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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 #include "util.h"
17 #include "term.h"
18
19 #include "core.h"
20 #include "cmd-dump.h"
21 #include "cmd-magiceat.h"
22 #include "floor.h"
23 #include "floor-events.h"
24 #include "floor-save.h"
25 #include "autopick.h"
26 #include "objectkind.h"
27 #include "object-boost.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
30 #include "monster.h"
31 #include "monsterrace-hook.h"
32 #include "melee.h"
33 #include "wild.h"
34 #include "world.h"
35 #include "sort.h"
36
37 #include "avatar.h"
38 #include "bldg.h"
39 #include "dungeon.h"
40 #include "mutation.h"
41 #include "quest.h"
42 #include "artifact.h"
43 #include "cmd-spell.h"
44 #include "rumor.h"
45 #include "spells.h"
46 #include "spells-object.h"
47 #include "spells-status.h"
48 #include "realm-hex.h"
49 #include "dungeon-file.h"
50
51 #include "files.h"
52 #include "player-status.h"
53 #include "player-effects.h"
54 #include "player-class.h"
55 #include "player-personality.h"
56 #include "player-inventory.h"
57 #include "scores.h"
58 #include "shoot.h"
59 #include "view-mainwindow.h"
60 #include "monsterrace.h"
61 #include "autopick.h"
62
63 /*
64  * todo MAX_BLDGが定義されていない旨のエラーが出る……がコンパイルには成功する
65  * Buildings
66  */
67 building_type building[MAX_BLDG];
68
69 MONRACE_IDX battle_mon[4];
70 u32b mon_odds[4];
71 int battle_odds;
72 PRICE kakekin;
73 int sel_monster;
74
75 bool reinit_wilderness = FALSE;
76 MONSTER_IDX today_mon;
77
78 /*!
79  * todo MAX_ARENA_MONSが定義されていない旨のエラーが出る……がコンパイルには成功する
80  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
81  */
82 const arena_type arena_info[MAX_ARENA_MONS + 2] =
83 {
84         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
85         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
86         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
87         { MON_LION_HEART,    0,         0                             },
88         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
89         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
90         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
91         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
92         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
93         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
94         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
95         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
96         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
97         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
98         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
99         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
100         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
101         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
102         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
103         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
104         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
105         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
106         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
107         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
108         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
109         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
110         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
111         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
112         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
113         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
114         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
115         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
116         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
117         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
118         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
119         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
120         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
121         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
122         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
123         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
124         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
125         { 0,                 0,         0                             }, /* Victory prizing */
126         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
127 };
128
129 /*!
130  * todo グローバルである必要があるか?
131  * ポーカーの現在の手札ID
132  */
133 static int cards[5];
134
135 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
136 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
137 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
138 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
139 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
140 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
141 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
142 #define ODDS_ST 4 /*!< ストレートの役倍率 */
143 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
144 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
145
146 /*!
147  * @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。
148  * @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、
149  * 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。
150  * @param player_ptr プレーヤーへの参照ポインタ
151  * @param bldg 施設構造体の参照ポインタ
152  * @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。
153  */
154 static bool is_owner(player_type *player_ptr, building_type *bldg)
155 {
156         if (bldg->member_class[player_ptr->pclass] == BUILDING_OWNER)
157         {
158                 return TRUE;
159         }
160
161         if (bldg->member_race[player_ptr->prace] == BUILDING_OWNER)
162         {
163                 return TRUE;
164         }
165
166         REALM_IDX realm1 = player_ptr->realm1;
167         REALM_IDX realm2 = player_ptr->realm2;
168         if ((is_magic(realm1) && (bldg->member_realm[realm1] == BUILDING_OWNER)) ||
169                 (is_magic(realm2) && (bldg->member_realm[realm2] == BUILDING_OWNER)))
170         {
171                 return TRUE;
172         }
173
174         return FALSE;
175 }
176
177
178 /*!
179  * @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。
180  (スペルマスターの特別判定つき)
181  * @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、
182  * 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。
183  * @param player_ptr プレーヤーへの参照ポインタ
184  * @param bldg 施設構造体の参照ポインタ
185  * @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。
186  * @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。
187  */
188 static bool is_member(player_type *player_ptr, building_type *bldg)
189 {
190         if (bldg->member_class[player_ptr->pclass])
191         {
192                 return TRUE;
193         }
194
195         if (bldg->member_race[player_ptr->prace])
196         {
197                 return TRUE;
198         }
199
200         REALM_IDX realm1 = player_ptr->realm1;
201         REALM_IDX realm2 = player_ptr->realm2;
202         if ((is_magic(realm1) && bldg->member_realm[realm1]) ||
203                 (is_magic(realm2) && bldg->member_realm[realm2]))
204         {
205                 return TRUE;
206         }
207
208         if (player_ptr->pclass == CLASS_SORCERER)
209         {
210                 int i;
211                 bool OK = FALSE;
212                 for (i = 0; i < MAX_MAGIC; i++)
213                 {
214                         if (bldg->member_realm[i + 1]) OK = TRUE;
215                 }
216                 return OK;
217         }
218
219         return FALSE;
220 }
221
222
223 /*!
224  * @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
225  * @details 消去は行毎にヌル文字列で行われる。
226  * @param min_row 開始行番号
227  * @param max_row 末尾行番号
228  * @return なし
229  */
230 void clear_bldg(int min_row, int max_row)
231 {
232         int   i;
233
234         for (i = min_row; i <= max_row; i++)
235                 prt("", i, 0);
236 }
237
238
239 /*!
240  * @brief 所持金を表示する。
241  * @param player_ptr プレーヤーへの参照ポインタ
242  * @return なし
243  */
244 static void building_prt_gold(player_type *player_ptr)
245 {
246         char tmp_str[80];
247         prt(_("手持ちのお金: ", "Gold Remaining: "), 23, 53);
248         sprintf(tmp_str, "%9ld", (long)player_ptr->au);
249         prt(tmp_str, 23, 68);
250 }
251
252
253 /*!
254  * @brief 施設のサービス一覧を表示する / Display a building.
255  * @param player_ptr プレーヤーへの参照ポインタ
256  * @param bldg 施設構造体の参照ポインタ
257  * @return なし
258  */
259 static void show_building(player_type *player_ptr, building_type* bldg)
260 {
261         char buff[20];
262         int i;
263         byte action_color;
264         char tmp_str[80];
265
266         Term_clear();
267         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
268         prt(tmp_str, 2, 1);
269
270
271         for (i = 0; i < 8; i++)
272         {
273                 if (bldg->letters[i])
274                 {
275                         if (bldg->action_restr[i] == 0)
276                         {
277                                 if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
278                                         (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
279                                 {
280                                         action_color = TERM_WHITE;
281                                         buff[0] = '\0';
282                                 }
283                                 else if (is_owner(player_ptr, bldg))
284                                 {
285                                         action_color = TERM_YELLOW;
286                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
287                                 }
288                                 else
289                                 {
290                                         action_color = TERM_YELLOW;
291                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
292                                 }
293                         }
294                         else if (bldg->action_restr[i] == 1)
295                         {
296                                 if (!is_member(player_ptr, bldg))
297                                 {
298                                         action_color = TERM_L_DARK;
299                                         strcpy(buff, _("(閉店)", "(closed)"));
300                                 }
301                                 else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
302                                         (is_member(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
303                                 {
304                                         action_color = TERM_WHITE;
305                                         buff[0] = '\0';
306                                 }
307                                 else if (is_owner(player_ptr, bldg))
308                                 {
309                                         action_color = TERM_YELLOW;
310                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
311                                 }
312                                 else
313                                 {
314                                         action_color = TERM_YELLOW;
315                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
316                                 }
317                         }
318                         else
319                         {
320                                 if (!is_owner(player_ptr, bldg))
321                                 {
322                                         action_color = TERM_L_DARK;
323                                         strcpy(buff, _("(閉店)", "(closed)"));
324                                 }
325                                 else if (bldg->member_costs[i] != 0)
326                                 {
327                                         action_color = TERM_YELLOW;
328                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
329                                 }
330                                 else
331                                 {
332                                         action_color = TERM_WHITE;
333                                         buff[0] = '\0';
334                                 }
335                         }
336
337                         sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
338                         c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
339                 }
340         }
341
342         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
343 }
344
345
346 /*!
347  * @brief 闘技場に入るコマンドの処理 / arena commands
348  * @param player_ptr プレーヤーへの参照ポインタ
349  * @param cmd 闘技場処理のID
350  * @return なし
351  */
352 static void arena_comm(player_type *player_ptr, int cmd)
353 {
354         monster_race    *r_ptr;
355         concptr            name;
356
357         switch (cmd)
358         {
359         case BACT_ARENA:
360                 if (player_ptr->arena_number == MAX_ARENA_MONS)
361                 {
362                         clear_bldg(5, 19);
363                         prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
364                         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);
365                         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);
366
367                         prt("", 10, 0);
368                         prt("", 11, 0);
369                         player_ptr->au += 1000000L;
370                         msg_print(_("スペースキーで続行", "Press the space bar to continue"));
371                         msg_print(NULL);
372                         player_ptr->arena_number++;
373                 }
374                 else if (player_ptr->arena_number > MAX_ARENA_MONS)
375                 {
376                         if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
377                         {
378                                 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."));
379                                 msg_print(NULL);
380                                 if (get_check(_("挑戦するかね?", "Do you fight? ")))
381                                 {
382                                         msg_print(_("死ぬがよい。", "Die, maggots."));
383                                         msg_print(NULL);
384
385                                         player_ptr->exit_bldg = FALSE;
386                                         reset_tim_flags(player_ptr);
387
388                                         /* Save the surface floor as saved floor */
389                                         prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
390
391                                         player_ptr->current_floor_ptr->inside_arena = TRUE;
392                                         player_ptr->leaving = TRUE;
393                                         player_ptr->leave_bldg = TRUE;
394                                 }
395                                 else
396                                 {
397                                         msg_print(_("残念だ。", "We are disappointed."));
398                                 }
399                         }
400                         else
401                         {
402                                 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。",
403                                         "You enter the arena briefly and bask in your glory."));
404                                 msg_print(NULL);
405                         }
406                 }
407                 else if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
408                 {
409                         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。",
410                                 "You don't have permission to enter with pet."));
411                         msg_print(NULL);
412                 }
413                 else
414                 {
415                         player_ptr->exit_bldg = FALSE;
416                         reset_tim_flags(player_ptr);
417
418                         /* Save the surface floor as saved floor */
419                         prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
420
421                         player_ptr->current_floor_ptr->inside_arena = TRUE;
422                         player_ptr->leaving = TRUE;
423                         player_ptr->leave_bldg = TRUE;
424                 }
425                 break;
426         case BACT_POSTER:
427                 if (player_ptr->arena_number == MAX_ARENA_MONS)
428                         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。",
429                                 "You are victorious. Enter the arena for the ceremony."));
430
431                 else if (player_ptr->arena_number > MAX_ARENA_MONS)
432                 {
433                         msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
434                 }
435                 else
436                 {
437                         r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
438                         name = (r_name + r_ptr->name);
439                         msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
440
441                         player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
442                         player_ptr->window |= (PW_MONSTER);
443                         handle_stuff(player_ptr);
444
445                 }
446                 break;
447         case BACT_ARENA_RULES:
448                 screen_save();
449
450                 /* Peruse the arena help file */
451                 (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
452                 screen_load();
453
454                 break;
455         }
456 }
457
458
459 /*!
460  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
461  * @param row シンボルを表示する行の上端
462  * @param col シンボルを表示する行の左端
463  * @param fruit 表示するシンボルID
464  * @return なし
465  */
466 static void display_fruit(int row, int col, int fruit)
467 {
468         switch (fruit)
469         {
470         case 0: /* lemon */
471                 c_put_str(TERM_YELLOW, "   ####.", row, col);
472                 c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
473                 c_put_str(TERM_YELLOW, " #     #", row + 2, col);
474                 c_put_str(TERM_YELLOW, "#      #", row + 3, col);
475                 c_put_str(TERM_YELLOW, "#      #", row + 4, col);
476                 c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
477                 c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
478                 c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
479                 prt(_(" レモン ",
480                         " Lemon  "), row + 8, col);
481                 break;
482         case 1: /* orange */
483                 c_put_str(TERM_ORANGE, "   ##   ", row, col);
484                 c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
485                 c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
486                 c_put_str(TERM_ORANGE, "#......#", row + 3, col);
487                 c_put_str(TERM_ORANGE, "#......#", row + 4, col);
488                 c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
489                 c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
490                 c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
491                 prt(_("オレンジ",
492                         " Orange "), row + 8, col);
493                 break;
494         case 2: /* sword */
495                 c_put_str(TERM_SLATE, _("   Λ   ", "   /\\   "), row, col);
496                 c_put_str(TERM_SLATE, _("   ||   ", "   ##   "), row + 1, col);
497                 c_put_str(TERM_SLATE, _("   ||   ", "   ##   "), row + 2, col);
498                 c_put_str(TERM_SLATE, _("   ||   ", "   ##   "), row + 3, col);
499                 c_put_str(TERM_SLATE, _("   ||   ", "   ##   "), row + 4, col);
500                 c_put_str(TERM_SLATE, _("   ||   ", "   ##   "), row + 5, col);
501                 c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### "), row + 6, col);
502                 c_put_str(TERM_UMBER, _("   目   ", "   ##   "), row + 7, col);
503                 prt(_("   剣   ", " Sword  "), row + 8, col);
504                 break;
505         case 3: /* shield */
506                 c_put_str(TERM_SLATE, " ###### ", row, col);
507                 c_put_str(TERM_SLATE, "#      #", row + 1, col);
508                 c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
509                 c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
510                 c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
511                 c_put_str(TERM_SLATE, " #    # ", row + 5, col);
512                 c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
513                 c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
514                 prt(_("   盾   ",
515                         " Shield "), row + 8, col);
516                 break;
517         case 4: /* plum */
518                 c_put_str(TERM_VIOLET, "   ##   ", row, col);
519                 c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
520                 c_put_str(TERM_VIOLET, "########", row + 2, col);
521                 c_put_str(TERM_VIOLET, "########", row + 3, col);
522                 c_put_str(TERM_VIOLET, "########", row + 4, col);
523                 c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
524                 c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
525                 c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
526                 prt(_(" プラム ",
527                         "  Plum  "), row + 8, col);
528                 break;
529         case 5: /* cherry */
530                 c_put_str(TERM_RED, "      ##", row, col);
531                 c_put_str(TERM_RED, "   ###  ", row + 1, col);
532                 c_put_str(TERM_RED, "  #..#  ", row + 2, col);
533                 c_put_str(TERM_RED, "  #..#  ", row + 3, col);
534                 c_put_str(TERM_RED, " ###### ", row + 4, col);
535                 c_put_str(TERM_RED, "#..##..#", row + 5, col);
536                 c_put_str(TERM_RED, "#..##..#", row + 6, col);
537                 c_put_str(TERM_RED, " ##  ## ", row + 7, col);
538                 prt(_("チェリー",
539                         " Cherry "), row + 8, col);
540                 break;
541         }
542 }
543
544
545 /*! @note
546  * kpoker no (tyuto-hannpa na)pakuri desu...
