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[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16
17
18 /*!
19  * ループ中で / hack as in leave_store in store.c
20  */
21 static bool leave_bldg = FALSE;
22
23 /*!
24  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
25  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
26  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
27  * @param bldg 施設構造体の参照ポインタ
28  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
29  */
30 static bool is_owner(building_type *bldg)
31 {
32         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
33         {
34                 return (TRUE);
35         }
36
37         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
38         {
39                 return (TRUE);
40         }
41
42         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
44         {
45                 return (TRUE);
46         }
47
48         return (FALSE);
49 }
50
51 /*!
52  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
53  (スペルマスターの特別判定つき)
54  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
55  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
56  * @param bldg 施設構造体の参照ポインタ
57  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
58  * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
59  */
60 static bool is_member(building_type *bldg)
61 {
62         if (bldg->member_class[p_ptr->pclass])
63         {
64                 return (TRUE);
65         }
66
67         if (bldg->member_race[p_ptr->prace])
68         {
69                 return (TRUE);
70         }
71
72         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
74         {
75                 return (TRUE);
76         }
77
78
79         if (p_ptr->pclass == CLASS_SORCERER)
80         {
81                 int i;
82                 bool OK = FALSE;
83                 for (i = 0; i < MAX_MAGIC; i++)
84                 {
85                         if (bldg->member_realm[i+1]) OK = TRUE;
86                 }
87                 return OK;
88         }
89         return (FALSE);
90 }
91
92 /*!
93  * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94  * @details 消去は行毎にヌル文字列で行われる。
95  * @param min_row 開始行番号
96  * @param max_row 末尾行番号
97  * @return なし
98  */
99 static void clear_bldg(int min_row, int max_row)
100 {
101         int   i;
102
103         for (i = min_row; i <= max_row; i++)
104                 prt("", i, 0);
105 }
106
107 /*!
108  * @brief 所持金を表示する。
109  * @return なし
110  */
111 static void building_prt_gold(void)
112 {
113         char tmp_str[80];
114         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116         prt(tmp_str, 23, 68);
117 }
118
119 /*!
120  * @brief 施設のサービス一覧を表示する / Display a building.
121  * @param bldg 施設構造体の参照ポインタ
122  * @return なし
123  */
124 static void show_building(building_type* bldg)
125 {
126         char buff[20];
127         int i;
128         byte action_color;
129         char tmp_str[80];
130
131         Term_clear();
132         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
133         prt(tmp_str, 2, 1);
134
135
136         for (i = 0; i < 8; i++)
137         {
138                 if (bldg->letters[i])
139                 {
140                         if (bldg->action_restr[i] == 0)
141                         {
142                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
144                                 {
145                                         action_color = TERM_WHITE;
146                                         buff[0] = '\0';
147                                 }
148                                 else if (is_owner(bldg))
149                                 {
150                                         action_color = TERM_YELLOW;
151                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
152                                 }
153                                 else
154                                 {
155                                         action_color = TERM_YELLOW;
156                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
157                         }
158                         else if (bldg->action_restr[i] == 1)
159                         {
160                                 if (!is_member(bldg))
161                                 {
162                                         action_color = TERM_L_DARK;
163                                         strcpy(buff, _("(閉店)", "(closed)"));
164                                 }
165                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
167                                 {
168                                         action_color = TERM_WHITE;
169                                         buff[0] = '\0';
170                                 }
171                                 else if (is_owner(bldg))
172                                 {
173                                         action_color = TERM_YELLOW;
174                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
175                                 }
176                                 else
177                                 {
178                                         action_color = TERM_YELLOW;
179                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
180                                 }
181                         }
182                         else
183                         {
184                                 if (!is_owner(bldg))
185                                 {
186                                         action_color = TERM_L_DARK;
187                                         strcpy(buff, _("(閉店)", "(closed)"));
188                                 }
189                                 else if (bldg->member_costs[i] != 0)
190                                 {
191                                         action_color = TERM_YELLOW;
192                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
193                                 }
194                                 else
195                                 {
196                                         action_color = TERM_WHITE;
197                                         buff[0] = '\0';
198                                 }
199                         }
200
201                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
203                 }
204         }
205         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
206 }
207
208 /*!
209  * @brief 闘技場に入るコマンドの処理 / arena commands
210  * @param cmd 闘技場処理のID
211  * @return なし
212  */
213 static void arena_comm(int cmd)
214 {
215         monster_race    *r_ptr;
216         cptr            name;
217
218
219         switch (cmd)
220         {
221                 case BACT_ARENA:
222                         if (p_ptr->arena_number == MAX_ARENA_MONS)
223                         {
224                                 clear_bldg(5, 19);
225                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
226                                 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations!  You have defeated all before you."), 7, 0);
227                                 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
228
229                                 prt("", 10, 0);
230                                 prt("", 11, 0);
231                                 p_ptr->au += 1000000L;
232                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
233                                 msg_print(NULL);
234                                 p_ptr->arena_number++;
235                         }
236                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
237                         {
238                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
239                                 {
240                                         msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
241                                         msg_print(NULL);
242                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
243                                         {       
244                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
245                                                 msg_print(NULL);
246                                         
247                                                 p_ptr->exit_bldg = FALSE;
248                                                 reset_tim_flags();
249
250                                                 /* Save the surface floor as saved floor */
251                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
252
253                                                 p_ptr->inside_arena = TRUE;
254                                                 p_ptr->leaving = TRUE;
255                                                 leave_bldg = TRUE;
256                                         }
257                                         else
258                                         {
259                                                 msg_print(_("残念だ。", "We are disappointed."));
260                                         }
261                                 }
262                                 else
263                                 {
264                                         msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
265                                                                 "You enter the arena briefly and bask in your glory."));
266                                         msg_print(NULL);
267                                 }
268                         }
269                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
270                         {
271                                 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
272                                                         "You don't have permission to enter with pet."));
273                                 msg_print(NULL);
274                         }
275                         else
276                         {
277                                 p_ptr->exit_bldg = FALSE;
278                                 reset_tim_flags();
279
280                                 /* Save the surface floor as saved floor */
281                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
282
283                                 p_ptr->inside_arena = TRUE;
284                                 p_ptr->leaving = TRUE;
285                                 leave_bldg = TRUE;
286                         }
287                         break;
288                 case BACT_POSTER:
289                         if (p_ptr->arena_number == MAX_ARENA_MONS)
290                                 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
291                                                         "You are victorious. Enter the arena for the ceremony."));
292
293                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
294                         {
295                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
296                         }
297                         else
298                         {
299                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300                                 name = (r_name + r_ptr->name);
301                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
302
303                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304                                 p_ptr->window |= (PW_MONSTER);
305                                 window_stuff();
306
307                         }
308                         break;
309                 case BACT_ARENA_RULES:
310
311                         /* Save screen */
312                         screen_save();
313
314                         /* Peruse the arena help file */
315                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
316
317                         /* Load screen */
318                         screen_load();
319
320                         break;
321         }
322 }
323
324 /*!
325  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
326  * @param row シンボルを表示する行の上端
327  * @param col シンボルを表示する行の左端
328  * @param fruit 表示するシンボルID
329  * @return なし
330  */
331 static void display_fruit(int row, int col, int fruit)
332 {
333         switch (fruit)
334         {
335                 case 0: /* lemon */
336                         c_put_str(TERM_YELLOW, "   ####.", row, col);
337                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
338                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
339                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
340                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
341                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
342                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
343                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
344                         prt(                 _(" レモン ",
345                                                            " Lemon  "), row + 8, col);
346                         break;
347                 case 1: /* orange */
348                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
349                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
350                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
351                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
352                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
353                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
354                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
355                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
356                         prt(                 _("オレンジ",
357                                                                    " Orange "), row + 8, col);
358                         break;
359                 case 2: /* sword */
360                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
361                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
362                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
363                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
364                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
365                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
366                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
367                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
368                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
369                         break;
370                 case 3: /* shield */
371                         c_put_str(TERM_SLATE, " ###### ", row, col);
372                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
373                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
374                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
375                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
376                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
377                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
378                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
379                         prt(                _("   盾   ",
380                                                                   " Shield "), row + 8, col);
381                         break;
382                 case 4: /* plum */
383                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
384                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
385                         c_put_str(TERM_VIOLET, "########", row + 2, col);
386                         c_put_str(TERM_VIOLET, "########", row + 3, col);
387                         c_put_str(TERM_VIOLET, "########", row + 4, col);
388                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
389                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
390                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
391                         prt(                 _(" プラム ",
392                                                                    "  Plum  "), row + 8, col);
393                         break;
394                 case 5: /* cherry */
395                         c_put_str(TERM_RED, "      ##", row, col);
396                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
397                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
398                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
399                         c_put_str(TERM_RED, " ###### ", row + 4, col);
400                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
401                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
402                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
403                         prt(              _("チェリー",
404                                                                 " Cherry "), row + 8, col);
405                         break;
406         }
407 }
408
409 /*! @note
410  * kpoker no (tyuto-hannpa na)pakuri desu...
411  * joker ha shineru node haitte masen.
412  *
413  * TODO: donataka! tsukutte!
414  *  - agatta yaku no kiroku (like DQ).
415  *  - kakkoii card no e.
416  *  - sousa-sei no koujyo.
417  *  - code wo wakariyasuku.
418  *  - double up.
419  *  - Joker... -- done.
420  *
421  * 9/13/2000 --Koka
422  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
423  */
424
425 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
426 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
427 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
428
429 static int cards[5]; /*!< ポーカーの現在の手札ID */
430
431 /*!
432  * @brief ポーカーの山札を切る。
433  * @param deck デッキの配列
434  * @return なし
435  */
436 static void reset_deck(int deck[])
437 {
438         int i;
439         for (i = 0; i < 53; i++) deck[i] = i;
440
441         /* shuffle cards */
442         for (i = 0; i < 53; i++){
443                 int tmp1 = randint0(53 - i) + i;
444                 int tmp2 = deck[i];
445                 deck[i] = deck[tmp1];
446                 deck[tmp1] = tmp2;
447         }
448 }
449
450 /*!
451  * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
452  * @return ジョーカーを持っているか。
453  */
454 static bool have_joker(void)
455 {
456         int i;
457
458         for (i = 0; i < 5; i++){
459           if(IS_JOKER(cards[i])) return TRUE;
460         }
461         return FALSE;
462 }
463
464 /*!
465  * @brief ポーカーの手札に該当の番号の札があるかを返す。
466  * @param num 探したいカードの番号。
467  * @return 該当の番号が手札にあるか。
468  */
469 static bool find_card_num(int num)
470 {
471         int i;
472         for (i = 0; i < 5; i++)
473                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
474         return FALSE;
475 }
476
477 /*!
478  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
479  * @return 役の判定結果
480  */
481 static bool yaku_check_flush(void)
482 {
483         int i, suit;
484         bool joker_is_used = FALSE;
485
486         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
487         for (i = 0; i < 5; i++){
488                 if (SUIT_OF(cards[i]) != suit){
489                   if(have_joker() && !joker_is_used)
490                     joker_is_used = TRUE;
491                   else
492                     return FALSE;
493                 }
494         }
495
496         return TRUE;
497 }
498
499 /*!
500  * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
501  * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
502  */
503 static int yaku_check_straight(void)
504 {
505         int i, lowest = 99;
506         bool joker_is_used = FALSE;
507         bool straight = FALSE;
508
509         /* get lowest */
510         for (i = 0; i < 5; i++)
511         {
512                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
513                         lowest = NUM_OF(cards[i]);
514         }
515         
516         /* Check Royal Straight Flush */
517         if (yaku_check_flush())
518         {
519           if( lowest == 0 ){
520                 for (i = 0; i < 4; i++)
521                 {
522                         if (!find_card_num(9 + i)){
523                                 if( have_joker() && !joker_is_used )
524                                   joker_is_used = TRUE;
525                                 else
526                                   break;
527                         }
528                 }
529                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
530           }
531           if(lowest == 9){
532                 for (i = 0; i < 3; i++)
533                 {
534                         if (!find_card_num(10 + i))
535                                 break;
536                 }
537                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
538           }
539         }
540
541         joker_is_used = FALSE;
542
543         /* Straight Only Check */
544
545         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
546                 for (i = 0; i < 4; i++)
547                 {
548                         if (!find_card_num(9 + i)) {
549                                 if (have_joker() && !joker_is_used)
550                                         joker_is_used = TRUE;
551                                 else
552                                         break; /* None */
553                         }
554                 }
555                 if(i == 4) straight = TRUE;
556         }
557
558         joker_is_used = FALSE;
559
560         for (i = 0; i < 5; i++)
561         {
562                 if(!find_card_num(lowest + i)){
563                         if( have_joker() && !joker_is_used )
564                                 joker_is_used = TRUE;
565                         else
566                                 break; /* None */
567                 }
568         }
569         if(i == 5) straight = TRUE;
570         
571         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
572         else if(straight) return 1; /* Only Straight */
573         else return 0;
574 }
575
576 /*!
577  * @brief ポーカーのペア役の状態を返す。
578  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
579  */
580 static int yaku_check_pair(void)
581 {
582         int i, i2, matching = 0;
583
584         for (i = 0; i < 5; i++)
585         {
586                 for (i2 = i+1; i2 < 5; i2++)
587                 {
588                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
589                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
590                                 matching++;
591                 }
592         }
593
594         if(have_joker()){
595           switch(matching){
596           case 0:
597             matching = 1;
598             break;
599           case 1:
600             matching = 3;
601             break;
602           case 2:
603             matching = 4;
604             break;
605           case 3:
606             matching = 6;
607             break;
608           case 6:
609             matching = 7;
610             break;
611           default:
612             /* don't reach */
613             break;
614           }
615         }
616
617         return matching;
618 }
619
620 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
621 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
622 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
623 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
624 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
625 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
626 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
627 #define ODDS_ST 4 /*!< ストレートの役倍率 */
628 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
629 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
630
631 /*!
632  * @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
633  * @return 役のID
634  */
635 static int yaku_check(void)
636 {
637         prt("                            ", 4, 3);
638
639         switch(yaku_check_straight()){
640         case 3: /* RF! */
641                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
642                 return ODDS_RF;
643         case 2: /* SF! */
644                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
645                 return ODDS_SF;
646         case 1:
647                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
648                 return ODDS_ST;
649         default:
650                 /* Not straight -- fall through */
651                 break;
652         }
653
654         if (yaku_check_flush())
655         {
656                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
657                 return ODDS_FL;
658         }
659
660         switch (yaku_check_pair())
661         {
662         case 1:
663                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
664                 return 0;
665         case 2:
666                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
667                 return ODDS_2P;
668         case 3:
669                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
670                 return ODDS_3C;
671         case 4:
672                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
673                 return ODDS_FH;
674         case 6:
675                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
676                 return ODDS_4C;
677         case 7:
678                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
679                 {
680                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
681                         return ODDS_5A;
682                 }
683                 else
684                 {
685                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
686                         return ODDS_5C;
687                 }
688         default:
689                 break;
690         }
691         return 0;
692 }
693
694 /*!
695  * @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
696  * @param hoge カーソルの現在位置
697  * @param kaeruka カードの捨てる/残すフラグ配列
698  * @return なし
699  */
700 static void display_kaeruka(int hoge, int kaeruka[])
701 {
702         int i;
703         char col = TERM_WHITE;
704         for (i = 0; i < 5; i++)
705         {
706                 if (i == hoge) col = TERM_YELLOW;
707                 else if(kaeruka[i]) col = TERM_WHITE;
708                 else col = TERM_L_BLUE;
709                 
710                 if(kaeruka[i])
711                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
712                 else
713                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
714         }
715         if (hoge > 4) col = TERM_YELLOW;
716         else col = TERM_WHITE;
717         c_put_str(col, _("決定", "Sure"), 16,  38);
718
719         /* Hilite current option */
720         if (hoge < 5) move_cursor(14, 5+hoge*16);
721         else move_cursor(16, 38);
722 }
723
724 /*!
