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[Refactor] #37353 クエスト関係の定義を quest.h へ移動。 / Move quest definition to quest.h.
[hengbandforosx/hengbandosx.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #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
26 /*!
27  * ループ中で / hack as in leave_store in store.c
28  */
29 static bool leave_bldg = FALSE;
30
31 /*!
32  * @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。
33  * @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、
34  * 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。
35  * @param bldg 施設構造体の参照ポインタ
36  * @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。
37  */
38 static bool is_owner(building_type *bldg)
39 {
40         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
41         {
42                 return (TRUE);
43         }
44
45         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
46         {
47                 return (TRUE);
48         }
49
50         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
51                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
52         {
53                 return (TRUE);
54         }
55
56         return (FALSE);
57 }
58
59 /*!
60  * @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。
61  (スペルマスターの特別判定つき)
62  * @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、
63  * 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。
64  * @param bldg 施設構造体の参照ポインタ
65  * @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。
66  * @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。
67  */
68 static bool is_member(building_type *bldg)
69 {
70         if (bldg->member_class[p_ptr->pclass])
71         {
72                 return (TRUE);
73         }
74
75         if (bldg->member_race[p_ptr->prace])
76         {
77                 return (TRUE);
78         }
79
80         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
81             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
82         {
83                 return (TRUE);
84         }
85
86
87         if (p_ptr->pclass == CLASS_SORCERER)
88         {
89                 int i;
90                 bool OK = FALSE;
91                 for (i = 0; i < MAX_MAGIC; i++)
92                 {
93                         if (bldg->member_realm[i+1]) OK = TRUE;
94                 }
95                 return OK;
96         }
97         return (FALSE);
98 }
99
100 /*!
101  * @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
102  * @details 消去は行毎にヌル文字列で行われる。
103  * @param min_row 開始行番号
104  * @param max_row 末尾行番号
105  * @return なし
106  */
107 static void clear_bldg(int min_row, int max_row)
108 {
109         int   i;
110
111         for (i = min_row; i <= max_row; i++)
112                 prt("", i, 0);
113 }
114
115 /*!
116  * @brief 所持金を表示する。
117  * @return なし
118  */
119 static void building_prt_gold(void)
120 {
121         char tmp_str[80];
122         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
123         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
124         prt(tmp_str, 23, 68);
125 }
126
127 /*!
128  * @brief 施設のサービス一覧を表示する / Display a building.
129  * @param bldg 施設構造体の参照ポインタ
130  * @return なし
131  */
132 static void show_building(building_type* bldg)
133 {
134         char buff[20];
135         int i;
136         byte action_color;
137         char tmp_str[80];
138
139         Term_clear();
140         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
141         prt(tmp_str, 2, 1);
142
143
144         for (i = 0; i < 8; i++)
145         {
146                 if (bldg->letters[i])
147                 {
148                         if (bldg->action_restr[i] == 0)
149                         {
150                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
151                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
152                                 {
153                                         action_color = TERM_WHITE;
154                                         buff[0] = '\0';
155                                 }
156                                 else if (is_owner(bldg))
157                                 {
158                                         action_color = TERM_YELLOW;
159                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
160                                 }
161                                 else
162                                 {
163                                         action_color = TERM_YELLOW;
164                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
165                         }
166                         else if (bldg->action_restr[i] == 1)
167                         {
168                                 if (!is_member(bldg))
169                                 {
170                                         action_color = TERM_L_DARK;
171                                         strcpy(buff, _("(閉店)", "(closed)"));
172                                 }
173                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
174                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
175                                 {
176                                         action_color = TERM_WHITE;
177                                         buff[0] = '\0';
178                                 }
179                                 else if (is_owner(bldg))
180                                 {
181                                         action_color = TERM_YELLOW;
182                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
183                                 }
184                                 else
185                                 {
186                                         action_color = TERM_YELLOW;
187                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
188                                 }
189                         }
190                         else
191                         {
192                                 if (!is_owner(bldg))
193                                 {
194                                         action_color = TERM_L_DARK;
195                                         strcpy(buff, _("(閉店)", "(closed)"));
196                                 }
197                                 else if (bldg->member_costs[i] != 0)
198                                 {
199                                         action_color = TERM_YELLOW;
200                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
201                                 }
202                                 else
203                                 {
204                                         action_color = TERM_WHITE;
205                                         buff[0] = '\0';
206                                 }
207                         }
208
209                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
210                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
211                 }
212         }
213         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
214 }
215
216 /*!