547  * joker ha shineru node haitte masen.
548  *
549  * TODO: donataka! tsukutte!
550  *  - agatta yaku no kiroku (like DQ).
551  *  - kakkoii card no e.
552  *  - sousa-sei no koujyo.
553  *  - code wo wakariyasuku.
554  *  - double up.
555  *  - Joker... -- done.
556  *
557  * 9/13/2000 --Koka
558  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
559  */
560
561 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
562 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
563 #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 */
564
565  /*!
566  * @brief ポーカーの山札を切る。
567  * @param deck デッキの配列
568  * @return なし
569  */
570 static void reset_deck(int deck[])
571 {
572         int i;
573         for (i = 0; i < 53; i++) deck[i] = i;
574
575         /* shuffle cards */
576         for (i = 0; i < 53; i++) {
577                 int tmp1 = randint0(53 - i) + i;
578                 int tmp2 = deck[i];
579                 deck[i] = deck[tmp1];
580                 deck[tmp1] = tmp2;
581         }
582 }
583
584
585 /*!
586  * @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。
587  * @return ジョーカーを持っているか。
588  */
589 static bool have_joker(void)
590 {
591         int i;
592
593         for (i = 0; i < 5; i++) {
594                 if (IS_JOKER(cards[i])) return TRUE;
595         }
596         return FALSE;
597 }
598
599
600 /*!
601  * @brief ポーカーの手札に該当の番号の札があるかを返す。
602  * @param num 探したいカードの番号。
603  * @return 該当の番号が手札にあるか。
604  */
605 static bool find_card_num(int num)
606 {
607         int i;
608         for (i = 0; i < 5; i++)
609                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
610         return FALSE;
611 }
612
613
614 /*!
615  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
616  * @return 役の判定結果
617  */
618 static bool yaku_check_flush(void)
619 {
620         int i, suit;
621         bool joker_is_used = FALSE;
622
623         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
624         for (i = 0; i < 5; i++) {
625                 if (SUIT_OF(cards[i]) != suit) {
626                         if (have_joker() && !joker_is_used)
627                                 joker_is_used = TRUE;
628                         else
629                                 return FALSE;
630                 }
631         }
632
633         return TRUE;
634 }
635
636
637 /*!
638  * @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。
639  * @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
640  */
641 static int yaku_check_straight(void)
642 {
643         int i, lowest = 99;
644         bool joker_is_used = FALSE;
645         bool straight = FALSE;
646
647         /* get lowest */
648         for (i = 0; i < 5; i++)
649         {
650                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
651                         lowest = NUM_OF(cards[i]);
652         }
653
654         /* Check Royal Straight Flush */
655         if (yaku_check_flush())
656         {
657                 if (lowest == 0) {
658                         for (i = 0; i < 4; i++)
659                         {
660                                 if (!find_card_num(9 + i)) {
661                                         if (have_joker() && !joker_is_used)
662                                                 joker_is_used = TRUE;
663                                         else
664                                                 break;
665                                 }
666                         }
667                         if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
668                 }
669                 if (lowest == 9) {
670                         for (i = 0; i < 3; i++)
671                         {
672                                 if (!find_card_num(10 + i))
673                                         break;
674                         }
675                         if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
676                 }
677         }
678
679         joker_is_used = FALSE;
680
681         /* Straight Only Check */
682
683         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
684                 for (i = 0; i < 4; i++)
685                 {
686                         if (!find_card_num(9 + i)) {
687                                 if (have_joker() && !joker_is_used)
688                                         joker_is_used = TRUE;
689                                 else
690                                         break; /* None */
691                         }
692                 }
693                 if (i == 4) straight = TRUE;
694         }
695
696         joker_is_used = FALSE;
697
698         for (i = 0; i < 5; i++)
699         {
700                 if (!find_card_num(lowest + i)) {
701                         if (have_joker() && !joker_is_used)
702                                 joker_is_used = TRUE;
703                         else
704                                 break; /* None */
705                 }
706         }
707         if (i == 5) straight = TRUE;
708
709         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
710         else if (straight) return 1; /* Only Straight */
711         else return 0;
712 }
713
714
715 /*!
716  * @brief ポーカーのペア役の状態を返す。
717  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
718  */
719 static int yaku_check_pair(void)
720 {
721         int i, i2, matching = 0;
722
723         for (i = 0; i < 5; i++)
724         {
725                 for (i2 = i + 1; i2 < 5; i2++)
726                 {
727                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
728                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
729                                 matching++;
730                 }
731         }
732
733         if (have_joker()) {
734                 switch (matching) {
735                 case 0:
736                         matching = 1;
737                         break;
738                 case 1:
739                         matching = 3;
740                         break;
741                 case 2:
742                         matching = 4;
743                         break;
744                 case 3:
745                         matching = 6;
746                         break;
747                 case 6:
748                         matching = 7;
749                         break;
750                 default:
751                         /* don't reach */
752                         break;
753                 }
754         }
755
756         return matching;
757 }
758
759
760 /*!
761  * @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。
762  * @return 役のID
763  */
764 static int yaku_check(void)
765 {
766         prt("                            ", 4, 3);
767
768         switch (yaku_check_straight()) {
769         case 3: /* RF! */
770                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
771                 return ODDS_RF;
772         case 2: /* SF! */
773                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
774                 return ODDS_SF;
775         case 1:
776                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
777                 return ODDS_ST;
778         default:
779                 /* Not straight -- fall through */
780                 break;
781         }
782
783         if (yaku_check_flush())
784         {
785                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
786                 return ODDS_FL;
787         }
788
789         switch (yaku_check_pair())
790         {
791         case 1:
792                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
793                 return 0;
794         case 2:
795                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
796                 return ODDS_2P;
797         case 3:
798                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
799                 return ODDS_3C;
800         case 4:
801                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
802                 return ODDS_FH;
803         case 6:
804                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
805                 return ODDS_4C;
806         case 7:
807                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
808                 {
809                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
810                         return ODDS_5A;
811                 }
812                 else
813                 {
814                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
815                         return ODDS_5C;
816                 }
817         default:
818                 break;
819         }
820
821         return 0;
822 }
823
824
825 /*!
826  * @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。
827  * @param hoge カーソルの現在位置
828  * @param kaeruka カードの捨てる/残すフラグ配列
829  * @return なし
830  */
831 static void display_kaeruka(int hoge, int kaeruka[])
832 {
833         int i;
834         char col = TERM_WHITE;
835         for (i = 0; i < 5; i++)
836         {
837                 if (i == hoge) col = TERM_YELLOW;
838                 else if (kaeruka[i]) col = TERM_WHITE;
839                 else col = TERM_L_BLUE;
840
841                 if (kaeruka[i])
842                         c_put_str(col, _("かえる", "Change"), 14, 5 + i * 16);
843                 else
844                         c_put_str(col, _("のこす", " Stay "), 14, 5 + i * 16);
845         }
846         if (hoge > 4) col = TERM_YELLOW;
847         else col = TERM_WHITE;
848         c_put_str(col, _("決定", "Sure"), 16, 38);
849
850         /* Hilite current option */
851         if (hoge < 5) move_cursor(14, 5 + hoge * 16);
852         else move_cursor(16, 38);
853 }
854
855
856 /*!
857  * @brief ポーカーの手札を表示する。
858  * @return なし
859  */
860 static void display_cards(void)
861 {
862         int i, j;
863         char suitcolor[4] = { TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN };
864 #ifdef JP
865         concptr suit[4] = { "★", "●", "¶", "†" };
866         concptr card_grph[13][7] = { {"A   %s     ",
867                                   "     変     ",
868                                   "     愚     ",
869                                   "     蛮     ",
870                                   "     怒     ",
871                                   "     %s     ",
872                                   "          A"},
873                                  {"2          ",
874                                   "     %s     ",
875                                   "            ",
876                                   "            ",
877                                   "            ",
878                                   "     %s     ",
879                                   "          2"},
880                                  {"3          ",
881                                   "     %s     ",
882                                   "            ",
883                                   "     %s     ",
884                                   "            ",
885                                   "     %s     ",
886                                   "          3"},
887                                  {"4          ",
888                                   "   %s  %s   ",
889                                   "            ",
890                                   "            ",
891                                   "            ",
892                                   "   %s  %s   ",
893                                   "          4"},
894                                  {"5          ",
895                                   "   %s  %s   ",
896                                   "            ",
897                                   "     %s     ",
898                                   "            ",
899                                   "   %s  %s   ",
900                                   "          5"},
901                                  {"6          ",
902                                   "   %s  %s   ",
903                                   "            ",
904                                   "   %s  %s   ",
905                                   "            ",
906                                   "   %s  %s   ",
907                                   "          6"},
908                                  {"7          ",
909                                   "   %s  %s   ",
910                                   "     %s     ",
911                                   "   %s  %s   ",
912                                   "            ",
913                                   "   %s  %s   ",
914                                   "          7"},
915                                  {"8          ",
916                                   "   %s  %s   ",
917                                   "     %s     ",
918                                   "   %s  %s   ",
919                                   "     %s     ",
920                                   "   %s  %s   ",
921                                   "          8"},
922                                  {"9 %s  %s   ",
923                                   "            ",
924                                   "   %s  %s   ",
925                                   "     %s     ",
926                                   "   %s  %s   ",
927                                   "            ",
928                                   "   %s  %s 9"},
929                                  {"10 %s  %s   ",
930                                   "     %s     ",
931                                   "   %s  %s   ",
932                                   "            ",
933                                   "   %s  %s   ",
934                                   "     %s     ",
935                                   "   %s  %s 10"},
936                                  {"J   Λ     ",
937                                   "%s   ||     ",
938                                   "     ||     ",
939                                   "     ||     ",
940                                   "     ||     ",
941                                   "   |=亜=| %s",
942                                   "     目   J"},
943                                  {"Q ######   ",
944                                   "%s#      #  ",
945                                   "  # ++++ #  ",
946                                   "  # +==+ #  ",
947                                   "   # ++ #   ",
948                                   "    #  #  %s",
949                                   "     ##   Q"},
950                                  {"K          ",
951                                   "%s `⌒´   ",
952                                   "  γγγλ  ",
953                                   "  ο ο ι  ",
954                                   "   υ    ∂ ",
955                                   "    σ ノ %s",
956                                   "          K"} };
957         concptr joker_grph[7] = { "            ",
958                                   "     J     ",
959                                   "     O     ",
960                                   "     K     ",
961                                   "     E     ",
962                                   "     R     ",
963                                   "            " };
964
965 #else
966
967         concptr suit[4] = { "[]", "qp", "<>", "db" };
968         concptr card_grph[13][7] = { {"A    %s     ",
969                                   "     He     ",
970                                   "     ng     ",
971                                   "     ba     ",
972                                   "     nd     ",
973                                   "     %s     ",
974                                   "           A"},
975                                  {"2           ",
976                                   "     %s     ",
977                                   "            ",
978                                   "            ",
979                                   "            ",
980                                   "     %s     ",
981                                   "           2"},
982                                  {"3           ",
983                                   "     %s     ",
984                                   "            ",
985                                   "     %s     ",
986                                   "            ",
987                                   "     %s     ",
988                                   "           3"},
989                                  {"4           ",
990                                   "   %s  %s   ",
991                                   "            ",
992                                   "            ",
993                                   "            ",
994                                   "   %s  %s   ",
995                                   "           4"},
996                                  {"5           ",
997                                   "   %s  %s   ",
998                                   "            ",
999                                   "     %s     ",
1000                                   "            ",
1001                                   "   %s  %s   ",
1002                                   "           5"},
1003                                  {"6           ",
1004                                   "   %s  %s   ",
1005                                   "            ",
1006                                   "   %s  %s   ",
1007                                   "            ",
1008                                   "   %s  %s   ",
1009                                   "           6"},
1010                                  {"7           ",
1011                                   "   %s  %s   ",
1012                                   "     %s     ",
1013                                   "   %s  %s   ",
1014                                   "            ",
1015                                   "   %s  %s   ",
1016                                   "           7"},
1017                                  {"8           ",
1018                                   "   %s  %s   ",
1019                                   "     %s     ",
1020                                   "   %s  %s   ",
1021                                   "     %s     ",
1022                                   "   %s  %s   ",
1023                                   "           8"},
1024                                  {"9  %s  %s   ",
1025                                   "            ",
1026                                   "   %s  %s   ",
1027                                   "     %s     ",
1028                                   "   %s  %s   ",
1029                                   "            ",
1030                                   "   %s  %s  9"},
1031                                  {"10 %s  %s   ",
1032                                   "     %s     ",
1033                                   "   %s  %s   ",
1034                                   "            ",
1035                                   "   %s  %s   ",
1036                                   "     %s     ",
1037                                   "   %s  %s 10"},
1038                                  {"J    /\\     ",
1039                                   "%s   ||     ",
1040                                   "     ||     ",
1041                                   "     ||     ",
1042                                   "     ||     ",
1043                                   "   |=HH=| %s",
1044                                   "     ][    J"},
1045                                  {"Q  ######   ",
1046                                   "%s#      #  ",
1047                                   "  # ++++ #  ",
1048                                   "  # +==+ #  ",
1049                                   "   # ++ #   ",
1050                                   "    #  #  %s",
1051                                   "     ##    Q"},
1052                                  {"K           ",
1053                                   "%s _'~~`_   ",
1054                                   "   jjjjj$&  ",
1055                                   "   q q uu   ",
1056                                   "   c    &   ",
1057                                   "    v__/  %s",
1058                                   "           K"} };
1059         concptr joker_grph[7] = { "            ",
1060                                   "     J      ",
1061                                   "     O      ",
1062                                   "     K      ",
1063                                   "     E      ",
1064                                   "     R      ",
1065                                   "            " };
1066 #endif
1067
1068         for (i = 0; i < 5; i++)
1069         {
1070                 prt(_("┏━━━━━━┓", " +------------+ "), 5, i * 16);
1071         }
1072
1073         for (i = 0; i < 5; i++)
1074         {
1075                 for (j = 0; j < 7; j++)
1076                 {
1077                         prt(_("┃", " |"), j + 6, i * 16);
1078                         if (IS_JOKER(cards[i]))
1079                                 c_put_str(TERM_VIOLET, joker_grph[j], j + 6, 2 + i * 16);
1080                         else
1081                                 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);
1082                         prt(_("┃", "| "), j + 6, i * 16 + 14);
1083                 }
1084         }
1085         for (i = 0; i < 5; i++)
1086         {
1087                 prt(_("┗━━━━━━┛", " +------------+ "), 13, i * 16);
1088         }
1089 }
1090
1091
1092 /*!
