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#37287 init1.cとmelee2.c、monster2.c内のC4457警告に対応 / Deal C4457 warning in init1.c, melee...
[hengbandforosx/hengbandosx.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16
17
18 /*!
19  * ループ中で / hack as in leave_store in store.c
20  */
21 static bool leave_bldg = FALSE;
22
23 /*!
24  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
25  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
26  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
27  * @param bldg 施設構造体の参照ポインタ
28  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
29  */
30 static bool is_owner(building_type *bldg)
31 {
32         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
33         {
34                 return (TRUE);
35         }
36
37         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
38         {
39                 return (TRUE);
40         }
41
42         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
44         {
45                 return (TRUE);
46         }
47
48         return (FALSE);
49 }
50
51 /*!
52  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
53  (スペルマスターの特別判定つき)
54  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
55  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
56  * @param bldg 施設構造体の参照ポインタ
57  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
58  * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
59  */
60 static bool is_member(building_type *bldg)
61 {
62         if (bldg->member_class[p_ptr->pclass])
63         {
64                 return (TRUE);
65         }
66
67         if (bldg->member_race[p_ptr->prace])
68         {
69                 return (TRUE);
70         }
71
72         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
74         {
75                 return (TRUE);
76         }
77
78
79         if (p_ptr->pclass == CLASS_SORCERER)
80         {
81                 int i;
82                 bool OK = FALSE;
83                 for (i = 0; i < MAX_MAGIC; i++)
84                 {
85                         if (bldg->member_realm[i+1]) OK = TRUE;
86                 }
87                 return OK;
88         }
89         return (FALSE);
90 }
91
92 /*!
93  * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94  * @details 消去は行毎にヌル文字列で行われる。
95  * @param min_row 開始行番号
96  * @param max_row 末尾行番号
97  * @return なし
98  */
99 static void clear_bldg(int min_row, int max_row)
100 {
101         int   i;
102
103         for (i = min_row; i <= max_row; i++)
104                 prt("", i, 0);
105 }
106
107 /*!
108  * @brief 所持金を表示する。
109  * @return なし
110  */
111 static void building_prt_gold(void)
112 {
113         char tmp_str[80];
114         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116         prt(tmp_str, 23, 68);
117 }
118
119 /*!
120  * @brief 施設のサービス一覧を表示する / Display a building.
121  * @param bldg 施設構造体の参照ポインタ
122  * @return なし
123  */
124 static void show_building(building_type* bldg)
125 {
126         char buff[20];
127         int i;
128         byte action_color;
129         char tmp_str[80];
130
131         Term_clear();
132         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
133         prt(tmp_str, 2, 1);
134
135
136         for (i = 0; i < 8; i++)
137         {
138                 if (bldg->letters[i])
139                 {
140                         if (bldg->action_restr[i] == 0)
141                         {
142                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
144                                 {
145                                         action_color = TERM_WHITE;
146                                         buff[0] = '\0';
147                                 }
148                                 else if (is_owner(bldg))
149                                 {
150                                         action_color = TERM_YELLOW;
151                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
152                                 }
153                                 else
154                                 {
155                                         action_color = TERM_YELLOW;
156                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
157                         }
158                         else if (bldg->action_restr[i] == 1)
159                         {
160                                 if (!is_member(bldg))
161                                 {
162                                         action_color = TERM_L_DARK;
163                                         strcpy(buff, _("(閉店)", "(closed)"));
164                                 }
165                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
167                                 {
168                                         action_color = TERM_WHITE;
169                                         buff[0] = '\0';
170                                 }
171                                 else if (is_owner(bldg))
172                                 {
173                                         action_color = TERM_YELLOW;
174                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
175                                 }
176                                 else
177                                 {
178                                         action_color = TERM_YELLOW;
179                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
180                                 }
181                         }
182                         else
183                         {
184                                 if (!is_owner(bldg))
185                                 {
186                                         action_color = TERM_L_DARK;
187                                         strcpy(buff, _("(閉店)", "(closed)"));
188                                 }
189                                 else if (bldg->member_costs[i] != 0)
190                                 {
191                                         action_color = TERM_YELLOW;
192                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
193                                 }
194                                 else
195                                 {
196                                         action_color = TERM_WHITE;
197                                         buff[0] = '\0';
198                                 }
199                         }
200
201                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
203                 }
204         }
205         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
206 }
207
208 /*!
209  * @brief 闘技場に入るコマンドの処理 / arena commands
210  * @param cmd 闘技場処理のID
211  * @return なし
212  */
213 static void arena_comm(int cmd)
214 {
215         monster_race    *r_ptr;
216         cptr            name;
217
218
219         switch (cmd)
220         {
221                 case BACT_ARENA:
222                         if (p_ptr->arena_number == MAX_ARENA_MONS)
223                         {
224                                 clear_bldg(5, 19);
225                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
226                                 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations!  You have defeated all before you."), 7, 0);
227                                 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
228
229                                 prt("", 10, 0);
230                                 prt("", 11, 0);
231                                 p_ptr->au += 1000000L;
232                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
233                                 msg_print(NULL);
234                                 p_ptr->arena_number++;
235                         }
236                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
237                         {
238                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
239                                 {
240                                         msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
241                                         msg_print(NULL);
242                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
243                                         {       
244                         msg_print(_("死ぬがよい。", "Die, maggots."));
245                                                 msg_print(NULL);
246                                         
247                                                 p_ptr->exit_bldg = FALSE;
248                                                 reset_tim_flags();
249
250                                                 /* Save the surface floor as saved floor */
251                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
252
253                                                 p_ptr->inside_arena = TRUE;
254                                                 p_ptr->leaving = TRUE;
255                                                 leave_bldg = TRUE;
256                                         }
257                                         else
258                                         {
259                                                 msg_print(_("残念だ。", "We are disappointed."));
260                                         }
261                                 }
262                                 else
263                                 {
264                                         msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
265                                                                 "You enter the arena briefly and bask in your glory."));
266                                         msg_print(NULL);
267                                 }
268                         }
269                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
270                         {
271                                 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
272                                                         "You don't have permission to enter with pet."));
273                                 msg_print(NULL);
274                         }
275                         else
276                         {
277                                 p_ptr->exit_bldg = FALSE;
278                                 reset_tim_flags();
279
280                                 /* Save the surface floor as saved floor */
281                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
282
283                                 p_ptr->inside_arena = TRUE;
284                                 p_ptr->leaving = TRUE;
285                                 leave_bldg = TRUE;
286                         }
287                         break;
288                 case BACT_POSTER:
289                         if (p_ptr->arena_number == MAX_ARENA_MONS)
290                                 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
291                                                         "You are victorious. Enter the arena for the ceremony."));
292
293                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
294                         {
295                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
296                         }
297                         else
298                         {
299                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300                                 name = (r_name + r_ptr->name);
301                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
302                         }
303                         break;
304                 case BACT_ARENA_RULES:
305
306                         /* Save screen */
307                         screen_save();
308
309                         /* Peruse the arena help file */
310                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
311
312                         /* Load screen */
313                         screen_load();
314
315                         break;
316         }
317 }
318
319 /*!
320  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
321  * @param row シンボルを表示する行の上端
322  * @param col シンボルを表示する行の左端
323  * @param fruit 表示するシンボルID
324  * @return なし
325  */
326 static void display_fruit(int row, int col, int fruit)
327 {
328         switch (fruit)
329         {
330                 case 0: /* lemon */
331                         c_put_str(TERM_YELLOW, "   ####.", row, col);
332                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
333                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
334                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
335                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
336                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
337                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
338                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
339                         prt(                 _(" レモン ",
340                                                            " Lemon  "), row + 8, col);
341                         break;
342                 case 1: /* orange */
343                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
344                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
345                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
346                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
347                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
348                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
349                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
350                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
351                         prt(                 _("オレンジ",
352                                                                    " Orange "), row + 8, col);
353                         break;
354                 case 2: /* sword */
355                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
356                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
357                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
358                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
359                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
360                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
361                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
362                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
363                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
364                         break;
365                 case 3: /* shield */
366                         c_put_str(TERM_SLATE, " ###### ", row, col);
367                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
368                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
369                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
370                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
371                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
372                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
373                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
374                         prt(                _("   盾   ",
375                                                                   " Shield "), row + 8, col);
376                         break;
377                 case 4: /* plum */
378                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
379                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
380                         c_put_str(TERM_VIOLET, "########", row + 2, col);
381                         c_put_str(TERM_VIOLET, "########", row + 3, col);
382                         c_put_str(TERM_VIOLET, "########", row + 4, col);
383                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
384                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
385                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
386                         prt(                 _(" プラム ",
387                                                                    "  Plum  "), row + 8, col);
388                         break;
389                 case 5: /* cherry */
390                         c_put_str(TERM_RED, "      ##", row, col);
391                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
392                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
393                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
394                         c_put_str(TERM_RED, " ###### ", row + 4, col);
395                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
396                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
397                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
398                         prt(              _("チェリー",
399                                                                 " Cherry "), row + 8, col);
400                         break;
401         }
402 }
403
404 /*! @note
405  * kpoker no (tyuto-hannpa na)pakuri desu...
406  * joker ha shineru node haitte masen.
407  *
408  * TODO: donataka! tsukutte!
409  *  - agatta yaku no kiroku (like DQ).
410  *  - kakkoii card no e.
411  *  - sousa-sei no koujyo.
412  *  - code wo wakariyasuku.
413  *  - double up.
414  *  - Joker... -- done.
415  *
416  * 9/13/2000 --Koka
417  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
418  */
419
420 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
421 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
422 #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 */
423
424 static int cards[5]; /*!< ポーカーの現在の手札ID */
425
426 /*!
427  * @brief ポーカーの山札を切る。
428  * @param deck デッキの配列
429  * @return なし
430  */
431 static void reset_deck(int deck[])
432 {
433         int i;
434         for (i = 0; i < 53; i++) deck[i] = i;
435
436         /* shuffle cards */
437         for (i = 0; i < 53; i++){
438                 int tmp1 = randint0(53 - i) + i;
439                 int tmp2 = deck[i];
440                 deck[i] = deck[tmp1];
441                 deck[tmp1] = tmp2;
442         }
443 }
444
445 /*!
446  * @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。
447  * @return ジョーカーを持っているか。
448  */
449 static bool have_joker(void)
450 {
451         int i;
452
453         for (i = 0; i < 5; i++){
454           if(IS_JOKER(cards[i])) return TRUE;
455         }
456         return FALSE;
457 }
458
459 /*!
460  * @brief ポーカーの手札に該当の番号の札があるかを返す。
461  * @param num 探したいカードの番号。
462  * @return 該当の番号が手札にあるか。
463  */
464 static bool find_card_num(int num)
465 {
466         int i;
467         for (i = 0; i < 5; i++)
468                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
469         return FALSE;
470 }
471
472 /*!
473  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
474  * @return 役の判定結果
475  */
476 static bool yaku_check_flush(void)
477 {
478         int i, suit;
479         bool joker_is_used = FALSE;
480
481         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
482         for (i = 0; i < 5; i++){
483                 if (SUIT_OF(cards[i]) != suit){
484                   if(have_joker() && !joker_is_used)
485                     joker_is_used = TRUE;
486                   else
487                     return FALSE;
488                 }
489         }
490
491         return TRUE;
492 }
493
494 /*!
495  * @brief ポーカーの手札がストレート役を得ているかを帰す。
496  * @return 役の判定結果
497  */
498 static int yaku_check_straight(void)
499 {
500         int i, lowest = 99;
501         bool joker_is_used = FALSE;
502
503         /* get lowest */
504         for (i = 0; i < 5; i++)
505         {
506                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
507                         lowest = NUM_OF(cards[i]);
508         }
509         
510         if (yaku_check_flush())
511         {
512           if( lowest == 0 ){
513                 for (i = 0; i < 4; i++)
514                 {
515                         if (!find_card_num(9 + i)){
516                                 if( have_joker() && !joker_is_used )
517                                   joker_is_used = TRUE;
518                                 else
519                                   break;
520                         }
521                 }
522                 if (i == 4) return 3; /* Wow! Royal Flush!!! */
523           }
524           if( lowest == 9 ){
525                 for (i = 0; i < 3; i++)
526                 {
527                         if (!find_card_num(10 + i))
528                                 break;
529                 }
530                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
531           }
532         }
533
534         joker_is_used = FALSE;
535         for (i = 0; i < 5; i++)
536         {
537                 if (!find_card_num(lowest + i)){
538                   if( have_joker() && !joker_is_used )
539                     joker_is_used = TRUE;
540                   else
541                     return 0;
542                 }
543         }
544         
545         if (yaku_check_flush())
546                 return 2; /* Straight Flush */
547
548         return 1;
549 }
550
551 /*!
552  * @brief ポーカーのペア役の状態を返す。
553  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
554  */
555 static int yaku_check_pair(void)
556 {
557         int i, i2, matching = 0;
558
559         for (i = 0; i < 5; i++)
560         {
561                 for (i2 = i+1; i2 < 5; i2++)
562                 {
563                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
564                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
565                                 matching++;
566                 }
567         }
568
569         if(have_joker()){
570           switch(matching){
571           case 0:
572             matching = 1;
573             break;
574           case 1:
575             matching = 3;
576             break;
577           case 2:
578             matching = 4;
579             break;
580           case 3:
581             matching = 6;
582             break;
583           case 6:
584             matching = 7;
585             break;
586           default:
587             /* don't reach */
588             break;
589           }
590         }
591
592         return matching;
593 }
594
595 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
596 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
597 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
598 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
599 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
600 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
601 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
602 #define ODDS_ST 4 /*!< ストレートの役倍率 */
603 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
604 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
605
606 /*!
607  * @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。
608  * @return 役のID
609  */
610 static int yaku_check(void)
611 {
612         prt("                            ", 4, 3);
613
614         switch(yaku_check_straight()){
615         case 3: /* RF! */
616                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
617                 return ODDS_RF;
618         case 2: /* SF! */
619                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
620                 return ODDS_SF;
621         case 1:
622                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
623                 return ODDS_ST;
624         default:
625                 /* Not straight -- fall through */
626                 break;
627         }
628
629         if (yaku_check_flush())
630         {
631                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
632                 return ODDS_FL;
633         }
634
635         switch (yaku_check_pair())
636         {
637         case 1:
638                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
639                 return 0;
640         case 2:
641                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
642                 return ODDS_2P;
643         case 3:
644                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
645                 return ODDS_3C;
646         case 4:
647                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
648                 return ODDS_FH;
649         case 6:
650                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
651                 return ODDS_4C;
652         case 7:
653                 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
654                 {
655                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
656                         return ODDS_5A;
657                 }
658                 else
659                 {
660                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
661                         return ODDS_5C;
662                 }
663         default:
664                 break;
665         }
666         return 0;
667 }
668
669 /*!
670  * @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。
671  * @param hoge カーソルの現在位置
672  * @param kaeruka カードの捨てる/残すフラグ配列
673  * @return なし
674  */
675 static void display_kaeruka(int hoge, int kaeruka[])
676 {
677         int i;
678         char col = TERM_WHITE;
679         for (i = 0; i < 5; i++)
680         {
681                 if (i == hoge) col = TERM_YELLOW;
682                 else if(kaeruka[i]) col = TERM_WHITE;
683                 else col = TERM_L_BLUE;
684                 
685                 if(kaeruka[i])
686                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
687                 else
688                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
689         }
690         if (hoge > 4) col = TERM_YELLOW;
691         else col = TERM_WHITE;
692         c_put_str(col, _("決定", "Sure"), 16,  38);
693
694         /* Hilite current option */
695         if (hoge < 5) move_cursor(14, 5+hoge*16);
696         else move_cursor(16, 38);
697 }
698
699 /*!
