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[Refactor] #37353 コメント整理 / Refactor comments.
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "object-hook.h"
17
18 /*!
19  * ループ中で / hack as in leave_store in store.c
20  */
21 static bool leave_bldg = FALSE;
22
23 /*!
24  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
25  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
26  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
27  * @param bldg 施設構造体の参照ポインタ
28  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
29  */
30 static bool is_owner(building_type *bldg)
31 {
32         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
33         {
34                 return (TRUE);
35         }
36
37         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
38         {
39                 return (TRUE);
40         }
41
42         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
44         {
45                 return (TRUE);
46         }
47
48         return (FALSE);
49 }
50
51 /*!
52  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
53  (スペルマスターの特別判定つき)
54  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
55  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
56  * @param bldg 施設構造体の参照ポインタ
57  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
58  * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
59  */
60 static bool is_member(building_type *bldg)
61 {
62         if (bldg->member_class[p_ptr->pclass])
63         {
64                 return (TRUE);
65         }
66
67         if (bldg->member_race[p_ptr->prace])
68         {
69                 return (TRUE);
70         }
71
72         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
74         {
75                 return (TRUE);
76         }
77
78
79         if (p_ptr->pclass == CLASS_SORCERER)
80         {
81                 int i;
82                 bool OK = FALSE;
83                 for (i = 0; i < MAX_MAGIC; i++)
84                 {
85                         if (bldg->member_realm[i+1]) OK = TRUE;
86                 }
87                 return OK;
88         }
89         return (FALSE);
90 }
91
92 /*!
93  * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94  * @details 消去は行毎にヌル文字列で行われる。
95  * @param min_row 開始行番号
96  * @param max_row 末尾行番号
97  * @return なし
98  */
99 static void clear_bldg(int min_row, int max_row)
100 {
101         int   i;
102
103         for (i = min_row; i <= max_row; i++)
104                 prt("", i, 0);
105 }
106
107 /*!
108  * @brief 所持金を表示する。
109  * @return なし
110  */
111 static void building_prt_gold(void)
112 {
113         char tmp_str[80];
114         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116         prt(tmp_str, 23, 68);
117 }
118
119 /*!
120  * @brief 施設のサービス一覧を表示する / Display a building.
121  * @param bldg 施設構造体の参照ポインタ
122  * @return なし
123  */
124 static void show_building(building_type* bldg)
125 {
126         char buff[20];
127         int i;
128         byte action_color;
129         char tmp_str[80];
130
131         Term_clear();
132         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
133         prt(tmp_str, 2, 1);
134
135
136         for (i = 0; i < 8; i++)
137         {
138                 if (bldg->letters[i])
139                 {
140                         if (bldg->action_restr[i] == 0)
141                         {
142                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
144                                 {
145                                         action_color = TERM_WHITE;
146                                         buff[0] = '\0';
147                                 }
148                                 else if (is_owner(bldg))
149                                 {
150                                         action_color = TERM_YELLOW;
151                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
152                                 }
153                                 else
154                                 {
155                                         action_color = TERM_YELLOW;
156                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
157                         }
158                         else if (bldg->action_restr[i] == 1)
159                         {
160                                 if (!is_member(bldg))
161                                 {
162                                         action_color = TERM_L_DARK;
163                                         strcpy(buff, _("(閉店)", "(closed)"));
164                                 }
165                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
167                                 {
168                                         action_color = TERM_WHITE;
169                                         buff[0] = '\0';
170                                 }
171                                 else if (is_owner(bldg))
172                                 {
173                                         action_color = TERM_YELLOW;
174                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
175                                 }
176                                 else
177                                 {
178                                         action_color = TERM_YELLOW;
179                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
180                                 }
181                         }
182                         else
183                         {
184                                 if (!is_owner(bldg))
185                                 {
186                                         action_color = TERM_L_DARK;
187                                         strcpy(buff, _("(閉店)", "(closed)"));
188                                 }
189                                 else if (bldg->member_costs[i] != 0)
190                                 {
191                                         action_color = TERM_YELLOW;
192                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
193                                 }
194                                 else
195                                 {
196                                         action_color = TERM_WHITE;
197                                         buff[0] = '\0';
198                                 }
199                         }
200
201                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
203                 }
204         }
205         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
206 }
207
208 /*!
209  * @brief 闘技場に入るコマンドの処理 / arena commands
210  * @param cmd 闘技場処理のID
211  * @return なし
212  */
213 static void arena_comm(int cmd)
214 {
215         monster_race    *r_ptr;
216         cptr            name;
217
218
219         switch (cmd)
220         {
221                 case BACT_ARENA:
222                         if (p_ptr->arena_number == MAX_ARENA_MONS)
223                         {
224                                 clear_bldg(5, 19);
225                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
226                                 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations!  You have defeated all before you."), 7, 0);
227                                 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
228
229                                 prt("", 10, 0);
230                                 prt("", 11, 0);
231                                 p_ptr->au += 1000000L;
232                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
233                                 msg_print(NULL);
234                                 p_ptr->arena_number++;
235                         }
236                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
237                         {
238                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
239                                 {
240                                         msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
241                                         msg_print(NULL);
242                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
243                                         {       
244                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
245                                                 msg_print(NULL);
246                                         
247                                                 p_ptr->exit_bldg = FALSE;
248                                                 reset_tim_flags();
249
250                                                 /* Save the surface floor as saved floor */
251                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
252
253                                                 p_ptr->inside_arena = TRUE;
254                                                 p_ptr->leaving = TRUE;
255                                                 leave_bldg = TRUE;
256                                         }
257                                         else
258                                         {
259                                                 msg_print(_("残念だ。", "We are disappointed."));
260                                         }
261                                 }
262                                 else
263                                 {
264                                         msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
265                                                                 "You enter the arena briefly and bask in your glory."));
266                                         msg_print(NULL);
267                                 }
268                         }
269                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
270                         {
271                                 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
272                                                         "You don't have permission to enter with pet."));
273                                 msg_print(NULL);
274                         }
275                         else
276                         {
277                                 p_ptr->exit_bldg = FALSE;
278                                 reset_tim_flags();
279
280                                 /* Save the surface floor as saved floor */
281                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
282
283                                 p_ptr->inside_arena = TRUE;
284                                 p_ptr->leaving = TRUE;
285                                 leave_bldg = TRUE;
286                         }
287                         break;
288                 case BACT_POSTER:
289                         if (p_ptr->arena_number == MAX_ARENA_MONS)
290                                 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
291                                                         "You are victorious. Enter the arena for the ceremony."));
292
293                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
294                         {
295                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
296                         }
297                         else
298                         {
299                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300                                 name = (r_name + r_ptr->name);
301                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
302
303                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304                                 p_ptr->window |= (PW_MONSTER);
305                                 window_stuff();
306
307                         }
308                         break;
309                 case BACT_ARENA_RULES:
310                         screen_save();
311
312                         /* Peruse the arena help file */
313                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
314                         screen_load();
315
316                         break;
317         }
318 }
319
320 /*!
321  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
322  * @param row シンボルを表示する行の上端
323  * @param col シンボルを表示する行の左端
324  * @param fruit 表示するシンボルID
325  * @return なし
326  */
327 static void display_fruit(int row, int col, int fruit)
328 {
329         switch (fruit)
330         {
331                 case 0: /* lemon */
332                         c_put_str(TERM_YELLOW, "   ####.", row, col);
333                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
334                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
335                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
336                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
337                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
338                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
339                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
340                         prt(                 _(" レモン ",
341                                                            " Lemon  "), row + 8, col);
342                         break;
343                 case 1: /* orange */
344                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
345                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
346                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
347                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
348                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
349                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
350                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
351                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
352                         prt(                 _("オレンジ",
353                                                                    " Orange "), row + 8, col);
354                         break;
355                 case 2: /* sword */
356                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
357                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
358                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
359                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
360                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
361                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
362                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
363                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
364                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
365                         break;
366                 case 3: /* shield */
367                         c_put_str(TERM_SLATE, " ###### ", row, col);
368                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
369                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
370                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
371                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
372                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
373                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
374                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
375                         prt(                _("   盾   ",
376                                                                   " Shield "), row + 8, col);
377                         break;
378                 case 4: /* plum */
379                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
380                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
381                         c_put_str(TERM_VIOLET, "########", row + 2, col);
382                         c_put_str(TERM_VIOLET, "########", row + 3, col);
383                         c_put_str(TERM_VIOLET, "########", row + 4, col);
384                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
385                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
386                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
387                         prt(                 _(" プラム ",
388                                                                    "  Plum  "), row + 8, col);
389                         break;
390                 case 5: /* cherry */
391                         c_put_str(TERM_RED, "      ##", row, col);
392                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
393                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
394                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
395                         c_put_str(TERM_RED, " ###### ", row + 4, col);
396                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
397                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
398                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
399                         prt(              _("チェリー",
400                                                                 " Cherry "), row + 8, col);
401                         break;
402         }
403 }
404
405 /*! @note
406  * kpoker no (tyuto-hannpa na)pakuri desu...
407  * joker ha shineru node haitte masen.
408  *
409  * TODO: donataka! tsukutte!
410  *  - agatta yaku no kiroku (like DQ).
411  *  - kakkoii card no e.
412  *  - sousa-sei no koujyo.
413  *  - code wo wakariyasuku.
414  *  - double up.
415  *  - Joker... -- done.
416  *
417  * 9/13/2000 --Koka
418  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
419  */
420
421 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
422 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
423 #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 */
424
425 static int cards[5]; /*!< ポーカーの現在の手札ID */
426
427 /*!
428  * @brief ポーカーの山札を切る。
429  * @param deck デッキの配列
430  * @return なし
431  */
432 static void reset_deck(int deck[])
433 {
434         int i;
435         for (i = 0; i < 53; i++) deck[i] = i;
436
437         /* shuffle cards */
438         for (i = 0; i < 53; i++){
439                 int tmp1 = randint0(53 - i) + i;
440                 int tmp2 = deck[i];
441                 deck[i] = deck[tmp1];
442                 deck[tmp1] = tmp2;
443         }
444 }
445
446 /*!
447  * @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。
448  * @return ジョーカーを持っているか。
449  */
450 static bool have_joker(void)
451 {
452         int i;
453
454         for (i = 0; i < 5; i++){
455           if(IS_JOKER(cards[i])) return TRUE;
456         }
457         return FALSE;
458 }
459
460 /*!
461  * @brief ポーカーの手札に該当の番号の札があるかを返す。
462  * @param num 探したいカードの番号。
463  * @return 該当の番号が手札にあるか。
464  */
465 static bool find_card_num(int num)
466 {
467         int i;
468         for (i = 0; i < 5; i++)
469                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
470         return FALSE;
471 }
472
473 /*!
474  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
475  * @return 役の判定結果
476  */
477 static bool yaku_check_flush(void)
478 {
479         int i, suit;
480         bool joker_is_used = FALSE;
481
482         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
483         for (i = 0; i < 5; i++){
484                 if (SUIT_OF(cards[i]) != suit){
485                   if(have_joker() && !joker_is_used)
486                     joker_is_used = TRUE;
487                   else
488                     return FALSE;
489                 }
490         }
491
492         return TRUE;
493 }
494
495 /*!
496  * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
497  * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
498  */
499 static int yaku_check_straight(void)
500 {
501         int i, lowest = 99;
502         bool joker_is_used = FALSE;
503         bool straight = FALSE;
504
505         /* get lowest */
506         for (i = 0; i < 5; i++)
507         {
508                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
509                         lowest = NUM_OF(cards[i]);
510         }
511         
512         /* Check Royal Straight Flush */
513         if (yaku_check_flush())
514         {
515           if( lowest == 0 ){
516                 for (i = 0; i < 4; i++)
517                 {
518                         if (!find_card_num(9 + i)){
519                                 if( have_joker() && !joker_is_used )
520                                   joker_is_used = TRUE;
521                                 else
522                                   break;
523                         }
524                 }
525                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
526           }
527           if(lowest == 9){
528                 for (i = 0; i < 3; i++)
529                 {
530                         if (!find_card_num(10 + i))
531                                 break;
532                 }
533                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
534           }
535         }
536
537         joker_is_used = FALSE;
538
539         /* Straight Only Check */
540
541         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
542                 for (i = 0; i < 4; i++)
543                 {
544                         if (!find_card_num(9 + i)) {
545                                 if (have_joker() && !joker_is_used)
546                                         joker_is_used = TRUE;
547                                 else
548                                         break; /* None */
549                         }
550                 }
551                 if(i == 4) straight = TRUE;
552         }
553
554         joker_is_used = FALSE;
555
556         for (i = 0; i < 5; i++)
557         {
558                 if(!find_card_num(lowest + i)){
559                         if( have_joker() && !joker_is_used )
560                                 joker_is_used = TRUE;
561                         else
562                                 break; /* None */
563                 }
564         }
565         if(i == 5) straight = TRUE;
566         
567         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
568         else if(straight) return 1; /* Only Straight */
569         else return 0;
570 }
571
572 /*!
573  * @brief ポーカーのペア役の状態を返す。
574  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
575  */
576 static int yaku_check_pair(void)
577 {
578         int i, i2, matching = 0;
579
580         for (i = 0; i < 5; i++)
581         {
582                 for (i2 = i+1; i2 < 5; i2++)
583                 {
584                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
585                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
586                                 matching++;
587                 }
588         }
589
590         if(have_joker()){
591           switch(matching){
592           case 0:
593             matching = 1;
594             break;
595           case 1:
596             matching = 3;
597             break;
598           case 2:
599             matching = 4;
600             break;
601           case 3:
602             matching = 6;
603             break;
604           case 6:
605             matching = 7;
606             break;
607           default:
608             /* don't reach */
609             break;
610           }
611         }
612
613         return matching;
614 }
615
616 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
617 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
618 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
619 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
620 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
621 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
622 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
623 #define ODDS_ST 4 /*!< ストレートの役倍率 */
624 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
625 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
626
627 /*!
628  * @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。
629  * @return 役のID
630  */
631 static int yaku_check(void)
632 {
633         prt("                            ", 4, 3);
634
635         switch(yaku_check_straight()){
636         case 3: /* RF! */
637                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
638                 return ODDS_RF;
639         case 2: /* SF! */
640                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
641                 return ODDS_SF;
642         case 1:
643                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
644                 return ODDS_ST;
645         default:
646                 /* Not straight -- fall through */
647                 break;
648         }
649
650         if (yaku_check_flush())
651         {
652                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
653                 return ODDS_FL;
654         }
655
656         switch (yaku_check_pair())
657         {
658         case 1:
659                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
660                 return 0;
661         case 2:
662                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
663                 return ODDS_2P;
664         case 3:
665                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
666                 return ODDS_3C;
667         case 4:
668                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
669                 return ODDS_FH;
670         case 6:
671                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
672                 return ODDS_4C;
673         case 7:
674                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
675                 {
676                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
677                         return ODDS_5A;
678                 }
679                 else
680                 {
681                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
682                         return ODDS_5C;
683                 }
684         default:
685                 break;
686         }
687         return 0;
688 }
689
690 /*!
