager = atol(p);
1663
1664                         if (wager > p_ptr->au)
1665                         {
1666                                 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!"));
1667
1668                                 msg_print(NULL);
1669                                 screen_load();
1670                                 return (FALSE);
1671                         }
1672                         else if (wager > maxbet)
1673                         {
1674                                 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);
1675
1676                                 wager = maxbet;
1677                         }
1678                         else if (wager < 1)
1679                         {
1680                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1681                                 wager = 1;
1682                         }
1683                         msg_print(NULL);
1684                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1685                         kakekin = wager;
1686                         p_ptr->au -= wager;
1687                         reset_tim_flags();
1688
1689                         /* Save the surface floor as saved floor */
1690                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1691
1692                         p_ptr->inside_battle = TRUE;
1693                         p_ptr->leaving = TRUE;
1694
1695                         leave_bldg = TRUE;
1696                         screen_load();
1697
1698                         return (TRUE);
1699                 }
1700         }
1701         screen_load();
1702
1703         return (FALSE);
1704 }
1705
1706 /*!
1707  * @brief 本日の賞金首情報を表示する。
1708  * @return なし
1709  */
1710 static void today_target(void)
1711 {
1712         char buf[160];
1713         monster_race *r_ptr = &r_info[today_mon];
1714
1715         clear_bldg(4,18);
1716         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1717         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1718         c_put_str(TERM_YELLOW, buf, 6, 10);
1719         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1720         prt(buf, 8, 10);
1721         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1722         prt(buf, 9, 10);
1723         p_ptr->today_mon = today_mon;
1724 }
1725
1726 /*!
1727  * @brief ツチノコの賞金首情報を表示する。
1728  * @return なし
1729  */
1730 static void tsuchinoko(void)
1731 {
1732         clear_bldg(4,18);
1733         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1734         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);
1735         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1736         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1737         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1738 }
1739
1740 /*!
1741  * @brief 通常の賞金首情報を表示する。
1742  * @return なし
1743  */
1744 static void shoukinkubi(void)
1745 {
1746         int i;
1747         int y = 0;
1748
1749         clear_bldg(4,18);
1750         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);
1751         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1752
1753         for (i = 0; i < MAX_KUBI; i++)
1754         {
1755                 byte color;
1756                 cptr done_mark;
1757                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1758
1759                 if (kubi_r_idx[i] > 10000)
1760                 {
1761                         color = TERM_RED;
1762                         done_mark = _("(済)", "(done)");
1763                 }
1764                 else
1765                 {
1766                         color = TERM_WHITE;
1767                         done_mark = "";
1768                 }
1769
1770                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1771
1772                 y = (y+1) % 10;
1773                 if (!y && (i < MAX_KUBI -1))
1774                 {
1775                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1776                         (void)inkey();
1777                         prt("", 0, 0);
1778                         clear_bldg(7,18);
1779                 }
1780         }
1781 }
1782
1783
1784
1785 /*!
1786  * 賞金首の報酬テーブル / List of prize object
1787  */
1788 static struct {
1789         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1790         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1791 } prize_list[MAX_KUBI] = 
1792 {
1793         {TV_POTION, SV_POTION_CURING},
1794         {TV_POTION, SV_POTION_SPEED},
1795         {TV_POTION, SV_POTION_SPEED},
1796         {TV_POTION, SV_POTION_RESISTANCE},
1797         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1798
1799         {TV_POTION, SV_POTION_HEALING},
1800         {TV_POTION, SV_POTION_RESTORE_MANA},
1801         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1802         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1803         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1804
1805         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1806         {TV_POTION, SV_POTION_STAR_HEALING},
1807         {TV_POTION, SV_POTION_STAR_HEALING},
1808         {TV_POTION, SV_POTION_NEW_LIFE},
1809         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1810
1811         {TV_POTION, SV_POTION_LIFE},
1812         {TV_POTION, SV_POTION_LIFE},
1813         {TV_POTION, SV_POTION_AUGMENTATION},
1814         {TV_POTION, SV_POTION_INVULNERABILITY},
1815         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1816 };
1817
1818 /*!
1819  * @brief 賞金首の引き換え処理 / Get prize
1820  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1821  */
1822 static bool kankin(void)
1823 {
1824         int i, j;
1825         bool change = FALSE;
1826         char o_name[MAX_NLEN];
1827         object_type *o_ptr;
1828
1829         /* Loop for inventory and right/left arm */
1830         for (i = 0; i <= INVEN_LARM; i++)
1831         {
1832                 o_ptr = &inventory[i];
1833
1834                 /* Living Tsuchinoko worthes $1000000 */
1835                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1836                 {
1837                         char buf[MAX_NLEN+20];
1838                         object_desc(o_name, o_ptr, 0);
1839                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1840                         if (get_check(buf))
1841                         {
1842                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1843                                 p_ptr->au += 1000000L * o_ptr->number;
1844                                 p_ptr->redraw |= (PR_GOLD);
1845                                 inven_item_increase(i, -o_ptr->number);
1846                                 inven_item_describe(i);
1847                                 inven_item_optimize(i);
1848                         }
1849                         change = TRUE;
1850                 }
1851         }
1852
1853         for (i = 0; i < INVEN_PACK; i++)
1854         {
1855                 o_ptr = &inventory[i];
1856
1857                 /* Corpse of Tsuchinoko worthes $200000 */
1858                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1859                 {
1860                         char buf[MAX_NLEN+20];
1861                         object_desc(o_name, o_ptr, 0);
1862                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1863                         if (get_check(buf))
1864                         {
1865                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1866                                 p_ptr->au += 200000L * o_ptr->number;
1867                                 p_ptr->redraw |= (PR_GOLD);
1868                                 inven_item_increase(i, -o_ptr->number);
1869                                 inven_item_describe(i);
1870                                 inven_item_optimize(i);
1871                         }
1872                         change = TRUE;
1873                 }
1874         }
1875
1876         for (i = 0; i < INVEN_PACK; i++)
1877         {
1878                 o_ptr = &inventory[i];
1879
1880                 /* Bones of Tsuchinoko worthes $100000 */
1881                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1882                 {
1883                         char buf[MAX_NLEN+20];
1884                         object_desc(o_name, o_ptr, 0);
1885                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1886                         if (get_check(buf))
1887                         {
1888                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1889                                 p_ptr->au += 100000L * o_ptr->number;
1890                                 p_ptr->redraw |= (PR_GOLD);
1891                                 inven_item_increase(i, -o_ptr->number);
1892                                 inven_item_describe(i);
1893                                 inven_item_optimize(i);
1894                         }
1895                         change = TRUE;
1896                 }
1897         }
1898
1899         for (i = 0; i < INVEN_PACK; i++)
1900         {
1901                 o_ptr = &inventory[i];
1902                 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)))
1903                 {
1904                         char buf[MAX_NLEN+20];
1905                         object_desc(o_name, o_ptr, 0);
1906                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1907                         if (get_check(buf))
1908                         {
1909                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1910                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1911                                 p_ptr->redraw |= (PR_GOLD);
1912                                 inven_item_increase(i, -o_ptr->number);
1913                                 inven_item_describe(i);
1914                                 inven_item_optimize(i);
1915                         }
1916                         change = TRUE;
1917                 }
1918         }
1919
1920         for (i = 0; i < INVEN_PACK; i++)
1921         {
1922                 o_ptr = &inventory[i];
1923
1924                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1925                 {
1926                         char buf[MAX_NLEN+20];
1927                         object_desc(o_name, o_ptr, 0);
1928                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1929                         if (get_check(buf))
1930                         {
1931                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1932                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1933                                 p_ptr->redraw |= (PR_GOLD);
1934                                 inven_item_increase(i, -o_ptr->number);
1935                                 inven_item_describe(i);
1936                                 inven_item_optimize(i);
1937                         }
1938                         change = TRUE;
1939                 }
1940         }
1941
1942         for (j = 0; j < MAX_KUBI; j++)
1943         {
1944                 /* Need reverse order --- Positions will be changed in the loop */
1945                 for (i = INVEN_PACK-1; i >= 0; i--)
1946                 {
1947                         o_ptr = &inventory[i];
1948                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1949                         {
1950                                 char buf[MAX_NLEN+20];
1951                                 int num, k, item_new;
1952                                 object_type forge;
1953
1954                                 object_desc(o_name, o_ptr, 0);
1955                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1956                                 if (!get_check(buf)) continue;
1957
1958 #if 0 /* Obsoleted */
1959                                 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);
1960                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1961                                 p_ptr->redraw |= (PR_GOLD);
1962                                 inven_item_increase(i, -o_ptr->number);
1963                                 inven_item_describe(i);
1964                                 inven_item_optimize(i);
1965                                 chg_virtue(V_JUSTICE, 5);
1966                                 kubi_r_idx[j] += 10000;
1967
1968                                 change = TRUE;
1969 #endif /* Obsoleted */
1970
1971                                 /* Hand it first */
1972                                 inven_item_increase(i, -o_ptr->number);
1973                                 inven_item_describe(i);
1974                                 inven_item_optimize(i);
1975
1976                                 chg_virtue(V_JUSTICE, 5);
1977                                 kubi_r_idx[j] += 10000;
1978
1979                                 /* Count number of unique corpses already handed */
1980                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1981                                 {
1982                                         if (kubi_r_idx[k] >= 10000) num++;
1983                                 }
1984                                 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" : ""));
1985
1986                                 /* Prepare to make a prize */
1987                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1988                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1989
1990                                 /* Identify it fully */
1991                                 object_aware(&forge);
1992                                 object_known(&forge);
1993
1994                                 /*
1995                                  * Hand it --- Assume there is an empty slot.
1996                                  * Since a corpse is handed at first,
1997                                  * there is at least one empty slot.
1998                                  */
1999                                 item_new = inven_carry(&forge);
2000
2001                                 /* Describe the object */
2002                                 object_desc(o_name, &forge, 0);
2003                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2004
2005                                 /* Auto-inscription */
2006                                 autopick_alter_item(item_new, FALSE);
2007
2008                                 /* Handle stuff */
2009                                 handle_stuff();
2010
2011                                 change = TRUE;
2012                         }
2013                 }
2014         }
2015
2016         if (!change)
2017         {
2018                 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."));
2019                 msg_print(NULL);
2020                 return FALSE;
2021         }
2022         return TRUE;
2023 }
2024
2025 /*!
