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have_nightmare()の準備処理を同関数に含め、引数を削除。 / Include previous process of have_nightmare...
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16
17
18 /*!
19  * ループ中で / hack as in leave_store in store.c
20  */
21 static bool leave_bldg = FALSE;
22
23 /*!
24  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
25  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
26  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
27  * @param bldg 施設構造体の参照ポインタ
28  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
29  */
30 static bool is_owner(building_type *bldg)
31 {
32         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
33         {
34                 return (TRUE);
35         }
36
37         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
38         {
39                 return (TRUE);
40         }
41
42         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
44         {
45                 return (TRUE);
46         }
47
48         return (FALSE);
49 }
50
51 /*!
52  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
53  (スペルマスターの特別判定つき)
54  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
55  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
56  * @param bldg 施設構造体の参照ポインタ
57  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
58  * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
59  */
60 static bool is_member(building_type *bldg)
61 {
62         if (bldg->member_class[p_ptr->pclass])
63         {
64                 return (TRUE);
65         }
66
67         if (bldg->member_race[p_ptr->prace])
68         {
69                 return (TRUE);
70         }
71
72         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
74         {
75                 return (TRUE);
76         }
77
78
79         if (p_ptr->pclass == CLASS_SORCERER)
80         {
81                 int i;
82                 bool OK = FALSE;
83                 for (i = 0; i < MAX_MAGIC; i++)
84                 {
85                         if (bldg->member_realm[i+1]) OK = TRUE;
86                 }
87                 return OK;
88         }
89         return (FALSE);
90 }
91
92 /*!
93  * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94  * @details 消去は行毎にヌル文字列で行われる。
95  * @param min_row 開始行番号
96  * @param max_row 末尾行番号
97  * @return なし
98  */
99 static void clear_bldg(int min_row, int max_row)
100 {
101         int   i;
102
103         for (i = min_row; i <= max_row; i++)
104                 prt("", i, 0);
105 }
106
107 /*!
108  * @brief 所持金を表示する。
109  * @return なし
110  */
111 static void building_prt_gold(void)
112 {
113         char tmp_str[80];
114         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116         prt(tmp_str, 23, 68);
117 }
118
119 /*!
120  * @brief 施設のサービス一覧を表示する / Display a building.
121  * @param bldg 施設構造体の参照ポインタ
122  * @return なし
123  */
124 static void show_building(building_type* bldg)
125 {
126         char buff[20];
127         int i;
128         byte action_color;
129         char tmp_str[80];
130
131         Term_clear();
132         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
133         prt(tmp_str, 2, 1);
134
135
136         for (i = 0; i < 8; i++)
137         {
138                 if (bldg->letters[i])
139                 {
140                         if (bldg->action_restr[i] == 0)
141                         {
142                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
144                                 {
145                                         action_color = TERM_WHITE;
146                                         buff[0] = '\0';
147                                 }
148                                 else if (is_owner(bldg))
149                                 {
150                                         action_color = TERM_YELLOW;
151                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
152                                 }
153                                 else
154                                 {
155                                         action_color = TERM_YELLOW;
156                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
157                         }
158                         else if (bldg->action_restr[i] == 1)
159                         {
160                                 if (!is_member(bldg))
161                                 {
162                                         action_color = TERM_L_DARK;
163                                         strcpy(buff, _("(閉店)", "(closed)"));
164                                 }
165                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
167                                 {
168                                         action_color = TERM_WHITE;
169                                         buff[0] = '\0';
170                                 }
171                                 else if (is_owner(bldg))
172                                 {
173                                         action_color = TERM_YELLOW;
174                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
175                                 }
176                                 else
177                                 {
178                                         action_color = TERM_YELLOW;
179                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
180                                 }
181                         }
182                         else
183                         {
184                                 if (!is_owner(bldg))
185                                 {
186                                         action_color = TERM_L_DARK;
187                                         strcpy(buff, _("(閉店)", "(closed)"));
188                                 }
189                                 else if (bldg->member_costs[i] != 0)
190                                 {
191                                         action_color = TERM_YELLOW;
192                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
193                                 }
194                                 else
195                                 {
196                                         action_color = TERM_WHITE;
197                                         buff[0] = '\0';
198                                 }
199                         }
200
201                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
203                 }
204         }
205         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
206 }
207
208 /*!
209  * @brief 闘技場に入るコマンドの処理 / arena commands
210  * @param cmd 闘技場処理のID
211  * @return なし
212  */
213 static void arena_comm(int cmd)
214 {
215         monster_race    *r_ptr;
216         cptr            name;
217
218
219         switch (cmd)
220         {
221                 case BACT_ARENA:
222                         if (p_ptr->arena_number == MAX_ARENA_MONS)
223                         {
224                                 clear_bldg(5, 19);
225                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
226                                 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations!  You have defeated all before you."), 7, 0);
227                                 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
228
229                                 prt("", 10, 0);
230                                 prt("", 11, 0);
231                                 p_ptr->au += 1000000L;
232                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
233                                 msg_print(NULL);
234                                 p_ptr->arena_number++;
235                         }
236                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
237                         {
238                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
239                                 {
240                                         msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
241                                         msg_print(NULL);
242                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
243                                         {       
244                         msg_print(_("死ぬがよい。", "Die, maggots."));
245                                                 msg_print(NULL);
246                                         
247                                                 p_ptr->exit_bldg = FALSE;
248                                                 reset_tim_flags();
249
250                                                 /* Save the surface floor as saved floor */
251                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
252
253                                                 p_ptr->inside_arena = TRUE;
254                                                 p_ptr->leaving = TRUE;
255                                                 leave_bldg = TRUE;
256                                         }
257                                         else
258                                         {
259                                                 msg_print(_("残念だ。", "We are disappointed."));
260                                         }
261                                 }
262                                 else
263                                 {
264                                         msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
265                                                                 "You enter the arena briefly and bask in your glory."));
266                                         msg_print(NULL);
267                                 }
268                         }
269                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
270                         {
271                                 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
272                                                         "You don't have permission to enter with pet."));
273                                 msg_print(NULL);
274                         }
275                         else
276                         {
277                                 p_ptr->exit_bldg = FALSE;
278                                 reset_tim_flags();
279
280                                 /* Save the surface floor as saved floor */
281                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
282
283                                 p_ptr->inside_arena = TRUE;
284                                 p_ptr->leaving = TRUE;
285                                 leave_bldg = TRUE;
286                         }
287                         break;
288                 case BACT_POSTER:
289                         if (p_ptr->arena_number == MAX_ARENA_MONS)
290                                 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
291                                                         "You are victorious. Enter the arena for the ceremony."));
292
293                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
294                         {
295                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
296                         }
297                         else
298                         {
299                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300                                 name = (r_name + r_ptr->name);
301                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
302                         }
303                         break;
304                 case BACT_ARENA_RULES:
305
306                         /* Save screen */
307                         screen_save();
308
309                         /* Peruse the arena help file */
310                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
311
312                         /* Load screen */
313                         screen_load();
314
315                         break;
316         }
317 }
318
319 /*!
320  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
321  * @param row シンボルを表示する行の上端
322  * @param col シンボルを表示する行の左端
323  * @param fruit 表示するシンボルID
324  * @return なし
325  */
326 static void display_fruit(int row, int col, int fruit)
327 {
328         switch (fruit)
329         {
330                 case 0: /* lemon */
331                         c_put_str(TERM_YELLOW, "   ####.", row, col);
332                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
333                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
334                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
335                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
336                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
337                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
338                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
339                         prt(                 _(" レモン ",
340                                                            " Lemon  "), row + 8, col);
341                         break;
342                 case 1: /* orange */
343                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
344                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
345                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
346                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
347                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
348                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
349                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
350                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
351                         prt(                 _("オレンジ",
352                                                                    " Orange "), row + 8, col);
353                         break;
354                 case 2: /* sword */
355                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
356                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
357                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
358                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
359                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
360                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
361                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
362                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
363                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
364                         break;
365                 case 3: /* shield */
366                         c_put_str(TERM_SLATE, " ###### ", row, col);
367                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
368                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
369                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
370                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
371                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
372                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
373                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
374                         prt(                _("   盾   ",
375                                                                   " Shield "), row + 8, col);
376                         break;
377                 case 4: /* plum */
378                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
379                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
380                         c_put_str(TERM_VIOLET, "########", row + 2, col);
381                         c_put_str(TERM_VIOLET, "########", row + 3, col);
382                         c_put_str(TERM_VIOLET, "########", row + 4, col);
383                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
384                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
385                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
386                         prt(                 _(" プラム ",
387                                                                    "  Plum  "), row + 8, col);
388                         break;
389                 case 5: /* cherry */
390                         c_put_str(TERM_RED, "      ##", row, col);
391                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
392                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
393                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
394                         c_put_str(TERM_RED, " ###### ", row + 4, col);
395                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
396                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
397                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
398                         prt(              _("チェリー",
399                                                                 " Cherry "), row + 8, col);
400                         break;
401         }
402 }
403
404 /*! @note
405  * kpoker no (tyuto-hannpa na)pakuri desu...
406  * joker ha shineru node haitte masen.
407  *
408  * TODO: donataka! tsukutte!
409  *  - agatta yaku no kiroku (like DQ).
410  *  - kakkoii card no e.
411  *  - sousa-sei no koujyo.
412  *  - code wo wakariyasuku.
413  *  - double up.
414  *  - Joker... -- done.
415  *
416  * 9/13/2000 --Koka
417  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
418  */
419
420 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
421 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
422 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
423
424 static int cards[5]; /*!< ポーカーの現在の手札ID */
425
426 /*!
427  * @brief ポーカーの山札を切る。
428  * @param deck デッキの配列
429  * @return なし
430  */
431 static void reset_deck(int deck[])
432 {
433         int i;
434         for (i = 0; i < 53; i++) deck[i] = i;
435
436         /* shuffle cards */
437         for (i = 0; i < 53; i++){
438                 int tmp1 = randint0(53 - i) + i;
439                 int tmp2 = deck[i];
440                 deck[i] = deck[tmp1];
441                 deck[tmp1] = tmp2;
442         }
443 }
444
445 /*!
446  * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
447  * @return ジョーカーを持っているか。
448  */
449 static bool have_joker(void)
450 {
451         int i;
452
453         for (i = 0; i < 5; i++){
454           if(IS_JOKER(cards[i])) return TRUE;
455         }
456         return FALSE;
457 }
458
459 /*!
460  * @brief ポーカーの手札に該当の番号の札があるかを返す。
461  * @param num 探したいカードの番号。
462  * @return 該当の番号が手札にあるか。
463  */
464 static bool find_card_num(int num)
465 {
466         int i;
467         for (i = 0; i < 5; i++)
468                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
469         return FALSE;
470 }
471
472 /*!
473  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
474  * @return 役の判定結果
475  */
476 static bool yaku_check_flush(void)
477 {
478         int i, suit;
479         bool joker_is_used = FALSE;
480
481         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
482         for (i = 0; i < 5; i++){
483                 if (SUIT_OF(cards[i]) != suit){
484                   if(have_joker() && !joker_is_used)
485                     joker_is_used = TRUE;
486                   else
487                     return FALSE;
488                 }
489         }
490
491         return TRUE;
492 }
493
494 /*!
495  * @brief ポーカーの手札がストレート役を得ているかを帰す。
496  * @return 役の判定結果
497  */
498 static int yaku_check_straight(void)
499 {
500         int i, lowest = 99;
501         bool joker_is_used = FALSE;
502
503         /* get lowest */
504         for (i = 0; i < 5; i++)
505         {
506                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
507                         lowest = NUM_OF(cards[i]);
508         }
509         
510         if (yaku_check_flush())
511         {
512           if( lowest == 0 ){
513                 for (i = 0; i < 4; i++)
514                 {
515                         if (!find_card_num(9 + i)){
516                                 if( have_joker() && !joker_is_used )
517                                   joker_is_used = TRUE;
518                                 else
519                                   break;
520                         }
521                 }
522                 if (i == 4) return 3; /* Wow! Royal Flush!!! */
523           }
524           if( lowest == 9 ){
525                 for (i = 0; i < 3; i++)
526                 {
527                         if (!find_card_num(10 + i))
528                                 break;
529                 }
530                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
531           }
532         }
533
534         joker_is_used = FALSE;
535         for (i = 0; i < 5; i++)
536         {
537                 if (!find_card_num(lowest + i)){
538                   if( have_joker() && !joker_is_used )
539                     joker_is_used = TRUE;
540                   else
541                     return 0;
542                 }
543         }
544         
545         if (yaku_check_flush())
546                 return 2; /* Straight Flush */
547
548         return 1;
549 }
550
551 /*!
552  * @brief ポーカーのペア役の状態を返す。
553  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
554  */
555 static int yaku_check_pair(void)
556 {
557         int i, i2, matching = 0;
558
559         for (i = 0; i < 5; i++)
560         {
561                 for (i2 = i+1; i2 < 5; i2++)
562                 {
563                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
564                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
565                                 matching++;
566                 }
567         }
568
569         if(have_joker()){
570           switch(matching){
571           case 0:
572             matching = 1;
573             break;
574           case 1:
575             matching = 3;
576             break;
577           case 2:
578             matching = 4;
579             break;
580           case 3:
581             matching = 6;
582             break;
583           case 6:
584             matching = 7;
585             break;
586           default:
587             /* don't reach */
588             break;
589           }
590         }
591
592         return matching;
593 }
594
595 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
596 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
597 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
598 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
599 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
600 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
601 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
602 #define ODDS_ST 4 /*!< ストレートの役倍率 */
603 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
604 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
605
606 /*!
607  * @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
608  * @return 役のID
609  */
610 static int yaku_check(void)
611 {
612         prt("                            ", 4, 3);
613
614         switch(yaku_check_straight()){
615         case 3: /* RF! */
616                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
617                 return ODDS_RF;
618         case 2: /* SF! */
619                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
620                 return ODDS_SF;
621         case 1:
622                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
623                 return ODDS_ST;
624         default:
625                 /* Not straight -- fall through */
626                 break;
627         }
628
629         if (yaku_check_flush())
630         {
631                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
632                 return ODDS_FL;
633         }
634
635         switch (yaku_check_pair())
636         {
637         case 1:
638                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
639                 return 0;
640         case 2:
641                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
642                 return ODDS_2P;
643         case 3:
644                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
645                 return ODDS_3C;
646         case 4:
647                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
648                 return ODDS_FH;
649         case 6:
650                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
651                 return ODDS_4C;
652         case 7:
653                 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
654                 {
655                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
656                         return ODDS_5A;
657                 }
658                 else
659                 {
660                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
661                         return ODDS_5C;
662                 }
663         default:
664                 break;
665         }
666         return 0;
667 }
668
669 /*!
670  * @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
671  * @param hoge カーソルの現在位置
672  * @param kaeruka カードの捨てる/残すフラグ配列
673  * @return なし
674  */
675 static void display_kaeruka(int hoge, int kaeruka[])
676 {
677         int i;
678         char col = TERM_WHITE;
679         for (i = 0; i < 5; i++)
680         {
681                 if (i == hoge) col = TERM_YELLOW;
682                 else if(kaeruka[i]) col = TERM_WHITE;
683                 else col = TERM_L_BLUE;
684                 
685                 if(kaeruka[i])
686                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
687                 else
688                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
689         }
690         if (hoge > 4) col = TERM_YELLOW;
691         else col = TERM_WHITE;
692         c_put_str(col, _("決定", "Sure"), 16,  38);
693
694         /* Hilite current option */
695         if (hoge < 5) move_cursor(14, 5+hoge*16);
696         else move_cursor(16, 38);
697 }
698
699 /*!