725  * @brief ポーカーの手札を表示する。
726  * @return なし
727  */
728 static void display_cards(void)
729 {
730         int i, j;
731         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
732 #ifdef JP
733         cptr suit[4] = {"★", "●", "¶", "†"};
734         cptr card_grph[13][7] = {{"A   %s     ",
735                                   "     変     ",
736                                   "     愚     ",
737                                   "     蛮     ",
738                                   "     怒     ",
739                                   "     %s     ",
740                                   "          A"},
741                                  {"2          ",
742                                   "     %s     ",
743                                   "            ",
744                                   "            ",
745                                   "            ",
746                                   "     %s     ",
747                                   "          2"},
748                                  {"3          ",
749                                   "     %s     ",
750                                   "            ",
751                                   "     %s     ",
752                                   "            ",
753                                   "     %s     ",
754                                   "          3"},
755                                  {"4          ",
756                                   "   %s  %s   ",
757                                   "            ",
758                                   "            ",
759                                   "            ",
760                                   "   %s  %s   ",
761                                   "          4"},
762                                  {"5          ",
763                                   "   %s  %s   ",
764                                   "            ",
765                                   "     %s     ",
766                                   "            ",
767                                   "   %s  %s   ",
768                                   "          5"},
769                                  {"6          ",
770                                   "   %s  %s   ",
771                                   "            ",
772                                   "   %s  %s   ",
773                                   "            ",
774                                   "   %s  %s   ",
775                                   "          6"},
776                                  {"7          ",
777                                   "   %s  %s   ",
778                                   "     %s     ",
779                                   "   %s  %s   ",
780                                   "            ",
781                                   "   %s  %s   ",
782                                   "          7"},
783                                  {"8          ",
784                                   "   %s  %s   ",
785                                   "     %s     ",
786                                   "   %s  %s   ",
787                                   "     %s     ",
788                                   "   %s  %s   ",
789                                   "          8"},
790                                  {"9 %s  %s   ",
791                                   "            ",
792                                   "   %s  %s   ",
793                                   "     %s     ",
794                                   "   %s  %s   ",
795                                   "            ",
796                                   "   %s  %s 9"},
797                                  {"10 %s  %s   ",
798                                   "     %s     ",
799                                   "   %s  %s   ",
800                                   "            ",
801                                   "   %s  %s   ",
802                                   "     %s     ",
803                                   "   %s  %s 10"},
804                                  {"J   Λ     ",
805                                   "%s   ||     ",
806                                   "     ||     ",
807                                   "     ||     ",
808                                   "     ||     ",
809                                   "   |=亜=| %s",
810                                   "     目   J"},
811                                  {"Q ######   ",
812                                   "%s#      #  ",
813                                   "  # ++++ #  ",
814                                   "  # +==+ #  ",
815                                   "   # ++ #   ",
816                                   "    #  #  %s",
817                                   "     ##   Q"},
818                                  {"K          ",
819                                   "%s `⌒´   ",
820                                   "  γγγλ  ",
821                                   "  ο ο ι  ",
822                                   "   υ    ∂ ",
823                                   "    σ ノ %s",
824                                   "          K"}};
825         cptr joker_grph[7] = {    "            ",
826                                   "     J     ",
827                                   "     O     ",
828                                   "     K     ",
829                                   "     E     ",
830                                   "     R     ",
831                                   "            "};
832
833 #else
834
835         cptr suit[4] = {"[]", "qp", "<>", "db"};
836         cptr card_grph[13][7] = {{"A    %s     ",
837                                   "     He     ",
838                                   "     ng     ",
839                                   "     ba     ",
840                                   "     nd     ",
841                                   "     %s     ",
842                                   "           A"},
843                                  {"2           ",
844                                   "     %s     ",
845                                   "            ",
846                                   "            ",
847                                   "            ",
848                                   "     %s     ",
849                                   "           2"},
850                                  {"3           ",
851                                   "     %s     ",
852                                   "            ",
853                                   "     %s     ",
854                                   "            ",
855                                   "     %s     ",
856                                   "           3"},
857                                  {"4           ",
858                                   "   %s  %s   ",
859                                   "            ",
860                                   "            ",
861                                   "            ",
862                                   "   %s  %s   ",
863                                   "           4"},
864                                  {"5           ",
865                                   "   %s  %s   ",
866                                   "            ",
867                                   "     %s     ",
868                                   "            ",
869                                   "   %s  %s   ",
870                                   "           5"},
871                                  {"6           ",
872                                   "   %s  %s   ",
873                                   "            ",
874                                   "   %s  %s   ",
875                                   "            ",
876                                   "   %s  %s   ",
877                                   "           6"},
878                                  {"7           ",
879                                   "   %s  %s   ",
880                                   "     %s     ",
881                                   "   %s  %s   ",
882                                   "            ",
883                                   "   %s  %s   ",
884                                   "           7"},
885                                  {"8           ",
886                                   "   %s  %s   ",
887                                   "     %s     ",
888                                   "   %s  %s   ",
889                                   "     %s     ",
890                                   "   %s  %s   ",
891                                   "           8"},
892                                  {"9  %s  %s   ",
893                                   "            ",
894                                   "   %s  %s   ",
895                                   "     %s     ",
896                                   "   %s  %s   ",
897                                   "            ",
898                                   "   %s  %s  9"},
899                                  {"10 %s  %s   ",
900                                   "     %s     ",
901                                   "   %s  %s   ",
902                                   "            ",
903                                   "   %s  %s   ",
904                                   "     %s     ",
905                                   "   %s  %s 10"},
906                                  {"J    /\\     ",
907                                   "%s   ||     ",
908                                   "     ||     ",
909                                   "     ||     ",
910                                   "     ||     ",
911                                   "   |=HH=| %s",
912                                   "     ][    J"},
913                                  {"Q  ######   ",
914                                   "%s#      #  ",
915                                   "  # ++++ #  ",
916                                   "  # +==+ #  ",
917                                   "   # ++ #   ",
918                                   "    #  #  %s",
919                                   "     ##    Q"},
920                                  {"K           ",
921                                   "%s _'~~`_   ",
922                                   "   jjjjj$&  ",
923                                   "   q q uu   ",
924                                   "   c    &   ",
925                                   "    v__/  %s",
926                                   "           K"}};
927         cptr joker_grph[7] = {    "            ",
928                                   "     J      ",
929                                   "     O      ",
930                                   "     K      ",
931                                   "     E      ",
932                                   "     R      ",
933                                   "            "};
934 #endif
935
936         for (i = 0; i < 5; i++)
937         {
938                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
939         }
940
941         for (i = 0; i < 5; i++)
942         {
943                 for (j = 0; j < 7; j++)
944                 {
945                         prt(_("┃", " |"),  j+6,  i*16);
946                         if(IS_JOKER(cards[i]))
947                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
948                         else
949                                 c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]),  j+6,  2+i*16);
950                         prt(_("┃", "| "),  j+6,  i*16+14);
951                 }
952         }
953         for (i = 0; i < 5; i++)
954         {
955                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
956         }
957 }
958
959 /*!
960  * @brief ポーカーの1プレイルーチン。
961  * @return 1プレイの役の結果
962  */
963 static int do_poker(void)
964 {
965         int i, k = 2;
966         char cmd;
967         int deck[53]; /* yamafuda : 0...52 */
968         int deck_ptr = 0;
969         int kaeruka[5]; /* 0:kaenai 1:kaeru */
970
971         bool done = FALSE;
972         bool kettei = TRUE;
973         bool kakikae = TRUE;
974
975         reset_deck(deck);
976
977         for (i = 0; i < 5; i++)
978         {
979                 cards[i] = deck[deck_ptr++];
980                 kaeruka[i] = 0; /* default:nokosu */
981         }
982         
983 #if 0
984         /* debug:RF */
985         cards[0] = 12;
986         cards[1] = 0;
987         cards[2] = 9;
988         cards[3] = 11;
989         cards[4] = 10;
990 #endif
991 #if 0
992         /* debug:SF */
993         cards[0] = 3;
994         cards[1] = 2;
995         cards[2] = 4;
996         cards[3] = 6;
997         cards[4] = 5;
998 #endif
999 #if 0
1000         /* debug:Four Cards */
1001         cards[0] = 0;
1002         cards[1] = 0 + 13 * 1;
1003         cards[2] = 0 + 13 * 2;
1004         cards[3] = 0 + 13 * 3;
1005         cards[4] = 51;
1006 #endif
1007 #if 0
1008         /* debug:Straight1 */
1009         cards[0] = 1;
1010         cards[1] = 0 + 13;
1011         cards[2] = 3;
1012         cards[3] = 2 + 26;
1013         cards[4] = 4;
1014 #endif
1015 #if 0
1016         /* debug:Straight2 */
1017         cards[0] = 12;
1018         cards[1] = 0;
1019         cards[2] = 9;
1020         cards[3] = 11 + 13 * 2;
1021         cards[4] = 10;
1022 #endif
1023 #if 0
1024         /* debug:Straight3 */
1025         cards[0] = 52;
1026         cards[1] = 0;
1027         cards[2] = 9;
1028         cards[3] = 11 + 13 * 2;
1029         cards[4] = 10;
1030 #endif
1031 #if 0
1032         /* debug:Straight4 */
1033         cards[0] = 12;
1034         cards[1] = 52;
1035         cards[2] = 9;
1036         cards[3] = 11 + 13 * 2;
1037         cards[4] = 10;
1038 #endif
1039 #if 0
1040         /* debug:Straight5 */
1041         cards[0] = 4;
1042         cards[1] = 5 + 13;
1043         cards[2] = 6;
1044         cards[3] = 7 + 26;
1045         cards[4] = 3;
1046 #endif
1047 #if 0
1048         /* debug:Five Card1 */
1049         cards[0] = 4;
1050         cards[1] = 52;
1051         cards[2] = 4 + 13;
1052         cards[3] = 4 + 26;
1053         cards[4] = 4 + 39;
1054 #endif
1055 #if 0
1056         /* debug:Five Card2 */
1057         cards[1] = 52;
1058         cards[0] = 4;
1059         cards[2] = 4 + 13;
1060         cards[3] = 4 + 26;
1061         cards[4] = 4 + 39;
1062 #endif
1063 #if 0
1064         /* debug */
1065         cards[0] = 52;
1066         cards[1] = 0;
1067         cards[2] = 1;
1068         cards[3] = 2;
1069         cards[4] = 3;
1070 #endif
1071
1072         /* suteruno wo kimeru */
1073         prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
1074
1075         display_cards();
1076         yaku_check();
1077
1078         while (!done)
1079         {
1080                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1081                 kakikae = FALSE;
1082                 cmd = inkey();
1083                 switch (cmd)
1084                 {
1085                 case '6': case 'l': case 'L': case KTRL('F'):
1086                         if (!kettei) k = (k+1)%5;
1087                         else {k = 0;kettei = FALSE;}
1088                         kakikae = TRUE;
1089                         break;
1090                 case '4': case 'h': case 'H': case KTRL('B'):
1091                         if (!kettei) k = (k+4)%5;
1092                         else {k = 4;kettei = FALSE;}
1093                         kakikae = TRUE;
1094                         break;
1095                 case '2': case 'j': case 'J': case KTRL('N'):
1096                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1097                         break;
1098                 case '8': case 'k': case 'K': case KTRL('P'):
1099                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1100                         break;
1101                 case ' ': case '\r':
1102                         if (kettei) done = TRUE;
1103                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1104                         break;
1105                 default:
1106                         break;
1107                 }
1108         }
1109         
1110         prt("",0,0);
1111
1112         for (i = 0; i < 5; i++)
1113                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1114
1115         display_cards();
1116         
1117         return yaku_check();
1118 }
1119 #undef SUIT_OF
1120 #undef NUM_OF
1121 #undef IS_JOKER
1122 /* end of poker codes --Koka */
1123
1124 /*!
1125  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1126  * @param cmd プレイするゲームID
1127  * @return なし
1128  */
1129 static bool gamble_comm(int cmd)
1130 {
1131         int i;
1132         int roll1, roll2, roll3, choice, odds, win;
1133         s32b wager;
1134         s32b maxbet;
1135         s32b oldgold;
1136
1137         char out_val[160], tmp_str[80], again;
1138         cptr p;
1139
1140         screen_save();
1141
1142         if (cmd == BACT_GAMBLE_RULES)
1143         {
1144                 /* Peruse the gambling help file */
1145                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1146         }
1147         else
1148         {
1149                 /* No money */
1150                 if (p_ptr->au < 1)
1151                 {
1152                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1153                                                 "Hey! You don't have gold - get out of here!"));
1154                         msg_print(NULL);
1155                         screen_load();
1156                         return FALSE;
1157                 }
1158
1159                 clear_bldg(5, 23);
1160
1161                 maxbet = p_ptr->lev * 200;
1162
1163                 /* We can't bet more than we have */
1164                 maxbet = MIN(maxbet, p_ptr->au);
1165
1166                 /* Get the wager */
1167                 strcpy(out_val, "");
1168                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1169
1170
1171                 /*
1172                  * Use get_string() because we may need more than
1173                  * the s16b value returned by get_quantity().