700  * @brief ポーカーの手札を表示する。
701  * @return なし
702  */
703 static void display_cards(void)
704 {
705         int i, j;
706         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
707 #ifdef JP
708         cptr suit[4] = {"★", "●", "¶", "†"};
709         cptr card_grph[13][7] = {{"A   %s     ",
710                                   "     変     ",
711                                   "     愚     ",
712                                   "     蛮     ",
713                                   "     怒     ",
714                                   "     %s     ",
715                                   "          A"},
716                                  {"2          ",
717                                   "     %s     ",
718                                   "            ",
719                                   "            ",
720                                   "            ",
721                                   "     %s     ",
722                                   "          2"},
723                                  {"3          ",
724                                   "     %s     ",
725                                   "            ",
726                                   "     %s     ",
727                                   "            ",
728                                   "     %s     ",
729                                   "          3"},
730                                  {"4          ",
731                                   "   %s  %s   ",
732                                   "            ",
733                                   "            ",
734                                   "            ",
735                                   "   %s  %s   ",
736                                   "          4"},
737                                  {"5          ",
738                                   "   %s  %s   ",
739                                   "            ",
740                                   "     %s     ",
741                                   "            ",
742                                   "   %s  %s   ",
743                                   "          5"},
744                                  {"6          ",
745                                   "   %s  %s   ",
746                                   "            ",
747                                   "   %s  %s   ",
748                                   "            ",
749                                   "   %s  %s   ",
750                                   "          6"},
751                                  {"7          ",
752                                   "   %s  %s   ",
753                                   "     %s     ",
754                                   "   %s  %s   ",
755                                   "            ",
756                                   "   %s  %s   ",
757                                   "          7"},
758                                  {"8          ",
759                                   "   %s  %s   ",
760                                   "     %s     ",
761                                   "   %s  %s   ",
762                                   "     %s     ",
763                                   "   %s  %s   ",
764                                   "          8"},
765                                  {"9 %s  %s   ",
766                                   "            ",
767                                   "   %s  %s   ",
768                                   "     %s     ",
769                                   "   %s  %s   ",
770                                   "            ",
771                                   "   %s  %s 9"},
772                                  {"10 %s  %s   ",
773                                   "     %s     ",
774                                   "   %s  %s   ",
775                                   "            ",
776                                   "   %s  %s   ",
777                                   "     %s     ",
778                                   "   %s  %s 10"},
779                                  {"J   Λ     ",
780                                   "%s   ||     ",
781                                   "     ||     ",
782                                   "     ||     ",
783                                   "     ||     ",
784                                   "   |=亜=| %s",
785                                   "     目   J"},
786                                  {"Q ######   ",
787                                   "%s#      #  ",
788                                   "  # ++++ #  ",
789                                   "  # +==+ #  ",
790                                   "   # ++ #   ",
791                                   "    #  #  %s",
792                                   "     ##   Q"},
793                                  {"K          ",
794                                   "%s `⌒´   ",
795                                   "  γγγλ  ",
796                                   "  ο ο ι  ",
797                                   "   υ    ∂ ",
798                                   "    σ ノ %s",
799                                   "          K"}};
800         cptr joker_grph[7] = {    "            ",
801                                   "     J     ",
802                                   "     O     ",
803                                   "     K     ",
804                                   "     E     ",
805                                   "     R     ",
806                                   "            "};
807
808 #else
809
810         cptr suit[4] = {"[]", "qp", "<>", "db"};
811         cptr card_grph[13][7] = {{"A    %s     ",
812                                   "     He     ",
813                                   "     ng     ",
814                                   "     ba     ",
815                                   "     nd     ",
816                                   "     %s     ",
817                                   "           A"},
818                                  {"2           ",
819                                   "     %s     ",
820                                   "            ",
821                                   "            ",
822                                   "            ",
823                                   "     %s     ",
824                                   "           2"},
825                                  {"3           ",
826                                   "     %s     ",
827                                   "            ",
828                                   "     %s     ",
829                                   "            ",
830                                   "     %s     ",
831                                   "           3"},
832                                  {"4           ",
833                                   "   %s  %s   ",
834                                   "            ",
835                                   "            ",
836                                   "            ",
837                                   "   %s  %s   ",
838                                   "           4"},
839                                  {"5           ",
840                                   "   %s  %s   ",
841                                   "            ",
842                                   "     %s     ",
843                                   "            ",
844                                   "   %s  %s   ",
845                                   "           5"},
846                                  {"6           ",
847                                   "   %s  %s   ",
848                                   "            ",
849                                   "   %s  %s   ",
850                                   "            ",
851                                   "   %s  %s   ",
852                                   "           6"},
853                                  {"7           ",
854                                   "   %s  %s   ",
855                                   "     %s     ",
856                                   "   %s  %s   ",
857                                   "            ",
858                                   "   %s  %s   ",
859                                   "           7"},
860                                  {"8           ",
861                                   "   %s  %s   ",
862                                   "     %s     ",
863                                   "   %s  %s   ",
864                                   "     %s     ",
865                                   "   %s  %s   ",
866                                   "           8"},
867                                  {"9  %s  %s   ",
868                                   "            ",
869                                   "   %s  %s   ",
870                                   "     %s     ",
871                                   "   %s  %s   ",
872                                   "            ",
873                                   "   %s  %s  9"},
874                                  {"10 %s  %s   ",
875                                   "     %s     ",
876                                   "   %s  %s   ",
877                                   "            ",
878                                   "   %s  %s   ",
879                                   "     %s     ",
880                                   "   %s  %s 10"},
881                                  {"J    /\\     ",
882                                   "%s   ||     ",
883                                   "     ||     ",
884                                   "     ||     ",
885                                   "     ||     ",
886                                   "   |=HH=| %s",
887                                   "     ][    J"},
888                                  {"Q  ######   ",
889                                   "%s#      #  ",
890                                   "  # ++++ #  ",
891                                   "  # +==+ #  ",
892                                   "   # ++ #   ",
893                                   "    #  #  %s",
894                                   "     ##    Q"},
895                                  {"K           ",
896                                   "%s _'~~`_   ",
897                                   "   jjjjj$&  ",
898                                   "   q q uu   ",
899                                   "   c    &   ",
900                                   "    v__/  %s",
901                                   "           K"}};
902         cptr joker_grph[7] = {    "            ",
903                                   "     J      ",
904                                   "     O      ",
905                                   "     K      ",
906                                   "     E      ",
907                                   "     R      ",
908                                   "            "};
909 #endif
910
911         for (i = 0; i < 5; i++)
912         {
913                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
914         }
915
916         for (i = 0; i < 5; i++)
917         {
918                 for (j = 0; j < 7; j++)
919                 {
920                         prt(_("┃", " |"),  j+6,  i*16);
921                         if(IS_JOKER(cards[i]))
922                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
923                         else
924                                 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);
925                         prt(_("┃", "| "),  j+6,  i*16+14);
926                 }
927         }
928         for (i = 0; i < 5; i++)
929         {
930                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
931         }
932 }
933
934 /*!
935  * @brief ポーカーの1プレイルーチン。
936  * @return 1プレイの役の結果
937  */
938 static int do_poker(void)
939 {
940         int i, k = 2;
941         char cmd;
942         int deck[53]; /* yamafuda : 0...52 */
943         int deck_ptr = 0;
944         int kaeruka[5]; /* 0:kaenai 1:kaeru */
945
946         bool done = FALSE;
947         bool kettei = TRUE;
948         bool kakikae = TRUE;
949
950         reset_deck(deck);
951
952         for (i = 0; i < 5; i++)
953         {
954                 cards[i] = deck[deck_ptr++];
955                 kaeruka[i] = 0; /* default:nokosu */
956         }
957         
958 #if 0
959         /* debug:RF */
960         cards[0] = 12;
961         cards[1] = 0;
962         cards[2] = 9;
963         cards[3] = 11;
964         cards[4] = 10;
965 #endif
966 #if 0
967         /* debug:SF */
968         cards[0] = 3;
969         cards[1] = 2;
970         cards[2] = 4;
971         cards[3] = 6;
972         cards[4] = 5;
973 #endif
974 #if 0
975         /* debug:Four Cards */
976         cards[0] = 0;
977         cards[1] = 0 + 13 * 1;
978         cards[2] = 0 + 13 * 2;
979         cards[3] = 0 + 13 * 3;
980         cards[4] = 51;
981 #endif
982 #if 0
983         /* debug:Straight */
984         cards[0] = 1;
985         cards[1] = 0 + 13;
986         cards[2] = 3;
987         cards[3] = 2 + 26;
988         cards[4] = 4;
989 #endif
990 #if 0
991         /* debug */
992         cards[0] = 52;
993         cards[1] = 0;
994         cards[2] = 1;
995         cards[3] = 2;
996         cards[4] = 3;
997 #endif
998
999         /* suteruno wo kimeru */
1000         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);
1001
1002         display_cards();
1003         yaku_check();
1004
1005         while (!done)
1006         {
1007                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1008                 kakikae = FALSE;
1009                 cmd = inkey();
1010                 switch (cmd)
1011                 {
1012                 case '6': case 'l': case 'L': case KTRL('F'):
1013                         if (!kettei) k = (k+1)%5;
1014                         else {k = 0;kettei = FALSE;}
1015                         kakikae = TRUE;
1016                         break;
1017                 case '4': case 'h': case 'H': case KTRL('B'):
1018                         if (!kettei) k = (k+4)%5;
1019                         else {k = 4;kettei = FALSE;}
1020                         kakikae = TRUE;
1021                         break;
1022                 case '2': case 'j': case 'J': case KTRL('N'):
1023                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1024                         break;
1025                 case '8': case 'k': case 'K': case KTRL('P'):
1026                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1027                         break;
1028                 case ' ': case '\r':
1029                         if (kettei) done = TRUE;
1030                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1031                         break;
1032                 default:
1033                         break;
1034                 }
1035         }
1036         
1037         prt("",0,0);
1038
1039         for (i = 0; i < 5; i++)
1040                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1041
1042         display_cards();
1043         
1044         return yaku_check();
1045 }
1046 #undef SUIT_OF
1047 #undef NUM_OF
1048 #undef IS_JOKER
1049 /* end of poker codes --Koka */
1050
1051 /*!
1052  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1053  * @param cmd プレイするゲームID
1054  * @return なし
1055  */
1056 static bool gamble_comm(int cmd)
1057 {
1058         int i;
1059         int roll1, roll2, roll3, choice, odds, win;
1060         s32b wager;
1061         s32b maxbet;
1062         s32b oldgold;
1063
1064         char out_val[160], tmp_str[80], again;
1065         cptr p;
1066
1067         screen_save();
1068
1069         if (cmd == BACT_GAMBLE_RULES)
1070         {
1071                 /* Peruse the gambling help file */
1072                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1073         }
1074         else
1075         {
1076                 /* No money */
1077                 if (p_ptr->au < 1)
1078                 {
1079                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1080                                                 "Hey! You don't have gold - get out of here!"));
1081                         msg_print(NULL);
1082                         screen_load();
1083                         return FALSE;
1084                 }
1085
1086                 clear_bldg(5, 23);
1087
1088                 maxbet = p_ptr->lev * 200;
1089
1090                 /* We can't bet more than we have */
1091                 maxbet = MIN(maxbet, p_ptr->au);
1092
1093                 /* Get the wager */
1094                 strcpy(out_val, "");
1095                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1096
1097
1098                 /*
1099                  * Use get_string() because we may need more than
1100                  * the s16b value returned by get_quantity().
1101                  */
1102                 if (get_string(tmp_str, out_val, 32))
1103                 {
1104                         /* Strip spaces */
1105                         for (p = out_val; *p == ' '; p++);
1106
1107                         /* Get the wager */
1108                         wager = atol(p);
1109
1110                         if (wager > p_ptr->au)
1111                         {
1112                                 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!"));
1113                                 msg_print(NULL);
1114                                 screen_load();
1115                                 return (FALSE);
1116                         }
1117                         else if (wager > maxbet)
1118                         {
1119                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1120                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1121                                 wager = maxbet;
1122                         }
1123                         else if (wager < 1)
1124                         {
1125                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1126                                 wager = 1;
1127                         }
1128                         msg_print(NULL);
1129                         win = FALSE;
1130                         odds = 0;
1131                         oldgold = p_ptr->au;
1132
1133                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1134                         prt(tmp_str, 20, 2);
1135                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1136                         prt(tmp_str, 21, 2);
1137
1138                         do
1139                         {
1140                                 p_ptr->au -= wager;
1141                                 switch (cmd)
1142                                 {
1143                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1144                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1145
1146                                         odds = 4;
1147                                         win = FALSE;
1148                                         roll1 = randint1(10);
1149                                         roll2 = randint1(10);
1150                                         choice = randint1(10);
1151                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1152
1153                                         prt(tmp_str, 8, 3);
1154                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1155
1156                                         prt(tmp_str, 11, 14);
1157                                         if (((choice > roll1) && (choice < roll2)) ||
1158                                                 ((choice < roll1) && (choice > roll2)))
1159                                                 win = TRUE;
1160                                         break;
1161                                 case BACT_CRAPS:  /* Game of Craps */
1162                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1163
1164                                         win = 3;
1165                                         odds = 2;
1166                                         roll1 = randint1(6);
1167                                         roll2 = randint1(6);
1168                                         roll3 = roll1 +  roll2;
1169                                         choice = roll3;
1170                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1171                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1172                                         prt(tmp_str, 7, 5);
1173                                         if ((roll3 == 7) || (roll3 == 11))
1174                                                 win = TRUE;
1175                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1176                                                 win = FALSE;
1177                                         else
1178                                                 do
1179                                                 {
1180                                                         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"));
1181
1182                                                         msg_print(NULL);
1183                                                         roll1 = randint1(6);
1184                                                         roll2 = randint1(6);
1185                                                         roll3 = roll1 +  roll2;
1186                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1187                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1188                                                         prt(tmp_str, 8, 5);
1189                                                         if (roll3 == choice)
1190                                                                 win = TRUE;
1191                                                         else if (roll3 == 7)
1192                                                                 win = FALSE;
1193                                                 } while ((win != TRUE) && (win != FALSE));
1194                                         break;
1195
1196                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1197                                         win = FALSE;
1198                                         odds = 9;
1199                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1200
1201                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1202                                         prt("--------------------------------", 8, 3);
1203                                         strcpy(out_val, "");
1204                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1205
1206                                         for (p = out_val; iswspace(*p); p++);
1207                                         choice = atol(p);
1208                                         if (choice < 0)
1209                                         {
1210                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1211                                                 choice = 0;
1212                                         }
1213                                         else if (choice > 9)
1214                                         {
1215                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1216                                                 choice = 9;
1217                                         }
1218                                         msg_print(NULL);
1219                                         roll1 = randint0(10);
1220                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1221                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1222                                         prt(tmp_str, 13, 3);
1223                                         prt("", 9, 0);
1224                                         prt("*", 9, (3 * roll1 + 5));
1225                                         if (roll1 == choice)
1226                                                 win = TRUE;
1227                                         break;
1228
1229                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1230                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1231                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1232                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1233                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1234                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1235                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1236                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1237                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1238                                         
1239                                         win = FALSE;
1240                                         roll1 = randint1(21);
1241                                         for (i=6;i>0;i--)
1242                                         {
1243                                                 if ((roll1-i) < 1)
1244                                                 {
1245                                                         roll1 = 7-i;
1246                                                         break;
1247                                                 }
1248                                                 roll1 -= i;
1249                                         }
1250                                         roll2 = randint1(21);
1251                                         for (i=6;i>0;i--)
1252                                         {
1253                                                 if ((roll2-i) < 1)
1254                                                 {
1255                                                         roll2 = 7-i;
1256                                                         break;
1257                                                 }
1258                                                 roll2 -= i;
1259                                         }
1260                                         choice = randint1(21);
1261                                         for (i=6;i>0;i--)
1262                                         {
1263                                                 if ((choice-i) < 1)
1264                                                 {
1265                                                         choice = 7-i;
1266                                                         break;
1267                                                 }
1268                                                 choice -= i;
1269                                         }
1270                                         put_str("/--------------------------\\", 7, 2);
1271                                         prt("\\--------------------------/", 17, 2);
1272                                         display_fruit(8,  3, roll1 - 1);
1273                                         display_fruit(8, 12, roll2 - 1);
1274                                         display_fruit(8, 21, choice - 1);
1275                                         if ((roll1 == roll2) && (roll2 == choice))
1276                                         {
1277                                                 win = TRUE;
1278                                                 switch(roll1)
1279                                                 {
1280                                                 case 1:
1281                                                         odds = 5;break;
1282                                                 case 2:
1283                                                         odds = 10;break;
1284                                                 case 3:
1285                                                         odds = 20;break;
1286                                                 case 4:
1287                                                         odds = 50;break;
1288                                                 case 5:
1289                                                         odds = 200;break;
1290                                                 case 6:
1291                                                         odds = 1000;break;
1292                                                 }
1293                                         }
1294                                         else if ((roll1 == 1) && (roll2 == 1))
1295                                         {
1296                                                 win = TRUE;
1297                                                 odds = 2;
1298                                         }
1299                                         break;
1300                                 case BACT_POKER:
1301                                         win = FALSE;
1302                                         odds = do_poker();
1303                                         if (odds) win = TRUE;
1304                                         break;
1305                                 }
1306
1307                                 if (win)
1308                                 {
1309                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1310
1311                                         p_ptr->au += odds * wager;
1312                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1313
1314                                         prt(tmp_str, 17, 37);
1315                                 }
1316                                 else
1317                                 {
1318                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1319                                         prt("", 17, 37);
1320                                 }
1321                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1322
1323                                 prt(tmp_str, 22, 2);
1324                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1325
1326                                 move_cursor(18, 52);
1327                                 again = inkey();
1328                                 prt("", 16, 37);
1329                                 prt("", 17, 37);
1330                                 prt("", 18, 37);
1331                                 if (wager > p_ptr->au)
1332                                 {
1333                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1334                                                                 "Hey! You don't have the gold - get out of here!"));
1335                                         msg_print(NULL);
1336
1337                                         /* Get out here */
1338                                         break;
1339                                 }
1340                         } while ((again == 'y') || (again == 'Y'));
1341
1342                         prt("", 18, 37);
1343                         if (p_ptr->au >= oldgold)
1344                         {
1345                                 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!」",
1346                                                         "You came out a winner! We'll win next time, I'm sure."));
1347                                 chg_virtue(V_CHANCE, 3);
1348                         }
1349                         else
1350                         {
1351                                 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."));
1352                                 chg_virtue(V_CHANCE, -3);
1353                         }
1354                 }
1355                 msg_print(NULL);
1356         }
1357         screen_load();
1358         return (TRUE);
1359 }
1360
1361 /*!