700  * @brief ポーカーの手札を表示する。
701  * @return なし
702  */
703 static void display_cards(void)
704 {
705         int i, j;
706         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
707 #ifdef JP
708         cptr suit[4] = {"★", "●", "¶", "†"};
709         cptr card_grph[13][7] = {{"A   %s     ",
710                                   "     変     ",
711                                   "     愚     ",
712                                   "     蛮     ",
713                                   "     怒     ",
714                                   "     %s     ",
715                                   "          A"},
716                                  {"2          ",
717                                   "     %s     ",
718                                   "            ",
719                                   "            ",
720                                   "            ",
721                                   "     %s     ",
722                                   "          2"},
723                                  {"3          ",
724                                   "     %s     ",
725                                   "            ",
726                                   "     %s     ",
727                                   "            ",
728                                   "     %s     ",
729                                   "          3"},
730                                  {"4          ",
731                                   "   %s  %s   ",
732                                   "            ",
733                                   "            ",
734                                   "            ",
735                                   "   %s  %s   ",
736                                   "          4"},
737                                  {"5          ",
738                                   "   %s  %s   ",
739                                   "            ",
740                                   "     %s     ",
741                                   "            ",
742                                   "   %s  %s   ",
743                                   "          5"},
744                                  {"6          ",
745                                   "   %s  %s   ",
746                                   "            ",
747                                   "   %s  %s   ",
748                                   "            ",
749                                   "   %s  %s   ",
750                                   "          6"},
751                                  {"7          ",
752                                   "   %s  %s   ",
753                                   "     %s     ",
754                                   "   %s  %s   ",
755                                   "            ",
756                                   "   %s  %s   ",
757                                   "          7"},
758                                  {"8          ",
759                                   "   %s  %s   ",
760                                   "     %s     ",
761                                   "   %s  %s   ",
762                                   "     %s     ",
763                                   "   %s  %s   ",
764                                   "          8"},
765                                  {"9 %s  %s   ",
766                                   "            ",
767                                   "   %s  %s   ",
768                                   "     %s     ",
769                                   "   %s  %s   ",
770                                   "            ",
771                                   "   %s  %s 9"},
772                                  {"10 %s  %s   ",
773                                   "     %s     ",
774                                   "   %s  %s   ",
775                                   "            ",
776                                   "   %s  %s   ",
777                                   "     %s     ",
778                                   "   %s  %s 10"},
779                                  {"J   Λ     ",
780                                   "%s   ||     ",
781                                   "     ||     ",
782                                   "     ||     ",
783                                   "     ||     ",
784                                   "   |=亜=| %s",
785                                   "     目   J"},
786                                  {"Q ######   ",
787                                   "%s#      #  ",
788                                   "  # ++++ #  ",
789                                   "  # +==+ #  ",
790                                   "   # ++ #   ",
791                                   "    #  #  %s",
792                                   "     ##   Q"},
793                                  {"K          ",
794                                   "%s `⌒´   ",
795                                   "  γγγλ  ",
796                                   "  ο ο ι  ",
797                                   "   υ    ∂ ",
798                                   "    σ ノ %s",
799                                   "          K"}};
800         cptr joker_grph[7] = {    "            ",
801                                   "     J     ",
802                                   "     O     ",
803                                   "     K     ",
804                                   "     E     ",
805                                   "     R     ",
806                                   "            "};
807
808 #else
809
810         cptr suit[4] = {"[]", "qp", "<>", "db"};
811         cptr card_grph[13][7] = {{"A    %s     ",
812                                   "     He     ",
813                                   "     ng     ",
814                                   "     ba     ",
815                                   "     nd     ",
816                                   "     %s     ",
817                                   "           A"},
818                                  {"2           ",
819                                   "     %s     ",
820                                   "            ",
821                                   "            ",
822                                   "            ",
823                                   "     %s     ",
824                                   "           2"},
825                                  {"3           ",
826                                   "     %s     ",
827                                   "            ",
828                                   "     %s     ",
829                                   "            ",
830                                   "     %s     ",
831                                   "           3"},
832                                  {"4           ",
833                                   "   %s  %s   ",
834                                   "            ",
835                                   "            ",
836                                   "            ",
837                                   "   %s  %s   ",
838                                   "           4"},
839                                  {"5           ",
840                                   "   %s  %s   ",
841                                   "            ",
842                                   "     %s     ",
843                                   "            ",
844                                   "   %s  %s   ",
845                                   "           5"},
846                                  {"6           ",
847                                   "   %s  %s   ",
848                                   "            ",
849                                   "   %s  %s   ",
850                                   "            ",
851                                   "   %s  %s   ",
852                                   "           6"},
853                                  {"7           ",
854                                   "   %s  %s   ",
855                                   "     %s     ",
856                                   "   %s  %s   ",
857                                   "            ",
858                                   "   %s  %s   ",
859                                   "           7"},
860                                  {"8           ",
861                                   "   %s  %s   ",
862                                   "     %s     ",
863                                   "   %s  %s   ",
864                                   "     %s     ",
865                                   "   %s  %s   ",
866                                   "           8"},
867                                  {"9  %s  %s   ",
868                                   "            ",
869                                   "   %s  %s   ",
870                                   "     %s     ",
871                                   "   %s  %s   ",
872                                   "            ",
873                                   "   %s  %s  9"},
874                                  {"10 %s  %s   ",
875                                   "     %s     ",
876                                   "   %s  %s   ",
877                                   "            ",
878                                   "   %s  %s   ",
879                                   "     %s     ",
880                                   "   %s  %s 10"},
881                                  {"J    /\\     ",
882                                   "%s   ||     ",
883                                   "     ||     ",
884                                   "     ||     ",
885                                   "     ||     ",
886                                   "   |=HH=| %s",
887                                   "     ][    J"},
888                                  {"Q  ######   ",
889                                   "%s#      #  ",
890                                   "  # ++++ #  ",
891                                   "  # +==+ #  ",
892                                   "   # ++ #   ",
893                                   "    #  #  %s",
894                                   "     ##    Q"},
895                                  {"K           ",
896                                   "%s _'~~`_   ",
897                                   "   jjjjj$&  ",
898                                   "   q q uu   ",
899                                   "   c    &   ",
900                                   "    v__/  %s",
901                                   "           K"}};
902         cptr joker_grph[7] = {    "            ",
903                                   "     J      ",
904                                   "     O      ",
905                                   "     K      ",
906                                   "     E      ",
907                                   "     R      ",
908                                   "            "};
909 #endif
910
911         for (i = 0; i < 5; i++)
912         {
913                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
914         }
915
916         for (i = 0; i < 5; i++)
917         {
918                 for (j = 0; j < 7; j++)
919                 {
920                         prt(_("┃", " |"),  j+6,  i*16);
921                         if(IS_JOKER(cards[i]))
922                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
923                         else
924                                 c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]),  j+6,  2+i*16);
925                         prt(_("┃", "| "),  j+6,  i*16+14);
926                 }
927         }
928         for (i = 0; i < 5; i++)
929         {
930                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
931         }
932 }
933
934 /*!
935  * @brief ポーカーの1プレイルーチン。
936  * @return 1プレイの役の結果
937  */
938 static int do_poker(void)
939 {
940         int i, k = 2;
941         char cmd;
942         int deck[53]; /* yamafuda : 0...52 */
943         int deck_ptr = 0;
944         int kaeruka[5]; /* 0:kaenai 1:kaeru */
945
946         bool done = FALSE;
947         bool kettei = TRUE;
948         bool kakikae = TRUE;
949
950         reset_deck(deck);
951
952         for (i = 0; i < 5; i++)
953         {
954                 cards[i] = deck[deck_ptr++];
955                 kaeruka[i] = 0; /* default:nokosu */
956         }
957         
958 #if 0
959         /* debug:RF */
960         cards[0] = 12;
961         cards[1] = 0;
962         cards[2] = 9;
963         cards[3] = 11;
964         cards[4] = 10;
965 #endif
966 #if 0
967         /* debug:SF */
968         cards[0] = 3;
969         cards[1] = 2;
970         cards[2] = 4;
971         cards[3] = 6;
972         cards[4] = 5;
973 #endif
974 #if 0
975         /* debug:Four Cards */
976         cards[0] = 0;
977         cards[1] = 0 + 13 * 1;
978         cards[2] = 0 + 13 * 2;
979         cards[3] = 0 + 13 * 3;
980         cards[4] = 51;
981 #endif
982 #if 0
983         /* debug:Straight */
984         cards[0] = 1;
985         cards[1] = 0 + 13;
986         cards[2] = 3;
987         cards[3] = 2 + 26;
988         cards[4] = 4;
989 #endif
990 #if 0
991         /* debug */
992         cards[0] = 52;
993         cards[1] = 0;
994         cards[2] = 1;
995         cards[3] = 2;
996         cards[4] = 3;
997 #endif
998
999         /* suteruno wo kimeru */
1000         prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
1001
1002         display_cards();
1003         yaku_check();
1004
1005         while (!done)
1006         {
1007                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1008                 kakikae = FALSE;
1009                 cmd = inkey();
1010                 switch (cmd)
1011                 {
1012                 case '6': case 'l': case 'L': case KTRL('F'):
1013                         if (!kettei) k = (k+1)%5;
1014                         else {k = 0;kettei = FALSE;}
1015                         kakikae = TRUE;
1016                         break;
1017                 case '4': case 'h': case 'H': case KTRL('B'):
1018                         if (!kettei) k = (k+4)%5;
1019                         else {k = 4;kettei = FALSE;}
1020                         kakikae = TRUE;
1021                         break;
1022                 case '2': case 'j': case 'J': case KTRL('N'):
1023                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1024                         break;
1025                 case '8': case 'k': case 'K': case KTRL('P'):
1026                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1027                         break;
1028                 case ' ': case '\r':
1029                         if (kettei) done = TRUE;
1030                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1031                         break;
1032                 default:
1033                         break;
1034                 }
1035         }
1036         
1037         prt("",0,0);
1038
1039         for (i = 0; i < 5; i++)
1040                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1041
1042         display_cards();
1043         
1044         return yaku_check();
1045 }
1046 #undef SUIT_OF
1047 #undef NUM_OF
1048 #undef IS_JOKER
1049 /* end of poker codes --Koka */
1050
1051 /*!
1052  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1053  * @param cmd プレイするゲームID
1054  * @return なし
1055  */
1056 static bool gamble_comm(int cmd)
1057 {
1058         int i;
1059         int roll1, roll2, roll3, choice, odds, win;
1060         s32b wager;
1061         s32b maxbet;
1062         s32b oldgold;
1063
1064         char out_val[160], tmp_str[80], again;
1065         cptr p;
1066
1067         screen_save();
1068
1069         if (cmd == BACT_GAMBLE_RULES)
1070         {
1071                 /* Peruse the gambling help file */
1072                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1073         }
1074         else
1075         {
1076                 /* No money */
1077                 if (p_ptr->au < 1)
1078                 {
1079                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1080                                                 "Hey! You don't have gold - get out of here!"));
1081                         msg_print(NULL);
1082                         screen_load();
1083                         return FALSE;
1084                 }
1085
1086                 clear_bldg(5, 23);
1087
1088                 maxbet = p_ptr->lev * 200;
1089
1090                 /* We can't bet more than we have */
1091                 maxbet = MIN(maxbet, p_ptr->au);
1092
1093                 /* Get the wager */
1094                 strcpy(out_val, "");
1095                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1096
1097
1098                 /*
1099                  * Use get_string() because we may need more than
1100                  * the s16b value returned by get_quantity().
1101                  */
1102                 if (get_string(tmp_str, out_val, 32))
1103                 {
1104                         /* Strip spaces */
1105                         for (p = out_val; *p == ' '; p++);
1106
1107                         /* Get the wager */
1108                         wager = atol(p);
1109
1110                         if (wager > p_ptr->au)
1111                         {
1112                                 msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
1113                                 msg_print(NULL);
1114                                 screen_load();
1115                                 return (FALSE);
1116                         }
1117                         else if (wager > maxbet)
1118                         {
1119                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1120                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1121                                 wager = maxbet;
1122                         }
1123                         else if (wager < 1)
1124                         {
1125                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1126                                 wager = 1;
1127                         }
1128                         msg_print(NULL);
1129                         win = FALSE;
1130                         odds = 0;
1131                         oldgold = p_ptr->au;
1132
1133                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1134                         prt(tmp_str, 20, 2);
1135                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1136                         prt(tmp_str, 21, 2);
1137
1138                         do
1139                         {
1140                                 p_ptr->au -= wager;
1141                                 switch (cmd)
1142                                 {
1143                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1144                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1145
1146                                         odds = 4;
1147                                         win = FALSE;
1148                                         roll1 = randint1(10);
1149                                         roll2 = randint1(10);
1150                                         choice = randint1(10);
1151                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1152
1153                                         prt(tmp_str, 8, 3);
1154                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1155
1156                                         prt(tmp_str, 11, 14);
1157                                         if (((choice > roll1) && (choice < roll2)) ||
1158                                                 ((choice < roll1) && (choice > roll2)))
1159                                                 win = TRUE;
1160                                         break;
1161                                 case BACT_CRAPS:  /* Game of Craps */
1162                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1163
1164                                         win = 3;
1165                                         odds = 2;
1166                                         roll1 = randint1(6);
1167                                         roll2 = randint1(6);
1168                                         roll3 = roll1 +  roll2;
1169                                         choice = roll3;
1170                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1171                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1172                                         prt(tmp_str, 7, 5);
1173                                         if ((roll3 == 7) || (roll3 == 11))
1174                                                 win = TRUE;
1175                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1176                                                 win = FALSE;
1177                                         else
1178                                                 do
1179                                                 {
1180                                                         msg_print(_("なにかキーを押すともう一回振ります。", "Hit any key to roll again"));
1181
1182                                                         msg_print(NULL);
1183                                                         roll1 = randint1(6);
1184                                                         roll2 = randint1(6);
1185                                                         roll3 = roll1 +  roll2;
1186                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1187                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1188                                                         prt(tmp_str, 8, 5);
1189                                                         if (roll3 == choice)
1190                                                                 win = TRUE;
1191                                                         else if (roll3 == 7)
1192                                                                 win = FALSE;
1193                                                 } while ((win != TRUE) && (win != FALSE));
1194                                         break;
1195
1196                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1197                                         win = FALSE;
1198                                         odds = 9;
1199                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1200
1201                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1202                                         prt("--------------------------------", 8, 3);
1203                                         strcpy(out_val, "");
1204                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1205
1206                                         for (p = out_val; iswspace(*p); p++);
1207                                         choice = atol(p);
1208                                         if (choice < 0)
1209                                         {
1210                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1211                                                 choice = 0;
1212                                         }
1213                                         else if (choice > 9)
1214                                         {
1215                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1216                                                 choice = 9;
1217                                         }
1218                                         msg_print(NULL);
1219                                         roll1 = randint0(10);
1220                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1221                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1222                                         prt(tmp_str, 13, 3);
1223                                         prt("", 9, 0);
1224                                         prt("*", 9, (3 * roll1 + 5));
1225                                         if (roll1 == choice)
1226                                                 win = TRUE;
1227                                         break;
1228
1229                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1230                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1231                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1232                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1233                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1234                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1235                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1236                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1237                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1238                                         
1239                                         win = FALSE;
1240                                         roll1 = randint1(21);
1241                                         for (i=6;i>0;i--)
1242                                         {
1243                                                 if ((roll1-i) < 1)
1244                                                 {
1245                                                         roll1 = 7-i;
1246                                                         break;
1247                                                 }
1248                                                 roll1 -= i;
1249                                         }
1250                                         roll2 = randint1(21);
1251                                         for (i=6;i>0;i--)
1252                                         {
1253                                                 if ((roll2-i) < 1)
1254                                                 {
1255                                                         roll2 = 7-i;
1256                                                         break;
1257                                                 }
1258                                                 roll2 -= i;
1259                                         }
1260                                         choice = randint1(21);
1261                                         for (i=6;i>0;i--)
1262                                         {
1263                                                 if ((choice-i) < 1)
1264                                                 {
1265                                                         choice = 7-i;
1266                                                         break;
1267                                                 }
1268                                                 choice -= i;
1269                                         }
1270                                         put_str("/--------------------------\\", 7, 2);
1271                                         prt("\\--------------------------/", 17, 2);
1272                                         display_fruit(8,  3, roll1 - 1);
1273                                         display_fruit(8, 12, roll2 - 1);
1274                                         display_fruit(8, 21, choice - 1);
1275                                         if ((roll1 == roll2) && (roll2 == choice))
1276                                         {
1277                                                 win = TRUE;
1278                                                 switch(roll1)
1279                                                 {
1280                                                 case 1:
1281                                                         odds = 5;break;
1282                                                 case 2:
1283                                                         odds = 10;break;
1284                                                 case 3:
1285                                                         odds = 20;break;
1286                                                 case 4:
1287                                                         odds = 50;break;
1288                                                 case 5:
1289                                                         odds = 200;break;
1290                                                 case 6:
1291                                                         odds = 1000;break;
1292                                                 }
1293                                         }
1294                                         else if ((roll1 == 1) && (roll2 == 1))
1295                                         {
1296                                                 win = TRUE;
1297                                                 odds = 2;
1298                                         }
1299                                         break;
1300                                 case BACT_POKER:
1301                                         win = FALSE;
1302                                         odds = do_poker();
1303                                         if (odds) win = TRUE;
1304                                         break;
1305                                 }
1306
1307                                 if (win)
1308                                 {
1309                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1310
1311                                         p_ptr->au += odds * wager;
1312                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1313
1314                                         prt(tmp_str, 17, 37);
1315                                 }
1316                                 else
1317                                 {
1318                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1319                                         prt("", 17, 37);
1320                                 }
1321                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1322
1323                                 prt(tmp_str, 22, 2);
1324                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1325
1326                                 move_cursor(18, 52);
1327                                 again = inkey();
1328                                 prt("", 16, 37);
1329                                 prt("", 17, 37);
1330                                 prt("", 18, 37);
1331                                 if (wager > p_ptr->au)
1332                                 {
1333                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1334                                                                 "Hey! You don't have the gold - get out of here!"));
1335                                         msg_print(NULL);
1336
1337                                         /* Get out here */
1338                                         break;
1339                                 }
1340                         } while ((again == 'y') || (again == 'Y'));
1341
1342                         prt("", 18, 37);
1343                         if (p_ptr->au >= oldgold)
1344                         {
1345                                 msg_print(_("「今回は儲けたな!でも次はこっちが勝ってやるからな、絶対に!」",
1346                                                         "You came out a winner! We'll win next time, I'm sure."));
1347                                 chg_virtue(V_CHANCE, 3);
1348                         }
1349                         else
1350                         {
1351                                 msg_print(_("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」", "You lost gold! Haha, better head home."));
1352                                 chg_virtue(V_CHANCE, -3);
1353                         }
1354                 }
1355                 msg_print(NULL);
1356         }
1357         screen_load();
1358         return (TRUE);
1359 }
1360
1361 /*!