1093  * @brief ポーカーの1プレイルーチン。
1094  * @return 1プレイの役の結果
1095  */
1096 static int do_poker(void)
1097 {
1098         int i, k = 2;
1099         char cmd;
1100         int deck[53]; /* yamafuda : 0...52 */
1101         int deck_ptr = 0;
1102         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1103
1104         bool done = FALSE;
1105         bool kettei = TRUE;
1106         bool kakikae = TRUE;
1107
1108         reset_deck(deck);
1109
1110         for (i = 0; i < 5; i++)
1111         {
1112                 cards[i] = deck[deck_ptr++];
1113                 kaeruka[i] = 0; /* default:nokosu */
1114         }
1115
1116         /* suteruno wo kimeru */
1117         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);
1118
1119         display_cards();
1120         yaku_check();
1121
1122         while (!done)
1123         {
1124                 if (kakikae) display_kaeruka(k + kettei * 5, kaeruka);
1125                 kakikae = FALSE;
1126                 cmd = inkey();
1127                 switch (cmd)
1128                 {
1129                 case '6': case 'l': case 'L': case KTRL('F'):
1130                         if (!kettei) k = (k + 1) % 5;
1131                         else { k = 0; kettei = FALSE; }
1132                         kakikae = TRUE;
1133                         break;
1134                 case '4': case 'h': case 'H': case KTRL('B'):
1135                         if (!kettei) k = (k + 4) % 5;
1136                         else { k = 4; kettei = FALSE; }
1137                         kakikae = TRUE;
1138                         break;
1139                 case '2': case 'j': case 'J': case KTRL('N'):
1140                         if (!kettei) { kettei = TRUE; kakikae = TRUE; }
1141                         break;
1142                 case '8': case 'k': case 'K': case KTRL('P'):
1143                         if (kettei) { kettei = FALSE; kakikae = TRUE; }
1144                         break;
1145                 case ' ': case '\r':
1146                         if (kettei) done = TRUE;
1147                         else { kaeruka[k] = !kaeruka[k]; kakikae = TRUE; }
1148                         break;
1149                 default:
1150                         break;
1151                 }
1152         }
1153
1154         prt("", 0, 0);
1155
1156         for (i = 0; i < 5; i++)
1157                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1158
1159         display_cards();
1160
1161         return yaku_check();
1162 }
1163
1164 // todo このundefは必要か?
1165 #undef SUIT_OF
1166 #undef NUM_OF
1167 #undef IS_JOKER
1168 /* end of poker codes --Koka */
1169
1170
1171 /*!
1172  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1173  * @param player_ptr プレーヤーへの参照ポインタ
1174  * @param cmd プレイするゲームID
1175  * @return なし
1176  */
1177 static bool gamble_comm(player_type *player_ptr, int cmd)
1178 {
1179         int i;
1180         int roll1, roll2, roll3, choice, odds, win;
1181         s32b wager;
1182         s32b maxbet;
1183         s32b oldgold;
1184
1185         char out_val[160], tmp_str[80], again;
1186         concptr p;
1187
1188         screen_save();
1189
1190         if (cmd == BACT_GAMBLE_RULES)
1191         {
1192                 /* Peruse the gambling help file */
1193                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1194         }
1195         else
1196         {
1197                 /* No money */
1198                 if (player_ptr->au < 1)
1199                 {
1200                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
1201                                 "Hey! You don't have gold - get out of here!"));
1202                         msg_print(NULL);
1203                         screen_load();
1204                         return FALSE;
1205                 }
1206
1207                 clear_bldg(5, 23);
1208
1209                 maxbet = player_ptr->lev * 200;
1210
1211                 /* We can't bet more than we have */
1212                 maxbet = MIN(maxbet, player_ptr->au);
1213
1214                 /* Get the wager */
1215                 strcpy(out_val, "");
1216                 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1217
1218
1219                 /*
1220                  * Use get_string() because we may need more than
1221                  * the s16b value returned by get_quantity().
1222                  */
1223                 if (get_string(tmp_str, out_val, 32))
1224                 {
1225                         /* Strip spaces */
1226                         for (p = out_val; *p == ' '; p++);
1227
1228                         /* Get the wager */
1229                         wager = atol(p);
1230
1231                         if (wager > player_ptr->au)
1232                         {
1233                                 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!"));
1234                                 msg_print(NULL);
1235                                 screen_load();
1236                                 return FALSE;
1237                         }
1238                         else if (wager > maxbet)
1239                         {
1240                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1241                                         "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1242                                 wager = maxbet;
1243                         }
1244                         else if (wager < 1)
1245                         {
1246                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1247                                 wager = 1;
1248                         }
1249                         msg_print(NULL);
1250                         win = FALSE;
1251                         odds = 0;
1252                         oldgold = player_ptr->au;
1253
1254                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1255                         prt(tmp_str, 20, 2);
1256                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1257                         prt(tmp_str, 21, 2);
1258
1259                         do
1260                         {
1261                                 player_ptr->au -= wager;
1262                                 switch (cmd)
1263                                 {
1264                                 case BACT_IN_BETWEEN: /* Game of In-Between */
1265                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"), 5, 2);
1266
1267                                         odds = 4;
1268                                         win = FALSE;
1269                                         roll1 = randint1(10);
1270                                         roll2 = randint1(10);
1271                                         choice = randint1(10);
1272                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1273
1274                                         prt(tmp_str, 8, 3);
1275                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1276
1277                                         prt(tmp_str, 11, 14);
1278                                         if (((choice > roll1) && (choice < roll2)) ||
1279                                                 ((choice < roll1) && (choice > roll2)))
1280                                                 win = TRUE;
1281                                         break;
1282                                 case BACT_CRAPS:  /* Game of Craps */
1283                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1284
1285                                         win = 3;
1286                                         odds = 2;
1287                                         roll1 = randint1(6);
1288                                         roll2 = randint1(6);
1289                                         roll3 = roll1 + roll2;
1290                                         choice = roll3;
1291                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d",
1292                                                 "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1293                                         prt(tmp_str, 7, 5);
1294                                         if ((roll3 == 7) || (roll3 == 11))
1295                                                 win = TRUE;
1296                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1297                                                 win = FALSE;
1298                                         else
1299                                                 do
1300                                                 {
1301                                                         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"));
1302
1303                                                         msg_print(NULL);
1304                                                         roll1 = randint1(6);
1305                                                         roll2 = randint1(6);
1306                                                         roll3 = roll1 + roll2;
1307                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d",
1308                                                                 "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1309                                                         prt(tmp_str, 8, 5);
1310                                                         if (roll3 == choice)
1311                                                                 win = TRUE;
1312                                                         else if (roll3 == 7)
1313                                                                 win = FALSE;
1314                                                 } while ((win != TRUE) && (win != FALSE));
1315                                                 break;
1316
1317                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1318                                         win = FALSE;
1319                                         odds = 9;
1320                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1321
1322                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1323                                         prt("--------------------------------", 8, 3);
1324                                         strcpy(out_val, "");
1325                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1326
1327                                         for (p = out_val; iswspace(*p); p++);
1328                                         choice = atol(p);
1329                                         if (choice < 0)
1330                                         {
1331                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1332                                                 choice = 0;
1333                                         }
1334                                         else if (choice > 9)
1335                                         {
1336                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1337                                                 choice = 9;
1338                                         }
1339                                         msg_print(NULL);
1340                                         roll1 = randint0(10);
1341                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
1342                                                 "The wheel spins to a stop and the winner is %d"), roll1);
1343                                         prt(tmp_str, 13, 3);
1344                                         prt("", 9, 0);
1345                                         prt("*", 9, (3 * roll1 + 5));
1346                                         if (roll1 == choice)
1347                                                 win = TRUE;
1348                                         break;
1349
1350                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1351                                         c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
1352                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1353                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1354                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1355                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1356                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1357                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1358                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1359
1360                                         win = FALSE;
1361                                         roll1 = randint1(21);
1362                                         for (i = 6; i > 0; i--)
1363                                         {
1364                                                 if ((roll1 - i) < 1)
1365                                                 {
1366                                                         roll1 = 7 - i;
1367                                                         break;
1368                                                 }
1369                                                 roll1 -= i;
1370                                         }
1371                                         roll2 = randint1(21);
1372                                         for (i = 6; i > 0; i--)
1373                                         {
1374                                                 if ((roll2 - i) < 1)
1375                                                 {
1376                                                         roll2 = 7 - i;
1377                                                         break;
1378                                                 }
1379                                                 roll2 -= i;
1380                                         }
1381                                         choice = randint1(21);
1382                                         for (i = 6; i > 0; i--)
1383                                         {
1384                                                 if ((choice - i) < 1)
1385                                                 {
1386                                                         choice = 7 - i;
1387                                                         break;
1388                                                 }
1389                                                 choice -= i;
1390                                         }
1391                                         put_str("/--------------------------\\", 7, 2);
1392                                         prt("\\--------------------------/", 17, 2);
1393                                         display_fruit(8, 3, roll1 - 1);
1394                                         display_fruit(8, 12, roll2 - 1);
1395                                         display_fruit(8, 21, choice - 1);
1396                                         if ((roll1 == roll2) && (roll2 == choice))
1397                                         {
1398                                                 win = TRUE;
1399                                                 switch (roll1)
1400                                                 {
1401                                                 case 1:
1402                                                         odds = 5; break;
1403                                                 case 2:
1404                                                         odds = 10; break;
1405                                                 case 3:
1406                                                         odds = 20; break;
1407                                                 case 4:
1408                                                         odds = 50; break;
1409                                                 case 5:
1410                                                         odds = 200; break;
1411                                                 case 6:
1412                                                         odds = 1000; break;
1413                                                 }
1414                                         }
1415                                         else if ((roll1 == 1) && (roll2 == 1))
1416                                         {
1417                                                 win = TRUE;
1418                                                 odds = 2;
1419                                         }
1420                                         break;
1421                                 case BACT_POKER:
1422                                         win = FALSE;
1423                                         odds = do_poker();
1424                                         if (odds) win = TRUE;
1425                                         break;
1426                                 }
1427
1428                                 if (win)
1429                                 {
1430                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1431
1432                                         player_ptr->au += odds * wager;
1433                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1434
1435                                         prt(tmp_str, 17, 37);
1436                                 }
1437                                 else
1438                                 {
1439                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1440                                         prt("", 17, 37);
1441                                 }
1442
1443                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)player_ptr->au);
1444
1445                                 prt(tmp_str, 22, 2);
1446                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1447
1448                                 move_cursor(18, 52);
1449                                 again = inkey();
1450                                 prt("", 16, 37);
1451                                 prt("", 17, 37);
1452                                 prt("", 18, 37);
1453                                 if (wager > player_ptr->au)
1454                                 {
1455                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
1456                                                 "Hey! You don't have the gold - get out of here!"));
1457                                         msg_print(NULL);
1458
1459                                         /* Get out here */
1460                                         break;
1461                                 }
1462                         } while ((again == 'y') || (again == 'Y'));
1463
1464                         prt("", 18, 37);
1465                         if (player_ptr->au >= oldgold)
1466                         {
1467                                 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!」",
1468                                         "You came out a winner! We'll win next time, I'm sure."));
1469                                 chg_virtue(player_ptr, V_CHANCE, 3);
1470                         }
1471                         else
1472                         {
1473                                 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."));
1474                                 chg_virtue(player_ptr, V_CHANCE, -3);
1475                         }
1476                 }
1477
1478                 msg_print(NULL);
1479         }
1480         screen_load();
1481         return TRUE;
1482 }
1483
1484
1485 /*!
1486  * @brief モンスター闘技場に参加するモンスターを更新する。
1487  * @param player_ptr プレーヤーへの参照ポインタ
1488  * @return なし
1489  */
1490 void update_gambling_monsters(player_type *player_ptr)
1491 {
1492         int total, i;
1493         int max_dl = 0;
1494         int mon_level;
1495         int power[4];
1496         bool tekitou;
1497         bool old_inside_battle = player_ptr->phase_out;
1498
1499         for (i = 0; i < current_world_ptr->max_d_idx; i++)
1500                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1501
1502         mon_level = randint1(MIN(max_dl, 122)) + 5;
1503         if (randint0(100) < 60)
1504         {
1505                 i = randint1(MIN(max_dl, 122)) + 5;
1506                 mon_level = MAX(i, mon_level);
1507         }
1508         if (randint0(100) < 30)
1509         {
1510                 i = randint1(MIN(max_dl, 122)) + 5;
1511                 mon_level = MAX(i, mon_level);
1512         }
1513
1514         while (1)
1515         {
1516                 total = 0;
1517                 tekitou = FALSE;
1518                 for (i = 0; i < 4; i++)
1519                 {
1520                         MONRACE_IDX r_idx;
1521                         int j;
1522                         while (1)
1523                         {
1524                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1525                                 player_ptr->phase_out = TRUE;
1526                                 r_idx = get_mon_num(mon_level);
1527                                 player_ptr->phase_out = old_inside_battle;
1528                                 if (!r_idx) continue;
1529
1530                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1531                                 {
1532                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1533                                 }
1534
1535                                 for (j = 0; j < i; j++)
1536                                         if (r_idx == battle_mon[j]) break;
1537                                 if (j < i) continue;
1538
1539                                 break;
1540                         }
1541                         battle_mon[i] = r_idx;
1542                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1543                 }
1544
1545                 for (i = 0; i < 4; i++)
1546                 {
1547                         monster_race *r_ptr = &r_info[battle_mon[i]];
1548                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1549
1550                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1551                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1552                         else
1553                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1554                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1555                         if (r_ptr->speed > 110)
1556                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1557                         if (r_ptr->speed < 110)
1558                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1559                         if (num_taisei > 2)
1560                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1561                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1562                                 power[i] = power[i] * 4 / 3;
1563                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1564                                 power[i] = power[i] * 4 / 3;
1565                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1566                                 power[i] = power[i] * 11 / 10;
1567                         if (r_ptr->flags1 & RF1_RAND_25)
1568                                 power[i] = power[i] * 9 / 10;
1569                         if (r_ptr->flags1 & RF1_RAND_50)
1570                                 power[i] = power[i] * 9 / 10;
1571                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1572                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1573                         total += power[i];
1574                 }
1575                 for (i = 0; i < 4; i++)
1576                 {
1577                         if (power[i] <= 0) break;
1578                         power[i] = total * 60 / power[i];
1579                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1580                         if ((power[i] < 160) && randint0(20)) break;
1581                         if (power[i] < 101) power[i] = 100 + randint1(5);
1582                         mon_odds[i] = power[i];
1583                 }
1584                 if (i == 4) break;
1585         }
1586 }
1587
1588
1589 /*!