691  * @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。
692  * @param hoge カーソルの現在位置
693  * @param kaeruka カードの捨てる/残すフラグ配列
694  * @return なし
695  */
696 static void display_kaeruka(int hoge, int kaeruka[])
697 {
698         int i;
699         char col = TERM_WHITE;
700         for (i = 0; i < 5; i++)
701         {
702                 if (i == hoge) col = TERM_YELLOW;
703                 else if(kaeruka[i]) col = TERM_WHITE;
704                 else col = TERM_L_BLUE;
705                 
706                 if(kaeruka[i])
707                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
708                 else
709                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
710         }
711         if (hoge > 4) col = TERM_YELLOW;
712         else col = TERM_WHITE;
713         c_put_str(col, _("決定", "Sure"), 16,  38);
714
715         /* Hilite current option */
716         if (hoge < 5) move_cursor(14, 5+hoge*16);
717         else move_cursor(16, 38);
718 }
719
720 /*!
721  * @brief ポーカーの手札を表示する。
722  * @return なし
723  */
724 static void display_cards(void)
725 {
726         int i, j;
727         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
728 #ifdef JP
729         cptr suit[4] = {"★", "●", "¶", "†"};
730         cptr card_grph[13][7] = {{"A   %s     ",
731                                   "     変     ",
732                                   "     愚     ",
733                                   "     蛮     ",
734                                   "     怒     ",
735                                   "     %s     ",
736                                   "          A"},
737                                  {"2          ",
738                                   "     %s     ",
739                                   "            ",
740                                   "            ",
741                                   "            ",
742                                   "     %s     ",
743                                   "          2"},
744                                  {"3          ",
745                                   "     %s     ",
746                                   "            ",
747                                   "     %s     ",
748                                   "            ",
749                                   "     %s     ",
750                                   "          3"},
751                                  {"4          ",
752                                   "   %s  %s   ",
753                                   "            ",
754                                   "            ",
755                                   "            ",
756                                   "   %s  %s   ",
757                                   "          4"},
758                                  {"5          ",
759                                   "   %s  %s   ",
760                                   "            ",
761                                   "     %s     ",
762                                   "            ",
763                                   "   %s  %s   ",
764                                   "          5"},
765                                  {"6          ",
766                                   "   %s  %s   ",
767                                   "            ",
768                                   "   %s  %s   ",
769                                   "            ",
770                                   "   %s  %s   ",
771                                   "          6"},
772                                  {"7          ",
773                                   "   %s  %s   ",
774                                   "     %s     ",
775                                   "   %s  %s   ",
776                                   "            ",
777                                   "   %s  %s   ",
778                                   "          7"},
779                                  {"8          ",
780                                   "   %s  %s   ",
781                                   "     %s     ",
782                                   "   %s  %s   ",
783                                   "     %s     ",
784                                   "   %s  %s   ",
785                                   "          8"},
786                                  {"9 %s  %s   ",
787                                   "            ",
788                                   "   %s  %s   ",
789                                   "     %s     ",
790                                   "   %s  %s   ",
791                                   "            ",
792                                   "   %s  %s 9"},
793                                  {"10 %s  %s   ",
794                                   "     %s     ",
795                                   "   %s  %s   ",
796                                   "            ",
797                                   "   %s  %s   ",
798                                   "     %s     ",
799                                   "   %s  %s 10"},
800                                  {"J   Λ     ",
801                                   "%s   ||     ",
802                                   "     ||     ",
803                                   "     ||     ",
804                                   "     ||     ",
805                                   "   |=亜=| %s",
806                                   "     目   J"},
807                                  {"Q ######   ",
808                                   "%s#      #  ",
809                                   "  # ++++ #  ",
810                                   "  # +==+ #  ",
811                                   "   # ++ #   ",
812                                   "    #  #  %s",
813                                   "     ##   Q"},
814                                  {"K          ",
815                                   "%s `⌒´   ",
816                                   "  γγγλ  ",
817                                   "  ο ο ι  ",
818                                   "   υ    ∂ ",
819                                   "    σ ノ %s",
820                                   "          K"}};
821         cptr joker_grph[7] = {    "            ",
822                                   "     J     ",
823                                   "     O     ",
824                                   "     K     ",
825                                   "     E     ",
826                                   "     R     ",
827                                   "            "};
828
829 #else
830
831         cptr suit[4] = {"[]", "qp", "<>", "db"};
832         cptr card_grph[13][7] = {{"A    %s     ",
833                                   "     He     ",
834                                   "     ng     ",
835                                   "     ba     ",
836                                   "     nd     ",
837                                   "     %s     ",
838                                   "           A"},
839                                  {"2           ",
840                                   "     %s     ",
841                                   "            ",
842                                   "            ",
843                                   "            ",
844                                   "     %s     ",
845                                   "           2"},
846                                  {"3           ",
847                                   "     %s     ",
848                                   "            ",
849                                   "     %s     ",
850                                   "            ",
851                                   "     %s     ",
852                                   "           3"},
853                                  {"4           ",
854                                   "   %s  %s   ",
855                                   "            ",
856                                   "            ",
857                                   "            ",
858                                   "   %s  %s   ",
859                                   "           4"},
860                                  {"5           ",
861                                   "   %s  %s   ",
862                                   "            ",
863                                   "     %s     ",
864                                   "            ",
865                                   "   %s  %s   ",
866                                   "           5"},
867                                  {"6           ",
868                                   "   %s  %s   ",
869                                   "            ",
870                                   "   %s  %s   ",
871                                   "            ",
872                                   "   %s  %s   ",
873                                   "           6"},
874                                  {"7           ",
875                                   "   %s  %s   ",
876                                   "     %s     ",
877                                   "   %s  %s   ",
878                                   "            ",
879                                   "   %s  %s   ",
880                                   "           7"},
881                                  {"8           ",
882                                   "   %s  %s   ",
883                                   "     %s     ",
884                                   "   %s  %s   ",
885                                   "     %s     ",
886                                   "   %s  %s   ",
887                                   "           8"},
888                                  {"9  %s  %s   ",
889                                   "            ",
890                                   "   %s  %s   ",
891                                   "     %s     ",
892                                   "   %s  %s   ",
893                                   "            ",
894                                   "   %s  %s  9"},
895                                  {"10 %s  %s   ",
896                                   "     %s     ",
897                                   "   %s  %s   ",
898                                   "            ",
899                                   "   %s  %s   ",
900                                   "     %s     ",
901                                   "   %s  %s 10"},
902                                  {"J    /\\     ",
903                                   "%s   ||     ",
904                                   "     ||     ",
905                                   "     ||     ",
906                                   "     ||     ",
907                                   "   |=HH=| %s",
908                                   "     ][    J"},
909                                  {"Q  ######   ",
910                                   "%s#      #  ",
911                                   "  # ++++ #  ",
912                                   "  # +==+ #  ",
913                                   "   # ++ #   ",
914                                   "    #  #  %s",
915                                   "     ##    Q"},
916                                  {"K           ",
917                                   "%s _'~~`_   ",
918                                   "   jjjjj$&  ",
919                                   "   q q uu   ",
920                                   "   c    &   ",
921                                   "    v__/  %s",
922                                   "           K"}};
923         cptr joker_grph[7] = {    "            ",
924                                   "     J      ",
925                                   "     O      ",
926                                   "     K      ",
927                                   "     E      ",
928                                   "     R      ",
929                                   "            "};
930 #endif
931
932         for (i = 0; i < 5; i++)
933         {
934                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
935         }
936
937         for (i = 0; i < 5; i++)
938         {
939                 for (j = 0; j < 7; j++)
940                 {
941                         prt(_("┃", " |"),  j+6,  i*16);
942                         if(IS_JOKER(cards[i]))
943                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
944                         else
945                                 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);
946                         prt(_("┃", "| "),  j+6,  i*16+14);
947                 }
948         }
949         for (i = 0; i < 5; i++)
950         {
951                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
952         }
953 }
954
955 /*!
956  * @brief ポーカーの1プレイルーチン。
957  * @return 1プレイの役の結果
958  */
959 static int do_poker(void)
960 {
961         int i, k = 2;
962         char cmd;
963         int deck[53]; /* yamafuda : 0...52 */
964         int deck_ptr = 0;
965         int kaeruka[5]; /* 0:kaenai 1:kaeru */
966
967         bool done = FALSE;
968         bool kettei = TRUE;
969         bool kakikae = TRUE;
970
971         reset_deck(deck);
972
973         for (i = 0; i < 5; i++)
974         {
975                 cards[i] = deck[deck_ptr++];
976                 kaeruka[i] = 0; /* default:nokosu */
977         }
978         
979 #if 0
980         /* debug:RF */
981         cards[0] = 12;
982         cards[1] = 0;
983         cards[2] = 9;
984         cards[3] = 11;
985         cards[4] = 10;
986 #endif
987 #if 0
988         /* debug:SF */
989         cards[0] = 3;
990         cards[1] = 2;
991         cards[2] = 4;
992         cards[3] = 6;
993         cards[4] = 5;
994 #endif
995 #if 0
996         /* debug:Four Cards */
997         cards[0] = 0;
998         cards[1] = 0 + 13 * 1;
999         cards[2] = 0 + 13 * 2;
1000         cards[3] = 0 + 13 * 3;
1001         cards[4] = 51;
1002 #endif
1003 #if 0
1004         /* debug:Straight1 */
1005         cards[0] = 1;
1006         cards[1] = 0 + 13;
1007         cards[2] = 3;
1008         cards[3] = 2 + 26;
1009         cards[4] = 4;
1010 #endif
1011 #if 0
1012         /* debug:Straight2 */
1013         cards[0] = 12;
1014         cards[1] = 0;
1015         cards[2] = 9;
1016         cards[3] = 11 + 13 * 2;
1017         cards[4] = 10;
1018 #endif
1019 #if 0
1020         /* debug:Straight3 */
1021         cards[0] = 52;
1022         cards[1] = 0;
1023         cards[2] = 9;
1024         cards[3] = 11 + 13 * 2;
1025         cards[4] = 10;
1026 #endif
1027 #if 0
1028         /* debug:Straight4 */
1029         cards[0] = 12;
1030         cards[1] = 52;
1031         cards[2] = 9;
1032         cards[3] = 11 + 13 * 2;
1033         cards[4] = 10;
1034 #endif
1035 #if 0
1036         /* debug:Straight5 */
1037         cards[0] = 4;
1038         cards[1] = 5 + 13;
1039         cards[2] = 6;
1040         cards[3] = 7 + 26;
1041         cards[4] = 3;
1042 #endif
1043 #if 0
1044         /* debug:Five Card1 */
1045         cards[0] = 4;
1046         cards[1] = 52;
1047         cards[2] = 4 + 13;
1048         cards[3] = 4 + 26;
1049         cards[4] = 4 + 39;
1050 #endif
1051 #if 0
1052         /* debug:Five Card2 */
1053         cards[1] = 52;
1054         cards[0] = 4;
1055         cards[2] = 4 + 13;
1056         cards[3] = 4 + 26;
1057         cards[4] = 4 + 39;
1058 #endif
1059 #if 0
1060         /* debug */
1061         cards[0] = 52;
1062         cards[1] = 0;
1063         cards[2] = 1;
1064         cards[3] = 2;
1065         cards[4] = 3;
1066 #endif
1067
1068         /* suteruno wo kimeru */
1069         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);
1070
1071         display_cards();
1072         yaku_check();
1073
1074         while (!done)
1075         {
1076                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1077                 kakikae = FALSE;
1078                 cmd = inkey();
1079                 switch (cmd)
1080                 {
1081                 case '6': case 'l': case 'L': case KTRL('F'):
1082                         if (!kettei) k = (k+1)%5;
1083                         else {k = 0;kettei = FALSE;}
1084                         kakikae = TRUE;
1085                         break;
1086                 case '4': case 'h': case 'H': case KTRL('B'):
1087                         if (!kettei) k = (k+4)%5;
1088                         else {k = 4;kettei = FALSE;}
1089                         kakikae = TRUE;
1090                         break;
1091                 case '2': case 'j': case 'J': case KTRL('N'):
1092                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1093                         break;
1094                 case '8': case 'k': case 'K': case KTRL('P'):
1095                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1096                         break;
1097                 case ' ': case '\r':
1098                         if (kettei) done = TRUE;
1099                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1100                         break;
1101                 default:
1102                         break;
1103                 }
1104         }
1105         
1106         prt("",0,0);
1107
1108         for (i = 0; i < 5; i++)
1109                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1110
1111         display_cards();
1112         
1113         return yaku_check();
1114 }
1115 #undef SUIT_OF
1116 #undef NUM_OF
1117 #undef IS_JOKER
1118 /* end of poker codes --Koka */
1119
1120 /*!
1121  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1122  * @param cmd プレイするゲームID
1123  * @return なし
1124  */
1125 static bool gamble_comm(int cmd)
1126 {
1127         int i;
1128         int roll1, roll2, roll3, choice, odds, win;
1129         s32b wager;
1130         s32b maxbet;
1131         s32b oldgold;
1132
1133         char out_val[160], tmp_str[80], again;
1134         cptr p;
1135
1136         screen_save();
1137
1138         if (cmd == BACT_GAMBLE_RULES)
1139         {
1140                 /* Peruse the gambling help file */
1141                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1142         }
1143         else
1144         {
1145                 /* No money */
1146                 if (p_ptr->au < 1)
1147                 {
1148                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1149                                                 "Hey! You don't have gold - get out of here!"));
1150                         msg_print(NULL);
1151                         screen_load();
1152                         return FALSE;
1153                 }
1154
1155                 clear_bldg(5, 23);
1156
1157                 maxbet = p_ptr->lev * 200;
1158
1159                 /* We can't bet more than we have */
1160                 maxbet = MIN(maxbet, p_ptr->au);
1161
1162                 /* Get the wager */
1163                 strcpy(out_val, "");
1164                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1165
1166
1167                 /*
1168                  * Use get_string() because we may need more than
1169                  * the s16b value returned by get_quantity().