2026  * @brief 悪夢の元凶となるモンスターかどうかを返す。
2027  * @param r_idx 判定対象となるモンスターのID
2028  * @return 悪夢の元凶となり得るか否か。
2029  */
2030 bool get_nightmare(MONRACE_IDX r_idx)
2031 {
2032         monster_race *r_ptr = &r_info[r_idx];
2033
2034         /* Require eldritch horrors */
2035         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2036
2037         /* Require high level */
2038         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2039
2040         /* Accept this monster */
2041         return (TRUE);
2042 }
2043
2044 /*!
2045  * @brief 宿屋の利用サブルーチン
2046  * @details inn commands\n
2047  * Note that resting for the night was a perfect way to avoid player\n
2048  * ghosts in the town *if* you could only make it to the inn in time (-:\n
2049  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2050  * will not be that useful.  I will keep it in the hopes the player\n
2051  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2052  * Resting at night is also a quick way to restock stores -KMW-\n
2053  * @param cmd 宿屋の利用施設ID
2054  * @return 施設の利用が実際に行われたか否か。
2055  */
2056 static bool inn_comm(int cmd)
2057 {
2058         switch (cmd)
2059         {
2060                 case BACT_FOOD: /* Buy food & drink */
2061                         if (p_ptr->food >= PY_FOOD_FULL)
2062                         {
2063                                 msg_print(_("今は満腹だ。", "You are full now."));
2064                                 return FALSE;
2065                         }
2066                         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."));
2067                         (void)set_food(PY_FOOD_MAX - 1);
2068                         break;
2069
2070                 case BACT_REST: /* Rest for the night */
2071                         if ((p_ptr->poisoned) || (p_ptr->cut))
2072                         {
2073                                 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."));
2074                                 msg_print(NULL);
2075                                 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."));
2076                         }
2077                         else
2078                         {
2079                                 s32b oldturn = turn;
2080                                 int prev_day, prev_hour, prev_min;
2081
2082                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2083                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2084                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2085                                 else
2086                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2087                                 
2088                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2089                                 if (dungeon_turn < dungeon_turn_limit)
2090                                 {
2091                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2092                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2093                                 }
2094
2095                                 prevent_turn_overflow();
2096
2097                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2098                                 p_ptr->chp = p_ptr->mhp;
2099
2100                                 if (ironman_nightmare)
2101                                 {
2102                                         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."));
2103
2104                                         /* Have some nightmares */
2105                                         while(1)
2106                                         {
2107                                                 sanity_blast(NULL, FALSE);
2108                                                 if (!one_in_(3)) break;
2109                                         }
2110
2111                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2112                                         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."));
2113                                 }
2114                                 else
2115                                 {
2116                                         set_blind(0);
2117                                         set_confused(0);
2118                                         p_ptr->stun = 0;
2119                                         p_ptr->chp = p_ptr->mhp;
2120                                         p_ptr->csp = p_ptr->msp;
2121                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2122                                         {
2123                                                 int i;
2124                                                 for (i = 0; i < 72; i++)
2125                                                 {
2126                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2127                                                 }
2128                                                 for (; i < 108; i++)
2129                                                 {
2130                                                         p_ptr->magic_num1[i] = 0;
2131                                                 }
2132                                         }
2133
2134                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2135                                         {
2136                                                 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."));
2137                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2138                                         }
2139                                         else
2140                                         {
2141                                                 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."));
2142                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2143                                         }
2144                                 }
2145                         }
2146                         break;
2147
2148                 case BACT_RUMORS: /* Listen for rumors */
2149                         {
2150                                 display_rumor(TRUE);
2151                                 break;
2152                         }
2153         }
2154
2155         return (TRUE);
2156 }
2157
2158
2159 /*!
2160  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2161  * @param questnum クエストのID
2162  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2163  * @return なし
2164  */
2165 static void get_questinfo(IDX questnum, bool do_init)
2166 {
2167         int     i;
2168         IDX     old_quest;
2169         char    tmp_str[80];
2170
2171         /* Clear the text */
2172         for (i = 0; i < 10; i++)
2173         {
2174                 quest_text[i][0] = '\0';
2175         }
2176
2177         quest_text_line = 0;
2178
2179         /* Set the quest number temporary */
2180         old_quest = p_ptr->inside_quest;
2181         p_ptr->inside_quest = questnum;
2182
2183         /* Get the quest text */
2184         init_flags = INIT_SHOW_TEXT;
2185         if (do_init) init_flags |= INIT_ASSIGN;
2186
2187         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2188
2189         /* Reset the old quest number */
2190         p_ptr->inside_quest = old_quest;
2191
2192         /* Print the quest info */
2193         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);
2194
2195         prt(tmp_str, 5, 0);
2196
2197         prt(quest[questnum].name, 7, 0);
2198
2199         for (i = 0; i < 10; i++)
2200         {
2201                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2202         }
2203 }
2204
2205 /*!
2206  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2207  * @return なし
2208  */
2209 static void castle_quest(void)
2210 {
2211         IDX q_index = 0;
2212         monster_race    *r_ptr;
2213         quest_type      *q_ptr;
2214         cptr            name;
2215
2216
2217         clear_bldg(4, 18);
2218
2219         /* Current quest of the building */
2220         q_index = cave[p_ptr->y][p_ptr->x].special;
2221
2222         /* Is there a quest available at the building? */
2223         if (!q_index)
2224         {
2225                 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);
2226                 return;
2227         }
2228
2229         q_ptr = &quest[q_index];
2230
2231         /* Quest is completed */
2232         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2233         {
2234                 /* Rewarded quest */
2235                 q_ptr->status = QUEST_STATUS_REWARDED;
2236
2237                 get_questinfo(q_index, FALSE);
2238
2239                 reinit_wilderness = TRUE;
2240         }
2241         /* Failed quest */
2242         else if (q_ptr->status == QUEST_STATUS_FAILED)
2243         {
2244                 get_questinfo(q_index, FALSE);
2245
2246                 /* Mark quest as done (but failed) */
2247                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2248
2249                 reinit_wilderness = TRUE;
2250         }
2251         /* Quest is still unfinished */
2252         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2253         {
2254                 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);
2255                 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);
2256                 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);
2257         }
2258         /* No quest yet */
2259         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2260         {
2261                 q_ptr->status = QUEST_STATUS_TAKEN;
2262
2263                 reinit_wilderness = TRUE;
2264
2265                 /* Assign a new quest */
2266                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2267                 {
2268                         if (q_ptr->r_idx == 0)
2269                         {
2270                                 /* Random monster at least 5 - 10 levels out of deep */
2271                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2272                         }
2273
2274                         r_ptr = &r_info[q_ptr->r_idx];
2275
2276                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2277                         {
2278                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2279                                 r_ptr = &r_info[q_ptr->r_idx];
2280                         }
2281
2282                         if (q_ptr->max_num == 0)
2283                         {
2284                                 /* Random monster number */
2285                                 if (randint1(10) > 7)
2286                                         q_ptr->max_num = 1;
2287                                 else
2288                                         q_ptr->max_num = randint1(3) + 1;
2289                         }
2290
2291                         q_ptr->cur_num = 0;
2292                         name = (r_name + r_ptr->name);
2293                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2294                 }
2295                 else
2296                 {
2297                         get_questinfo(q_index, TRUE);
2298                 }
2299         }
2300 }
2301
2302
2303 /*!
2304  * @brief 町に関するヘルプを表示する / Display town history
2305  * @return なし
2306  */
2307 static void town_history(void)
2308 {
2309         /* Save screen */
2310         screen_save();
2311
2312         /* Peruse the building help file */
2313         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2314
2315         /* Load screen */
2316         screen_load();
2317 }
2318
2319 /*!
2320  * @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
2321  * @param plus_ammo 矢弾のダメージ修正
2322  * @param plus_bow 弓のダメージ修正
2323  * @return ダメージ期待値
2324  * @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。
2325  */
2326 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2327 {
2328         HIT_POINT i;
2329         object_type *j_ptr =  &inventory[INVEN_BOW];
2330         
2331         /* Extract "shot" power */
2332         i = p_ptr->to_h_b + plus_ammo;
2333         
2334         if (p_ptr->tval_ammo == TV_BOLT)
2335                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2336         else
2337                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2338
2339         /* Snipers can shot more critically with crossbows */
2340         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2341         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2342         
2343         /* Good bow makes more critical */
2344         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2345         
2346         if (i < 0) i = 0;
2347         
2348         return i;
2349 }
2350
2351 /*!
2352  * @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
2353  * @param weight 武器の重量
2354  * @param plus_ammo 矢弾のダメージ修正
2355  * @param plus_bow 弓のダメージ修正
2356  * @param dam 基本ダメージ量
2357  * @return ダメージ期待値
2358  */
2359 HIT_POINT calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow,  HIT_POINT dam)
2360 {
2361         u32b num;
2362         int i, k, crit;
2363         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2364         
2365         k = 0;
2366         num = 0;
2367         
2368         crit = MIN(500, 900/weight);
2369         num += dam * 3 /2 * crit;
2370         k = crit;
2371         
2372         crit = MIN(500, 1350/weight);
2373         crit -= k;
2374         num += dam * 2 * crit;
2375         k += crit;
2376         
2377         if(k < 500)
2378         {
2379                 crit = 500 - k;
2380                 num += dam * 3 * crit;
2381         }
2382         
2383         num /= 500;
2384         
2385         num *= i;
2386         num += (10000 - i) * dam;
2387         num /= 10000;
2388         
2389         return num;
2390 }
2391
2392 /*!
2393  * @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
2394  * @param weight 武器の重量
2395  * @param plus 武器のダメージ修正
2396  * @param dam 基本ダメージ
2397  * @param meichuu 命中値
2398  * @param dokubari 毒針処理か否か
2399  * @return ダメージ期待値
2400  */
2401 HIT_POINT calc_expect_crit(int weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2402 {
2403         u32b k, num;
2404         int i;
2405         
2406         if(dokubari) return dam;
2407         
2408         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2409         if (i < 0) i = 0;
2410         
2411         k = weight;
2412         num = 0;
2413         
2414         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2415         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2416         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2417         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2418         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2419         
2420         num /= 650;
2421         if(p_ptr->pclass == CLASS_NINJA)
2422         {
2423                 num *= i;
2424                 num += (4444 - i) * dam;
2425                 num /= 4444;
2426         }
2427         else
2428         {
2429                 num *= i;
2430                 num += (5000 - i) * dam;
2431                 num /= 5000;
2432         }
2433         
2434         return num;
2435 }
2436
2437 /*!