1590  * @brief モンスター闘技場のメインルーチン
1591  * @param player_ptr プレーヤーへの参照ポインタ
1592  * @return 賭けを開始したか否か
1593  */
1594 static bool kakutoujou(player_type *player_ptr)
1595 {
1596         PRICE maxbet;
1597         PRICE wager;
1598         char out_val[160], tmp_str[80];
1599         concptr p;
1600
1601         if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
1602         {
1603                 update_gambling_monsters(player_ptr);
1604                 current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
1605         }
1606
1607         screen_save();
1608
1609         /* No money */
1610         if (player_ptr->au <= 1)
1611         {
1612                 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!"));
1613                 msg_print(NULL);
1614                 screen_load();
1615                 return FALSE;
1616         }
1617         else
1618         {
1619                 int i;
1620
1621                 clear_bldg(4, 10);
1622
1623                 prt(_("モンスター                                                     倍率",
1624                         "Monsters                                                       Odds"), 4, 4);
1625                 for (i = 0; i < 4; i++)
1626                 {
1627                         char buf[80];
1628                         monster_race *r_ptr = &r_info[battle_mon[i]];
1629
1630                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i + 1,
1631                                 _(format("%s%s", r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1632                                         format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1633                                         (long int)mon_odds[i] / 100, (long int)mon_odds[i] % 100);
1634                         prt(buf, 5 + i, 1);
1635                 }
1636                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1637                 while (1)
1638                 {
1639                         i = inkey();
1640
1641                         if (i == ESCAPE)
1642                         {
1643                                 screen_load();
1644                                 return FALSE;
1645                         }
1646                         if (i >= '1' && i <= '4')
1647                         {
1648                                 sel_monster = i - '1';
1649                                 battle_odds = mon_odds[sel_monster];
1650                                 break;
1651                         }
1652                         else bell();
1653                 }
1654
1655                 clear_bldg(4, 4);
1656                 for (i = 0; i < 4; i++)
1657                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1658
1659                 maxbet = player_ptr->lev * 200;
1660
1661                 /* We can't bet more than we have */
1662                 maxbet = MIN(maxbet, player_ptr->au);
1663
1664                 /* Get the wager */
1665                 strcpy(out_val, "");
1666                 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1667                 /*
1668                  * Use get_string() because we may need more than
1669                  * the s16b value returned by get_quantity().
1670                  */
1671                 if (get_string(tmp_str, out_val, 32))
1672                 {
1673                         /* Strip spaces */
1674                         for (p = out_val; *p == ' '; p++);
1675
1676                         /* Get the wager */
1677                         wager = atol(p);
1678
1679                         if (wager > player_ptr->au)
1680                         {
1681                                 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!"));
1682
1683                                 msg_print(NULL);
1684                                 screen_load();
1685                                 return FALSE;
1686                         }
1687                         else if (wager > maxbet)
1688                         {
1689                                 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);
1690
1691                                 wager = maxbet;
1692                         }
1693                         else if (wager < 1)
1694                         {
1695                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1696                                 wager = 1;
1697                         }
1698                         msg_print(NULL);
1699                         battle_odds = MAX(wager + 1, wager * battle_odds / 100);
1700                         kakekin = wager;
1701                         player_ptr->au -= wager;
1702                         reset_tim_flags(player_ptr);
1703
1704                         /* Save the surface floor as saved floor */
1705                         prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
1706
1707                         player_ptr->phase_out = TRUE;
1708                         player_ptr->leaving = TRUE;
1709                         player_ptr->leave_bldg = TRUE;
1710
1711                         screen_load();
1712
1713                         return TRUE;
1714                 }
1715         }
1716         screen_load();
1717
1718         return FALSE;
1719 }
1720
1721
1722 /*!
1723  * @brief 本日の賞金首情報を表示する。
1724  * @param player_ptr プレーヤーへの参照ポインタ
1725  * @return なし
1726  */
1727 static void today_target(player_type *player_ptr)
1728 {
1729         char buf[160];
1730         monster_race *r_ptr = &r_info[today_mon];
1731
1732         clear_bldg(4, 18);
1733         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1734         sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
1735         c_put_str(TERM_YELLOW, buf, 6, 10);
1736         sprintf(buf, _("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1737         prt(buf, 8, 10);
1738         sprintf(buf, _("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1739         prt(buf, 9, 10);
1740         player_ptr->today_mon = today_mon;
1741 }
1742
1743
1744 /*!
1745  * @brief ツチノコの賞金首情報を表示する。
1746  * @return なし
1747  */
1748 static void tsuchinoko(void)
1749 {
1750         clear_bldg(4, 18);
1751         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1752         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);
1753         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1754         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1755         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1756 }
1757
1758
1759 /*!
1760  * @brief 通常の賞金首情報を表示する。
1761  * @return なし
1762  */
1763 static void show_bounty(void)
1764 {
1765         int i;
1766         TERM_LEN y = 0;
1767
1768         clear_bldg(4, 18);
1769         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);
1770         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1771
1772         for (i = 0; i < MAX_BOUNTY; i++)
1773         {
1774                 byte color;
1775                 concptr done_mark;
1776                 monster_race *r_ptr = &r_info[(current_world_ptr->bounty_r_idx[i] > 10000 ? current_world_ptr->bounty_r_idx[i] - 10000 : current_world_ptr->bounty_r_idx[i])];
1777
1778                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1779                 {
1780                         color = TERM_RED;
1781                         done_mark = _("(済)", "(done)");
1782                 }
1783                 else
1784                 {
1785                         color = TERM_WHITE;
1786                         done_mark = "";
1787                 }
1788
1789                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
1790
1791                 y = (y + 1) % 10;
1792                 if (!y && (i < MAX_BOUNTY - 1))
1793                 {
1794                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1795                         (void)inkey();
1796                         prt("", 0, 0);
1797                         clear_bldg(7, 18);
1798                 }
1799         }
1800 }
1801
1802
1803 /*!
1804  * 賞金首の報酬テーブル / List of prize object
1805  */
1806 static struct {
1807         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1808         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1809 } prize_list[MAX_BOUNTY] =
1810 {
1811         {TV_POTION, SV_POTION_CURING},
1812         {TV_POTION, SV_POTION_SPEED},
1813         {TV_POTION, SV_POTION_SPEED},
1814         {TV_POTION, SV_POTION_RESISTANCE},
1815         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1816
1817         {TV_POTION, SV_POTION_HEALING},
1818         {TV_POTION, SV_POTION_RESTORE_MANA},
1819         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1820         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1821         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1822
1823         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1824         {TV_POTION, SV_POTION_STAR_HEALING},
1825         {TV_POTION, SV_POTION_STAR_HEALING},
1826         {TV_POTION, SV_POTION_NEW_LIFE},
1827         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1828
1829         {TV_POTION, SV_POTION_LIFE},
1830         {TV_POTION, SV_POTION_LIFE},
1831         {TV_POTION, SV_POTION_AUGMENTATION},
1832         {TV_POTION, SV_POTION_INVULNERABILITY},
1833         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1834 };
1835
1836
1837 /*!
1838  * @brief 賞金首の引き換え処理 / Get prize
1839  * @param player_ptr プレーヤーへの参照ポインタ
1840  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1841  */
1842 static bool kankin(player_type *player_ptr)
1843 {
1844         INVENTORY_IDX i;
1845         int j;
1846         bool change = FALSE;
1847         GAME_TEXT o_name[MAX_NLEN];
1848         object_type *o_ptr;
1849
1850         /* Loop for inventory and right/left arm */
1851         for (i = 0; i <= INVEN_LARM; i++)
1852         {
1853                 o_ptr = &player_ptr->inventory_list[i];
1854
1855                 /* Living Tsuchinoko worthes $1000000 */
1856                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1857                 {
1858                         char buf[MAX_NLEN + 20];
1859                         object_desc(o_name, o_ptr, 0);
1860                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1861                         if (get_check(buf))
1862                         {
1863                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1864                                 player_ptr->au += 1000000L * o_ptr->number;
1865                                 player_ptr->redraw |= (PR_GOLD);
1866                                 vary_item(player_ptr, i, -o_ptr->number);
1867                         }
1868                         change = TRUE;
1869                 }
1870         }
1871
1872         for (i = 0; i < INVEN_PACK; i++)
1873         {
1874                 o_ptr = &player_ptr->inventory_list[i];
1875
1876                 /* Corpse of Tsuchinoko worthes $200000 */
1877                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1878                 {
1879                         char buf[MAX_NLEN + 20];
1880                         object_desc(o_name, o_ptr, 0);
1881                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1882                         if (get_check(buf))
1883                         {
1884                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1885                                 player_ptr->au += 200000L * o_ptr->number;
1886                                 player_ptr->redraw |= (PR_GOLD);
1887                                 vary_item(player_ptr, i, -o_ptr->number);
1888                         }
1889                         change = TRUE;
1890                 }
1891         }
1892
1893         for (i = 0; i < INVEN_PACK; i++)
1894         {
1895                 o_ptr = &player_ptr->inventory_list[i];
1896
1897                 /* Bones of Tsuchinoko worthes $100000 */
1898                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1899                 {
1900                         char buf[MAX_NLEN + 20];
1901                         object_desc(o_name, o_ptr, 0);
1902                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1903                         if (get_check(buf))
1904                         {
1905                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1906                                 player_ptr->au += 100000L * o_ptr->number;
1907                                 player_ptr->redraw |= (PR_GOLD);
1908                                 vary_item(player_ptr, i, -o_ptr->number);
1909                         }
1910                         change = TRUE;
1911                 }
1912         }
1913
1914         for (i = 0; i < INVEN_PACK; i++)
1915         {
1916                 o_ptr = &player_ptr->inventory_list[i];
1917                 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)))
1918                 {
1919                         char buf[MAX_NLEN + 20];
1920                         object_desc(o_name, o_ptr, 0);
1921                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1922                         if (get_check(buf))
1923                         {
1924                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1925                                 player_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1926                                 player_ptr->redraw |= (PR_GOLD);
1927                                 vary_item(player_ptr, i, -o_ptr->number);
1928                         }
1929                         change = TRUE;
1930                 }
1931         }
1932
1933         for (i = 0; i < INVEN_PACK; i++)
1934         {
1935                 o_ptr = &player_ptr->inventory_list[i];
1936
1937                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1938                 {
1939                         char buf[MAX_NLEN + 20];
1940                         object_desc(o_name, o_ptr, 0);
1941                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
1942                         if (get_check(buf))
1943                         {
1944                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1945                                 player_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1946                                 player_ptr->redraw |= (PR_GOLD);
1947                                 vary_item(player_ptr, i, -o_ptr->number);
1948                         }
1949                         change = TRUE;
1950                 }
1951         }
1952
1953         for (j = 0; j < MAX_BOUNTY; j++)
1954         {
1955                 /* Need reverse order --- Positions will be changed in the loop */
1956                 for (i = INVEN_PACK - 1; i >= 0; i--)
1957                 {
1958                         o_ptr = &player_ptr->inventory_list[i];
1959                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1960                         {
1961                                 char buf[MAX_NLEN + 20];
1962                                 int num, k;
1963                                 INVENTORY_IDX item_new;
1964                                 object_type forge;
1965
1966                                 object_desc(o_name, o_ptr, 0);
1967                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
1968                                 if (!get_check(buf)) continue;
1969
1970 #if 0 /* Obsoleted */
1971                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number);
1972                                 player_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number;
1973                                 player_ptr->redraw |= (PR_GOLD);
1974                                 vary_item(i, -o_ptr->number);
1975                                 chg_virtue(player_ptr, V_JUSTICE, 5);
1976                                 current_world_ptr->bounty_r_idx[j] += 10000;
1977
1978                                 change = TRUE;
1979 #endif /* Obsoleted */
1980
1981                                 /* Hand it first */
1982                                 vary_item(player_ptr, i, -o_ptr->number);
1983
1984                                 chg_virtue(player_ptr, V_JUSTICE, 5);
1985                                 current_world_ptr->bounty_r_idx[j] += 10000;
1986
1987                                 /* Count number of unique corpses already handed */
1988                                 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
1989                                 {
1990                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1991                                 }
1992                                 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" : ""));
1993
1994                                 /* Prepare to make a prize */
1995                                 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
1996                                 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
1997
1998                                 object_aware(player_ptr, &forge);
1999                                 object_known(&forge);
2000
2001                                 /*
2002                                  * Hand it --- Assume there is an empty slot.
2003                                  * Since a corpse is handed at first,
2004                                  * there is at least one empty slot.
2005                                  */
2006                                 item_new = inven_carry(player_ptr, &forge);
2007
2008                                 object_desc(o_name, &forge, 0);
2009                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2010
2011                                 /* Auto-inscription */
2012                                 autopick_alter_item(player_ptr, item_new, FALSE);
2013                                 handle_stuff(player_ptr);
2014
2015                                 change = TRUE;
2016                         }
2017                 }
2018         }
2019
2020         if (change) return TRUE;
2021
2022         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."));
2023         msg_print(NULL);
2024         return FALSE;
2025 }
2026
2027
2028 /*!
2029  * @brief 宿屋の利用サブルーチン
2030  * @details inn commands\n
2031  * Note that resting for the night was a perfect way to avoid player\n
2032  * ghosts in the town *if* you could only make it to the inn in time (-:\n
2033  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2034  * will not be that useful.  I will keep it in the hopes the player\n
2035  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2036  * Resting at night is also a quick way to restock stores -KMW-\n
2037  * @param cmd 宿屋の利用施設ID
2038  * @return 施設の利用が実際に行われたか否か。
2039  */
2040 static bool inn_comm(player_type *customer_ptr, int cmd)
2041 {
2042         switch (cmd)
2043         {
2044         case BACT_FOOD: /* Buy food & drink */
2045                 if (customer_ptr->food >= PY_FOOD_FULL)
2046                 {
2047                         msg_print(_("今は満腹だ。", "You are full now."));
2048                         return FALSE;
2049                 }
2050                 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."));
2051                 (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
2052                 break;
2053
2054         case BACT_REST: /* Rest for the night */
2055                 if ((customer_ptr->poisoned) || (customer_ptr->cut))
2056                 {
2057                         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."));
2058                         msg_print(NULL);
2059                         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."));
2060                 }
2061                 else
2062                 {
2063                         s32b oldturn = current_world_ptr->game_turn;
2064                         int prev_day, prev_hour, prev_min;
2065
2066                         extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2067                         if ((prev_hour >= 6) && (prev_hour <= 17))
2068                                 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2069                         else
2070                                 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2071
2072                         current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2073                         if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2074                         {
2075                                 current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2076                                 if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2077                         }
2078
2079                         prevent_turn_overflow();
2080
2081                         if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, NIKKI_HIGAWARI, 0, NULL);
2082                         customer_ptr->chp = customer_ptr->mhp;
2083
2084                         if (ironman_nightmare)
2085                         {
2086                                 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."));
2087
2088                                 /* Have some nightmares */
2089                                 while (1)
2090                                 {
2091                                         sanity_blast(customer_ptr, NULL, FALSE);
2092                                         if (!one_in_(3)) break;
2093                                 }
2094
2095                                 msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2096                                 exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2097                         }
2098                         else
2099                         {
2100                                 set_blind(customer_ptr, 0);
2101                                 set_confused(customer_ptr, 0);
2102                                 customer_ptr->stun = 0;
2103                                 customer_ptr->chp = customer_ptr->mhp;
2104                                 customer_ptr->csp = customer_ptr->msp;
2105                                 if (customer_ptr->pclass == CLASS_MAGIC_EATER)
2106                                 {
2107                                         int i;
2108                                         for (i = 0; i < 72; i++)
2109                                         {
2110                                                 customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
2111                                         }
2112                                         for (; i < 108; i++)
2113                                         {
2114                                                 customer_ptr->magic_num1[i] = 0;
2115                                         }
2116                                 }
2117
2118                                 if ((prev_hour >= 6) && (prev_hour <= 17))
2119                                 {
2120                                         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."));
2121                                         exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2122                                 }
2123                                 else
2124                                 {
2125                                         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."));
2126                                         exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2127                                 }
2128                         }
2129                 }
2130                 break;
2131
2132         case BACT_RUMORS: /* Listen for rumors */
2133         {
2134                 display_rumor(TRUE);
2135                 break;
2136         }
2137         }
2138
2139         return TRUE;
2140 }
2141
2142
2143 /*!