1362  * @brief モンスター闘技場に参加できるモンスターの判定
1363  * @param r_idx モンスターID
1364  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1365  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1366  * @return 参加できるか否か
1367  */
1368 static bool vault_aux_battle(int r_idx)
1369 {
1370         int i;
1371         int dam = 0;
1372
1373         monster_race *r_ptr = &r_info[r_idx];
1374
1375         /* Decline town monsters */
1376 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1377
1378         /* Decline unique monsters */
1379 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1380 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1381
1382         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1383         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1384         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1385         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1386         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1387
1388         for (i = 0; i < 4; i++)
1389         {
1390                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1391                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1392         }
1393         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1394
1395         /* Okay */
1396         return (TRUE);
1397 }
1398
1399 /*!
1400  * @brief モンスター闘技場に参加するモンスターをリセットする。
1401  * @return なし
1402  */
1403 void battle_monsters(void)
1404 {
1405         int total, i;
1406         int max_dl = 0;
1407         int mon_level;
1408         int power[4];
1409         bool tekitou;
1410         bool old_inside_battle = p_ptr->inside_battle;
1411
1412         for (i = 0; i < max_d_idx; i++)
1413                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1414
1415         mon_level = randint1(MIN(max_dl, 122))+5;
1416         if (randint0(100) < 60)
1417         {
1418                 i = randint1(MIN(max_dl, 122))+5;
1419                 mon_level = MAX(i, mon_level);
1420         }
1421         if (randint0(100) < 30)
1422         {
1423                 i = randint1(MIN(max_dl, 122))+5;
1424                 mon_level = MAX(i, mon_level);
1425         }
1426
1427         while (1)
1428         {
1429                 total = 0;
1430                 tekitou = FALSE;
1431                 for(i=0;i<4;i++)
1432                 {
1433                         int r_idx, j;
1434                         while (1)
1435                         {
1436                                 get_mon_num_prep(vault_aux_battle, NULL);
1437                                 p_ptr->inside_battle = TRUE;
1438                                 r_idx = get_mon_num(mon_level);
1439                                 p_ptr->inside_battle = old_inside_battle;
1440                                 if (!r_idx) continue;
1441
1442                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1443                                 {
1444                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1445                                 }
1446
1447                                 for (j = 0; j < i; j++)
1448                                         if(r_idx == battle_mon[j]) break;
1449                                 if (j<i) continue;
1450
1451                                 break;
1452                         }
1453                         battle_mon[i] = r_idx;
1454                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1455                 }
1456
1457                 for (i=0;i<4;i++)
1458                 {
1459                         monster_race *r_ptr = &r_info[battle_mon[i]];
1460                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1461
1462                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1463                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1464                         else
1465                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1466                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1467                         if (r_ptr->speed > 110)
1468                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1469                         if (r_ptr->speed < 110)
1470                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1471                         if (num_taisei > 2)
1472                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1473                         else if (r_ptr->flags6 & RF6_INVULNER)
1474                                 power[i] = power[i] * 4 / 3;
1475                         else if (r_ptr->flags6 & RF6_HEAL)
1476                                 power[i] = power[i] * 4 / 3;
1477                         else if (r_ptr->flags5 & RF5_DRAIN_MANA)
1478                                 power[i] = power[i] * 11 / 10;
1479                         if (r_ptr->flags1 & RF1_RAND_25)
1480                                 power[i] = power[i] * 9 / 10;
1481                         if (r_ptr->flags1 & RF1_RAND_50)
1482                                 power[i] = power[i] * 9 / 10;
1483                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1484                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1485
1486
1487                         total += power[i];
1488                 }
1489                 for (i=0;i<4;i++)
1490                 {
1491                         power[i] = total*60/power[i];
1492                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1493                         if ((power[i] < 160) && randint0(20)) break;
1494                         if (power[i] < 101) power[i] = 100 + randint1(5);
1495                         mon_odds[i] = power[i];
1496                 }
1497                 if (i == 4) break;
1498         }
1499 }
1500
1501 /*!
1502  * @brief モンスター闘技場のメインルーチン
1503  * @return 賭けを開始したか否か
1504  */
1505 static bool kakutoujou(void)
1506 {
1507         s32b maxbet;
1508         s32b wager;
1509         char out_val[160], tmp_str[80];
1510         cptr p;
1511
1512         if ((turn - old_battle) > TURNS_PER_TICK*250)
1513         {
1514                 battle_monsters();
1515                 old_battle = turn;
1516         }
1517
1518         screen_save();
1519
1520         /* No money */
1521         if (p_ptr->au < 1)
1522         {
1523                 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!"));
1524                 msg_print(NULL);
1525                 screen_load();
1526                 return FALSE;
1527         }
1528         else
1529         {
1530                 int i;
1531
1532                 clear_bldg(4, 10);
1533
1534                 prt(_("モンスター                                                     倍率",
1535                           "Monsters                                                       Odds"), 4, 4);
1536                 for (i=0;i<4;i++)
1537                 {
1538                         char buf[80];
1539                         monster_race *r_ptr = &r_info[battle_mon[i]];
1540
1541                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1542                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1543                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1544                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1545                         prt(buf, 5+i, 1);
1546                 }
1547                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1548                 while(1)
1549                 {
1550                         i = inkey();
1551
1552                         if (i == ESCAPE)
1553                         {
1554                                 screen_load();
1555                                 return FALSE;
1556                         }
1557                         if (i >= '1' && i <= '4')
1558                         {
1559                                 sel_monster = i-'1';
1560                                 battle_odds = mon_odds[sel_monster];
1561                                 break;
1562                         }
1563                         else bell();
1564                 }
1565
1566                 clear_bldg(4,4);
1567                 for (i=0;i<4;i++)
1568                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1569
1570                 maxbet = p_ptr->lev * 200;
1571
1572                 /* We can't bet more than we have */
1573                 maxbet = MIN(maxbet, p_ptr->au);
1574
1575                 /* Get the wager */
1576                 strcpy(out_val, "");
1577                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1578                 /*
1579                  * Use get_string() because we may need more than
1580                  * the s16b value returned by get_quantity().
1581                  */
1582                 if (get_string(tmp_str, out_val, 32))
1583                 {
1584                         /* Strip spaces */
1585                         for (p = out_val; *p == ' '; p++);
1586
1587                         /* Get the wager */
1588                         wager = atol(p);
1589
1590                         if (wager > p_ptr->au)
1591                         {
1592                                 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!"));
1593
1594                                 msg_print(NULL);
1595                                 screen_load();
1596                                 return (FALSE);
1597                         }
1598                         else if (wager > maxbet)
1599                         {
1600                                 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);
1601
1602                                 wager = maxbet;
1603                         }
1604                         else if (wager < 1)
1605                         {
1606                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1607                                 wager = 1;
1608                         }
1609                         msg_print(NULL);
1610                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1611                         kakekin = wager;
1612                         p_ptr->au -= wager;
1613                         reset_tim_flags();
1614
1615                         /* Save the surface floor as saved floor */
1616                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1617
1618                         p_ptr->inside_battle = TRUE;
1619                         p_ptr->leaving = TRUE;
1620
1621                         leave_bldg = TRUE;
1622                         screen_load();
1623
1624                         return (TRUE);
1625                 }
1626         }
1627         screen_load();
1628
1629         return (FALSE);
1630 }
1631
1632 /*!
1633  * @brief 本日の賞金首情報を表示する。
1634  * @return なし
1635  */
1636 static void today_target(void)
1637 {
1638         char buf[160];
1639         monster_race *r_ptr = &r_info[today_mon];
1640
1641         clear_bldg(4,18);
1642         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1643         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1644         c_put_str(TERM_YELLOW, buf, 6, 10);
1645         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"),r_ptr->level * 50 + 100);
1646         prt(buf, 8, 10);
1647         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
1648         prt(buf, 9, 10);
1649         p_ptr->today_mon = today_mon;
1650 }
1651
1652 /*!
1653  * @brief ツチノコの賞金首情報を表示する。
1654  * @return なし
1655  */
1656 static void tsuchinoko(void)
1657 {
1658         clear_bldg(4,18);
1659         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1660         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);
1661         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1662         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1663         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1664 }
1665
1666 /*!
1667  * @brief 通常の賞金首情報を表示する。
1668  * @return なし
1669  */
1670 static void shoukinkubi(void)
1671 {
1672         int i;
1673         int y = 0;
1674
1675         clear_bldg(4,18);
1676         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);
1677         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1678
1679         for (i = 0; i < MAX_KUBI; i++)
1680         {
1681                 byte color;
1682                 cptr done_mark;
1683                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1684
1685                 if (kubi_r_idx[i] > 10000)
1686                 {
1687                         color = TERM_RED;
1688                         done_mark = _("(済)", "(done)");
1689                 }
1690                 else
1691                 {
1692                         color = TERM_WHITE;
1693                         done_mark = "";
1694                 }
1695
1696                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1697
1698                 y = (y+1) % 10;
1699                 if (!y && (i < MAX_KUBI -1))
1700                 {
1701                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1702                         (void)inkey();
1703                         prt("", 0, 0);
1704                         clear_bldg(7,18);
1705                 }
1706         }
1707 }
1708
1709
1710
1711 /*!
1712  * 賞金首の報酬テーブル / List of prize object
1713  */
1714 static struct {
1715         s16b tval; /*!< ベースアイテムのメイン種別ID */
1716         s16b sval; /*!< ベースアイテムのサブ種別ID */
1717 } prize_list[MAX_KUBI] = 
1718 {
1719         {TV_POTION, SV_POTION_CURING},
1720         {TV_POTION, SV_POTION_SPEED},
1721         {TV_POTION, SV_POTION_SPEED},
1722         {TV_POTION, SV_POTION_RESISTANCE},
1723         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1724
1725         {TV_POTION, SV_POTION_HEALING},
1726         {TV_POTION, SV_POTION_RESTORE_MANA},
1727         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1728         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1729         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1730
1731         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1732         {TV_POTION, SV_POTION_STAR_HEALING},
1733         {TV_POTION, SV_POTION_STAR_HEALING},
1734         {TV_POTION, SV_POTION_NEW_LIFE},
1735         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1736
1737         {TV_POTION, SV_POTION_LIFE},
1738         {TV_POTION, SV_POTION_LIFE},
1739         {TV_POTION, SV_POTION_AUGMENTATION},
1740         {TV_POTION, SV_POTION_INVULNERABILITY},
1741         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1742 };
1743
1744 /*!