217  * @brief 闘技場に入るコマンドの処理 / arena commands
218  * @param cmd 闘技場処理のID
219  * @return なし
220  */
221 static void arena_comm(int cmd)
222 {
223         monster_race    *r_ptr;
224         concptr            name;
225
226
227         switch (cmd)
228         {
229                 case BACT_ARENA:
230                         if (p_ptr->arena_number == MAX_ARENA_MONS)
231                         {
232                                 clear_bldg(5, 19);
233                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
234                                 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);
235                                 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);
236
237                                 prt("", 10, 0);
238                                 prt("", 11, 0);
239                                 p_ptr->au += 1000000L;
240                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
241                                 msg_print(NULL);
242                                 p_ptr->arena_number++;
243                         }
244                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
245                         {
246                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
247                                 {
248                                         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."));
249                                         msg_print(NULL);
250                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
251                                         {       
252                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
253                                                 msg_print(NULL);
254                                         
255                                                 p_ptr->exit_bldg = FALSE;
256                                                 reset_tim_flags();
257
258                                                 /* Save the surface floor as saved floor */
259                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
260
261                                                 p_ptr->inside_arena = TRUE;
262                                                 p_ptr->leaving = TRUE;
263                                                 leave_bldg = TRUE;
264                                         }
265                                         else
266                                         {
267                                                 msg_print(_("残念だ。", "We are disappointed."));
268                                         }
269                                 }
270                                 else
271                                 {
272                                         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。",
273                                                                 "You enter the arena briefly and bask in your glory."));
274                                         msg_print(NULL);
275                                 }
276                         }
277                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
278                         {
279                                 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。",
280                                                         "You don't have permission to enter with pet."));
281                                 msg_print(NULL);
282                         }
283                         else
284                         {
285                                 p_ptr->exit_bldg = FALSE;
286                                 reset_tim_flags();
287
288                                 /* Save the surface floor as saved floor */
289                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
290
291                                 p_ptr->inside_arena = TRUE;
292                                 p_ptr->leaving = TRUE;
293                                 leave_bldg = TRUE;
294                         }
295                         break;
296                 case BACT_POSTER:
297                         if (p_ptr->arena_number == MAX_ARENA_MONS)
298                                 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。",
299                                                         "You are victorious. Enter the arena for the ceremony."));
300
301                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
302                         {
303                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
304                         }
305                         else
306                         {
307                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
308                                 name = (r_name + r_ptr->name);
309                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
310
311                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
312                                 p_ptr->window |= (PW_MONSTER);
313                                 handle_stuff();
314
315                         }
316                         break;
317                 case BACT_ARENA_RULES:
318                         screen_save();
319
320                         /* Peruse the arena help file */
321                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
322                         screen_load();
323
324                         break;
325         }
326 }
327
328 /*!
