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