1362  * @brief モンスター闘技場に参加できるモンスターの判定
1363  * @param r_idx モンスターID
1364  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1365  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1366  * @return 参加できるか否か
1367  */
1368 static bool vault_aux_battle(int r_idx)
1369 {
1370         int i;
1371         int dam = 0;
1372
1373         monster_race *r_ptr = &r_info[r_idx];
1374
1375         /* Decline town monsters */
1376 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1377
1378         /* Decline unique monsters */
1379 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1380 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1381
1382         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1383         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1384         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1385         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1386         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1387
1388         for (i = 0; i < 4; i++)
1389         {
1390                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1391                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1392         }
1393         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1394
1395         /* Okay */
1396         return (TRUE);
1397 }
1398
1399 /*!
1400  * @brief モンスター闘技場に参加するモンスターをリセットする。
1401  * @return なし
1402  */
1403 void battle_monsters(void)
1404 {
1405         int total, i;
1406         int max_dl = 0;
1407         int mon_level;
1408         int power[4];
1409         bool tekitou;
1410         bool old_inside_battle = p_ptr->inside_battle;
1411
1412         for (i = 0; i < max_d_idx; i++)
1413                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1414
1415         mon_level = randint1(MIN(max_dl, 122))+5;
1416         if (randint0(100) < 60)
1417         {
1418                 i = randint1(MIN(max_dl, 122))+5;
1419                 mon_level = MAX(i, mon_level);
1420         }
1421         if (randint0(100) < 30)
1422         {
1423                 i = randint1(MIN(max_dl, 122))+5;
1424                 mon_level = MAX(i, mon_level);
1425         }
1426
1427         while (1)
1428         {
1429                 total = 0;
1430                 tekitou = FALSE;
1431                 for(i=0;i<4;i++)
1432                 {
1433                         int r_idx, j;
1434                         while (1)
1435                         {
1436                                 get_mon_num_prep(vault_aux_battle, NULL);
1437                                 p_ptr->inside_battle = TRUE;
1438                                 r_idx = get_mon_num(mon_level);
1439                                 p_ptr->inside_battle = old_inside_battle;
1440                                 if (!r_idx) continue;
1441
1442                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1443                                 {
1444                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1445                                 }
1446
1447                                 for (j = 0; j < i; j++)
1448                                         if(r_idx == battle_mon[j]) break;
1449                                 if (j<i) continue;
1450
1451                                 break;
1452                         }
1453                         battle_mon[i] = r_idx;
1454                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1455                 }
1456
1457                 for (i=0;i<4;i++)
1458                 {
1459                         monster_race *r_ptr = &r_info[battle_mon[i]];
1460                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1461
1462                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1463                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1464                         else
1465                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1466                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1467                         if (r_ptr->speed > 110)
1468                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1469                         if (r_ptr->speed < 110)
1470                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1471                         if (num_taisei > 2)
1472                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1473                         else if (r_ptr->flags6 & RF6_INVULNER)
1474                                 power[i] = power[i] * 4 / 3;
1475                         else if (r_ptr->flags6 & RF6_HEAL)
1476                                 power[i] = power[i] * 4 / 3;
1477                         else if (r_ptr->flags5 & RF5_DRAIN_MANA)
1478                                 power[i] = power[i] * 11 / 10;
1479                         if (r_ptr->flags1 & RF1_RAND_25)
1480                                 power[i] = power[i] * 9 / 10;
1481                         if (r_ptr->flags1 & RF1_RAND_50)
1482                                 power[i] = power[i] * 9 / 10;
1483
1484                         switch (battle_mon[i])
1485                         {
1486                                 case MON_GREEN_G:
1487                                 case MON_THAT_BAT:
1488                                 case MON_GHOST_Q:
1489                                         power[i] /= 4;
1490                                         break;
1491                                 case MON_LOST_SOUL:
1492                                 case MON_GHOST:
1493                                         power[i] /= 2;
1494                                         break;
1495                                 case MON_UND_BEHOLDER:
1496                                 case MON_SANTACLAUS:
1497                                 case MON_ULT_BEHOLDER:
1498                                 case MON_UNGOLIANT:
1499                                 case MON_ATLACH_NACHA:
1500                                 case MON_Y_GOLONAC:
1501                                         power[i] = power[i] * 3 / 5;
1502                                         break;
1503                                 case MON_ROBIN_HOOD:
1504                                 case MON_RICH:
1505                                 case MON_LICH:
1506                                 case MON_COLOSSUS:
1507                                 case MON_CRYPT_THING:
1508                                 case MON_MASTER_LICH:
1509                                 case MON_DREADMASTER:
1510                                 case MON_DEMILICH:
1511                                 case MON_SHADOWLORD:
1512                                 case MON_ARCHLICH:
1513                                 case MON_BLEYS:
1514                                 case MON_CAINE:
1515                                 case MON_JULIAN:
1516                                 case MON_VENOM_WYRM:
1517                                 case MON_MASTER_MYS:
1518                                 case MON_G_MASTER_MYS:
1519                                         power[i] = power[i] * 3 / 4;
1520                                         break;
1521                                 case MON_VORPAL_BUNNY:
1522                                 case MON_SHAGRAT:
1523                                 case MON_GORBAG:
1524                                 case MON_LOG_MASTER:
1525                                 case MON_JURT:
1526                                 case MON_GRAV_HOUND:
1527                                 case MON_SHIM_VOR:
1528                                 case MON_JUBJUB:
1529                                 case MON_CLUB_DEMON:
1530                                 case MON_LLOIGOR:
1531                                 case MON_NIGHTCRAWLER:
1532                                 case MON_NIGHTWALKER:
1533                                 case MON_RAPHAEL:
1534                                 case MON_SHAMBLER:
1535                                 case MON_SKY_DRAKE:
1536                                 case MON_GERARD:
1537                                 case MON_G_CTHULHU:
1538                                 case MON_SPECT_WYRM:
1539                                 case MON_BAZOOKER:
1540                                 case MON_GCWADL:
1541                                 case MON_KIRIN:
1542                                 case MON_FENGHUANG:
1543                                         power[i] = power[i] * 4 / 3;
1544                                         break;
1545                                 case MON_UMBER_HULK:
1546                                 case MON_FIRE_VOR:
1547                                 case MON_WATER_VOR:
1548                                 case MON_COLD_VOR:
1549                                 case MON_ENERGY_VOR:
1550                                 case MON_GACHAPIN:
1551                                 case MON_REVENANT:
1552                                 case MON_NEXUS_VOR:
1553                                 case MON_PLASMA_VOR:
1554                                 case MON_TIME_VOR:
1555                                 case MON_MANDOR:
1556                                 case MON_KAVLAX:
1557                                 case MON_RINALDO:
1558                                 case MON_STORMBRINGER:
1559                                 case MON_TIME_HOUND:
1560                                 case MON_PLASMA_HOUND:
1561                                 case MON_TINDALOS:
1562                                 case MON_CHAOS_VOR:
1563                                 case MON_AETHER_VOR:
1564                                 case MON_AETHER_HOUND:
1565                                 case MON_CANTORAS:
1566                                 case MON_GODZILLA:
1567                                 case MON_TARRASQUE:
1568                                 case MON_DESTROYER:
1569                                 case MON_MORGOTH:
1570                                 case MON_SERPENT:
1571                                 case MON_OROCHI:
1572                                 case MON_D_ELF_SHADE:
1573                                 case MON_MANA_HOUND:
1574                                 case MON_SHARD_VOR:
1575                                 case MON_BANORLUPART:
1576                                 case MON_BOTEI:
1577                                 case MON_JAIAN:
1578                                 case MON_BAHAMUT:
1579                                 case MON_WAHHA:
1580                                         power[i] = power[i] * 3 / 2;
1581                                         break;
1582                                 case MON_ROLENTO:
1583                                 case MON_CYBER:
1584                                 case MON_CYBER_KING:
1585                                 case MON_UNICORN_ORD:
1586                                         power[i] = power[i] * 5 / 3;
1587                                         break;
1588                                 case MON_ARCH_VILE:
1589                                 case MON_PHANTOM_B:
1590                                 case MON_WYRM_POWER:
1591                                         power[i] *= 2;
1592                                         break;
1593                                 case MON_NODENS:
1594                                 case MON_CULVERIN:
1595                                         power[i] *= 3;
1596                                         break;
1597                                 case MON_ECHIZEN:
1598                                         power[i] *= 9;
1599                                         break;
1600                                 case MON_HAGURE:
1601                                         power[i] *= 100000;
1602                                         break;
1603                                 default:
1604                                         break;
1605                         }
1606                         total += power[i];
1607                 }
1608                 for (i=0;i<4;i++)
1609                 {
1610                         power[i] = total*60/power[i];
1611                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1612                         if ((power[i] < 160) && randint0(20)) break;
1613                         if (power[i] < 101) power[i] = 100 + randint1(5);
1614                         mon_odds[i] = power[i];
1615                 }
1616                 if (i == 4) break;
1617         }
1618 }
1619
1620 /*!
1621  * @brief モンスター闘技場のメインルーチン
1622  * @return 賭けを開始したか否か
1623  */
1624 static bool kakutoujou(void)
1625 {
1626         s32b maxbet;
1627         s32b wager;
1628         char out_val[160], tmp_str[80];
1629         cptr p;
1630
1631         if ((turn - old_battle) > TURNS_PER_TICK*250)
1632         {
1633                 battle_monsters();
1634                 old_battle = turn;
1635         }
1636
1637         screen_save();
1638
1639         /* No money */
1640         if (p_ptr->au < 1)
1641         {
1642                 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!"));
1643                 msg_print(NULL);
1644                 screen_load();
1645                 return FALSE;
1646         }
1647         else
1648         {
1649                 int i;
1650
1651                 clear_bldg(4, 10);
1652
1653                 prt(_("モンスター                                                     倍率",
1654                           "Monsters                                                       Odds"), 4, 4);
1655                 for (i=0;i<4;i++)
1656                 {
1657                         char buf[80];
1658                         monster_race *r_ptr = &r_info[battle_mon[i]];
1659
1660                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1661                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1662                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1663                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1664                         prt(buf, 5+i, 1);
1665                 }
1666                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1667                 while(1)
1668                 {
1669                         i = inkey();
1670
1671                         if (i == ESCAPE)
1672                         {
1673                                 screen_load();
1674                                 return FALSE;
1675                         }
1676                         if (i >= '1' && i <= '4')
1677                         {
1678                                 sel_monster = i-'1';
1679                                 battle_odds = mon_odds[sel_monster];
1680                                 break;
1681                         }
1682                         else bell();
1683                 }
1684
1685                 clear_bldg(4,4);
1686                 for (i=0;i<4;i++)
1687                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1688
1689                 maxbet = p_ptr->lev * 200;
1690
1691                 /* We can't bet more than we have */
1692                 maxbet = MIN(maxbet, p_ptr->au);
1693
1694                 /* Get the wager */
1695                 strcpy(out_val, "");
1696                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1697                 /*
1698                  * Use get_string() because we may need more than
1699                  * the s16b value returned by get_quantity().
1700                  */
1701                 if (get_string(tmp_str, out_val, 32))
1702                 {
1703                         /* Strip spaces */
1704                         for (p = out_val; *p == ' '; p++);
1705
1706                         /* Get the wager */
1707                         wager = atol(p);
1708
1709                         if (wager > p_ptr->au)
1710                         {
1711                                 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!"));
1712
1713                                 msg_print(NULL);
1714                                 screen_load();
1715                                 return (FALSE);
1716                         }
1717                         else if (wager > maxbet)
1718                         {
1719                                 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);
1720
1721                                 wager = maxbet;
1722                         }
1723                         else if (wager < 1)
1724                         {
1725                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1726                                 wager = 1;
1727                         }
1728                         msg_print(NULL);
1729                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1730                         kakekin = wager;
1731                         p_ptr->au -= wager;
1732                         reset_tim_flags();
1733
1734                         /* Save the surface floor as saved floor */
1735                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1736
1737                         p_ptr->inside_battle = TRUE;
1738                         p_ptr->leaving = TRUE;
1739
1740                         leave_bldg = TRUE;
1741                         screen_load();
1742
1743                         return (TRUE);
1744                 }
1745         }
1746         screen_load();
1747
1748         return (FALSE);
1749 }
1750
1751 /*!
1752  * @brief 本日の賞金首情報を表示する。
1753  * @return なし
1754  */
1755 static void today_target(void)
1756 {
1757         char buf[160];
1758         monster_race *r_ptr = &r_info[today_mon];
1759
1760         clear_bldg(4,18);
1761         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1762         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1763         c_put_str(TERM_YELLOW, buf, 6, 10);
1764         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"),r_ptr->level * 50 + 100);
1765         prt(buf, 8, 10);
1766         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
1767         prt(buf, 9, 10);
1768         p_ptr->today_mon = today_mon;
1769 }
1770
1771 /*!
1772  * @brief ツチノコの賞金首情報を表示する。
1773  * @return なし
1774  */
1775 static void tsuchinoko(void)
1776 {
1777         clear_bldg(4,18);
1778         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1779         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);
1780         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1781         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1782         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1783 }
1784
1785 /*!
1786  * @brief 通常の賞金首情報を表示する。
1787  * @return なし
1788  */
1789 static void shoukinkubi(void)
1790 {
1791         int i;
1792         int y = 0;
1793
1794         clear_bldg(4,18);
1795         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);
1796         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1797
1798         for (i = 0; i < MAX_KUBI; i++)
1799         {
1800                 byte color;
1801                 cptr done_mark;
1802                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1803
1804                 if (kubi_r_idx[i] > 10000)
1805                 {
1806                         color = TERM_RED;
1807                         done_mark = _("(済)", "(done)");
1808                 }
1809                 else
1810                 {
1811                         color = TERM_WHITE;
1812                         done_mark = "";
1813                 }
1814
1815                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1816
1817                 y = (y+1) % 10;
1818                 if (!y && (i < MAX_KUBI -1))
1819                 {
1820                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1821                         (void)inkey();
1822                         prt("", 0, 0);
1823                         clear_bldg(7,18);
1824                 }
1825         }
1826 }
1827
1828
1829
1830 /*!
1831  * 賞金首の報酬テーブル / List of prize object
1832  */
1833 static struct {
1834         s16b tval; /*!< ベースアイテムのメイン種別ID */
1835         s16b sval; /*!< ベースアイテムのサブ種別ID */
1836 } prize_list[MAX_KUBI] = 
1837 {
1838         {TV_POTION, SV_POTION_CURING},
1839         {TV_POTION, SV_POTION_SPEED},
1840         {TV_POTION, SV_POTION_SPEED},
1841         {TV_POTION, SV_POTION_RESISTANCE},
1842         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1843
1844         {TV_POTION, SV_POTION_HEALING},
1845         {TV_POTION, SV_POTION_RESTORE_MANA},
1846         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1847         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1848         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1849
1850         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1851         {TV_POTION, SV_POTION_STAR_HEALING},
1852         {TV_POTION, SV_POTION_STAR_HEALING},
1853         {TV_POTION, SV_POTION_NEW_LIFE},
1854         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1855
1856         {TV_POTION, SV_POTION_LIFE},
1857         {TV_POTION, SV_POTION_LIFE},
1858         {TV_POTION, SV_POTION_AUGMENTATION},
1859         {TV_POTION, SV_POTION_INVULNERABILITY},
1860         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1861 };
1862
1863 /*!