1745  * @brief 賞金首の引き換え処理 / Get prize
1746  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1747  */
1748 static bool kankin(void)
1749 {
1750         int i, j;
1751         bool change = FALSE;
1752         char o_name[MAX_NLEN];
1753         object_type *o_ptr;
1754
1755         /* Loop for inventory and right/left arm */
1756         for (i = 0; i <= INVEN_LARM; i++)
1757         {
1758                 o_ptr = &inventory[i];
1759
1760                 /* Living Tsuchinoko worthes $1000000 */
1761                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1762                 {
1763                         char buf[MAX_NLEN+20];
1764                         object_desc(o_name, o_ptr, 0);
1765                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1766                         if (get_check(buf))
1767                         {
1768                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1769                                 p_ptr->au += 1000000L * o_ptr->number;
1770                                 p_ptr->redraw |= (PR_GOLD);
1771                                 inven_item_increase(i, -o_ptr->number);
1772                                 inven_item_describe(i);
1773                                 inven_item_optimize(i);
1774                         }
1775                         change = TRUE;
1776                 }
1777         }
1778
1779         for (i = 0; i < INVEN_PACK; i++)
1780         {
1781                 o_ptr = &inventory[i];
1782
1783                 /* Corpse of Tsuchinoko worthes $200000 */
1784                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1785                 {
1786                         char buf[MAX_NLEN+20];
1787                         object_desc(o_name, o_ptr, 0);
1788                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1789                         if (get_check(buf))
1790                         {
1791                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1792                                 p_ptr->au += 200000L * o_ptr->number;
1793                                 p_ptr->redraw |= (PR_GOLD);
1794                                 inven_item_increase(i, -o_ptr->number);
1795                                 inven_item_describe(i);
1796                                 inven_item_optimize(i);
1797                         }
1798                         change = TRUE;
1799                 }
1800         }
1801
1802         for (i = 0; i < INVEN_PACK; i++)
1803         {
1804                 o_ptr = &inventory[i];
1805
1806                 /* Bones of Tsuchinoko worthes $100000 */
1807                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1808                 {
1809                         char buf[MAX_NLEN+20];
1810                         object_desc(o_name, o_ptr, 0);
1811                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1812                         if (get_check(buf))
1813                         {
1814                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1815                                 p_ptr->au += 100000L * o_ptr->number;
1816                                 p_ptr->redraw |= (PR_GOLD);
1817                                 inven_item_increase(i, -o_ptr->number);
1818                                 inven_item_describe(i);
1819                                 inven_item_optimize(i);
1820                         }
1821                         change = TRUE;
1822                 }
1823         }
1824
1825         for (i = 0; i < INVEN_PACK; i++)
1826         {
1827                 o_ptr = &inventory[i];
1828                 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)))
1829                 {
1830                         char buf[MAX_NLEN+20];
1831                         object_desc(o_name, o_ptr, 0);
1832                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1833                         if (get_check(buf))
1834                         {
1835                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1836                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1837                                 p_ptr->redraw |= (PR_GOLD);
1838                                 inven_item_increase(i, -o_ptr->number);
1839                                 inven_item_describe(i);
1840                                 inven_item_optimize(i);
1841                         }
1842                         change = TRUE;
1843                 }
1844         }
1845
1846         for (i = 0; i < INVEN_PACK; i++)
1847         {
1848                 o_ptr = &inventory[i];
1849
1850                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1851                 {
1852                         char buf[MAX_NLEN+20];
1853                         object_desc(o_name, o_ptr, 0);
1854                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1855                         if (get_check(buf))
1856                         {
1857                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1858                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1859                                 p_ptr->redraw |= (PR_GOLD);
1860                                 inven_item_increase(i, -o_ptr->number);
1861                                 inven_item_describe(i);
1862                                 inven_item_optimize(i);
1863                         }
1864                         change = TRUE;
1865                 }
1866         }
1867
1868         for (j = 0; j < MAX_KUBI; j++)
1869         {
1870                 /* Need reverse order --- Positions will be changed in the loop */
1871                 for (i = INVEN_PACK-1; i >= 0; i--)
1872                 {
1873                         o_ptr = &inventory[i];
1874                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1875                         {
1876                                 char buf[MAX_NLEN+20];
1877                                 int num, k, item_new;
1878                                 object_type forge;
1879
1880                                 object_desc(o_name, o_ptr, 0);
1881                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1882                                 if (!get_check(buf)) continue;
1883
1884 #if 0 /* Obsoleted */
1885                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
1886                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1887                                 p_ptr->redraw |= (PR_GOLD);
1888                                 inven_item_increase(i, -o_ptr->number);
1889                                 inven_item_describe(i);
1890                                 inven_item_optimize(i);
1891                                 chg_virtue(V_JUSTICE, 5);
1892                                 kubi_r_idx[j] += 10000;
1893
1894                                 change = TRUE;
1895 #endif /* Obsoleted */
1896
1897                                 /* Hand it first */
1898                                 inven_item_increase(i, -o_ptr->number);
1899                                 inven_item_describe(i);
1900                                 inven_item_optimize(i);
1901
1902                                 chg_virtue(V_JUSTICE, 5);
1903                                 kubi_r_idx[j] += 10000;
1904
1905                                 /* Count number of unique corpses already handed */
1906                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1907                                 {
1908                                         if (kubi_r_idx[k] >= 10000) num++;
1909                                 }
1910                                 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" : ""));
1911
1912                                 /* Prepare to make a prize */
1913                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1914                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1915
1916                                 /* Identify it fully */
1917                                 object_aware(&forge);
1918                                 object_known(&forge);
1919
1920                                 /*
1921                                  * Hand it --- Assume there is an empty slot.
1922                                  * Since a corpse is handed at first,
1923                                  * there is at least one empty slot.
1924                                  */
1925                                 item_new = inven_carry(&forge);
1926
1927                                 /* Describe the object */
1928                                 object_desc(o_name, &forge, 0);
1929                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1930
1931                                 /* Auto-inscription */
1932                                 autopick_alter_item(item_new, FALSE);
1933
1934                                 /* Handle stuff */
1935                                 handle_stuff();
1936
1937                                 change = TRUE;
1938                         }
1939                 }
1940         }
1941
1942         if (!change)
1943         {
1944                 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."));
1945                 msg_print(NULL);
1946                 return FALSE;
1947         }
1948         return TRUE;
1949 }
1950
1951 /*!
1952  * @brief 悪夢の元凶となるモンスターかどうかを返す。
1953  * @param r_idx 判定対象となるモンスターのID
1954  * @return 悪夢の元凶となり得るか否か。
1955  */
1956 bool get_nightmare(int r_idx)
1957 {
1958         monster_race *r_ptr = &r_info[r_idx];
1959
1960         /* Require eldritch horrors */
1961         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
1962
1963         /* Require high level */
1964         if (r_ptr->level <= p_ptr->lev) return (FALSE);
1965
1966         /* Accept this monster */
1967         return (TRUE);
1968 }
1969
1970 /*!
1971  * @brief 宿屋の利用サブルーチン
1972  * @details inn commands\n
1973  * Note that resting for the night was a perfect way to avoid player\n
1974  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1975  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1976  * will not be that useful.  I will keep it in the hopes the player\n
1977  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1978  * Resting at night is also a quick way to restock stores -KMW-\n
1979  * @param cmd 宿屋の利用施設ID
1980  * @return 施設の利用が実際に行われたか否か。
1981  */
1982 static bool inn_comm(int cmd)
1983 {
1984         switch (cmd)
1985         {
1986                 case BACT_FOOD: /* Buy food & drink */
1987                         if (p_ptr->food >= PY_FOOD_FULL)
1988                         {
1989                                 msg_print(_("今は満腹だ。", "You are full now."));
1990                                 return FALSE;
1991                         }
1992                         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."));
1993                         (void)set_food(PY_FOOD_MAX - 1);
1994                         break;
1995
1996                 case BACT_REST: /* Rest for the night */
1997                         if ((p_ptr->poisoned) || (p_ptr->cut))
1998                         {
1999                                 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."));
2000                                 msg_print(NULL);
2001                                 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."));
2002                         }
2003                         else
2004                         {
2005                                 s32b oldturn = turn;
2006                                 int prev_day, prev_hour, prev_min;
2007
2008                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2009                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2010                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2011                                 else
2012                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2013                                 
2014                                 turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
2015                                 if (dungeon_turn < dungeon_turn_limit)
2016                                 {
2017                                         dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK * 250);
2018                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2019                                 }
2020
2021                                 prevent_turn_overflow();
2022
2023                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2024                                 p_ptr->chp = p_ptr->mhp;
2025
2026                                 if (ironman_nightmare)
2027                                 {
2028                                         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."));
2029
2030                                         /* Have some nightmares */
2031                                         while(1)
2032                                         {
2033                                                 sanity_blast(NULL, FALSE);
2034                                                 if (!one_in_(3)) break;
2035                                         }
2036
2037                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2038                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2039                                 }
2040                                 else
2041                                 {
2042                                         set_blind(0);
2043                                         set_confused(0);
2044                                         p_ptr->stun = 0;
2045                                         p_ptr->chp = p_ptr->mhp;
2046                                         p_ptr->csp = p_ptr->msp;
2047                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2048                                         {
2049                                                 int i;
2050                                                 for (i = 0; i < 72; i++)
2051                                                 {
2052                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2053                                                 }
2054                                                 for (; i < 108; i++)
2055                                                 {
2056                                                         p_ptr->magic_num1[i] = 0;
2057                                                 }
2058                                         }
2059
2060                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2061                                         {
2062                                                 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."));
2063                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2064                                         }
2065                                         else
2066                                         {
2067                                                 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."));
2068                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2069                                         }
2070                                 }
2071                         }
2072                         break;
2073
2074                 case BACT_RUMORS: /* Listen for rumors */
2075                         {
2076                                 display_rumor(TRUE);
2077                                 break;
2078                         }
2079         }
2080
2081         return (TRUE);
2082 }
2083
2084
2085 /*!
2086  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2087  * @param questnum クエストのID
2088  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2089  * @return なし
2090  */
2091 static void get_questinfo(int questnum, bool do_init)
2092 {
2093         int     i;
2094         int     old_quest;
2095         char    tmp_str[80];
2096
2097
2098         /* Clear the text */
2099         for (i = 0; i < 10; i++)
2100         {
2101                 quest_text[i][0] = '\0';
2102         }
2103
2104         quest_text_line = 0;
2105
2106         /* Set the quest number temporary */
2107         old_quest = p_ptr->inside_quest;
2108         p_ptr->inside_quest = questnum;
2109
2110         /* Get the quest text */
2111         init_flags = INIT_SHOW_TEXT;
2112         if (do_init) init_flags |= INIT_ASSIGN;
2113
2114         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2115
2116         /* Reset the old quest number */
2117         p_ptr->inside_quest = old_quest;
2118
2119         /* Print the quest info */
2120         sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
2121
2122         prt(tmp_str, 5, 0);
2123
2124         prt(quest[questnum].name, 7, 0);
2125
2126         for (i = 0; i < 10; i++)
2127         {
2128                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2129         }
2130 }
2131
2132 /*!
2133  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2134  * @return なし
2135  */
2136 static void castle_quest(void)
2137 {
2138         int             q_index = 0;
2139         monster_race    *r_ptr;
2140         quest_type      *q_ptr;
2141         cptr            name;
2142
2143
2144         clear_bldg(4, 18);
2145
2146         /* Current quest of the building */
2147         q_index = cave[p_ptr->y][p_ptr->x].special;
2148
2149         /* Is there a quest available at the building? */
2150         if (!q_index)
2151         {
2152                 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);
2153                 return;
2154         }
2155
2156         q_ptr = &quest[q_index];
2157
2158         /* Quest is completed */
2159         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2160         {
2161                 /* Rewarded quest */
2162                 q_ptr->status = QUEST_STATUS_REWARDED;
2163
2164                 get_questinfo(q_index, FALSE);
2165
2166                 reinit_wilderness = TRUE;
2167         }
2168         /* Failed quest */
2169         else if (q_ptr->status == QUEST_STATUS_FAILED)
2170         {
2171                 get_questinfo(q_index, FALSE);
2172
2173                 /* Mark quest as done (but failed) */
2174                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2175
2176                 reinit_wilderness = TRUE;
2177         }
2178         /* Quest is still unfinished */
2179         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2180         {
2181                 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);
2182                 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);
2183                 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);
2184         }
2185         /* No quest yet */
2186         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2187         {
2188                 q_ptr->status = QUEST_STATUS_TAKEN;
2189
2190                 reinit_wilderness = TRUE;
2191
2192                 /* Assign a new quest */
2193                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2194                 {
2195                         if (q_ptr->r_idx == 0)
2196                         {
2197                                 /* Random monster at least 5 - 10 levels out of deep */
2198                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2199                         }
2200
2201                         r_ptr = &r_info[q_ptr->r_idx];
2202
2203                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2204                         {
2205                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2206                                 r_ptr = &r_info[q_ptr->r_idx];
2207                         }
2208
2209                         if (q_ptr->max_num == 0)
2210                         {
2211                                 /* Random monster number */
2212                                 if (randint1(10) > 7)
2213                                         q_ptr->max_num = 1;
2214                                 else
2215                                         q_ptr->max_num = randint1(3) + 1;
2216                         }
2217
2218                         q_ptr->cur_num = 0;
2219                         name = (r_name + r_ptr->name);
2220                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2221                 }
2222                 else
2223                 {
2224                         get_questinfo(q_index, TRUE);
2225                 }
2226         }
2227 }
2228
2229
2230 /*!
2231  * @brief 町に関するヘルプを表示する / Display town history
2232  * @return なし
2233  */
2234 static void town_history(void)
2235 {
2236         /* Save screen */
2237         screen_save();
2238
2239         /* Peruse the building help file */
2240         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2241
2242         /* Load screen */
2243         screen_load();
2244 }
2245
2246 /*!
2247  * @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
2248  * @param plus_ammo 矢弾のダメージ修正
2249  * @param plus_bow 弓のダメージ修正
2250  * @return ダメージ期待値
2251  * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
2252  */
2253 s16b calc_crit_ratio_shot(int plus_ammo, int plus_bow)
2254 {
2255         int i;
2256         object_type *j_ptr =  &inventory[INVEN_BOW];
2257         
2258         /* Extract "shot" power */
2259         i = p_ptr->to_h_b + plus_ammo;
2260         
2261         if (p_ptr->tval_ammo == TV_BOLT)
2262                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2263         else
2264                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2265
2266         /* Snipers can shot more critically with crossbows */
2267         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2268         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2269         
2270         /* Good bow makes more critical */
2271         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2272         
2273         if (i < 0) i = 0;
2274         
2275         return i;
2276 }
2277
2278 /*!
2279  * @brief 射撃時クリティカルによるダメージ期待値修正計算(重量依存部分) / critical happens at i / 10000
2280  * @param weight 武器の重量
2281  * @param plus_ammo 矢弾のダメージ修正
2282  * @param plus_bow 弓のダメージ修正
2283  * @param dam 基本ダメージ量
2284  * @return ダメージ期待値
2285  */
2286 s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow,  int dam)
2287 {
2288         u32b num;
2289         int i, k, crit;
2290         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2291         
2292         k = 0;
2293         num = 0;
2294         
2295         crit = MIN(500, 900/weight);
2296         num += dam * 3 /2 * crit;
2297         k = crit;
2298         
2299         crit = MIN(500, 1350/weight);
2300         crit -= k;
2301         num += dam * 2 * crit;
2302         k += crit;
2303         
2304         if(k < 500)
2305         {
2306                 crit = 500 - k;
2307                 num += dam * 3 * crit;
2308         }
2309         
2310         num /= 500;
2311         
2312         num *= i;
2313         num += (10000 - i) * dam;
2314         num /= 10000;
2315         
2316         return num;
2317 }
2318
2319 /*!
2320  * @brief 攻撃時クリティカルによるダメージ期待値修正計算(重量と毒針処理) / critical happens at i / 10000
2321  * @param weight 武器の重量
2322  * @param plus 武器のダメージ修正
2323  * @param dam 基本ダメージ
2324  * @param meichuu 命中値
2325  * @param dokubari 毒針処理か否か
2326  * @return ダメージ期待値
2327  */
2328 s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
2329 {
2330         u32b k, num;
2331         int i;
2332         
2333         if(dokubari) return dam;
2334         
2335         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2336         if (i < 0) i = 0;
2337         
2338         k = weight;
2339         num = 0;
2340         
2341         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2342         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2343         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2344         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2345         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2346         
2347         num /= 650;
2348         if(p_ptr->pclass == CLASS_NINJA)
2349         {
2350                 num *= i;
2351                 num += (4444 - i) * dam;
2352                 num /= 4444;
2353         }
2354         else
2355         {
2356                 num *= i;
2357                 num += (5000 - i) * dam;
2358                 num /= 5000;
2359         }
2360         
2361         return num;
2362 }
2363
2364 /*!
2365  * @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
2366  * @param dam 基本ダメージ
2367  * @param mult スレイ倍率(掛け算部分)
2368  * @param div スレイ倍率(割り算部分)
2369  * @param force 理力特別計算フラグ
2370  * @return ダメージ期待値
2371  */
2372 static s16b calc_slaydam(int dam, int mult, int div, bool force)
2373 {
2374         int tmp;
2375         if(force)
2376         {
2377                 tmp = dam * 60;
2378                 tmp *= mult * 3;
2379                 tmp /= div * 2;
2380                 tmp += dam * 60 * 2;
2381                 tmp /= 60;
2382         }
2383         else
2384         {
2385                 tmp = dam * 60;
2386                 tmp *= mult; 
2387                 tmp /= div;
2388                 tmp /= 60;
2389         }
2390         return tmp;
2391 }
2392
2393 /*!