2438  * @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
2439  * @param dam 基本ダメージ
2440  * @param mult スレイ倍率(掛け算部分)
2441  * @param div スレイ倍率(割り算部分)
2442  * @param force 理力特別計算フラグ
2443  * @return ダメージ期待値
2444  */
2445 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2446 {
2447         int tmp;
2448         if(force)
2449         {
2450                 tmp = dam * 60;
2451                 tmp *= mult * 3;
2452                 tmp /= div * 2;
2453                 tmp += dam * 60 * 2;
2454                 tmp /= 60;
2455         }
2456         else
2457         {
2458                 tmp = dam * 60;
2459                 tmp *= mult; 
2460                 tmp /= div;
2461                 tmp /= 60;
2462         }
2463         return tmp;
2464 }
2465
2466 /*!
2467  * @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)
2468  * @param dam 基本ダメージ
2469  * @param mult スレイ倍率(掛け算部分)
2470  * @param div スレイ倍率(割り算部分)
2471  * @param force 理力特別計算フラグ
2472  * @param weight 重量
2473  * @param plus 武器ダメージ修正
2474  * @param meichuu 命中値
2475  * @param dokubari 毒針処理か否か
2476  * @param vorpal_mult 切れ味倍率(掛け算部分)
2477  * @param vorpal_div 切れ味倍率(割り算部分)
2478  * @return ダメージ期待値
2479  */
2480 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2481 {
2482         dam = calc_slaydam(dam, mult, div, force);
2483         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2484         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2485         return dam;
2486 }
2487
2488
2489 /*!
2490  * @brief 武器の各条件毎のダメージ期待値を表示する。
2491  * @param r 表示行
2492  * @param c 表示列
2493  * @param mindice ダイス部分最小値
2494  * @param maxdice ダイス部分最大値
2495  * @param blows 攻撃回数
2496  * @param dam_bonus ダメージ修正値
2497  * @param attr 条件内容
2498  * @param color 条件内容の表示色
2499  * @details
2500  * Display the damage figure of an object\n
2501  * (used by compare_weapon_aux)\n
2502  * \n
2503  * Only accurate for the current weapon, because it includes\n
2504  * the current +dam of the player.\n
2505  * @return なし
2506  */
2507 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2508 {
2509         char tmp_str[80];
2510         int mindam, maxdam;
2511         
2512         mindam = blows * (mindice + dam_bonus);
2513         maxdam = blows * (maxdice + dam_bonus);
2514
2515         /* Print the intro text */
2516         c_put_str(color, attr, r, c);
2517
2518         /* Calculate the min and max damage figures */
2519         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2520         
2521         /* Print the damage */
2522         put_str(tmp_str, r, c + 8);
2523 }
2524
2525
2526 /*!
2527  * @brief 武器一つ毎のダメージ情報を表示する。
2528  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2529  * @param col 表示する行の上端
2530  * @param r 表示する列の左端
2531  * @details
2532  * Show the damage figures for the various monster types\n
2533  * \n
2534  * Only accurate for the current weapon, because it includes\n
2535  * the current number of blows for the player.\n
2536  * @return なし
2537  */
2538 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2539 {
2540         u32b flgs[TR_FLAG_SIZE];
2541         int blow = p_ptr->num_blow[0];
2542         bool force = FALSE;
2543         bool dokubari = FALSE;
2544         
2545         /* Effective dices */
2546         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2547         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2548         
2549         int mindice = eff_dd;
2550         int maxdice = eff_ds * eff_dd;
2551         int mindam = 0;
2552         int maxdam = 0;
2553         int vorpal_mult = 1;
2554         int vorpal_div = 1;
2555         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2556         
2557
2558         /* Get the flags of the weapon */
2559         object_flags(o_ptr, flgs);
2560         
2561         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2562         
2563         
2564         /* Show Critical Damage*/
2565         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2566         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2567         
2568         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2569
2570         
2571         /* Vorpal Hit*/
2572         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2573         {
2574                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2575                 {
2576                         vorpal_mult = 5;
2577                         vorpal_div = 3;
2578                 }
2579                 else
2580                 {
2581                         vorpal_mult = 11;
2582                         vorpal_div = 9;
2583                 }
2584                 
2585                 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);
2586                 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);         
2587                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2588         }       
2589         
2590         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2591         {
2592                 force = TRUE;
2593                 
2594                 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);
2595                 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);
2596                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2597         }
2598                 
2599         /* Print the relevant lines */
2600         if (have_flag(flgs, TR_KILL_ANIMAL))
2601         {
2602                 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);
2603                 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);         
2604                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2605         }
2606         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2607         {
2608                 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);
2609                 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);
2610                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2611         }
2612         if (have_flag(flgs, TR_KILL_EVIL))
2613         {       
2614                 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);
2615                 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);
2616                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2617         }
2618         else if (have_flag(flgs, TR_SLAY_EVIL))
2619         {       
2620                 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);
2621                 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);         
2622                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2623         }
2624         if (have_flag(flgs, TR_KILL_HUMAN))
2625         {       
2626                 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);
2627                 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);
2628                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2629         }
2630         else if (have_flag(flgs, TR_SLAY_HUMAN))
2631         {       
2632                 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);
2633                 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);
2634                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2635         }
2636         if (have_flag(flgs, TR_KILL_UNDEAD))
2637         {
2638                 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);
2639                 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);
2640                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2641         }
2642         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2643         {
2644                 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);
2645                 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);
2646                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2647         }
2648         if (have_flag(flgs, TR_KILL_DEMON))
2649         {       
2650                 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);
2651                 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);
2652                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2653         }
2654         else if (have_flag(flgs, TR_SLAY_DEMON))
2655         {       
2656                 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);
2657                 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);
2658                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2659         }
2660         if (have_flag(flgs, TR_KILL_ORC))
2661         {
2662                 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);
2663                 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);
2664                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2665         }
2666         else if (have_flag(flgs, TR_SLAY_ORC))
2667         {
2668                 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);
2669                 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);
2670                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2671         }
2672         if (have_flag(flgs, TR_KILL_TROLL))
2673         {
2674                 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);
2675                 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);
2676                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2677         }
2678         else if (have_flag(flgs, TR_SLAY_TROLL))
2679         {
2680                 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);
2681                 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);
2682                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2683         }
2684         if (have_flag(flgs, TR_KILL_GIANT))
2685         {
2686                 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);
2687                 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);
2688                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2689         }
2690         else if (have_flag(flgs, TR_SLAY_GIANT))
2691         {
2692                 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);
2693                 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);
2694                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2695         }
2696         if (have_flag(flgs, TR_KILL_DRAGON))
2697         {
2698                 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);
2699                 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);
2700                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2701         }
2702         else if (have_flag(flgs, TR_SLAY_DRAGON))
2703         {               
2704                 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);
2705                 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);
2706                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2707         }
2708         if (have_flag(flgs, TR_BRAND_ACID))
2709         {
2710                 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);
2711                 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);
2712                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2713         }
2714         if (have_flag(flgs, TR_BRAND_ELEC))
2715         {
2716                 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);
2717                 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);
2718                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2719         }
2720         if (have_flag(flgs, TR_BRAND_FIRE))
2721         {
2722                 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);
2723                 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);
2724                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2725         }
2726         if (have_flag(flgs, TR_BRAND_COLD))
2727         {
2728                 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);
2729                 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);
2730                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2731         }
2732         if (have_flag(flgs, TR_BRAND_POIS))
2733         {
2734                 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);
2735                 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);
2736                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2737         }
2738 }
2739
2740 /*!
2741  * @brief モンスターへの命中率の計算
2742  * @param to_h 命中値
2743  * @param ac 敵AC
2744  * @return なし
2745  */
2746 static int hit_chance(int to_h, int ac)
2747 {
2748         int chance = 0;
2749         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2750
2751         if (meichuu <= 0) return 5;
2752
2753         chance = 100 - ((ac * 75) / meichuu);
2754
2755         if (chance > 95) chance = 95;
2756         if (chance < 5) chance = 5;
2757         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2758                 chance = (chance * 19 + 9) / 20;
2759         return chance;
2760 }
2761
2762 /*!
2763  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2764  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2765  * @param row 表示する列の左端
2766  * @param col 表示する行の上端
2767  * @details
2768  * Displays all info about a weapon
2769  *
2770  * Only accurate for the current weapon, because it includes
2771  * various info about the player's +to_dam and number of blows.
2772  * @return なし
2773  */
2774 static void list_weapon(object_type *o_ptr, int row, int col)
2775 {
2776         char o_name[MAX_NLEN];
2777         char tmp_str[80];
2778
2779         /* Effective dices */
2780         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2781         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2782
2783         /* Print the weapon name */
2784         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2785         c_put_str(TERM_YELLOW, o_name, row, col);
2786
2787         /* Print the player's number of blows */
2788         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2789         put_str(tmp_str, row+1, col);
2790
2791         /* Print to_hit and to_dam of the weapon */
2792         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2793         put_str(tmp_str, row+2, col);
2794
2795         /* Print the weapons base damage dice */
2796         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2797                                 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2798                                 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2799         put_str(tmp_str, row+3, col);
2800         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2801
2802         /* Damage for one blow (if it hits) */
2803         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2804             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2805                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2806         put_str(tmp_str, row+6, col+1);
2807
2808         /* Damage for the complete attack (if all blows hit) */
2809         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2810                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2811                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2812         put_str(tmp_str, row+7, col+1);
2813 }
2814
2815 /*!