1174                  */
1175                 if (get_string(tmp_str, out_val, 32))
1176                 {
1177                         /* Strip spaces */
1178                         for (p = out_val; *p == ' '; p++);
1179
1180                         /* Get the wager */
1181                         wager = atol(p);
1182
1183                         if (wager > p_ptr->au)
1184                         {
1185                                 msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
1186                                 msg_print(NULL);
1187                                 screen_load();
1188                                 return (FALSE);
1189                         }
1190                         else if (wager > maxbet)
1191                         {
1192                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1193                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1194                                 wager = maxbet;
1195                         }
1196                         else if (wager < 1)
1197                         {
1198                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1199                                 wager = 1;
1200                         }
1201                         msg_print(NULL);
1202                         win = FALSE;
1203                         odds = 0;
1204                         oldgold = p_ptr->au;
1205
1206                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1207                         prt(tmp_str, 20, 2);
1208                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1209                         prt(tmp_str, 21, 2);
1210
1211                         do
1212                         {
1213                                 p_ptr->au -= wager;
1214                                 switch (cmd)
1215                                 {
1216                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1217                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1218
1219                                         odds = 4;
1220                                         win = FALSE;
1221                                         roll1 = randint1(10);
1222                                         roll2 = randint1(10);
1223                                         choice = randint1(10);
1224                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1225
1226                                         prt(tmp_str, 8, 3);
1227                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1228
1229                                         prt(tmp_str, 11, 14);
1230                                         if (((choice > roll1) && (choice < roll2)) ||
1231                                                 ((choice < roll1) && (choice > roll2)))
1232                                                 win = TRUE;
1233                                         break;
1234                                 case BACT_CRAPS:  /* Game of Craps */
1235                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1236
1237                                         win = 3;
1238                                         odds = 2;
1239                                         roll1 = randint1(6);
1240                                         roll2 = randint1(6);
1241                                         roll3 = roll1 +  roll2;
1242                                         choice = roll3;
1243                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1244                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1245                                         prt(tmp_str, 7, 5);
1246                                         if ((roll3 == 7) || (roll3 == 11))
1247                                                 win = TRUE;
1248                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1249                                                 win = FALSE;
1250                                         else
1251                                                 do
1252                                                 {
1253                                                         msg_print(_("なにかキーを押すともう一回振ります。", "Hit any key to roll again"));
1254
1255                                                         msg_print(NULL);
1256                                                         roll1 = randint1(6);
1257                                                         roll2 = randint1(6);
1258                                                         roll3 = roll1 +  roll2;
1259                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1260                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1261                                                         prt(tmp_str, 8, 5);
1262                                                         if (roll3 == choice)
1263                                                                 win = TRUE;
1264                                                         else if (roll3 == 7)
1265                                                                 win = FALSE;
1266                                                 } while ((win != TRUE) && (win != FALSE));
1267                                         break;
1268
1269                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1270                                         win = FALSE;
1271                                         odds = 9;
1272                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1273
1274                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1275                                         prt("--------------------------------", 8, 3);
1276                                         strcpy(out_val, "");
1277                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1278
1279                                         for (p = out_val; iswspace(*p); p++);
1280                                         choice = atol(p);
1281                                         if (choice < 0)
1282                                         {
1283                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1284                                                 choice = 0;
1285                                         }
1286                                         else if (choice > 9)
1287                                         {
1288                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1289                                                 choice = 9;
1290                                         }
1291                                         msg_print(NULL);
1292                                         roll1 = randint0(10);
1293                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1294                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1295                                         prt(tmp_str, 13, 3);
1296                                         prt("", 9, 0);
1297                                         prt("*", 9, (3 * roll1 + 5));
1298                                         if (roll1 == choice)
1299                                                 win = TRUE;
1300                                         break;
1301
1302                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1303                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1304                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1305                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1306                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1307                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1308                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1309                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1310                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1311                                         
1312                                         win = FALSE;
1313                                         roll1 = randint1(21);
1314                                         for (i=6;i>0;i--)
1315                                         {
1316                                                 if ((roll1-i) < 1)
1317                                                 {
1318                                                         roll1 = 7-i;
1319                                                         break;
1320                                                 }
1321                                                 roll1 -= i;
1322                                         }
1323                                         roll2 = randint1(21);
1324                                         for (i=6;i>0;i--)
1325                                         {
1326                                                 if ((roll2-i) < 1)
1327                                                 {
1328                                                         roll2 = 7-i;
1329                                                         break;
1330                                                 }
1331                                                 roll2 -= i;
1332                                         }
1333                                         choice = randint1(21);
1334                                         for (i=6;i>0;i--)
1335                                         {
1336                                                 if ((choice-i) < 1)
1337                                                 {
1338                                                         choice = 7-i;
1339                                                         break;
1340                                                 }
1341                                                 choice -= i;
1342                                         }
1343                                         put_str("/--------------------------\\", 7, 2);
1344                                         prt("\\--------------------------/", 17, 2);
1345                                         display_fruit(8,  3, roll1 - 1);
1346                                         display_fruit(8, 12, roll2 - 1);
1347                                         display_fruit(8, 21, choice - 1);
1348                                         if ((roll1 == roll2) && (roll2 == choice))
1349                                         {
1350                                                 win = TRUE;
1351                                                 switch(roll1)
1352                                                 {
1353                                                 case 1:
1354                                                         odds = 5;break;
1355                                                 case 2:
1356                                                         odds = 10;break;
1357                                                 case 3:
1358                                                         odds = 20;break;
1359                                                 case 4:
1360                                                         odds = 50;break;
1361                                                 case 5:
1362                                                         odds = 200;break;
1363                                                 case 6:
1364                                                         odds = 1000;break;
1365                                                 }
1366                                         }
1367                                         else if ((roll1 == 1) && (roll2 == 1))
1368                                         {
1369                                                 win = TRUE;
1370                                                 odds = 2;
1371                                         }
1372                                         break;
1373                                 case BACT_POKER:
1374                                         win = FALSE;
1375                                         odds = do_poker();
1376                                         if (odds) win = TRUE;
1377                                         break;
1378                                 }
1379
1380                                 if (win)
1381                                 {
1382                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1383
1384                                         p_ptr->au += odds * wager;
1385                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1386
1387                                         prt(tmp_str, 17, 37);
1388                                 }
1389                                 else
1390                                 {
1391                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1392                                         prt("", 17, 37);
1393                                 }
1394                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1395
1396                                 prt(tmp_str, 22, 2);
1397                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1398
1399                                 move_cursor(18, 52);
1400                                 again = inkey();
1401                                 prt("", 16, 37);
1402                                 prt("", 17, 37);
1403                                 prt("", 18, 37);
1404                                 if (wager > p_ptr->au)
1405                                 {
1406                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1407                                                                 "Hey! You don't have the gold - get out of here!"));
1408                                         msg_print(NULL);
1409
1410                                         /* Get out here */
1411                                         break;
1412                                 }
1413                         } while ((again == 'y') || (again == 'Y'));
1414
1415                         prt("", 18, 37);
1416                         if (p_ptr->au >= oldgold)
1417                         {
1418                                 msg_print(_("「今回は儲けたな!でも次はこっちが勝ってやるからな、絶対に!」",
1419                                                         "You came out a winner! We'll win next time, I'm sure."));
1420                                 chg_virtue(V_CHANCE, 3);
1421                         }
1422                         else
1423                         {
1424                                 msg_print(_("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」", "You lost gold! Haha, better head home."));
1425                                 chg_virtue(V_CHANCE, -3);
1426                         }
1427                 }
1428                 msg_print(NULL);
1429         }
1430         screen_load();
1431         return (TRUE);
1432 }
1433
1434 /*!
1435  * @brief モンスター闘技場に参加できるモンスターの判定
1436  * @param r_idx モンスターID
1437  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1438  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1439  * @return 参加できるか否か
1440  */
1441 static bool vault_aux_battle(int r_idx)
1442 {
1443         int i;
1444         int dam = 0;
1445
1446         monster_race *r_ptr = &r_info[r_idx];
1447
1448         /* Decline town monsters */
1449 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1450
1451         /* Decline unique monsters */
1452 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1453 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1454
1455         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1456         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1457         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1458         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1459         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1460
1461         for (i = 0; i < 4; i++)
1462         {
1463                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1464                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1465         }
1466         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1467
1468         /* Okay */
1469         return (TRUE);
1470 }
1471
1472 /*!
1473  * @brief モンスター闘技場に参加するモンスターをリセットする。
1474  * @return なし
1475  */
1476 void battle_monsters(void)
1477 {
1478         int total, i;
1479         int max_dl = 0;
1480         int mon_level;
1481         int power[4];
1482         bool tekitou;
1483         bool old_inside_battle = p_ptr->inside_battle;
1484
1485         for (i = 0; i < max_d_idx; i++)
1486                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1487
1488         mon_level = randint1(MIN(max_dl, 122))+5;
1489         if (randint0(100) < 60)
1490         {
1491                 i = randint1(MIN(max_dl, 122))+5;
1492                 mon_level = MAX(i, mon_level);
1493         }
1494         if (randint0(100) < 30)
1495         {
1496                 i = randint1(MIN(max_dl, 122))+5;
1497                 mon_level = MAX(i, mon_level);
1498         }
1499
1500         while (1)
1501         {
1502                 total = 0;
1503                 tekitou = FALSE;
1504                 for(i=0;i<4;i++)
1505                 {
1506                         int r_idx, j;
1507                         while (1)
1508                         {
1509                                 get_mon_num_prep(vault_aux_battle, NULL);
1510                                 p_ptr->inside_battle = TRUE;
1511                                 r_idx = get_mon_num(mon_level);
1512                                 p_ptr->inside_battle = old_inside_battle;
1513                                 if (!r_idx) continue;
1514
1515                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1516                                 {
1517                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1518                                 }
1519
1520                                 for (j = 0; j < i; j++)
1521                                         if(r_idx == battle_mon[j]) break;
1522                                 if (j<i) continue;
1523
1524                                 break;
1525                         }
1526                         battle_mon[i] = r_idx;
1527                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1528                 }
1529
1530                 for (i=0;i<4;i++)
1531                 {
1532                         monster_race *r_ptr = &r_info[battle_mon[i]];
1533                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1534
1535                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1536                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1537                         else
1538                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1539                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1540                         if (r_ptr->speed > 110)
1541                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1542                         if (r_ptr->speed < 110)
1543                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1544                         if (num_taisei > 2)
1545                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1546                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1547                                 power[i] = power[i] * 4 / 3;
1548                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1549                                 power[i] = power[i] * 4 / 3;
1550                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1551                                 power[i] = power[i] * 11 / 10;
1552                         if (r_ptr->flags1 & RF1_RAND_25)
1553                                 power[i] = power[i] * 9 / 10;
1554                         if (r_ptr->flags1 & RF1_RAND_50)
1555                                 power[i] = power[i] * 9 / 10;
1556                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1557                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1558
1559
1560                         total += power[i];
1561                 }
1562                 for (i=0;i<4;i++)
1563                 {
1564                         power[i] = total*60/power[i];
1565                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1566                         if ((power[i] < 160) && randint0(20)) break;
1567                         if (power[i] < 101) power[i] = 100 + randint1(5);
1568                         mon_odds[i] = power[i];
1569                 }
1570                 if (i == 4) break;
1571         }
1572 }
1573
1574 /*!
1575  * @brief モンスター闘技場のメインルーチン
1576  * @return 賭けを開始したか否か
1577  */
1578 static bool kakutoujou(void)
1579 {
1580         s32b maxbet;
1581         s32b wager;
1582         char out_val[160], tmp_str[80];
1583         cptr p;
1584
1585         if ((turn - old_battle) > TURNS_PER_TICK*250)
1586         {
1587                 battle_monsters();
1588                 old_battle = turn;
1589         }
1590
1591         screen_save();
1592
1593         /* No money */
1594         if (p_ptr->au < 1)
1595         {
1596                 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!"));
1597                 msg_print(NULL);
1598                 screen_load();
1599                 return FALSE;
1600         }
1601         else
1602         {
1603                 int i;
1604
1605                 clear_bldg(4, 10);
1606
1607                 prt(_("モンスター                                                     倍率",
1608                           "Monsters                                                       Odds"), 4, 4);
1609                 for (i=0;i<4;i++)
1610                 {
1611                         char buf[80];
1612                         monster_race *r_ptr = &r_info[battle_mon[i]];
1613
1614                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1615                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1616                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1617                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1618                         prt(buf, 5+i, 1);
1619                 }
1620                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1621                 while(1)
1622                 {
1623                         i = inkey();
1624
1625                         if (i == ESCAPE)
1626                         {
1627                                 screen_load();
1628                                 return FALSE;
1629                         }
1630                         if (i >= '1' && i <= '4')
1631                         {
1632                                 sel_monster = i-'1';
1633                                 battle_odds = mon_odds[sel_monster];
1634                                 break;
1635                         }
1636                         else bell();
1637                 }
1638
1639                 clear_bldg(4,4);
1640                 for (i=0;i<4;i++)
1641                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1642
1643                 maxbet = p_ptr->lev * 200;
1644
1645                 /* We can't bet more than we have */
1646                 maxbet = MIN(maxbet, p_ptr->au);
1647
1648                 /* Get the wager */
1649                 strcpy(out_val, "");
1650                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1651                 /*
1652                  * Use get_string() because we may need more than
1653                  * the s16b value returned by get_quantity().
1654                  */
1655                 if (get_string(tmp_str, out_val, 32))
1656                 {
1657                         /* Strip spaces */
1658                         for (p = out_val; *p == ' '; p++);
1659
1660                         /* Get the wager */
1661                         wager = atol(p);
1662
1663                         if (wager > p_ptr->au)
1664                         {
1665                                 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!"));
1666
1667                                 msg_print(NULL);
1668                                 screen_load();
1669                                 return (FALSE);
1670                         }
1671                         else if (wager > maxbet)
1672                         {
1673                                 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);
1674
1675                                 wager = maxbet;
1676                         }
1677                         else if (wager < 1)
1678                         {
1679                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1680                                 wager = 1;
1681                         }
1682                         msg_print(NULL);
1683                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1684                         kakekin = wager;
1685                         p_ptr->au -= wager;
1686                         reset_tim_flags();
1687
1688                         /* Save the surface floor as saved floor */
1689                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1690
1691                         p_ptr->inside_battle = TRUE;
1692                         p_ptr->leaving = TRUE;
1693
1694                         leave_bldg = TRUE;
1695                         screen_load();
1696
1697                         return (TRUE);
1698                 }
1699         }
1700         screen_load();
1701
1702         return (FALSE);
1703 }
1704
1705 /*!
1706  * @brief 本日の賞金首情報を表示する。
1707  * @return なし
1708  */
1709 static void today_target(void)
1710 {
1711         char buf[160];
1712         monster_race *r_ptr = &r_info[today_mon];
1713
1714         clear_bldg(4,18);
1715         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1716         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1717         c_put_str(TERM_YELLOW, buf, 6, 10);
1718         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"),r_ptr->level * 50 + 100);
1719         prt(buf, 8, 10);
1720         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
1721         prt(buf, 9, 10);
1722         p_ptr->today_mon = today_mon;
1723 }
1724
1725 /*!
1726  * @brief ツチノコの賞金首情報を表示する。
1727  * @return なし
1728  */
1729 static void tsuchinoko(void)
1730 {
1731         clear_bldg(4,18);
1732         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1733         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);
1734         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1735         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1736         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1737 }
1738
1739 /*!
1740  * @brief 通常の賞金首情報を表示する。
1741  * @return なし
1742  */
1743 static void shoukinkubi(void)
1744 {
1745         int i;
1746         int y = 0;
1747
1748         clear_bldg(4,18);
1749         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);
1750         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1751
1752         for (i = 0; i < MAX_KUBI; i++)
1753         {
1754                 byte color;
1755                 cptr done_mark;
1756                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1757
1758                 if (kubi_r_idx[i] > 10000)
1759                 {
1760                         color = TERM_RED;
1761                         done_mark = _("(済)", "(done)");
1762                 }
1763                 else
1764                 {
1765                         color = TERM_WHITE;
1766                         done_mark = "";
1767                 }
1768
1769                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1770
1771                 y = (y+1) % 10;
1772                 if (!y && (i < MAX_KUBI -1))
1773                 {
1774                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1775                         (void)inkey();
1776                         prt("", 0, 0);
1777                         clear_bldg(7,18);
1778                 }
1779         }
1780 }
1781
1782
1783
1784 /*!
1785  * 賞金首の報酬テーブル / List of prize object
1786  */
1787 static struct {
1788         s16b tval; /*!< ベースアイテムのメイン種別ID */
1789         s16b sval; /*!< ベースアイテムのサブ種別ID */
1790 } prize_list[MAX_KUBI] = 
1791 {
1792         {TV_POTION, SV_POTION_CURING},
1793         {TV_POTION, SV_POTION_SPEED},
1794         {TV_POTION, SV_POTION_SPEED},
1795         {TV_POTION, SV_POTION_RESISTANCE},
1796         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1797
1798         {TV_POTION, SV_POTION_HEALING},
1799         {TV_POTION, SV_POTION_RESTORE_MANA},
1800         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1801         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1802         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1803
1804         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1805         {TV_POTION, SV_POTION_STAR_HEALING},
1806         {TV_POTION, SV_POTION_STAR_HEALING},
1807         {TV_POTION, SV_POTION_NEW_LIFE},
1808         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1809
1810         {TV_POTION, SV_POTION_LIFE},
1811         {TV_POTION, SV_POTION_LIFE},
1812         {TV_POTION, SV_POTION_AUGMENTATION},
1813         {TV_POTION, SV_POTION_INVULNERABILITY},
1814         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1815 };
1816
1817 /*!