329  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
330  * @param row シンボルを表示する行の上端
331  * @param col シンボルを表示する行の左端
332  * @param fruit 表示するシンボルID
333  * @return なし
334  */
335 static void display_fruit(int row, int col, int fruit)
336 {
337         switch (fruit)
338         {
339                 case 0: /* lemon */
340                         c_put_str(TERM_YELLOW, "   ####.", row, col);
341                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
342                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
343                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
344                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
345                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
346                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
347                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
348                         prt(                 _(" レモン ",
349                                                            " Lemon  "), row + 8, col);
350                         break;
351                 case 1: /* orange */
352                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
353                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
354                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
355                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
356                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
357                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
358                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
359                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
360                         prt(                 _("オレンジ",
361                                                                    " Orange "), row + 8, col);
362                         break;
363                 case 2: /* sword */
364                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
365                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
366                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
367                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
368                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
369                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
370                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
371                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
372                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
373                         break;
374                 case 3: /* shield */
375                         c_put_str(TERM_SLATE, " ###### ", row, col);
376                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
377                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
378                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
379                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
380                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
381                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
382                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
383                         prt(                _("   盾   ",
384                                                                   " Shield "), row + 8, col);
385                         break;
386                 case 4: /* plum */
387                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
388                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
389                         c_put_str(TERM_VIOLET, "########", row + 2, col);
390                         c_put_str(TERM_VIOLET, "########", row + 3, col);
391                         c_put_str(TERM_VIOLET, "########", row + 4, col);
392                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
393                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
394                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
395                         prt(                 _(" プラム ",
396                                                                    "  Plum  "), row + 8, col);
397                         break;
398                 case 5: /* cherry */
399                         c_put_str(TERM_RED, "      ##", row, col);
400                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
401                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
402                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
403                         c_put_str(TERM_RED, " ###### ", row + 4, col);
404                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
405                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
406                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
407                         prt(              _("チェリー",
408                                                                 " Cherry "), row + 8, col);
409                         break;
410         }
411 }
412
413 /*! @note
414  * kpoker no (tyuto-hannpa na)pakuri desu...
415  * joker ha shineru node haitte masen.
416  *
417  * TODO: donataka! tsukutte!
418  *  - agatta yaku no kiroku (like DQ).
419  *  - kakkoii card no e.
420  *  - sousa-sei no koujyo.
421  *  - code wo wakariyasuku.
422  *  - double up.
423  *  - Joker... -- done.
424  *
425  * 9/13/2000 --Koka
426  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
427  */
428
429 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
430 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
431 #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 */
432
433 static int cards[5]; /*!< ポーカーの現在の手札ID */
434
435 /*!
436  * @brief ポーカーの山札を切る。
437  * @param deck デッキの配列
438  * @return なし
439  */
440 static void reset_deck(int deck[])
441 {
442         int i;
443         for (i = 0; i < 53; i++) deck[i] = i;
444
445         /* shuffle cards */
446         for (i = 0; i < 53; i++){
447                 int tmp1 = randint0(53 - i) + i;
448                 int tmp2 = deck[i];
449                 deck[i] = deck[tmp1];
450                 deck[tmp1] = tmp2;
451         }
452 }
453
454 /*!
455  * @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。
456  * @return ジョーカーを持っているか。
457  */
458 static bool have_joker(void)
459 {
460         int i;
461
462         for (i = 0; i < 5; i++){
463           if(IS_JOKER(cards[i])) return TRUE;
464         }
465         return FALSE;
466 }
467
468 /*!
469  * @brief ポーカーの手札に該当の番号の札があるかを返す。
470  * @param num 探したいカードの番号。
471  * @return 該当の番号が手札にあるか。
472  */
473 static bool find_card_num(int num)
474 {
475         int i;
476         for (i = 0; i < 5; i++)
477                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
478         return FALSE;
479 }
480
481 /*!
482  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
483  * @return 役の判定結果
484  */
485 static bool yaku_check_flush(void)
486 {
487         int i, suit;
488         bool joker_is_used = FALSE;
489
490         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
491         for (i = 0; i < 5; i++){
492                 if (SUIT_OF(cards[i]) != suit){
493                   if(have_joker() && !joker_is_used)
494                     joker_is_used = TRUE;
495                   else
496                     return FALSE;
497                 }
498         }
499
500         return TRUE;
501 }
502
503 /*!