2816  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2817  * @details 
2818  * Copies the weapons to compare into the weapon-slot and\n
2819  * compares the values for both weapons.\n
2820  * 武器1つだけで比較をしないなら費用は半額になる。
2821  * @param bcost 基本鑑定費用
2822  * @return 最終的にかかった費用
2823  */
2824 static int compare_weapons(int bcost)
2825 {
2826         int i, n;
2827         OBJECT_IDX item, item2;
2828         object_type *o_ptr[2];
2829         object_type orig_weapon;
2830         object_type *i_ptr;
2831         cptr q, s;
2832         int row = 2;
2833         int wid = 38, mgn = 2;
2834         bool old_character_xtra = character_xtra;
2835         char ch;
2836         int total = 0;
2837         int cost = 0; /* First time no price */
2838
2839         /* Save the screen */
2840         screen_save();
2841
2842         /* Clear the screen */
2843         clear_bldg(0, 22);
2844
2845         /* Store copy of original wielded weapon */
2846         i_ptr = &inventory[INVEN_RARM];
2847         object_copy(&orig_weapon, i_ptr);
2848
2849         /* Only compare melee weapons */
2850         item_tester_no_ryoute = TRUE;
2851         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2852
2853         /* Get the first weapon */
2854         q = _("第一の武器は?", "What is your first weapon? ");
2855         s = _("比べるものがありません。", "You have nothing to compare.");
2856
2857         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2858         {
2859                 screen_load();
2860                 return (0);
2861         }
2862
2863         /* Get the item (in the pack) */
2864         o_ptr[0] = &inventory[item];
2865         n = 1;
2866         total = bcost;
2867
2868         while (TRUE)
2869         {
2870                 /* Clear the screen */
2871                 clear_bldg(0, 22);
2872
2873                 /* Only compare melee weapons */
2874                 item_tester_no_ryoute = TRUE;
2875                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2876
2877                 /* Hack -- prevent "icky" message */
2878                 character_xtra = TRUE;
2879
2880                 /* Diaplay selected weapon's infomation */
2881                 for (i = 0; i < n; i++)
2882                 {
2883                         int col = (wid * i + mgn);
2884
2885                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2886                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2887
2888                         /* Get the new values */
2889                         calc_bonuses();
2890
2891                         /* List the new values */
2892                         list_weapon(o_ptr[i], row, col);
2893                         compare_weapon_aux(o_ptr[i], col, row + 8);
2894
2895                         /* Copy back the original weapon into the weapon slot */
2896                         object_copy(i_ptr, &orig_weapon);
2897                 }
2898
2899                 /* Reset the values for the old weapon */
2900                 calc_bonuses();
2901
2902                 character_xtra = old_character_xtra;
2903
2904 #ifdef JP
2905                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2906                 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);
2907                 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);
2908 #else
2909                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2910                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2911                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2912 #endif
2913
2914                 flush();
2915                 ch = inkey();
2916
2917                 if (ch == 's')
2918                 {
2919                         if (total + cost > p_ptr->au)
2920                         {
2921                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2922                                 msg_print(NULL);
2923                                 continue;
2924                         }
2925
2926                         q = _("第二の武器は?", "What is your second weapon? ");
2927                         s = _("比べるものがありません。", "You have nothing to compare.");
2928
2929                         /* Get the second weapon */
2930                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2931
2932                         total += cost;
2933                         cost = bcost / 2;
2934
2935                         /* Get the item (in the pack) */
2936                         o_ptr[1] = &inventory[item2];
2937                         n = 2;
2938                 }
2939                 else
2940                 {
2941                         break;
2942                 }
2943         }
2944
2945         /* Restore the screen */
2946         screen_load();
2947
2948         /* Done */
2949         return (total);
2950 }
2951
2952
2953 /*!
2954  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2955  * @details 
2956  * Calculate and display the dodge-rate and the protection-rate
2957  * based on AC
2958  * @param iAC プレイヤーのAC。
2959  * @return 常にTRUEを返す。
2960  */
2961 static bool eval_ac(int iAC)
2962 {
2963 #ifdef JP
2964         const char memo[] =
2965                 "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"
2966                 "何パーセント軽減するかを示します。\n"
2967                 "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"
2968                 "に対してのみ効果があります。\n \n"
2969                 "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"
2970                 "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"
2971                 "敵のレベルとあなたのACによって決定されます。\n \n"
2972                 "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"
2973                 "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";
2974 #else
2975         const char memo[] =
2976                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2977                 "Note that the Protection rate is effective only against normal "
2978                 "'attack' and 'shatter' type melee attacks, "
2979                 "and has no effect against any other types such as 'poison'.\n \n"
2980                 "'Dodge Rate' indicates the success rate on dodging the "
2981                 "monster's melee attacks.  "
2982                 "It is depend on the level of the monster and your AC.\n \n"
2983                 "'Average Damage' indicates the expected amount of damage "
2984                 "when you are attacked by normal melee attacks with power=100.";
2985 #endif
2986
2987         int protection;
2988         int col, row = 2;
2989         int lvl;
2990         char buf[80*20], *t;
2991
2992         /* AC lower than zero has no effect */
2993         if (iAC < 0) iAC = 0;
2994
2995         /* ダメージ軽減率を計算 */
2996         protection = 100 * MIN(iAC, 150) / 250;
2997
2998         screen_save();
2999         clear_bldg(0, 22);
3000
3001 #ifdef JP
3002         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3003         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
3004         row++;
3005
3006         put_str("敵のレベル      :", row + 0, 0);
3007         put_str("回避率          :", row + 1, 0);
3008         put_str("ダメージ期待値  :", row + 2, 0);
3009 #else
3010         put_str(format("Your current AC : %3d", iAC), row++, 0);
3011         put_str(format("Protection rate : %3d%%", protection), row++, 0);
3012         row++;
3013
3014         put_str("Level of Monster:", row + 0, 0);
3015         put_str("Dodge Rate      :", row + 1, 0);
3016         put_str("Average Damage  :", row + 2, 0);
3017 #endif
3018     
3019         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3020         {
3021                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3022                 int dodge;   /* 回避率(%) */
3023                 int average; /* ダメージ期待値 */
3024
3025                 put_str(format("%3d", lvl), row + 0, col);
3026
3027                 /* 回避率を計算 */
3028                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3029                 put_str(format("%3d%%", dodge), row + 1, col);
3030
3031                 /* 100点の攻撃に対してのダメージ期待値を計算 */
3032                 average = (100 - dodge) * (100 - protection) / 100;
3033                 put_str(format("%3d", average), row + 2, col);
3034         }
3035
3036         /* Display note */
3037         roff_to_buf(memo, 70, buf, sizeof(buf));
3038         for (t = buf; t[0]; t += strlen(t) + 1)
3039                 put_str(t, (row++) + 4, 4);
3040
3041 #ifdef JP
3042         prt("現在のあなたの装備からすると、あなたの防御力は"
3043                    "これくらいです:", 0, 0);
3044 #else
3045         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3046 #endif
3047   
3048         flush();
3049         (void)inkey();
3050         screen_load();
3051
3052         /* Done */
3053         return (TRUE);
3054 }
3055
3056
3057
3058 /*!
3059  * @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。
3060  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3061  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3062  * @return 修復対象になるならTRUEを返す。
3063  */
3064 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3065 {
3066         int i, n = 0;
3067         int cand[TR_FLAG_MAX];
3068         u32b to_flgs[TR_FLAG_SIZE];
3069         u32b from_flgs[TR_FLAG_SIZE];
3070
3071         object_flags(to_ptr, to_flgs);
3072         object_flags(from_ptr, from_flgs);
3073
3074         for (i = 0; i < TR_FLAG_MAX; i++)
3075         {
3076                 switch (i)
3077                 {
3078                 case TR_IGNORE_ACID:
3079                 case TR_IGNORE_ELEC:
3080                 case TR_IGNORE_FIRE:
3081                 case TR_IGNORE_COLD:
3082                 case TR_ACTIVATE:
3083                 case TR_RIDING:
3084                 case TR_THROW:
3085                 case TR_SHOW_MODS:
3086                 case TR_HIDE_TYPE:
3087                 case TR_ES_ATTACK:
3088                 case TR_ES_AC:
3089                 case TR_FULL_NAME:
3090                 case TR_FIXED_FLAVOR:
3091                         break;
3092                 default:
3093                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3094                         {
3095                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3096                         }
3097                 }
3098         }
3099
3100         if (n > 0)
3101         {
3102                 int bmax;
3103                 int tr_idx = cand[randint0(n)];
3104                 add_flag(to_ptr->art_flags, tr_idx);
3105                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3106                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3107                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3108                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3109         }
3110
3111         return;
3112 }
3113
3114 /*!