1170                  */
1171                 if (get_string(tmp_str, out_val, 32))
1172                 {
1173                         /* Strip spaces */
1174                         for (p = out_val; *p == ' '; p++);
1175
1176                         /* Get the wager */
1177                         wager = atol(p);
1178
1179                         if (wager > p_ptr->au)
1180                         {
1181                                 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!"));
1182                                 msg_print(NULL);
1183                                 screen_load();
1184                                 return (FALSE);
1185                         }
1186                         else if (wager > maxbet)
1187                         {
1188                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1189                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1190                                 wager = maxbet;
1191                         }
1192                         else if (wager < 1)
1193                         {
1194                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1195                                 wager = 1;
1196                         }
1197                         msg_print(NULL);
1198                         win = FALSE;
1199                         odds = 0;
1200                         oldgold = p_ptr->au;
1201
1202                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1203                         prt(tmp_str, 20, 2);
1204                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1205                         prt(tmp_str, 21, 2);
1206
1207                         do
1208                         {
1209                                 p_ptr->au -= wager;
1210                                 switch (cmd)
1211                                 {
1212                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1213                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1214
1215                                         odds = 4;
1216                                         win = FALSE;
1217                                         roll1 = randint1(10);
1218                                         roll2 = randint1(10);
1219                                         choice = randint1(10);
1220                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1221
1222                                         prt(tmp_str, 8, 3);
1223                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1224
1225                                         prt(tmp_str, 11, 14);
1226                                         if (((choice > roll1) && (choice < roll2)) ||
1227                                                 ((choice < roll1) && (choice > roll2)))
1228                                                 win = TRUE;
1229                                         break;
1230                                 case BACT_CRAPS:  /* Game of Craps */
1231                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1232
1233                                         win = 3;
1234                                         odds = 2;
1235                                         roll1 = randint1(6);
1236                                         roll2 = randint1(6);
1237                                         roll3 = roll1 +  roll2;
1238                                         choice = roll3;
1239                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1240                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1241                                         prt(tmp_str, 7, 5);
1242                                         if ((roll3 == 7) || (roll3 == 11))
1243                                                 win = TRUE;
1244                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1245                                                 win = FALSE;
1246                                         else
1247                                                 do
1248                                                 {
1249                                                         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"));
1250
1251                                                         msg_print(NULL);
1252                                                         roll1 = randint1(6);
1253                                                         roll2 = randint1(6);
1254                                                         roll3 = roll1 +  roll2;
1255                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1256                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1257                                                         prt(tmp_str, 8, 5);
1258                                                         if (roll3 == choice)
1259                                                                 win = TRUE;
1260                                                         else if (roll3 == 7)
1261                                                                 win = FALSE;
1262                                                 } while ((win != TRUE) && (win != FALSE));
1263                                         break;
1264
1265                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1266                                         win = FALSE;
1267                                         odds = 9;
1268                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1269
1270                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1271                                         prt("--------------------------------", 8, 3);
1272                                         strcpy(out_val, "");
1273                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1274
1275                                         for (p = out_val; iswspace(*p); p++);
1276                                         choice = atol(p);
1277                                         if (choice < 0)
1278                                         {
1279                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1280                                                 choice = 0;
1281                                         }
1282                                         else if (choice > 9)
1283                                         {
1284                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1285                                                 choice = 9;
1286                                         }
1287                                         msg_print(NULL);
1288                                         roll1 = randint0(10);
1289                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1290                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1291                                         prt(tmp_str, 13, 3);
1292                                         prt("", 9, 0);
1293                                         prt("*", 9, (3 * roll1 + 5));
1294                                         if (roll1 == choice)
1295                                                 win = TRUE;
1296                                         break;
1297
1298                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1299                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1300                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1301                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1302                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1303                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1304                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1305                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1306                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1307                                         
1308                                         win = FALSE;
1309                                         roll1 = randint1(21);
1310                                         for (i=6;i>0;i--)
1311                                         {
1312                                                 if ((roll1-i) < 1)
1313                                                 {
1314                                                         roll1 = 7-i;
1315                                                         break;
1316                                                 }
1317                                                 roll1 -= i;
1318                                         }
1319                                         roll2 = randint1(21);
1320                                         for (i=6;i>0;i--)
1321                                         {
1322                                                 if ((roll2-i) < 1)
1323                                                 {
1324                                                         roll2 = 7-i;
1325                                                         break;
1326                                                 }
1327                                                 roll2 -= i;
1328                                         }
1329                                         choice = randint1(21);
1330                                         for (i=6;i>0;i--)
1331                                         {
1332                                                 if ((choice-i) < 1)
1333                                                 {
1334                                                         choice = 7-i;
1335                                                         break;
1336                                                 }
1337                                                 choice -= i;
1338                                         }
1339                                         put_str("/--------------------------\\", 7, 2);
1340                                         prt("\\--------------------------/", 17, 2);
1341                                         display_fruit(8,  3, roll1 - 1);
1342                                         display_fruit(8, 12, roll2 - 1);
1343                                         display_fruit(8, 21, choice - 1);
1344                                         if ((roll1 == roll2) && (roll2 == choice))
1345                                         {
1346                                                 win = TRUE;
1347                                                 switch(roll1)
1348                                                 {
1349                                                 case 1:
1350                                                         odds = 5;break;
1351                                                 case 2:
1352                                                         odds = 10;break;
1353                                                 case 3:
1354                                                         odds = 20;break;
1355                                                 case 4:
1356                                                         odds = 50;break;
1357                                                 case 5:
1358                                                         odds = 200;break;
1359                                                 case 6:
1360                                                         odds = 1000;break;
1361                                                 }
1362                                         }
1363                                         else if ((roll1 == 1) && (roll2 == 1))
1364                                         {
1365                                                 win = TRUE;
1366                                                 odds = 2;
1367                                         }
1368                                         break;
1369                                 case BACT_POKER:
1370                                         win = FALSE;
1371                                         odds = do_poker();
1372                                         if (odds) win = TRUE;
1373                                         break;
1374                                 }
1375
1376                                 if (win)
1377                                 {
1378                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1379
1380                                         p_ptr->au += odds * wager;
1381                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1382
1383                                         prt(tmp_str, 17, 37);
1384                                 }
1385                                 else
1386                                 {
1387                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1388                                         prt("", 17, 37);
1389                                 }
1390                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1391
1392                                 prt(tmp_str, 22, 2);
1393                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1394
1395                                 move_cursor(18, 52);
1396                                 again = inkey();
1397                                 prt("", 16, 37);
1398                                 prt("", 17, 37);
1399                                 prt("", 18, 37);
1400                                 if (wager > p_ptr->au)
1401                                 {
1402                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1403                                                                 "Hey! You don't have the gold - get out of here!"));
1404                                         msg_print(NULL);
1405
1406                                         /* Get out here */
1407                                         break;
1408                                 }
1409                         } while ((again == 'y') || (again == 'Y'));
1410
1411                         prt("", 18, 37);
1412                         if (p_ptr->au >= oldgold)
1413                         {
1414                                 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!」",
1415                                                         "You came out a winner! We'll win next time, I'm sure."));
1416                                 chg_virtue(V_CHANCE, 3);
1417                         }
1418                         else
1419                         {
1420                                 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."));
1421                                 chg_virtue(V_CHANCE, -3);
1422                         }
1423                 }
1424                 msg_print(NULL);
1425         }
1426         screen_load();
1427         return (TRUE);
1428 }
1429
1430 /*!
1431  * @brief モンスター闘技場に参加できるモンスターの判定
1432  * @param r_idx モンスターID
1433  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1434  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1435  * @return 参加できるか否か
1436  */
1437 static bool vault_aux_battle(MONRACE_IDX r_idx)
1438 {
1439         int i;
1440         HIT_POINT dam = 0;
1441
1442         monster_race *r_ptr = &r_info[r_idx];
1443
1444         /* Decline town monsters */
1445 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1446
1447         /* Decline unique monsters */
1448 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1449 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1450
1451         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1452         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1453         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1454         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1455         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1456
1457         for (i = 0; i < 4; i++)
1458         {
1459                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1460                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1461         }
1462         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1463
1464         return (TRUE);
1465 }
1466
1467 /*!
1468  * @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。
1469  * @return なし
1470  */
1471 void battle_monsters(void)
1472 {
1473         int total, i;
1474         int max_dl = 0;
1475         int mon_level;
1476         int power[4];
1477         bool tekitou;
1478         bool old_inside_battle = p_ptr->inside_battle;
1479
1480         for (i = 0; i < max_d_idx; i++)
1481                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1482
1483         mon_level = randint1(MIN(max_dl, 122))+5;
1484         if (randint0(100) < 60)
1485         {
1486                 i = randint1(MIN(max_dl, 122))+5;
1487                 mon_level = MAX(i, mon_level);
1488         }
1489         if (randint0(100) < 30)
1490         {
1491                 i = randint1(MIN(max_dl, 122))+5;
1492                 mon_level = MAX(i, mon_level);
1493         }
1494
1495         while (1)
1496         {
1497                 total = 0;
1498                 tekitou = FALSE;
1499                 for(i = 0; i < 4; i++)
1500                 {
1501                         MONRACE_IDX r_idx;
1502                         int j;
1503                         while (1)
1504                         {
1505                                 get_mon_num_prep(vault_aux_battle, NULL);
1506                                 p_ptr->inside_battle = TRUE;
1507                                 r_idx = get_mon_num(mon_level);
1508                                 p_ptr->inside_battle = old_inside_battle;
1509                                 if (!r_idx) continue;
1510
1511                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1512                                 {
1513                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1514                                 }
1515
1516                                 for (j = 0; j < i; j++)
1517                                         if(r_idx == battle_mon[j]) break;
1518                                 if (j<i) continue;
1519
1520                                 break;
1521                         }
1522                         battle_mon[i] = r_idx;
1523                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1524                 }
1525
1526                 for (i=0;i<4;i++)
1527                 {
1528                         monster_race *r_ptr = &r_info[battle_mon[i]];
1529                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1530
1531                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1532                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1533                         else
1534                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1535                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1536                         if (r_ptr->speed > 110)
1537                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1538                         if (r_ptr->speed < 110)
1539                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1540                         if (num_taisei > 2)
1541                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1542                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1543                                 power[i] = power[i] * 4 / 3;
1544                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1545                                 power[i] = power[i] * 4 / 3;
1546                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1547                                 power[i] = power[i] * 11 / 10;
1548                         if (r_ptr->flags1 & RF1_RAND_25)
1549                                 power[i] = power[i] * 9 / 10;
1550                         if (r_ptr->flags1 & RF1_RAND_50)
1551                                 power[i] = power[i] * 9 / 10;
1552                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1553                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1554
1555
1556                         total += power[i];
1557                 }
1558                 for (i=0;i<4;i++)
1559                 {
1560                         power[i] = total*60/power[i];
1561                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1562                         if ((power[i] < 160) && randint0(20)) break;
1563                         if (power[i] < 101) power[i] = 100 + randint1(5);
1564                         mon_odds[i] = power[i];
1565                 }
1566                 if (i == 4) break;
1567         }
1568 }
1569
1570 /*!
1571  * @brief モンスター闘技場のメインルーチン
1572  * @return 賭けを開始したか否か
1573  */
1574 static bool kakutoujou(void)
1575 {
1576         s32b maxbet;
1577         s32b wager;
1578         char out_val[160], tmp_str[80];
1579         cptr p;
1580
1581         if ((turn - old_battle) > TURNS_PER_TICK*250)
1582         {
1583                 battle_monsters();
1584                 old_battle = turn;
1585         }
1586
1587         screen_save();
1588
1589         /* No money */
1590         if (p_ptr->au < 1)
1591         {
1592                 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!"));
1593                 msg_print(NULL);
1594                 screen_load();
1595                 return FALSE;
1596         }
1597         else
1598         {
1599                 int i;
1600
1601                 clear_bldg(4, 10);
1602
1603                 prt(_("モンスター                                                     倍率",
1604                           "Monsters                                                       Odds"), 4, 4);
1605                 for (i=0;i<4;i++)
1606                 {
1607                         char buf[80];
1608                         monster_race *r_ptr = &r_info[battle_mon[i]];
1609
1610                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1611                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1612                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1613                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1614                         prt(buf, 5+i, 1);
1615                 }
1616                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1617                 while(1)
1618                 {
1619                         i = inkey();
1620
1621                         if (i == ESCAPE)
1622                         {
1623                                 screen_load();
1624                                 return FALSE;
1625                         }
1626                         if (i >= '1' && i <= '4')
1627                         {
1628                                 sel_monster = i-'1';
1629                                 battle_odds = mon_odds[sel_monster];
1630                                 break;
1631                         }
1632                         else bell();
1633                 }
1634
1635                 clear_bldg(4,4);
1636                 for (i=0;i<4;i++)
1637                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1638
1639                 maxbet = p_ptr->lev * 200;
1640
1641                 /* We can't bet more than we have */
1642                 maxbet = MIN(maxbet, p_ptr->au);
1643
1644                 /* Get the wager */
1645                 strcpy(out_val, "");
1646                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1647                 /*
1648                  * Use get_string() because we may need more than
1649                  * the s16b value returned by get_quantity().
1650                  */
1651                 if (get_string(tmp_str, out_val, 32))
1652                 {
1653                         /* Strip spaces */
1654                         for (p = out_val; *p == ' '; p++);
1655
1656                         /* Get the wager */
1657                         wager = atol(p);
1658
1659                         if (wager > p_ptr->au)
1660                         {
1661                                 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!"));
1662
1663                                 msg_print(NULL);
1664                                 screen_load();
1665                                 return (FALSE);
1666                         }
1667                         else if (wager > maxbet)
1668                         {
1669                                 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);
1670
1671                                 wager = maxbet;
1672                         }
1673                         else if (wager < 1)
1674                         {
1675                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1676                                 wager = 1;
1677                         }
1678                         msg_print(NULL);
1679                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1680                         kakekin = wager;
1681                         p_ptr->au -= wager;
1682                         reset_tim_flags();
1683
1684                         /* Save the surface floor as saved floor */
1685                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1686
1687                         p_ptr->inside_battle = TRUE;
1688                         p_ptr->leaving = TRUE;
1689
1690                         leave_bldg = TRUE;
1691                         screen_load();
1692
1693                         return (TRUE);
1694                 }
1695         }
1696         screen_load();
1697
1698         return (FALSE);
1699 }
1700
1701 /*!
1702  * @brief 本日の賞金首情報を表示する。
1703  * @return なし
1704  */
1705 static void today_target(void)
1706 {
1707         char buf[160];
1708         monster_race *r_ptr = &r_info[today_mon];
1709
1710         clear_bldg(4,18);
1711         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1712         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1713         c_put_str(TERM_YELLOW, buf, 6, 10);
1714         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1715         prt(buf, 8, 10);
1716         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1717         prt(buf, 9, 10);
1718         p_ptr->today_mon = today_mon;
1719 }
1720
1721 /*!
1722  * @brief ツチノコの賞金首情報を表示する。
1723  * @return なし
1724  */
1725 static void tsuchinoko(void)
1726 {
1727         clear_bldg(4,18);
1728         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1729         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);
1730         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1731         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1732         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1733 }
1734
1735 /*!
1736  * @brief 通常の賞金首情報を表示する。
1737  * @return なし
1738  */
1739 static void shoukinkubi(void)
1740 {
1741         int i;
1742         TERM_LEN y = 0;
1743
1744         clear_bldg(4,18);
1745         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);
1746         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1747
1748         for (i = 0; i < MAX_KUBI; i++)
1749         {
1750                 byte color;
1751                 cptr done_mark;
1752                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1753
1754                 if (kubi_r_idx[i] > 10000)
1755                 {
1756                         color = TERM_RED;
1757                         done_mark = _("(済)", "(done)");
1758                 }
1759                 else
1760                 {
1761                         color = TERM_WHITE;
1762                         done_mark = "";
1763                 }
1764
1765                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1766
1767                 y = (y+1) % 10;
1768                 if (!y && (i < MAX_KUBI -1))
1769                 {
1770                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1771                         (void)inkey();
1772                         prt("", 0, 0);
1773                         clear_bldg(7,18);
1774                 }
1775         }
1776 }
1777
1778
1779
1780 /*!
1781  * 賞金首の報酬テーブル / List of prize object
1782  */
1783 static struct {
1784         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1785         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1786 } prize_list[MAX_KUBI] = 
1787 {
1788         {TV_POTION, SV_POTION_CURING},
1789         {TV_POTION, SV_POTION_SPEED},
1790         {TV_POTION, SV_POTION_SPEED},
1791         {TV_POTION, SV_POTION_RESISTANCE},
1792         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1793
1794         {TV_POTION, SV_POTION_HEALING},
1795         {TV_POTION, SV_POTION_RESTORE_MANA},
1796         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1797         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1798         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1799
1800         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1801         {TV_POTION, SV_POTION_STAR_HEALING},
1802         {TV_POTION, SV_POTION_STAR_HEALING},
1803         {TV_POTION, SV_POTION_NEW_LIFE},
1804         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1805
1806         {TV_POTION, SV_POTION_LIFE},
1807         {TV_POTION, SV_POTION_LIFE},
1808         {TV_POTION, SV_POTION_AUGMENTATION},
1809         {TV_POTION, SV_POTION_INVULNERABILITY},
1810         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1811 };
1812
1813 /*!