1864  * @brief 賞金首の引き換え処理 / Get prize
1865  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1866  */
1867 static bool kankin(void)
1868 {
1869         int i, j;
1870         bool change = FALSE;
1871         char o_name[MAX_NLEN];
1872         object_type *o_ptr;
1873
1874         /* Loop for inventory and right/left arm */
1875         for (i = 0; i <= INVEN_LARM; i++)
1876         {
1877                 o_ptr = &inventory[i];
1878
1879                 /* Living Tsuchinoko worthes $1000000 */
1880                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1881                 {
1882                         char buf[MAX_NLEN+20];
1883                         object_desc(o_name, o_ptr, 0);
1884                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1885                         if (get_check(buf))
1886                         {
1887                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1888                                 p_ptr->au += 1000000L * o_ptr->number;
1889                                 p_ptr->redraw |= (PR_GOLD);
1890                                 inven_item_increase(i, -o_ptr->number);
1891                                 inven_item_describe(i);
1892                                 inven_item_optimize(i);
1893                         }
1894                         change = TRUE;
1895                 }
1896         }
1897
1898         for (i = 0; i < INVEN_PACK; i++)
1899         {
1900                 o_ptr = &inventory[i];
1901
1902                 /* Corpse of Tsuchinoko worthes $200000 */
1903                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1904                 {
1905                         char buf[MAX_NLEN+20];
1906                         object_desc(o_name, o_ptr, 0);
1907                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1908                         if (get_check(buf))
1909                         {
1910                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1911                                 p_ptr->au += 200000L * 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                         }
1917                         change = TRUE;
1918                 }
1919         }
1920
1921         for (i = 0; i < INVEN_PACK; i++)
1922         {
1923                 o_ptr = &inventory[i];
1924
1925                 /* Bones of Tsuchinoko worthes $100000 */
1926                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1927                 {
1928                         char buf[MAX_NLEN+20];
1929                         object_desc(o_name, o_ptr, 0);
1930                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1931                         if (get_check(buf))
1932                         {
1933                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1934                                 p_ptr->au += 100000L * o_ptr->number;
1935                                 p_ptr->redraw |= (PR_GOLD);
1936                                 inven_item_increase(i, -o_ptr->number);
1937                                 inven_item_describe(i);
1938                                 inven_item_optimize(i);
1939                         }
1940                         change = TRUE;
1941                 }
1942         }
1943
1944         for (i = 0; i < INVEN_PACK; i++)
1945         {
1946                 o_ptr = &inventory[i];
1947                 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)))
1948                 {
1949                         char buf[MAX_NLEN+20];
1950                         object_desc(o_name, o_ptr, 0);
1951                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1952                         if (get_check(buf))
1953                         {
1954                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1955                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1956                                 p_ptr->redraw |= (PR_GOLD);
1957                                 inven_item_increase(i, -o_ptr->number);
1958                                 inven_item_describe(i);
1959                                 inven_item_optimize(i);
1960                         }
1961                         change = TRUE;
1962                 }
1963         }
1964
1965         for (i = 0; i < INVEN_PACK; i++)
1966         {
1967                 o_ptr = &inventory[i];
1968
1969                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1970                 {
1971                         char buf[MAX_NLEN+20];
1972                         object_desc(o_name, o_ptr, 0);
1973                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1974                         if (get_check(buf))
1975                         {
1976                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1977                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1978                                 p_ptr->redraw |= (PR_GOLD);
1979                                 inven_item_increase(i, -o_ptr->number);
1980                                 inven_item_describe(i);
1981                                 inven_item_optimize(i);
1982                         }
1983                         change = TRUE;
1984                 }
1985         }
1986
1987         for (j = 0; j < MAX_KUBI; j++)
1988         {
1989                 /* Need reverse order --- Positions will be changed in the loop */
1990                 for (i = INVEN_PACK-1; i >= 0; i--)
1991                 {
1992                         o_ptr = &inventory[i];
1993                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1994                         {
1995                                 char buf[MAX_NLEN+20];
1996                                 int num, k, item_new;
1997                                 object_type forge;
1998
1999                                 object_desc(o_name, o_ptr, 0);
2000                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
2001                                 if (!get_check(buf)) continue;
2002
2003 #if 0 /* Obsoleted */
2004                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
2005                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
2006                                 p_ptr->redraw |= (PR_GOLD);
2007                                 inven_item_increase(i, -o_ptr->number);
2008                                 inven_item_describe(i);
2009                                 inven_item_optimize(i);
2010                                 chg_virtue(V_JUSTICE, 5);
2011                                 kubi_r_idx[j] += 10000;
2012
2013                                 change = TRUE;
2014 #endif /* Obsoleted */
2015
2016                                 /* Hand it first */
2017                                 inven_item_increase(i, -o_ptr->number);
2018                                 inven_item_describe(i);
2019                                 inven_item_optimize(i);
2020
2021                                 chg_virtue(V_JUSTICE, 5);
2022                                 kubi_r_idx[j] += 10000;
2023
2024                                 /* Count number of unique corpses already handed */
2025                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
2026                                 {
2027                                         if (kubi_r_idx[k] >= 10000) num++;
2028                                 }
2029                                 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" : ""));
2030
2031                                 /* Prepare to make a prize */
2032                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
2033                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
2034
2035                                 /* Identify it fully */
2036                                 object_aware(&forge);
2037                                 object_known(&forge);
2038
2039                                 /*
2040                                  * Hand it --- Assume there is an empty slot.
2041                                  * Since a corpse is handed at first,
2042                                  * there is at least one empty slot.
2043                                  */
2044                                 item_new = inven_carry(&forge);
2045
2046                                 /* Describe the object */
2047                                 object_desc(o_name, &forge, 0);
2048                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2049
2050                                 /* Auto-inscription */
2051                                 autopick_alter_item(item_new, FALSE);
2052
2053                                 /* Handle stuff */
2054                                 handle_stuff();
2055
2056                                 change = TRUE;
2057                         }
2058                 }
2059         }
2060
2061         if (!change)
2062         {
2063                 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."));
2064                 msg_print(NULL);
2065                 return FALSE;
2066         }
2067         return TRUE;
2068 }
2069
2070 /*!
2071  * @brief 悪夢の元凶となるモンスターかどうかを返す。
2072  * @param r_idx 判定対象となるモンスターのID
2073  * @return 悪夢の元凶となり得るか否か。
2074  */
2075 bool get_nightmare(int r_idx)
2076 {
2077         monster_race *r_ptr = &r_info[r_idx];
2078
2079         /* Require eldritch horrors */
2080         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2081
2082         /* Require high level */
2083         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2084
2085         /* Accept this monster */
2086         return (TRUE);
2087 }
2088
2089 /*!
2090  * @brief 悪夢モード時に睡眠/麻痺に陥った際のEldritchHorror処理
2091  * @param r_idx 狂気の元凶となるモンスターのID
2092  * @return なし
2093  * @todo 重複関数あり、要リファクタリング。
2094  */
2095 void have_nightmare()
2096 {
2097         bool happened = FALSE;
2098         monster_race *r_ptr;
2099         int power;
2100         char m_name[80];
2101         cptr desc;
2102
2103         get_mon_num_prep(get_nightmare, NULL);
2104
2105         r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
2106         power = r_ptr->level + 10;
2107         desc = r_name + r_ptr->name;
2108
2109         get_mon_num_prep(NULL, NULL);
2110
2111
2112         /* Describe it */
2113 #ifndef JP
2114         if (!(r_ptr->flags1 & RF1_UNIQUE))
2115                 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2116         else
2117 #endif
2118                 sprintf(m_name, "%s", desc);
2119
2120         if (!(r_ptr->flags1 & RF1_UNIQUE))
2121         {
2122                 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2123         }
2124         else power *= 2;
2125
2126         if (saving_throw(p_ptr->skill_sav * 100 / power))
2127         {
2128                 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
2129                 /* Safe */
2130                 return;
2131         }
2132
2133         if (p_ptr->image)
2134         {
2135                 /* Something silly happens... */
2136                 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2137                                         funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2138
2139                 if (one_in_(3))
2140                 {
2141                         msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2142                         p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2143                 }
2144
2145                 /* Never mind; we can't see it clearly enough */
2146                 return;
2147         }
2148
2149         /* Something frightening happens... */
2150         msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2151                                   horror_desc[randint0(MAX_SAN_HORROR)], desc);
2152
2153         r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2154
2155         if (!p_ptr->mimic_form)
2156         {
2157                 switch (p_ptr->prace)
2158                 {
2159                 /* Demons may make a saving throw */
2160                 case RACE_IMP:
2161                 case RACE_DEMON:
2162                         if (saving_throw(20 + p_ptr->lev)) return;
2163                         break;
2164                 /* Undead may make a saving throw */
2165                 case RACE_SKELETON:
2166                 case RACE_ZOMBIE:
2167                 case RACE_SPECTRE:
2168                 case RACE_VAMPIRE:
2169                         if (saving_throw(10 + p_ptr->lev)) return;
2170                         break;
2171                 }
2172         }
2173         else
2174         {
2175                 /* Demons may make a saving throw */
2176                 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2177                 {
2178                         if (saving_throw(20 + p_ptr->lev)) return;
2179                 }
2180                 /* Undead may make a saving throw */
2181                 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2182                 {
2183                         if (saving_throw(10 + p_ptr->lev)) return;
2184                 }
2185         }
2186
2187         /* Mind blast */
2188         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2189         {
2190                 if (!p_ptr->resist_conf)
2191                 {
2192                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2193                 }
2194                 if (!p_ptr->resist_chaos && one_in_(3))
2195                 {
2196                         (void)set_image(p_ptr->image + randint0(250) + 150);
2197                 }
2198                 return;
2199         }
2200
2201         /* Lose int & wis */
2202         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2203         {
2204                 do_dec_stat(A_INT);
2205                 do_dec_stat(A_WIS);
2206                 return;
2207         }
2208
2209         /* Brain smash */
2210         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2211         {
2212                 if (!p_ptr->resist_conf)
2213                 {
2214                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2215                 }
2216                 if (!p_ptr->free_act)
2217                 {
2218                         (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2219                 }
2220                 while (!saving_throw(p_ptr->skill_sav))
2221                 {
2222                         (void)do_dec_stat(A_INT);
2223                 }
2224                 while (!saving_throw(p_ptr->skill_sav))
2225                 {
2226                         (void)do_dec_stat(A_WIS);
2227                 }
2228                 if (!p_ptr->resist_chaos)
2229                 {
2230                         (void)set_image(p_ptr->image + randint0(250) + 150);
2231                 }
2232                 return;
2233         }
2234
2235
2236         /* Amnesia */
2237         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2238         {
2239                 if (lose_all_info())
2240                 {
2241                         msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
2242                 }
2243                 return;
2244         }
2245
2246         /* Else gain permanent insanity */
2247         if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
2248                 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2249                 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2250         {
2251                 /* The poor bastard already has all possible insanities! */
2252                 return;
2253         }
2254
2255         while (!happened)
2256         {
2257                 switch (randint1(4))
2258                 {
2259                         case 1:
2260                         {
2261                                 if (!(p_ptr->muta3 & MUT3_MORONIC))
2262                                 {
2263                                         if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2264                                         {
2265                                                 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
2266                                         }
2267                                         else
2268                                         {
2269                                                 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
2270                                         }
2271
2272                                         if (p_ptr->muta3 & MUT3_HYPER_INT)
2273                                         {
2274                                                 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
2275                                                 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2276                                         }
2277                                         p_ptr->muta3 |= MUT3_MORONIC;
2278                                         happened = TRUE;
2279                                 }
2280                                 break;
2281                         }
2282                         case 2:
2283                         {
2284                                 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2285                                 {
2286                                         msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2287
2288                                         /* Duh, the following should never happen, but anyway... */
2289                                         if (p_ptr->muta3 & MUT3_FEARLESS)
2290                                         {
2291                                                 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
2292                                                 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2293                                         }
2294
2295                                         p_ptr->muta2 |= MUT2_COWARDICE;
2296                                         happened = TRUE;
2297                                 }
2298                                 break;
2299                         }
2300                         case 3:
2301                         {
2302                                 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2303                                 {
2304                                         msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
2305                                         p_ptr->muta2 |= MUT2_HALLU;
2306                                         happened = TRUE;
2307                                 }
2308                                 break;
2309                         }
2310                         default:
2311                         {
2312                                 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2313                                 {
2314                                         msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
2315                                         p_ptr->muta2 |= MUT2_BERS_RAGE;
2316                                         happened = TRUE;
2317                                 }
2318                                 break;
2319                         }
2320                 }
2321         }
2322
2323         p_ptr->update |= PU_BONUS;
2324         handle_stuff();
2325 }
2326
2327
2328 /*!
2329  * @brief 宿屋の利用サブルーチン
2330  * @details inn commands\n
2331  * Note that resting for the night was a perfect way to avoid player\n
2332  * ghosts in the town *if* you could only make it to the inn in time (-:\n
2333  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2334  * will not be that useful.  I will keep it in the hopes the player\n
2335  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2336  * Resting at night is also a quick way to restock stores -KMW-\n
2337  * @param cmd 宿屋の利用施設ID
2338  * @return 施設の利用が実際に行われたか否か。
2339  */
2340 static bool inn_comm(int cmd)
2341 {
2342         switch (cmd)
2343         {
2344                 case BACT_FOOD: /* Buy food & drink */
2345                         if (p_ptr->food >= PY_FOOD_FULL)
2346                         {
2347                                 msg_print(_("今は満腹だ。", "You are full now."));
2348                                 return FALSE;
2349                         }
2350                         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."));
2351                         (void)set_food(PY_FOOD_MAX - 1);
2352                         break;
2353
2354                 case BACT_REST: /* Rest for the night */
2355                         if ((p_ptr->poisoned) || (p_ptr->cut))
2356                         {
2357                                 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."));
2358                                 msg_print(NULL);
2359                                 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."));
2360                         }
2361                         else
2362                         {
2363                                 s32b oldturn = turn;
2364                                 int prev_day, prev_hour, prev_min;
2365
2366                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2367                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2368                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2369                                 else
2370                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2371                                 
2372                                 turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
2373                                 if (dungeon_turn < dungeon_turn_limit)
2374                                 {
2375                                         dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK * 250);
2376                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2377                                 }
2378
2379                                 prevent_turn_overflow();
2380
2381                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2382                                 p_ptr->chp = p_ptr->mhp;
2383
2384                                 if (ironman_nightmare)
2385                                 {
2386                                         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."));
2387
2388                                         /* Have some nightmares */
2389                                         while(1)
2390                                         {
2391                                                 have_nightmare();
2392
2393                                                 if (!one_in_(3)) break;
2394                                         }
2395
2396                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2397                                         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."));
2398                                 }
2399                                 else
2400                                 {
2401                                         set_blind(0);
2402                                         set_confused(0);
2403                                         p_ptr->stun = 0;
2404                                         p_ptr->chp = p_ptr->mhp;
2405                                         p_ptr->csp = p_ptr->msp;
2406                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2407                                         {
2408                                                 int i;
2409                                                 for (i = 0; i < 72; i++)
2410                                                 {
2411                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2412                                                 }
2413                                                 for (; i < 108; i++)
2414                                                 {
2415                                                         p_ptr->magic_num1[i] = 0;
2416                                                 }
2417                                         }
2418
2419                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2420                                         {
2421                                                 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."));
2422                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2423                                         }
2424                                         else
2425                                         {
2426                                                 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."));
2427                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2428                                         }
2429                                 }
2430                         }
2431                         break;
2432
2433                 case BACT_RUMORS: /* Listen for rumors */
2434                         {
2435                                 display_rumor(TRUE);
2436                                 break;
2437                         }
2438         }
2439
2440         return (TRUE);
2441 }
2442
2443
2444 /*!
2445  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2446  * @param questnum クエストのID
2447  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2448  * @return なし
2449  */
2450 static void get_questinfo(int questnum, bool do_init)
2451 {
2452         int     i;
2453         int     old_quest;
2454         char    tmp_str[80];
2455
2456
2457         /* Clear the text */
2458         for (i = 0; i < 10; i++)
2459         {
2460                 quest_text[i][0] = '\0';
2461         }
2462
2463         quest_text_line = 0;
2464
2465         /* Set the quest number temporary */
2466         old_quest = p_ptr->inside_quest;
2467         p_ptr->inside_quest = questnum;
2468
2469         /* Get the quest text */
2470         init_flags = INIT_SHOW_TEXT;
2471         if (do_init) init_flags |= INIT_ASSIGN;
2472
2473         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2474
2475         /* Reset the old quest number */
2476         p_ptr->inside_quest = old_quest;
2477
2478         /* Print the quest info */
2479         sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
2480
2481         prt(tmp_str, 5, 0);
2482
2483         prt(quest[questnum].name, 7, 0);
2484
2485         for (i = 0; i < 10; i++)
2486         {
2487                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2488         }
2489 }
2490
2491 /*!
2492  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2493  * @return なし
2494  */
2495 static void castle_quest(void)
2496 {
2497         int             q_index = 0;
2498         monster_race    *r_ptr;
2499         quest_type      *q_ptr;
2500         cptr            name;
2501
2502
2503         clear_bldg(4, 18);
2504
2505         /* Current quest of the building */
2506         q_index = cave[py][px].special;
2507
2508         /* Is there a quest available at the building? */
2509         if (!q_index)
2510         {
2511                 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);
2512                 return;
2513         }
2514
2515         q_ptr = &quest[q_index];
2516
2517         /* Quest is completed */
2518         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2519         {
2520                 /* Rewarded quest */
2521                 q_ptr->status = QUEST_STATUS_REWARDED;
2522
2523                 get_questinfo(q_index, FALSE);
2524
2525                 reinit_wilderness = TRUE;
2526         }
2527         /* Failed quest */
2528         else if (q_ptr->status == QUEST_STATUS_FAILED)
2529         {
2530                 get_questinfo(q_index, FALSE);
2531
2532                 /* Mark quest as done (but failed) */
2533                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2534
2535                 reinit_wilderness = TRUE;
2536         }
2537         /* Quest is still unfinished */
2538         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2539         {
2540                 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);
2541                 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);
2542                 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);
2543         }
2544         /* No quest yet */
2545         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2546         {
2547                 q_ptr->status = QUEST_STATUS_TAKEN;
2548
2549                 reinit_wilderness = TRUE;
2550
2551                 /* Assign a new quest */
2552                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2553                 {
2554                         if (q_ptr->r_idx == 0)
2555                         {
2556                                 /* Random monster at least 5 - 10 levels out of deep */
2557                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2558                         }
2559
2560                         r_ptr = &r_info[q_ptr->r_idx];
2561
2562                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2563                         {
2564                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2565                                 r_ptr = &r_info[q_ptr->r_idx];
2566                         }
2567
2568                         if (q_ptr->max_num == 0)
2569                         {
2570                                 /* Random monster number */
2571                                 if (randint1(10) > 7)
2572                                         q_ptr->max_num = 1;
2573                                 else
2574                                         q_ptr->max_num = randint1(3) + 1;
2575                         }
2576
2577                         q_ptr->cur_num = 0;
2578                         name = (r_name + r_ptr->name);
2579                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2580                 }
2581                 else
2582                 {
2583                         get_questinfo(q_index, TRUE);
2584                 }
2585         }
2586 }
2587
2588
2589 /*!