3115  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3116  * @param bcost 基本鑑定費用
3117  * @return 実際にかかった費用
3118  */
3119 static int repair_broken_weapon_aux(int bcost)
3120 {
3121         s32b cost;
3122         OBJECT_IDX item, mater;
3123         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3124         object_kind *k_ptr;
3125         int i, dd_bonus, ds_bonus;
3126         IDX k_idx;
3127         char basenm[MAX_NLEN];
3128         cptr q, s; /* For get_item prompt */
3129         int row = 7;
3130
3131         /* Clear screen */
3132         clear_bldg(0, 22);
3133
3134         /* Notice */
3135         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);
3136         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);
3137
3138         /* Get an item */
3139         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3140         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3141
3142         /* Only forge broken weapons */
3143         item_tester_hook = item_tester_hook_broken_weapon;
3144
3145         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3146
3147         /* Get the item (in the pack) */
3148         o_ptr = &inventory[item];
3149
3150         /* It is worthless */
3151         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3152         {
3153                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3154                 return (0);
3155         }
3156
3157         /* They are too many */
3158         if (o_ptr->number > 1)
3159         {
3160                 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!"));
3161                 return (0);
3162         }
3163
3164         /* Display item name */
3165         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3166         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3167
3168         /* Get an item */
3169         q = _("材料となる武器は?", "Which weapon for material? ");
3170         s = _("材料となる武器がありません。", "You have no material to repair.");
3171
3172         /* Only forge broken weapons */
3173         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
3174
3175         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3176         if (mater == item)
3177         {
3178                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3179                 return (0);
3180         }
3181
3182         /* Get the item (in the pack) */
3183         mo_ptr = &inventory[mater];
3184
3185         /* Display item name */
3186         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3187         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3188
3189         /* Get the value of one of the items (except curses) */
3190         cost = bcost + object_value_real(o_ptr) * 2;
3191
3192         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);
3193
3194         /* Check if the player has enough money */
3195         if (p_ptr->au < cost)
3196         {
3197                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3198                 msg_format(_("%sを修復するだけのゴールドがありません!",
3199                         "You do not have the gold to repair %s!"), basenm);
3200                 msg_print(NULL);
3201                 return (0);
3202         }
3203
3204         if (o_ptr->sval == SV_BROKEN_DAGGER)
3205         {
3206                 IDX j;
3207                 int n = 1;
3208
3209                 /* Suppress compiler warning */
3210                 k_idx = 0;
3211
3212                 for (j = 1; j < max_k_idx; j++)
3213                 {
3214                         object_kind *k_aux_ptr = &k_info[j];
3215
3216                         if (k_aux_ptr->tval != TV_SWORD) continue;
3217                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3218                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3219                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3220                         if (k_aux_ptr->weight > 99) continue;
3221
3222                         if (one_in_(n)) 
3223                         {
3224                                 k_idx = j;
3225                                 n++;
3226                         }
3227                 }
3228         }
3229         else /* TV_BROKEN_SWORD */
3230         {
3231                 /* Repair to a sword or sometimes material's type weapon */
3232                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3233
3234                 while(1)
3235                 {
3236                         object_kind *ck_ptr;
3237
3238                         k_idx = lookup_kind(tval, SV_ANY);
3239                         ck_ptr = &k_info[k_idx];
3240
3241                         if (tval == TV_SWORD)
3242                         {
3243                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3244                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3245                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3246                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3247                         }
3248                         if (tval == TV_POLEARM)
3249                         {
3250                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3251                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3252                         }
3253                         if (tval == TV_HAFTED)
3254                         {
3255                                 if ((ck_ptr->sval == SV_GROND) ||
3256                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3257                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3258                         }
3259
3260                         break;
3261                 }
3262         }
3263
3264         /* Calculate dice bonuses */
3265         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3266         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3267         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3268         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3269
3270         /* Change base object */
3271         k_ptr = &k_info[k_idx];
3272         o_ptr->k_idx = k_idx;
3273         o_ptr->weight = k_ptr->weight;
3274         o_ptr->tval = k_ptr->tval;
3275         o_ptr->sval = k_ptr->sval;
3276         o_ptr->dd = k_ptr->dd;
3277         o_ptr->ds = k_ptr->ds;
3278
3279         /* Copy base object's ability */
3280         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3281         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3282         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3283
3284         /* Dice up */
3285         if (dd_bonus > 0)
3286         {
3287                 o_ptr->dd++;
3288                 for (i = 1; i < dd_bonus; i++)
3289                 {
3290                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3291                 }
3292         }
3293         if (ds_bonus > 0)
3294         {
3295                 o_ptr->ds++;
3296                 for (i = 1; i < ds_bonus; i++)
3297                 {
3298                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3299                 }
3300         }
3301
3302         /* */
3303         if (have_flag(k_ptr->flags, TR_BLOWS))
3304         {
3305                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3306                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3307         }
3308
3309         /* Add one random ability from material weapon */
3310         give_one_ability_of_object(o_ptr, mo_ptr);
3311
3312         /* Add to-dam, to-hit and to-ac from material weapon */
3313         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3314         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3315         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3316
3317         if ((o_ptr->name1 == ART_NARSIL) ||
3318                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3319                 (object_is_ego(o_ptr) && one_in_(7)))
3320         {
3321                 /* Forge it */
3322                 if (object_is_ego(o_ptr))
3323                 {
3324                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3325                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3326                 }
3327
3328                 /* Add one random ability from material weapon */
3329                 give_one_ability_of_object(o_ptr, mo_ptr);
3330
3331                 /* Add one random activation */
3332                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3333
3334                 /* Narsil */
3335                 if (o_ptr->name1 == ART_NARSIL)
3336                 {
3337                         one_high_resistance(o_ptr);
3338                         one_ability(o_ptr);
3339                 }
3340
3341                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3342         }
3343
3344         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3345 #ifdef JP
3346         msg_format("$%dで%sに修復しました。", cost, basenm);
3347 #else
3348         msg_format("Repaired into %s for %d gold.", basenm, cost);
3349 #endif
3350         msg_print(NULL);
3351
3352         /* Remove BROKEN flag */
3353         o_ptr->ident &= ~(IDENT_BROKEN);
3354
3355         /* Add repaired flag */
3356         o_ptr->discount = 99;
3357
3358         /* Decrease material object */
3359         inven_item_increase(mater, -1);
3360         inven_item_optimize(mater);
3361
3362         /* Copyback */
3363         p_ptr->update |= PU_BONUS;
3364         handle_stuff();
3365
3366         /* Something happened */
3367         return (cost);
3368 }
3369
3370 /*!
3371  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3372  * @param bcost 基本鑑定費用
3373  * @return 実際にかかった費用
3374  */
3375 static int repair_broken_weapon(int bcost)
3376 {
3377         int cost;
3378
3379         screen_save();
3380         cost = repair_broken_weapon_aux(bcost);
3381         screen_load();
3382         return cost;
3383 }
3384
3385
3386 /*!
3387  * @brief アイテムの強化を行う。 / Enchant item
3388  * @param cost 1回毎の費用
3389  * @param to_hit 命中をアップさせる量
3390  * @param to_dam ダメージをアップさせる量
3391  * @param to_ac ACをアップさせる量
3392  * @return 実際にかかった費用
3393  */
3394 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3395 {
3396         int         i;
3397         OBJECT_IDX  item;
3398         bool        okay = FALSE;
3399         object_type *o_ptr;
3400         cptr        q, s;
3401         int         maxenchant = (p_ptr->lev / 5);
3402         char        tmp_str[MAX_NLEN];
3403
3404         clear_bldg(4, 18);
3405 #ifdef JP
3406         prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3407         prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3408 #else
3409         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3410         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3411 #endif
3412
3413         item_tester_no_ryoute = TRUE;
3414
3415         /* Get an item */
3416         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3417         s = _("改良できるものがありません。", "You have nothing to improve.");
3418
3419         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3420
3421         /* Get the item (in the pack) */
3422         o_ptr = &inventory[item];
3423
3424         /* Check if the player has enough money */
3425         if (p_ptr->au < (cost * o_ptr->number))
3426         {
3427                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3428                 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);
3429                 return (FALSE);
3430         }
3431
3432         /* Enchant to hit */
3433         for (i = 0; i < to_hit; i++)
3434         {
3435                 if (o_ptr->to_h < maxenchant)
3436                 {
3437                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3438                         {
3439                                 okay = TRUE;
3440                                 break;
3441                         }
3442                 }
3443         }
3444
3445         /* Enchant to damage */
3446         for (i = 0; i < to_dam; i++)
3447         {
3448                 if (o_ptr->to_d < maxenchant)
3449                 {
3450                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3451                         {
3452                                 okay = TRUE;
3453                                 break;
3454                         }
3455                 }
3456         }
3457
3458         /* Enchant to AC */
3459         for (i = 0; i < to_ac; i++)
3460         {
3461                 if (o_ptr->to_a < maxenchant)
3462                 {
3463                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3464                         {
3465                                 okay = TRUE;
3466                                 break;
3467                         }
3468                 }
3469         }
3470
3471         /* Failure */
3472         if (!okay)
3473         {
3474                 /* Flush */
3475                 if (flush_failure) flush();
3476
3477                 /* Message */
3478                 msg_print(_("改良に失敗した。", "The improvement failed."));
3479
3480                 return (FALSE);
3481         }
3482         else
3483         {
3484                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3485 #ifdef JP
3486                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3487 #else
3488                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3489 #endif
3490
3491                 /* Charge the money */
3492                 p_ptr->au -= (cost * o_ptr->number);
3493
3494                 if (item >= INVEN_RARM) calc_android_exp();
3495
3496                 /* Something happened */
3497                 return (TRUE);
3498         }
3499 }
3500
3501
3502 /*!
3503  * @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
3504  * @details
3505  * The player can select the number of charges to add\n
3506  * (up to a limit), and the recharge never fails.\n
3507  *\n
3508  * The cost for rods depends on the level of the rod. The prices\n
3509  * for recharging wands and staves are dependent on the cost of\n
3510  * the base-item.\n
3511  * @return なし
3512  */
3513 static void building_recharge(void)
3514 {
3515         OBJECT_IDX  item;
3516         int         lev;
3517         object_type *o_ptr;
3518         object_kind *k_ptr;
3519         cptr        q, s;
3520         int         price;
3521         PARAMETER_VALUE charges;
3522         int         max_charges;
3523         char        tmp_str[MAX_NLEN];
3524
3525         msg_flag = FALSE;
3526
3527         /* Display some info */
3528         clear_bldg(4, 18);
3529         prt(_("  再充填の費用はアイテムの種類によります。", "  The prices of recharge depend on the type."), 6, 0);
3530
3531
3532         /* Only accept legal items */
3533         item_tester_hook = item_tester_hook_recharge;
3534
3535         /* Get an item */
3536         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3537         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3538         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3539
3540         /* Get the item (in the pack) */
3541         if (item >= 0)
3542         {
3543                 o_ptr = &inventory[item];
3544         }
3545
3546         /* Get the item (on the floor) */
3547         else
3548         {
3549                 o_ptr = &o_list[0 - item];
3550         }
3551
3552         k_ptr = &k_info[o_ptr->k_idx];
3553
3554         /*
3555          * We don't want to give the player free info about
3556          * the level of the item or the number of charges.