1814  * @brief 賞金首の引き換え処理 / Get prize
1815  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1816  */
1817 static bool kankin(void)
1818 {
1819         INVENTORY_IDX i;
1820         int j;
1821         bool change = FALSE;
1822         char o_name[MAX_NLEN];
1823         object_type *o_ptr;
1824
1825         /* Loop for inventory and right/left arm */
1826         for (i = 0; i <= INVEN_LARM; i++)
1827         {
1828                 o_ptr = &inventory[i];
1829
1830                 /* Living Tsuchinoko worthes $1000000 */
1831                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1832                 {
1833                         char buf[MAX_NLEN+20];
1834                         object_desc(o_name, o_ptr, 0);
1835                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1836                         if (get_check(buf))
1837                         {
1838                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1839                                 p_ptr->au += 1000000L * o_ptr->number;
1840                                 p_ptr->redraw |= (PR_GOLD);
1841                                 inven_item_increase(i, -o_ptr->number);
1842                                 inven_item_describe(i);
1843                                 inven_item_optimize(i);
1844                         }
1845                         change = TRUE;
1846                 }
1847         }
1848
1849         for (i = 0; i < INVEN_PACK; i++)
1850         {
1851                 o_ptr = &inventory[i];
1852
1853                 /* Corpse of Tsuchinoko worthes $200000 */
1854                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1855                 {
1856                         char buf[MAX_NLEN+20];
1857                         object_desc(o_name, o_ptr, 0);
1858                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1859                         if (get_check(buf))
1860                         {
1861                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1862                                 p_ptr->au += 200000L * o_ptr->number;
1863                                 p_ptr->redraw |= (PR_GOLD);
1864                                 inven_item_increase(i, -o_ptr->number);
1865                                 inven_item_describe(i);
1866                                 inven_item_optimize(i);
1867                         }
1868                         change = TRUE;
1869                 }
1870         }
1871
1872         for (i = 0; i < INVEN_PACK; i++)
1873         {
1874                 o_ptr = &inventory[i];
1875
1876                 /* Bones of Tsuchinoko worthes $100000 */
1877                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1878                 {
1879                         char buf[MAX_NLEN+20];
1880                         object_desc(o_name, o_ptr, 0);
1881                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1882                         if (get_check(buf))
1883                         {
1884                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1885                                 p_ptr->au += 100000L * o_ptr->number;
1886                                 p_ptr->redraw |= (PR_GOLD);
1887                                 inven_item_increase(i, -o_ptr->number);
1888                                 inven_item_describe(i);
1889                                 inven_item_optimize(i);
1890                         }
1891                         change = TRUE;
1892                 }
1893         }
1894
1895         for (i = 0; i < INVEN_PACK; i++)
1896         {
1897                 o_ptr = &inventory[i];
1898                 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)))
1899                 {
1900                         char buf[MAX_NLEN+20];
1901                         object_desc(o_name, o_ptr, 0);
1902                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1903                         if (get_check(buf))
1904                         {
1905                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1906                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1907                                 p_ptr->redraw |= (PR_GOLD);
1908                                 inven_item_increase(i, -o_ptr->number);
1909                                 inven_item_describe(i);
1910                                 inven_item_optimize(i);
1911                         }
1912                         change = TRUE;
1913                 }
1914         }
1915
1916         for (i = 0; i < INVEN_PACK; i++)
1917         {
1918                 o_ptr = &inventory[i];
1919
1920                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1921                 {
1922                         char buf[MAX_NLEN+20];
1923                         object_desc(o_name, o_ptr, 0);
1924                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1925                         if (get_check(buf))
1926                         {
1927                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1928                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1929                                 p_ptr->redraw |= (PR_GOLD);
1930                                 inven_item_increase(i, -o_ptr->number);
1931                                 inven_item_describe(i);
1932                                 inven_item_optimize(i);
1933                         }
1934                         change = TRUE;
1935                 }
1936         }
1937
1938         for (j = 0; j < MAX_KUBI; j++)
1939         {
1940                 /* Need reverse order --- Positions will be changed in the loop */
1941                 for (i = INVEN_PACK-1; i >= 0; i--)
1942                 {
1943                         o_ptr = &inventory[i];
1944                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1945                         {
1946                                 char buf[MAX_NLEN+20];
1947                                 int num, k;
1948                                 INVENTORY_IDX item_new;
1949                                 object_type forge;
1950
1951                                 object_desc(o_name, o_ptr, 0);
1952                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1953                                 if (!get_check(buf)) continue;
1954
1955 #if 0 /* Obsoleted */
1956                                 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);
1957                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1958                                 p_ptr->redraw |= (PR_GOLD);
1959                                 inven_item_increase(i, -o_ptr->number);
1960                                 inven_item_describe(i);
1961                                 inven_item_optimize(i);
1962                                 chg_virtue(V_JUSTICE, 5);
1963                                 kubi_r_idx[j] += 10000;
1964
1965                                 change = TRUE;
1966 #endif /* Obsoleted */
1967
1968                                 /* Hand it first */
1969                                 inven_item_increase(i, -o_ptr->number);
1970                                 inven_item_describe(i);
1971                                 inven_item_optimize(i);
1972
1973                                 chg_virtue(V_JUSTICE, 5);
1974                                 kubi_r_idx[j] += 10000;
1975
1976                                 /* Count number of unique corpses already handed */
1977                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1978                                 {
1979                                         if (kubi_r_idx[k] >= 10000) num++;
1980                                 }
1981                                 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" : ""));
1982
1983                                 /* Prepare to make a prize */
1984                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1985                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1986
1987                                 /* Identify it fully */
1988                                 object_aware(&forge);
1989                                 object_known(&forge);
1990
1991                                 /*
1992                                  * Hand it --- Assume there is an empty slot.
1993                                  * Since a corpse is handed at first,
1994                                  * there is at least one empty slot.
1995                                  */
1996                                 item_new = inven_carry(&forge);
1997
1998                                 object_desc(o_name, &forge, 0);
1999                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2000
2001                                 /* Auto-inscription */
2002                                 autopick_alter_item(item_new, FALSE);
2003
2004                                 /* Handle stuff */
2005                                 handle_stuff();
2006
2007                                 change = TRUE;
2008                         }
2009                 }
2010         }
2011
2012         if (!change)
2013         {
2014                 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."));
2015                 msg_print(NULL);
2016                 return FALSE;
2017         }
2018         return TRUE;
2019 }
2020
2021 /*!
2022  * @brief 悪夢の元凶となるモンスターかどうかを返す。
2023  * @param r_idx 判定対象となるモンスターのID
2024  * @return 悪夢の元凶となり得るか否か。
2025  */
2026 bool get_nightmare(MONRACE_IDX r_idx)
2027 {
2028         monster_race *r_ptr = &r_info[r_idx];
2029
2030         /* Require eldritch horrors */
2031         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2032
2033         /* Require high level */
2034         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2035
2036         /* Accept this monster */
2037         return (TRUE);
2038 }
2039
2040 /*!
2041  * @brief 宿屋の利用サブルーチン
2042  * @details inn commands\n
2043  * Note that resting for the night was a perfect way to avoid player\n
2044  * ghosts in the town *if* you could only make it to the inn in time (-:\n
2045  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2046  * will not be that useful.  I will keep it in the hopes the player\n
2047  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2048  * Resting at night is also a quick way to restock stores -KMW-\n
2049  * @param cmd 宿屋の利用施設ID
2050  * @return 施設の利用が実際に行われたか否か。
2051  */
2052 static bool inn_comm(int cmd)
2053 {
2054         switch (cmd)
2055         {
2056                 case BACT_FOOD: /* Buy food & drink */
2057                         if (p_ptr->food >= PY_FOOD_FULL)
2058                         {
2059                                 msg_print(_("今は満腹だ。", "You are full now."));
2060                                 return FALSE;
2061                         }
2062                         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."));
2063                         (void)set_food(PY_FOOD_MAX - 1);
2064                         break;
2065
2066                 case BACT_REST: /* Rest for the night */
2067                         if ((p_ptr->poisoned) || (p_ptr->cut))
2068                         {
2069                                 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."));
2070                                 msg_print(NULL);
2071                                 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."));
2072                         }
2073                         else
2074                         {
2075                                 s32b oldturn = turn;
2076                                 int prev_day, prev_hour, prev_min;
2077
2078                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2079                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2080                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2081                                 else
2082                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2083                                 
2084                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2085                                 if (dungeon_turn < dungeon_turn_limit)
2086                                 {
2087                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2088                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2089                                 }
2090
2091                                 prevent_turn_overflow();
2092
2093                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2094                                 p_ptr->chp = p_ptr->mhp;
2095
2096                                 if (ironman_nightmare)
2097                                 {
2098                                         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."));
2099
2100                                         /* Have some nightmares */
2101                                         while(1)
2102                                         {
2103                                                 sanity_blast(NULL, FALSE);
2104                                                 if (!one_in_(3)) break;
2105                                         }
2106
2107                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2108                                         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."));
2109                                 }
2110                                 else
2111                                 {
2112                                         set_blind(0);
2113                                         set_confused(0);
2114                                         p_ptr->stun = 0;
2115                                         p_ptr->chp = p_ptr->mhp;
2116                                         p_ptr->csp = p_ptr->msp;
2117                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2118                                         {
2119                                                 int i;
2120                                                 for (i = 0; i < 72; i++)
2121                                                 {
2122                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2123                                                 }
2124                                                 for (; i < 108; i++)
2125                                                 {
2126                                                         p_ptr->magic_num1[i] = 0;
2127                                                 }
2128                                         }
2129
2130                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2131                                         {
2132                                                 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."));
2133                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2134                                         }
2135                                         else
2136                                         {
2137                                                 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."));
2138                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2139                                         }
2140                                 }
2141                         }
2142                         break;
2143
2144                 case BACT_RUMORS: /* Listen for rumors */
2145                         {
2146                                 display_rumor(TRUE);
2147                                 break;
2148                         }
2149         }
2150
2151         return (TRUE);
2152 }
2153
2154
2155 /*!
2156  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2157  * @param questnum クエストのID
2158  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2159  * @return なし
2160  */
2161 static void get_questinfo(IDX questnum, bool do_init)
2162 {
2163         int     i;
2164         IDX     old_quest;
2165         char    tmp_str[80];
2166
2167         /* Clear the text */
2168         for (i = 0; i < 10; i++)
2169         {
2170                 quest_text[i][0] = '\0';
2171         }
2172
2173         quest_text_line = 0;
2174
2175         /* Set the quest number temporary */
2176         old_quest = p_ptr->inside_quest;
2177         p_ptr->inside_quest = questnum;
2178
2179         /* Get the quest text */
2180         init_flags = INIT_SHOW_TEXT;
2181         if (do_init) init_flags |= INIT_ASSIGN;
2182
2183         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2184
2185         /* Reset the old quest number */
2186         p_ptr->inside_quest = old_quest;
2187
2188         /* Print the quest info */
2189         sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
2190
2191         prt(tmp_str, 5, 0);
2192
2193         prt(quest[questnum].name, 7, 0);
2194
2195         for (i = 0; i < 10; i++)
2196         {
2197                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2198         }
2199 }
2200
2201 /*!
2202  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2203  * @return なし
2204  */
2205 static void castle_quest(void)
2206 {
2207         IDX q_index = 0;
2208         monster_race    *r_ptr;
2209         quest_type      *q_ptr;
2210         cptr            name;
2211
2212
2213         clear_bldg(4, 18);
2214
2215         /* Current quest of the building */
2216         q_index = cave[p_ptr->y][p_ptr->x].special;
2217
2218         /* Is there a quest available at the building? */
2219         if (!q_index)
2220         {
2221                 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);
2222                 return;
2223         }
2224
2225         q_ptr = &quest[q_index];
2226
2227         /* Quest is completed */
2228         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2229         {
2230                 /* Rewarded quest */
2231                 q_ptr->status = QUEST_STATUS_REWARDED;
2232
2233                 get_questinfo(q_index, FALSE);
2234
2235                 reinit_wilderness = TRUE;
2236         }
2237         /* Failed quest */
2238         else if (q_ptr->status == QUEST_STATUS_FAILED)
2239         {
2240                 get_questinfo(q_index, FALSE);
2241
2242                 /* Mark quest as done (but failed) */
2243                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2244
2245                 reinit_wilderness = TRUE;
2246         }
2247         /* Quest is still unfinished */
2248         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2249         {
2250                 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);
2251                 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);
2252                 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);
2253         }
2254         /* No quest yet */
2255         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2256         {
2257                 q_ptr->status = QUEST_STATUS_TAKEN;
2258
2259                 reinit_wilderness = TRUE;
2260
2261                 /* Assign a new quest */
2262                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2263                 {
2264                         if (q_ptr->r_idx == 0)
2265                         {
2266                                 /* Random monster at least 5 - 10 levels out of deep */
2267                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2268                         }
2269
2270                         r_ptr = &r_info[q_ptr->r_idx];
2271
2272                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2273                         {
2274                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2275                                 r_ptr = &r_info[q_ptr->r_idx];
2276                         }
2277
2278                         if (q_ptr->max_num == 0)
2279                         {
2280                                 /* Random monster number */
2281                                 if (randint1(10) > 7)
2282                                         q_ptr->max_num = 1;
2283                                 else
2284                                         q_ptr->max_num = randint1(3) + 1;
2285                         }
2286
2287                         q_ptr->cur_num = 0;
2288                         name = (r_name + r_ptr->name);
2289                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2290                 }
2291                 else
2292                 {
2293                         get_questinfo(q_index, TRUE);
2294                 }
2295         }
2296 }
2297
2298
2299 /*!
2300  * @brief 町に関するヘルプを表示する / Display town history
2301  * @return なし
2302  */
2303 static void town_history(void)
2304 {
2305         screen_save();
2306
2307         /* Peruse the building help file */
2308         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2309         screen_load();
2310 }
2311
2312 /*!
2313  * @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
2314  * @param plus_ammo 矢弾のダメージ修正
2315  * @param plus_bow 弓のダメージ修正
2316  * @return ダメージ期待値
2317  * @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。
2318  */
2319 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2320 {
2321         HIT_POINT i;
2322         object_type *j_ptr =  &inventory[INVEN_BOW];
2323         
2324         /* Extract "shot" power */
2325         i = p_ptr->to_h_b + plus_ammo;
2326         
2327         if (p_ptr->tval_ammo == TV_BOLT)
2328                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2329         else
2330                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2331
2332         /* Snipers can shot more critically with crossbows */
2333         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2334         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2335         
2336         /* Good bow makes more critical */
2337         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2338         
2339         if (i < 0) i = 0;
2340         
2341         return i;
2342 }
2343
2344 /*!