2590  * @brief 町に関するヘルプを表示する / Display town history
2591  * @return なし
2592  */
2593 static void town_history(void)
2594 {
2595         /* Save screen */
2596         screen_save();
2597
2598         /* Peruse the building help file */
2599         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2600
2601         /* Load screen */
2602         screen_load();
2603 }
2604
2605 /*!
2606  * @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
2607  * @param weight 武器の重量
2608  * @param plus_ammo 矢弾のダメージ修正
2609  * @param plus_bow 弓のダメージ修正
2610  * @param dam 基本ダメージ量
2611  * @return ダメージ期待値
2612  */
2613 s16b calc_crit_ratio_shot(int weight, int plus_ammo, int plus_bow,  int dam)
2614 {
2615         int i;
2616         object_type *j_ptr =  &inventory[INVEN_BOW];
2617         
2618         /* Extract "shot" power */
2619         i = p_ptr->to_h_b + plus_ammo;
2620         
2621         if (p_ptr->tval_ammo == TV_BOLT)
2622                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2623         else
2624                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2625
2626         /* Snipers can shot more critically with crossbows */
2627         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2628         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2629         
2630         /* Good bow makes more critical */
2631         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2632         
2633         if (i < 0) i = 0;
2634         
2635         return i;
2636 }
2637
2638 /*!
2639  * @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
2640  * @param weight 武器の重量
2641  * @param plus_ammo 矢弾のダメージ修正
2642  * @param plus_bow 弓のダメージ修正
2643  * @param dam 基本ダメージ量
2644  * @return ダメージ期待値
2645  */
2646 s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow,  int dam)
2647 {
2648         u32b num;
2649         int i, k, crit;
2650         i = calc_crit_ratio_shot(weight, plus_ammo, plus_bow, dam);
2651         
2652         k = 0;
2653         num = 0;
2654         
2655         crit = MIN(500, 900/weight);
2656         num += dam * 3 /2 * crit;
2657         k = crit;
2658         
2659         crit = MIN(500, 1350/weight);
2660         crit -= k;
2661         num += dam * 2 * crit;
2662         k += crit;
2663         
2664         if(k < 500)
2665         {
2666                 crit = 500 - k;
2667                 num += dam * 3 * crit;
2668         }
2669         
2670         num /= 500;
2671         
2672         num *= i;
2673         num += (10000 - i) * dam;
2674         num /= 10000;
2675         
2676         return num;
2677 }
2678
2679 /*!
2680  * @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
2681  * @param weight 武器の重量
2682  * @param plus 武器のダメージ修正
2683  * @param dam 基本ダメージ
2684  * @param meichuu 命中値
2685  * @param dokubari 毒針処理か否か
2686  * @return ダメージ期待値
2687  */
2688 s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
2689 {
2690         u32b k, num;
2691         int i;
2692         
2693         if(dokubari) return dam;
2694         
2695         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2696         if (i < 0) i = 0;
2697         
2698         k = weight;
2699         num = 0;
2700         
2701         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2702         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2703         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2704         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2705         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2706         
2707         num /= 650;
2708         if(p_ptr->pclass == CLASS_NINJA)
2709         {
2710                 num *= i;
2711                 num += (4444 - i) * dam;
2712                 num /= 4444;
2713         }
2714         else
2715         {
2716                 num *= i;
2717                 num += (5000 - i) * dam;
2718                 num /= 5000;
2719         }
2720         
2721         return num;
2722 }
2723
2724 /*!
2725  * @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
2726  * @param dam 基本ダメージ
2727  * @param mult スレイ倍率(掛け算部分)
2728  * @param div スレイ倍率(割り算部分)
2729  * @param force 理力特別計算フラグ
2730  * @return ダメージ期待値
2731  */
2732 static s16b calc_slaydam(int dam, int mult, int div, bool force)
2733 {
2734         int tmp;
2735         if(force)
2736         {
2737                 tmp = dam * 60;
2738                 tmp *= mult * 3;
2739                 tmp /= div * 2;
2740                 tmp += dam * 60 * 2;
2741                 tmp /= 60;
2742         }
2743         else
2744         {
2745                 tmp = dam * 60;
2746                 tmp *= mult; 
2747                 tmp /= div;
2748                 tmp /= 60;
2749         }
2750         return tmp;
2751 }
2752
2753 /*!
2754  * @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)
2755  * @param dam 基本ダメージ
2756  * @param mult スレイ倍率(掛け算部分)
2757  * @param div スレイ倍率(割り算部分)
2758  * @param force 理力特別計算フラグ
2759  * @param weight 重量
2760  * @param plus 武器ダメージ修正
2761  * @param meichuu 命中値
2762  * @param dokubari 毒針処理か否か
2763  * @param vorpal_mult 切れ味倍率(掛け算部分)
2764  * @param vorpal_div 切れ味倍率(割り算部分)
2765  * @return ダメージ期待値
2766  */
2767 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2768 {
2769         dam = calc_slaydam(dam, mult, div, force);
2770         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2771         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2772         return dam;
2773 }
2774
2775
2776 /*!
2777  * @brief 武器の各条件毎のダメージ期待値を表示する。
2778  * @param r 表示行
2779  * @param c 表示列
2780  * @param mindice ダイス部分最小値
2781  * @param maxdice ダイス部分最大値
2782  * @param blows 攻撃回数
2783  * @param dam_bonus ダメージ修正値
2784  * @param attr 条件内容
2785  * @param color 条件内容の表示色
2786  * @details
2787  * Display the damage figure of an object\n
2788  * (used by compare_weapon_aux)\n
2789  * \n
2790  * Only accurate for the current weapon, because it includes\n
2791  * the current +dam of the player.\n
2792  * @return なし
2793  */
2794 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2795 {
2796         char tmp_str[80];
2797         int mindam, maxdam;
2798         
2799         mindam = blows * (mindice + dam_bonus);
2800         maxdam = blows * (maxdice + dam_bonus);
2801
2802         /* Print the intro text */
2803         c_put_str(color, attr, r, c);
2804
2805         /* Calculate the min and max damage figures */
2806         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2807         
2808         /* Print the damage */
2809         put_str(tmp_str, r, c + 8);
2810 }
2811
2812
2813 /*!
2814  * @brief 武器一つ毎のダメージ情報を表示する。
2815  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2816  * @param col 表示する行の上端
2817  * @param r 表示する列の左端
2818  * @details
2819  * Show the damage figures for the various monster types\n
2820  * \n
2821  * Only accurate for the current weapon, because it includes\n
2822  * the current number of blows for the player.\n
2823  * @return なし
2824  */
2825 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2826 {
2827         u32b flgs[TR_FLAG_SIZE];
2828         int blow = p_ptr->num_blow[0];
2829         bool force = FALSE;
2830         bool dokubari = FALSE;
2831         
2832         /* Effective dices */
2833         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2834         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2835         
2836         int mindice = eff_dd;
2837         int maxdice = eff_ds * eff_dd;
2838         int mindam = 0;
2839         int maxdam = 0;
2840         int vorpal_mult = 1;
2841         int vorpal_div = 1;
2842         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2843         
2844
2845         /* Get the flags of the weapon */
2846         object_flags(o_ptr, flgs);
2847         
2848         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2849         
2850         
2851         /* Show Critical Damage*/
2852         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2853         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2854         
2855         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2856
2857         
2858         /* Vorpal Hit*/
2859         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2860         {
2861                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2862                 {
2863                         vorpal_mult = 5;
2864                         vorpal_div = 3;
2865                 }
2866                 else
2867                 {
2868                         vorpal_mult = 11;
2869                         vorpal_div = 9;
2870                 }
2871                 
2872                 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);
2873                 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);         
2874                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2875         }       
2876         
2877         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2878         {
2879                 force = TRUE;
2880                 
2881                 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);
2882                 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);
2883                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2884         }
2885                 
2886         /* Print the relevant lines */
2887         if (have_flag(flgs, TR_KILL_ANIMAL))
2888         {
2889                 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);
2890                 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);         
2891                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2892         }
2893         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2894         {
2895                 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);
2896                 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);
2897                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2898         }
2899         if (have_flag(flgs, TR_KILL_EVIL))
2900         {       
2901                 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);
2902                 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);
2903                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2904         }
2905         else if (have_flag(flgs, TR_SLAY_EVIL))
2906         {       
2907                 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);
2908                 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);         
2909                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2910         }
2911         if (have_flag(flgs, TR_KILL_HUMAN))
2912         {       
2913                 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);
2914                 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);
2915                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2916         }
2917         else if (have_flag(flgs, TR_SLAY_HUMAN))
2918         {       
2919                 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);
2920                 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);
2921                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2922         }
2923         if (have_flag(flgs, TR_KILL_UNDEAD))
2924         {
2925                 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);
2926                 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);
2927                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2928         }
2929         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2930         {
2931                 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);
2932                 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);
2933                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2934         }
2935         if (have_flag(flgs, TR_KILL_DEMON))
2936         {       
2937                 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);
2938                 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);
2939                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2940         }
2941         else if (have_flag(flgs, TR_SLAY_DEMON))
2942         {       
2943                 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);
2944                 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);
2945                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2946         }
2947         if (have_flag(flgs, TR_KILL_ORC))
2948         {
2949                 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);
2950                 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);
2951                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2952         }
2953         else if (have_flag(flgs, TR_SLAY_ORC))
2954         {
2955                 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);
2956                 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);
2957                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2958         }
2959         if (have_flag(flgs, TR_KILL_TROLL))
2960         {
2961                 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);
2962                 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);
2963                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2964         }
2965         else if (have_flag(flgs, TR_SLAY_TROLL))
2966         {
2967                 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);
2968                 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);
2969                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2970         }
2971         if (have_flag(flgs, TR_KILL_GIANT))
2972         {
2973                 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);
2974                 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);
2975                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2976         }
2977         else if (have_flag(flgs, TR_SLAY_GIANT))
2978         {
2979                 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);
2980                 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);
2981                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2982         }
2983         if (have_flag(flgs, TR_KILL_DRAGON))
2984         {
2985                 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);
2986                 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);
2987                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2988         }
2989         else if (have_flag(flgs, TR_SLAY_DRAGON))
2990         {               
2991                 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);
2992                 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);
2993                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2994         }
2995         if (have_flag(flgs, TR_BRAND_ACID))
2996         {
2997                 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);
2998                 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);
2999                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
3000         }
3001         if (have_flag(flgs, TR_BRAND_ELEC))
3002         {
3003                 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);
3004                 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);
3005                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
3006         }
3007         if (have_flag(flgs, TR_BRAND_FIRE))
3008         {
3009                 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);
3010                 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);
3011                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
3012         }
3013         if (have_flag(flgs, TR_BRAND_COLD))
3014         {
3015                 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);
3016                 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);
3017                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
3018         }
3019         if (have_flag(flgs, TR_BRAND_POIS))
3020         {
3021                 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);
3022                 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);
3023                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
3024         }
3025 }
3026
3027 /*!
3028  * @brief モンスターへの命中率の計算
3029  * @param to_h 命中値
3030  * @param ac 敵AC
3031  * @return なし
3032  */
3033 static int hit_chance(int to_h, int ac)
3034 {
3035         int chance = 0;
3036         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
3037
3038         if (meichuu <= 0) return 5;
3039
3040         chance = 100 - ((ac * 75) / meichuu);
3041
3042         if (chance > 95) chance = 95;
3043         if (chance < 5) chance = 5;
3044         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
3045                 chance = (chance*19+9)/20;
3046         return chance;
3047 }
3048
3049 /*!
3050  * @brief 武器匠における武器一つ毎の完全情報を表示する。
3051  * @param o_ptr オブジェクトの構造体の参照ポインタ。
3052  * @param row 表示する列の左端
3053  * @param col 表示する行の上端
3054  * @details
3055  * Displays all info about a weapon
3056  *
3057  * Only accurate for the current weapon, because it includes
3058  * various info about the player's +to_dam and number of blows.
3059  * @return なし
3060  */
3061 static void list_weapon(object_type *o_ptr, int row, int col)
3062 {
3063         char o_name[MAX_NLEN];
3064         char tmp_str[80];
3065
3066         /* Effective dices */
3067         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3068         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3069
3070         /* Print the weapon name */
3071         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3072         c_put_str(TERM_YELLOW, o_name, row, col);
3073
3074         /* Print the player's number of blows */
3075         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
3076         put_str(tmp_str, row+1, col);
3077
3078         /* Print to_hit and to_dam of the weapon */
3079         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
3080         put_str(tmp_str, row+2, col);
3081
3082         /* Print the weapons base damage dice */
3083         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
3084                                 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
3085                                 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
3086         put_str(tmp_str, row+3, col);
3087         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
3088
3089         /* Damage for one blow (if it hits) */
3090         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
3091             eff_dd + o_ptr->to_d + p_ptr->to_d[0],
3092             eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
3093         put_str(tmp_str, row+6, col+1);
3094
3095         /* Damage for the complete attack (if all blows hit) */
3096         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
3097             p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
3098             p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
3099         put_str(tmp_str, row+7, col+1);
3100 }
3101
3102
3103 /*!
3104  * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
3105  * @param o_ptr オブジェクトの構造体の参照ポインタ。
3106  * @return 対象になるならTRUEを返す。
3107  */
3108 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
3109 {
3110         switch (o_ptr->tval)
3111         {
3112                 case TV_HAFTED:
3113                 case TV_POLEARM:
3114                 case TV_DIGGING:
3115                 {
3116                         return (TRUE);
3117                 }
3118                 case TV_SWORD:
3119                 {
3120                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
3121                 }
3122         }
3123
3124         return (FALSE);
3125 }
3126
3127
3128 /*!
3129  * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
3130  * @param o_ptr オブジェクトの構造体の参照ポインタ。
3131  * @return 対象になるならTRUEを返す。
3132  */
3133 static bool item_tester_hook_ammo(object_type *o_ptr)
3134 {
3135         switch (o_ptr->tval)
3136         {
3137                 case TV_SHOT:
3138                 case TV_ARROW:
3139                 case TV_BOLT:
3140                 {
3141                         return (TRUE);
3142                 }
3143         }
3144
3145         return (FALSE);
3146 }
3147
3148
3149 /*!