504  * @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。
505  * @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
506  */
507 static int yaku_check_straight(void)
508 {
509         int i, lowest = 99;
510         bool joker_is_used = FALSE;
511         bool straight = FALSE;
512
513         /* get lowest */
514         for (i = 0; i < 5; i++)
515         {
516                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
517                         lowest = NUM_OF(cards[i]);
518         }
519         
520         /* Check Royal Straight Flush */
521         if (yaku_check_flush())
522         {
523           if( lowest == 0 ){
524                 for (i = 0; i < 4; i++)
525                 {
526                         if (!find_card_num(9 + i)){
527                                 if( have_joker() && !joker_is_used )
528                                   joker_is_used = TRUE;
529                                 else
530                                   break;
531                         }
532                 }
533                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
534           }
535           if(lowest == 9){
536                 for (i = 0; i < 3; i++)
537                 {
538                         if (!find_card_num(10 + i))
539                                 break;
540                 }
541                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
542           }
543         }
544
545         joker_is_used = FALSE;
546
547         /* Straight Only Check */
548
549         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
550                 for (i = 0; i < 4; i++)
551                 {
552                         if (!find_card_num(9 + i)) {
553                                 if (have_joker() && !joker_is_used)
554                                         joker_is_used = TRUE;
555                                 else
556                                         break; /* None */
557                         }
558                 }
559                 if(i == 4) straight = TRUE;
560         }
561
562         joker_is_used = FALSE;
563
564         for (i = 0; i < 5; i++)
565         {
566                 if(!find_card_num(lowest + i)){
567                         if( have_joker() && !joker_is_used )
568                                 joker_is_used = TRUE;
569                         else
570                                 break; /* None */
571                 }
572         }
573         if(i == 5) straight = TRUE;
574         
575         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
576         else if(straight) return 1; /* Only Straight */
577         else return 0;
578 }
579
580 /*!
581  * @brief ポーカーのペア役の状態を返す。
582  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
583  */
584 static int yaku_check_pair(void)
585 {
586         int i, i2, matching = 0;
587
588         for (i = 0; i < 5; i++)
589         {
590                 for (i2 = i+1; i2 < 5; i2++)
591                 {
592                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
593                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
594                                 matching++;
595                 }
596         }
597
598         if(have_joker()){
599           switch(matching){
600           case 0:
601             matching = 1;
602             break;
603           case 1:
604             matching = 3;
605             break;
606           case 2:
607             matching = 4;
608             break;
609           case 3:
610             matching = 6;
611             break;
612           case 6:
613             matching = 7;
614             break;
615           default:
616             /* don't reach */
617             break;
618           }
619         }
620
621         return matching;
622 }
623
624 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
625 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
626 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
627 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
628 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
629 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
630 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
631 #define ODDS_ST 4 /*!< ストレートの役倍率 */
632 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
633 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
634
635 /*!
636  * @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。
637  * @return 役のID
638  */
639 static int yaku_check(void)
640 {
641         prt("                            ", 4, 3);
642
643         switch(yaku_check_straight()){
644         case 3: /* RF! */
645                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
646                 return ODDS_RF;
647         case 2: /* SF! */
648                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
649                 return ODDS_SF;
650         case 1:
651                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
652                 return ODDS_ST;
653         default:
654                 /* Not straight -- fall through */
655                 break;
656         }
657
658         if (yaku_check_flush())
659         {
660                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
661                 return ODDS_FL;
662         }
663
664         switch (yaku_check_pair())
665         {
666         case 1:
667                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
668                 return 0;
669         case 2:
670                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
671                 return ODDS_2P;
672         case 3:
673                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
674                 return ODDS_3C;
675         case 4:
676                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
677                 return ODDS_FH;
678         case 6:
679                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
680                 return ODDS_4C;
681         case 7:
682                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
683                 {
684                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
685                         return ODDS_5A;
686                 }
687                 else
688                 {
689                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
690                         return ODDS_5C;
691                 }
692         default:
693                 break;
694         }
695         return 0;
696 }
697
698 /*!