2394  * @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)
2395  * @param dam 基本ダメージ
2396  * @param mult スレイ倍率(掛け算部分)
2397  * @param div スレイ倍率(割り算部分)
2398  * @param force 理力特別計算フラグ
2399  * @param weight 重量
2400  * @param plus 武器ダメージ修正
2401  * @param meichuu 命中値
2402  * @param dokubari 毒針処理か否か
2403  * @param vorpal_mult 切れ味倍率(掛け算部分)
2404  * @param vorpal_div 切れ味倍率(割り算部分)
2405  * @return ダメージ期待値
2406  */
2407 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2408 {
2409         dam = calc_slaydam(dam, mult, div, force);
2410         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2411         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2412         return dam;
2413 }
2414
2415
2416 /*!
2417  * @brief 武器の各条件毎のダメージ期待値を表示する。
2418  * @param r 表示行
2419  * @param c 表示列
2420  * @param mindice ダイス部分最小値
2421  * @param maxdice ダイス部分最大値
2422  * @param blows 攻撃回数
2423  * @param dam_bonus ダメージ修正値
2424  * @param attr 条件内容
2425  * @param color 条件内容の表示色
2426  * @details
2427  * Display the damage figure of an object\n
2428  * (used by compare_weapon_aux)\n
2429  * \n
2430  * Only accurate for the current weapon, because it includes\n
2431  * the current +dam of the player.\n
2432  * @return なし
2433  */
2434 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2435 {
2436         char tmp_str[80];
2437         int mindam, maxdam;
2438         
2439         mindam = blows * (mindice + dam_bonus);
2440         maxdam = blows * (maxdice + dam_bonus);
2441
2442         /* Print the intro text */
2443         c_put_str(color, attr, r, c);
2444
2445         /* Calculate the min and max damage figures */
2446         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2447         
2448         /* Print the damage */
2449         put_str(tmp_str, r, c + 8);
2450 }
2451
2452
2453 /*!
2454  * @brief 武器一つ毎のダメージ情報を表示する。
2455  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2456  * @param col 表示する行の上端
2457  * @param r 表示する列の左端
2458  * @details
2459  * Show the damage figures for the various monster types\n
2460  * \n
2461  * Only accurate for the current weapon, because it includes\n
2462  * the current number of blows for the player.\n
2463  * @return なし
2464  */
2465 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2466 {
2467         u32b flgs[TR_FLAG_SIZE];
2468         int blow = p_ptr->num_blow[0];
2469         bool force = FALSE;
2470         bool dokubari = FALSE;
2471         
2472         /* Effective dices */
2473         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2474         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2475         
2476         int mindice = eff_dd;
2477         int maxdice = eff_ds * eff_dd;
2478         int mindam = 0;
2479         int maxdam = 0;
2480         int vorpal_mult = 1;
2481         int vorpal_div = 1;
2482         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2483         
2484
2485         /* Get the flags of the weapon */
2486         object_flags(o_ptr, flgs);
2487         
2488         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2489         
2490         
2491         /* Show Critical Damage*/
2492         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2493         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2494         
2495         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2496
2497         
2498         /* Vorpal Hit*/
2499         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2500         {
2501                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2502                 {
2503                         vorpal_mult = 5;
2504                         vorpal_div = 3;
2505                 }
2506                 else
2507                 {
2508                         vorpal_mult = 11;
2509                         vorpal_div = 9;
2510                 }
2511                 
2512                 mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2513                 maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2514                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2515         }       
2516         
2517         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2518         {
2519                 force = TRUE;
2520                 
2521                 mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2522                 maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2523                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2524         }
2525                 
2526         /* Print the relevant lines */
2527         if (have_flag(flgs, TR_KILL_ANIMAL))
2528         {
2529                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2530                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2531                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2532         }
2533         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2534         {
2535                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2536                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2537                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2538         }
2539         if (have_flag(flgs, TR_KILL_EVIL))
2540         {       
2541                 mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2542                 maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2543                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2544         }
2545         else if (have_flag(flgs, TR_SLAY_EVIL))
2546         {       
2547                 mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2548                 maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);         
2549                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2550         }
2551         if (have_flag(flgs, TR_KILL_HUMAN))
2552         {       
2553                 mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2554                 maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2555                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2556         }
2557         else if (have_flag(flgs, TR_SLAY_HUMAN))
2558         {       
2559                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2560                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2561                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2562         }
2563         if (have_flag(flgs, TR_KILL_UNDEAD))
2564         {
2565                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2566                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2567                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2568         }
2569         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2570         {
2571                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2572                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2573                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2574         }
2575         if (have_flag(flgs, TR_KILL_DEMON))
2576         {       
2577                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2578                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2579                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2580         }
2581         else if (have_flag(flgs, TR_SLAY_DEMON))
2582         {       
2583                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2584                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2585                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2586         }
2587         if (have_flag(flgs, TR_KILL_ORC))
2588         {
2589                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2590                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2591                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2592         }
2593         else if (have_flag(flgs, TR_SLAY_ORC))
2594         {
2595                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2596                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2597                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2598         }
2599         if (have_flag(flgs, TR_KILL_TROLL))
2600         {
2601                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2602                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2603                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2604         }
2605         else if (have_flag(flgs, TR_SLAY_TROLL))
2606         {
2607                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2608                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2609                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2610         }
2611         if (have_flag(flgs, TR_KILL_GIANT))
2612         {
2613                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2614                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2615                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2616         }
2617         else if (have_flag(flgs, TR_SLAY_GIANT))
2618         {
2619                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2620                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2621                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2622         }
2623         if (have_flag(flgs, TR_KILL_DRAGON))
2624         {
2625                 mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2626                 maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2627                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2628         }
2629         else if (have_flag(flgs, TR_SLAY_DRAGON))
2630         {               
2631                 mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2632                 maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2633                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2634         }
2635         if (have_flag(flgs, TR_BRAND_ACID))
2636         {
2637                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2638                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2639                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2640         }
2641         if (have_flag(flgs, TR_BRAND_ELEC))
2642         {
2643                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2644                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2645                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2646         }
2647         if (have_flag(flgs, TR_BRAND_FIRE))
2648         {
2649                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2650                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2651                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2652         }
2653         if (have_flag(flgs, TR_BRAND_COLD))
2654         {
2655                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2656                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2657                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2658         }
2659         if (have_flag(flgs, TR_BRAND_POIS))
2660         {
2661                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2662                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2663                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2664         }
2665 }
2666
2667 /*!
2668  * @brief モンスターへの命中率の計算
2669  * @param to_h 命中値
2670  * @param ac 敵AC
2671  * @return なし
2672  */
2673 static int hit_chance(int to_h, int ac)
2674 {
2675         int chance = 0;
2676         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2677
2678         if (meichuu <= 0) return 5;
2679
2680         chance = 100 - ((ac * 75) / meichuu);
2681
2682         if (chance > 95) chance = 95;
2683         if (chance < 5) chance = 5;
2684         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2685                 chance = (chance*19+9)/20;
2686         return chance;
2687 }
2688
2689 /*!
2690  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2691  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2692  * @param row 表示する列の左端
2693  * @param col 表示する行の上端
2694  * @details
2695  * Displays all info about a weapon
2696  *
2697  * Only accurate for the current weapon, because it includes
2698  * various info about the player's +to_dam and number of blows.
2699  * @return なし
2700  */
2701 static void list_weapon(object_type *o_ptr, int row, int col)
2702 {
2703         char o_name[MAX_NLEN];
2704         char tmp_str[80];
2705
2706         /* Effective dices */
2707         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2708         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2709
2710         /* Print the weapon name */
2711         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2712         c_put_str(TERM_YELLOW, o_name, row, col);
2713
2714         /* Print the player's number of blows */
2715         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2716         put_str(tmp_str, row+1, col);
2717
2718         /* Print to_hit and to_dam of the weapon */
2719         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2720         put_str(tmp_str, row+2, col);
2721
2722         /* Print the weapons base damage dice */
2723         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2724                                 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2725                                 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2726         put_str(tmp_str, row+3, col);
2727         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2728
2729         /* Damage for one blow (if it hits) */
2730         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2731             eff_dd + o_ptr->to_d + p_ptr->to_d[0],
2732             eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
2733         put_str(tmp_str, row+6, col+1);
2734
2735         /* Damage for the complete attack (if all blows hit) */
2736         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2737             p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2738             p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2739         put_str(tmp_str, row+7, col+1);
2740 }
2741
2742
2743 /*!
2744  * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2745  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2746  * @return 対象になるならTRUEを返す。
2747  */
2748 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
2749 {
2750         switch (o_ptr->tval)
2751         {
2752                 case TV_HAFTED:
2753                 case TV_POLEARM:
2754                 case TV_DIGGING:
2755                 {
2756                         return (TRUE);
2757                 }
2758                 case TV_SWORD:
2759                 {
2760                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2761                 }
2762         }
2763
2764         return (FALSE);
2765 }
2766
2767
2768 /*!
2769  * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2770  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2771  * @return 対象になるならTRUEを返す。
2772  */
2773 static bool item_tester_hook_ammo(object_type *o_ptr)
2774 {
2775         switch (o_ptr->tval)
2776         {
2777                 case TV_SHOT:
2778                 case TV_ARROW:
2779                 case TV_BOLT:
2780                 {
2781                         return (TRUE);
2782                 }
2783         }
2784
2785         return (FALSE);
2786 }
2787
2788
2789 /*!
2790  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2791  * @details 
2792  * Copies the weapons to compare into the weapon-slot and\n
2793  * compares the values for both weapons.\n
2794  * 武器1つだけで比較をしないなら費用は半額になる。
2795  * @param bcost 基本鑑定費用
2796  * @return 最終的にかかった費用
2797  */
2798 static int compare_weapons(int bcost)
2799 {
2800         int i, n;
2801         int item, item2;
2802         object_type *o_ptr[2];
2803         object_type orig_weapon;
2804         object_type *i_ptr;
2805         cptr q, s;
2806         int row = 2;
2807         int wid = 38, mgn = 2;
2808         bool old_character_xtra = character_xtra;
2809         char ch;
2810         int total = 0;
2811         int cost = 0; /* First time no price */
2812
2813         /* Save the screen */
2814         screen_save();
2815
2816         /* Clear the screen */
2817         clear_bldg(0, 22);
2818
2819         /* Store copy of original wielded weapon */
2820         i_ptr = &inventory[INVEN_RARM];
2821         object_copy(&orig_weapon, i_ptr);
2822
2823         /* Only compare melee weapons */
2824         item_tester_no_ryoute = TRUE;
2825         item_tester_hook = item_tester_hook_melee_weapon;
2826
2827         /* Get the first weapon */
2828         q = _("第一の武器は?", "What is your first weapon? ");
2829         s = _("比べるものがありません。", "You have nothing to compare.");
2830
2831         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2832         {
2833                 screen_load();
2834                 return (0);
2835         }
2836
2837         /* Get the item (in the pack) */
2838         o_ptr[0] = &inventory[item];
2839         n = 1;
2840         total = bcost;
2841
2842         while (TRUE)
2843         {
2844                 /* Clear the screen */
2845                 clear_bldg(0, 22);
2846
2847                 /* Only compare melee weapons */
2848                 item_tester_no_ryoute = TRUE;
2849                 item_tester_hook = item_tester_hook_melee_weapon;
2850
2851                 /* Hack -- prevent "icky" message */
2852                 character_xtra = TRUE;
2853
2854                 /* Diaplay selected weapon's infomation */
2855                 for (i = 0; i < n; i++)
2856                 {
2857                         int col = (wid * i + mgn);
2858
2859                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2860                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2861
2862                         /* Get the new values */
2863                         calc_bonuses();
2864
2865                         /* List the new values */
2866                         list_weapon(o_ptr[i], row, col);
2867                         compare_weapon_aux(o_ptr[i], col, row + 8);
2868
2869                         /* Copy back the original weapon into the weapon slot */
2870                         object_copy(i_ptr, &orig_weapon);
2871                 }
2872
2873                 /* Reset the values for the old weapon */
2874                 calc_bonuses();
2875
2876                 character_xtra = old_character_xtra;
2877
2878 #ifdef JP
2879                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2880                 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);
2881                 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);
2882 #else
2883                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2884                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2885                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2886 #endif
2887
2888                 flush();
2889                 ch = inkey();
2890
2891                 if (ch == 's')
2892                 {
2893                         if (total + cost > p_ptr->au)
2894                         {
2895                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2896                                 msg_print(NULL);
2897                                 continue;
2898                         }
2899
2900                         q = _("第二の武器は?", "What is your second weapon? ");
2901                         s = _("比べるものがありません。", "You have nothing to compare.");
2902
2903                         /* Get the second weapon */
2904                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2905
2906                         total += cost;
2907                         cost = bcost / 2;
2908
2909                         /* Get the item (in the pack) */
2910                         o_ptr[1] = &inventory[item2];
2911                         n = 2;
2912                 }
2913                 else
2914                 {
2915                         break;
2916                 }
2917         }
2918
2919         /* Restore the screen */
2920         screen_load();
2921
2922         /* Done */
2923         return (total);
2924 }
2925
2926
2927 /*!
2928  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2929  * @details 
2930  * Calculate and display the dodge-rate and the protection-rate
2931  * based on AC
2932  * @param iAC プレイヤーのAC。
2933  * @return 常にTRUEを返す。
2934  */
2935 static bool eval_ac(int iAC)
2936 {
2937 #ifdef JP
2938         const char memo[] =
2939                 "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"
2940                 "何パーセント軽減するかを示します。\n"
2941                 "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"
2942                 "に対してのみ効果があります。\n \n"
2943                 "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"
2944                 "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"
2945                 "敵のレベルとあなたのACによって決定されます。\n \n"
2946                 "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"
2947                 "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";
2948 #else
2949         const char memo[] =
2950                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2951                 "Note that the Protection rate is effective only against normal "
2952                 "'attack' and 'shatter' type melee attacks, "
2953                 "and has no effect against any other types such as 'poison'.\n \n"
2954                 "'Dodge Rate' indicates the success rate on dodging the "
2955                 "monster's melee attacks.  "
2956                 "It is depend on the level of the monster and your AC.\n \n"
2957                 "'Average Damage' indicates the expected amount of damage "
2958                 "when you are attacked by normal melee attacks with power=100.";
2959 #endif
2960
2961         int protection;
2962         int col, row = 2;
2963         int lvl;
2964         char buf[80*20], *t;
2965
2966         /* AC lower than zero has no effect */
2967         if (iAC < 0) iAC = 0;
2968
2969         /* ダメージ軽減率を計算 */
2970         protection = 100 * MIN(iAC, 150) / 250;
2971
2972         screen_save();
2973         clear_bldg(0, 22);
2974
2975 #ifdef JP
2976         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2977         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
2978         row++;
2979
2980         put_str("敵のレベル      :", row + 0, 0);
2981         put_str("回避率          :", row + 1, 0);
2982         put_str("ダメージ期待値  :", row + 2, 0);
2983 #else
2984         put_str(format("Your current AC : %3d", iAC), row++, 0);
2985         put_str(format("Protection rate : %3d%%", protection), row++, 0);
2986         row++;
2987
2988         put_str("Level of Monster:", row + 0, 0);
2989         put_str("Dodge Rate      :", row + 1, 0);
2990         put_str("Average Damage  :", row + 2, 0);
2991 #endif
2992     
2993         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2994         {
2995                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2996                 int dodge;   /* 回避率(%) */
2997                 int average; /* ダメージ期待値 */
2998
2999                 put_str(format("%3d", lvl), row + 0, col);
3000
3001                 /* 回避率を計算 */
3002                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3003                 put_str(format("%3d%%", dodge), row + 1, col);
3004
3005                 /* 100点の攻撃に対してのダメージ期待値を計算 */
3006                 average = (100 - dodge) * (100 - protection) / 100;
3007                 put_str(format("%3d", average), row + 2, col);
3008         }
3009
3010         /* Display note */
3011         roff_to_buf(memo, 70, buf, sizeof(buf));
3012         for (t = buf; t[0]; t += strlen(t) + 1)
3013                 put_str(t, (row++) + 4, 4);
3014
3015 #ifdef JP
3016         prt("現在のあなたの装備からすると、あなたの防御力は"
3017                    "これくらいです:", 0, 0);
3018 #else
3019         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3020 #endif
3021   
3022         flush();
3023         (void)inkey();
3024         screen_load();
3025
3026         /* Done */
3027         return (TRUE);
3028 }
3029
3030
3031 /*!