3557          */
3558         /* The item must be "known" */
3559         if (!object_is_known(o_ptr))
3560         {
3561                 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!"));
3562                 msg_print(NULL);
3563
3564                 if ((p_ptr->au >= 50) &&
3565                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3566
3567                 {
3568                         /* Pay the price */
3569                         p_ptr->au -= 50;
3570
3571                         /* Identify it */
3572                         identify_item(o_ptr);
3573
3574                         /* Description */
3575                         object_desc(tmp_str, o_ptr, 0);
3576                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3577
3578                         /* Auto-inscription */
3579                         autopick_alter_item(item, FALSE);
3580
3581                         /* Update the gold display */
3582                         building_prt_gold();
3583                 }
3584                 else
3585                 {
3586                         return;
3587                 }
3588         }
3589
3590         /* Extract the object "level" */
3591         lev = k_info[o_ptr->k_idx].level;
3592
3593         /* Price for a rod */
3594         if (o_ptr->tval == TV_ROD)
3595         {
3596                 if (o_ptr->timeout > 0)
3597                 {
3598                         /* Fully recharge */
3599                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3600                 }
3601                 else
3602                 {
3603                         /* No recharge necessary */
3604                         price = 0;
3605                         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."));
3606                         return;
3607                 }
3608         }
3609         else if (o_ptr->tval == TV_STAFF)
3610         {
3611                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3612                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3613
3614                 /* Pay at least 10 gold per charge */
3615                 price = MAX(10, price);
3616         }
3617         else
3618         {
3619                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3620                 price = (k_info[o_ptr->k_idx].cost / 10);
3621
3622                 /* Pay at least 10 gold per charge */
3623                 price = MAX(10, price);
3624         }
3625
3626         /* Limit the number of charges for wands and staffs */
3627         if (o_ptr->tval == TV_WAND
3628                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3629         {
3630                 if (o_ptr->number > 1)
3631                 {
3632                         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."));
3633                 }
3634                 else
3635                 {
3636                         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."));
3637                 }
3638                 return;
3639         }
3640         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3641         {
3642                 if (o_ptr->number > 1)
3643                 {
3644                         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."));
3645                 }
3646                 else
3647                 {
3648                         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."));
3649                 }
3650                 return;
3651         }
3652
3653         /* Check if the player has enough money */
3654         if (p_ptr->au < price)
3655         {
3656                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3657 #ifdef JP
3658                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3659 #else
3660                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3661 #endif
3662
3663                 return;
3664         }
3665
3666         if (o_ptr->tval == TV_ROD)
3667         {
3668 #ifdef JP
3669 if (get_check(format("そのロッドを$%d で再充填しますか?",
3670  price)))
3671 #else
3672                 if (get_check(format("Recharge the %s for %d gold? ",
3673                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3674 #endif
3675
3676                 {
3677                         /* Recharge fully */
3678                         o_ptr->timeout = 0;
3679                 }
3680                 else
3681                 {
3682                         return;
3683                 }
3684         }
3685         else
3686         {
3687                 if (o_ptr->tval == TV_STAFF)
3688                         max_charges = k_ptr->pval - o_ptr->pval;
3689                 else
3690                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3691
3692                 /* Get the quantity for staves and wands */
3693                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3694                                         MIN(p_ptr->au / price, max_charges));
3695
3696                 /* Do nothing */
3697                 if (charges < 1) return;
3698
3699                 /* Get the new price */
3700                 price *= charges;
3701
3702                 /* Recharge */
3703                 o_ptr->pval += charges;
3704
3705                 /* We no longer think the item is empty */
3706                 o_ptr->ident &= ~(IDENT_EMPTY);
3707         }
3708
3709         /* Give feedback */
3710         object_desc(tmp_str, o_ptr, 0);
3711 #ifdef JP
3712         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3713 #else
3714         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3715 #endif
3716
3717         /* Combine / Reorder the pack (later) */
3718         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3719
3720         /* Window stuff */
3721         p_ptr->window |= (PW_INVEN);
3722
3723         /* Pay the price */
3724         p_ptr->au -= price;
3725
3726         /* Finished */
3727         return;
3728 }
3729
3730
3731 /*!
3732  * @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
3733  * @details
3734  * The player can select the number of charges to add\n
3735  * (up to a limit), and the recharge never fails.\n
3736  *\n
3737  * The cost for rods depends on the level of the rod. The prices\n
3738  * for recharging wands and staves are dependent on the cost of\n
3739  * the base-item.\n
3740  * @return なし
3741  */
3742 static void building_recharge_all(void)
3743 {
3744         int         i;
3745         int         lev;
3746         object_type *o_ptr;
3747         object_kind *k_ptr;
3748         int         price = 0;
3749         int         total_cost = 0;
3750
3751
3752         /* Display some info */
3753         msg_flag = FALSE;
3754         clear_bldg(4, 18);
3755         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);
3756
3757         /* Calculate cost */
3758         for ( i = 0; i < INVEN_PACK; i++)
3759         {
3760                 o_ptr = &inventory[i];
3761                                 
3762                 /* skip non magic device */
3763                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3764
3765                 /* need identified */
3766                 if (!object_is_known(o_ptr)) total_cost += 50;
3767
3768                 /* Extract the object "level" */
3769                 lev = k_info[o_ptr->k_idx].level;
3770
3771                 k_ptr = &k_info[o_ptr->k_idx];
3772
3773                 switch (o_ptr->tval)
3774                 {
3775                 case TV_ROD:
3776                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3777                         break;
3778
3779                 case TV_STAFF:
3780                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3781                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3782
3783                         /* Pay at least 10 gold per charge */
3784                         price = MAX(10, price);
3785
3786                         /* Fully charge */
3787                         price = (k_ptr->pval - o_ptr->pval) * price;
3788                         break;
3789
3790                 case TV_WAND:
3791                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3792                         price = (k_info[o_ptr->k_idx].cost / 10);
3793
3794                         /* Pay at least 10 gold per charge */
3795                         price = MAX(10, price);
3796
3797                         /* Fully charge */
3798                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3799                         break;
3800                 }
3801
3802                 /* if price <= 0 then item have enough charge */
3803                 if (price > 0) total_cost += price;
3804         }
3805
3806         if (!total_cost)
3807         {
3808                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3809                 msg_print(NULL);
3810                 return;
3811         }
3812
3813         /* Check if the player has enough money */
3814         if (p_ptr->au < total_cost)
3815         {
3816                 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 );
3817                 msg_print(NULL);
3818                 return;
3819         }
3820         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3821         
3822         for (i = 0; i < INVEN_PACK; i++)
3823         {
3824                 o_ptr = &inventory[i];
3825                 k_ptr = &k_info[o_ptr->k_idx];
3826
3827                 /* skip non magic device */
3828                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3829
3830                 /* Identify it */
3831                 if (!object_is_known(o_ptr))
3832                 {
3833                         identify_item(o_ptr);
3834
3835                         /* Auto-inscription */
3836                         autopick_alter_item(i, FALSE);
3837                 }
3838
3839                 /* Recharge */
3840                 switch (o_ptr->tval)
3841                 {
3842                 case TV_ROD:
3843                         o_ptr->timeout = 0;
3844                         break;
3845                 case TV_STAFF:
3846                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3847                         /* We no longer think the item is empty */
3848                         o_ptr->ident &= ~(IDENT_EMPTY);
3849                         break;
3850                 case TV_WAND:
3851                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3852                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3853                         /* We no longer think the item is empty */
3854                         o_ptr->ident &= ~(IDENT_EMPTY);
3855                         break;
3856                 }
3857         }
3858
3859         /* Give feedback */
3860         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3861         msg_print(NULL);
3862
3863         /* Combine / Reorder the pack (later) */
3864         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3865
3866         /* Window stuff */
3867         p_ptr->window |= (PW_INVEN);
3868
3869         /* Pay the price */
3870         p_ptr->au -= total_cost;
3871
3872         /* Finished */
3873         return;
3874 }
3875
3876 /*!
3877  * @brief 町間のテレポートを行うメインルーチン。
3878  * @return テレポート処理を決定したか否か
3879  */
3880 bool tele_town(void)
3881 {
3882         int i, x, y;
3883         int num = 0;
3884
3885         if (dun_level)
3886         {
3887                 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!"));
3888                 return FALSE;
3889         }
3890
3891         if (p_ptr->inside_arena || p_ptr->inside_battle)
3892         {
3893                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3894                 return FALSE;
3895         }
3896
3897         screen_save();
3898         clear_bldg(4, 10);
3899
3900         for (i=1;i<max_towns;i++)
3901         {
3902                 char buf[80];
3903
3904                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
3905
3906                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
3907                 prt(buf, 5+i, 5);
3908                 num++;
3909         }
3910
3911         if (!num)
3912         {
3913                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3914                 msg_print(NULL);
3915                 screen_load();
3916                 return FALSE;
3917         }
3918
3919         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3920         while(1)
3921         {
3922                 i = inkey();
3923
3924                 if (i == ESCAPE)
3925                 {
3926                         screen_load();
3927                         return FALSE;
3928                 }
3929                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3930                 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;
3931                 break;
3932         }
3933
3934         for (y = 0; y < max_wild_y; y++)
3935         {
3936                 for (x = 0; x < max_wild_x; x++)
3937                 {
3938                         if(wilderness[y][x].town == (i-'a'+1))
3939                         {
3940                                 p_ptr->wilderness_y = y;
3941                                 p_ptr->wilderness_x = x;
3942                         }
3943                 }
3944         }
3945
3946         p_ptr->leaving = TRUE;
3947         leave_bldg = TRUE;
3948         p_ptr->teleport_town = TRUE;
3949         screen_load();
3950         return TRUE;
3951 }
3952
3953 /*!