1818  * @brief 賞金首の引き換え処理 / Get prize
1819  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1820  */
1821 static bool kankin(void)
1822 {
1823         int i, j;
1824         bool change = FALSE;
1825         char o_name[MAX_NLEN];
1826         object_type *o_ptr;
1827
1828         /* Loop for inventory and right/left arm */
1829         for (i = 0; i <= INVEN_LARM; i++)
1830         {
1831                 o_ptr = &inventory[i];
1832
1833                 /* Living Tsuchinoko worthes $1000000 */
1834                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1835                 {
1836                         char buf[MAX_NLEN+20];
1837                         object_desc(o_name, o_ptr, 0);
1838                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1839                         if (get_check(buf))
1840                         {
1841                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1842                                 p_ptr->au += 1000000L * o_ptr->number;
1843                                 p_ptr->redraw |= (PR_GOLD);
1844                                 inven_item_increase(i, -o_ptr->number);
1845                                 inven_item_describe(i);
1846                                 inven_item_optimize(i);
1847                         }
1848                         change = TRUE;
1849                 }
1850         }
1851
1852         for (i = 0; i < INVEN_PACK; i++)
1853         {
1854                 o_ptr = &inventory[i];
1855
1856                 /* Corpse of Tsuchinoko worthes $200000 */
1857                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1858                 {
1859                         char buf[MAX_NLEN+20];
1860                         object_desc(o_name, o_ptr, 0);
1861                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1862                         if (get_check(buf))
1863                         {
1864                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1865                                 p_ptr->au += 200000L * o_ptr->number;
1866                                 p_ptr->redraw |= (PR_GOLD);
1867                                 inven_item_increase(i, -o_ptr->number);
1868                                 inven_item_describe(i);
1869                                 inven_item_optimize(i);
1870                         }
1871                         change = TRUE;
1872                 }
1873         }
1874
1875         for (i = 0; i < INVEN_PACK; i++)
1876         {
1877                 o_ptr = &inventory[i];
1878
1879                 /* Bones of Tsuchinoko worthes $100000 */
1880                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1881                 {
1882                         char buf[MAX_NLEN+20];
1883                         object_desc(o_name, o_ptr, 0);
1884                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1885                         if (get_check(buf))
1886                         {
1887                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1888                                 p_ptr->au += 100000L * o_ptr->number;
1889                                 p_ptr->redraw |= (PR_GOLD);
1890                                 inven_item_increase(i, -o_ptr->number);
1891                                 inven_item_describe(i);
1892                                 inven_item_optimize(i);
1893                         }
1894                         change = TRUE;
1895                 }
1896         }
1897
1898         for (i = 0; i < INVEN_PACK; i++)
1899         {
1900                 o_ptr = &inventory[i];
1901                 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)))
1902                 {
1903                         char buf[MAX_NLEN+20];
1904                         object_desc(o_name, o_ptr, 0);
1905                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1906                         if (get_check(buf))
1907                         {
1908                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1909                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1910                                 p_ptr->redraw |= (PR_GOLD);
1911                                 inven_item_increase(i, -o_ptr->number);
1912                                 inven_item_describe(i);
1913                                 inven_item_optimize(i);
1914                         }
1915                         change = TRUE;
1916                 }
1917         }
1918
1919         for (i = 0; i < INVEN_PACK; i++)
1920         {
1921                 o_ptr = &inventory[i];
1922
1923                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1924                 {
1925                         char buf[MAX_NLEN+20];
1926                         object_desc(o_name, o_ptr, 0);
1927                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1928                         if (get_check(buf))
1929                         {
1930                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1931                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1932                                 p_ptr->redraw |= (PR_GOLD);
1933                                 inven_item_increase(i, -o_ptr->number);
1934                                 inven_item_describe(i);
1935                                 inven_item_optimize(i);
1936                         }
1937                         change = TRUE;
1938                 }
1939         }
1940
1941         for (j = 0; j < MAX_KUBI; j++)
1942         {
1943                 /* Need reverse order --- Positions will be changed in the loop */
1944                 for (i = INVEN_PACK-1; i >= 0; i--)
1945                 {
1946                         o_ptr = &inventory[i];
1947                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1948                         {
1949                                 char buf[MAX_NLEN+20];
1950                                 int num, k, item_new;
1951                                 object_type forge;
1952
1953                                 object_desc(o_name, o_ptr, 0);
1954                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1955                                 if (!get_check(buf)) continue;
1956
1957 #if 0 /* Obsoleted */
1958                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
1959                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1960                                 p_ptr->redraw |= (PR_GOLD);
1961                                 inven_item_increase(i, -o_ptr->number);
1962                                 inven_item_describe(i);
1963                                 inven_item_optimize(i);
1964                                 chg_virtue(V_JUSTICE, 5);
1965                                 kubi_r_idx[j] += 10000;
1966
1967                                 change = TRUE;
1968 #endif /* Obsoleted */
1969
1970                                 /* Hand it first */
1971                                 inven_item_increase(i, -o_ptr->number);
1972                                 inven_item_describe(i);
1973                                 inven_item_optimize(i);
1974
1975                                 chg_virtue(V_JUSTICE, 5);
1976                                 kubi_r_idx[j] += 10000;
1977
1978                                 /* Count number of unique corpses already handed */
1979                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1980                                 {
1981                                         if (kubi_r_idx[k] >= 10000) num++;
1982                                 }
1983                                 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" : ""));
1984
1985                                 /* Prepare to make a prize */
1986                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1987                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1988
1989                                 /* Identify it fully */
1990                                 object_aware(&forge);
1991                                 object_known(&forge);
1992
1993                                 /*
1994                                  * Hand it --- Assume there is an empty slot.
1995                                  * Since a corpse is handed at first,
1996                                  * there is at least one empty slot.
1997                                  */
1998                                 item_new = inven_carry(&forge);
1999
2000                                 /* Describe the object */
2001                                 object_desc(o_name, &forge, 0);
2002                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2003
2004                                 /* Auto-inscription */
2005                                 autopick_alter_item(item_new, FALSE);
2006
2007                                 /* Handle stuff */
2008                                 handle_stuff();
2009
2010                                 change = TRUE;
2011                         }
2012                 }
2013         }
2014
2015         if (!change)
2016         {
2017                 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."));
2018                 msg_print(NULL);
2019                 return FALSE;
2020         }
2021         return TRUE;
2022 }
2023
2024 /*!
2025  * @brief 悪夢の元凶となるモンスターかどうかを返す。
2026  * @param r_idx 判定対象となるモンスターのID
2027  * @return 悪夢の元凶となり得るか否か。
2028  */
2029 bool get_nightmare(int r_idx)
2030 {
2031         monster_race *r_ptr = &r_info[r_idx];
2032
2033         /* Require eldritch horrors */
2034         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2035
2036         /* Require high level */
2037         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2038
2039         /* Accept this monster */
2040         return (TRUE);
2041 }
2042
2043 /*!
2044  * @brief 宿屋の利用サブルーチン
2045  * @details inn commands\n
2046  * Note that resting for the night was a perfect way to avoid player\n
2047  * ghosts in the town *if* you could only make it to the inn in time (-:\n
2048  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2049  * will not be that useful.  I will keep it in the hopes the player\n
2050  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2051  * Resting at night is also a quick way to restock stores -KMW-\n
2052  * @param cmd 宿屋の利用施設ID
2053  * @return 施設の利用が実際に行われたか否か。
2054  */
2055 static bool inn_comm(int cmd)
2056 {
2057         switch (cmd)
2058         {
2059                 case BACT_FOOD: /* Buy food & drink */
2060                         if (p_ptr->food >= PY_FOOD_FULL)
2061                         {
2062                                 msg_print(_("今は満腹だ。", "You are full now."));
2063                                 return FALSE;
2064                         }
2065                         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."));
2066                         (void)set_food(PY_FOOD_MAX - 1);
2067                         break;
2068
2069                 case BACT_REST: /* Rest for the night */
2070                         if ((p_ptr->poisoned) || (p_ptr->cut))
2071                         {
2072                                 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."));
2073                                 msg_print(NULL);
2074                                 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."));
2075                         }
2076                         else
2077                         {
2078                                 s32b oldturn = turn;
2079                                 int prev_day, prev_hour, prev_min;
2080
2081                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2082                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2083                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2084                                 else
2085                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2086                                 
2087                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2088                                 if (dungeon_turn < dungeon_turn_limit)
2089                                 {
2090                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2091                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2092                                 }
2093
2094                                 prevent_turn_overflow();
2095
2096                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2097                                 p_ptr->chp = p_ptr->mhp;
2098
2099                                 if (ironman_nightmare)
2100                                 {
2101                                         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."));
2102
2103                                         /* Have some nightmares */
2104                                         while(1)
2105                                         {
2106                                                 sanity_blast(NULL, FALSE);
2107                                                 if (!one_in_(3)) break;
2108                                         }
2109
2110                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2111                                         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."));
2112                                 }
2113                                 else
2114                                 {
2115                                         set_blind(0);
2116                                         set_confused(0);
2117                                         p_ptr->stun = 0;
2118                                         p_ptr->chp = p_ptr->mhp;
2119                                         p_ptr->csp = p_ptr->msp;
2120                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2121                                         {
2122                                                 int i;
2123                                                 for (i = 0; i < 72; i++)
2124                                                 {
2125                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2126                                                 }
2127                                                 for (; i < 108; i++)
2128                                                 {
2129                                                         p_ptr->magic_num1[i] = 0;
2130                                                 }
2131                                         }
2132
2133                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2134                                         {
2135                                                 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."));
2136                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2137                                         }
2138                                         else
2139                                         {
2140                                                 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."));
2141                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2142                                         }
2143                                 }
2144                         }
2145                         break;
2146
2147                 case BACT_RUMORS: /* Listen for rumors */
2148                         {
2149                                 display_rumor(TRUE);
2150                                 break;
2151                         }
2152         }
2153
2154         return (TRUE);
2155 }
2156
2157
2158 /*!
2159  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2160  * @param questnum クエストのID
2161  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2162  * @return なし
2163  */
2164 static void get_questinfo(IDX questnum, bool do_init)
2165 {
2166         int     i;
2167         IDX     old_quest;
2168         char    tmp_str[80];
2169
2170         /* Clear the text */
2171         for (i = 0; i < 10; i++)
2172         {
2173                 quest_text[i][0] = '\0';
2174         }
2175
2176         quest_text_line = 0;
2177
2178         /* Set the quest number temporary */
2179         old_quest = p_ptr->inside_quest;
2180         p_ptr->inside_quest = questnum;
2181
2182         /* Get the quest text */
2183         init_flags = INIT_SHOW_TEXT;
2184         if (do_init) init_flags |= INIT_ASSIGN;
2185
2186         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2187
2188         /* Reset the old quest number */
2189         p_ptr->inside_quest = old_quest;
2190
2191         /* Print the quest info */
2192         sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
2193
2194         prt(tmp_str, 5, 0);
2195
2196         prt(quest[questnum].name, 7, 0);
2197
2198         for (i = 0; i < 10; i++)
2199         {
2200                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2201         }
2202 }
2203
2204 /*!
2205  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2206  * @return なし
2207  */
2208 static void castle_quest(void)
2209 {
2210         int             q_index = 0;
2211         monster_race    *r_ptr;
2212         quest_type      *q_ptr;
2213         cptr            name;
2214
2215
2216         clear_bldg(4, 18);
2217
2218         /* Current quest of the building */
2219         q_index = cave[p_ptr->y][p_ptr->x].special;
2220
2221         /* Is there a quest available at the building? */
2222         if (!q_index)
2223         {
2224                 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);
2225                 return;
2226         }
2227
2228         q_ptr = &quest[q_index];
2229
2230         /* Quest is completed */
2231         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2232         {
2233                 /* Rewarded quest */
2234                 q_ptr->status = QUEST_STATUS_REWARDED;
2235
2236                 get_questinfo(q_index, FALSE);
2237
2238                 reinit_wilderness = TRUE;
2239         }
2240         /* Failed quest */
2241         else if (q_ptr->status == QUEST_STATUS_FAILED)
2242         {
2243                 get_questinfo(q_index, FALSE);
2244
2245                 /* Mark quest as done (but failed) */
2246                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2247
2248                 reinit_wilderness = TRUE;
2249         }
2250         /* Quest is still unfinished */
2251         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2252         {
2253                 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);
2254                 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);
2255                 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);
2256         }
2257         /* No quest yet */
2258         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2259         {
2260                 q_ptr->status = QUEST_STATUS_TAKEN;
2261
2262                 reinit_wilderness = TRUE;
2263
2264                 /* Assign a new quest */
2265                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2266                 {
2267                         if (q_ptr->r_idx == 0)
2268                         {
2269                                 /* Random monster at least 5 - 10 levels out of deep */
2270                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2271                         }
2272
2273                         r_ptr = &r_info[q_ptr->r_idx];
2274
2275                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2276                         {
2277                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2278                                 r_ptr = &r_info[q_ptr->r_idx];
2279                         }
2280
2281                         if (q_ptr->max_num == 0)
2282                         {
2283                                 /* Random monster number */
2284                                 if (randint1(10) > 7)
2285                                         q_ptr->max_num = 1;
2286                                 else
2287                                         q_ptr->max_num = randint1(3) + 1;
2288                         }
2289
2290                         q_ptr->cur_num = 0;
2291                         name = (r_name + r_ptr->name);
2292                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2293                 }
2294                 else
2295                 {
2296                         get_questinfo(q_index, TRUE);
2297                 }
2298         }
2299 }
2300
2301
2302 /*!
2303  * @brief 町に関するヘルプを表示する / Display town history
2304  * @return なし
2305  */
2306 static void town_history(void)
2307 {
2308         /* Save screen */
2309         screen_save();
2310
2311         /* Peruse the building help file */
2312         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2313
2314         /* Load screen */
2315         screen_load();
2316 }
2317
2318 /*!
2319  * @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
2320  * @param plus_ammo 矢弾のダメージ修正
2321  * @param plus_bow 弓のダメージ修正
2322  * @return ダメージ期待値
2323  * @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。
2324  */
2325 s16b calc_crit_ratio_shot(int plus_ammo, int plus_bow)
2326 {
2327         int i;
2328         object_type *j_ptr =  &inventory[INVEN_BOW];
2329         
2330         /* Extract "shot" power */
2331         i = p_ptr->to_h_b + plus_ammo;
2332         
2333         if (p_ptr->tval_ammo == TV_BOLT)
2334                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2335         else
2336                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2337
2338         /* Snipers can shot more critically with crossbows */
2339         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2340         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2341         
2342         /* Good bow makes more critical */
2343         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2344         
2345         if (i < 0) i = 0;
2346         
2347         return i;
2348 }
2349
2350 /*!
2351  * @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
2352  * @param weight 武器の重量
2353  * @param plus_ammo 矢弾のダメージ修正
2354  * @param plus_bow 弓のダメージ修正
2355  * @param dam 基本ダメージ量
2356  * @return ダメージ期待値
2357  */
2358 s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow,  int dam)
2359 {
2360         u32b num;
2361         int i, k, crit;
2362         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2363         
2364         k = 0;
2365         num = 0;
2366         
2367         crit = MIN(500, 900/weight);
2368         num += dam * 3 /2 * crit;
2369         k = crit;
2370         
2371         crit = MIN(500, 1350/weight);
2372         crit -= k;
2373         num += dam * 2 * crit;
2374         k += crit;
2375         
2376         if(k < 500)
2377         {
2378                 crit = 500 - k;
2379                 num += dam * 3 * crit;
2380         }
2381         
2382         num /= 500;
2383         
2384         num *= i;
2385         num += (10000 - i) * dam;
2386         num /= 10000;
2387         
2388         return num;
2389 }
2390
2391 /*!
2392  * @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
2393  * @param weight 武器の重量
2394  * @param plus 武器のダメージ修正
2395  * @param dam 基本ダメージ
2396  * @param meichuu 命中値
2397  * @param dokubari 毒針処理か否か
2398  * @return ダメージ期待値
2399  */
2400 s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
2401 {
2402         u32b k, num;
2403         int i;
2404         
2405         if(dokubari) return dam;
2406         
2407         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2408         if (i < 0) i = 0;
2409         
2410         k = weight;
2411         num = 0;
2412         
2413         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2414         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2415         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2416         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2417         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2418         
2419         num /= 650;
2420         if(p_ptr->pclass == CLASS_NINJA)
2421         {
2422                 num *= i;
2423                 num += (4444 - i) * dam;
2424                 num /= 4444;
2425         }
2426         else
2427         {
2428                 num *= i;
2429                 num += (5000 - i) * dam;
2430                 num /= 5000;
2431         }
2432         
2433         return num;
2434 }
2435
2436 /*!