699  * @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。
700  * @param hoge カーソルの現在位置
701  * @param kaeruka カードの捨てる/残すフラグ配列
702  * @return なし
703  */
704 static void display_kaeruka(int hoge, int kaeruka[])
705 {
706         int i;
707         char col = TERM_WHITE;
708         for (i = 0; i < 5; i++)
709         {
710                 if (i == hoge) col = TERM_YELLOW;
711                 else if(kaeruka[i]) col = TERM_WHITE;
712                 else col = TERM_L_BLUE;
713                 
714                 if(kaeruka[i])
715                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
716                 else
717                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
718         }
719         if (hoge > 4) col = TERM_YELLOW;
720         else col = TERM_WHITE;
721         c_put_str(col, _("決定", "Sure"), 16,  38);
722
723         /* Hilite current option */
724         if (hoge < 5) move_cursor(14, 5+hoge*16);
725         else move_cursor(16, 38);
726 }
727
728 /*!
729  * @brief ポーカーの手札を表示する。
730  * @return なし
731  */
732 static void display_cards(void)
733 {
734         int i, j;
735         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
736 #ifdef JP
737         concptr suit[4] = {"★", "●", "¶", "†"};
738         concptr card_grph[13][7] = {{"A   %s     ",
739                                   "     変     ",
740                                   "     愚     ",
741                                   "     蛮     ",
742                                   "     怒     ",
743                                   "     %s     ",
744                                   "          A"},
745                                  {"2          ",
746                                   "     %s     ",
747                                   "            ",
748                                   "            ",
749                                   "            ",
750                                   "     %s     ",
751                                   "          2"},
752                                  {"3          ",
753                                   "     %s     ",
754                                   "            ",
755                                   "     %s     ",
756                                   "            ",
757                                   "     %s     ",
758                                   "          3"},
759                                  {"4          ",
760                                   "   %s  %s   ",
761                                   "            ",
762                                   "            ",
763                                   "            ",
764                                   "   %s  %s   ",
765                                   "          4"},
766                                  {"5          ",
767                                   "   %s  %s   ",
768                                   "            ",
769                                   "     %s     ",
770                                   "            ",
771                                   "   %s  %s   ",
772                                   "          5"},
773                                  {"6          ",
774                                   "   %s  %s   ",
775                                   "            ",
776                                   "   %s  %s   ",
777                                   "            ",
778                                   "   %s  %s   ",
779                                   "          6"},
780                                  {"7          ",
781                                   "   %s  %s   ",
782                                   "     %s     ",
783                                   "   %s  %s   ",
784                                   "            ",
785                                   "   %s  %s   ",
786                                   "          7"},
787                                  {"8          ",
788                                   "   %s  %s   ",
789                                   "     %s     ",
790                                   "   %s  %s   ",
791                                   "     %s     ",
792                                   "   %s  %s   ",
793                                   "          8"},
794                                  {"9 %s  %s   ",
795                                   "            ",
796                                   "   %s  %s   ",
797                                   "     %s     ",
798                                   "   %s  %s   ",
799                                   "            ",
800                                   "   %s  %s 9"},
801                                  {"10 %s  %s   ",
802                                   "     %s     ",
803                                   "   %s  %s   ",
804                                   "            ",
805                                   "   %s  %s   ",
806                                   "     %s     ",
807                                   "   %s  %s 10"},
808                                  {"J   Λ     ",
809                                   "%s   ||     ",
810                                   "     ||     ",
811                                   "     ||     ",
812                                   "     ||     ",
813                                   "   |=亜=| %s",
814                                   "     目   J"},
815                                  {"Q ######   ",
816                                   "%s#      #  ",
817                                   "  # ++++ #  ",
818                                   "  # +==+ #  ",
819                                   "   # ++ #   ",
820                                   "    #  #  %s",
821                                   "     ##   Q"},
822                                  {"K          ",
823                                   "%s `⌒´   ",
824                                   "  γγγλ  ",
825                                   "  ο ο ι  ",
826                                   "   υ    ∂ ",
827                                   "    σ ノ %s",
828                                   "          K"}};
829         concptr joker_grph[7] = {    "            ",
830                                   "     J     ",
831                                   "     O     ",
832                                   "     K     ",