2144  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2145  * @param player_ptr プレーヤーへの参照ポインタ
2146  * @param questnum クエストのID
2147  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2148  * @return なし
2149  */
2150 static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
2151 {
2152         int i;
2153         QUEST_IDX old_quest;
2154         GAME_TEXT tmp_str[80];
2155
2156         /* Clear the text */
2157         for (i = 0; i < 10; i++)
2158         {
2159                 quest_text[i][0] = '\0';
2160         }
2161
2162         quest_text_line = 0;
2163
2164         /* Set the quest number temporary */
2165         floor_type *floor_ptr = player_ptr->current_floor_ptr;
2166         old_quest = floor_ptr->inside_quest;
2167         floor_ptr->inside_quest = questnum;
2168
2169         /* Get the quest text */
2170         init_flags = INIT_SHOW_TEXT;
2171         if (do_init) init_flags |= INIT_ASSIGN;
2172
2173         process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
2174
2175         /* Reset the old quest number */
2176         floor_ptr->inside_quest = old_quest;
2177
2178         /* Print the quest info */
2179         sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
2180
2181         prt(tmp_str, 5, 0);
2182
2183         prt(quest[questnum].name, 7, 0);
2184
2185         for (i = 0; i < 10; i++)
2186         {
2187                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2188         }
2189 }
2190
2191 /*!
2192  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2193  * @param player_ptr プレーヤーへの参照ポインタ
2194  * @return なし
2195  */
2196 static void castle_quest(player_type *player_ptr)
2197 {
2198         QUEST_IDX q_index = 0;
2199         monster_race *r_ptr;
2200         quest_type *q_ptr;
2201         concptr name;
2202
2203
2204         clear_bldg(4, 18);
2205
2206         /* Current quest of the building */
2207         q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
2208
2209         /* Is there a quest available at the building? */
2210         if (!q_index)
2211         {
2212                 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);
2213                 return;
2214         }
2215
2216         q_ptr = &quest[q_index];
2217
2218         /* Quest is completed */
2219         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2220         {
2221                 /* Rewarded quest */
2222                 q_ptr->status = QUEST_STATUS_REWARDED;
2223
2224                 get_questinfo(player_ptr, q_index, FALSE);
2225
2226                 reinit_wilderness = TRUE;
2227         }
2228         /* Failed quest */
2229         else if (q_ptr->status == QUEST_STATUS_FAILED)
2230         {
2231                 get_questinfo(player_ptr, q_index, FALSE);
2232
2233                 /* Mark quest as done (but failed) */
2234                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2235
2236                 reinit_wilderness = TRUE;
2237         }
2238         /* Quest is still unfinished */
2239         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2240         {
2241                 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);
2242                 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);
2243                 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);
2244         }
2245         /* No quest yet */
2246         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2247         {
2248                 q_ptr->status = QUEST_STATUS_TAKEN;
2249
2250                 reinit_wilderness = TRUE;
2251
2252                 /* Assign a new quest */
2253                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2254                 {
2255                         if (q_ptr->r_idx == 0)
2256                         {
2257                                 /* Random monster at least 5 - 10 levels out of deep */
2258                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2259                         }
2260
2261                         r_ptr = &r_info[q_ptr->r_idx];
2262
2263                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2264                         {
2265                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2266                                 r_ptr = &r_info[q_ptr->r_idx];
2267                         }
2268
2269                         if (q_ptr->max_num == 0)
2270                         {
2271                                 /* Random monster number */
2272                                 if (randint1(10) > 7)
2273                                         q_ptr->max_num = 1;
2274                                 else
2275                                         q_ptr->max_num = randint1(3) + 1;
2276                         }
2277
2278                         q_ptr->cur_num = 0;
2279                         name = (r_name + r_ptr->name);
2280                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name, q_ptr->max_num);
2281                 }
2282                 else
2283                 {
2284                         get_questinfo(player_ptr, q_index, TRUE);
2285                 }
2286         }
2287 }
2288
2289
2290 /*!
2291  * @brief 町に関するヘルプを表示する / Display town history
2292  * @return なし
2293  */
2294 static void town_history(void)
2295 {
2296         screen_save();
2297
2298         /* Peruse the building help file */
2299         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2300         screen_load();
2301 }
2302
2303
2304 /*!
2305  * @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
2306  * @param dam 基本ダメージ
2307  * @param mult スレイ倍率(掛け算部分)
2308  * @param div スレイ倍率(割り算部分)
2309  * @param force 理力特別計算フラグ
2310  * @return ダメージ期待値
2311  */
2312 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2313 {
2314         int tmp;
2315         if (force)
2316         {
2317                 tmp = dam * 60;
2318                 tmp *= mult * 3;
2319                 tmp /= div * 2;
2320                 tmp += dam * 60 * 2;
2321                 tmp /= 60;
2322         }
2323         else
2324         {
2325                 tmp = dam * 60;
2326                 tmp *= mult;
2327                 tmp /= div;
2328                 tmp /= 60;
2329         }
2330         return tmp;
2331 }
2332
2333
2334 /*!
2335  * @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)
2336  * @param dam 基本ダメージ
2337  * @param mult スレイ倍率(掛け算部分)
2338  * @param div スレイ倍率(割り算部分)
2339  * @param force 理力特別計算フラグ
2340  * @param weight 重量
2341  * @param plus 武器ダメージ修正
2342  * @param meichuu 命中値
2343  * @param dokubari 毒針処理か否か
2344  * @param vorpal_mult 切れ味倍率(掛け算部分)
2345  * @param vorpal_div 切れ味倍率(割り算部分)
2346  * @return ダメージ期待値
2347  */
2348 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2349 {
2350         dam = calc_slaydam(dam, mult, div, force);
2351         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2352         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2353         return dam;
2354 }
2355
2356
2357 /*!
2358  * @brief 武器の各条件毎のダメージ期待値を表示する。
2359  * @param r 表示行
2360  * @param c 表示列
2361  * @param mindice ダイス部分最小値
2362  * @param maxdice ダイス部分最大値
2363  * @param blows 攻撃回数
2364  * @param dam_bonus ダメージ修正値
2365  * @param attr 条件内容
2366  * @param color 条件内容の表示色
2367  * @details
2368  * Display the damage figure of an object\n
2369  * (used by compare_weapon_aux)\n
2370  * \n
2371  * Only accurate for the current weapon, because it includes\n
2372  * the current +dam of the player.\n
2373  * @return なし
2374  */
2375 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2376 {
2377         GAME_TEXT tmp_str[80];
2378         int mindam, maxdam;
2379
2380         mindam = blows * (mindice + dam_bonus);
2381         maxdam = blows * (maxdice + dam_bonus);
2382
2383         /* Print the intro text */
2384         c_put_str(color, attr, r, c);
2385
2386         /* Calculate the min and max damage figures */
2387         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2388
2389         /* Print the damage */
2390         put_str(tmp_str, r, c + 8);
2391 }
2392
2393
2394 /*!
2395  * @brief 武器一つ毎のダメージ情報を表示する。
2396  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2397  * @param col 表示する行の上端
2398  * @param r 表示する列の左端
2399  * @details
2400  * Show the damage figures for the various monster types\n
2401  * \n
2402  * Only accurate for the current weapon, because it includes\n
2403  * the current number of blows for the player.\n
2404  * @return なし
2405  */
2406 static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
2407 {
2408         BIT_FLAGS flgs[TR_FLAG_SIZE];
2409         int blow = owner_ptr->num_blow[0];
2410         bool force = FALSE;
2411         bool dokubari = FALSE;
2412
2413         /* Effective dices */
2414         int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
2415         int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
2416
2417         int mindice = eff_dd;
2418         int maxdice = eff_ds * eff_dd;
2419         int mindam = 0;
2420         int maxdam = 0;
2421         int vorpal_mult = 1;
2422         int vorpal_div = 1;
2423         int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
2424
2425
2426         /* Get the flags of the weapon */
2427         object_flags(o_ptr, flgs);
2428
2429         if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2430
2431
2432         /* Show Critical Damage*/
2433         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
2434         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
2435
2436         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2437
2438
2439         /* Vorpal Hit*/
2440         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2441         {
2442                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2443                 {
2444                         vorpal_mult = 5;
2445                         vorpal_div = 3;
2446                 }
2447                 else
2448                 {
2449                         vorpal_mult = 11;
2450                         vorpal_div = 9;
2451                 }
2452
2453                 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2454                 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2455                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
2456         }
2457
2458         if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2459         {
2460                 force = TRUE;
2461
2462                 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2463                 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2464                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2465         }
2466
2467         /* Print the relevant lines */
2468         if (have_flag(flgs, TR_KILL_ANIMAL))
2469         {
2470                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2471                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2472                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2473         }
2474         else if (have_flag(flgs, TR_SLAY_ANIMAL))
2475         {
2476                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2477                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2478                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
2479         }
2480         if (have_flag(flgs, TR_KILL_EVIL))
2481         {
2482                 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2483                 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2484                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2485         }
2486         else if (have_flag(flgs, TR_SLAY_EVIL))
2487         {
2488                 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2489                 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2490                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
2491         }
2492         if (have_flag(flgs, TR_KILL_HUMAN))
2493         {
2494                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2495                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2496                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2497         }
2498         else if (have_flag(flgs, TR_SLAY_HUMAN))
2499         {
2500                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2501                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2502                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
2503         }
2504         if (have_flag(flgs, TR_KILL_UNDEAD))
2505         {
2506                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2507                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2508                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2509         }
2510         else if (have_flag(flgs, TR_SLAY_UNDEAD))
2511         {
2512                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2513                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2514                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
2515         }
2516         if (have_flag(flgs, TR_KILL_DEMON))
2517         {
2518                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2519                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2520                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
2521         }
2522         else if (have_flag(flgs, TR_SLAY_DEMON))
2523         {
2524                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2525                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2526                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
2527         }
2528         if (have_flag(flgs, TR_KILL_ORC))
2529         {
2530                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2531                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2532                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2533         }
2534         else if (have_flag(flgs, TR_SLAY_ORC))
2535         {
2536                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2537                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2538                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
2539         }
2540         if (have_flag(flgs, TR_KILL_TROLL))
2541         {
2542                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2543                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2544                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
2545         }
2546         else if (have_flag(flgs, TR_SLAY_TROLL))
2547         {
2548                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2549                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2550                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
2551         }
2552         if (have_flag(flgs, TR_KILL_GIANT))
2553         {
2554                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2555                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2556                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2557         }
2558         else if (have_flag(flgs, TR_SLAY_GIANT))
2559         {
2560                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2561                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2562                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
2563         }
2564         if (have_flag(flgs, TR_KILL_DRAGON))
2565         {
2566                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2567                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2568                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2569         }
2570         else if (have_flag(flgs, TR_SLAY_DRAGON))
2571         {
2572                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2573                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2574                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
2575         }
2576         if (have_flag(flgs, TR_BRAND_ACID))
2577         {
2578                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2579                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2580                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
2581         }
2582         if (have_flag(flgs, TR_BRAND_ELEC))
2583         {
2584                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2585                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2586                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
2587         }
2588         if (have_flag(flgs, TR_BRAND_FIRE))
2589         {
2590                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2591                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2592                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
2593         }
2594         if (have_flag(flgs, TR_BRAND_COLD))
2595         {
2596                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2597                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2598                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
2599         }
2600         if (have_flag(flgs, TR_BRAND_POIS))
2601         {
2602                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2603                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2604                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2605         }
2606 }
2607
2608
2609 /*!
2610  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2611  * @param player_type プレーヤーへの参照ポインタ
2612  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2613  * @param row 表示する列の左端
2614  * @param col 表示する行の上端
2615  * @details
2616  * Displays all info about a weapon
2617  *
2618  * Only accurate for the current weapon, because it includes
2619  * various info about the player's +to_dam and number of blows.
2620  * @return なし
2621  */
2622 static void list_weapon(player_type *player_ptr, object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2623 {
2624         GAME_TEXT o_name[MAX_NLEN];
2625         GAME_TEXT tmp_str[80];
2626
2627         DICE_NUMBER eff_dd = o_ptr->dd + player_ptr->to_dd[0];
2628         DICE_SID eff_ds = o_ptr->ds + player_ptr->to_ds[0];
2629         HIT_RELIABILITY reli = player_ptr->skill_thn + (player_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2630
2631         /* Print the weapon name */
2632         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2633         c_put_str(TERM_YELLOW, o_name, row, col);
2634
2635         /* Print the player's number of blows */
2636         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), player_ptr->num_blow[0]);
2637         put_str(tmp_str, row + 1, col);
2638
2639         /* Print to_hit and to_dam of the weapon */
2640         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2641         put_str(tmp_str, row + 2, col);
2642
2643         /* Print the weapons base damage dice */
2644         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2645                 (int)hit_chance(reli, 0),
2646                 (int)hit_chance(reli, 50),
2647                 (int)hit_chance(reli, 100),
2648                 (int)hit_chance(reli, 150),
2649                 (int)hit_chance(reli, 200));
2650         put_str(tmp_str, row + 3, col);
2651         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
2652
2653         /* Damage for one blow (if it hits) */
2654         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2655                 (int)(eff_dd + o_ptr->to_d + player_ptr->to_d[0]),
2656                 (int)(eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0]));
2657         put_str(tmp_str, row + 6, col + 1);
2658
2659         /* Damage for the complete attack (if all blows hit) */
2660         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2661                 (int)(player_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + player_ptr->to_d[0])),
2662                 (int)(player_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0])));
2663         put_str(tmp_str, row + 7, col + 1);
2664 }
2665
2666
2667 /*!