3032  * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
3033  * @param o_ptr オブジェクトの構造体の参照ポインタ。
3034  * @return 修復対象になるならTRUEを返す。
3035  */
3036 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
3037 {
3038         if (o_ptr->tval != TV_SWORD) return FALSE;
3039
3040         switch (o_ptr->sval)
3041         {
3042         case SV_BROKEN_DAGGER:
3043         case SV_BROKEN_SWORD:
3044                 return TRUE;
3045         }
3046
3047         return FALSE;
3048 }
3049
3050 /*!
3051  * @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。
3052  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3053  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3054  * @return 修復対象になるならTRUEを返す。
3055  */
3056 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3057 {
3058         int i, n = 0;
3059         int cand[TR_FLAG_MAX];
3060         u32b to_flgs[TR_FLAG_SIZE];
3061         u32b from_flgs[TR_FLAG_SIZE];
3062
3063         object_flags(to_ptr, to_flgs);
3064         object_flags(from_ptr, from_flgs);
3065
3066         for (i = 0; i < TR_FLAG_MAX; i++)
3067         {
3068                 switch (i)
3069                 {
3070                 case TR_IGNORE_ACID:
3071                 case TR_IGNORE_ELEC:
3072                 case TR_IGNORE_FIRE:
3073                 case TR_IGNORE_COLD:
3074                 case TR_ACTIVATE:
3075                 case TR_RIDING:
3076                 case TR_THROW:
3077                 case TR_SHOW_MODS:
3078                 case TR_HIDE_TYPE:
3079                 case TR_ES_ATTACK:
3080                 case TR_ES_AC:
3081                 case TR_FULL_NAME:
3082                 case TR_FIXED_FLAVOR:
3083                         break;
3084                 default:
3085                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3086                         {
3087                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3088                         }
3089                 }
3090         }
3091
3092         if (n > 0)
3093         {
3094                 int bmax;
3095                 int tr_idx = cand[randint0(n)];
3096                 add_flag(to_ptr->art_flags, tr_idx);
3097                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3098                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3099                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3100                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3101         }
3102
3103         return;
3104 }
3105
3106 /*!
3107  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3108  * @param bcost 基本鑑定費用
3109  * @return 実際にかかった費用
3110  */
3111 static int repair_broken_weapon_aux(int bcost)
3112 {
3113         s32b cost;
3114         int item, mater;
3115         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3116         object_kind *k_ptr;
3117         int i, k_idx, dd_bonus, ds_bonus;
3118         char basenm[MAX_NLEN];
3119         cptr q, s; /* For get_item prompt */
3120         int row = 7;
3121
3122         /* Clear screen */
3123         clear_bldg(0, 22);
3124
3125         /* Notice */
3126         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);
3127         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);
3128
3129         /* Get an item */
3130         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3131         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3132
3133         /* Only forge broken weapons */
3134         item_tester_hook = item_tester_hook_broken_weapon;
3135
3136         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3137
3138         /* Get the item (in the pack) */
3139         o_ptr = &inventory[item];
3140
3141         /* It is worthless */
3142         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3143         {
3144                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3145                 return (0);
3146         }
3147
3148         /* They are too many */
3149         if (o_ptr->number > 1)
3150         {
3151                 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!"));
3152                 return (0);
3153         }
3154
3155         /* Display item name */
3156         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3157         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3158
3159         /* Get an item */
3160         q = _("材料となる武器は?", "Which weapon for material? ");
3161         s = _("材料となる武器がありません。", "You have no material to repair.");
3162
3163         /* Only forge broken weapons */
3164         item_tester_hook = item_tester_hook_melee_weapon;
3165
3166         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3167         if (mater == item)
3168         {
3169                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3170                 return (0);
3171         }
3172
3173         /* Get the item (in the pack) */
3174         mo_ptr = &inventory[mater];
3175
3176         /* Display item name */
3177         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3178         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3179
3180         /* Get the value of one of the items (except curses) */
3181         cost = bcost + object_value_real(o_ptr) * 2;
3182
3183         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);
3184
3185         /* Check if the player has enough money */
3186         if (p_ptr->au < cost)
3187         {
3188                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3189                 msg_format(_("%sを修復するだけのゴールドがありません!",
3190                         "You do not have the gold to repair %s!"), basenm);
3191                 msg_print(NULL);
3192                 return (0);
3193         }
3194
3195         if (o_ptr->sval == SV_BROKEN_DAGGER)
3196         {
3197                 int i, n = 1;
3198
3199                 /* Suppress compiler warning */
3200                 k_idx = 0;
3201
3202                 for (i = 1; i < max_k_idx; i++)
3203                 {
3204                         object_kind *k_ptr = &k_info[i];
3205
3206                         if (k_ptr->tval != TV_SWORD) continue;
3207                         if ((k_ptr->sval == SV_BROKEN_DAGGER) ||
3208                                 (k_ptr->sval == SV_BROKEN_SWORD) ||
3209                                 (k_ptr->sval == SV_DOKUBARI)) continue;
3210                         if (k_ptr->weight > 99) continue;
3211
3212                         if (one_in_(n)) 
3213                         {
3214                                 k_idx = i;
3215                                 n++;
3216                         }
3217                 }
3218         }
3219         else /* TV_BROKEN_SWORD */
3220         {
3221                 /* Repair to a sword or sometimes material's type weapon */
3222                 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3223
3224                 while(1)
3225                 {
3226                         object_kind *ck_ptr;
3227
3228                         k_idx = lookup_kind(tval, SV_ANY);
3229                         ck_ptr = &k_info[k_idx];
3230
3231                         if (tval == TV_SWORD)
3232                         {
3233                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3234                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3235                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3236                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3237                         }
3238                         if (tval == TV_POLEARM)
3239                         {
3240                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3241                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3242                         }
3243                         if (tval == TV_HAFTED)
3244                         {
3245                                 if ((ck_ptr->sval == SV_GROND) ||
3246                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3247                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3248                         }
3249
3250                         break;
3251                 }
3252         }
3253
3254         /* Calculate dice bonuses */
3255         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3256         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3257         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3258         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3259
3260         /* Change base object */
3261         k_ptr = &k_info[k_idx];
3262         o_ptr->k_idx = k_idx;
3263         o_ptr->weight = k_ptr->weight;
3264         o_ptr->tval = k_ptr->tval;
3265         o_ptr->sval = k_ptr->sval;
3266         o_ptr->dd = k_ptr->dd;
3267         o_ptr->ds = k_ptr->ds;
3268
3269         /* Copy base object's ability */
3270         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3271         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3272         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
3273
3274         /* Dice up */
3275         if (dd_bonus > 0)
3276         {
3277                 o_ptr->dd++;
3278                 for (i = 0; i < dd_bonus; i++)
3279                 {
3280                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3281                 }
3282         }
3283         if (ds_bonus > 0)
3284         {
3285                 o_ptr->ds++;
3286                 for (i = 0; i < ds_bonus; i++)
3287                 {
3288                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3289                 }
3290         }
3291
3292         /* */
3293         if (have_flag(k_ptr->flags, TR_BLOWS))
3294         {
3295                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3296                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3297         }
3298
3299         /* Add one random ability from material weapon */
3300         give_one_ability_of_object(o_ptr, mo_ptr);
3301
3302         /* Add to-dam, to-hit and to-ac from material weapon */
3303         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3304         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3305         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3306
3307         if ((o_ptr->name1 == ART_NARSIL) ||
3308                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3309                 (object_is_ego(o_ptr) && one_in_(7)))
3310         {
3311                 /* Forge it */
3312                 if (object_is_ego(o_ptr))
3313                 {
3314                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3315                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3316                 }
3317
3318                 /* Add one random ability from material weapon */
3319                 give_one_ability_of_object(o_ptr, mo_ptr);
3320
3321                 /* Add one random activation */
3322                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3323
3324                 /* Narsil */
3325                 if (o_ptr->name1 == ART_NARSIL)
3326                 {
3327                         one_high_resistance(o_ptr);
3328                         one_ability(o_ptr);
3329                 }
3330
3331                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3332         }
3333
3334         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3335 #ifdef JP
3336         msg_format("$%dで%sに修復しました。", cost, basenm);
3337 #else
3338         msg_format("Repaired into %s for %d gold.", basenm, cost);
3339 #endif
3340         msg_print(NULL);
3341
3342         /* Remove BROKEN flag */
3343         o_ptr->ident &= ~(IDENT_BROKEN);
3344
3345         /* Add repaired flag */
3346         o_ptr->discount = 99;
3347
3348         /* Decrease material object */
3349         inven_item_increase(mater, -1);
3350         inven_item_optimize(mater);
3351
3352         /* Copyback */
3353         p_ptr->update |= PU_BONUS;
3354         handle_stuff();
3355
3356         /* Something happened */
3357         return (cost);
3358 }
3359
3360 /*!
3361  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3362  * @param bcost 基本鑑定費用
3363  * @return 実際にかかった費用
3364  */
3365 static int repair_broken_weapon(int bcost)
3366 {
3367         int cost;
3368
3369         screen_save();
3370         cost = repair_broken_weapon_aux(bcost);
3371         screen_load();
3372         return cost;
3373 }
3374
3375
3376 /*!
3377  * @brief アイテムの強化を行う。 / Enchant item
3378  * @param cost 1回毎の費用
3379  * @param to_hit 命中をアップさせる量
3380  * @param to_dam ダメージをアップさせる量
3381  * @param to_ac ACをアップさせる量
3382  * @return 実際にかかった費用
3383  */
3384 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3385 {
3386         int         i, item;
3387         bool        okay = FALSE;
3388         object_type *o_ptr;
3389         cptr        q, s;
3390         int         maxenchant = (p_ptr->lev / 5);
3391         char        tmp_str[MAX_NLEN];
3392
3393         clear_bldg(4, 18);
3394 #ifdef JP
3395         prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3396         prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3397 #else
3398         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3399         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3400 #endif
3401
3402         item_tester_no_ryoute = TRUE;
3403
3404         /* Get an item */
3405         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3406         s = _("改良できるものがありません。", "You have nothing to improve.");
3407
3408         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3409
3410         /* Get the item (in the pack) */
3411         o_ptr = &inventory[item];
3412
3413         /* Check if the player has enough money */
3414         if (p_ptr->au < (cost * o_ptr->number))
3415         {
3416                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3417                 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);
3418                 return (FALSE);
3419         }
3420
3421         /* Enchant to hit */
3422         for (i = 0; i < to_hit; i++)
3423         {
3424                 if (o_ptr->to_h < maxenchant)
3425                 {
3426                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3427                         {
3428                                 okay = TRUE;
3429                                 break;
3430                         }
3431                 }
3432         }
3433
3434         /* Enchant to damage */
3435         for (i = 0; i < to_dam; i++)
3436         {
3437                 if (o_ptr->to_d < maxenchant)
3438                 {
3439                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3440                         {
3441                                 okay = TRUE;
3442                                 break;
3443                         }
3444                 }
3445         }
3446
3447         /* Enchant to AC */
3448         for (i = 0; i < to_ac; i++)
3449         {
3450                 if (o_ptr->to_a < maxenchant)
3451                 {
3452                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3453                         {
3454                                 okay = TRUE;
3455                                 break;
3456                         }
3457                 }
3458         }
3459
3460         /* Failure */
3461         if (!okay)
3462         {
3463                 /* Flush */
3464                 if (flush_failure) flush();
3465
3466                 /* Message */
3467                 msg_print(_("改良に失敗した。", "The improvement failed."));
3468
3469                 return (FALSE);
3470         }
3471         else
3472         {
3473                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3474 #ifdef JP
3475                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3476 #else
3477                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3478 #endif
3479
3480                 /* Charge the money */
3481                 p_ptr->au -= (cost * o_ptr->number);
3482
3483                 if (item >= INVEN_RARM) calc_android_exp();
3484
3485                 /* Something happened */
3486                 return (TRUE);
3487         }
3488 }
3489
3490
3491 /*!
3492  * @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
3493  * @details
3494  * The player can select the number of charges to add\n
3495  * (up to a limit), and the recharge never fails.\n
3496  *\n
3497  * The cost for rods depends on the level of the rod. The prices\n
3498  * for recharging wands and staves are dependent on the cost of\n
3499  * the base-item.\n
3500  * @return なし
3501  */
3502 static void building_recharge(void)
3503 {
3504         int         item, lev;
3505         object_type *o_ptr;
3506         object_kind *k_ptr;
3507         cptr        q, s;
3508         int         price;
3509         int         charges;
3510         int         max_charges;
3511         char        tmp_str[MAX_NLEN];
3512
3513         msg_flag = FALSE;
3514
3515         /* Display some info */
3516         clear_bldg(4, 18);
3517         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);
3518
3519
3520         /* Only accept legal items */
3521         item_tester_hook = item_tester_hook_recharge;
3522
3523         /* Get an item */
3524         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3525         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3526         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3527
3528         /* Get the item (in the pack) */
3529         if (item >= 0)
3530         {
3531                 o_ptr = &inventory[item];
3532         }
3533
3534         /* Get the item (on the floor) */
3535         else
3536         {
3537                 o_ptr = &o_list[0 - item];
3538         }
3539
3540         k_ptr = &k_info[o_ptr->k_idx];
3541
3542         /*
3543          * We don't want to give the player free info about
3544          * the level of the item or the number of charges.