833                                   "     E     ",
834                                   "     R     ",
835                                   "            "};
836
837 #else
838
839         concptr suit[4] = {"[]", "qp", "<>", "db"};
840         concptr card_grph[13][7] = {{"A    %s     ",
841                                   "     He     ",
842                                   "     ng     ",
843                                   "     ba     ",
844                                   "     nd     ",
845                                   "     %s     ",
846                                   "           A"},
847                                  {"2           ",
848                                   "     %s     ",
849                                   "            ",
850                                   "            ",
851                                   "            ",
852                                   "     %s     ",
853                                   "           2"},
854                                  {"3           ",
855                                   "     %s     ",
856                                   "            ",
857                                   "     %s     ",
858                                   "            ",
859                                   "     %s     ",
860                                   "           3"},
861                                  {"4           ",
862                                   "   %s  %s   ",
863                                   "            ",
864                                   "            ",
865                                   "            ",
866                                   "   %s  %s   ",
867                                   "           4"},
868                                  {"5           ",
869                                   "   %s  %s   ",
870                                   "            ",
871                                   "     %s     ",
872                                   "            ",
873                                   "   %s  %s   ",
874                                   "           5"},
875                                  {"6           ",
876                                   "   %s  %s   ",
877                                   "            ",
878                                   "   %s  %s   ",
879                                   "            ",
880                                   "   %s  %s   ",
881                                   "           6"},
882                                  {"7           ",
883                                   "   %s  %s   ",
884                                   "     %s     ",
885                                   "   %s  %s   ",
886                                   "            ",
887                                   "   %s  %s   ",
888                                   "           7"},
889                                  {"8           ",
890                                   "   %s  %s   ",
891                                   "     %s     ",
892                                   "   %s  %s   ",
893                                   "     %s     ",
894                                   "   %s  %s   ",
895                                   "           8"},
896                                  {"9  %s  %s   ",
897                                   "            ",
898                                   "   %s  %s   ",
899                                   "     %s     ",
900                                   "   %s  %s   ",
901                                   "            ",
902                                   "   %s  %s  9"},
903                                  {"10 %s  %s   ",
904                                   "     %s     ",
905                                   "   %s  %s   ",
906                                   "            ",
907                                   "   %s  %s   ",
908                                   "     %s     ",
909                                   "   %s  %s 10"},
910                                  {"J    /\\     ",
911                                   "%s   ||     ",
912                                   "     ||     ",
913                                   "     ||     ",
914                                   "     ||     ",
915                                   "   |=HH=| %s",
916                                   "     ][    J"},
917                                  {"Q  ######   ",
918                                   "%s#      #  ",
919                                   "  # ++++ #  ",
920                                   "  # +==+ #  ",
921                                   "   # ++ #   ",
922                                   "    #  #  %s",
923                                   "     ##    Q"},
924                                  {"K           ",
925                                   "%s _'~~`_   ",
926                                   "   jjjjj$&  ",
927                                   "   q q uu   ",
928                                   "   c    &   ",
929                                   "    v__/  %s",
930                                   "           K"}};
931         concptr joker_grph[7] = {    "            ",
932                                   "     J      ",
933                                   "     O      ",
934                                   "     K      ",
935                                   "     E      ",
936                                   "     R      ",
937                                   "            "};
938 #endif
939
940         for (i = 0; i < 5; i++)
941         {
942                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
943         }
944
945         for (i = 0; i < 5; i++)
946         {
947                 for (j = 0; j < 7; j++)
948                 {
949                         prt(_("┃", " |"),  j+6,  i*16);
950                         if(IS_JOKER(cards[i]))
951                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
952                         else
953                                 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);
954                         prt(_("┃", "| "),  j+6,  i*16+14);
955                 }
956         }
957         for (i = 0; i < 5; i++)
958         {
959                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
960         }
961 }
962
963 /*!