2345  * @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
2346  * @param weight 武器の重量
2347  * @param plus_ammo 矢弾のダメージ修正
2348  * @param plus_bow 弓のダメージ修正
2349  * @param dam 基本ダメージ量
2350  * @return ダメージ期待値
2351  */
2352 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow,  HIT_POINT dam)
2353 {
2354         u32b num;
2355         int i, k, crit;
2356         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2357         
2358         k = 0;
2359         num = 0;
2360         
2361         crit = MIN(500, 900/weight);
2362         num += dam * 3 /2 * crit;
2363         k = crit;
2364         
2365         crit = MIN(500, 1350/weight);
2366         crit -= k;
2367         num += dam * 2 * crit;
2368         k += crit;
2369         
2370         if(k < 500)
2371         {
2372                 crit = 500 - k;
2373                 num += dam * 3 * crit;
2374         }
2375         
2376         num /= 500;
2377         
2378         num *= i;
2379         num += (10000 - i) * dam;
2380         num /= 10000;
2381         
2382         return num;
2383 }
2384
2385 /*!
2386  * @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
2387  * @param weight 武器の重量
2388  * @param plus 武器のダメージ修正
2389  * @param dam 基本ダメージ
2390  * @param meichuu 命中値
2391  * @param dokubari 毒針処理か否か
2392  * @return ダメージ期待値
2393  */
2394 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2395 {
2396         u32b k, num;
2397         int i;
2398         
2399         if(dokubari) return dam;
2400         
2401         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2402         if (i < 0) i = 0;
2403         
2404         k = weight;
2405         num = 0;
2406         
2407         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2408         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2409         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2410         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2411         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2412         
2413         num /= 650;
2414         if(p_ptr->pclass == CLASS_NINJA)
2415         {
2416                 num *= i;
2417                 num += (4444 - i) * dam;
2418                 num /= 4444;
2419         }
2420         else
2421         {
2422                 num *= i;
2423                 num += (5000 - i) * dam;
2424                 num /= 5000;
2425         }
2426         
2427         return num;
2428 }
2429
2430 /*!
2431  * @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
2432  * @param dam 基本ダメージ
2433  * @param mult スレイ倍率(掛け算部分)
2434  * @param div スレイ倍率(割り算部分)
2435  * @param force 理力特別計算フラグ
2436  * @return ダメージ期待値
2437  */
2438 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2439 {
2440         int tmp;
2441         if(force)
2442         {
2443                 tmp = dam * 60;
2444                 tmp *= mult * 3;
2445                 tmp /= div * 2;
2446                 tmp += dam * 60 * 2;
2447                 tmp /= 60;
2448         }
2449         else
2450         {
2451                 tmp = dam * 60;
2452                 tmp *= mult; 
2453                 tmp /= div;
2454                 tmp /= 60;
2455         }
2456         return tmp;
2457 }
2458
2459 /*!
2460  * @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)
2461  * @param dam 基本ダメージ
2462  * @param mult スレイ倍率(掛け算部分)
2463  * @param div スレイ倍率(割り算部分)
2464  * @param force 理力特別計算フラグ
2465  * @param weight 重量
2466  * @param plus 武器ダメージ修正
2467  * @param meichuu 命中値
2468  * @param dokubari 毒針処理か否か
2469  * @param vorpal_mult 切れ味倍率(掛け算部分)
2470  * @param vorpal_div 切れ味倍率(割り算部分)
2471  * @return ダメージ期待値
2472  */
2473 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2474 {
2475         dam = calc_slaydam(dam, mult, div, force);
2476         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2477         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2478         return dam;
2479 }
2480
2481
2482 /*!
2483  * @brief 武器の各条件毎のダメージ期待値を表示する。
2484  * @param r 表示行
2485  * @param c 表示列
2486  * @param mindice ダイス部分最小値
2487  * @param maxdice ダイス部分最大値
2488  * @param blows 攻撃回数
2489  * @param dam_bonus ダメージ修正値
2490  * @param attr 条件内容
2491  * @param color 条件内容の表示色
2492  * @details
2493  * Display the damage figure of an object\n
2494  * (used by compare_weapon_aux)\n
2495  * \n
2496  * Only accurate for the current weapon, because it includes\n
2497  * the current +dam of the player.\n
2498  * @return なし
2499  */
2500 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2501 {
2502         char tmp_str[80];
2503         int mindam, maxdam;
2504         
2505         mindam = blows * (mindice + dam_bonus);
2506         maxdam = blows * (maxdice + dam_bonus);
2507
2508         /* Print the intro text */
2509         c_put_str(color, attr, r, c);
2510
2511         /* Calculate the min and max damage figures */
2512         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2513         
2514         /* Print the damage */
2515         put_str(tmp_str, r, c + 8);
2516 }
2517
2518
2519 /*!
2520  * @brief 武器一つ毎のダメージ情報を表示する。
2521  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2522  * @param col 表示する行の上端
2523  * @param r 表示する列の左端
2524  * @details
2525  * Show the damage figures for the various monster types\n
2526  * \n
2527  * Only accurate for the current weapon, because it includes\n
2528  * the current number of blows for the player.\n
2529  * @return なし
2530  */
2531 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2532 {
2533         BIT_FLAGS flgs[TR_FLAG_SIZE];
2534         int blow = p_ptr->num_blow[0];
2535         bool force = FALSE;
2536         bool dokubari = FALSE;
2537         
2538         /* Effective dices */
2539         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2540         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2541         
2542         int mindice = eff_dd;
2543         int maxdice = eff_ds * eff_dd;
2544         int mindam = 0;
2545         int maxdam = 0;
2546         int vorpal_mult = 1;
2547         int vorpal_div = 1;
2548         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2549         
2550
2551         /* Get the flags of the weapon */
2552         object_flags(o_ptr, flgs);
2553         
2554         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2555         
2556         
2557         /* Show Critical Damage*/
2558         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2559         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2560         
2561         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2562
2563         
2564         /* Vorpal Hit*/
2565         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2566         {
2567                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2568                 {
2569                         vorpal_mult = 5;
2570                         vorpal_div = 3;
2571                 }
2572                 else
2573                 {
2574                         vorpal_mult = 11;
2575                         vorpal_div = 9;
2576                 }
2577                 
2578                 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);
2579                 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);         
2580                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2581         }       
2582         
2583         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2584         {
2585                 force = TRUE;
2586                 
2587                 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);
2588                 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);
2589                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2590         }
2591                 
2592         /* Print the relevant lines */
2593         if (have_flag(flgs, TR_KILL_ANIMAL))
2594         {
2595                 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);
2596                 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);         
2597                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2598         }
2599         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2600         {
2601                 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);
2602                 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);
2603                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2604         }
2605         if (have_flag(flgs, TR_KILL_EVIL))
2606         {       
2607                 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);
2608                 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);
2609                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2610         }
2611         else if (have_flag(flgs, TR_SLAY_EVIL))
2612         {       
2613                 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);
2614                 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);         
2615                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2616         }
2617         if (have_flag(flgs, TR_KILL_HUMAN))
2618         {       
2619                 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);
2620                 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);
2621                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2622         }
2623         else if (have_flag(flgs, TR_SLAY_HUMAN))
2624         {       
2625                 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);
2626                 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);
2627                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2628         }
2629         if (have_flag(flgs, TR_KILL_UNDEAD))
2630         {
2631                 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);
2632                 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);
2633                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2634         }
2635         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2636         {
2637                 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);
2638                 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);
2639                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2640         }
2641         if (have_flag(flgs, TR_KILL_DEMON))
2642         {       
2643                 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);
2644                 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);
2645                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2646         }
2647         else if (have_flag(flgs, TR_SLAY_DEMON))
2648         {       
2649                 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);
2650                 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);
2651                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2652         }
2653         if (have_flag(flgs, TR_KILL_ORC))
2654         {
2655                 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);
2656                 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);
2657                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2658         }
2659         else if (have_flag(flgs, TR_SLAY_ORC))
2660         {
2661                 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);
2662                 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);
2663                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2664         }
2665         if (have_flag(flgs, TR_KILL_TROLL))
2666         {
2667                 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);
2668                 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);
2669                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2670         }
2671         else if (have_flag(flgs, TR_SLAY_TROLL))
2672         {
2673                 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);
2674                 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);
2675                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2676         }
2677         if (have_flag(flgs, TR_KILL_GIANT))
2678         {
2679                 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);
2680                 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);
2681                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2682         }
2683         else if (have_flag(flgs, TR_SLAY_GIANT))
2684         {
2685                 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);
2686                 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);
2687                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2688         }
2689         if (have_flag(flgs, TR_KILL_DRAGON))
2690         {
2691                 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);
2692                 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);
2693                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2694         }
2695         else if (have_flag(flgs, TR_SLAY_DRAGON))
2696         {               
2697                 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);
2698                 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);
2699                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2700         }
2701         if (have_flag(flgs, TR_BRAND_ACID))
2702         {
2703                 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);
2704                 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);
2705                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2706         }
2707         if (have_flag(flgs, TR_BRAND_ELEC))
2708         {
2709                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2710                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2711                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2712         }
2713         if (have_flag(flgs, TR_BRAND_FIRE))
2714         {
2715                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2716                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2717                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2718         }
2719         if (have_flag(flgs, TR_BRAND_COLD))
2720         {
2721                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2722                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2723                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2724         }
2725         if (have_flag(flgs, TR_BRAND_POIS))
2726         {
2727                 mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2728                 maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
2729                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2730         }
2731 }
2732
2733 /*!
2734  * @brief モンスターへの命中率の計算
2735  * @param to_h 命中値
2736  * @param ac 敵AC
2737  * @return 命中確率
2738  */
2739 static PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
2740 {
2741         PERCENTAGE chance = 0;
2742         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2743
2744         if (meichuu <= 0) return 5;
2745
2746         chance = 100 - ((ac * 75) / meichuu);
2747
2748         if (chance > 95) chance = 95;
2749         if (chance < 5) chance = 5;
2750         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2751                 chance = (chance * 19 + 9) / 20;
2752         return chance;
2753 }
2754
2755 /*!
2756  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2757  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2758  * @param row 表示する列の左端
2759  * @param col 表示する行の上端
2760  * @details
2761  * Displays all info about a weapon
2762  *
2763  * Only accurate for the current weapon, because it includes
2764  * various info about the player's +to_dam and number of blows.
2765  * @return なし
2766  */
2767 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2768 {
2769         char o_name[MAX_NLEN];
2770         char tmp_str[80];
2771
2772         /* Effective dices */
2773         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2774         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2775
2776         /* Print the weapon name */
2777         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2778         c_put_str(TERM_YELLOW, o_name, row, col);
2779
2780         /* Print the player's number of blows */
2781         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2782         put_str(tmp_str, row+1, col);
2783
2784         /* Print to_hit and to_dam of the weapon */
2785         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2786         put_str(tmp_str, row+2, col);
2787
2788         /* Print the weapons base damage dice */
2789         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2790                                 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2791                                 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2792         put_str(tmp_str, row+3, col);
2793         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2794
2795         /* Damage for one blow (if it hits) */
2796         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2797             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2798                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2799         put_str(tmp_str, row+6, col+1);
2800
2801         /* Damage for the complete attack (if all blows hit) */
2802         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2803                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2804                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2805         put_str(tmp_str, row+7, col+1);
2806 }
2807
2808 /*!
2809  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2810  * @details 
2811  * Copies the weapons to compare into the weapon-slot and\n
2812  * compares the values for both weapons.\n
2813  * 武器1つだけで比較をしないなら費用は半額になる。
2814  * @param bcost 基本鑑定費用
2815  * @return 最終的にかかった費用
2816  */
2817 static PRICE compare_weapons(PRICE bcost)
2818 {
2819         int i, n;
2820         OBJECT_IDX item, item2;
2821         object_type *o_ptr[2];
2822         object_type orig_weapon;
2823         object_type *i_ptr;
2824         cptr q, s;
2825         TERM_LEN row = 2;
2826         TERM_LEN wid = 38, mgn = 2;
2827         bool old_character_xtra = character_xtra;
2828         char ch;
2829         PRICE total = 0;
2830         PRICE cost = 0; /* First time no price */
2831
2832         /* Save the screen */
2833         screen_save();
2834
2835         /* Clear the screen */
2836         clear_bldg(0, 22);
2837
2838         /* Store copy of original wielded weapon */
2839         i_ptr = &inventory[INVEN_RARM];
2840         object_copy(&orig_weapon, i_ptr);
2841
2842         /* Only compare melee weapons */
2843         item_tester_no_ryoute = TRUE;
2844         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2845
2846         /* Get the first weapon */
2847         q = _("第一の武器は?", "What is your first weapon? ");
2848         s = _("比べるものがありません。", "You have nothing to compare.");
2849
2850         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2851         {
2852                 screen_load();
2853                 return (0);
2854         }
2855
2856         /* Get the item (in the pack) */
2857         o_ptr[0] = &inventory[item];
2858         n = 1;
2859         total = bcost;
2860
2861         while (TRUE)
2862         {
2863                 /* Clear the screen */
2864                 clear_bldg(0, 22);
2865
2866                 /* Only compare melee weapons */
2867                 item_tester_no_ryoute = TRUE;
2868                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2869
2870                 /* Hack -- prevent "icky" message */
2871                 character_xtra = TRUE;
2872
2873                 /* Diaplay selected weapon's infomation */
2874                 for (i = 0; i < n; i++)
2875                 {
2876                         int col = (wid * i + mgn);
2877
2878                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2879                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2880
2881                         /* Get the new values */
2882                         calc_bonuses();
2883
2884                         /* List the new values */
2885                         list_weapon(o_ptr[i], row, col);
2886                         compare_weapon_aux(o_ptr[i], col, row + 8);
2887
2888                         /* Copy back the original weapon into the weapon slot */
2889                         object_copy(i_ptr, &orig_weapon);
2890                 }
2891
2892                 /* Reset the values for the old weapon */
2893                 calc_bonuses();
2894
2895                 character_xtra = old_character_xtra;
2896
2897 #ifdef JP
2898                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2899                 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);
2900                 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);
2901 #else
2902                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2903                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2904                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2905 #endif
2906
2907                 flush();
2908                 ch = inkey();
2909
2910                 if (ch == 's')
2911                 {
2912                         if (total + cost > p_ptr->au)
2913                         {
2914                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2915                                 msg_print(NULL);
2916                                 continue;
2917                         }
2918
2919                         q = _("第二の武器は?", "What is your second weapon? ");
2920                         s = _("比べるものがありません。", "You have nothing to compare.");
2921
2922                         /* Get the second weapon */
2923                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2924
2925                         total += cost;
2926                         cost = bcost / 2;
2927
2928                         /* Get the item (in the pack) */
2929                         o_ptr[1] = &inventory[item2];
2930                         n = 2;
2931                 }
2932                 else
2933                 {
2934                         break;
2935                 }
2936         }
2937
2938         /* Restore the screen */
2939         screen_load();
2940
2941         return (total);
2942 }
2943
2944
2945 /*!