3545          */
3546         /* The item must be "known" */
3547         if (!object_is_known(o_ptr))
3548         {
3549                 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!"));
3550                 msg_print(NULL);
3551
3552                 if ((p_ptr->au >= 50) &&
3553                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3554
3555                 {
3556                         /* Pay the price */
3557                         p_ptr->au -= 50;
3558
3559                         /* Identify it */
3560                         identify_item(o_ptr);
3561
3562                         /* Description */
3563                         object_desc(tmp_str, o_ptr, 0);
3564                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3565
3566                         /* Auto-inscription */
3567                         autopick_alter_item(item, FALSE);
3568
3569                         /* Update the gold display */
3570                         building_prt_gold();
3571                 }
3572                 else
3573                 {
3574                         return;
3575                 }
3576         }
3577
3578         /* Extract the object "level" */
3579         lev = k_info[o_ptr->k_idx].level;
3580
3581         /* Price for a rod */
3582         if (o_ptr->tval == TV_ROD)
3583         {
3584                 if (o_ptr->timeout > 0)
3585                 {
3586                         /* Fully recharge */
3587                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3588                 }
3589                 else
3590                 {
3591                         /* No recharge necessary */
3592                         price = 0;
3593                         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."));
3594                         return;
3595                 }
3596         }
3597         else if (o_ptr->tval == TV_STAFF)
3598         {
3599                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3600                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3601
3602                 /* Pay at least 10 gold per charge */
3603                 price = MAX(10, price);
3604         }
3605         else
3606         {
3607                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3608                 price = (k_info[o_ptr->k_idx].cost / 10);
3609
3610                 /* Pay at least 10 gold per charge */
3611                 price = MAX(10, price);
3612         }
3613
3614         /* Limit the number of charges for wands and staffs */
3615         if (o_ptr->tval == TV_WAND
3616                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3617         {
3618                 if (o_ptr->number > 1)
3619                 {
3620                         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."));
3621                 }
3622                 else
3623                 {
3624                         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."));
3625                 }
3626                 return;
3627         }
3628         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3629         {
3630                 if (o_ptr->number > 1)
3631                 {
3632                         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."));
3633                 }
3634                 else
3635                 {
3636                         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."));
3637                 }
3638                 return;
3639         }
3640
3641         /* Check if the player has enough money */
3642         if (p_ptr->au < price)
3643         {
3644                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3645 #ifdef JP
3646                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3647 #else
3648                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3649 #endif
3650
3651                 return;
3652         }
3653
3654         if (o_ptr->tval == TV_ROD)
3655         {
3656 #ifdef JP
3657 if (get_check(format("そのロッドを$%d で再充填しますか?",
3658  price)))
3659 #else
3660                 if (get_check(format("Recharge the %s for %d gold? ",
3661                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3662 #endif
3663
3664                 {
3665                         /* Recharge fully */
3666                         o_ptr->timeout = 0;
3667                 }
3668                 else
3669                 {
3670                         return;
3671                 }
3672         }
3673         else
3674         {
3675                 if (o_ptr->tval == TV_STAFF)
3676                         max_charges = k_ptr->pval - o_ptr->pval;
3677                 else
3678                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3679
3680                 /* Get the quantity for staves and wands */
3681                 charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3682                                         MIN(p_ptr->au / price, max_charges));
3683
3684                 /* Do nothing */
3685                 if (charges < 1) return;
3686
3687                 /* Get the new price */
3688                 price *= charges;
3689
3690                 /* Recharge */
3691                 o_ptr->pval += charges;
3692
3693                 /* We no longer think the item is empty */
3694                 o_ptr->ident &= ~(IDENT_EMPTY);
3695         }
3696
3697         /* Give feedback */
3698         object_desc(tmp_str, o_ptr, 0);
3699 #ifdef JP
3700         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3701 #else
3702         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3703 #endif
3704
3705         /* Combine / Reorder the pack (later) */
3706         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3707
3708         /* Window stuff */
3709         p_ptr->window |= (PW_INVEN);
3710
3711         /* Pay the price */
3712         p_ptr->au -= price;
3713
3714         /* Finished */
3715         return;
3716 }
3717
3718
3719 /*!
3720  * @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
3721  * @details
3722  * The player can select the number of charges to add\n
3723  * (up to a limit), and the recharge never fails.\n
3724  *\n
3725  * The cost for rods depends on the level of the rod. The prices\n
3726  * for recharging wands and staves are dependent on the cost of\n
3727  * the base-item.\n
3728  * @return なし
3729  */
3730 static void building_recharge_all(void)
3731 {
3732         int         i;
3733         int         lev;
3734         object_type *o_ptr;
3735         object_kind *k_ptr;
3736         int         price = 0;
3737         int         total_cost = 0;
3738
3739
3740         /* Display some info */
3741         msg_flag = FALSE;
3742         clear_bldg(4, 18);
3743         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);
3744
3745         /* Calculate cost */
3746         for ( i = 0; i < INVEN_PACK; i++)
3747         {
3748                 o_ptr = &inventory[i];
3749                                 
3750                 /* skip non magic device */
3751                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3752
3753                 /* need identified */
3754                 if (!object_is_known(o_ptr)) total_cost += 50;
3755
3756                 /* Extract the object "level" */
3757                 lev = k_info[o_ptr->k_idx].level;
3758
3759                 k_ptr = &k_info[o_ptr->k_idx];
3760
3761                 switch (o_ptr->tval)
3762                 {
3763                 case TV_ROD:
3764                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3765                         break;
3766
3767                 case TV_STAFF:
3768                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3769                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3770
3771                         /* Pay at least 10 gold per charge */
3772                         price = MAX(10, price);
3773
3774                         /* Fully charge */
3775                         price = (k_ptr->pval - o_ptr->pval) * price;
3776                         break;
3777
3778                 case TV_WAND:
3779                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3780                         price = (k_info[o_ptr->k_idx].cost / 10);
3781
3782                         /* Pay at least 10 gold per charge */
3783                         price = MAX(10, price);
3784
3785                         /* Fully charge */
3786                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3787                         break;
3788                 }
3789
3790                 /* if price <= 0 then item have enough charge */
3791                 if (price > 0) total_cost += price;
3792         }
3793
3794         if (!total_cost)
3795         {
3796                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3797                 msg_print(NULL);
3798                 return;
3799         }
3800
3801         /* Check if the player has enough money */
3802         if (p_ptr->au < total_cost)
3803         {
3804                 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 );
3805                 msg_print(NULL);
3806                 return;
3807         }
3808         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3809         
3810         for (i = 0; i < INVEN_PACK; i++)
3811         {
3812                 o_ptr = &inventory[i];
3813                 k_ptr = &k_info[o_ptr->k_idx];
3814
3815                 /* skip non magic device */
3816                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3817
3818                 /* Identify it */
3819                 if (!object_is_known(o_ptr))
3820                 {
3821                         identify_item(o_ptr);
3822
3823                         /* Auto-inscription */
3824                         autopick_alter_item(i, FALSE);
3825                 }
3826
3827                 /* Recharge */
3828                 switch (o_ptr->tval)
3829                 {
3830                 case TV_ROD:
3831                         o_ptr->timeout = 0;
3832                         break;
3833                 case TV_STAFF:
3834                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3835                         /* We no longer think the item is empty */
3836                         o_ptr->ident &= ~(IDENT_EMPTY);
3837                         break;
3838                 case TV_WAND:
3839                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3840                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3841                         /* We no longer think the item is empty */
3842                         o_ptr->ident &= ~(IDENT_EMPTY);
3843                         break;
3844                 }
3845         }
3846
3847         /* Give feedback */
3848         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3849         msg_print(NULL);
3850
3851         /* Combine / Reorder the pack (later) */
3852         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3853
3854         /* Window stuff */
3855         p_ptr->window |= (PW_INVEN);
3856
3857         /* Pay the price */
3858         p_ptr->au -= total_cost;
3859
3860         /* Finished */
3861         return;
3862 }
3863
3864 /*!
3865  * @brief 町間のテレポートを行うメインルーチン。
3866  * @return テレポート処理を決定したか否か
3867  */
3868 bool tele_town(void)
3869 {
3870         int i, x, y;
3871         int num = 0;
3872
3873         if (dun_level)
3874         {
3875                 msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
3876                 return FALSE;
3877         }
3878
3879         if (p_ptr->inside_arena || p_ptr->inside_battle)
3880         {
3881                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3882                 return FALSE;
3883         }
3884
3885         screen_save();
3886         clear_bldg(4, 10);
3887
3888         for (i=1;i<max_towns;i++)
3889         {
3890                 char buf[80];
3891
3892                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
3893
3894                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
3895                 prt(buf, 5+i, 5);
3896                 num++;
3897         }
3898
3899         if (!num)
3900         {
3901                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3902                 msg_print(NULL);
3903                 screen_load();
3904                 return FALSE;
3905         }
3906
3907         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3908         while(1)
3909         {
3910                 i = inkey();
3911
3912                 if (i == ESCAPE)
3913                 {
3914                         screen_load();
3915                         return FALSE;
3916                 }
3917                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3918                 else if (((i-'a'+1) == p_ptr->town_num) || ((i-'a'+1) == NO_TOWN) || ((i-'a'+1) == SECRET_TOWN) || !(p_ptr->visit & (1L << (i-'a')))) continue;
3919                 break;
3920         }
3921
3922         for (y = 0; y < max_wild_y; y++)
3923         {
3924                 for (x = 0; x < max_wild_x; x++)
3925                 {
3926                         if(wilderness[y][x].town == (i-'a'+1))
3927                         {
3928                                 p_ptr->wilderness_y = y;
3929                                 p_ptr->wilderness_x = x;
3930                         }
3931                 }
3932         }
3933
3934         p_ptr->leaving = TRUE;
3935         leave_bldg = TRUE;
3936         p_ptr->teleport_town = TRUE;
3937         screen_load();
3938         return TRUE;
3939 }
3940
3941 /*!
3942  * @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-
3943  * @return 常にTRUEを返す。
3944  * @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。
3945  */
3946 static bool research_mon(void)
3947 {
3948         int i, n, r_idx;
3949         char sym, query;
3950         char buf[128];
3951
3952         bool notpicked;
3953
3954         bool recall = FALSE;
3955
3956         u16b why = 0;
3957
3958         u16b    *who;
3959
3960         /* XTRA HACK WHATSEARCH */
3961         bool    all = FALSE;
3962         bool    uniq = FALSE;
3963         bool    norm = FALSE;
3964         char temp[80] = "";
3965
3966         /* XTRA HACK REMEMBER_IDX */
3967         static int old_sym = '\0';
3968         static int old_i = 0;
3969
3970
3971         /* Save the screen */
3972         screen_save();
3973
3974         /* Get a character, or abort */
3975         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):",
3976                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3977
3978         {
3979                 /* Restore */
3980                 screen_load();
3981
3982                 return (FALSE);
3983         }
3984
3985         /* Find that character info, and describe it */
3986         for (i = 0; ident_info[i]; ++i)
3987         {
3988                 if (sym == ident_info[i][0]) break;
3989         }
3990
3991                 /* XTRA HACK WHATSEARCH */
3992         if (sym == KTRL('A'))
3993         {
3994                 all = TRUE;
3995                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3996         }
3997         else if (sym == KTRL('U'))
3998         {
3999                 all = uniq = TRUE;
4000                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4001         }
4002         else if (sym == KTRL('N'))
4003         {
4004                 all = norm = TRUE;
4005                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4006         }
4007         else if (sym == KTRL('M'))
4008         {
4009                 all = TRUE;
4010                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4011                 {
4012                         temp[0]=0;
4013
4014                         /* Restore */
4015                         screen_load();
4016
4017                         return FALSE;
4018                 }
4019                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4020         }
4021         else if (ident_info[i])
4022         {
4023                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4024         }
4025         else
4026         {
4027                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4028         }
4029
4030         /* Display the result */
4031         prt(buf, 16, 10);
4032
4033
4034         /* Allocate the "who" array */
4035         C_MAKE(who, max_r_idx, u16b);
4036
4037         /* Collect matching monsters */
4038         for (n = 0, i = 1; i < max_r_idx; i++)
4039         {
4040                 monster_race *r_ptr = &r_info[i];
4041
4042                 /* Empty monster */
4043                 if (!r_ptr->name) continue;
4044
4045                 /* XTRA HACK WHATSEARCH */
4046                 /* Require non-unique monsters if needed */
4047                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4048
4049                 /* Require unique monsters if needed */
4050                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4051
4052                 /* 名前検索 */
4053                 if (temp[0])
4054                 {
4055                         int xx;
4056                         char temp2[80];
4057
4058                         for (xx = 0; temp[xx] && xx < 80; xx++)
4059                         {
4060 #ifdef JP
4061                                 if (iskanji(temp[xx]))
4062                                 {
4063                                         xx++;
4064                                         continue;
4065                                 }
4066 #endif
4067                                 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4068                         }
4069   
4070 #ifdef JP
4071                         strcpy(temp2, r_name + r_ptr->E_name);
4072 #else
4073                         strcpy(temp2, r_name + r_ptr->name);
4074 #endif
4075                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4076                                 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4077
4078 #ifdef JP
4079                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4080 #else
4081                         if (my_strstr(temp2, temp))
4082 #endif
4083                                 who[n++] = i;
4084                 }
4085                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4086         }
4087
4088         /* Nothing to recall */
4089         if (!n)
4090         {
4091                 /* Free the "who" array */
4092                 C_KILL(who, max_r_idx, u16b);
4093
4094                 /* Restore */
4095                 screen_load();
4096
4097                 return (FALSE);
4098         }
4099
4100         /* Sort by level */
4101         why = 2;
4102         query = 'y';
4103
4104         /* Sort if needed */
4105         if (why)
4106         {
4107                 /* Select the sort method */
4108                 ang_sort_comp = ang_sort_comp_hook;
4109                 ang_sort_swap = ang_sort_swap_hook;
4110
4111                 /* Sort the array */
4112                 ang_sort(who, &why, n);
4113         }
4114
4115
4116         /* Start at the end */
4117         /* XTRA HACK REMEMBER_IDX */
4118         if (old_sym == sym && old_i < n) i = old_i;
4119         else i = n - 1;
4120
4121         notpicked = TRUE;
4122
4123         /* Scan the monster memory */
4124         while (notpicked)
4125         {
4126                 /* Extract a race */
4127                 r_idx = who[i];
4128
4129                 /* Hack -- Begin the prompt */
4130                 roff_top(r_idx);
4131
4132                 /* Hack -- Complete the prompt */
4133                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4134
4135                 /* Interact */
4136                 while (1)
4137                 {
4138                         /* Recall */
4139                         if (recall)
4140                         {
4141                                 /*** Recall on screen ***/
4142
4143                                 /* Get maximal info about this monster */
4144                                 lore_do_probe(r_idx);
4145
4146                                 /* Save this monster ID */
4147                                 monster_race_track(r_idx);
4148
4149                                 /* Hack -- Handle stuff */
4150                                 handle_stuff();
4151
4152                                 /* know every thing mode */
4153                                 screen_roff(r_idx, 0x01);
4154                                 notpicked = FALSE;
4155
4156                                 /* XTRA HACK REMEMBER_IDX */
4157                                 old_sym = sym;
4158                                 old_i = i;
4159                         }
4160
4161                         /* Command */
4162                         query = inkey();
4163
4164                         /* Normal commands */
4165                         if (query != 'r') break;
4166
4167                         /* Toggle recall */
4168                         recall = !recall;
4169                 }
4170
4171                 /* Stop scanning */
4172                 if (query == ESCAPE) break;
4173
4174                 /* Move to "prev" monster */
4175                 if (query == '-')
4176                 {
4177                         if (++i == n)
4178                         {
4179                                 i = 0;
4180                                 if (!expand_list) break;
4181                         }
4182                 }
4183
4184                 /* Move to "next" monster */
4185                 else
4186                 {
4187                         if (i-- == 0)
4188                         {
4189                                 i = n - 1;
4190                                 if (!expand_list) break;
4191                         }
4192                 }
4193         }
4194
4195
4196         /* Re-display the identity */
4197         /* prt(buf, 5, 5);*/
4198
4199         /* Free the "who" array */
4200         C_KILL(who, max_r_idx, u16b);
4201
4202         /* Restore */
4203         screen_load();
4204
4205         return (!notpicked);
4206 }
4207
4208
4209 /*!