2668  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2669  * @details
2670  * Copies the weapons to compare into the weapon-slot and\n
2671  * compares the values for both weapons.\n
2672  * 武器1つだけで比較をしないなら費用は半額になる。
2673  * @param bcost 基本鑑定費用
2674  * @return 最終的にかかった費用
2675  */
2676 static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
2677 {
2678         int i, n;
2679         OBJECT_IDX item, item2;
2680         object_type *o_ptr[2];
2681         object_type orig_weapon;
2682         object_type *i_ptr;
2683         concptr q, s;
2684         TERM_LEN row = 2;
2685         TERM_LEN wid = 38, mgn = 2;
2686         bool old_character_xtra = current_world_ptr->character_xtra;
2687         char ch;
2688         PRICE total = 0;
2689         PRICE cost = 0; /* First time no price */
2690
2691         screen_save();
2692         clear_bldg(0, 22);
2693
2694         /* Store copy of original wielded weapon */
2695         i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
2696         object_copy(&orig_weapon, i_ptr);
2697
2698         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2699
2700         /* Get the first weapon */
2701         q = _("第一の武器は?", "What is your first weapon? ");
2702         s = _("比べるものがありません。", "You have nothing to compare.");
2703
2704         o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2705         if (!o_ptr[0])
2706         {
2707                 screen_load();
2708                 return (0);
2709         }
2710
2711         n = 1;
2712         total = bcost;
2713
2714         while (TRUE)
2715         {
2716                 clear_bldg(0, 22);
2717
2718                 /* Only compare melee weapons */
2719                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2720
2721                 /* Hack -- prevent "icky" message */
2722                 current_world_ptr->character_xtra = TRUE;
2723
2724                 /* Diaplay selected weapon's infomation */
2725                 for (i = 0; i < n; i++)
2726                 {
2727                         int col = (wid * i + mgn);
2728
2729                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2730                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2731
2732                         customer_ptr->update |= PU_BONUS;
2733                         handle_stuff(customer_ptr);
2734
2735                         /* List the new values */
2736                         list_weapon(customer_ptr, o_ptr[i], row, col);
2737                         compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
2738
2739                         /* Copy back the original weapon into the weapon slot */
2740                         object_copy(i_ptr, &orig_weapon);
2741                 }
2742
2743                 /* Reset the values for the old weapon */
2744                 customer_ptr->update |= PU_BONUS;
2745                 handle_stuff(customer_ptr);
2746
2747                 current_world_ptr->character_xtra = old_character_xtra;
2748
2749 #ifdef JP
2750                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2751                 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);
2752                 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);
2753 #else
2754                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2755                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2756                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2757 #endif
2758
2759                 flush();
2760                 ch = inkey();
2761
2762                 if (ch == 's')
2763                 {
2764                         if (total + cost > customer_ptr->au)
2765                         {
2766                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2767                                 msg_print(NULL);
2768                                 continue;
2769                         }
2770
2771                         q = _("第二の武器は?", "What is your second weapon? ");
2772                         s = _("比べるものがありません。", "You have nothing to compare.");
2773
2774                         /* Get the second weapon */
2775                         o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
2776                         if (!o_ptr[1]) continue;
2777
2778                         total += cost;
2779                         cost = bcost / 2;
2780                         n = 2;
2781                 }
2782                 else
2783                 {
2784                         break;
2785                 }
2786         }
2787         screen_load();
2788
2789         return (total);
2790 }
2791
2792
2793 /*!
2794  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2795  * @details
2796  * Calculate and display the dodge-rate and the protection-rate
2797  * based on AC
2798  * @param iAC プレイヤーのAC。
2799  * @return 常にTRUEを返す。
2800  */
2801 static bool eval_ac(ARMOUR_CLASS iAC)
2802 {
2803 #ifdef JP
2804         const char memo[] =
2805                 "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"
2806                 "何パーセント軽減するかを示します。\n"
2807                 "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"
2808                 "に対してのみ効果があります。\n \n"
2809                 "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"
2810                 "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"
2811                 "敵のレベルとあなたのACによって決定されます。\n \n"
2812                 "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"
2813                 "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";
2814 #else
2815         const char memo[] =
2816                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2817                 "Note that the Protection rate is effective only against normal "
2818                 "'attack' and 'shatter' type melee attacks, "
2819                 "and has no effect against any other types such as 'poison'.\n \n"
2820                 "'Dodge Rate' indicates the success rate on dodging the "
2821                 "monster's melee attacks.  "
2822                 "It is depend on the level of the monster and your AC.\n \n"
2823                 "'Average Damage' indicates the expected amount of damage "
2824                 "when you are attacked by normal melee attacks with power=100.";
2825 #endif
2826
2827         int protection;
2828         TERM_LEN col, row = 2;
2829         DEPTH lvl;
2830         char buf[80 * 20], *t;
2831
2832         /* AC lower than zero has no effect */
2833         if (iAC < 0) iAC = 0;
2834
2835         /* ダメージ軽減率を計算 */
2836         protection = 100 * MIN(iAC, 150) / 250;
2837
2838         screen_save();
2839         clear_bldg(0, 22);
2840
2841         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2842         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2843         row++;
2844
2845         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2846         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2847         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2848
2849         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2850         {
2851                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2852                 int dodge;   /* 回避率(%) */
2853                 int average; /* ダメージ期待値 */
2854
2855                 put_str(format("%3d", lvl), row + 0, col);
2856
2857                 /* 回避率を計算 */
2858                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2859                 put_str(format("%3d%%", dodge), row + 1, col);
2860
2861                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2862                 average = (100 - dodge) * (100 - protection) / 100;
2863                 put_str(format("%3d", average), row + 2, col);
2864         }
2865
2866         /* Display note */
2867         roff_to_buf(memo, 70, buf, sizeof(buf));
2868         for (t = buf; t[0]; t += strlen(t) + 1)
2869                 put_str(t, (row++) + 4, 4);
2870
2871         prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
2872
2873         flush();
2874         (void)inkey();
2875         screen_load();
2876
2877         return TRUE;
2878 }
2879
2880
2881 /*!
2882  * @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。
2883  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2884  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2885  * @return 修復対象になるならTRUEを返す。
2886  */
2887 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2888 {
2889         int i, n = 0;
2890         int cand[TR_FLAG_MAX];
2891         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2892         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2893
2894         object_flags(to_ptr, to_flgs);
2895         object_flags(from_ptr, from_flgs);
2896
2897         for (i = 0; i < TR_FLAG_MAX; i++)
2898         {
2899                 switch (i)
2900                 {
2901                 case TR_IGNORE_ACID:
2902                 case TR_IGNORE_ELEC:
2903                 case TR_IGNORE_FIRE:
2904                 case TR_IGNORE_COLD:
2905                 case TR_ACTIVATE:
2906                 case TR_RIDING:
2907                 case TR_THROW:
2908                 case TR_SHOW_MODS:
2909                 case TR_HIDE_TYPE:
2910                 case TR_ES_ATTACK:
2911                 case TR_ES_AC:
2912                 case TR_FULL_NAME:
2913                 case TR_FIXED_FLAVOR:
2914                         break;
2915                 default:
2916                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2917                         {
2918                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2919                         }
2920                 }
2921         }
2922
2923         if (n <= 0) return;
2924
2925         int tr_idx = cand[randint0(n)];
2926         add_flag(to_ptr->art_flags, tr_idx);
2927         if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2928         int bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2929         if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2930         if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2931 }
2932
2933
2934 /*!
2935  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2936  * @param player_ptr プレーヤーへの参照ポインタ
2937  * @param bcost 基本修復費用
2938  * @return 実際にかかった費用
2939  */
2940 static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
2941 {
2942         PRICE cost;
2943         OBJECT_IDX item, mater;
2944         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2945         object_kind *k_ptr;
2946         int i, dd_bonus, ds_bonus;
2947         KIND_OBJECT_IDX k_idx;
2948         char basenm[MAX_NLEN];
2949         concptr q, s;
2950         int row = 7;
2951         clear_bldg(0, 22);
2952
2953         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);
2954         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);
2955
2956         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2957         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2958
2959         /* Only forge broken weapons */
2960         item_tester_hook = item_tester_hook_broken_weapon;
2961
2962         o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
2963         if (!o_ptr) return (0);
2964
2965         /* It is worthless */
2966         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2967         {
2968                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2969                 return (0);
2970         }
2971
2972         /* They are too many */
2973         if (o_ptr->number > 1)
2974         {
2975                 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!"));
2976                 return (0);
2977         }
2978
2979         /* Display item name */
2980         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2981         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
2982
2983         q = _("材料となる武器は?", "Which weapon for material? ");
2984         s = _("材料となる武器がありません。", "You have no material to repair.");
2985
2986         /* Only forge broken weapons */
2987         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2988
2989         mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
2990         if (!mo_ptr) return (0);
2991         if (mater == item)
2992         {
2993                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2994                 return (0);
2995         }
2996
2997         /* Display item name */
2998         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2999         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
3000
3001         /* Get the value of one of the items (except curses) */
3002         cost = bcost + object_value_real(o_ptr) * 2;
3003
3004         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);
3005
3006         /* Check if the player has enough money */
3007         if (player_ptr->au < cost)
3008         {
3009                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3010                 msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
3011                 msg_print(NULL);
3012                 return (0);
3013         }
3014
3015         player_ptr->total_weight -= o_ptr->weight;
3016
3017         if (o_ptr->sval == SV_BROKEN_DAGGER)
3018         {
3019                 KIND_OBJECT_IDX j;
3020                 int n = 1;
3021
3022                 /* Suppress compiler warning */
3023                 k_idx = 0;
3024
3025                 for (j = 1; j < max_k_idx; j++)
3026                 {
3027                         object_kind *k_aux_ptr = &k_info[j];
3028
3029                         if (k_aux_ptr->tval != TV_SWORD) continue;
3030                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3031                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3032                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3033                         if (k_aux_ptr->weight > 99) continue;
3034
3035                         if (one_in_(n))
3036                         {
3037                                 k_idx = j;
3038                                 n++;
3039                         }
3040                 }
3041         }
3042         else /* TV_BROKEN_SWORD */
3043         {
3044                 /* Repair to a sword or sometimes material's type weapon */
3045                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3046
3047                 while (1)
3048                 {
3049                         object_kind *ck_ptr;
3050
3051                         k_idx = lookup_kind(tval, SV_ANY);
3052                         ck_ptr = &k_info[k_idx];
3053
3054                         if (tval == TV_SWORD)
3055                         {
3056                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3057                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3058                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3059                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3060                         }
3061                         if (tval == TV_POLEARM)
3062                         {
3063                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3064                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3065                         }
3066                         if (tval == TV_HAFTED)
3067                         {
3068                                 if ((ck_ptr->sval == SV_GROND) ||
3069                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3070                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3071                         }
3072
3073                         break;
3074                 }
3075         }
3076
3077         /* Calculate dice bonuses */
3078         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3079         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3080         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3081         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3082
3083         /* Change base object */
3084         k_ptr = &k_info[k_idx];
3085         o_ptr->k_idx = k_idx;
3086         o_ptr->weight = k_ptr->weight;
3087         o_ptr->tval = k_ptr->tval;
3088         o_ptr->sval = k_ptr->sval;
3089         o_ptr->dd = k_ptr->dd;
3090         o_ptr->ds = k_ptr->ds;
3091
3092         /* Copy base object's ability */
3093         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3094         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3095         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3096
3097         /* Dice up */
3098         if (dd_bonus > 0)
3099         {
3100                 o_ptr->dd++;
3101                 for (i = 1; i < dd_bonus; i++)
3102                 {
3103                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3104                 }
3105         }
3106         if (ds_bonus > 0)
3107         {
3108                 o_ptr->ds++;
3109                 for (i = 1; i < ds_bonus; i++)
3110                 {
3111                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3112                 }
3113         }
3114
3115         if (have_flag(k_ptr->flags, TR_BLOWS))
3116         {
3117                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3118                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3119         }
3120
3121         /* Add one random ability from material weapon */
3122         give_one_ability_of_object(o_ptr, mo_ptr);
3123
3124         /* Add to-dam, to-hit and to-ac from material weapon */
3125         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3126         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3127         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3128
3129         if ((o_ptr->name1 == ART_NARSIL) ||
3130                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3131                 (object_is_ego(o_ptr) && one_in_(7)))
3132         {
3133                 /* Forge it */
3134                 if (object_is_ego(o_ptr))
3135                 {
3136                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3137                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3138                 }
3139
3140                 /* Add one random ability from material weapon */
3141                 give_one_ability_of_object(o_ptr, mo_ptr);
3142
3143                 /* Add one random activation */
3144                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3145
3146                 /* Narsil */
3147                 if (o_ptr->name1 == ART_NARSIL)
3148                 {
3149                         one_high_resistance(o_ptr);
3150                         one_ability(o_ptr);
3151                 }
3152
3153                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3154         }
3155
3156         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3157 #ifdef JP
3158         msg_format("$%dで%sに修復しました。", cost, basenm);
3159 #else
3160         msg_format("Repaired into %s for %d gold.", basenm, cost);
3161 #endif
3162         msg_print(NULL);
3163
3164         /* Remove BROKEN flag */
3165         o_ptr->ident &= ~(IDENT_BROKEN);
3166
3167         /* Add repaired flag */
3168         o_ptr->discount = 99;
3169
3170         player_ptr->total_weight += o_ptr->weight;
3171         calc_android_exp(player_ptr);
3172
3173         /* Decrease material object */
3174         inven_item_increase(player_ptr, mater, -1);
3175         inven_item_optimize(player_ptr, mater);
3176
3177         /* Copyback */
3178         player_ptr->update |= PU_BONUS;
3179         handle_stuff(player_ptr);
3180
3181         /* Something happened */
3182         return (cost);
3183 }
3184
3185
3186 /*!
3187  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3188  * @param player_ptr プレーヤーへの参照ポインタ
3189  * @param bcost 基本鑑定費用
3190  * @return 実際にかかった費用
3191  */
3192 static int repair_broken_weapon(player_type *player_ptr, PRICE bcost)
3193 {
3194         PRICE cost;
3195         screen_save();
3196         cost = repair_broken_weapon_aux(player_ptr, bcost);
3197         screen_load();
3198         return cost;
3199 }
3200
3201
3202 /*!
3203  * @brief アイテムの強化を行う。 / Enchant item
3204  * @param player_ptr プレーヤーへの参照ポインタ
3205  * @param cost 1回毎の費用
3206  * @param to_hit 命中をアップさせる量
3207  * @param to_dam ダメージをアップさせる量
3208  * @param to_ac ACをアップさせる量
3209  * @return 実際に行ったらTRUE
3210  */
3211 static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3212 {
3213         int i;
3214         OBJECT_IDX item;
3215         bool okay = FALSE;
3216         object_type *o_ptr;
3217         concptr q, s;
3218         int maxenchant = (player_ptr->lev / 5);
3219         char tmp_str[MAX_NLEN];
3220
3221         clear_bldg(4, 18);
3222         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3223         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3224
3225         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3226         s = _("改良できるものがありません。", "You have nothing to improve.");
3227
3228         o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
3229         if (!o_ptr) return FALSE;
3230
3231         /* Check if the player has enough money */
3232         if (player_ptr->au < (cost * o_ptr->number))
3233         {
3234                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3235                 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);
3236                 return FALSE;
3237         }
3238
3239         /* Enchant to hit */
3240         for (i = 0; i < to_hit; i++)
3241         {
3242                 if (o_ptr->to_h < maxenchant)
3243                 {
3244                         if (enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3245                         {
3246                                 okay = TRUE;
3247                                 break;
3248                         }
3249                 }
3250         }
3251
3252         /* Enchant to damage */
3253         for (i = 0; i < to_dam; i++)
3254         {
3255                 if (o_ptr->to_d < maxenchant)
3256                 {
3257                         if (enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3258                         {
3259                                 okay = TRUE;
3260                                 break;
3261                         }
3262                 }
3263         }
3264
3265         /* Enchant to AC */
3266         for (i = 0; i < to_ac; i++)
3267         {
3268                 if (o_ptr->to_a < maxenchant)
3269                 {
3270                         if (enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3271                         {
3272                                 okay = TRUE;
3273                                 break;
3274                         }
3275                 }
3276         }
3277
3278         /* Failure */
3279         if (!okay)
3280         {
3281                 if (flush_failure) flush();
3282                 msg_print(_("改良に失敗した。", "The improvement failed."));
3283                 return FALSE;
3284         }
3285         else
3286         {
3287                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3288 #ifdef JP
3289                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3290 #else
3291                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3292 #endif
3293
3294                 /* Charge the money */
3295                 player_ptr->au -= (cost * o_ptr->number);
3296
3297                 if (item >= INVEN_RARM) calc_android_exp(player_ptr);
3298
3299                 /* Something happened */
3300                 return TRUE;
3301         }
3302 }
3303
3304
3305 /*!