2946  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2947  * @details 
2948  * Calculate and display the dodge-rate and the protection-rate
2949  * based on AC
2950  * @param iAC プレイヤーのAC。
2951  * @return 常にTRUEを返す。
2952  */
2953 static bool eval_ac(ARMOUR_CLASS iAC)
2954 {
2955 #ifdef JP
2956         const char memo[] =
2957                 "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"
2958                 "何パーセント軽減するかを示します。\n"
2959                 "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"
2960                 "に対してのみ効果があります。\n \n"
2961                 "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"
2962                 "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"
2963                 "敵のレベルとあなたのACによって決定されます。\n \n"
2964                 "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"
2965                 "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";
2966 #else
2967         const char memo[] =
2968                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2969                 "Note that the Protection rate is effective only against normal "
2970                 "'attack' and 'shatter' type melee attacks, "
2971                 "and has no effect against any other types such as 'poison'.\n \n"
2972                 "'Dodge Rate' indicates the success rate on dodging the "
2973                 "monster's melee attacks.  "
2974                 "It is depend on the level of the monster and your AC.\n \n"
2975                 "'Average Damage' indicates the expected amount of damage "
2976                 "when you are attacked by normal melee attacks with power=100.";
2977 #endif
2978
2979         int protection;
2980         TERM_LEN col, row = 2;
2981         DEPTH lvl;
2982         char buf[80*20], *t;
2983
2984         /* AC lower than zero has no effect */
2985         if (iAC < 0) iAC = 0;
2986
2987         /* ダメージ軽減率を計算 */
2988         protection = 100 * MIN(iAC, 150) / 250;
2989
2990         screen_save();
2991         clear_bldg(0, 22);
2992
2993 #ifdef JP
2994         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2995         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
2996         row++;
2997
2998         put_str("敵のレベル      :", row + 0, 0);
2999         put_str("回避率          :", row + 1, 0);
3000         put_str("ダメージ期待値  :", row + 2, 0);
3001 #else
3002         put_str(format("Your current AC : %3d", iAC), row++, 0);
3003         put_str(format("Protection rate : %3d%%", protection), row++, 0);
3004         row++;
3005
3006         put_str("Level of Monster:", row + 0, 0);
3007         put_str("Dodge Rate      :", row + 1, 0);
3008         put_str("Average Damage  :", row + 2, 0);
3009 #endif
3010     
3011         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3012         {
3013                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3014                 int dodge;   /* 回避率(%) */
3015                 int average; /* ダメージ期待値 */
3016
3017                 put_str(format("%3d", lvl), row + 0, col);
3018
3019                 /* 回避率を計算 */
3020                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3021                 put_str(format("%3d%%", dodge), row + 1, col);
3022
3023                 /* 100点の攻撃に対してのダメージ期待値を計算 */
3024                 average = (100 - dodge) * (100 - protection) / 100;
3025                 put_str(format("%3d", average), row + 2, col);
3026         }
3027
3028         /* Display note */
3029         roff_to_buf(memo, 70, buf, sizeof(buf));
3030         for (t = buf; t[0]; t += strlen(t) + 1)
3031                 put_str(t, (row++) + 4, 4);
3032
3033         prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
3034   
3035         flush();
3036         (void)inkey();
3037         screen_load();
3038
3039         return (TRUE);
3040 }
3041
3042
3043
3044 /*!
3045  * @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。
3046  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3047  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3048  * @return 修復対象になるならTRUEを返す。
3049  */
3050 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3051 {
3052         int i, n = 0;
3053         int cand[TR_FLAG_MAX];
3054         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
3055         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
3056
3057         object_flags(to_ptr, to_flgs);
3058         object_flags(from_ptr, from_flgs);
3059
3060         for (i = 0; i < TR_FLAG_MAX; i++)
3061         {
3062                 switch (i)
3063                 {
3064                 case TR_IGNORE_ACID:
3065                 case TR_IGNORE_ELEC:
3066                 case TR_IGNORE_FIRE:
3067                 case TR_IGNORE_COLD:
3068                 case TR_ACTIVATE:
3069                 case TR_RIDING:
3070                 case TR_THROW:
3071                 case TR_SHOW_MODS:
3072                 case TR_HIDE_TYPE:
3073                 case TR_ES_ATTACK:
3074                 case TR_ES_AC:
3075                 case TR_FULL_NAME:
3076                 case TR_FIXED_FLAVOR:
3077                         break;
3078                 default:
3079                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3080                         {
3081                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3082                         }
3083                 }
3084         }
3085
3086         if (n > 0)
3087         {
3088                 int bmax;
3089                 int tr_idx = cand[randint0(n)];
3090                 add_flag(to_ptr->art_flags, tr_idx);
3091                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3092                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3093                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3094                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3095         }
3096
3097         return;
3098 }
3099
3100 /*!
3101  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3102  * @param bcost 基本修復費用
3103  * @return 実際にかかった費用
3104  */
3105 static PRICE repair_broken_weapon_aux(PRICE bcost)
3106 {
3107         PRICE cost;
3108         OBJECT_IDX item, mater;
3109         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3110         object_kind *k_ptr;
3111         int i, dd_bonus, ds_bonus;
3112         KIND_OBJECT_IDX k_idx;
3113         char basenm[MAX_NLEN];
3114         cptr q, s; /* For get_item prompt */
3115         int row = 7;
3116
3117         /* Clear screen */
3118         clear_bldg(0, 22);
3119
3120         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);
3121         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);
3122
3123         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3124         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3125
3126         /* Only forge broken weapons */
3127         item_tester_hook = item_tester_hook_broken_weapon;
3128
3129         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3130
3131         /* Get the item (in the pack) */
3132         o_ptr = &inventory[item];
3133
3134         /* It is worthless */
3135         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3136         {
3137                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3138                 return (0);
3139         }
3140
3141         /* They are too many */
3142         if (o_ptr->number > 1)
3143         {
3144                 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!"));
3145                 return (0);
3146         }
3147
3148         /* Display item name */
3149         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3150         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3151
3152         q = _("材料となる武器は?", "Which weapon for material? ");
3153         s = _("材料となる武器がありません。", "You have no material to repair.");
3154
3155         /* Only forge broken weapons */
3156         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
3157
3158         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3159         if (mater == item)
3160         {
3161                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3162                 return (0);
3163         }
3164
3165         /* Get the item (in the pack) */
3166         mo_ptr = &inventory[mater];
3167
3168         /* Display item name */
3169         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3170         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3171
3172         /* Get the value of one of the items (except curses) */
3173         cost = bcost + object_value_real(o_ptr) * 2;
3174
3175         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);
3176
3177         /* Check if the player has enough money */
3178         if (p_ptr->au < cost)
3179         {
3180                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3181                 msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
3182                 msg_print(NULL);
3183                 return (0);
3184         }
3185
3186         if (o_ptr->sval == SV_BROKEN_DAGGER)
3187         {
3188                 IDX j;
3189                 int n = 1;
3190
3191                 /* Suppress compiler warning */
3192                 k_idx = 0;
3193
3194                 for (j = 1; j < max_k_idx; j++)
3195                 {
3196                         object_kind *k_aux_ptr = &k_info[j];
3197
3198                         if (k_aux_ptr->tval != TV_SWORD) continue;
3199                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3200                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3201                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3202                         if (k_aux_ptr->weight > 99) continue;
3203
3204                         if (one_in_(n)) 
3205                         {
3206                                 k_idx = j;
3207                                 n++;
3208                         }
3209                 }
3210         }
3211         else /* TV_BROKEN_SWORD */
3212         {
3213                 /* Repair to a sword or sometimes material's type weapon */
3214                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3215
3216                 while(1)
3217                 {
3218                         object_kind *ck_ptr;
3219
3220                         k_idx = lookup_kind(tval, SV_ANY);
3221                         ck_ptr = &k_info[k_idx];
3222
3223                         if (tval == TV_SWORD)
3224                         {
3225                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3226                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3227                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3228                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3229                         }
3230                         if (tval == TV_POLEARM)
3231                         {
3232                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3233                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3234                         }
3235                         if (tval == TV_HAFTED)
3236                         {
3237                                 if ((ck_ptr->sval == SV_GROND) ||
3238                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3239                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3240                         }
3241
3242                         break;
3243                 }
3244         }
3245
3246         /* Calculate dice bonuses */
3247         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3248         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3249         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3250         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3251
3252         /* Change base object */
3253         k_ptr = &k_info[k_idx];
3254         o_ptr->k_idx = k_idx;
3255         o_ptr->weight = k_ptr->weight;
3256         o_ptr->tval = k_ptr->tval;
3257         o_ptr->sval = k_ptr->sval;
3258         o_ptr->dd = k_ptr->dd;
3259         o_ptr->ds = k_ptr->ds;
3260
3261         /* Copy base object's ability */
3262         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3263         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3264         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3265
3266         /* Dice up */
3267         if (dd_bonus > 0)
3268         {
3269                 o_ptr->dd++;
3270                 for (i = 1; i < dd_bonus; i++)
3271                 {
3272                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3273                 }
3274         }
3275         if (ds_bonus > 0)
3276         {
3277                 o_ptr->ds++;
3278                 for (i = 1; i < ds_bonus; i++)
3279                 {
3280                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3281                 }
3282         }
3283
3284         /* */
3285         if (have_flag(k_ptr->flags, TR_BLOWS))
3286         {
3287                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3288                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3289         }
3290
3291         /* Add one random ability from material weapon */
3292         give_one_ability_of_object(o_ptr, mo_ptr);
3293
3294         /* Add to-dam, to-hit and to-ac from material weapon */
3295         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3296         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3297         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3298
3299         if ((o_ptr->name1 == ART_NARSIL) ||
3300                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3301                 (object_is_ego(o_ptr) && one_in_(7)))
3302         {
3303                 /* Forge it */
3304                 if (object_is_ego(o_ptr))
3305                 {
3306                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3307                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3308                 }
3309
3310                 /* Add one random ability from material weapon */
3311                 give_one_ability_of_object(o_ptr, mo_ptr);
3312
3313                 /* Add one random activation */
3314                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3315
3316                 /* Narsil */
3317                 if (o_ptr->name1 == ART_NARSIL)
3318                 {
3319                         one_high_resistance(o_ptr);
3320                         one_ability(o_ptr);
3321                 }
3322
3323                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3324         }
3325
3326         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3327 #ifdef JP
3328         msg_format("$%dで%sに修復しました。", cost, basenm);
3329 #else
3330         msg_format("Repaired into %s for %d gold.", basenm, cost);
3331 #endif
3332         msg_print(NULL);
3333
3334         /* Remove BROKEN flag */
3335         o_ptr->ident &= ~(IDENT_BROKEN);
3336
3337         /* Add repaired flag */
3338         o_ptr->discount = 99;
3339
3340         /* Decrease material object */
3341         inven_item_increase(mater, -1);
3342         inven_item_optimize(mater);
3343
3344         /* Copyback */
3345         p_ptr->update |= PU_BONUS;
3346         handle_stuff();
3347
3348         /* Something happened */
3349         return (cost);
3350 }
3351
3352 /*!
3353  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3354  * @param bcost 基本鑑定費用
3355  * @return 実際にかかった費用
3356  */
3357 static int repair_broken_weapon(PRICE bcost)
3358 {
3359         PRICE cost;
3360         screen_save();
3361         cost = repair_broken_weapon_aux(bcost);
3362         screen_load();
3363         return cost;
3364 }
3365
3366
3367 /*!
3368  * @brief アイテムの強化を行う。 / Enchant item
3369  * @param cost 1回毎の費用
3370  * @param to_hit 命中をアップさせる量
3371  * @param to_dam ダメージをアップさせる量
3372  * @param to_ac ACをアップさせる量
3373  * @return 実際に行ったらTRUE
3374  */
3375 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3376 {
3377         int         i;
3378         OBJECT_IDX  item;
3379         bool        okay = FALSE;
3380         object_type *o_ptr;
3381         cptr        q, s;
3382         int         maxenchant = (p_ptr->lev / 5);
3383         char        tmp_str[MAX_NLEN];
3384
3385         clear_bldg(4, 18);
3386 #ifdef JP
3387         prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3388         prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3389 #else
3390         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3391         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3392 #endif
3393
3394         item_tester_no_ryoute = TRUE;
3395
3396         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3397         s = _("改良できるものがありません。", "You have nothing to improve.");
3398
3399         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3400
3401         /* Get the item (in the pack) */
3402         o_ptr = &inventory[item];
3403
3404         /* Check if the player has enough money */
3405         if (p_ptr->au < (cost * o_ptr->number))
3406         {
3407                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3408                 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);
3409                 return (FALSE);
3410         }
3411
3412         /* Enchant to hit */
3413         for (i = 0; i < to_hit; i++)
3414         {
3415                 if (o_ptr->to_h < maxenchant)
3416                 {
3417                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3418                         {
3419                                 okay = TRUE;
3420                                 break;
3421                         }
3422                 }
3423         }
3424
3425         /* Enchant to damage */
3426         for (i = 0; i < to_dam; i++)
3427         {
3428                 if (o_ptr->to_d < maxenchant)
3429                 {
3430                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3431                         {
3432                                 okay = TRUE;
3433                                 break;
3434                         }
3435                 }
3436         }
3437
3438         /* Enchant to AC */
3439         for (i = 0; i < to_ac; i++)
3440         {
3441                 if (o_ptr->to_a < maxenchant)
3442                 {
3443                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3444                         {
3445                                 okay = TRUE;
3446                                 break;
3447                         }
3448                 }
3449         }
3450
3451         /* Failure */
3452         if (!okay)
3453         {
3454                 if (flush_failure) flush();
3455                 msg_print(_("改良に失敗した。", "The improvement failed."));
3456                 return (FALSE);
3457         }
3458         else
3459         {
3460                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3461 #ifdef JP
3462                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3463 #else
3464                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3465 #endif
3466
3467                 /* Charge the money */
3468                 p_ptr->au -= (cost * o_ptr->number);
3469
3470                 if (item >= INVEN_RARM) calc_android_exp();
3471
3472                 /* Something happened */
3473                 return (TRUE);
3474         }
3475 }
3476
3477
3478 /*!
3479  * @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
3480  * @details
3481  * The player can select the number of charges to add\n
3482  * (up to a limit), and the recharge never fails.\n
3483  *\n
3484  * The cost for rods depends on the level of the rod. The prices\n
3485  * for recharging wands and staves are dependent on the cost of\n
3486  * the base-item.\n
3487  * @return なし
3488  */
3489 static void building_recharge(void)
3490 {
3491         OBJECT_IDX  item;
3492         DEPTH       lev;
3493         object_type *o_ptr;
3494         object_kind *k_ptr;
3495         cptr        q, s;
3496         PRICE       price;
3497         PARAMETER_VALUE charges;
3498         int         max_charges;
3499         char        tmp_str[MAX_NLEN];
3500
3501         msg_flag = FALSE;
3502
3503         /* Display some info */
3504         clear_bldg(4, 18);
3505         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);
3506
3507
3508         /* Only accept legal items */
3509         item_tester_hook = item_tester_hook_recharge;
3510
3511         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3512         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3513         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3514
3515         /* Get the item (in the pack) */
3516         if (item >= 0)
3517         {
3518                 o_ptr = &inventory[item];
3519         }
3520
3521         /* Get the item (on the floor) */
3522         else
3523         {
3524                 o_ptr = &o_list[0 - item];
3525         }
3526
3527         k_ptr = &k_info[o_ptr->k_idx];
3528
3529         /*
3530          * We don't want to give the player free info about
3531          * the level of the item or the number of charges.