2437  * @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
2438  * @param dam 基本ダメージ
2439  * @param mult スレイ倍率(掛け算部分)
2440  * @param div スレイ倍率(割り算部分)
2441  * @param force 理力特別計算フラグ
2442  * @return ダメージ期待値
2443  */
2444 static s16b calc_slaydam(int dam, int mult, int div, bool force)
2445 {
2446         int tmp;
2447         if(force)
2448         {
2449                 tmp = dam * 60;
2450                 tmp *= mult * 3;
2451                 tmp /= div * 2;
2452                 tmp += dam * 60 * 2;
2453                 tmp /= 60;
2454         }
2455         else
2456         {
2457                 tmp = dam * 60;
2458                 tmp *= mult; 
2459                 tmp /= div;
2460                 tmp /= 60;
2461         }
2462         return tmp;
2463 }
2464
2465 /*!
2466  * @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)
2467  * @param dam 基本ダメージ
2468  * @param mult スレイ倍率(掛け算部分)
2469  * @param div スレイ倍率(割り算部分)
2470  * @param force 理力特別計算フラグ
2471  * @param weight 重量
2472  * @param plus 武器ダメージ修正
2473  * @param meichuu 命中値
2474  * @param dokubari 毒針処理か否か
2475  * @param vorpal_mult 切れ味倍率(掛け算部分)
2476  * @param vorpal_div 切れ味倍率(割り算部分)
2477  * @return ダメージ期待値
2478  */
2479 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2480 {
2481         dam = calc_slaydam(dam, mult, div, force);
2482         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2483         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2484         return dam;
2485 }
2486
2487
2488 /*!
2489  * @brief 武器の各条件毎のダメージ期待値を表示する。
2490  * @param r 表示行
2491  * @param c 表示列
2492  * @param mindice ダイス部分最小値
2493  * @param maxdice ダイス部分最大値
2494  * @param blows 攻撃回数
2495  * @param dam_bonus ダメージ修正値
2496  * @param attr 条件内容
2497  * @param color 条件内容の表示色
2498  * @details
2499  * Display the damage figure of an object\n
2500  * (used by compare_weapon_aux)\n
2501  * \n
2502  * Only accurate for the current weapon, because it includes\n
2503  * the current +dam of the player.\n
2504  * @return なし
2505  */
2506 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2507 {
2508         char tmp_str[80];
2509         int mindam, maxdam;
2510         
2511         mindam = blows * (mindice + dam_bonus);
2512         maxdam = blows * (maxdice + dam_bonus);
2513
2514         /* Print the intro text */
2515         c_put_str(color, attr, r, c);
2516
2517         /* Calculate the min and max damage figures */
2518         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2519         
2520         /* Print the damage */
2521         put_str(tmp_str, r, c + 8);
2522 }
2523
2524
2525 /*!
2526  * @brief 武器一つ毎のダメージ情報を表示する。
2527  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2528  * @param col 表示する行の上端
2529  * @param r 表示する列の左端
2530  * @details
2531  * Show the damage figures for the various monster types\n
2532  * \n
2533  * Only accurate for the current weapon, because it includes\n
2534  * the current number of blows for the player.\n
2535  * @return なし
2536  */
2537 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2538 {
2539         u32b flgs[TR_FLAG_SIZE];
2540         int blow = p_ptr->num_blow[0];
2541         bool force = FALSE;
2542         bool dokubari = FALSE;
2543         
2544         /* Effective dices */
2545         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2546         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2547         
2548         int mindice = eff_dd;
2549         int maxdice = eff_ds * eff_dd;
2550         int mindam = 0;
2551         int maxdam = 0;
2552         int vorpal_mult = 1;
2553         int vorpal_div = 1;
2554         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2555         
2556
2557         /* Get the flags of the weapon */
2558         object_flags(o_ptr, flgs);
2559         
2560         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2561         
2562         
2563         /* Show Critical Damage*/
2564         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2565         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2566         
2567         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2568
2569         
2570         /* Vorpal Hit*/
2571         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2572         {
2573                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2574                 {
2575                         vorpal_mult = 5;
2576                         vorpal_div = 3;
2577                 }
2578                 else
2579                 {
2580                         vorpal_mult = 11;
2581                         vorpal_div = 9;
2582                 }
2583                 
2584                 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);
2585                 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);         
2586                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2587         }       
2588         
2589         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2590         {
2591                 force = TRUE;
2592                 
2593                 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);
2594                 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);
2595                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2596         }
2597                 
2598         /* Print the relevant lines */
2599         if (have_flag(flgs, TR_KILL_ANIMAL))
2600         {
2601                 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);
2602                 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);         
2603                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2604         }
2605         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2606         {
2607                 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);
2608                 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);
2609                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2610         }
2611         if (have_flag(flgs, TR_KILL_EVIL))
2612         {       
2613                 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);
2614                 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);
2615                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2616         }
2617         else if (have_flag(flgs, TR_SLAY_EVIL))
2618         {       
2619                 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);
2620                 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);         
2621                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2622         }
2623         if (have_flag(flgs, TR_KILL_HUMAN))
2624         {       
2625                 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);
2626                 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);
2627                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2628         }
2629         else if (have_flag(flgs, TR_SLAY_HUMAN))
2630         {       
2631                 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);
2632                 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);
2633                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2634         }
2635         if (have_flag(flgs, TR_KILL_UNDEAD))
2636         {
2637                 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);
2638                 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);
2639                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2640         }
2641         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2642         {
2643                 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);
2644                 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);
2645                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2646         }
2647         if (have_flag(flgs, TR_KILL_DEMON))
2648         {       
2649                 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);
2650                 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);
2651                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2652         }
2653         else if (have_flag(flgs, TR_SLAY_DEMON))
2654         {       
2655                 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);
2656                 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);
2657                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2658         }
2659         if (have_flag(flgs, TR_KILL_ORC))
2660         {
2661                 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);
2662                 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);
2663                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2664         }
2665         else if (have_flag(flgs, TR_SLAY_ORC))
2666         {
2667                 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);
2668                 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);
2669                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2670         }
2671         if (have_flag(flgs, TR_KILL_TROLL))
2672         {
2673                 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);
2674                 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);
2675                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2676         }
2677         else if (have_flag(flgs, TR_SLAY_TROLL))
2678         {
2679                 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);
2680                 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);
2681                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2682         }
2683         if (have_flag(flgs, TR_KILL_GIANT))
2684         {
2685                 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);
2686                 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);
2687                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2688         }
2689         else if (have_flag(flgs, TR_SLAY_GIANT))
2690         {
2691                 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);
2692                 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);
2693                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2694         }
2695         if (have_flag(flgs, TR_KILL_DRAGON))
2696         {
2697                 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);
2698                 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);
2699                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2700         }
2701         else if (have_flag(flgs, TR_SLAY_DRAGON))
2702         {               
2703                 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);
2704                 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);
2705                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2706         }
2707         if (have_flag(flgs, TR_BRAND_ACID))
2708         {
2709                 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);
2710                 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);
2711                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2712         }
2713         if (have_flag(flgs, TR_BRAND_ELEC))
2714         {
2715                 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);
2716                 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);
2717                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2718         }
2719         if (have_flag(flgs, TR_BRAND_FIRE))
2720         {
2721                 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);
2722                 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);
2723                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2724         }
2725         if (have_flag(flgs, TR_BRAND_COLD))
2726         {
2727                 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);
2728                 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);
2729                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2730         }
2731         if (have_flag(flgs, TR_BRAND_POIS))
2732         {
2733                 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);
2734                 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);
2735                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2736         }
2737 }
2738
2739 /*!
2740  * @brief モンスターへの命中率の計算
2741  * @param to_h 命中値
2742  * @param ac 敵AC
2743  * @return なし
2744  */
2745 static int hit_chance(int to_h, int ac)
2746 {
2747         int chance = 0;
2748         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2749
2750         if (meichuu <= 0) return 5;
2751
2752         chance = 100 - ((ac * 75) / meichuu);
2753
2754         if (chance > 95) chance = 95;
2755         if (chance < 5) chance = 5;
2756         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2757                 chance = (chance * 19 + 9) / 20;
2758         return chance;
2759 }
2760
2761 /*!
2762  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2763  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2764  * @param row 表示する列の左端
2765  * @param col 表示する行の上端
2766  * @details
2767  * Displays all info about a weapon
2768  *
2769  * Only accurate for the current weapon, because it includes
2770  * various info about the player's +to_dam and number of blows.
2771  * @return なし
2772  */
2773 static void list_weapon(object_type *o_ptr, int row, int col)
2774 {
2775         char o_name[MAX_NLEN];
2776         char tmp_str[80];
2777
2778         /* Effective dices */
2779         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2780         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2781
2782         /* Print the weapon name */
2783         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2784         c_put_str(TERM_YELLOW, o_name, row, col);
2785
2786         /* Print the player's number of blows */
2787         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2788         put_str(tmp_str, row+1, col);
2789
2790         /* Print to_hit and to_dam of the weapon */
2791         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2792         put_str(tmp_str, row+2, col);
2793
2794         /* Print the weapons base damage dice */
2795         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2796                                 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2797                                 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2798         put_str(tmp_str, row+3, col);
2799         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2800
2801         /* Damage for one blow (if it hits) */
2802         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2803             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2804                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2805         put_str(tmp_str, row+6, col+1);
2806
2807         /* Damage for the complete attack (if all blows hit) */
2808         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2809                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2810                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2811         put_str(tmp_str, row+7, col+1);
2812 }
2813
2814
2815 /*!
2816  * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2817  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2818  * @return 対象になるならTRUEを返す。
2819  */
2820 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
2821 {
2822         switch (o_ptr->tval)
2823         {
2824                 case TV_HAFTED:
2825                 case TV_POLEARM:
2826                 case TV_DIGGING:
2827                 {
2828                         return (TRUE);
2829                 }
2830                 case TV_SWORD:
2831                 {
2832                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2833                 }
2834         }
2835
2836         return (FALSE);
2837 }
2838
2839
2840 /*!
2841  * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2842  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2843  * @return 対象になるならTRUEを返す。
2844  */
2845 static bool item_tester_hook_ammo(object_type *o_ptr)
2846 {
2847         switch (o_ptr->tval)
2848         {
2849                 case TV_SHOT:
2850                 case TV_ARROW:
2851                 case TV_BOLT:
2852                 {
2853                         return (TRUE);
2854                 }
2855         }
2856
2857         return (FALSE);
2858 }
2859
2860
2861 /*!
2862  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2863  * @details 
2864  * Copies the weapons to compare into the weapon-slot and\n
2865  * compares the values for both weapons.\n
2866  * 武器1つだけで比較をしないなら費用は半額になる。
2867  * @param bcost 基本鑑定費用
2868  * @return 最終的にかかった費用
2869  */
2870 static int compare_weapons(int bcost)
2871 {
2872         int i, n;
2873         int item, item2;
2874         object_type *o_ptr[2];
2875         object_type orig_weapon;
2876         object_type *i_ptr;
2877         cptr q, s;
2878         int row = 2;
2879         int wid = 38, mgn = 2;
2880         bool old_character_xtra = character_xtra;
2881         char ch;
2882         int total = 0;
2883         int cost = 0; /* First time no price */
2884
2885         /* Save the screen */
2886         screen_save();
2887
2888         /* Clear the screen */
2889         clear_bldg(0, 22);
2890
2891         /* Store copy of original wielded weapon */
2892         i_ptr = &inventory[INVEN_RARM];
2893         object_copy(&orig_weapon, i_ptr);
2894
2895         /* Only compare melee weapons */
2896         item_tester_no_ryoute = TRUE;
2897         item_tester_hook = item_tester_hook_melee_weapon;
2898
2899         /* Get the first weapon */
2900         q = _("第一の武器は?", "What is your first weapon? ");
2901         s = _("比べるものがありません。", "You have nothing to compare.");
2902
2903         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2904         {
2905                 screen_load();
2906                 return (0);
2907         }
2908
2909         /* Get the item (in the pack) */
2910         o_ptr[0] = &inventory[item];
2911         n = 1;
2912         total = bcost;
2913
2914         while (TRUE)
2915         {
2916                 /* Clear the screen */
2917                 clear_bldg(0, 22);
2918
2919                 /* Only compare melee weapons */
2920                 item_tester_no_ryoute = TRUE;
2921                 item_tester_hook = item_tester_hook_melee_weapon;
2922
2923                 /* Hack -- prevent "icky" message */
2924                 character_xtra = TRUE;
2925
2926                 /* Diaplay selected weapon's infomation */
2927                 for (i = 0; i < n; i++)
2928                 {
2929                         int col = (wid * i + mgn);
2930
2931                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2932                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2933
2934                         /* Get the new values */
2935                         calc_bonuses();
2936
2937                         /* List the new values */
2938                         list_weapon(o_ptr[i], row, col);
2939                         compare_weapon_aux(o_ptr[i], col, row + 8);
2940
2941                         /* Copy back the original weapon into the weapon slot */
2942                         object_copy(i_ptr, &orig_weapon);
2943                 }
2944
2945                 /* Reset the values for the old weapon */
2946                 calc_bonuses();
2947
2948                 character_xtra = old_character_xtra;
2949
2950 #ifdef JP
2951                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2952                 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);
2953                 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);
2954 #else
2955                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2956                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2957                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2958 #endif
2959
2960                 flush();
2961                 ch = inkey();
2962
2963                 if (ch == 's')
2964                 {
2965                         if (total + cost > p_ptr->au)
2966                         {
2967                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2968                                 msg_print(NULL);
2969                                 continue;
2970                         }
2971
2972                         q = _("第二の武器は?", "What is your second weapon? ");
2973                         s = _("比べるものがありません。", "You have nothing to compare.");
2974
2975                         /* Get the second weapon */
2976                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2977
2978                         total += cost;
2979                         cost = bcost / 2;
2980
2981                         /* Get the item (in the pack) */
2982                         o_ptr[1] = &inventory[item2];
2983                         n = 2;
2984                 }
2985                 else
2986                 {
2987                         break;
2988                 }
2989         }
2990
2991         /* Restore the screen */
2992         screen_load();
2993
2994         /* Done */
2995         return (total);
2996 }
2997
2998
2999 /*!