3954  * @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-
3955  * @return 常にTRUEを返す。
3956  * @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。
3957  */
3958 static bool research_mon(void)
3959 {
3960         IDX i;
3961         int n;
3962         MONRACE_IDX r_idx;
3963         char sym, query;
3964         char buf[128];
3965
3966         bool notpicked;
3967
3968         bool recall = FALSE;
3969
3970         u16b why = 0;
3971
3972         IDX *who;
3973
3974         /* XTRA HACK WHATSEARCH */
3975         bool    all = FALSE;
3976         bool    uniq = FALSE;
3977         bool    norm = FALSE;
3978         char temp[80] = "";
3979
3980         /* XTRA HACK REMEMBER_IDX */
3981         static int old_sym = '\0';
3982         static IDX old_i = 0;
3983
3984
3985         /* Save the screen */
3986         screen_save();
3987
3988         /* Get a character, or abort */
3989         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):",
3990                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3991
3992         {
3993                 /* Restore */
3994                 screen_load();
3995
3996                 return (FALSE);
3997         }
3998
3999         /* Find that character info, and describe it */
4000         for (i = 0; ident_info[i]; ++i)
4001         {
4002                 if (sym == ident_info[i][0]) break;
4003         }
4004
4005                 /* XTRA HACK WHATSEARCH */
4006         if (sym == KTRL('A'))
4007         {
4008                 all = TRUE;
4009                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4010         }
4011         else if (sym == KTRL('U'))
4012         {
4013                 all = uniq = TRUE;
4014                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4015         }
4016         else if (sym == KTRL('N'))
4017         {
4018                 all = norm = TRUE;
4019                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4020         }
4021         else if (sym == KTRL('M'))
4022         {
4023                 all = TRUE;
4024                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4025                 {
4026                         temp[0]=0;
4027
4028                         /* Restore */
4029                         screen_load();
4030
4031                         return FALSE;
4032                 }
4033                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4034         }
4035         else if (ident_info[i])
4036         {
4037                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4038         }
4039         else
4040         {
4041                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4042         }
4043
4044         /* Display the result */
4045         prt(buf, 16, 10);
4046
4047
4048         /* Allocate the "who" array */
4049         C_MAKE(who, max_r_idx, IDX);
4050
4051         /* Collect matching monsters */
4052         for (n = 0, i = 1; i < max_r_idx; i++)
4053         {
4054                 monster_race *r_ptr = &r_info[i];
4055
4056                 /* Empty monster */
4057                 if (!r_ptr->name) continue;
4058
4059                 /* XTRA HACK WHATSEARCH */
4060                 /* Require non-unique monsters if needed */
4061                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4062
4063                 /* Require unique monsters if needed */
4064                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4065
4066                 /* 名前検索 */
4067                 if (temp[0])
4068                 {
4069                         int xx;
4070                         char temp2[80];
4071
4072                         for (xx = 0; temp[xx] && xx < 80; xx++)
4073                         {
4074 #ifdef JP
4075                                 if (iskanji(temp[xx]))
4076                                 {
4077                                         xx++;
4078                                         continue;
4079                                 }
4080 #endif
4081                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
4082                         }
4083   
4084 #ifdef JP
4085                         strcpy(temp2, r_name + r_ptr->E_name);
4086 #else
4087                         strcpy(temp2, r_name + r_ptr->name);
4088 #endif
4089                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4090                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
4091
4092 #ifdef JP
4093                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4094 #else
4095                         if (my_strstr(temp2, temp))
4096 #endif
4097                                 who[n++] = i;
4098                 }
4099                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4100         }
4101
4102         /* Nothing to recall */
4103         if (!n)
4104         {
4105                 /* Free the "who" array */
4106                 C_KILL(who, max_r_idx, IDX);
4107
4108                 /* Restore */
4109                 screen_load();
4110
4111                 return (FALSE);
4112         }
4113
4114         /* Sort by level */
4115         why = 2;
4116         query = 'y';
4117
4118         /* Sort if needed */
4119         if (why)
4120         {
4121                 /* Select the sort method */
4122                 ang_sort_comp = ang_sort_comp_hook;
4123                 ang_sort_swap = ang_sort_swap_hook;
4124
4125                 /* Sort the array */
4126                 ang_sort(who, &why, n);
4127         }
4128
4129
4130         /* Start at the end */
4131         /* XTRA HACK REMEMBER_IDX */
4132         if (old_sym == sym && old_i < n) i = old_i;
4133         else i = n - 1;
4134
4135         notpicked = TRUE;
4136
4137         /* Scan the monster memory */
4138         while (notpicked)
4139         {
4140                 /* Extract a race */
4141                 r_idx = who[i];
4142
4143                 /* Hack -- Begin the prompt */
4144                 roff_top(r_idx);
4145
4146                 /* Hack -- Complete the prompt */
4147                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4148
4149                 /* Interact */
4150                 while (1)
4151                 {
4152                         /* Recall */
4153                         if (recall)
4154                         {
4155                                 /*** Recall on screen ***/
4156
4157                                 /* Get maximal info about this monster */
4158                                 lore_do_probe(r_idx);
4159
4160                                 /* Save this monster ID */
4161                                 monster_race_track(r_idx);
4162
4163                                 /* Hack -- Handle stuff */
4164                                 handle_stuff();
4165
4166                                 /* know every thing mode */
4167                                 screen_roff(r_idx, 0x01);
4168                                 notpicked = FALSE;
4169
4170                                 /* XTRA HACK REMEMBER_IDX */
4171                                 old_sym = sym;
4172                                 old_i = i;
4173                         }
4174
4175                         /* Command */
4176                         query = inkey();
4177
4178                         /* Normal commands */
4179                         if (query != 'r') break;
4180
4181                         /* Toggle recall */
4182                         recall = !recall;
4183                 }
4184
4185                 /* Stop scanning */
4186                 if (query == ESCAPE) break;
4187
4188                 /* Move to "prev" monster */
4189                 if (query == '-')
4190                 {
4191                         if (++i == n)
4192                         {
4193                                 i = 0;
4194                                 if (!expand_list) break;
4195                         }
4196                 }
4197
4198                 /* Move to "next" monster */
4199                 else
4200                 {
4201                         if (i-- == 0)
4202                         {
4203                                 i = n - 1;
4204                                 if (!expand_list) break;
4205                         }
4206                 }
4207         }
4208
4209
4210         /* Re-display the identity */
4211         /* prt(buf, 5, 5);*/
4212
4213         /* Free the "who" array */
4214         C_KILL(who, max_r_idx, IDX);
4215
4216         /* Restore */
4217         screen_load();
4218
4219         return (!notpicked);
4220 }
4221
4222
4223 /*!
4224  * @brief 施設の処理実行メインルーチン / Execute a building command
4225  * @param bldg 施設構造体の参照ポインタ
4226  * @param i 実行したい施設のサービステーブルの添字
4227  * @return なし
4228  */
4229 static void bldg_process_command(building_type *bldg, int i)
4230 {
4231         BACT_IDX bact = bldg->actions[i];
4232         PRICE bcost;
4233         bool paid = FALSE;
4234         int amt;
4235
4236         /* Flush messages XXX XXX XXX */
4237         msg_flag = FALSE;
4238         msg_print(NULL);
4239
4240         if (is_owner(bldg))
4241                 bcost = bldg->member_costs[i];
4242         else
4243                 bcost = bldg->other_costs[i];
4244
4245         /* action restrictions */
4246         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4247             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4248         {
4249                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4250                 return;
4251         }
4252
4253         /* check gold (HACK - Recharge uses variable costs) */
4254         if ((bact != BACT_RECHARGE) &&
4255             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4256              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4257         {
4258                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4259                 return;
4260         }
4261
4262         switch (bact)
4263         {
4264         case BACT_NOTHING:
4265                 /* Do nothing */
4266                 break;
4267         case BACT_RESEARCH_ITEM:
4268                 paid = identify_fully(FALSE);
4269                 break;
4270         case BACT_TOWN_HISTORY:
4271                 town_history();
4272                 break;
4273         case BACT_RACE_LEGENDS:
4274                 race_legends();
4275                 break;
4276         case BACT_QUEST:
4277                 castle_quest();
4278                 break;
4279         case BACT_KING_LEGENDS:
4280         case BACT_ARENA_LEGENDS:
4281         case BACT_LEGENDS:
4282                 show_highclass();
4283                 break;
4284         case BACT_POSTER:
4285         case BACT_ARENA_RULES:
4286         case BACT_ARENA:
4287                 arena_comm(bact);
4288                 break;
4289         case BACT_IN_BETWEEN:
4290         case BACT_CRAPS:
4291         case BACT_SPIN_WHEEL:
4292         case BACT_DICE_SLOTS:
4293         case BACT_GAMBLE_RULES:
4294         case BACT_POKER:
4295                 gamble_comm(bact);
4296                 break;
4297         case BACT_REST:
4298         case BACT_RUMORS:
4299         case BACT_FOOD:
4300                 paid = inn_comm(bact);
4301                 break;
4302         case BACT_RESEARCH_MONSTER:
4303                 paid = research_mon();
4304                 break;
4305         case BACT_COMPARE_WEAPONS:
4306                 paid = TRUE;
4307                 bcost = compare_weapons(bcost);
4308                 break;
4309         case BACT_ENCHANT_WEAPON:
4310                 item_tester_hook = object_allow_enchant_melee_weapon;
4311                 enchant_item(bcost, 1, 1, 0);
4312                 break;
4313         case BACT_ENCHANT_ARMOR:
4314                 item_tester_hook = object_is_armour;
4315                 enchant_item(bcost, 0, 0, 1);
4316                 break;
4317         case BACT_RECHARGE:
4318                 building_recharge();
4319                 break;
4320         case BACT_RECHARGE_ALL:
4321                 building_recharge_all();
4322                 break;
4323         case BACT_IDENTS: /* needs work */
4324 #ifdef JP
4325                 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4326                 identify_pack();
4327                 msg_print(" 持ち物全てが鑑定されました。");
4328 #else
4329                 if (!get_check("Do you pay for identify all your possession? ")) break;
4330                 identify_pack();
4331                 msg_print("Your possessions have been identified.");
4332 #endif
4333
4334                 paid = TRUE;
4335                 break;
4336         case BACT_IDENT_ONE: /* needs work */
4337                 paid = ident_spell(FALSE);
4338                 break;
4339         case BACT_LEARN:
4340                 do_cmd_study();
4341                 break;
4342         case BACT_HEALING: /* needs work */
4343                 paid = cure_critical_wounds(200);
4344                 break;
4345         case BACT_RESTORE: /* needs work */
4346                 paid = restore_all_status();
4347                 break;
4348         case BACT_ENCHANT_ARROWS:
4349                 item_tester_hook = item_tester_hook_ammo;
4350                 enchant_item(bcost, 1, 1, 0);
4351                 break;
4352         case BACT_ENCHANT_BOW:
4353                 item_tester_tval = TV_BOW;
4354                 enchant_item(bcost, 1, 1, 0);
4355                 break;
4356         case BACT_RECALL:
4357                 if (recall_player(1)) paid = TRUE;
4358                 break;
4359         case BACT_TELEPORT_LEVEL:
4360         {
4361                 IDX select_dungeon;
4362                 DEPTH max_depth;
4363
4364                 clear_bldg(4, 20);
4365                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4366                 show_building(bldg);
4367                 if (!select_dungeon) return;
4368
4369                 max_depth = d_info[select_dungeon].maxdepth;
4370
4371                 /* Limit depth in Angband */
4372                 if (select_dungeon == DUNGEON_ANGBAND)
4373                 {
4374                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4375                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4376                 }
4377                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4378                                                         d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
4379
4380                 if (amt > 0)
4381                 {
4382                         p_ptr->word_recall = 1;
4383                         p_ptr->recall_dungeon = select_dungeon;
4384                         max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4385                         if (record_maxdepth)
4386                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4387                                 
4388                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4389
4390                         paid = TRUE;
4391                         p_ptr->redraw |= (PR_STATUS);
4392                 }
4393                 break;
4394         }
4395         case BACT_LOSE_MUTATION:
4396                 if (p_ptr->muta1 || p_ptr->muta2 ||
4397                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4398                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4399                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4400                 {
4401                         while(!lose_mutation(0));
4402                         paid = TRUE;
4403                 }
4404                 else
4405                 {
4406                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4407                         msg_print(NULL);
4408                 }
4409                 break;
4410         case BACT_BATTLE:
4411                 kakutoujou();
4412                 break;
4413         case BACT_TSUCHINOKO:
4414                 tsuchinoko();
4415                 break;
4416         case BACT_KUBI:
4417                 shoukinkubi();
4418                 break;
4419         case BACT_TARGET:
4420                 today_target();
4421                 break;
4422         case BACT_KANKIN:
4423                 kankin();
4424                 break;
4425         case BACT_HEIKOUKA:
4426                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4427                 set_virtue(V_COMPASSION, 0);
4428                 set_virtue(V_HONOUR, 0);
4429                 set_virtue(V_JUSTICE, 0);
4430                 set_virtue(V_SACRIFICE, 0);
4431                 set_virtue(V_KNOWLEDGE, 0);
4432                 set_virtue(V_FAITH, 0);
4433                 set_virtue(V_ENLIGHTEN, 0);
4434                 set_virtue(V_ENCHANT, 0);
4435                 set_virtue(V_CHANCE, 0);
4436                 set_virtue(V_NATURE, 0);
4437                 set_virtue(V_HARMONY, 0);
4438                 set_virtue(V_VITALITY, 0);
4439                 set_virtue(V_UNLIFE, 0);
4440                 set_virtue(V_PATIENCE, 0);
4441                 set_virtue(V_TEMPERANCE, 0);
4442                 set_virtue(V_DILIGENCE, 0);
4443                 set_virtue(V_VALOUR, 0);
4444                 set_virtue(V_INDIVIDUALISM, 0);
4445                 get_virtues();
4446                 paid = TRUE;
4447                 break;
4448         case BACT_TELE_TOWN:
4449                 paid = tele_town();
4450                 break;
4451         case BACT_EVAL_AC:
4452                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4453                 break;
4454         case BACT_BROKEN_WEAPON:
4455                 paid = TRUE;
4456                 bcost = repair_broken_weapon(bcost);
4457                 break;
4458         }
4459
4460         if (paid)
4461         {
4462                 p_ptr->au -= bcost;
4463         }
4464 }
4465
4466 /*!