3306  * @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
3307  * @details
3308  * The player can select the number of charges to add\n
3309  * (up to a limit), and the recharge never fails.\n
3310  *\n
3311  * The cost for rods depends on the level of the rod. The prices\n
3312  * for recharging wands and staves are dependent on the cost of\n
3313  * the base-item.\n
3314  * @param player_ptr プレーヤーへの参照ポインタ
3315  * @return なし
3316  */
3317 static void building_recharge(player_type *player_ptr)
3318 {
3319         OBJECT_IDX  item;
3320         DEPTH       lev;
3321         object_type *o_ptr;
3322         object_kind *k_ptr;
3323         concptr        q, s;
3324         PRICE       price;
3325         PARAMETER_VALUE charges;
3326         int         max_charges;
3327         char        tmp_str[MAX_NLEN];
3328
3329         msg_flag = FALSE;
3330
3331         /* Display some info */
3332         clear_bldg(4, 18);
3333         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);
3334
3335
3336         /* Only accept legal items */
3337         item_tester_hook = item_tester_hook_recharge;
3338
3339         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3340         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3341
3342         o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
3343         if (!o_ptr) return;
3344
3345         k_ptr = &k_info[o_ptr->k_idx];
3346
3347         /*
3348          * We don't want to give the player free info about
3349          * the level of the item or the number of charges.
3350          */
3351          /* The item must be "known" */
3352         if (!object_is_known(o_ptr))
3353         {
3354                 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!"));
3355                 msg_print(NULL);
3356
3357                 if ((player_ptr->au >= 50) &&
3358                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3359
3360                 {
3361                         player_ptr->au -= 50;
3362                         identify_item(player_ptr, o_ptr);
3363                         object_desc(tmp_str, o_ptr, 0);
3364                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3365
3366                         /* Auto-inscription */
3367                         autopick_alter_item(player_ptr, item, FALSE);
3368
3369                         /* Update the gold display */
3370                         building_prt_gold(player_ptr);
3371                 }
3372                 else
3373                 {
3374                         return;
3375                 }
3376         }
3377
3378         /* Extract the object "level" */
3379         lev = k_info[o_ptr->k_idx].level;
3380
3381         /* Price for a rod */
3382         if (o_ptr->tval == TV_ROD)
3383         {
3384                 if (o_ptr->timeout > 0)
3385                 {
3386                         /* Fully recharge */
3387                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3388                 }
3389                 else
3390                 {
3391                         /* No recharge necessary */
3392                         price = 0;
3393                         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."));
3394                         return;
3395                 }
3396         }
3397         else if (o_ptr->tval == TV_STAFF)
3398         {
3399                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3400                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3401
3402                 /* Pay at least 10 gold per charge */
3403                 price = MAX(10, price);
3404         }
3405         else
3406         {
3407                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3408                 price = (k_info[o_ptr->k_idx].cost / 10);
3409
3410                 /* Pay at least 10 gold per charge */
3411                 price = MAX(10, price);
3412         }
3413
3414         /* Limit the number of charges for wands and staffs */
3415         if (o_ptr->tval == TV_WAND
3416                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3417         {
3418                 if (o_ptr->number > 1)
3419                 {
3420                         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."));
3421                 }
3422                 else
3423                 {
3424                         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."));
3425                 }
3426                 return;
3427         }
3428         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3429         {
3430                 if (o_ptr->number > 1)
3431                 {
3432                         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."));
3433                 }
3434                 else
3435                 {
3436                         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."));
3437                 }
3438                 return;
3439         }
3440
3441         /* Check if the player has enough money */
3442         if (player_ptr->au < price)
3443         {
3444                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3445 #ifdef JP
3446                 msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
3447 #else
3448                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3449 #endif
3450
3451                 return;
3452         }
3453
3454         if (o_ptr->tval == TV_ROD)
3455         {
3456 #ifdef JP
3457                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3458 #else
3459                 if (get_check(format("Recharge the %s for %d gold? ",
3460                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3461 #endif
3462
3463                 {
3464                         /* Recharge fully */
3465                         o_ptr->timeout = 0;
3466                 }
3467                 else
3468                 {
3469                         return;
3470                 }
3471         }
3472         else
3473         {
3474                 if (o_ptr->tval == TV_STAFF)
3475                         max_charges = k_ptr->pval - o_ptr->pval;
3476                 else
3477                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3478
3479                 /* Get the quantity for staves and wands */
3480                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
3481                         MIN(player_ptr->au / price, max_charges));
3482
3483                 /* Do nothing */
3484                 if (charges < 1) return;
3485
3486                 /* Get the new price */
3487                 price *= charges;
3488
3489                 /* Recharge */
3490                 o_ptr->pval += charges;
3491
3492                 /* We no longer think the item is empty */
3493                 o_ptr->ident &= ~(IDENT_EMPTY);
3494         }
3495
3496         /* Give feedback */
3497         object_desc(tmp_str, o_ptr, 0);
3498 #ifdef JP
3499         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3500 #else
3501         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3502 #endif
3503         player_ptr->update |= (PU_COMBINE | PU_REORDER);
3504
3505         player_ptr->window |= (PW_INVEN);
3506
3507         /* Pay the price */
3508         player_ptr->au -= price;
3509
3510         /* Finished */
3511         return;
3512 }
3513
3514
3515 /*!
3516  * @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
3517  * @details
3518  * The player can select the number of charges to add\n
3519  * (up to a limit), and the recharge never fails.\n
3520  *\n
3521  * The cost for rods depends on the level of the rod. The prices\n
3522  * for recharging wands and staves are dependent on the cost of\n
3523  * the base-item.\n
3524  * @param player_ptr プレーヤーへの参照ポインタ
3525  * @return なし
3526  */
3527 static void building_recharge_all(player_type *player_ptr)
3528 {
3529         INVENTORY_IDX i;
3530         DEPTH lev;
3531         object_type *o_ptr;
3532         object_kind *k_ptr;
3533         PRICE price = 0;
3534         PRICE total_cost = 0;
3535
3536         /* Display some info */
3537         msg_flag = FALSE;
3538         clear_bldg(4, 18);
3539         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);
3540
3541         /* Calculate cost */
3542         for (i = 0; i < INVEN_PACK; i++)
3543         {
3544                 o_ptr = &player_ptr->inventory_list[i];
3545
3546                 /* skip non magic device */
3547                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3548
3549                 /* need identified */
3550                 if (!object_is_known(o_ptr)) total_cost += 50;
3551
3552                 /* Extract the object "level" */
3553                 lev = k_info[o_ptr->k_idx].level;
3554
3555                 k_ptr = &k_info[o_ptr->k_idx];
3556
3557                 switch (o_ptr->tval)
3558                 {
3559                 case TV_ROD:
3560                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3561                         break;
3562
3563                 case TV_STAFF:
3564                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3565                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3566
3567                         /* Pay at least 10 gold per charge */
3568                         price = MAX(10, price);
3569
3570                         /* Fully charge */
3571                         price = (k_ptr->pval - o_ptr->pval) * price;
3572                         break;
3573
3574                 case TV_WAND:
3575                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3576                         price = (k_info[o_ptr->k_idx].cost / 10);
3577
3578                         /* Pay at least 10 gold per charge */
3579                         price = MAX(10, price);
3580
3581                         /* Fully charge */
3582                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3583                         break;
3584                 }
3585
3586                 /* if price <= 0 then item have enough charge */
3587                 if (price > 0) total_cost += price;
3588         }
3589
3590         if (!total_cost)
3591         {
3592                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3593                 msg_print(NULL);
3594                 return;
3595         }
3596
3597         /* Check if the player has enough money */
3598         if (player_ptr->au < total_cost)
3599         {
3600                 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);
3601                 msg_print(NULL);
3602                 return;
3603         }
3604         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
3605
3606         for (i = 0; i < INVEN_PACK; i++)
3607         {
3608                 o_ptr = &player_ptr->inventory_list[i];
3609                 k_ptr = &k_info[o_ptr->k_idx];
3610
3611                 /* skip non magic device */
3612                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3613
3614                 if (!object_is_known(o_ptr))
3615                 {
3616                         identify_item(player_ptr, o_ptr);
3617
3618                         /* Auto-inscription */
3619                         autopick_alter_item(player_ptr, i, FALSE);
3620                 }
3621
3622                 /* Recharge */
3623                 switch (o_ptr->tval)
3624                 {
3625                 case TV_ROD:
3626                         o_ptr->timeout = 0;
3627                         break;
3628                 case TV_STAFF:
3629                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3630                         /* We no longer think the item is empty */
3631                         o_ptr->ident &= ~(IDENT_EMPTY);
3632                         break;
3633                 case TV_WAND:
3634                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3635                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3636                         /* We no longer think the item is empty */
3637                         o_ptr->ident &= ~(IDENT_EMPTY);
3638                         break;
3639                 }
3640         }
3641
3642         /* Give feedback */
3643         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3644         msg_print(NULL);
3645         player_ptr->update |= (PU_COMBINE | PU_REORDER);
3646
3647         player_ptr->window |= (PW_INVEN);
3648
3649         /* Pay the price */
3650         player_ptr->au -= total_cost;
3651
3652         /* Finished */
3653         return;
3654 }
3655
3656
3657 /*!
3658  * @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-
3659  * @param player_ptr プレーヤーへの参照ポインタ
3660  * @return 常にTRUEを返す。
3661  * @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。
3662  */
3663 static bool research_mon(player_type *player_ptr)
3664 {
3665         IDX i;
3666         int n;
3667         MONRACE_IDX r_idx;
3668         char sym, query;
3669         char buf[128];
3670         bool notpicked;
3671         bool recall = FALSE;
3672         u16b why = 0;
3673         MONSTER_IDX *who;
3674
3675         /* XTRA HACK WHATSEARCH */
3676         bool all = FALSE;
3677         bool uniq = FALSE;
3678         bool norm = FALSE;
3679         char temp[80] = "";
3680
3681         /* XTRA HACK REMEMBER_IDX */
3682         static int old_sym = '\0';
3683         static IDX old_i = 0;
3684
3685         screen_save();
3686
3687         /* Get a character, or abort */
3688         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):",
3689                 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
3690
3691         {
3692                 screen_load();
3693
3694                 return FALSE;
3695         }
3696
3697         /* Find that character info, and describe it */
3698         for (i = 0; ident_info[i]; ++i)
3699         {
3700                 if (sym == ident_info[i][0]) break;
3701         }
3702
3703         /* XTRA HACK WHATSEARCH */
3704         if (sym == KTRL('A'))
3705         {
3706                 all = TRUE;
3707                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3708         }
3709         else if (sym == KTRL('U'))
3710         {
3711                 all = uniq = TRUE;
3712                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3713         }
3714         else if (sym == KTRL('N'))
3715         {
3716                 all = norm = TRUE;
3717                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3718         }
3719         else if (sym == KTRL('M'))
3720         {
3721                 all = TRUE;
3722                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"), temp, 70))
3723                 {
3724                         temp[0] = 0;
3725                         screen_load();
3726
3727                         return FALSE;
3728                 }
3729                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
3730         }
3731         else if (ident_info[i])
3732         {
3733                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3734         }
3735         else
3736         {
3737                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3738         }
3739
3740         /* Display the result */
3741         prt(buf, 16, 10);
3742
3743         /* Allocate the "who" array */
3744         C_MAKE(who, max_r_idx, MONRACE_IDX);
3745
3746         /* Collect matching monsters */
3747         for (n = 0, i = 1; i < max_r_idx; i++)
3748         {
3749                 monster_race *r_ptr = &r_info[i];
3750
3751                 /* Empty monster */
3752                 if (!r_ptr->name) continue;
3753
3754                 /* XTRA HACK WHATSEARCH */
3755                 /* Require non-unique monsters if needed */
3756                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3757
3758                 /* Require unique monsters if needed */
3759                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3760
3761                 /* 名前検索 */
3762                 if (temp[0])
3763                 {
3764                         int xx;
3765                         char temp2[80];
3766
3767                         for (xx = 0; temp[xx] && xx < 80; xx++)
3768                         {
3769 #ifdef JP
3770                                 if (iskanji(temp[xx]))
3771                                 {
3772                                         xx++;
3773                                         continue;
3774                                 }
3775 #endif
3776                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3777                         }
3778
3779 #ifdef JP
3780                         strcpy(temp2, r_name + r_ptr->E_name);
3781 #else
3782                         strcpy(temp2, r_name + r_ptr->name);
3783 #endif
3784                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3785                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3786
3787 #ifdef JP
3788                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3789 #else
3790                         if (my_strstr(temp2, temp))
3791 #endif
3792                                 who[n++] = i;
3793                 }
3794                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3795         }
3796
3797         /* Nothing to recall */
3798         if (!n)
3799         {
3800                 /* Free the "who" array */
3801                 C_KILL(who, max_r_idx, MONRACE_IDX);
3802                 screen_load();
3803
3804                 return FALSE;
3805         }
3806
3807         /* Sort by level */
3808         why = 2;
3809         query = 'y';
3810
3811         /* Sort if needed */
3812         if (why)
3813         {
3814                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3815         }
3816
3817
3818         /* Start at the end */
3819         /* XTRA HACK REMEMBER_IDX */
3820         if (old_sym == sym && old_i < n) i = old_i;
3821         else i = n - 1;
3822
3823         notpicked = TRUE;
3824
3825         /* Scan the monster memory */
3826         while (notpicked)
3827         {
3828                 r_idx = who[i];
3829
3830                 /* Hack -- Begin the prompt */
3831                 roff_top(r_idx);
3832
3833                 /* Hack -- Complete the prompt */
3834                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3835
3836                 /* Interact */
3837                 while (1)
3838                 {
3839                         if (recall)
3840                         {
3841                                 /*** Recall on screen ***/
3842
3843                                 /* Get maximal info about this monster */
3844                                 lore_do_probe(r_idx);
3845
3846                                 /* Save this monster ID */
3847                                 monster_race_track(r_idx);
3848                                 handle_stuff(player_ptr);
3849
3850                                 /* know every thing mode */
3851                                 screen_roff(r_idx, 0x01);
3852                                 notpicked = FALSE;
3853
3854                                 /* XTRA HACK REMEMBER_IDX */
3855                                 old_sym = sym;
3856                                 old_i = i;
3857                         }
3858
3859                         query = inkey();
3860
3861                         /* Normal commands */
3862                         if (query != 'r') break;
3863
3864                         recall = !recall;
3865                 }
3866
3867                 /* Stop scanning */
3868                 if (query == ESCAPE) break;
3869
3870                 /* Move to "prev" monster */
3871                 if (query == '-')
3872                 {
3873                         if (++i == n)
3874                         {
3875                                 i = 0;
3876                                 if (!expand_list) break;
3877                         }
3878                 }
3879
3880                 /* Move to "next" monster */
3881                 else
3882                 {
3883                         if (i-- == 0)
3884                         {
3885                                 i = n - 1;
3886                                 if (!expand_list) break;
3887                         }
3888                 }
3889         }
3890
3891         /* Re-display the identity */
3892         /* prt(buf, 5, 5);*/
3893
3894         /* Free the "who" array */
3895         C_KILL(who, max_r_idx, MONRACE_IDX);
3896         screen_load();
3897
3898         return (!notpicked);
3899 }
3900
3901
3902 /*!
