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