3532          */
3533         /* The item must be "known" */
3534         if (!object_is_known(o_ptr))
3535         {
3536                 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!"));
3537                 msg_print(NULL);
3538
3539                 if ((p_ptr->au >= 50) &&
3540                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3541
3542                 {
3543                         /* Pay the price */
3544                         p_ptr->au -= 50;
3545
3546                         /* Identify it */
3547                         identify_item(o_ptr);
3548
3549                         /* Description */
3550                         object_desc(tmp_str, o_ptr, 0);
3551                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3552
3553                         /* Auto-inscription */
3554                         autopick_alter_item(item, FALSE);
3555
3556                         /* Update the gold display */
3557                         building_prt_gold();
3558                 }
3559                 else
3560                 {
3561                         return;
3562                 }
3563         }
3564
3565         /* Extract the object "level" */
3566         lev = k_info[o_ptr->k_idx].level;
3567
3568         /* Price for a rod */
3569         if (o_ptr->tval == TV_ROD)
3570         {
3571                 if (o_ptr->timeout > 0)
3572                 {
3573                         /* Fully recharge */
3574                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3575                 }
3576                 else
3577                 {
3578                         /* No recharge necessary */
3579                         price = 0;
3580                         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."));
3581                         return;
3582                 }
3583         }
3584         else if (o_ptr->tval == TV_STAFF)
3585         {
3586                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3587                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3588
3589                 /* Pay at least 10 gold per charge */
3590                 price = MAX(10, price);
3591         }
3592         else
3593         {
3594                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3595                 price = (k_info[o_ptr->k_idx].cost / 10);
3596
3597                 /* Pay at least 10 gold per charge */
3598                 price = MAX(10, price);
3599         }
3600
3601         /* Limit the number of charges for wands and staffs */
3602         if (o_ptr->tval == TV_WAND
3603                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3604         {
3605                 if (o_ptr->number > 1)
3606                 {
3607                         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."));
3608                 }
3609                 else
3610                 {
3611                         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."));
3612                 }
3613                 return;
3614         }
3615         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3616         {
3617                 if (o_ptr->number > 1)
3618                 {
3619                         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."));
3620                 }
3621                 else
3622                 {
3623                         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."));
3624                 }
3625                 return;
3626         }
3627
3628         /* Check if the player has enough money */
3629         if (p_ptr->au < price)
3630         {
3631                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3632 #ifdef JP
3633                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3634 #else
3635                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3636 #endif
3637
3638                 return;
3639         }
3640
3641         if (o_ptr->tval == TV_ROD)
3642         {
3643 #ifdef JP
3644 if (get_check(format("そのロッドを$%d で再充填しますか?",
3645  price)))
3646 #else
3647                 if (get_check(format("Recharge the %s for %d gold? ",
3648                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3649 #endif
3650
3651                 {
3652                         /* Recharge fully */
3653                         o_ptr->timeout = 0;
3654                 }
3655                 else
3656                 {
3657                         return;
3658                 }
3659         }
3660         else
3661         {
3662                 if (o_ptr->tval == TV_STAFF)
3663                         max_charges = k_ptr->pval - o_ptr->pval;
3664                 else
3665                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3666
3667                 /* Get the quantity for staves and wands */
3668                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3669                                         MIN(p_ptr->au / price, max_charges));
3670
3671                 /* Do nothing */
3672                 if (charges < 1) return;
3673
3674                 /* Get the new price */
3675                 price *= charges;
3676
3677                 /* Recharge */
3678                 o_ptr->pval += charges;
3679
3680                 /* We no longer think the item is empty */
3681                 o_ptr->ident &= ~(IDENT_EMPTY);
3682         }
3683
3684         /* Give feedback */
3685         object_desc(tmp_str, o_ptr, 0);
3686 #ifdef JP
3687         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3688 #else
3689         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3690 #endif
3691
3692         /* Combine / Reorder the pack (later) */
3693         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3694
3695         p_ptr->window |= (PW_INVEN);
3696
3697         /* Pay the price */
3698         p_ptr->au -= price;
3699
3700         /* Finished */
3701         return;
3702 }
3703
3704
3705 /*!
3706  * @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
3707  * @details
3708  * The player can select the number of charges to add\n
3709  * (up to a limit), and the recharge never fails.\n
3710  *\n
3711  * The cost for rods depends on the level of the rod. The prices\n
3712  * for recharging wands and staves are dependent on the cost of\n
3713  * the base-item.\n
3714  * @return なし
3715  */
3716 static void building_recharge_all(void)
3717 {
3718         INVENTORY_IDX i;
3719         DEPTH lev;
3720         object_type *o_ptr;
3721         object_kind *k_ptr;
3722         PRICE price = 0;
3723         PRICE total_cost = 0;
3724
3725
3726         /* Display some info */
3727         msg_flag = FALSE;
3728         clear_bldg(4, 18);
3729         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);
3730
3731         /* Calculate cost */
3732         for ( i = 0; i < INVEN_PACK; i++)
3733         {
3734                 o_ptr = &inventory[i];
3735                                 
3736                 /* skip non magic device */
3737                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3738
3739                 /* need identified */
3740                 if (!object_is_known(o_ptr)) total_cost += 50;
3741
3742                 /* Extract the object "level" */
3743                 lev = k_info[o_ptr->k_idx].level;
3744
3745                 k_ptr = &k_info[o_ptr->k_idx];
3746
3747                 switch (o_ptr->tval)
3748                 {
3749                 case TV_ROD:
3750                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3751                         break;
3752
3753                 case TV_STAFF:
3754                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3755                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3756
3757                         /* Pay at least 10 gold per charge */
3758                         price = MAX(10, price);
3759
3760                         /* Fully charge */
3761                         price = (k_ptr->pval - o_ptr->pval) * price;
3762                         break;
3763
3764                 case TV_WAND:
3765                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3766                         price = (k_info[o_ptr->k_idx].cost / 10);
3767
3768                         /* Pay at least 10 gold per charge */
3769                         price = MAX(10, price);
3770
3771                         /* Fully charge */
3772                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3773                         break;
3774                 }
3775
3776                 /* if price <= 0 then item have enough charge */
3777                 if (price > 0) total_cost += price;
3778         }
3779
3780         if (!total_cost)
3781         {
3782                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3783                 msg_print(NULL);
3784                 return;
3785         }
3786
3787         /* Check if the player has enough money */
3788         if (p_ptr->au < total_cost)
3789         {
3790                 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 );
3791                 msg_print(NULL);
3792                 return;
3793         }
3794         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3795         
3796         for (i = 0; i < INVEN_PACK; i++)
3797         {
3798                 o_ptr = &inventory[i];
3799                 k_ptr = &k_info[o_ptr->k_idx];
3800
3801                 /* skip non magic device */
3802                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3803
3804                 /* Identify it */
3805                 if (!object_is_known(o_ptr))
3806                 {
3807                         identify_item(o_ptr);
3808
3809                         /* Auto-inscription */
3810                         autopick_alter_item(i, FALSE);
3811                 }
3812
3813                 /* Recharge */
3814                 switch (o_ptr->tval)
3815                 {
3816                 case TV_ROD:
3817                         o_ptr->timeout = 0;
3818                         break;
3819                 case TV_STAFF:
3820                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3821                         /* We no longer think the item is empty */
3822                         o_ptr->ident &= ~(IDENT_EMPTY);
3823                         break;
3824                 case TV_WAND:
3825                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3826                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3827                         /* We no longer think the item is empty */
3828                         o_ptr->ident &= ~(IDENT_EMPTY);
3829                         break;
3830                 }
3831         }
3832
3833         /* Give feedback */
3834         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3835         msg_print(NULL);
3836
3837         /* Combine / Reorder the pack (later) */
3838         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3839
3840         p_ptr->window |= (PW_INVEN);
3841
3842         /* Pay the price */
3843         p_ptr->au -= total_cost;
3844
3845         /* Finished */
3846         return;
3847 }
3848
3849 /*!
3850  * @brief 町間のテレポートを行うメインルーチン。
3851  * @return テレポート処理を決定したか否か
3852  */
3853 bool tele_town(void)
3854 {
3855         int i, x, y;
3856         int num = 0;
3857
3858         if (dun_level)
3859         {
3860                 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!"));
3861                 return FALSE;
3862         }
3863
3864         if (p_ptr->inside_arena || p_ptr->inside_battle)
3865         {
3866                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3867                 return FALSE;
3868         }
3869
3870         screen_save();
3871         clear_bldg(4, 10);
3872
3873         for (i = 1; i < max_towns; i++)
3874         {
3875                 char buf[80];
3876
3877                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3878
3879                 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3880                 prt(buf, 5 + i, 5);
3881                 num++;
3882         }
3883
3884         if (!num)
3885         {
3886                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3887                 msg_print(NULL);
3888                 screen_load();
3889                 return FALSE;
3890         }
3891
3892         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3893         while(1)
3894         {
3895                 i = inkey();
3896
3897                 if (i == ESCAPE)
3898                 {
3899                         screen_load();
3900                         return FALSE;
3901                 }
3902                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3903                 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;
3904                 break;
3905         }
3906
3907         for (y = 0; y < max_wild_y; y++)
3908         {
3909                 for (x = 0; x < max_wild_x; x++)
3910                 {
3911                         if(wilderness[y][x].town == (i-'a'+1))
3912                         {
3913                                 p_ptr->wilderness_y = y;
3914                                 p_ptr->wilderness_x = x;
3915                         }
3916                 }
3917         }
3918
3919         p_ptr->leaving = TRUE;
3920         leave_bldg = TRUE;
3921         p_ptr->teleport_town = TRUE;
3922         screen_load();
3923         return TRUE;
3924 }
3925
3926 /*!
3927  * @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-
3928  * @return 常にTRUEを返す。
3929  * @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。
3930  */
3931 static bool research_mon(void)
3932 {
3933         IDX i;
3934         int n;
3935         MONRACE_IDX r_idx;
3936         char sym, query;
3937         char buf[128];
3938         bool notpicked;
3939         bool recall = FALSE;
3940         u16b why = 0;
3941         MONSTER_IDX *who;
3942
3943         /* XTRA HACK WHATSEARCH */
3944         bool    all = FALSE;
3945         bool    uniq = FALSE;
3946         bool    norm = FALSE;
3947         char temp[80] = "";
3948
3949         /* XTRA HACK REMEMBER_IDX */
3950         static int old_sym = '\0';
3951         static IDX old_i = 0;
3952
3953
3954         /* Save the screen */
3955         screen_save();
3956
3957         /* Get a character, or abort */
3958         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):",
3959                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3960
3961         {
3962                 /* Restore */
3963                 screen_load();
3964
3965                 return (FALSE);
3966         }
3967
3968         /* Find that character info, and describe it */
3969         for (i = 0; ident_info[i]; ++i)
3970         {
3971                 if (sym == ident_info[i][0]) break;
3972         }
3973
3974                 /* XTRA HACK WHATSEARCH */
3975         if (sym == KTRL('A'))
3976         {
3977                 all = TRUE;
3978                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3979         }
3980         else if (sym == KTRL('U'))
3981         {
3982                 all = uniq = TRUE;
3983                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3984         }
3985         else if (sym == KTRL('N'))
3986         {
3987                 all = norm = TRUE;
3988                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3989         }
3990         else if (sym == KTRL('M'))
3991         {
3992                 all = TRUE;
3993                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3994                 {
3995                         temp[0]=0;
3996
3997                         /* Restore */
3998                         screen_load();
3999
4000                         return FALSE;
4001                 }
4002                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4003         }
4004         else if (ident_info[i])
4005         {
4006                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4007         }
4008         else
4009         {
4010                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4011         }
4012
4013         /* Display the result */
4014         prt(buf, 16, 10);
4015
4016
4017         /* Allocate the "who" array */
4018         C_MAKE(who, max_r_idx, IDX);
4019
4020         /* Collect matching monsters */
4021         for (n = 0, i = 1; i < max_r_idx; i++)
4022         {
4023                 monster_race *r_ptr = &r_info[i];
4024
4025                 /* Empty monster */
4026                 if (!r_ptr->name) continue;
4027
4028                 /* XTRA HACK WHATSEARCH */
4029                 /* Require non-unique monsters if needed */
4030                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4031
4032                 /* Require unique monsters if needed */
4033                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4034
4035                 /* 名前検索 */
4036                 if (temp[0])
4037                 {
4038                         int xx;
4039                         char temp2[80];
4040
4041                         for (xx = 0; temp[xx] && xx < 80; xx++)
4042                         {
4043 #ifdef JP
4044                                 if (iskanji(temp[xx]))
4045                                 {
4046                                         xx++;
4047                                         continue;
4048                                 }
4049 #endif
4050                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
4051                         }
4052   
4053 #ifdef JP
4054                         strcpy(temp2, r_name + r_ptr->E_name);
4055 #else
4056                         strcpy(temp2, r_name + r_ptr->name);
4057 #endif
4058                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4059                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
4060
4061 #ifdef JP
4062                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4063 #else
4064                         if (my_strstr(temp2, temp))
4065 #endif
4066                                 who[n++] = i;
4067                 }
4068                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4069         }
4070
4071         /* Nothing to recall */
4072         if (!n)
4073         {
4074                 /* Free the "who" array */
4075                 C_KILL(who, max_r_idx, IDX);
4076
4077                 /* Restore */
4078                 screen_load();
4079
4080                 return (FALSE);
4081         }
4082
4083         /* Sort by level */
4084         why = 2;
4085         query = 'y';
4086
4087         /* Sort if needed */
4088         if (why)
4089         {
4090                 /* Select the sort method */
4091                 ang_sort_comp = ang_sort_comp_hook;
4092                 ang_sort_swap = ang_sort_swap_hook;
4093
4094                 /* Sort the array */
4095                 ang_sort(who, &why, n);
4096         }
4097
4098
4099         /* Start at the end */
4100         /* XTRA HACK REMEMBER_IDX */
4101         if (old_sym == sym && old_i < n) i = old_i;
4102         else i = n - 1;
4103
4104         notpicked = TRUE;
4105
4106         /* Scan the monster memory */
4107         while (notpicked)
4108         {
4109                 /* Extract a race */
4110                 r_idx = who[i];
4111
4112                 /* Hack -- Begin the prompt */
4113                 roff_top(r_idx);
4114
4115                 /* Hack -- Complete the prompt */
4116                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4117
4118                 /* Interact */
4119                 while (1)
4120                 {
4121                         /* Recall */
4122                         if (recall)
4123                         {
4124                                 /*** Recall on screen ***/
4125
4126                                 /* Get maximal info about this monster */
4127                                 lore_do_probe(r_idx);
4128
4129                                 /* Save this monster ID */
4130                                 monster_race_track(r_idx);
4131
4132                                 /* Hack -- Handle stuff */
4133                                 handle_stuff();
4134
4135                                 /* know every thing mode */
4136                                 screen_roff(r_idx, 0x01);
4137                                 notpicked = FALSE;
4138
4139                                 /* XTRA HACK REMEMBER_IDX */
4140                                 old_sym = sym;
4141                                 old_i = i;
4142                         }
4143
4144                         /* Command */
4145                         query = inkey();
4146
4147                         /* Normal commands */
4148                         if (query != 'r') break;
4149
4150                         /* Toggle recall */
4151                         recall = !recall;
4152                 }
4153
4154                 /* Stop scanning */
4155                 if (query == ESCAPE) break;
4156
4157                 /* Move to "prev" monster */
4158                 if (query == '-')
4159                 {
4160                         if (++i == n)
4161                         {
4162                                 i = 0;
4163                                 if (!expand_list) break;
4164                         }
4165                 }
4166
4167                 /* Move to "next" monster */
4168                 else
4169                 {
4170                         if (i-- == 0)
4171                         {
4172                                 i = n - 1;
4173                                 if (!expand_list) break;
4174                         }
4175                 }
4176         }
4177
4178
4179         /* Re-display the identity */
4180         /* prt(buf, 5, 5);*/
4181
4182         /* Free the "who" array */
4183         C_KILL(who, max_r_idx, IDX);
4184
4185         /* Restore */
4186         screen_load();
4187
4188         return (!notpicked);
4189 }
4190
4191
4192 /*!