3903  * @brief 施設の処理実行メインルーチン / Execute a building command
3904  * @param player_ptr プレーヤーへの参照ポインタ
3905  * @param bldg 施設構造体の参照ポインタ
3906  * @param i 実行したい施設のサービステーブルの添字
3907  * @return なし
3908  */
3909 static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
3910 {
3911         BACT_IDX bact = bldg->actions[i];
3912         PRICE bcost;
3913         bool paid = FALSE;
3914
3915         msg_flag = FALSE;
3916         msg_erase();
3917
3918         if (is_owner(player_ptr, bldg))
3919                 bcost = bldg->member_costs[i];
3920         else
3921                 bcost = bldg->other_costs[i];
3922
3923         /* action restrictions */
3924         if (((bldg->action_restr[i] == 1) && !is_member(player_ptr, bldg)) ||
3925                 ((bldg->action_restr[i] == 2) && !is_owner(player_ptr, bldg)))
3926         {
3927                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3928                 return;
3929         }
3930
3931         /* check gold (HACK - Recharge uses variable costs) */
3932         if ((bact != BACT_RECHARGE) &&
3933                 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
3934                 ((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
3935         {
3936                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3937                 return;
3938         }
3939
3940         switch (bact)
3941         {
3942         case BACT_NOTHING:
3943                 /* Do nothing */
3944                 break;
3945         case BACT_RESEARCH_ITEM:
3946                 paid = identify_fully(player_ptr, FALSE);
3947                 break;
3948         case BACT_TOWN_HISTORY:
3949                 town_history();
3950                 break;
3951         case BACT_RACE_LEGENDS:
3952                 race_legends(player_ptr);
3953                 break;
3954         case BACT_QUEST:
3955                 castle_quest(player_ptr);
3956                 break;
3957         case BACT_KING_LEGENDS:
3958         case BACT_ARENA_LEGENDS:
3959         case BACT_LEGENDS:
3960                 show_highclass(player_ptr);
3961                 break;
3962         case BACT_POSTER:
3963         case BACT_ARENA_RULES:
3964         case BACT_ARENA:
3965                 arena_comm(player_ptr, bact);
3966                 break;
3967         case BACT_IN_BETWEEN:
3968         case BACT_CRAPS:
3969         case BACT_SPIN_WHEEL:
3970         case BACT_DICE_SLOTS:
3971         case BACT_GAMBLE_RULES:
3972         case BACT_POKER:
3973                 gamble_comm(player_ptr, bact);
3974                 break;
3975         case BACT_REST:
3976         case BACT_RUMORS:
3977         case BACT_FOOD:
3978                 paid = inn_comm(player_ptr, bact);
3979                 break;
3980         case BACT_RESEARCH_MONSTER:
3981                 paid = research_mon(player_ptr);
3982                 break;
3983         case BACT_COMPARE_WEAPONS:
3984                 paid = TRUE;
3985                 bcost = compare_weapons(player_ptr, bcost);
3986                 break;
3987         case BACT_ENCHANT_WEAPON:
3988                 item_tester_hook = object_allow_enchant_melee_weapon;
3989                 enchant_item(player_ptr, bcost, 1, 1, 0);
3990                 break;
3991         case BACT_ENCHANT_ARMOR:
3992                 item_tester_hook = object_is_armour;
3993                 enchant_item(player_ptr, bcost, 0, 0, 1);
3994                 break;
3995         case BACT_RECHARGE:
3996                 building_recharge(player_ptr);
3997                 break;
3998         case BACT_RECHARGE_ALL:
3999                 building_recharge_all(player_ptr);
4000                 break;
4001         case BACT_IDENTS: /* needs work */
4002                 if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
4003                 identify_pack(player_ptr);
4004                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4005                 paid = TRUE;
4006                 break;
4007         case BACT_IDENT_ONE: /* needs work */
4008                 paid = ident_spell(player_ptr, FALSE);
4009                 break;
4010         case BACT_LEARN:
4011                 do_cmd_study(player_ptr);
4012                 break;
4013         case BACT_HEALING: /* needs work */
4014                 paid = cure_critical_wounds(player_ptr, 200);
4015                 break;
4016         case BACT_RESTORE: /* needs work */
4017                 paid = restore_all_status(player_ptr);
4018                 break;
4019         case BACT_ENCHANT_ARROWS:
4020                 item_tester_hook = item_tester_hook_ammo;
4021                 enchant_item(player_ptr, bcost, 1, 1, 0);
4022                 break;
4023         case BACT_ENCHANT_BOW:
4024                 item_tester_tval = TV_BOW;
4025                 enchant_item(player_ptr, bcost, 1, 1, 0);
4026                 break;
4027
4028         case BACT_RECALL:
4029                 if (recall_player(player_ptr, 1)) paid = TRUE;
4030                 break;
4031
4032         case BACT_TELEPORT_LEVEL:
4033                 clear_bldg(4, 20);
4034                 paid = free_level_recall(player_ptr);
4035                 break;
4036
4037         case BACT_LOSE_MUTATION:
4038                 if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4039                         (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
4040                 {
4041                         while (!lose_mutation(player_ptr, 0));
4042                         paid = TRUE;
4043                 }
4044                 else
4045                 {
4046                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4047                         msg_print(NULL);
4048                 }
4049                 break;
4050
4051         case BACT_BATTLE:
4052                 kakutoujou(player_ptr);
4053                 break;
4054
4055         case BACT_TSUCHINOKO:
4056                 tsuchinoko();
4057                 break;
4058
4059         case BACT_BOUNTY:
4060                 show_bounty();
4061                 break;
4062
4063         case BACT_TARGET:
4064                 today_target(player_ptr);
4065                 break;
4066
4067         case BACT_KANKIN:
4068                 kankin(player_ptr);
4069                 break;
4070
4071         case BACT_HEIKOUKA:
4072                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4073                 set_virtue(player_ptr, V_COMPASSION, 0);
4074                 set_virtue(player_ptr, V_HONOUR, 0);
4075                 set_virtue(player_ptr, V_JUSTICE, 0);
4076                 set_virtue(player_ptr, V_SACRIFICE, 0);
4077                 set_virtue(player_ptr, V_KNOWLEDGE, 0);
4078                 set_virtue(player_ptr, V_FAITH, 0);
4079                 set_virtue(player_ptr, V_ENLIGHTEN, 0);
4080                 set_virtue(player_ptr, V_ENCHANT, 0);
4081                 set_virtue(player_ptr, V_CHANCE, 0);
4082                 set_virtue(player_ptr, V_NATURE, 0);
4083                 set_virtue(player_ptr, V_HARMONY, 0);
4084                 set_virtue(player_ptr, V_VITALITY, 0);
4085                 set_virtue(player_ptr, V_UNLIFE, 0);
4086                 set_virtue(player_ptr, V_PATIENCE, 0);
4087                 set_virtue(player_ptr, V_TEMPERANCE, 0);
4088                 set_virtue(player_ptr, V_DILIGENCE, 0);
4089                 set_virtue(player_ptr, V_VALOUR, 0);
4090                 set_virtue(player_ptr, V_INDIVIDUALISM, 0);
4091                 get_virtues(player_ptr);
4092                 paid = TRUE;
4093                 break;
4094
4095         case BACT_TELE_TOWN:
4096                 paid = tele_town(player_ptr);
4097                 break;
4098
4099         case BACT_EVAL_AC:
4100                 paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
4101                 break;
4102
4103         case BACT_BROKEN_WEAPON:
4104                 paid = TRUE;
4105                 bcost = repair_broken_weapon(player_ptr, bcost);
4106                 break;
4107         }
4108
4109         if (paid) player_ptr->au -= bcost;
4110 }
4111
4112
4113 /*!
4114  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4115  * @param プレーヤーへの参照ポインタ
4116  * @return なし
4117  */
4118 void do_cmd_bldg(player_type *player_ptr)
4119 {
4120         int             i, which;
4121         char            command;
4122         bool            validcmd;
4123         building_type   *bldg;
4124
4125         if (player_ptr->wild_mode) return;
4126
4127         take_turn(player_ptr, 100);
4128
4129         if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
4130         {
4131                 msg_print(_("ここには建物はない。", "You see no building here."));
4132                 return;
4133         }
4134
4135         which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
4136
4137         bldg = &building[which];
4138
4139         /* Don't re-init the wilderness */
4140         reinit_wilderness = FALSE;
4141
4142         if ((which == 2) && (player_ptr->arena_number < 0))
4143         {
4144                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4145                 return;
4146         }
4147         else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
4148         {
4149                 if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
4150                 {
4151                         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);
4152                 }
4153                 else
4154                 {
4155                         /* Don't save the arena as saved floor */
4156                         prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
4157
4158                         player_ptr->current_floor_ptr->inside_arena = FALSE;
4159                         player_ptr->leaving = TRUE;
4160
4161                         /* Re-enter the arena */
4162                         command_new = SPECIAL_KEY_BUILDING;
4163
4164                         /* No energy needed to re-enter the arena */
4165                         free_turn(player_ptr);
4166                 }
4167
4168                 return;
4169         }
4170         else if (player_ptr->phase_out)
4171         {
4172                 /* Don't save the arena as saved floor */
4173                 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
4174
4175                 player_ptr->leaving = TRUE;
4176                 player_ptr->phase_out = FALSE;
4177
4178                 /* Re-enter the monster arena */
4179                 command_new = SPECIAL_KEY_BUILDING;
4180
4181                 /* No energy needed to re-enter the arena */
4182                 free_turn(player_ptr);
4183
4184                 return;
4185         }
4186         else
4187         {
4188                 player_ptr->oldpy = player_ptr->y;
4189                 player_ptr->oldpx = player_ptr->x;
4190         }
4191
4192         forget_lite(player_ptr->current_floor_ptr);
4193         forget_view(player_ptr->current_floor_ptr);
4194
4195         /* Hack -- Increase "icky" depth */
4196         current_world_ptr->character_icky++;
4197
4198         command_arg = 0;
4199         command_rep = 0;
4200         command_new = 0;
4201
4202         show_building(player_ptr, bldg);
4203         player_ptr->leave_bldg = FALSE;
4204
4205         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4206
4207         while (!player_ptr->leave_bldg)
4208         {
4209                 validcmd = FALSE;
4210                 prt("", 1, 0);
4211
4212                 building_prt_gold(player_ptr);
4213
4214                 command = inkey();
4215
4216                 if (command == ESCAPE)
4217                 {
4218                         player_ptr->leave_bldg = TRUE;
4219                         player_ptr->current_floor_ptr->inside_arena = FALSE;
4220                         player_ptr->phase_out = FALSE;
4221                         break;
4222                 }
4223
4224                 for (i = 0; i < 8; i++)
4225                 {
4226                         if (bldg->letters[i])
4227                         {
4228                                 if (bldg->letters[i] == command)
4229                                 {
4230                                         validcmd = TRUE;
4231                                         break;
4232                                 }
4233                         }
4234                 }
4235
4236                 if (validcmd) bldg_process_command(player_ptr, bldg, i);
4237
4238                 handle_stuff(player_ptr);
4239         }
4240
4241         select_floor_music(player_ptr);
4242
4243         msg_flag = FALSE;
4244         msg_erase();
4245
4246         /* Reinit wilderness to activate quests ... */
4247         if (reinit_wilderness) player_ptr->leaving = TRUE;
4248
4249         /* Hack -- Decrease "icky" depth */
4250         current_world_ptr->character_icky--;
4251
4252         Term_clear();
4253
4254         player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4255         player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4256         player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4257 }
4258
4259
4260 /*!
4261  * @brief 今日の賞金首を確定する / Determine today's bounty monster
4262  * @return なし
4263  * @note conv_old is used if loaded 0.0.3 or older save file
4264  */
4265 void determine_today_mon(bool conv_old)
4266 {
4267         int max_dl = 3, i;
4268         bool old_inside_battle = p_ptr->phase_out;
4269         monster_race *r_ptr;
4270
4271         if (!conv_old)
4272         {
4273                 for (i = 0; i < current_world_ptr->max_d_idx; i++)
4274                 {
4275                         if (max_dlv[i] < d_info[i].mindepth) continue;
4276                         if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
4277                 }
4278         }
4279         else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
4280
4281         p_ptr->phase_out = TRUE;
4282         get_mon_num_prep(NULL, NULL);
4283
4284         while (1)
4285         {
4286                 today_mon = get_mon_num(max_dl);
4287                 r_ptr = &r_info[today_mon];
4288
4289                 if (r_ptr->flags1 & RF1_UNIQUE) continue;
4290                 if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
4291                 if (r_ptr->flags2 & RF2_MULTIPLY) continue;
4292                 if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
4293                 if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
4294                 if (r_ptr->rarity > 10) continue;
4295                 break;
4296         }
4297
4298         p_ptr->today_mon = 0;
4299         p_ptr->phase_out = old_inside_battle;
4300 }
4301
4302
4303 /*!
4304  * @brief 賞金首となるユニークを確定する / Determine bounty uniques
4305  * @return なし
4306  */
4307 void determine_bounty_uniques(void)
4308 {
4309         int i, j;
4310         MONRACE_IDX tmp;
4311         monster_race *r_ptr;
4312
4313         get_mon_num_prep(NULL, NULL);
4314         for (i = 0; i < MAX_BOUNTY; i++)
4315         {
4316                 while (1)
4317                 {
4318                         current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
4319                         r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
4320
4321                         if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
4322
4323                         if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
4324
4325                         if (r_ptr->rarity > 100) continue;
4326
4327                         if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
4328
4329                         for (j = 0; j < i; j++)
4330                                 if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
4331
4332                         if (j == i) break;
4333                 }
4334         }
4335
4336         /* Sort them */
4337         for (i = 0; i < MAX_BOUNTY - 1; i++)
4338         {
4339                 for (j = i; j < MAX_BOUNTY; j++)
4340                 {
4341                         if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
4342                         {
4343                                 tmp = current_world_ptr->bounty_r_idx[i];
4344                                 current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
4345                                 current_world_ptr->bounty_r_idx[j] = tmp;
4346                         }
4347                 }
4348         }
4349 }