3150  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
3151  * @details 
3152  * Copies the weapons to compare into the weapon-slot and\n
3153  * compares the values for both weapons.\n
3154  * 武器1つだけで比較をしないなら費用は半額になる。
3155  * @param bcost 基本鑑定費用
3156  * @return 最終的にかかった費用
3157  */
3158 static int compare_weapons(int bcost)
3159 {
3160         int i, n;
3161         int item, item2;
3162         object_type *o_ptr[2];
3163         object_type orig_weapon;
3164         object_type *i_ptr;
3165         cptr q, s;
3166         int row = 2;
3167         int wid = 38, mgn = 2;
3168         bool old_character_xtra = character_xtra;
3169         char ch;
3170         int total = 0;
3171         int cost = 0; /* First time no price */
3172
3173         /* Save the screen */
3174         screen_save();
3175
3176         /* Clear the screen */
3177         clear_bldg(0, 22);
3178
3179         /* Store copy of original wielded weapon */
3180         i_ptr = &inventory[INVEN_RARM];
3181         object_copy(&orig_weapon, i_ptr);
3182
3183         /* Only compare melee weapons */
3184         item_tester_no_ryoute = TRUE;
3185         item_tester_hook = item_tester_hook_melee_weapon;
3186
3187         /* Get the first weapon */
3188         q = _("第一の武器は?", "What is your first weapon? ");
3189         s = _("比べるものがありません。", "You have nothing to compare.");
3190
3191         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
3192         {
3193                 screen_load();
3194                 return (0);
3195         }
3196
3197         /* Get the item (in the pack) */
3198         o_ptr[0] = &inventory[item];
3199         n = 1;
3200         total = bcost;
3201
3202         while (TRUE)
3203         {
3204                 /* Clear the screen */
3205                 clear_bldg(0, 22);
3206
3207                 /* Only compare melee weapons */
3208                 item_tester_no_ryoute = TRUE;
3209                 item_tester_hook = item_tester_hook_melee_weapon;
3210
3211                 /* Hack -- prevent "icky" message */
3212                 character_xtra = TRUE;
3213
3214                 /* Diaplay selected weapon's infomation */
3215                 for (i = 0; i < n; i++)
3216                 {
3217                         int col = (wid * i + mgn);
3218
3219                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
3220                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
3221
3222                         /* Get the new values */
3223                         calc_bonuses();
3224
3225                         /* List the new values */
3226                         list_weapon(o_ptr[i], row, col);
3227                         compare_weapon_aux(o_ptr[i], col, row + 8);
3228
3229                         /* Copy back the original weapon into the weapon slot */
3230                         object_copy(i_ptr, &orig_weapon);
3231                 }
3232
3233                 /* Reset the values for the old weapon */
3234                 calc_bonuses();
3235
3236                 character_xtra = old_character_xtra;
3237
3238 #ifdef JP
3239                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
3240                 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);
3241                 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);
3242 #else
3243                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
3244                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
3245                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
3246 #endif
3247
3248                 flush();
3249                 ch = inkey();
3250
3251                 if (ch == 's')
3252                 {
3253                         if (total + cost > p_ptr->au)
3254                         {
3255                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
3256                                 msg_print(NULL);
3257                                 continue;
3258                         }
3259
3260                         q = _("第二の武器は?", "What is your second weapon? ");
3261                         s = _("比べるものがありません。", "You have nothing to compare.");
3262
3263                         /* Get the second weapon */
3264                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
3265
3266                         total += cost;
3267                         cost = bcost / 2;
3268
3269                         /* Get the item (in the pack) */
3270                         o_ptr[1] = &inventory[item2];
3271                         n = 2;
3272                 }
3273                 else
3274                 {
3275                         break;
3276                 }
3277         }
3278
3279         /* Restore the screen */
3280         screen_load();
3281
3282         /* Done */
3283         return (total);
3284 }
3285
3286
3287 /*!
3288  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
3289  * @details 
3290  * Calculate and display the dodge-rate and the protection-rate
3291  * based on AC
3292  * @param iAC プレイヤーのAC。
3293  * @return 常にTRUEを返す。
3294  */
3295 static bool eval_ac(int iAC)
3296 {
3297 #ifdef JP
3298         const char memo[] =
3299                 "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"
3300                 "何パーセント軽減するかを示します。\n"
3301                 "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"
3302                 "に対してのみ効果があります。\n \n"
3303                 "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"
3304                 "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"
3305                 "敵のレベルとあなたのACによって決定されます。\n \n"
3306                 "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"
3307                 "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";
3308 #else
3309         const char memo[] =
3310                 "'Protection Rate' means how much damage is reduced by your armor.\n"
3311                 "Note that the Protection rate is effective only against normal "
3312                 "'attack' and 'shatter' type melee attacks, "
3313                 "and has no effect against any other types such as 'poison'.\n \n"
3314                 "'Dodge Rate' indicates the success rate on dodging the "
3315                 "monster's melee attacks.  "
3316                 "It is depend on the level of the monster and your AC.\n \n"
3317                 "'Average Damage' indicates the expected amount of damage "
3318                 "when you are attacked by normal melee attacks with power=100.";
3319 #endif
3320
3321         int protection;
3322         int col, row = 2;
3323         int lvl;
3324         char buf[80*20], *t;
3325
3326         /* AC lower than zero has no effect */
3327         if (iAC < 0) iAC = 0;
3328
3329         /* ダメージ軽減率を計算 */
3330         protection = 100 * MIN(iAC, 150) / 250;
3331
3332         screen_save();
3333         clear_bldg(0, 22);
3334
3335 #ifdef JP
3336         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3337         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
3338         row++;
3339
3340         put_str("敵のレベル      :", row + 0, 0);
3341         put_str("回避率          :", row + 1, 0);
3342         put_str("ダメージ期待値  :", row + 2, 0);
3343 #else
3344         put_str(format("Your current AC : %3d", iAC), row++, 0);
3345         put_str(format("Protection rate : %3d%%", protection), row++, 0);
3346         row++;
3347
3348         put_str("Level of Monster:", row + 0, 0);
3349         put_str("Dodge Rate      :", row + 1, 0);
3350         put_str("Average Damage  :", row + 2, 0);
3351 #endif
3352     
3353         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3354         {
3355                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3356                 int dodge;   /* 回避率(%) */
3357                 int average; /* ダメージ期待値 */
3358
3359                 put_str(format("%3d", lvl), row + 0, col);
3360
3361                 /* 回避率を計算 */
3362                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3363                 put_str(format("%3d%%", dodge), row + 1, col);
3364
3365                 /* 100点の攻撃に対してのダメージ期待値を計算 */
3366                 average = (100 - dodge) * (100 - protection) / 100;
3367                 put_str(format("%3d", average), row + 2, col);
3368         }
3369
3370         /* Display note */
3371         roff_to_buf(memo, 70, buf, sizeof(buf));
3372         for (t = buf; t[0]; t += strlen(t) + 1)
3373                 put_str(t, (row++) + 4, 4);
3374
3375 #ifdef JP
3376         prt("現在のあなたの装備からすると、あなたの防御力は"
3377                    "これくらいです:", 0, 0);
3378 #else
3379         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3380 #endif
3381   
3382         flush();
3383         (void)inkey();
3384         screen_load();
3385
3386         /* Done */
3387         return (TRUE);
3388 }
3389
3390
3391 /*!
3392  * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
3393  * @param o_ptr オブジェクトの構造体の参照ポインタ。
3394  * @return 修復対象になるならTRUEを返す。
3395  */
3396 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
3397 {
3398         if (o_ptr->tval != TV_SWORD) return FALSE;
3399
3400         switch (o_ptr->sval)
3401         {
3402         case SV_BROKEN_DAGGER:
3403         case SV_BROKEN_SWORD:
3404                 return TRUE;
3405         }
3406
3407         return FALSE;
3408 }
3409
3410 /*!
3411  * @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。
3412  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3413  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3414  * @return 修復対象になるならTRUEを返す。
3415  */
3416 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3417 {
3418         int i, n = 0;
3419         int cand[TR_FLAG_MAX];
3420         u32b to_flgs[TR_FLAG_SIZE];
3421         u32b from_flgs[TR_FLAG_SIZE];
3422
3423         object_flags(to_ptr, to_flgs);
3424         object_flags(from_ptr, from_flgs);
3425
3426         for (i = 0; i < TR_FLAG_MAX; i++)
3427         {
3428                 switch (i)
3429                 {
3430                 case TR_IGNORE_ACID:
3431                 case TR_IGNORE_ELEC:
3432                 case TR_IGNORE_FIRE:
3433                 case TR_IGNORE_COLD:
3434                 case TR_ACTIVATE:
3435                 case TR_RIDING:
3436                 case TR_THROW:
3437                 case TR_SHOW_MODS:
3438                 case TR_HIDE_TYPE:
3439                 case TR_ES_ATTACK:
3440                 case TR_ES_AC:
3441                 case TR_FULL_NAME:
3442                 case TR_FIXED_FLAVOR:
3443                         break;
3444                 default:
3445                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3446                         {
3447                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3448                         }
3449                 }
3450         }
3451
3452         if (n > 0)
3453         {
3454                 int bmax;
3455                 int tr_idx = cand[randint0(n)];
3456                 add_flag(to_ptr->art_flags, tr_idx);
3457                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3458                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3459                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3460                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3461         }
3462
3463         return;
3464 }
3465
3466 /*!
3467  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3468  * @param bcost 基本鑑定費用
3469  * @return 実際にかかった費用
3470  */
3471 static int repair_broken_weapon_aux(int bcost)
3472 {
3473         s32b cost;
3474         int item, mater;
3475         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3476         object_kind *k_ptr;
3477         int i, k_idx, dd_bonus, ds_bonus;
3478         char basenm[MAX_NLEN];
3479         cptr q, s; /* For get_item prompt */
3480         int row = 7;
3481
3482         /* Clear screen */
3483         clear_bldg(0, 22);
3484
3485         /* Notice */
3486         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);
3487         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);
3488
3489         /* Get an item */
3490         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3491         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3492
3493         /* Only forge broken weapons */
3494         item_tester_hook = item_tester_hook_broken_weapon;
3495
3496         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3497
3498         /* Get the item (in the pack) */
3499         o_ptr = &inventory[item];
3500
3501         /* It is worthless */
3502         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3503         {
3504                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3505                 return (0);
3506         }
3507
3508         /* They are too many */
3509         if (o_ptr->number > 1)
3510         {
3511                 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!"));
3512                 return (0);
3513         }
3514
3515         /* Display item name */
3516         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3517         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3518
3519         /* Get an item */
3520         q = _("材料となる武器は?", "Which weapon for material? ");
3521         s = _("材料となる武器がありません。", "You have no material to repair.");
3522
3523         /* Only forge broken weapons */
3524         item_tester_hook = item_tester_hook_melee_weapon;
3525
3526         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3527         if (mater == item)
3528         {
3529                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3530                 return (0);
3531         }
3532
3533         /* Get the item (in the pack) */
3534         mo_ptr = &inventory[mater];
3535
3536         /* Display item name */
3537         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3538         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3539
3540         /* Get the value of one of the items (except curses) */
3541         cost = bcost + object_value_real(o_ptr) * 2;
3542
3543         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);
3544
3545         /* Check if the player has enough money */
3546         if (p_ptr->au < cost)
3547         {
3548                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3549                 msg_format(_("%sを修復するだけのゴールドがありません!",
3550                         "You do not have the gold to repair %s!"), basenm);
3551                 msg_print(NULL);
3552                 return (0);
3553         }
3554
3555         if (o_ptr->sval == SV_BROKEN_DAGGER)
3556         {
3557                 int i, n = 1;
3558
3559                 /* Suppress compiler warning */
3560                 k_idx = 0;
3561
3562                 for (i = 1; i < max_k_idx; i++)
3563                 {
3564                         object_kind *k_ptr = &k_info[i];
3565
3566                         if (k_ptr->tval != TV_SWORD) continue;
3567                         if ((k_ptr->sval == SV_BROKEN_DAGGER) ||
3568                                 (k_ptr->sval == SV_BROKEN_SWORD) ||
3569                                 (k_ptr->sval == SV_DOKUBARI)) continue;
3570                         if (k_ptr->weight > 99) continue;
3571
3572                         if (one_in_(n)) 
3573                         {
3574                                 k_idx = i;
3575                                 n++;
3576                         }
3577                 }
3578         }
3579         else /* TV_BROKEN_SWORD */
3580         {
3581                 /* Repair to a sword or sometimes material's type weapon */
3582                 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3583
3584                 while(1)
3585                 {
3586                         object_kind *ck_ptr;
3587
3588                         k_idx = lookup_kind(tval, SV_ANY);
3589                         ck_ptr = &k_info[k_idx];
3590
3591                         if (tval == TV_SWORD)
3592                         {
3593                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3594                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3595                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3596                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3597                         }
3598                         if (tval == TV_POLEARM)
3599                         {
3600                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3601                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3602                         }
3603                         if (tval == TV_HAFTED)
3604                         {
3605                                 if ((ck_ptr->sval == SV_GROND) ||
3606                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3607                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3608                         }
3609
3610                         break;
3611                 }
3612         }
3613
3614         /* Calculate dice bonuses */
3615         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3616         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3617         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3618         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3619
3620         /* Change base object */
3621         k_ptr = &k_info[k_idx];
3622         o_ptr->k_idx = k_idx;
3623         o_ptr->weight = k_ptr->weight;
3624         o_ptr->tval = k_ptr->tval;
3625         o_ptr->sval = k_ptr->sval;
3626         o_ptr->dd = k_ptr->dd;
3627         o_ptr->ds = k_ptr->ds;
3628
3629         /* Copy base object's ability */
3630         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3631         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3632         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
3633
3634         /* Dice up */
3635         if (dd_bonus > 0)
3636         {
3637                 o_ptr->dd++;
3638                 for (i = 0; i < dd_bonus; i++)
3639                 {
3640                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3641                 }
3642         }
3643         if (ds_bonus > 0)
3644         {
3645                 o_ptr->ds++;
3646                 for (i = 0; i < ds_bonus; i++)
3647                 {
3648                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3649                 }
3650         }
3651
3652         /* */
3653         if (have_flag(k_ptr->flags, TR_BLOWS))
3654         {
3655                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3656                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3657         }
3658
3659         /* Add one random ability from material weapon */
3660         give_one_ability_of_object(o_ptr, mo_ptr);
3661
3662         /* Add to-dam, to-hit and to-ac from material weapon */
3663         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3664         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3665         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3666
3667         if ((o_ptr->name1 == ART_NARSIL) ||
3668                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3669                 (object_is_ego(o_ptr) && one_in_(7)))
3670         {
3671                 /* Forge it */
3672                 if (object_is_ego(o_ptr))
3673                 {
3674                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3675                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3676                 }
3677
3678                 /* Add one random ability from material weapon */
3679                 give_one_ability_of_object(o_ptr, mo_ptr);
3680
3681                 /* Add one random activation */
3682                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3683
3684                 /* Narsil */
3685                 if (o_ptr->name1 == ART_NARSIL)
3686                 {
3687                         one_high_resistance(o_ptr);
3688                         one_ability(o_ptr);
3689                 }
3690
3691                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3692         }
3693
3694         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3695 #ifdef JP
3696         msg_format("$%dで%sに修復しました。", cost, basenm);
3697 #else
3698         msg_format("Repaired into %s for %d gold.", basenm, cost);
3699 #endif
3700         msg_print(NULL);
3701
3702         /* Remove BROKEN flag */
3703         o_ptr->ident &= ~(IDENT_BROKEN);
3704
3705         /* Add repaired flag */
3706         o_ptr->discount = 99;
3707
3708         /* Decrease material object */
3709         inven_item_increase(mater, -1);
3710         inven_item_optimize(mater);
3711
3712         /* Copyback */
3713         p_ptr->update |= PU_BONUS;
3714         handle_stuff();
3715
3716         /* Something happened */
3717         return (cost);
3718 }
3719
3720 /*!
3721  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3722  * @param bcost 基本鑑定費用
3723  * @return 実際にかかった費用
3724  */
3725 static int repair_broken_weapon(int bcost)
3726 {
3727         int cost;
3728
3729         screen_save();
3730         cost = repair_broken_weapon_aux(bcost);
3731         screen_load();
3732         return cost;
3733 }
3734
3735
3736 /*!
3737  * @brief アイテムの強化を行う。 / Enchant item
3738  * @param cost 1回毎の費用
3739  * @param to_hit 命中をアップさせる量
3740  * @param to_dam ダメージをアップさせる量
3741  * @param to_ac ACをアップさせる量
3742  * @return 実際にかかった費用
3743  */
3744 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3745 {
3746         int         i, item;
3747         bool        okay = FALSE;
3748         object_type *o_ptr;
3749         cptr        q, s;
3750         int         maxenchant = (p_ptr->lev / 5);
3751         char        tmp_str[MAX_NLEN];
3752
3753         clear_bldg(4, 18);
3754 #ifdef JP
3755         prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3756         prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3757 #else
3758         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3759         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3760 #endif
3761
3762         item_tester_no_ryoute = TRUE;
3763
3764         /* Get an item */
3765         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3766         s = _("改良できるものがありません。", "You have nothing to improve.");
3767
3768         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3769
3770         /* Get the item (in the pack) */
3771         o_ptr = &inventory[item];
3772
3773         /* Check if the player has enough money */
3774         if (p_ptr->au < (cost * o_ptr->number))
3775         {
3776                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3777                 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);
3778                 return (FALSE);
3779         }
3780
3781         /* Enchant to hit */
3782         for (i = 0; i < to_hit; i++)
3783         {
3784                 if (o_ptr->to_h < maxenchant)
3785                 {
3786                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3787                         {
3788                                 okay = TRUE;
3789                                 break;
3790                         }
3791                 }
3792         }
3793
3794         /* Enchant to damage */
3795         for (i = 0; i < to_dam; i++)
3796         {
3797                 if (o_ptr->to_d < maxenchant)
3798                 {
3799                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3800                         {
3801                                 okay = TRUE;
3802                                 break;
3803                         }
3804                 }
3805         }
3806
3807         /* Enchant to AC */
3808         for (i = 0; i < to_ac; i++)
3809         {
3810                 if (o_ptr->to_a < maxenchant)
3811                 {
3812                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3813                         {
3814                                 okay = TRUE;
3815                                 break;
3816                         }
3817                 }
3818         }
3819
3820         /* Failure */
3821         if (!okay)
3822         {
3823                 /* Flush */
3824                 if (flush_failure) flush();
3825
3826                 /* Message */
3827                 msg_print(_("改良に失敗した。", "The improvement failed."));
3828
3829                 return (FALSE);
3830         }
3831         else
3832         {
3833                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3834 #ifdef JP
3835                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3836 #else
3837                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3838 #endif
3839
3840                 /* Charge the money */
3841                 p_ptr->au -= (cost * o_ptr->number);
3842
3843                 if (item >= INVEN_RARM) calc_android_exp();
3844
3845                 /* Something happened */
3846                 return (TRUE);
3847         }
3848 }
3849
3850
3851 /*!