4467  * @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
4468  * @return なし
4469  */
4470 void do_cmd_quest(void)
4471 {
4472         p_ptr->energy_use = 100;
4473
4474         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4475         {
4476                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4477                 return;
4478         }
4479         else
4480         {
4481                 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."));
4482                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4483                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4484                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4485
4486                 /* Player enters a new quest */
4487                 p_ptr->oldpy = 0;
4488                 p_ptr->oldpx = 0;
4489
4490                 leave_quest_check();
4491
4492                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4493                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4494
4495                 p_ptr->leaving = TRUE;
4496         }
4497 }
4498
4499
4500 /*!
4501  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4502  * @return なし
4503  */
4504 void do_cmd_bldg(void)
4505 {
4506         int             i, which;
4507         char            command;
4508         bool            validcmd;
4509         building_type   *bldg;
4510
4511
4512         p_ptr->energy_use = 100;
4513
4514         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4515         {
4516                 msg_print(_("ここには建物はない。", "You see no building here."));
4517                 return;
4518         }
4519
4520         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4521
4522         bldg = &building[which];
4523
4524         /* Don't re-init the wilderness */
4525         reinit_wilderness = FALSE;
4526
4527         if ((which == 2) && (p_ptr->arena_number < 0))
4528         {
4529                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4530                 return;
4531         }
4532         else if ((which == 2) && p_ptr->inside_arena)
4533         {
4534                 if (!p_ptr->exit_bldg && m_cnt > 0)
4535                 {
4536                         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);
4537                 }
4538                 else
4539                 {
4540                         /* Don't save the arena as saved floor */
4541                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4542
4543                         p_ptr->inside_arena = FALSE;
4544                         p_ptr->leaving = TRUE;
4545
4546                         /* Re-enter the arena */
4547                         command_new = SPECIAL_KEY_BUILDING;
4548
4549                         /* No energy needed to re-enter the arena */
4550                         p_ptr->energy_use = 0;
4551                 }
4552
4553                 return;
4554         }
4555         else if (p_ptr->inside_battle)
4556         {
4557                 /* Don't save the arena as saved floor */
4558                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4559
4560                 p_ptr->leaving = TRUE;
4561                 p_ptr->inside_battle = FALSE;
4562
4563                 /* Re-enter the monster arena */
4564                 command_new = SPECIAL_KEY_BUILDING;
4565
4566                 /* No energy needed to re-enter the arena */
4567                 p_ptr->energy_use = 0;
4568
4569                 return;
4570         }
4571         else
4572         {
4573                 p_ptr->oldpy = p_ptr->y;
4574                 p_ptr->oldpx = p_ptr->x;
4575         }
4576
4577         /* Forget the lite */
4578         forget_lite();
4579
4580         /* Forget the view */
4581         forget_view();
4582
4583         /* Hack -- Increase "icky" depth */
4584         character_icky++;
4585
4586         command_arg = 0;
4587         command_rep = 0;
4588         command_new = 0;
4589
4590         show_building(bldg);
4591         leave_bldg = FALSE;
4592
4593         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4594
4595         while (!leave_bldg)
4596         {
4597                 validcmd = FALSE;
4598                 prt("", 1, 0);
4599
4600                 building_prt_gold();
4601
4602                 command = inkey();
4603
4604                 if (command == ESCAPE)
4605                 {
4606                         leave_bldg = TRUE;
4607                         p_ptr->inside_arena = FALSE;
4608                         p_ptr->inside_battle = FALSE;
4609                         break;
4610                 }
4611
4612                 for (i = 0; i < 8; i++)
4613                 {
4614                         if (bldg->letters[i])
4615                         {
4616                                 if (bldg->letters[i] == command)
4617                                 {
4618                                         validcmd = TRUE;
4619                                         break;
4620                                 }
4621                         }
4622                 }
4623
4624                 if (validcmd)
4625                         bldg_process_command(bldg, i);
4626
4627                 /* Notice stuff */
4628                 notice_stuff();
4629
4630                 /* Handle stuff */
4631                 handle_stuff();
4632         }
4633
4634         select_floor_music();
4635
4636         /* Flush messages XXX XXX XXX */
4637         msg_flag = FALSE;
4638         msg_print(NULL);
4639
4640         /* Reinit wilderness to activate quests ... */
4641         if (reinit_wilderness)
4642         {
4643                 p_ptr->leaving = TRUE;
4644         }
4645
4646         /* Hack -- Decrease "icky" depth */
4647         character_icky--;
4648
4649         /* Clear the screen */
4650         Term_clear();
4651
4652         /* Update the visuals */
4653         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4654
4655         /* Redraw entire screen */
4656         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4657
4658         /* Window stuff */
4659         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4660 }
4661
4662
4663 /*!
4664  * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4665  */
4666 static cptr find_quest[] =
4667 {
4668         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4669         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4670         _("メッセージを見つけた:", "There is a sign saying"),
4671         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4672         _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4673 };
4674
4675
4676 /*!
4677  * @brief クエストの導入メッセージを表示する / Discover quest
4678  * @param q_idx 開始されたクエストのID
4679  */
4680 void quest_discovery(int q_idx)
4681 {
4682         quest_type      *q_ptr = &quest[q_idx];
4683         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
4684         int             q_num = q_ptr->max_num;
4685         char            name[80];
4686
4687         /* No quest index */
4688         if (!q_idx) return;
4689
4690         strcpy(name, (r_name + r_ptr->name));
4691
4692         msg_print(find_quest[rand_range(0, 4)]);
4693         msg_print(NULL);
4694
4695         if (q_num == 1)
4696         {
4697                 /* Unique */
4698
4699                 /* Hack -- "unique" monsters must be "unique" */
4700                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4701                     (0 == r_ptr->max_num))
4702                 {
4703                         msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4704                         /* The unique is already dead */
4705                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4706                         q_ptr->complev = 0;
4707                         update_playtime();
4708                         q_ptr->comptime = playtime;
4709                 }
4710                 else
4711                 {
4712                         msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4713                 }
4714         }
4715         else
4716         {
4717                 /* Normal monsters */
4718 #ifndef JP
4719                 plural_aux(name);
4720 #endif
4721                 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4722
4723         }
4724 }
4725
4726
4727 /*!
4728  * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4729  * / Hack -- Check if a level is a "quest" level
4730  * @param level 検索対象になる階
4731  * @return クエストIDを返す。該当がない場合0を返す。
4732  */
4733 IDX quest_number(DEPTH level)
4734 {
4735         IDX i;
4736
4737         /* Check quests */
4738         if (p_ptr->inside_quest)
4739                 return (p_ptr->inside_quest);
4740
4741         for (i = 0; i < max_q_idx; i++)
4742         {
4743                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4744
4745                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4746                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4747                     (quest[i].level == level) &&
4748                     (quest[i].dungeon == dungeon_type))
4749                         return (i);
4750         }
4751
4752         /* Check for random quest */
4753         return (random_quest_number(level));
4754 }
4755
4756 /*!
4757  * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4758  * @param level 検索対象になる階
4759  * @return クエストIDを返す。該当がない場合0を返す。
4760  */
4761 IDX random_quest_number(DEPTH level)
4762 {
4763         IDX i;
4764
4765         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4766
4767         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4768         {
4769                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4770                         (quest[i].status == QUEST_STATUS_TAKEN) &&
4771                         (quest[i].level == level) &&
4772                         (quest[i].dungeon == DUNGEON_ANGBAND))
4773                 {
4774                         return i;
4775                 }
4776         }
4777
4778         /* Nope */
4779         return 0;
4780 }