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