3000  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
3001  * @details 
3002  * Calculate and display the dodge-rate and the protection-rate
3003  * based on AC
3004  * @param iAC プレイヤーのAC。
3005  * @return 常にTRUEを返す。
3006  */
3007 static bool eval_ac(int iAC)
3008 {
3009 #ifdef JP
3010         const char memo[] =
3011                 "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"
3012                 "何パーセント軽減するかを示します。\n"
3013                 "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"
3014                 "に対してのみ効果があります。\n \n"
3015                 "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"
3016                 "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"
3017                 "敵のレベルとあなたのACによって決定されます。\n \n"
3018                 "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"
3019                 "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";
3020 #else
3021         const char memo[] =
3022                 "'Protection Rate' means how much damage is reduced by your armor.\n"
3023                 "Note that the Protection rate is effective only against normal "
3024                 "'attack' and 'shatter' type melee attacks, "
3025                 "and has no effect against any other types such as 'poison'.\n \n"
3026                 "'Dodge Rate' indicates the success rate on dodging the "
3027                 "monster's melee attacks.  "
3028                 "It is depend on the level of the monster and your AC.\n \n"
3029                 "'Average Damage' indicates the expected amount of damage "
3030                 "when you are attacked by normal melee attacks with power=100.";
3031 #endif
3032
3033         int protection;
3034         int col, row = 2;
3035         int lvl;
3036         char buf[80*20], *t;
3037
3038         /* AC lower than zero has no effect */
3039         if (iAC < 0) iAC = 0;
3040
3041         /* ダメージ軽減率を計算 */
3042         protection = 100 * MIN(iAC, 150) / 250;
3043
3044         screen_save();
3045         clear_bldg(0, 22);
3046
3047 #ifdef JP
3048         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3049         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
3050         row++;
3051
3052         put_str("敵のレベル      :", row + 0, 0);
3053         put_str("回避率          :", row + 1, 0);
3054         put_str("ダメージ期待値  :", row + 2, 0);
3055 #else
3056         put_str(format("Your current AC : %3d", iAC), row++, 0);
3057         put_str(format("Protection rate : %3d%%", protection), row++, 0);
3058         row++;
3059
3060         put_str("Level of Monster:", row + 0, 0);
3061         put_str("Dodge Rate      :", row + 1, 0);
3062         put_str("Average Damage  :", row + 2, 0);
3063 #endif
3064     
3065         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3066         {
3067                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3068                 int dodge;   /* 回避率(%) */
3069                 int average; /* ダメージ期待値 */
3070
3071                 put_str(format("%3d", lvl), row + 0, col);
3072
3073                 /* 回避率を計算 */
3074                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3075                 put_str(format("%3d%%", dodge), row + 1, col);
3076
3077                 /* 100点の攻撃に対してのダメージ期待値を計算 */
3078                 average = (100 - dodge) * (100 - protection) / 100;
3079                 put_str(format("%3d", average), row + 2, col);
3080         }
3081
3082         /* Display note */
3083         roff_to_buf(memo, 70, buf, sizeof(buf));
3084         for (t = buf; t[0]; t += strlen(t) + 1)
3085                 put_str(t, (row++) + 4, 4);
3086
3087 #ifdef JP
3088         prt("現在のあなたの装備からすると、あなたの防御力は"
3089                    "これくらいです:", 0, 0);
3090 #else
3091         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3092 #endif
3093   
3094         flush();
3095         (void)inkey();
3096         screen_load();
3097
3098         /* Done */
3099         return (TRUE);
3100 }
3101
3102
3103 /*!
3104  * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
3105  * @param o_ptr オブジェクトの構造体の参照ポインタ。
3106  * @return 修復対象になるならTRUEを返す。
3107  */
3108 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
3109 {
3110         if (o_ptr->tval != TV_SWORD) return FALSE;
3111
3112         switch (o_ptr->sval)
3113         {
3114         case SV_BROKEN_DAGGER:
3115         case SV_BROKEN_SWORD:
3116                 return TRUE;
3117         }
3118
3119         return FALSE;
3120 }
3121
3122 /*!
3123  * @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。
3124  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3125  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3126  * @return 修復対象になるならTRUEを返す。
3127  */
3128 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3129 {
3130         int i, n = 0;
3131         int cand[TR_FLAG_MAX];
3132         u32b to_flgs[TR_FLAG_SIZE];
3133         u32b from_flgs[TR_FLAG_SIZE];
3134
3135         object_flags(to_ptr, to_flgs);
3136         object_flags(from_ptr, from_flgs);
3137
3138         for (i = 0; i < TR_FLAG_MAX; i++)
3139         {
3140                 switch (i)
3141                 {
3142                 case TR_IGNORE_ACID:
3143                 case TR_IGNORE_ELEC:
3144                 case TR_IGNORE_FIRE:
3145                 case TR_IGNORE_COLD:
3146                 case TR_ACTIVATE:
3147                 case TR_RIDING:
3148                 case TR_THROW:
3149                 case TR_SHOW_MODS:
3150                 case TR_HIDE_TYPE:
3151                 case TR_ES_ATTACK:
3152                 case TR_ES_AC:
3153                 case TR_FULL_NAME:
3154                 case TR_FIXED_FLAVOR:
3155                         break;
3156                 default:
3157                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3158                         {
3159                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3160                         }
3161                 }
3162         }
3163
3164         if (n > 0)
3165         {
3166                 int bmax;
3167                 int tr_idx = cand[randint0(n)];
3168                 add_flag(to_ptr->art_flags, tr_idx);
3169                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3170                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3171                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3172                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3173         }
3174
3175         return;
3176 }
3177
3178 /*!
3179  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3180  * @param bcost 基本鑑定費用
3181  * @return 実際にかかった費用
3182  */
3183 static int repair_broken_weapon_aux(int bcost)
3184 {
3185         s32b cost;
3186         int item, mater;
3187         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3188         object_kind *k_ptr;
3189         int i, dd_bonus, ds_bonus;
3190         IDX k_idx;
3191         char basenm[MAX_NLEN];
3192         cptr q, s; /* For get_item prompt */
3193         int row = 7;
3194
3195         /* Clear screen */
3196         clear_bldg(0, 22);
3197
3198         /* Notice */
3199         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);
3200         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);
3201
3202         /* Get an item */
3203         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3204         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3205
3206         /* Only forge broken weapons */
3207         item_tester_hook = item_tester_hook_broken_weapon;
3208
3209         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3210
3211         /* Get the item (in the pack) */
3212         o_ptr = &inventory[item];
3213
3214         /* It is worthless */
3215         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3216         {
3217                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3218                 return (0);
3219         }
3220
3221         /* They are too many */
3222         if (o_ptr->number > 1)
3223         {
3224                 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!"));
3225                 return (0);
3226         }
3227
3228         /* Display item name */
3229         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3230         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3231
3232         /* Get an item */
3233         q = _("材料となる武器は?", "Which weapon for material? ");
3234         s = _("材料となる武器がありません。", "You have no material to repair.");
3235
3236         /* Only forge broken weapons */
3237         item_tester_hook = item_tester_hook_melee_weapon;
3238
3239         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3240         if (mater == item)
3241         {
3242                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3243                 return (0);
3244         }
3245
3246         /* Get the item (in the pack) */
3247         mo_ptr = &inventory[mater];
3248
3249         /* Display item name */
3250         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3251         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3252
3253         /* Get the value of one of the items (except curses) */
3254         cost = bcost + object_value_real(o_ptr) * 2;
3255
3256         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);
3257
3258         /* Check if the player has enough money */
3259         if (p_ptr->au < cost)
3260         {
3261                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3262                 msg_format(_("%sを修復するだけのゴールドがありません!",
3263                         "You do not have the gold to repair %s!"), basenm);
3264                 msg_print(NULL);
3265                 return (0);
3266         }
3267
3268         if (o_ptr->sval == SV_BROKEN_DAGGER)
3269         {
3270                 int j, n = 1;
3271
3272                 /* Suppress compiler warning */
3273                 k_idx = 0;
3274
3275                 for (j = 1; j < max_k_idx; j++)
3276                 {
3277                         object_kind *k_aux_ptr = &k_info[j];
3278
3279                         if (k_aux_ptr->tval != TV_SWORD) continue;
3280                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3281                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3282                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3283                         if (k_aux_ptr->weight > 99) continue;
3284
3285                         if (one_in_(n)) 
3286                         {
3287                                 k_idx = j;
3288                                 n++;
3289                         }
3290                 }
3291         }
3292         else /* TV_BROKEN_SWORD */
3293         {
3294                 /* Repair to a sword or sometimes material's type weapon */
3295                 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3296
3297                 while(1)
3298                 {
3299                         object_kind *ck_ptr;
3300
3301                         k_idx = lookup_kind(tval, SV_ANY);
3302                         ck_ptr = &k_info[k_idx];
3303
3304                         if (tval == TV_SWORD)
3305                         {
3306                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3307                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3308                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3309                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3310                         }
3311                         if (tval == TV_POLEARM)
3312                         {
3313                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3314                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3315                         }
3316                         if (tval == TV_HAFTED)
3317                         {
3318                                 if ((ck_ptr->sval == SV_GROND) ||
3319                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3320                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3321                         }
3322
3323                         break;
3324                 }
3325         }
3326
3327         /* Calculate dice bonuses */
3328         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3329         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3330         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3331         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3332
3333         /* Change base object */
3334         k_ptr = &k_info[k_idx];
3335         o_ptr->k_idx = k_idx;
3336         o_ptr->weight = k_ptr->weight;
3337         o_ptr->tval = k_ptr->tval;
3338         o_ptr->sval = k_ptr->sval;
3339         o_ptr->dd = k_ptr->dd;
3340         o_ptr->ds = k_ptr->ds;
3341
3342         /* Copy base object's ability */
3343         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3344         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3345         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
3346
3347         /* Dice up */
3348         if (dd_bonus > 0)
3349         {
3350                 o_ptr->dd++;
3351                 for (i = 1; i < dd_bonus; i++)
3352                 {
3353                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3354                 }
3355         }
3356         if (ds_bonus > 0)
3357         {
3358                 o_ptr->ds++;
3359                 for (i = 1; i < ds_bonus; i++)
3360                 {
3361                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3362                 }
3363         }
3364
3365         /* */
3366         if (have_flag(k_ptr->flags, TR_BLOWS))
3367         {
3368                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3369                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3370         }
3371
3372         /* Add one random ability from material weapon */
3373         give_one_ability_of_object(o_ptr, mo_ptr);
3374
3375         /* Add to-dam, to-hit and to-ac from material weapon */
3376         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3377         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3378         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3379
3380         if ((o_ptr->name1 == ART_NARSIL) ||
3381                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3382                 (object_is_ego(o_ptr) && one_in_(7)))
3383         {
3384                 /* Forge it */
3385                 if (object_is_ego(o_ptr))
3386                 {
3387                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3388                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3389                 }
3390
3391                 /* Add one random ability from material weapon */
3392                 give_one_ability_of_object(o_ptr, mo_ptr);
3393
3394                 /* Add one random activation */
3395                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3396
3397                 /* Narsil */
3398                 if (o_ptr->name1 == ART_NARSIL)
3399                 {
3400                         one_high_resistance(o_ptr);
3401                         one_ability(o_ptr);
3402                 }
3403
3404                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3405         }
3406
3407         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3408 #ifdef JP
3409         msg_format("$%dで%sに修復しました。", cost, basenm);
3410 #else
3411         msg_format("Repaired into %s for %d gold.", basenm, cost);
3412 #endif
3413         msg_print(NULL);
3414
3415         /* Remove BROKEN flag */
3416         o_ptr->ident &= ~(IDENT_BROKEN);
3417
3418         /* Add repaired flag */
3419         o_ptr->discount = 99;
3420
3421         /* Decrease material object */
3422         inven_item_increase(mater, -1);
3423         inven_item_optimize(mater);
3424
3425         /* Copyback */
3426         p_ptr->update |= PU_BONUS;
3427         handle_stuff();
3428
3429         /* Something happened */
3430         return (cost);
3431 }
3432
3433 /*!
3434  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3435  * @param bcost 基本鑑定費用
3436  * @return 実際にかかった費用
3437  */
3438 static int repair_broken_weapon(int bcost)
3439 {
3440         int cost;
3441
3442         screen_save();
3443         cost = repair_broken_weapon_aux(bcost);
3444         screen_load();
3445         return cost;
3446 }
3447
3448
3449 /*!
3450  * @brief アイテムの強化を行う。 / Enchant item
3451  * @param cost 1回毎の費用
3452  * @param to_hit 命中をアップさせる量
3453  * @param to_dam ダメージをアップさせる量
3454  * @param to_ac ACをアップさせる量
3455  * @return 実際にかかった費用
3456  */
3457 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3458 {
3459         int         i, item;
3460         bool        okay = FALSE;
3461         object_type *o_ptr;
3462         cptr        q, s;
3463         int         maxenchant = (p_ptr->lev / 5);
3464         char        tmp_str[MAX_NLEN];
3465
3466         clear_bldg(4, 18);
3467 #ifdef JP
3468         prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3469         prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3470 #else
3471         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3472         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3473 #endif
3474
3475         item_tester_no_ryoute = TRUE;
3476
3477         /* Get an item */
3478         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3479         s = _("改良できるものがありません。", "You have nothing to improve.");
3480
3481         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3482
3483         /* Get the item (in the pack) */
3484         o_ptr = &inventory[item];
3485
3486         /* Check if the player has enough money */
3487         if (p_ptr->au < (cost * o_ptr->number))
3488         {
3489                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3490                 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);
3491                 return (FALSE);
3492         }
3493
3494         /* Enchant to hit */
3495         for (i = 0; i < to_hit; i++)
3496         {
3497                 if (o_ptr->to_h < maxenchant)
3498                 {
3499                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3500                         {
3501                                 okay = TRUE;
3502                                 break;
3503                         }
3504                 }
3505         }
3506
3507         /* Enchant to damage */
3508         for (i = 0; i < to_dam; i++)
3509         {
3510                 if (o_ptr->to_d < maxenchant)
3511                 {
3512                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3513                         {
3514                                 okay = TRUE;
3515                                 break;
3516                         }
3517                 }
3518         }
3519
3520         /* Enchant to AC */
3521         for (i = 0; i < to_ac; i++)
3522         {
3523                 if (o_ptr->to_a < maxenchant)
3524                 {
3525                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3526                         {
3527                                 okay = TRUE;
3528                                 break;
3529                         }
3530                 }
3531         }
3532
3533         /* Failure */
3534         if (!okay)
3535         {
3536                 /* Flush */
3537                 if (flush_failure) flush();
3538
3539                 /* Message */
3540                 msg_print(_("改良に失敗した。", "The improvement failed."));
3541
3542                 return (FALSE);
3543         }
3544         else
3545         {
3546                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3547 #ifdef JP
3548                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3549 #else
3550                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3551 #endif
3552
3553                 /* Charge the money */
3554                 p_ptr->au -= (cost * o_ptr->number);
3555
3556                 if (item >= INVEN_RARM) calc_android_exp();
3557
3558                 /* Something happened */
3559                 return (TRUE);
3560         }
3561 }
3562
3563
3564 /*!
3565  * @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
3566  * @details
3567  * The player can select the number of charges to add\n
3568  * (up to a limit), and the recharge never fails.\n
3569  *\n
3570  * The cost for rods depends on the level of the rod. The prices\n
3571  * for recharging wands and staves are dependent on the cost of\n
3572  * the base-item.\n
3573  * @return なし
3574  */
3575 static void building_recharge(void)
3576 {
3577         int         item, lev;
3578         object_type *o_ptr;
3579         object_kind *k_ptr;
3580         cptr        q, s;
3581         int         price;
3582         int         charges;
3583         int         max_charges;
3584         char        tmp_str[MAX_NLEN];
3585
3586         msg_flag = FALSE;
3587
3588         /* Display some info */
3589         clear_bldg(4, 18);
3590         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);
3591
3592
3593         /* Only accept legal items */
3594         item_tester_hook = item_tester_hook_recharge;
3595
3596         /* Get an item */
3597         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3598         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3599         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3600
3601         /* Get the item (in the pack) */
3602         if (item >= 0)
3603         {
3604                 o_ptr = &inventory[item];
3605         }
3606
3607         /* Get the item (on the floor) */
3608         else
3609         {
3610                 o_ptr = &o_list[0 - item];
3611         }
3612
3613         k_ptr = &k_info[o_ptr->k_idx];
3614
3615         /*
3616          * We don't want to give the player free info about
3617          * the level of the item or the number of charges.