3852  * @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
3853  * @details
3854  * The player can select the number of charges to add\n
3855  * (up to a limit), and the recharge never fails.\n
3856  *\n
3857  * The cost for rods depends on the level of the rod. The prices\n
3858  * for recharging wands and staves are dependent on the cost of\n
3859  * the base-item.\n
3860  * @return なし
3861  */
3862 static void building_recharge(void)
3863 {
3864         int         item, lev;
3865         object_type *o_ptr;
3866         object_kind *k_ptr;
3867         cptr        q, s;
3868         int         price;
3869         int         charges;
3870         int         max_charges;
3871         char        tmp_str[MAX_NLEN];
3872
3873         msg_flag = FALSE;
3874
3875         /* Display some info */
3876         clear_bldg(4, 18);
3877         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);
3878
3879
3880         /* Only accept legal items */
3881         item_tester_hook = item_tester_hook_recharge;
3882
3883         /* Get an item */
3884         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3885         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3886         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3887
3888         /* Get the item (in the pack) */
3889         if (item >= 0)
3890         {
3891                 o_ptr = &inventory[item];
3892         }
3893
3894         /* Get the item (on the floor) */
3895         else
3896         {
3897                 o_ptr = &o_list[0 - item];
3898         }
3899
3900         k_ptr = &k_info[o_ptr->k_idx];
3901
3902         /*
3903          * We don't want to give the player free info about
3904          * the level of the item or the number of charges.
3905          */
3906         /* The item must be "known" */
3907         if (!object_is_known(o_ptr))
3908         {
3909                 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!"));
3910                 msg_print(NULL);
3911
3912                 if ((p_ptr->au >= 50) &&
3913                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3914
3915                 {
3916                         /* Pay the price */
3917                         p_ptr->au -= 50;
3918
3919                         /* Identify it */
3920                         identify_item(o_ptr);
3921
3922                         /* Description */
3923                         object_desc(tmp_str, o_ptr, 0);
3924                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3925
3926                         /* Auto-inscription */
3927                         autopick_alter_item(item, FALSE);
3928
3929                         /* Update the gold display */
3930                         building_prt_gold();
3931                 }
3932                 else
3933                 {
3934                         return;
3935                 }
3936         }
3937
3938         /* Extract the object "level" */
3939         lev = k_info[o_ptr->k_idx].level;
3940
3941         /* Price for a rod */
3942         if (o_ptr->tval == TV_ROD)
3943         {
3944                 if (o_ptr->timeout > 0)
3945                 {
3946                         /* Fully recharge */
3947                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3948                 }
3949                 else
3950                 {
3951                         /* No recharge necessary */
3952                         price = 0;
3953                         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."));
3954                         return;
3955                 }
3956         }
3957         else if (o_ptr->tval == TV_STAFF)
3958         {
3959                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3960                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3961
3962                 /* Pay at least 10 gold per charge */
3963                 price = MAX(10, price);
3964         }
3965         else
3966         {
3967                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3968                 price = (k_info[o_ptr->k_idx].cost / 10);
3969
3970                 /* Pay at least 10 gold per charge */
3971                 price = MAX(10, price);
3972         }
3973
3974         /* Limit the number of charges for wands and staffs */
3975         if (o_ptr->tval == TV_WAND
3976                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3977         {
3978                 if (o_ptr->number > 1)
3979                 {
3980                         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."));
3981                 }
3982                 else
3983                 {
3984                         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."));
3985                 }
3986                 return;
3987         }
3988         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3989         {
3990                 if (o_ptr->number > 1)
3991                 {
3992                         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."));
3993                 }
3994                 else
3995                 {
3996                         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."));
3997                 }
3998                 return;
3999         }
4000
4001         /* Check if the player has enough money */
4002         if (p_ptr->au < price)
4003         {
4004                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
4005 #ifdef JP
4006                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
4007 #else
4008                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
4009 #endif
4010
4011                 return;
4012         }
4013
4014         if (o_ptr->tval == TV_ROD)
4015         {
4016 #ifdef JP
4017 if (get_check(format("そのロッドを$%d で再充填しますか?",
4018  price)))
4019 #else
4020                 if (get_check(format("Recharge the %s for %d gold? ",
4021                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
4022 #endif
4023
4024                 {
4025                         /* Recharge fully */
4026                         o_ptr->timeout = 0;
4027                 }
4028                 else
4029                 {
4030                         return;
4031                 }
4032         }
4033         else
4034         {
4035                 if (o_ptr->tval == TV_STAFF)
4036                         max_charges = k_ptr->pval - o_ptr->pval;
4037                 else
4038                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
4039
4040                 /* Get the quantity for staves and wands */
4041                 charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
4042                                         MIN(p_ptr->au / price, max_charges));
4043
4044                 /* Do nothing */
4045                 if (charges < 1) return;
4046
4047                 /* Get the new price */
4048                 price *= charges;
4049
4050                 /* Recharge */
4051                 o_ptr->pval += charges;
4052
4053                 /* We no longer think the item is empty */
4054                 o_ptr->ident &= ~(IDENT_EMPTY);
4055         }
4056
4057         /* Give feedback */
4058         object_desc(tmp_str, o_ptr, 0);
4059 #ifdef JP
4060         msg_format("%sを$%d で再充填しました。", tmp_str, price);
4061 #else
4062         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
4063 #endif
4064
4065         /* Combine / Reorder the pack (later) */
4066         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4067
4068         /* Window stuff */
4069         p_ptr->window |= (PW_INVEN);
4070
4071         /* Pay the price */
4072         p_ptr->au -= price;
4073
4074         /* Finished */
4075         return;
4076 }
4077
4078
4079 /*!
4080  * @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
4081  * @details
4082  * The player can select the number of charges to add\n
4083  * (up to a limit), and the recharge never fails.\n
4084  *\n
4085  * The cost for rods depends on the level of the rod. The prices\n
4086  * for recharging wands and staves are dependent on the cost of\n
4087  * the base-item.\n
4088  * @return なし
4089  */
4090 static void building_recharge_all(void)
4091 {
4092         int         i;
4093         int         lev;
4094         object_type *o_ptr;
4095         object_kind *k_ptr;
4096         int         price = 0;
4097         int         total_cost = 0;
4098
4099
4100         /* Display some info */
4101         msg_flag = FALSE;
4102         clear_bldg(4, 18);
4103         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);
4104
4105         /* Calculate cost */
4106         for ( i = 0; i < INVEN_PACK; i++)
4107         {
4108                 o_ptr = &inventory[i];
4109                                 
4110                 /* skip non magic device */
4111                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4112
4113                 /* need identified */
4114                 if (!object_is_known(o_ptr)) total_cost += 50;
4115
4116                 /* Extract the object "level" */
4117                 lev = k_info[o_ptr->k_idx].level;
4118
4119                 k_ptr = &k_info[o_ptr->k_idx];
4120
4121                 switch (o_ptr->tval)
4122                 {
4123                 case TV_ROD:
4124                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
4125                         break;
4126
4127                 case TV_STAFF:
4128                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4129                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
4130
4131                         /* Pay at least 10 gold per charge */
4132                         price = MAX(10, price);
4133
4134                         /* Fully charge */
4135                         price = (k_ptr->pval - o_ptr->pval) * price;
4136                         break;
4137
4138                 case TV_WAND:
4139                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4140                         price = (k_info[o_ptr->k_idx].cost / 10);
4141
4142                         /* Pay at least 10 gold per charge */
4143                         price = MAX(10, price);
4144
4145                         /* Fully charge */
4146                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
4147                         break;
4148                 }
4149
4150                 /* if price <= 0 then item have enough charge */
4151                 if (price > 0) total_cost += price;
4152         }
4153
4154         if (!total_cost)
4155         {
4156                 msg_print(_("充填する必要はありません。", "No need to recharge."));
4157                 msg_print(NULL);
4158                 return;
4159         }
4160
4161         /* Check if the player has enough money */
4162         if (p_ptr->au < total_cost)
4163         {
4164                 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 );
4165                 msg_print(NULL);
4166                 return;
4167         }
4168         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
4169         
4170         for (i = 0; i < INVEN_PACK; i++)
4171         {
4172                 o_ptr = &inventory[i];
4173                 k_ptr = &k_info[o_ptr->k_idx];
4174
4175                 /* skip non magic device */
4176                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4177
4178                 /* Identify it */
4179                 if (!object_is_known(o_ptr))
4180                 {
4181                         identify_item(o_ptr);
4182
4183                         /* Auto-inscription */
4184                         autopick_alter_item(i, FALSE);
4185                 }
4186
4187                 /* Recharge */
4188                 switch (o_ptr->tval)
4189                 {
4190                 case TV_ROD:
4191                         o_ptr->timeout = 0;
4192                         break;
4193                 case TV_STAFF:
4194                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
4195                         /* We no longer think the item is empty */
4196                         o_ptr->ident &= ~(IDENT_EMPTY);
4197                         break;
4198                 case TV_WAND:
4199                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
4200                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
4201                         /* We no longer think the item is empty */
4202                         o_ptr->ident &= ~(IDENT_EMPTY);
4203                         break;
4204                 }
4205         }
4206
4207         /* Give feedback */
4208         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
4209         msg_print(NULL);
4210
4211         /* Combine / Reorder the pack (later) */
4212         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4213
4214         /* Window stuff */
4215         p_ptr->window |= (PW_INVEN);
4216
4217         /* Pay the price */
4218         p_ptr->au -= total_cost;
4219
4220         /* Finished */
4221         return;
4222 }
4223
4224 /*!
4225  * @brief 町間のテレポートを行うメインルーチン。
4226  * @return テレポート処理を決定したか否か
4227  */
4228 bool tele_town(void)
4229 {
4230         int i, x, y;
4231         int num = 0;
4232
4233         if (dun_level)
4234         {
4235                 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!"));
4236                 return FALSE;
4237         }
4238
4239         if (p_ptr->inside_arena || p_ptr->inside_battle)
4240         {
4241                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
4242                 return FALSE;
4243         }
4244
4245         screen_save();
4246         clear_bldg(4, 10);
4247
4248         for (i=1;i<max_towns;i++)
4249         {
4250                 char buf[80];
4251
4252                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
4253
4254                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
4255                 prt(buf, 5+i, 5);
4256                 num++;
4257         }
4258
4259         if (!num)
4260         {
4261                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
4262                 msg_print(NULL);
4263                 screen_load();
4264                 return FALSE;
4265         }
4266
4267         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
4268         while(1)
4269         {
4270                 i = inkey();
4271
4272                 if (i == ESCAPE)
4273                 {
4274                         screen_load();
4275                         return FALSE;
4276                 }
4277                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
4278                 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;
4279                 break;
4280         }
4281
4282         for (y = 0; y < max_wild_y; y++)
4283         {
4284                 for (x = 0; x < max_wild_x; x++)
4285                 {
4286                         if(wilderness[y][x].town == (i-'a'+1))
4287                         {
4288                                 p_ptr->wilderness_y = y;
4289                                 p_ptr->wilderness_x = x;
4290                         }
4291                 }
4292         }
4293
4294         p_ptr->leaving = TRUE;
4295         leave_bldg = TRUE;
4296         p_ptr->teleport_town = TRUE;
4297         screen_load();
4298         return TRUE;
4299 }
4300
4301 /*!
4302  * @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-
4303  * @return 常にTRUEを返す。
4304  * @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。
4305  */
4306 static bool research_mon(void)
4307 {
4308         int i, n, r_idx;
4309         char sym, query;
4310         char buf[128];
4311
4312         bool notpicked;
4313
4314         bool recall = FALSE;
4315
4316         u16b why = 0;
4317
4318         u16b    *who;
4319
4320         /* XTRA HACK WHATSEARCH */
4321         bool    all = FALSE;
4322         bool    uniq = FALSE;
4323         bool    norm = FALSE;
4324         char temp[80] = "";
4325
4326         /* XTRA HACK REMEMBER_IDX */
4327         static int old_sym = '\0';
4328         static int old_i = 0;
4329
4330
4331         /* Save the screen */
4332         screen_save();
4333
4334         /* Get a character, or abort */
4335         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):",
4336                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
4337
4338         {
4339                 /* Restore */
4340                 screen_load();
4341
4342                 return (FALSE);
4343         }
4344
4345         /* Find that character info, and describe it */
4346         for (i = 0; ident_info[i]; ++i)
4347         {
4348                 if (sym == ident_info[i][0]) break;
4349         }
4350
4351                 /* XTRA HACK WHATSEARCH */
4352         if (sym == KTRL('A'))
4353         {
4354                 all = TRUE;
4355                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4356         }
4357         else if (sym == KTRL('U'))
4358         {
4359                 all = uniq = TRUE;
4360                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4361         }
4362         else if (sym == KTRL('N'))
4363         {
4364                 all = norm = TRUE;
4365                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4366         }
4367         else if (sym == KTRL('M'))
4368         {
4369                 all = TRUE;
4370                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4371                 {
4372                         temp[0]=0;
4373
4374                         /* Restore */
4375                         screen_load();
4376
4377                         return FALSE;
4378                 }
4379                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4380         }
4381         else if (ident_info[i])
4382         {
4383                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4384         }
4385         else
4386         {
4387                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4388         }
4389
4390         /* Display the result */
4391         prt(buf, 16, 10);
4392
4393
4394         /* Allocate the "who" array */
4395         C_MAKE(who, max_r_idx, u16b);
4396
4397         /* Collect matching monsters */
4398         for (n = 0, i = 1; i < max_r_idx; i++)
4399         {
4400                 monster_race *r_ptr = &r_info[i];
4401
4402                 /* Empty monster */
4403                 if (!r_ptr->name) continue;
4404
4405                 /* XTRA HACK WHATSEARCH */
4406                 /* Require non-unique monsters if needed */
4407                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4408
4409                 /* Require unique monsters if needed */
4410                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4411
4412                 /* 名前検索 */
4413                 if (temp[0])
4414                 {
4415                         int xx;
4416                         char temp2[80];
4417
4418                         for (xx = 0; temp[xx] && xx < 80; xx++)
4419                         {
4420 #ifdef JP
4421                                 if (iskanji(temp[xx]))
4422                                 {
4423                                         xx++;
4424                                         continue;
4425                                 }
4426 #endif
4427                                 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4428                         }
4429   
4430 #ifdef JP
4431                         strcpy(temp2, r_name + r_ptr->E_name);
4432 #else
4433                         strcpy(temp2, r_name + r_ptr->name);
4434 #endif
4435                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4436                                 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4437
4438 #ifdef JP
4439                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4440 #else
4441                         if (my_strstr(temp2, temp))
4442 #endif
4443                                 who[n++] = i;
4444                 }
4445                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4446         }
4447
4448         /* Nothing to recall */
4449         if (!n)
4450         {
4451                 /* Free the "who" array */
4452                 C_KILL(who, max_r_idx, u16b);
4453
4454                 /* Restore */
4455                 screen_load();
4456
4457                 return (FALSE);
4458         }
4459
4460         /* Sort by level */
4461         why = 2;
4462         query = 'y';
4463
4464         /* Sort if needed */
4465         if (why)
4466         {
4467                 /* Select the sort method */
4468                 ang_sort_comp = ang_sort_comp_hook;
4469                 ang_sort_swap = ang_sort_swap_hook;
4470
4471                 /* Sort the array */
4472                 ang_sort(who, &why, n);
4473         }
4474
4475
4476         /* Start at the end */
4477         /* XTRA HACK REMEMBER_IDX */
4478         if (old_sym == sym && old_i < n) i = old_i;
4479         else i = n - 1;
4480
4481         notpicked = TRUE;
4482
4483         /* Scan the monster memory */
4484         while (notpicked)
4485         {
4486                 /* Extract a race */
4487                 r_idx = who[i];
4488
4489                 /* Hack -- Begin the prompt */
4490                 roff_top(r_idx);
4491
4492                 /* Hack -- Complete the prompt */
4493                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4494
4495                 /* Interact */
4496                 while (1)
4497                 {
4498                         /* Recall */
4499                         if (recall)
4500                         {
4501                                 /*** Recall on screen ***/
4502
4503                                 /* Get maximal info about this monster */
4504                                 lore_do_probe(r_idx);
4505
4506                                 /* Save this monster ID */
4507                                 monster_race_track(r_idx);
4508
4509                                 /* Hack -- Handle stuff */
4510                                 handle_stuff();
4511
4512                                 /* know every thing mode */
4513                                 screen_roff(r_idx, 0x01);
4514                                 notpicked = FALSE;
4515
4516                                 /* XTRA HACK REMEMBER_IDX */
4517                                 old_sym = sym;
4518                                 old_i = i;
4519                         }
4520
4521                         /* Command */
4522                         query = inkey();
4523
4524                         /* Normal commands */
4525                         if (query != 'r') break;
4526
4527                         /* Toggle recall */
4528                         recall = !recall;
4529                 }
4530
4531                 /* Stop scanning */
4532                 if (query == ESCAPE) break;
4533
4534                 /* Move to "prev" monster */
4535                 if (query == '-')
4536                 {
4537                         if (++i == n)
4538                         {
4539                                 i = 0;
4540                                 if (!expand_list) break;
4541                         }
4542                 }
4543
4544                 /* Move to "next" monster */
4545                 else
4546                 {
4547                         if (i-- == 0)
4548                         {
4549                                 i = n - 1;
4550                                 if (!expand_list) break;
4551                         }
4552                 }
4553         }
4554
4555
4556         /* Re-display the identity */
4557         /* prt(buf, 5, 5);*/
4558
4559         /* Free the "who" array */
4560         C_KILL(who, max_r_idx, u16b);
4561
4562         /* Restore */
4563         screen_load();
4564
4565         return (!notpicked);
4566 }
4567
4568
4569 /*!