4210  * @brief 施設の処理実行メインルーチン / Execute a building command
4211  * @param bldg 施設構造体の参照ポインタ
4212  * @param i 実行したい施設のサービステーブルの添字
4213  * @return なし
4214  */
4215 static void bldg_process_command(building_type *bldg, int i)
4216 {
4217         int bact = bldg->actions[i];
4218         int bcost;
4219         bool paid = FALSE;
4220         int amt;
4221
4222         /* Flush messages XXX XXX XXX */
4223         msg_flag = FALSE;
4224         msg_print(NULL);
4225
4226         if (is_owner(bldg))
4227                 bcost = bldg->member_costs[i];
4228         else
4229                 bcost = bldg->other_costs[i];
4230
4231         /* action restrictions */
4232         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4233             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4234         {
4235                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4236                 return;
4237         }
4238
4239         /* check gold (HACK - Recharge uses variable costs) */
4240         if ((bact != BACT_RECHARGE) &&
4241             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4242              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4243         {
4244                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4245                 return;
4246         }
4247
4248         switch (bact)
4249         {
4250         case BACT_NOTHING:
4251                 /* Do nothing */
4252                 break;
4253         case BACT_RESEARCH_ITEM:
4254                 paid = identify_fully(FALSE);
4255                 break;
4256         case BACT_TOWN_HISTORY:
4257                 town_history();
4258                 break;
4259         case BACT_RACE_LEGENDS:
4260                 race_legends();
4261                 break;
4262         case BACT_QUEST:
4263                 castle_quest();
4264                 break;
4265         case BACT_KING_LEGENDS:
4266         case BACT_ARENA_LEGENDS:
4267         case BACT_LEGENDS:
4268                 show_highclass();
4269                 break;
4270         case BACT_POSTER:
4271         case BACT_ARENA_RULES:
4272         case BACT_ARENA:
4273                 arena_comm(bact);
4274                 break;
4275         case BACT_IN_BETWEEN:
4276         case BACT_CRAPS:
4277         case BACT_SPIN_WHEEL:
4278         case BACT_DICE_SLOTS:
4279         case BACT_GAMBLE_RULES:
4280         case BACT_POKER:
4281                 gamble_comm(bact);
4282                 break;
4283         case BACT_REST:
4284         case BACT_RUMORS:
4285         case BACT_FOOD:
4286                 paid = inn_comm(bact);
4287                 break;
4288         case BACT_RESEARCH_MONSTER:
4289                 paid = research_mon();
4290                 break;
4291         case BACT_COMPARE_WEAPONS:
4292                 paid = TRUE;
4293                 bcost = compare_weapons(bcost);
4294                 break;
4295         case BACT_ENCHANT_WEAPON:
4296                 item_tester_hook = object_allow_enchant_melee_weapon;
4297                 enchant_item(bcost, 1, 1, 0);
4298                 break;
4299         case BACT_ENCHANT_ARMOR:
4300                 item_tester_hook = object_is_armour;
4301                 enchant_item(bcost, 0, 0, 1);
4302                 break;
4303         case BACT_RECHARGE:
4304                 building_recharge();
4305                 break;
4306         case BACT_RECHARGE_ALL:
4307                 building_recharge_all();
4308                 break;
4309         case BACT_IDENTS: /* needs work */
4310 #ifdef JP
4311                 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4312                 identify_pack();
4313                 msg_print(" 持ち物全てが鑑定されました。");
4314 #else
4315                 if (!get_check("Do you pay for identify all your possession? ")) break;
4316                 identify_pack();
4317                 msg_print("Your possessions have been identified.");
4318 #endif
4319
4320                 paid = TRUE;
4321                 break;
4322         case BACT_IDENT_ONE: /* needs work */
4323                 paid = ident_spell(FALSE);
4324                 break;
4325         case BACT_LEARN:
4326                 do_cmd_study();
4327                 break;
4328         case BACT_HEALING: /* needs work */
4329                 hp_player(200);
4330                 set_poisoned(0);
4331                 set_blind(0);
4332                 set_confused(0);
4333                 set_cut(0);
4334                 set_stun(0);
4335                 paid = TRUE;
4336                 break;
4337         case BACT_RESTORE: /* needs work */
4338                 if (do_res_stat(A_STR)) paid = TRUE;
4339                 if (do_res_stat(A_INT)) paid = TRUE;
4340                 if (do_res_stat(A_WIS)) paid = TRUE;
4341                 if (do_res_stat(A_DEX)) paid = TRUE;
4342                 if (do_res_stat(A_CON)) paid = TRUE;
4343                 if (do_res_stat(A_CHR)) paid = TRUE;
4344                 break;
4345         case BACT_ENCHANT_ARROWS:
4346                 item_tester_hook = item_tester_hook_ammo;
4347                 enchant_item(bcost, 1, 1, 0);
4348                 break;
4349         case BACT_ENCHANT_BOW:
4350                 item_tester_tval = TV_BOW;
4351                 enchant_item(bcost, 1, 1, 0);
4352                 break;
4353         case BACT_RECALL:
4354                 if (recall_player(1)) paid = TRUE;
4355                 break;
4356         case BACT_TELEPORT_LEVEL:
4357         {
4358                 int select_dungeon;
4359                 int max_depth;
4360
4361                 clear_bldg(4, 20);
4362                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4363                 show_building(bldg);
4364                 if (!select_dungeon) return;
4365
4366                 max_depth = d_info[select_dungeon].maxdepth;
4367
4368                 /* Limit depth in Angband */
4369                 if (select_dungeon == DUNGEON_ANGBAND)
4370                 {
4371                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4372                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4373                 }
4374                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4375                                                         d_name + d_info[select_dungeon].name), max_depth);
4376
4377                 if (amt > 0)
4378                 {
4379                         p_ptr->word_recall = 1;
4380                         p_ptr->recall_dungeon = select_dungeon;
4381                         max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4382                         if (record_maxdepth)
4383                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4384                                 
4385                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4386
4387                         paid = TRUE;
4388                         p_ptr->redraw |= (PR_STATUS);
4389                 }
4390                 break;
4391         }
4392         case BACT_LOSE_MUTATION:
4393                 if (p_ptr->muta1 || p_ptr->muta2 ||
4394                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4395                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4396                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4397                 {
4398                         while(!lose_mutation(0));
4399                         paid = TRUE;
4400                 }
4401                 else
4402                 {
4403                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4404                         msg_print(NULL);
4405                 }
4406                 break;
4407         case BACT_BATTLE:
4408                 kakutoujou();
4409                 break;
4410         case BACT_TSUCHINOKO:
4411                 tsuchinoko();
4412                 break;
4413         case BACT_KUBI:
4414                 shoukinkubi();
4415                 break;
4416         case BACT_TARGET:
4417                 today_target();
4418                 break;
4419         case BACT_KANKIN:
4420                 kankin();
4421                 break;
4422         case BACT_HEIKOUKA:
4423                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4424                 set_virtue(V_COMPASSION, 0);
4425                 set_virtue(V_HONOUR, 0);
4426                 set_virtue(V_JUSTICE, 0);
4427                 set_virtue(V_SACRIFICE, 0);
4428                 set_virtue(V_KNOWLEDGE, 0);
4429                 set_virtue(V_FAITH, 0);
4430                 set_virtue(V_ENLIGHTEN, 0);
4431                 set_virtue(V_ENCHANT, 0);
4432                 set_virtue(V_CHANCE, 0);
4433                 set_virtue(V_NATURE, 0);
4434                 set_virtue(V_HARMONY, 0);
4435                 set_virtue(V_VITALITY, 0);
4436                 set_virtue(V_UNLIFE, 0);
4437                 set_virtue(V_PATIENCE, 0);
4438                 set_virtue(V_TEMPERANCE, 0);
4439                 set_virtue(V_DILIGENCE, 0);
4440                 set_virtue(V_VALOUR, 0);
4441                 set_virtue(V_INDIVIDUALISM, 0);
4442                 get_virtues();
4443                 paid = TRUE;
4444                 break;
4445         case BACT_TELE_TOWN:
4446                 paid = tele_town();
4447                 break;
4448         case BACT_EVAL_AC:
4449                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4450                 break;
4451         case BACT_BROKEN_WEAPON:
4452                 paid = TRUE;
4453                 bcost = repair_broken_weapon(bcost);
4454                 break;
4455         }
4456
4457         if (paid)
4458         {
4459                 p_ptr->au -= bcost;
4460         }
4461 }
4462
4463 /*!
4464  * @brief クエスト入り口にプレイヤーが乗った際の処理 / Do building commands
4465  * @return なし
4466  */
4467 void do_cmd_quest(void)
4468 {
4469         p_ptr->energy_use = 100;
4470
4471         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4472         {
4473                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4474                 return;
4475         }
4476         else
4477         {
4478                 msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
4479                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4480                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4481                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4482
4483                 /* Player enters a new quest */
4484                 p_ptr->oldpy = 0;
4485                 p_ptr->oldpx = 0;
4486
4487                 leave_quest_check();
4488
4489                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4490                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4491
4492                 p_ptr->leaving = TRUE;
4493         }
4494 }
4495
4496
4497 /*!
4498  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4499  * @return なし
4500  */
4501 void do_cmd_bldg(void)
4502 {
4503         int             i, which;
4504         char            command;
4505         bool            validcmd;
4506         building_type   *bldg;
4507
4508
4509         p_ptr->energy_use = 100;
4510
4511         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4512         {
4513                 msg_print(_("ここには建物はない。", "You see no building here."));
4514                 return;
4515         }
4516
4517         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4518
4519         bldg = &building[which];
4520
4521         /* Don't re-init the wilderness */
4522         reinit_wilderness = FALSE;
4523
4524         if ((which == 2) && (p_ptr->arena_number < 0))
4525         {
4526                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4527                 return;
4528         }
4529         else if ((which == 2) && p_ptr->inside_arena)
4530         {
4531                 if (!p_ptr->exit_bldg && m_cnt > 0)
4532                 {
4533                         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);
4534                 }
4535                 else
4536                 {
4537                         /* Don't save the arena as saved floor */
4538                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4539
4540                         p_ptr->inside_arena = FALSE;
4541                         p_ptr->leaving = TRUE;
4542
4543                         /* Re-enter the arena */
4544                         command_new = SPECIAL_KEY_BUILDING;
4545
4546                         /* No energy needed to re-enter the arena */
4547                         p_ptr->energy_use = 0;
4548                 }
4549
4550                 return;
4551         }
4552         else if (p_ptr->inside_battle)
4553         {
4554                 /* Don't save the arena as saved floor */
4555                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4556
4557                 p_ptr->leaving = TRUE;
4558                 p_ptr->inside_battle = FALSE;
4559
4560                 /* Re-enter the monster arena */
4561                 command_new = SPECIAL_KEY_BUILDING;
4562
4563                 /* No energy needed to re-enter the arena */
4564                 p_ptr->energy_use = 0;
4565
4566                 return;
4567         }
4568         else
4569         {
4570                 p_ptr->oldpy = p_ptr->y;
4571                 p_ptr->oldpx = p_ptr->x;
4572         }
4573
4574         /* Forget the lite */
4575         forget_lite();
4576
4577         /* Forget the view */
4578         forget_view();
4579
4580         /* Hack -- Increase "icky" depth */
4581         character_icky++;
4582
4583         command_arg = 0;
4584         command_rep = 0;
4585         command_new = 0;
4586
4587         show_building(bldg);
4588         leave_bldg = FALSE;
4589
4590         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4591
4592         while (!leave_bldg)
4593         {
4594                 validcmd = FALSE;
4595                 prt("", 1, 0);
4596
4597                 building_prt_gold();
4598
4599                 command = inkey();
4600
4601                 if (command == ESCAPE)
4602                 {
4603                         leave_bldg = TRUE;
4604                         p_ptr->inside_arena = FALSE;
4605                         p_ptr->inside_battle = FALSE;
4606                         break;
4607                 }
4608
4609                 for (i = 0; i < 8; i++)
4610                 {
4611                         if (bldg->letters[i])
4612                         {
4613                                 if (bldg->letters[i] == command)
4614                                 {
4615                                         validcmd = TRUE;
4616                                         break;
4617                                 }
4618                         }
4619                 }
4620
4621                 if (validcmd)
4622                         bldg_process_command(bldg, i);
4623
4624                 /* Notice stuff */
4625                 notice_stuff();
4626
4627                 /* Handle stuff */
4628                 handle_stuff();
4629         }
4630
4631         select_floor_music();
4632
4633         /* Flush messages XXX XXX XXX */
4634         msg_flag = FALSE;
4635         msg_print(NULL);
4636
4637         /* Reinit wilderness to activate quests ... */
4638         if (reinit_wilderness)
4639         {
4640                 p_ptr->leaving = TRUE;
4641         }
4642
4643         /* Hack -- Decrease "icky" depth */
4644         character_icky--;
4645
4646         /* Clear the screen */
4647         Term_clear();
4648
4649         /* Update the visuals */
4650         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4651
4652         /* Redraw entire screen */
4653         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4654
4655         /* Window stuff */
4656         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4657 }
4658
4659
4660 /*!
4661  * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4662  */
4663 static cptr find_quest[] =
4664 {
4665         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4666         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4667         _("メッセージを見つけた:", "There is a sign saying"),
4668         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4669         _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4670 };
4671
4672
4673 /*!
4674  * @brief クエストの導入メッセージを表示する / Discover quest
4675  * @param q_idx 開始されたクエストのID
4676  */
4677 void quest_discovery(int q_idx)
4678 {
4679         quest_type      *q_ptr = &quest[q_idx];
4680         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
4681         int             q_num = q_ptr->max_num;
4682         char            name[80];
4683
4684         /* No quest index */
4685         if (!q_idx) return;
4686
4687         strcpy(name, (r_name + r_ptr->name));
4688
4689         msg_print(find_quest[rand_range(0, 4)]);
4690         msg_print(NULL);
4691
4692         if (q_num == 1)
4693         {
4694                 /* Unique */
4695
4696                 /* Hack -- "unique" monsters must be "unique" */
4697                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4698                     (0 == r_ptr->max_num))
4699                 {
4700                         msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4701                         /* The unique is already dead */
4702                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4703                         q_ptr->complev = 0;
4704                         update_playtime();
4705                         q_ptr->comptime = playtime;
4706                 }
4707                 else
4708                 {
4709                         msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4710                 }
4711         }
4712         else
4713         {
4714                 /* Normal monsters */
4715 #ifndef JP
4716                 plural_aux(name);
4717 #endif
4718                 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4719
4720         }
4721 }
4722
4723
4724 /*!
4725  * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4726  * / Hack -- Check if a level is a "quest" level
4727  * @param level 検索対象になる階
4728  * @return クエストIDを返す。該当がない場合0を返す。
4729  */
4730 int quest_number(int level)
4731 {
4732         int i;
4733
4734         /* Check quests */
4735         if (p_ptr->inside_quest)
4736                 return (p_ptr->inside_quest);
4737
4738         for (i = 0; i < max_quests; i++)
4739         {
4740                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4741
4742                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4743                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4744                     (quest[i].level == level) &&
4745                     (quest[i].dungeon == dungeon_type))
4746                         return (i);
4747         }
4748
4749         /* Check for random quest */
4750         return (random_quest_number(level));
4751 }
4752
4753 /*!
4754  * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4755  * @param level 検索対象になる階
4756  * @return クエストIDを返す。該当がない場合0を返す。
4757  */
4758 int random_quest_number(int level)
4759 {
4760         int i;
4761
4762         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4763
4764         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4765         {
4766                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4767                     (quest[i].status == QUEST_STATUS_TAKEN) &&
4768                     (quest[i].level == level) &&
4769                     (quest[i].dungeon == DUNGEON_ANGBAND))
4770                 {
4771                         return i;
4772                 }
4773         }
4774
4775         /* Nope */
4776         return 0;
4777 }