3618          */
3619         /* The item must be "known" */
3620         if (!object_is_known(o_ptr))
3621         {
3622                 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!"));
3623                 msg_print(NULL);
3624
3625                 if ((p_ptr->au >= 50) &&
3626                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3627
3628                 {
3629                         /* Pay the price */
3630                         p_ptr->au -= 50;
3631
3632                         /* Identify it */
3633                         identify_item(o_ptr);
3634
3635                         /* Description */
3636                         object_desc(tmp_str, o_ptr, 0);
3637                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3638
3639                         /* Auto-inscription */
3640                         autopick_alter_item(item, FALSE);
3641
3642                         /* Update the gold display */
3643                         building_prt_gold();
3644                 }
3645                 else
3646                 {
3647                         return;
3648                 }
3649         }
3650
3651         /* Extract the object "level" */
3652         lev = k_info[o_ptr->k_idx].level;
3653
3654         /* Price for a rod */
3655         if (o_ptr->tval == TV_ROD)
3656         {
3657                 if (o_ptr->timeout > 0)
3658                 {
3659                         /* Fully recharge */
3660                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3661                 }
3662                 else
3663                 {
3664                         /* No recharge necessary */
3665                         price = 0;
3666                         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."));
3667                         return;
3668                 }
3669         }
3670         else if (o_ptr->tval == TV_STAFF)
3671         {
3672                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3673                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3674
3675                 /* Pay at least 10 gold per charge */
3676                 price = MAX(10, price);
3677         }
3678         else
3679         {
3680                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3681                 price = (k_info[o_ptr->k_idx].cost / 10);
3682
3683                 /* Pay at least 10 gold per charge */
3684                 price = MAX(10, price);
3685         }
3686
3687         /* Limit the number of charges for wands and staffs */
3688         if (o_ptr->tval == TV_WAND
3689                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3690         {
3691                 if (o_ptr->number > 1)
3692                 {
3693                         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."));
3694                 }
3695                 else
3696                 {
3697                         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."));
3698                 }
3699                 return;
3700         }
3701         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3702         {
3703                 if (o_ptr->number > 1)
3704                 {
3705                         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."));
3706                 }
3707                 else
3708                 {
3709                         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."));
3710                 }
3711                 return;
3712         }
3713
3714         /* Check if the player has enough money */
3715         if (p_ptr->au < price)
3716         {
3717                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3718 #ifdef JP
3719                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3720 #else
3721                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3722 #endif
3723
3724                 return;
3725         }
3726
3727         if (o_ptr->tval == TV_ROD)
3728         {
3729 #ifdef JP
3730 if (get_check(format("そのロッドを$%d で再充填しますか?",
3731  price)))
3732 #else
3733                 if (get_check(format("Recharge the %s for %d gold? ",
3734                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3735 #endif
3736
3737                 {
3738                         /* Recharge fully */
3739                         o_ptr->timeout = 0;
3740                 }
3741                 else
3742                 {
3743                         return;
3744                 }
3745         }
3746         else
3747         {
3748                 if (o_ptr->tval == TV_STAFF)
3749                         max_charges = k_ptr->pval - o_ptr->pval;
3750                 else
3751                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3752
3753                 /* Get the quantity for staves and wands */
3754                 charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3755                                         MIN(p_ptr->au / price, max_charges));
3756
3757                 /* Do nothing */
3758                 if (charges < 1) return;
3759
3760                 /* Get the new price */
3761                 price *= charges;
3762
3763                 /* Recharge */
3764                 o_ptr->pval += charges;
3765
3766                 /* We no longer think the item is empty */
3767                 o_ptr->ident &= ~(IDENT_EMPTY);
3768         }
3769
3770         /* Give feedback */
3771         object_desc(tmp_str, o_ptr, 0);
3772 #ifdef JP
3773         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3774 #else
3775         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3776 #endif
3777
3778         /* Combine / Reorder the pack (later) */
3779         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3780
3781         /* Window stuff */
3782         p_ptr->window |= (PW_INVEN);
3783
3784         /* Pay the price */
3785         p_ptr->au -= price;
3786
3787         /* Finished */
3788         return;
3789 }
3790
3791
3792 /*!
3793  * @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
3794  * @details
3795  * The player can select the number of charges to add\n
3796  * (up to a limit), and the recharge never fails.\n
3797  *\n
3798  * The cost for rods depends on the level of the rod. The prices\n
3799  * for recharging wands and staves are dependent on the cost of\n
3800  * the base-item.\n
3801  * @return なし
3802  */
3803 static void building_recharge_all(void)
3804 {
3805         int         i;
3806         int         lev;
3807         object_type *o_ptr;
3808         object_kind *k_ptr;
3809         int         price = 0;
3810         int         total_cost = 0;
3811
3812
3813         /* Display some info */
3814         msg_flag = FALSE;
3815         clear_bldg(4, 18);
3816         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);
3817
3818         /* Calculate cost */
3819         for ( i = 0; i < INVEN_PACK; i++)
3820         {
3821                 o_ptr = &inventory[i];
3822                                 
3823                 /* skip non magic device */
3824                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3825
3826                 /* need identified */
3827                 if (!object_is_known(o_ptr)) total_cost += 50;
3828
3829                 /* Extract the object "level" */
3830                 lev = k_info[o_ptr->k_idx].level;
3831
3832                 k_ptr = &k_info[o_ptr->k_idx];
3833
3834                 switch (o_ptr->tval)
3835                 {
3836                 case TV_ROD:
3837                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3838                         break;
3839
3840                 case TV_STAFF:
3841                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3842                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3843
3844                         /* Pay at least 10 gold per charge */
3845                         price = MAX(10, price);
3846
3847                         /* Fully charge */
3848                         price = (k_ptr->pval - o_ptr->pval) * price;
3849                         break;
3850
3851                 case TV_WAND:
3852                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3853                         price = (k_info[o_ptr->k_idx].cost / 10);
3854
3855                         /* Pay at least 10 gold per charge */
3856                         price = MAX(10, price);
3857
3858                         /* Fully charge */
3859                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3860                         break;
3861                 }
3862
3863                 /* if price <= 0 then item have enough charge */
3864                 if (price > 0) total_cost += price;
3865         }
3866
3867         if (!total_cost)
3868         {
3869                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3870                 msg_print(NULL);
3871                 return;
3872         }
3873
3874         /* Check if the player has enough money */
3875         if (p_ptr->au < total_cost)
3876         {
3877                 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 );
3878                 msg_print(NULL);
3879                 return;
3880         }
3881         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3882         
3883         for (i = 0; i < INVEN_PACK; i++)
3884         {
3885                 o_ptr = &inventory[i];
3886                 k_ptr = &k_info[o_ptr->k_idx];
3887
3888                 /* skip non magic device */
3889                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3890
3891                 /* Identify it */
3892                 if (!object_is_known(o_ptr))
3893                 {
3894                         identify_item(o_ptr);
3895
3896                         /* Auto-inscription */
3897                         autopick_alter_item(i, FALSE);
3898                 }
3899
3900                 /* Recharge */
3901                 switch (o_ptr->tval)
3902                 {
3903                 case TV_ROD:
3904                         o_ptr->timeout = 0;
3905                         break;
3906                 case TV_STAFF:
3907                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3908                         /* We no longer think the item is empty */
3909                         o_ptr->ident &= ~(IDENT_EMPTY);
3910                         break;
3911                 case TV_WAND:
3912                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3913                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3914                         /* We no longer think the item is empty */
3915                         o_ptr->ident &= ~(IDENT_EMPTY);
3916                         break;
3917                 }
3918         }
3919
3920         /* Give feedback */
3921         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3922         msg_print(NULL);
3923
3924         /* Combine / Reorder the pack (later) */
3925         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3926
3927         /* Window stuff */
3928         p_ptr->window |= (PW_INVEN);
3929
3930         /* Pay the price */
3931         p_ptr->au -= total_cost;
3932
3933         /* Finished */
3934         return;
3935 }
3936
3937 /*!
3938  * @brief 町間のテレポートを行うメインルーチン。
3939  * @return テレポート処理を決定したか否か
3940  */
3941 bool tele_town(void)
3942 {
3943         int i, x, y;
3944         int num = 0;
3945
3946         if (dun_level)
3947         {
3948                 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!"));
3949                 return FALSE;
3950         }
3951
3952         if (p_ptr->inside_arena || p_ptr->inside_battle)
3953         {
3954                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3955                 return FALSE;
3956         }
3957
3958         screen_save();
3959         clear_bldg(4, 10);
3960
3961         for (i=1;i<max_towns;i++)
3962         {
3963                 char buf[80];
3964
3965                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
3966
3967                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
3968                 prt(buf, 5+i, 5);
3969                 num++;
3970         }
3971
3972         if (!num)
3973         {
3974                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3975                 msg_print(NULL);
3976                 screen_load();
3977                 return FALSE;
3978         }
3979
3980         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3981         while(1)
3982         {
3983                 i = inkey();
3984
3985                 if (i == ESCAPE)
3986                 {
3987                         screen_load();
3988                         return FALSE;
3989                 }
3990                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3991                 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;
3992                 break;
3993         }
3994
3995         for (y = 0; y < max_wild_y; y++)
3996         {
3997                 for (x = 0; x < max_wild_x; x++)
3998                 {
3999                         if(wilderness[y][x].town == (i-'a'+1))
4000                         {
4001                                 p_ptr->wilderness_y = y;
4002                                 p_ptr->wilderness_x = x;
4003                         }
4004                 }
4005         }
4006
4007         p_ptr->leaving = TRUE;
4008         leave_bldg = TRUE;
4009         p_ptr->teleport_town = TRUE;
4010         screen_load();
4011         return TRUE;
4012 }
4013
4014 /*!
4015  * @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-
4016  * @return 常にTRUEを返す。
4017  * @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。
4018  */
4019 static bool research_mon(void)
4020 {
4021         int i, n, r_idx;
4022         char sym, query;
4023         char buf[128];
4024
4025         bool notpicked;
4026
4027         bool recall = FALSE;
4028
4029         u16b why = 0;
4030
4031         u16b    *who;
4032
4033         /* XTRA HACK WHATSEARCH */
4034         bool    all = FALSE;
4035         bool    uniq = FALSE;
4036         bool    norm = FALSE;
4037         char temp[80] = "";
4038
4039         /* XTRA HACK REMEMBER_IDX */
4040         static int old_sym = '\0';
4041         static int old_i = 0;
4042
4043
4044         /* Save the screen */
4045         screen_save();
4046
4047         /* Get a character, or abort */
4048         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):",
4049                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
4050
4051         {
4052                 /* Restore */
4053                 screen_load();
4054
4055                 return (FALSE);
4056         }
4057
4058         /* Find that character info, and describe it */
4059         for (i = 0; ident_info[i]; ++i)
4060         {
4061                 if (sym == ident_info[i][0]) break;
4062         }
4063
4064                 /* XTRA HACK WHATSEARCH */
4065         if (sym == KTRL('A'))
4066         {
4067                 all = TRUE;
4068                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4069         }
4070         else if (sym == KTRL('U'))
4071         {
4072                 all = uniq = TRUE;
4073                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4074         }
4075         else if (sym == KTRL('N'))
4076         {
4077                 all = norm = TRUE;
4078                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4079         }
4080         else if (sym == KTRL('M'))
4081         {
4082                 all = TRUE;
4083                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4084                 {
4085                         temp[0]=0;
4086
4087                         /* Restore */
4088                         screen_load();
4089
4090                         return FALSE;
4091                 }
4092                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4093         }
4094         else if (ident_info[i])
4095         {
4096                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4097         }
4098         else
4099         {
4100                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4101         }
4102
4103         /* Display the result */
4104         prt(buf, 16, 10);
4105
4106
4107         /* Allocate the "who" array */
4108         C_MAKE(who, max_r_idx, u16b);
4109
4110         /* Collect matching monsters */
4111         for (n = 0, i = 1; i < max_r_idx; i++)
4112         {
4113                 monster_race *r_ptr = &r_info[i];
4114
4115                 /* Empty monster */
4116                 if (!r_ptr->name) continue;
4117
4118                 /* XTRA HACK WHATSEARCH */
4119                 /* Require non-unique monsters if needed */
4120                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4121
4122                 /* Require unique monsters if needed */
4123                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4124
4125                 /* 名前検索 */
4126                 if (temp[0])
4127                 {
4128                         int xx;
4129                         char temp2[80];
4130
4131                         for (xx = 0; temp[xx] && xx < 80; xx++)
4132                         {
4133 #ifdef JP
4134                                 if (iskanji(temp[xx]))
4135                                 {
4136                                         xx++;
4137                                         continue;
4138                                 }
4139 #endif
4140                                 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4141                         }
4142   
4143 #ifdef JP
4144                         strcpy(temp2, r_name + r_ptr->E_name);
4145 #else
4146                         strcpy(temp2, r_name + r_ptr->name);
4147 #endif
4148                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4149                                 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4150
4151 #ifdef JP
4152                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4153 #else
4154                         if (my_strstr(temp2, temp))
4155 #endif
4156                                 who[n++] = i;
4157                 }
4158                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4159         }
4160
4161         /* Nothing to recall */
4162         if (!n)
4163         {
4164                 /* Free the "who" array */
4165                 C_KILL(who, max_r_idx, u16b);
4166
4167                 /* Restore */
4168                 screen_load();
4169
4170                 return (FALSE);
4171         }
4172
4173         /* Sort by level */
4174         why = 2;
4175         query = 'y';
4176
4177         /* Sort if needed */
4178         if (why)
4179         {
4180                 /* Select the sort method */
4181                 ang_sort_comp = ang_sort_comp_hook;
4182                 ang_sort_swap = ang_sort_swap_hook;
4183
4184                 /* Sort the array */
4185                 ang_sort(who, &why, n);
4186         }
4187
4188
4189         /* Start at the end */
4190         /* XTRA HACK REMEMBER_IDX */
4191         if (old_sym == sym && old_i < n) i = old_i;
4192         else i = n - 1;
4193
4194         notpicked = TRUE;
4195
4196         /* Scan the monster memory */
4197         while (notpicked)
4198         {
4199                 /* Extract a race */
4200                 r_idx = who[i];
4201
4202                 /* Hack -- Begin the prompt */
4203                 roff_top(r_idx);
4204
4205                 /* Hack -- Complete the prompt */
4206                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4207
4208                 /* Interact */
4209                 while (1)
4210                 {
4211                         /* Recall */
4212                         if (recall)
4213                         {
4214                                 /*** Recall on screen ***/
4215
4216                                 /* Get maximal info about this monster */
4217                                 lore_do_probe(r_idx);
4218
4219                                 /* Save this monster ID */
4220                                 monster_race_track(r_idx);
4221
4222                                 /* Hack -- Handle stuff */
4223                                 handle_stuff();
4224
4225                                 /* know every thing mode */
4226                                 screen_roff(r_idx, 0x01);
4227                                 notpicked = FALSE;
4228
4229                                 /* XTRA HACK REMEMBER_IDX */
4230                                 old_sym = sym;
4231                                 old_i = i;
4232                         }
4233
4234                         /* Command */
4235                         query = inkey();
4236
4237                         /* Normal commands */
4238                         if (query != 'r') break;
4239
4240                         /* Toggle recall */
4241                         recall = !recall;
4242                 }
4243
4244                 /* Stop scanning */
4245                 if (query == ESCAPE) break;
4246
4247                 /* Move to "prev" monster */
4248                 if (query == '-')
4249                 {
4250                         if (++i == n)
4251                         {
4252                                 i = 0;
4253                                 if (!expand_list) break;
4254                         }
4255                 }
4256
4257                 /* Move to "next" monster */
4258                 else
4259                 {
4260                         if (i-- == 0)
4261                         {
4262                                 i = n - 1;
4263                                 if (!expand_list) break;
4264                         }
4265                 }
4266         }
4267
4268
4269         /* Re-display the identity */
4270         /* prt(buf, 5, 5);*/
4271
4272         /* Free the "who" array */
4273         C_KILL(who, max_r_idx, u16b);
4274
4275         /* Restore */
4276         screen_load();
4277
4278         return (!notpicked);
4279 }
4280
4281
4282 /*!