4570  * @brief 施設の処理実行メインルーチン / Execute a building command
4571  * @param bldg 施設構造体の参照ポインタ
4572  * @param i 実行したい施設のサービステーブルの添字
4573  * @return なし
4574  */
4575 static void bldg_process_command(building_type *bldg, int i)
4576 {
4577         int bact = bldg->actions[i];
4578         int bcost;
4579         bool paid = FALSE;
4580         int amt;
4581
4582         /* Flush messages XXX XXX XXX */
4583         msg_flag = FALSE;
4584         msg_print(NULL);
4585
4586         if (is_owner(bldg))
4587                 bcost = bldg->member_costs[i];
4588         else
4589                 bcost = bldg->other_costs[i];
4590
4591         /* action restrictions */
4592         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4593             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4594         {
4595                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4596                 return;
4597         }
4598
4599         /* check gold (HACK - Recharge uses variable costs) */
4600         if ((bact != BACT_RECHARGE) &&
4601             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4602              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4603         {
4604                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4605                 return;
4606         }
4607
4608         switch (bact)
4609         {
4610         case BACT_NOTHING:
4611                 /* Do nothing */
4612                 break;
4613         case BACT_RESEARCH_ITEM:
4614                 paid = identify_fully(FALSE);
4615                 break;
4616         case BACT_TOWN_HISTORY:
4617                 town_history();
4618                 break;
4619         case BACT_RACE_LEGENDS:
4620                 race_legends();
4621                 break;
4622         case BACT_QUEST:
4623                 castle_quest();
4624                 break;
4625         case BACT_KING_LEGENDS:
4626         case BACT_ARENA_LEGENDS:
4627         case BACT_LEGENDS:
4628                 show_highclass();
4629                 break;
4630         case BACT_POSTER:
4631         case BACT_ARENA_RULES:
4632         case BACT_ARENA:
4633                 arena_comm(bact);
4634                 break;
4635         case BACT_IN_BETWEEN:
4636         case BACT_CRAPS:
4637         case BACT_SPIN_WHEEL:
4638         case BACT_DICE_SLOTS:
4639         case BACT_GAMBLE_RULES:
4640         case BACT_POKER:
4641                 gamble_comm(bact);
4642                 break;
4643         case BACT_REST:
4644         case BACT_RUMORS:
4645         case BACT_FOOD:
4646                 paid = inn_comm(bact);
4647                 break;
4648         case BACT_RESEARCH_MONSTER:
4649                 paid = research_mon();
4650                 break;
4651         case BACT_COMPARE_WEAPONS:
4652                 paid = TRUE;
4653                 bcost = compare_weapons(bcost);
4654                 break;
4655         case BACT_ENCHANT_WEAPON:
4656                 item_tester_hook = object_allow_enchant_melee_weapon;
4657                 enchant_item(bcost, 1, 1, 0);
4658                 break;
4659         case BACT_ENCHANT_ARMOR:
4660                 item_tester_hook = object_is_armour;
4661                 enchant_item(bcost, 0, 0, 1);
4662                 break;
4663         case BACT_RECHARGE:
4664                 building_recharge();
4665                 break;
4666         case BACT_RECHARGE_ALL:
4667                 building_recharge_all();
4668                 break;
4669         case BACT_IDENTS: /* needs work */
4670 #ifdef JP
4671                 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4672                 identify_pack();
4673                 msg_print(" 持ち物全てが鑑定されました。");
4674 #else
4675                 if (!get_check("Do you pay for identify all your possession? ")) break;
4676                 identify_pack();
4677                 msg_print("Your possessions have been identified.");
4678 #endif
4679
4680                 paid = TRUE;
4681                 break;
4682         case BACT_IDENT_ONE: /* needs work */
4683                 paid = ident_spell(FALSE);
4684                 break;
4685         case BACT_LEARN:
4686                 do_cmd_study();
4687                 break;
4688         case BACT_HEALING: /* needs work */
4689                 hp_player(200);
4690                 set_poisoned(0);
4691                 set_blind(0);
4692                 set_confused(0);
4693                 set_cut(0);
4694                 set_stun(0);
4695                 paid = TRUE;
4696                 break;
4697         case BACT_RESTORE: /* needs work */
4698                 if (do_res_stat(A_STR)) paid = TRUE;
4699                 if (do_res_stat(A_INT)) paid = TRUE;
4700                 if (do_res_stat(A_WIS)) paid = TRUE;
4701                 if (do_res_stat(A_DEX)) paid = TRUE;
4702                 if (do_res_stat(A_CON)) paid = TRUE;
4703                 if (do_res_stat(A_CHR)) paid = TRUE;
4704                 break;
4705         case BACT_ENCHANT_ARROWS:
4706                 item_tester_hook = item_tester_hook_ammo;
4707                 enchant_item(bcost, 1, 1, 0);
4708                 break;
4709         case BACT_ENCHANT_BOW:
4710                 item_tester_tval = TV_BOW;
4711                 enchant_item(bcost, 1, 1, 0);
4712                 break;
4713         case BACT_RECALL:
4714                 if (recall_player(1)) paid = TRUE;
4715                 break;
4716         case BACT_TELEPORT_LEVEL:
4717         {
4718                 int select_dungeon;
4719                 int max_depth;
4720
4721                 clear_bldg(4, 20);
4722                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4723                 show_building(bldg);
4724                 if (!select_dungeon) return;
4725
4726                 max_depth = d_info[select_dungeon].maxdepth;
4727
4728                 /* Limit depth in Angband */
4729                 if (select_dungeon == DUNGEON_ANGBAND)
4730                 {
4731                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4732                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4733                 }
4734                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4735                                                         d_name + d_info[select_dungeon].name), max_depth);
4736
4737                 if (amt > 0)
4738                 {
4739                         p_ptr->word_recall = 1;
4740                         p_ptr->recall_dungeon = select_dungeon;
4741                         max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4742                         if (record_maxdepth)
4743                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4744                                 
4745                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4746
4747                         paid = TRUE;
4748                         p_ptr->redraw |= (PR_STATUS);
4749                 }
4750                 break;
4751         }
4752         case BACT_LOSE_MUTATION:
4753                 if (p_ptr->muta1 || p_ptr->muta2 ||
4754                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4755                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4756                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4757                 {
4758                         while(!lose_mutation(0));
4759                         paid = TRUE;
4760                 }
4761                 else
4762                 {
4763                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4764                         msg_print(NULL);
4765                 }
4766                 break;
4767         case BACT_BATTLE:
4768                 kakutoujou();
4769                 break;
4770         case BACT_TSUCHINOKO:
4771                 tsuchinoko();
4772                 break;
4773         case BACT_KUBI:
4774                 shoukinkubi();
4775                 break;
4776         case BACT_TARGET:
4777                 today_target();
4778                 break;
4779         case BACT_KANKIN:
4780                 kankin();
4781                 break;
4782         case BACT_HEIKOUKA:
4783                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4784                 set_virtue(V_COMPASSION, 0);
4785                 set_virtue(V_HONOUR, 0);
4786                 set_virtue(V_JUSTICE, 0);
4787                 set_virtue(V_SACRIFICE, 0);
4788                 set_virtue(V_KNOWLEDGE, 0);
4789                 set_virtue(V_FAITH, 0);
4790                 set_virtue(V_ENLIGHTEN, 0);
4791                 set_virtue(V_ENCHANT, 0);
4792                 set_virtue(V_CHANCE, 0);
4793                 set_virtue(V_NATURE, 0);
4794                 set_virtue(V_HARMONY, 0);
4795                 set_virtue(V_VITALITY, 0);
4796                 set_virtue(V_UNLIFE, 0);
4797                 set_virtue(V_PATIENCE, 0);
4798                 set_virtue(V_TEMPERANCE, 0);
4799                 set_virtue(V_DILIGENCE, 0);
4800                 set_virtue(V_VALOUR, 0);
4801                 set_virtue(V_INDIVIDUALISM, 0);
4802                 get_virtues();
4803                 paid = TRUE;
4804                 break;
4805         case BACT_TELE_TOWN:
4806                 paid = tele_town();
4807                 break;
4808         case BACT_EVAL_AC:
4809                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4810                 break;
4811         case BACT_BROKEN_WEAPON:
4812                 paid = TRUE;
4813                 bcost = repair_broken_weapon(bcost);
4814                 break;
4815         }
4816
4817         if (paid)
4818         {
4819                 p_ptr->au -= bcost;
4820         }
4821 }
4822
4823 /*!
4824  * @brief クエスト入り口にプレイヤーが乗った際の処理 / Do building commands
4825  * @return なし
4826  */
4827 void do_cmd_quest(void)
4828 {
4829         energy_use = 100;
4830
4831         if (!cave_have_flag_bold(py, px, FF_QUEST_ENTER))
4832         {
4833                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4834                 return;
4835         }
4836         else
4837         {
4838                 msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
4839                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4840                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4841                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4842
4843                 /* Player enters a new quest */
4844                 p_ptr->oldpy = 0;
4845                 p_ptr->oldpx = 0;
4846
4847                 leave_quest_check();
4848
4849                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4850                 p_ptr->inside_quest = cave[py][px].special;
4851
4852                 p_ptr->leaving = TRUE;
4853         }
4854 }
4855
4856
4857 /*!
4858  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4859  * @return なし
4860  */
4861 void do_cmd_bldg(void)
4862 {
4863         int             i, which;
4864         char            command;
4865         bool            validcmd;
4866         building_type   *bldg;
4867
4868
4869         energy_use = 100;
4870
4871         if (!cave_have_flag_bold(py, px, FF_BLDG))
4872         {
4873                 msg_print(_("ここには建物はない。", "You see no building here."));
4874                 return;
4875         }
4876
4877         which = f_info[cave[py][px].feat].subtype;
4878
4879         bldg = &building[which];
4880
4881         /* Don't re-init the wilderness */
4882         reinit_wilderness = FALSE;
4883
4884         if ((which == 2) && (p_ptr->arena_number < 0))
4885         {
4886                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4887                 return;
4888         }
4889         else if ((which == 2) && p_ptr->inside_arena)
4890         {
4891                 if (!p_ptr->exit_bldg && m_cnt > 0)
4892                 {
4893                         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);
4894                 }
4895                 else
4896                 {
4897                         /* Don't save the arena as saved floor */
4898                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4899
4900                         p_ptr->inside_arena = FALSE;
4901                         p_ptr->leaving = TRUE;
4902
4903                         /* Re-enter the arena */
4904                         command_new = SPECIAL_KEY_BUILDING;
4905
4906                         /* No energy needed to re-enter the arena */
4907                         energy_use = 0;
4908                 }
4909
4910                 return;
4911         }
4912         else if (p_ptr->inside_battle)
4913         {
4914                 /* Don't save the arena as saved floor */
4915                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4916
4917                 p_ptr->leaving = TRUE;
4918                 p_ptr->inside_battle = FALSE;
4919
4920                 /* Re-enter the monster arena */
4921                 command_new = SPECIAL_KEY_BUILDING;
4922
4923                 /* No energy needed to re-enter the arena */
4924                 energy_use = 0;
4925
4926                 return;
4927         }
4928         else
4929         {
4930                 p_ptr->oldpy = py;
4931                 p_ptr->oldpx = px;
4932         }
4933
4934         /* Forget the lite */
4935         forget_lite();
4936
4937         /* Forget the view */
4938         forget_view();
4939
4940         /* Hack -- Increase "icky" depth */
4941         character_icky++;
4942
4943         command_arg = 0;
4944         command_rep = 0;
4945         command_new = 0;
4946
4947         show_building(bldg);
4948         leave_bldg = FALSE;
4949
4950         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4951
4952         while (!leave_bldg)
4953         {
4954                 validcmd = FALSE;
4955                 prt("", 1, 0);
4956
4957                 building_prt_gold();
4958
4959                 command = inkey();
4960
4961                 if (command == ESCAPE)
4962                 {
4963                         leave_bldg = TRUE;
4964                         p_ptr->inside_arena = FALSE;
4965                         p_ptr->inside_battle = FALSE;
4966                         break;
4967                 }
4968
4969                 for (i = 0; i < 8; i++)
4970                 {
4971                         if (bldg->letters[i])
4972                         {
4973                                 if (bldg->letters[i] == command)
4974                                 {
4975                                         validcmd = TRUE;
4976                                         break;
4977                                 }
4978                         }
4979                 }
4980
4981                 if (validcmd)
4982                         bldg_process_command(bldg, i);
4983
4984                 /* Notice stuff */
4985                 notice_stuff();
4986
4987                 /* Handle stuff */
4988                 handle_stuff();
4989         }
4990
4991         select_floor_music();
4992
4993         /* Flush messages XXX XXX XXX */
4994         msg_flag = FALSE;
4995         msg_print(NULL);
4996
4997         /* Reinit wilderness to activate quests ... */
4998         if (reinit_wilderness)
4999         {
5000                 p_ptr->leaving = TRUE;
5001         }
5002
5003         /* Hack -- Decrease "icky" depth */
5004         character_icky--;
5005
5006         /* Clear the screen */
5007         Term_clear();
5008
5009         /* Update the visuals */
5010         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
5011
5012         /* Redraw entire screen */
5013         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
5014
5015         /* Window stuff */
5016         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5017 }
5018
5019
5020 /*!
5021  * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
5022  */
5023 static cptr find_quest[] =
5024 {
5025         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
5026         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
5027         _("メッセージを見つけた:", "There is a sign saying"),
5028         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
5029         _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
5030 };
5031
5032
5033 /*!
5034  * @brief クエストの導入メッセージを表示する / Discover quest
5035  * @param q_idx 開始されたクエストのID
5036  */
5037 void quest_discovery(int q_idx)
5038 {
5039         quest_type      *q_ptr = &quest[q_idx];
5040         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
5041         int             q_num = q_ptr->max_num;
5042         char            name[80];
5043
5044         /* No quest index */
5045         if (!q_idx) return;
5046
5047         strcpy(name, (r_name + r_ptr->name));
5048
5049         msg_print(find_quest[rand_range(0, 4)]);
5050         msg_print(NULL);
5051
5052         if (q_num == 1)
5053         {
5054                 /* Unique */
5055
5056                 /* Hack -- "unique" monsters must be "unique" */
5057                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
5058                     (0 == r_ptr->max_num))
5059                 {
5060                         msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
5061                         /* The unique is already dead */
5062                         quest[q_idx].status = QUEST_STATUS_FINISHED;
5063                         q_ptr->complev = 0;
5064                         update_playtime();
5065                         q_ptr->comptime = playtime;
5066                 }
5067                 else
5068                 {
5069                         msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
5070                 }
5071         }
5072         else
5073         {
5074                 /* Normal monsters */
5075 #ifndef JP
5076                 plural_aux(name);
5077 #endif
5078                 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
5079
5080         }
5081 }
5082
5083
5084 /*!
5085  * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
5086  * / Hack -- Check if a level is a "quest" level
5087  * @param level 検索対象になる階
5088  * @return クエストIDを返す。該当がない場合0を返す。
5089  */
5090 int quest_number(int level)
5091 {
5092         int i;
5093
5094         /* Check quests */
5095         if (p_ptr->inside_quest)
5096                 return (p_ptr->inside_quest);
5097
5098         for (i = 0; i < max_quests; i++)
5099         {
5100                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
5101
5102                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
5103                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
5104                     (quest[i].level == level) &&
5105                     (quest[i].dungeon == dungeon_type))
5106                         return (i);
5107         }
5108
5109         /* Check for random quest */
5110         return (random_quest_number(level));
5111 }
5112
5113 /*!
5114  * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
5115  * @param level 検索対象になる階
5116  * @return クエストIDを返す。該当がない場合0を返す。
5117  */
5118 int random_quest_number(int level)
5119 {
5120         int i;
5121
5122         if (dungeon_type != DUNGEON_ANGBAND) return 0;
5123
5124         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
5125         {
5126                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
5127                     (quest[i].status == QUEST_STATUS_TAKEN) &&
5128                     (quest[i].level == level) &&
5129                     (quest[i].dungeon == DUNGEON_ANGBAND))
5130                 {
5131                         return i;
5132                 }
5133         }
5134
5135         /* Nope */
5136         return 0;
5137 }