4193  * @brief 施設の処理実行メインルーチン / Execute a building command
4194  * @param bldg 施設構造体の参照ポインタ
4195  * @param i 実行したい施設のサービステーブルの添字
4196  * @return なし
4197  */
4198 static void bldg_process_command(building_type *bldg, int i)
4199 {
4200         BACT_IDX bact = bldg->actions[i];
4201         PRICE bcost;
4202         bool paid = FALSE;
4203         int amt;
4204
4205         /* Flush messages */
4206         msg_flag = FALSE;
4207         msg_print(NULL);
4208
4209         if (is_owner(bldg))
4210                 bcost = bldg->member_costs[i];
4211         else
4212                 bcost = bldg->other_costs[i];
4213
4214         /* action restrictions */
4215         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4216             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4217         {
4218                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4219                 return;
4220         }
4221
4222         /* check gold (HACK - Recharge uses variable costs) */
4223         if ((bact != BACT_RECHARGE) &&
4224             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4225              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4226         {
4227                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4228                 return;
4229         }
4230
4231         switch (bact)
4232         {
4233         case BACT_NOTHING:
4234                 /* Do nothing */
4235                 break;
4236         case BACT_RESEARCH_ITEM:
4237                 paid = identify_fully(FALSE);
4238                 break;
4239         case BACT_TOWN_HISTORY:
4240                 town_history();
4241                 break;
4242         case BACT_RACE_LEGENDS:
4243                 race_legends();
4244                 break;
4245         case BACT_QUEST:
4246                 castle_quest();
4247                 break;
4248         case BACT_KING_LEGENDS:
4249         case BACT_ARENA_LEGENDS:
4250         case BACT_LEGENDS:
4251                 show_highclass();
4252                 break;
4253         case BACT_POSTER:
4254         case BACT_ARENA_RULES:
4255         case BACT_ARENA:
4256                 arena_comm(bact);
4257                 break;
4258         case BACT_IN_BETWEEN:
4259         case BACT_CRAPS:
4260         case BACT_SPIN_WHEEL:
4261         case BACT_DICE_SLOTS:
4262         case BACT_GAMBLE_RULES:
4263         case BACT_POKER:
4264                 gamble_comm(bact);
4265                 break;
4266         case BACT_REST:
4267         case BACT_RUMORS:
4268         case BACT_FOOD:
4269                 paid = inn_comm(bact);
4270                 break;
4271         case BACT_RESEARCH_MONSTER:
4272                 paid = research_mon();
4273                 break;
4274         case BACT_COMPARE_WEAPONS:
4275                 paid = TRUE;
4276                 bcost = compare_weapons(bcost);
4277                 break;
4278         case BACT_ENCHANT_WEAPON:
4279                 item_tester_hook = object_allow_enchant_melee_weapon;
4280                 enchant_item(bcost, 1, 1, 0);
4281                 break;
4282         case BACT_ENCHANT_ARMOR:
4283                 item_tester_hook = object_is_armour;
4284                 enchant_item(bcost, 0, 0, 1);
4285                 break;
4286         case BACT_RECHARGE:
4287                 building_recharge();
4288                 break;
4289         case BACT_RECHARGE_ALL:
4290                 building_recharge_all();
4291                 break;
4292         case BACT_IDENTS: /* needs work */
4293                 if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
4294                 identify_pack();
4295                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4296                 paid = TRUE;
4297                 break;
4298         case BACT_IDENT_ONE: /* needs work */
4299                 paid = ident_spell(FALSE);
4300                 break;
4301         case BACT_LEARN:
4302                 do_cmd_study();
4303                 break;
4304         case BACT_HEALING: /* needs work */
4305                 paid = cure_critical_wounds(200);
4306                 break;
4307         case BACT_RESTORE: /* needs work */
4308                 paid = restore_all_status();
4309                 break;
4310         case BACT_ENCHANT_ARROWS:
4311                 item_tester_hook = item_tester_hook_ammo;
4312                 enchant_item(bcost, 1, 1, 0);
4313                 break;
4314         case BACT_ENCHANT_BOW:
4315                 item_tester_tval = TV_BOW;
4316                 enchant_item(bcost, 1, 1, 0);
4317                 break;
4318         case BACT_RECALL:
4319                 if (recall_player(1)) paid = TRUE;
4320                 break;
4321         case BACT_TELEPORT_LEVEL:
4322         {
4323                 IDX select_dungeon;
4324                 DEPTH max_depth;
4325
4326                 clear_bldg(4, 20);
4327                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4328                 show_building(bldg);
4329                 if (!select_dungeon) return;
4330
4331                 max_depth = d_info[select_dungeon].maxdepth;
4332
4333                 /* Limit depth in Angband */
4334                 if (select_dungeon == DUNGEON_ANGBAND)
4335                 {
4336                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4337                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4338                 }
4339                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4340                                                         d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
4341
4342                 if (amt > 0)
4343                 {
4344                         p_ptr->word_recall = 1;
4345                         p_ptr->recall_dungeon = select_dungeon;
4346                         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));
4347                         if (record_maxdepth)
4348                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4349                                 
4350                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4351
4352                         paid = TRUE;
4353                         p_ptr->redraw |= (PR_STATUS);
4354                 }
4355                 break;
4356         }
4357         case BACT_LOSE_MUTATION:
4358                 if (p_ptr->muta1 || p_ptr->muta2 ||
4359                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4360                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4361                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4362                 {
4363                         while(!lose_mutation(0));
4364                         paid = TRUE;
4365                 }
4366                 else
4367                 {
4368                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4369                         msg_print(NULL);
4370                 }
4371                 break;
4372         case BACT_BATTLE:
4373                 kakutoujou();
4374                 break;
4375         case BACT_TSUCHINOKO:
4376                 tsuchinoko();
4377                 break;
4378         case BACT_KUBI:
4379                 shoukinkubi();
4380                 break;
4381         case BACT_TARGET:
4382                 today_target();
4383                 break;
4384         case BACT_KANKIN:
4385                 kankin();
4386                 break;
4387         case BACT_HEIKOUKA:
4388                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4389                 set_virtue(V_COMPASSION, 0);
4390                 set_virtue(V_HONOUR, 0);
4391                 set_virtue(V_JUSTICE, 0);
4392                 set_virtue(V_SACRIFICE, 0);
4393                 set_virtue(V_KNOWLEDGE, 0);
4394                 set_virtue(V_FAITH, 0);
4395                 set_virtue(V_ENLIGHTEN, 0);
4396                 set_virtue(V_ENCHANT, 0);
4397                 set_virtue(V_CHANCE, 0);
4398                 set_virtue(V_NATURE, 0);
4399                 set_virtue(V_HARMONY, 0);
4400                 set_virtue(V_VITALITY, 0);
4401                 set_virtue(V_UNLIFE, 0);
4402                 set_virtue(V_PATIENCE, 0);
4403                 set_virtue(V_TEMPERANCE, 0);
4404                 set_virtue(V_DILIGENCE, 0);
4405                 set_virtue(V_VALOUR, 0);
4406                 set_virtue(V_INDIVIDUALISM, 0);
4407                 get_virtues();
4408                 paid = TRUE;
4409                 break;
4410         case BACT_TELE_TOWN:
4411                 paid = tele_town();
4412                 break;
4413         case BACT_EVAL_AC:
4414                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4415                 break;
4416         case BACT_BROKEN_WEAPON:
4417                 paid = TRUE;
4418                 bcost = repair_broken_weapon(bcost);
4419                 break;
4420         }
4421
4422         if (paid)
4423         {
4424                 p_ptr->au -= bcost;
4425         }
4426 }
4427
4428 /*!
4429  * @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
4430  * @return なし
4431  */
4432 void do_cmd_quest(void)
4433 {
4434         p_ptr->energy_use = 100;
4435
4436         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4437         {
4438                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4439                 return;
4440         }
4441         else
4442         {
4443                 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."));
4444                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4445                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4446                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4447
4448                 /* Player enters a new quest */
4449                 p_ptr->oldpy = 0;
4450                 p_ptr->oldpx = 0;
4451
4452                 leave_quest_check();
4453
4454                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4455                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4456
4457                 p_ptr->leaving = TRUE;
4458         }
4459 }
4460
4461
4462 /*!
4463  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4464  * @return なし
4465  */
4466 void do_cmd_bldg(void)
4467 {
4468         int             i, which;
4469         char            command;
4470         bool            validcmd;
4471         building_type   *bldg;
4472
4473
4474         p_ptr->energy_use = 100;
4475
4476         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4477         {
4478                 msg_print(_("ここには建物はない。", "You see no building here."));
4479                 return;
4480         }
4481
4482         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4483
4484         bldg = &building[which];
4485
4486         /* Don't re-init the wilderness */
4487         reinit_wilderness = FALSE;
4488
4489         if ((which == 2) && (p_ptr->arena_number < 0))
4490         {
4491                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4492                 return;
4493         }
4494         else if ((which == 2) && p_ptr->inside_arena)
4495         {
4496                 if (!p_ptr->exit_bldg && m_cnt > 0)
4497                 {
4498                         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);
4499                 }
4500                 else
4501                 {
4502                         /* Don't save the arena as saved floor */
4503                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4504
4505                         p_ptr->inside_arena = FALSE;
4506                         p_ptr->leaving = TRUE;
4507
4508                         /* Re-enter the arena */
4509                         command_new = SPECIAL_KEY_BUILDING;
4510
4511                         /* No energy needed to re-enter the arena */
4512                         p_ptr->energy_use = 0;
4513                 }
4514
4515                 return;
4516         }
4517         else if (p_ptr->inside_battle)
4518         {
4519                 /* Don't save the arena as saved floor */
4520                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4521
4522                 p_ptr->leaving = TRUE;
4523                 p_ptr->inside_battle = FALSE;
4524
4525                 /* Re-enter the monster arena */
4526                 command_new = SPECIAL_KEY_BUILDING;
4527
4528                 /* No energy needed to re-enter the arena */
4529                 p_ptr->energy_use = 0;
4530
4531                 return;
4532         }
4533         else
4534         {
4535                 p_ptr->oldpy = p_ptr->y;
4536                 p_ptr->oldpx = p_ptr->x;
4537         }
4538
4539         /* Forget the lite */
4540         forget_lite();
4541
4542         /* Forget the view */
4543         forget_view();
4544
4545         /* Hack -- Increase "icky" depth */
4546         character_icky++;
4547
4548         command_arg = 0;
4549         command_rep = 0;
4550         command_new = 0;
4551
4552         show_building(bldg);
4553         leave_bldg = FALSE;
4554
4555         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4556
4557         while (!leave_bldg)
4558         {
4559                 validcmd = FALSE;
4560                 prt("", 1, 0);
4561
4562                 building_prt_gold();
4563
4564                 command = inkey();
4565
4566                 if (command == ESCAPE)
4567                 {
4568                         leave_bldg = TRUE;
4569                         p_ptr->inside_arena = FALSE;
4570                         p_ptr->inside_battle = FALSE;
4571                         break;
4572                 }
4573
4574                 for (i = 0; i < 8; i++)
4575                 {
4576                         if (bldg->letters[i])
4577                         {
4578                                 if (bldg->letters[i] == command)
4579                                 {
4580                                         validcmd = TRUE;
4581                                         break;
4582                                 }
4583                         }
4584                 }
4585
4586                 if (validcmd)
4587                         bldg_process_command(bldg, i);
4588
4589                 /* Notice stuff */
4590                 notice_stuff();
4591
4592                 /* Handle stuff */
4593                 handle_stuff();
4594         }
4595
4596         select_floor_music();
4597
4598         /* Flush messages */
4599         msg_flag = FALSE;
4600         msg_print(NULL);
4601
4602         /* Reinit wilderness to activate quests ... */
4603         if (reinit_wilderness)
4604         {
4605                 p_ptr->leaving = TRUE;
4606         }
4607
4608         /* Hack -- Decrease "icky" depth */
4609         character_icky--;
4610
4611         /* Clear the screen */
4612         Term_clear();
4613
4614         /* Update the visuals */
4615         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4616
4617         /* Redraw entire screen */
4618         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4619
4620         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4621 }
4622
4623
4624 /*!
4625  * @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
4626  */
4627 static cptr find_quest[] =
4628 {
4629         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4630         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4631         _("メッセージを見つけた:", "There is a sign saying"),
4632         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4633         _("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"),
4634 };
4635
4636
4637 /*!
4638  * @brief クエストの導入メッセージを表示する / Discover quest
4639  * @param q_idx 開始されたクエストのID
4640  */
4641 void quest_discovery(QUEST_IDX q_idx)
4642 {
4643         quest_type      *q_ptr = &quest[q_idx];
4644         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
4645         int             q_num = q_ptr->max_num;
4646         char            name[80];
4647
4648         /* No quest index */
4649         if (!q_idx) return;
4650
4651         strcpy(name, (r_name + r_ptr->name));
4652
4653         msg_print(find_quest[rand_range(0, 4)]);
4654         msg_print(NULL);
4655
4656         if (q_num == 1)
4657         {
4658                 /* Unique */
4659
4660                 /* Hack -- "unique" monsters must be "unique" */
4661                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4662                     (0 == r_ptr->max_num))
4663                 {
4664                         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..."));
4665                         /* The unique is already dead */
4666                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4667                         q_ptr->complev = 0;
4668                         update_playtime();
4669                         q_ptr->comptime = playtime;
4670                 }
4671                 else
4672                 {
4673                         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);
4674                 }
4675         }
4676         else
4677         {
4678                 /* Normal monsters */
4679 #ifndef JP
4680                 plural_aux(name);
4681 #endif
4682                 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);
4683
4684         }
4685 }
4686
4687
4688 /*!
4689  * @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。
4690  * / Hack -- Check if a level is a "quest" level
4691  * @param level 検索対象になる階
4692  * @return クエストIDを返す。該当がない場合0を返す。
4693  */
4694 QUEST_IDX quest_number(DEPTH level)
4695 {
4696         QUEST_IDX i;
4697
4698         /* Check quests */
4699         if (p_ptr->inside_quest)
4700                 return (p_ptr->inside_quest);
4701
4702         for (i = 0; i < max_q_idx; i++)
4703         {
4704                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4705
4706                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4707                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4708                     (quest[i].level == level) &&
4709                     (quest[i].dungeon == dungeon_type))
4710                         return (i);
4711         }
4712
4713         /* Check for random quest */
4714         return (random_quest_number(level));
4715 }
4716
4717 /*!
4718  * @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。
4719  * @param level 検索対象になる階
4720  * @return クエストIDを返す。該当がない場合0を返す。
4721  */
4722 QUEST_IDX random_quest_number(DEPTH level)
4723 {
4724         QUEST_IDX i;
4725
4726         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4727
4728         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4729         {
4730                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4731                         (quest[i].status == QUEST_STATUS_TAKEN) &&
4732                         (quest[i].level == level) &&
4733                         (quest[i].dungeon == DUNGEON_ANGBAND))
4734                 {
4735                         return i;
4736                 }
4737         }
4738
4739         return 0;
4740 }