4283  * @brief 施設の処理実行メインルーチン / Execute a building command
4284  * @param bldg 施設構造体の参照ポインタ
4285  * @param i 実行したい施設のサービステーブルの添字
4286  * @return なし
4287  */
4288 static void bldg_process_command(building_type *bldg, int i)
4289 {
4290         int bact = bldg->actions[i];
4291         int bcost;
4292         bool paid = FALSE;
4293         int amt;
4294
4295         /* Flush messages XXX XXX XXX */
4296         msg_flag = FALSE;
4297         msg_print(NULL);
4298
4299         if (is_owner(bldg))
4300                 bcost = bldg->member_costs[i];
4301         else
4302                 bcost = bldg->other_costs[i];
4303
4304         /* action restrictions */
4305         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4306             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4307         {
4308                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4309                 return;
4310         }
4311
4312         /* check gold (HACK - Recharge uses variable costs) */
4313         if ((bact != BACT_RECHARGE) &&
4314             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4315              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4316         {
4317                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4318                 return;
4319         }
4320
4321         switch (bact)
4322         {
4323         case BACT_NOTHING:
4324                 /* Do nothing */
4325                 break;
4326         case BACT_RESEARCH_ITEM:
4327                 paid = identify_fully(FALSE);
4328                 break;
4329         case BACT_TOWN_HISTORY:
4330                 town_history();
4331                 break;
4332         case BACT_RACE_LEGENDS:
4333                 race_legends();
4334                 break;
4335         case BACT_QUEST:
4336                 castle_quest();
4337                 break;
4338         case BACT_KING_LEGENDS:
4339         case BACT_ARENA_LEGENDS:
4340         case BACT_LEGENDS:
4341                 show_highclass();
4342                 break;
4343         case BACT_POSTER:
4344         case BACT_ARENA_RULES:
4345         case BACT_ARENA:
4346                 arena_comm(bact);
4347                 break;
4348         case BACT_IN_BETWEEN:
4349         case BACT_CRAPS:
4350         case BACT_SPIN_WHEEL:
4351         case BACT_DICE_SLOTS:
4352         case BACT_GAMBLE_RULES:
4353         case BACT_POKER:
4354                 gamble_comm(bact);
4355                 break;
4356         case BACT_REST:
4357         case BACT_RUMORS:
4358         case BACT_FOOD:
4359                 paid = inn_comm(bact);
4360                 break;
4361         case BACT_RESEARCH_MONSTER:
4362                 paid = research_mon();
4363                 break;
4364         case BACT_COMPARE_WEAPONS:
4365                 paid = TRUE;
4366                 bcost = compare_weapons(bcost);
4367                 break;
4368         case BACT_ENCHANT_WEAPON:
4369                 item_tester_hook = object_allow_enchant_melee_weapon;
4370                 enchant_item(bcost, 1, 1, 0);
4371                 break;
4372         case BACT_ENCHANT_ARMOR:
4373                 item_tester_hook = object_is_armour;
4374                 enchant_item(bcost, 0, 0, 1);
4375                 break;
4376         case BACT_RECHARGE:
4377                 building_recharge();
4378                 break;
4379         case BACT_RECHARGE_ALL:
4380                 building_recharge_all();
4381                 break;
4382         case BACT_IDENTS: /* needs work */
4383 #ifdef JP
4384                 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4385                 identify_pack();
4386                 msg_print(" 持ち物全てが鑑定されました。");
4387 #else
4388                 if (!get_check("Do you pay for identify all your possession? ")) break;
4389                 identify_pack();
4390                 msg_print("Your possessions have been identified.");
4391 #endif
4392
4393                 paid = TRUE;
4394                 break;
4395         case BACT_IDENT_ONE: /* needs work */
4396                 paid = ident_spell(FALSE);
4397                 break;
4398         case BACT_LEARN:
4399                 do_cmd_study();
4400                 break;
4401         case BACT_HEALING: /* needs work */
4402                 hp_player(200);
4403                 set_poisoned(0);
4404                 set_blind(0);
4405                 set_confused(0);
4406                 set_cut(0);
4407                 set_stun(0);
4408                 paid = TRUE;
4409                 break;
4410         case BACT_RESTORE: /* needs work */
4411                 if (do_res_stat(A_STR)) paid = TRUE;
4412                 if (do_res_stat(A_INT)) paid = TRUE;
4413                 if (do_res_stat(A_WIS)) paid = TRUE;
4414                 if (do_res_stat(A_DEX)) paid = TRUE;
4415                 if (do_res_stat(A_CON)) paid = TRUE;
4416                 if (do_res_stat(A_CHR)) paid = TRUE;
4417                 break;
4418         case BACT_ENCHANT_ARROWS:
4419                 item_tester_hook = item_tester_hook_ammo;
4420                 enchant_item(bcost, 1, 1, 0);
4421                 break;
4422         case BACT_ENCHANT_BOW:
4423                 item_tester_tval = TV_BOW;
4424                 enchant_item(bcost, 1, 1, 0);
4425                 break;
4426         case BACT_RECALL:
4427                 if (recall_player(1)) paid = TRUE;
4428                 break;
4429         case BACT_TELEPORT_LEVEL:
4430         {
4431                 int select_dungeon;
4432                 int max_depth;
4433
4434                 clear_bldg(4, 20);
4435                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4436                 show_building(bldg);
4437                 if (!select_dungeon) return;
4438
4439                 max_depth = d_info[select_dungeon].maxdepth;
4440
4441                 /* Limit depth in Angband */
4442                 if (select_dungeon == DUNGEON_ANGBAND)
4443                 {
4444                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4445                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4446                 }
4447                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4448                                                         d_name + d_info[select_dungeon].name), max_depth);
4449
4450                 if (amt > 0)
4451                 {
4452                         p_ptr->word_recall = 1;
4453                         p_ptr->recall_dungeon = select_dungeon;
4454                         max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4455                         if (record_maxdepth)
4456                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4457                                 
4458                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4459
4460                         paid = TRUE;
4461                         p_ptr->redraw |= (PR_STATUS);
4462                 }
4463                 break;
4464         }
4465         case BACT_LOSE_MUTATION:
4466                 if (p_ptr->muta1 || p_ptr->muta2 ||
4467                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4468                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4469                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4470                 {
4471                         while(!lose_mutation(0));
4472                         paid = TRUE;
4473                 }
4474                 else
4475                 {
4476                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4477                         msg_print(NULL);
4478                 }
4479                 break;
4480         case BACT_BATTLE:
4481                 kakutoujou();
4482                 break;
4483         case BACT_TSUCHINOKO:
4484                 tsuchinoko();
4485                 break;
4486         case BACT_KUBI:
4487                 shoukinkubi();
4488                 break;
4489         case BACT_TARGET:
4490                 today_target();
4491                 break;
4492         case BACT_KANKIN:
4493                 kankin();
4494                 break;
4495         case BACT_HEIKOUKA:
4496                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4497                 set_virtue(V_COMPASSION, 0);
4498                 set_virtue(V_HONOUR, 0);
4499                 set_virtue(V_JUSTICE, 0);
4500                 set_virtue(V_SACRIFICE, 0);
4501                 set_virtue(V_KNOWLEDGE, 0);
4502                 set_virtue(V_FAITH, 0);
4503                 set_virtue(V_ENLIGHTEN, 0);
4504                 set_virtue(V_ENCHANT, 0);
4505                 set_virtue(V_CHANCE, 0);
4506                 set_virtue(V_NATURE, 0);
4507                 set_virtue(V_HARMONY, 0);
4508                 set_virtue(V_VITALITY, 0);
4509                 set_virtue(V_UNLIFE, 0);
4510                 set_virtue(V_PATIENCE, 0);
4511                 set_virtue(V_TEMPERANCE, 0);
4512                 set_virtue(V_DILIGENCE, 0);
4513                 set_virtue(V_VALOUR, 0);
4514                 set_virtue(V_INDIVIDUALISM, 0);
4515                 get_virtues();
4516                 paid = TRUE;
4517                 break;
4518         case BACT_TELE_TOWN:
4519                 paid = tele_town();
4520                 break;
4521         case BACT_EVAL_AC:
4522                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4523                 break;
4524         case BACT_BROKEN_WEAPON:
4525                 paid = TRUE;
4526                 bcost = repair_broken_weapon(bcost);
4527                 break;
4528         }
4529
4530         if (paid)
4531         {
4532                 p_ptr->au -= bcost;
4533         }
4534 }
4535
4536 /*!
4537  * @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
4538  * @return なし
4539  */
4540 void do_cmd_quest(void)
4541 {
4542         p_ptr->energy_use = 100;
4543
4544         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4545         {
4546                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4547                 return;
4548         }
4549         else
4550         {
4551                 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."));
4552                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4553                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4554                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4555
4556                 /* Player enters a new quest */
4557                 p_ptr->oldpy = 0;
4558                 p_ptr->oldpx = 0;
4559
4560                 leave_quest_check();
4561
4562                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4563                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4564
4565                 p_ptr->leaving = TRUE;
4566         }
4567 }
4568
4569
4570 /*!
4571  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4572  * @return なし
4573  */
4574 void do_cmd_bldg(void)
4575 {
4576         int             i, which;
4577         char            command;
4578         bool            validcmd;
4579         building_type   *bldg;
4580
4581
4582         p_ptr->energy_use = 100;
4583
4584         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4585         {
4586                 msg_print(_("ここには建物はない。", "You see no building here."));
4587                 return;
4588         }
4589
4590         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4591
4592         bldg = &building[which];
4593
4594         /* Don't re-init the wilderness */
4595         reinit_wilderness = FALSE;
4596
4597         if ((which == 2) && (p_ptr->arena_number < 0))
4598         {
4599                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4600                 return;
4601         }
4602         else if ((which == 2) && p_ptr->inside_arena)
4603         {
4604                 if (!p_ptr->exit_bldg && m_cnt > 0)
4605                 {
4606                         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);
4607                 }
4608                 else
4609                 {
4610                         /* Don't save the arena as saved floor */
4611                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4612
4613                         p_ptr->inside_arena = FALSE;
4614                         p_ptr->leaving = TRUE;
4615
4616                         /* Re-enter the arena */
4617                         command_new = SPECIAL_KEY_BUILDING;
4618
4619                         /* No energy needed to re-enter the arena */
4620                         p_ptr->energy_use = 0;
4621                 }
4622
4623                 return;
4624         }
4625         else if (p_ptr->inside_battle)
4626         {
4627                 /* Don't save the arena as saved floor */
4628                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4629
4630                 p_ptr->leaving = TRUE;
4631                 p_ptr->inside_battle = FALSE;
4632
4633                 /* Re-enter the monster arena */
4634                 command_new = SPECIAL_KEY_BUILDING;
4635
4636                 /* No energy needed to re-enter the arena */
4637                 p_ptr->energy_use = 0;
4638
4639                 return;
4640         }
4641         else
4642         {
4643                 p_ptr->oldpy = p_ptr->y;
4644                 p_ptr->oldpx = p_ptr->x;
4645         }
4646
4647         /* Forget the lite */
4648         forget_lite();
4649
4650         /* Forget the view */
4651         forget_view();
4652
4653         /* Hack -- Increase "icky" depth */
4654         character_icky++;
4655
4656         command_arg = 0;
4657         command_rep = 0;
4658         command_new = 0;
4659
4660         show_building(bldg);
4661         leave_bldg = FALSE;
4662
4663         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4664
4665         while (!leave_bldg)
4666         {
4667                 validcmd = FALSE;
4668                 prt("", 1, 0);
4669
4670                 building_prt_gold();
4671
4672                 command = inkey();
4673
4674                 if (command == ESCAPE)
4675                 {
4676                         leave_bldg = TRUE;
4677                         p_ptr->inside_arena = FALSE;
4678                         p_ptr->inside_battle = FALSE;
4679                         break;
4680                 }
4681
4682                 for (i = 0; i < 8; i++)
4683                 {
4684                         if (bldg->letters[i])
4685                         {
4686                                 if (bldg->letters[i] == command)
4687                                 {
4688                                         validcmd = TRUE;
4689                                         break;
4690                                 }
4691                         }
4692                 }
4693
4694                 if (validcmd)
4695                         bldg_process_command(bldg, i);
4696
4697                 /* Notice stuff */
4698                 notice_stuff();
4699
4700                 /* Handle stuff */
4701                 handle_stuff();
4702         }
4703
4704         select_floor_music();
4705
4706         /* Flush messages XXX XXX XXX */
4707         msg_flag = FALSE;
4708         msg_print(NULL);
4709
4710         /* Reinit wilderness to activate quests ... */
4711         if (reinit_wilderness)
4712         {
4713                 p_ptr->leaving = TRUE;
4714         }
4715
4716         /* Hack -- Decrease "icky" depth */
4717         character_icky--;
4718
4719         /* Clear the screen */
4720         Term_clear();
4721
4722         /* Update the visuals */
4723         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4724
4725         /* Redraw entire screen */
4726         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4727
4728         /* Window stuff */
4729         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4730 }
4731
4732
4733 /*!
4734  * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4735  */
4736 static cptr find_quest[] =
4737 {
4738         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4739         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4740         _("メッセージを見つけた:", "There is a sign saying"),
4741         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4742         _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4743 };
4744
4745
4746 /*!
4747  * @brief クエストの導入メッセージを表示する / Discover quest
4748  * @param q_idx 開始されたクエストのID
4749  */
4750 void quest_discovery(int q_idx)
4751 {
4752         quest_type      *q_ptr = &quest[q_idx];
4753         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
4754         int             q_num = q_ptr->max_num;
4755         char            name[80];
4756
4757         /* No quest index */
4758         if (!q_idx) return;
4759
4760         strcpy(name, (r_name + r_ptr->name));
4761
4762         msg_print(find_quest[rand_range(0, 4)]);
4763         msg_print(NULL);
4764
4765         if (q_num == 1)
4766         {
4767                 /* Unique */
4768
4769                 /* Hack -- "unique" monsters must be "unique" */
4770                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4771                     (0 == r_ptr->max_num))
4772                 {
4773                         msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4774                         /* The unique is already dead */
4775                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4776                         q_ptr->complev = 0;
4777                         update_playtime();
4778                         q_ptr->comptime = playtime;
4779                 }
4780                 else
4781                 {
4782                         msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4783                 }
4784         }
4785         else
4786         {
4787                 /* Normal monsters */
4788 #ifndef JP
4789                 plural_aux(name);
4790 #endif
4791                 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4792
4793         }
4794 }
4795
4796
4797 /*!
4798  * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4799  * / Hack -- Check if a level is a "quest" level
4800  * @param level 検索対象になる階
4801  * @return クエストIDを返す。該当がない場合0を返す。
4802  */
4803 IDX quest_number(DEPTH level)
4804 {
4805         int i;
4806
4807         /* Check quests */
4808         if (p_ptr->inside_quest)
4809                 return (p_ptr->inside_quest);
4810
4811         for (i = 0; i < max_quests; i++)
4812         {
4813                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4814
4815                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4816                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4817                     (quest[i].level == level) &&
4818                     (quest[i].dungeon == dungeon_type))
4819                         return (i);
4820         }
4821
4822         /* Check for random quest */
4823         return (random_quest_number(level));
4824 }
4825
4826 /*!
4827  * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4828  * @param level 検索対象になる階
4829  * @return クエストIDを返す。該当がない場合0を返す。
4830  */
4831 IDX random_quest_number(DEPTH level)
4832 {
4833         int i;
4834
4835         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4836
4837         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4838         {
4839                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4840                     (quest[i].status == QUEST_STATUS_TAKEN) &&
4841                     (quest[i].level == level) &&
4842                     (quest[i].dungeon == DUNGEON_ANGBAND))
4843                 {
4844                         return i;
4845                 }
4846         }
4847
4848         /* Nope */
4849         return 0;
4850 }