964  * @brief ポーカーの1プレイルーチン。
965  * @return 1プレイの役の結果
966  */
967 static int do_poker(void)
968 {
969         int i, k = 2;
970         char cmd;
971         int deck[53]; /* yamafuda : 0...52 */
972         int deck_ptr = 0;
973         int kaeruka[5]; /* 0:kaenai 1:kaeru */
974
975         bool done = FALSE;
976         bool kettei = TRUE;
977         bool kakikae = TRUE;
978
979         reset_deck(deck);
980
981         for (i = 0; i < 5; i++)
982         {
983                 cards[i] = deck[deck_ptr++];
984                 kaeruka[i] = 0; /* default:nokosu */
985         }
986
987         /* suteruno wo kimeru */
988         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);
989
990         display_cards();
991         yaku_check();
992
993         while (!done)
994         {
995                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
996                 kakikae = FALSE;
997                 cmd = inkey();
998                 switch (cmd)
999                 {
1000                 case '6': case 'l': case 'L': case KTRL('F'):
1001                         if (!kettei) k = (k+1)%5;
1002                         else {k = 0;kettei = FALSE;}
1003                         kakikae = TRUE;
1004                         break;
1005                 case '4': case 'h': case 'H': case KTRL('B'):
1006                         if (!kettei) k = (k+4)%5;
1007                         else {k = 4;kettei = FALSE;}
1008                         kakikae = TRUE;
1009                         break;
1010                 case '2': case 'j': case 'J': case KTRL('N'):
1011                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1012                         break;
1013                 case '8': case 'k': case 'K': case KTRL('P'):
1014                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1015                         break;
1016                 case ' ': case '\r':
1017                         if (kettei) done = TRUE;
1018                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1019                         break;
1020                 default:
1021                         break;
1022                 }
1023         }
1024         
1025         prt("",0,0);
1026
1027         for (i = 0; i < 5; i++)
1028                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1029
1030         display_cards();
1031         
1032         return yaku_check();
1033 }
1034 #undef SUIT_OF
1035 #undef NUM_OF
1036 #undef IS_JOKER
1037 /* end of poker codes --Koka */
1038
1039 /*!
1040  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1041  * @param cmd プレイするゲームID
1042  * @return なし
1043  */
1044 static bool gamble_comm(int cmd)
1045 {
1046         int i;
1047         int roll1, roll2, roll3, choice, odds, win;
1048         s32b wager;
1049         s32b maxbet;
1050         s32b oldgold;
1051
1052         char out_val[160], tmp_str[80], again;
1053         concptr p;
1054
1055         screen_save();
1056
1057         if (cmd == BACT_GAMBLE_RULES)
1058         {
1059                 /* Peruse the gambling help file */
1060                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1061         }
1062         else
1063         {
1064                 /* No money */
1065                 if (p_ptr->au < 1)
1066                 {
1067                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1068                                                 "Hey! You don't have gold - get out of here!"));
1069                         msg_print(NULL);
1070                         screen_load();
1071                         return FALSE;
1072                 }
1073
1074                 clear_bldg(5, 23);
1075
1076                 maxbet = p_ptr->lev * 200;
1077
1078                 /* We can't bet more than we have */
1079                 maxbet = MIN(maxbet, p_ptr->au);
1080
1081                 /* Get the wager */
1082                 strcpy(out_val, "");
1083                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1084
1085
1086                 /*
1087                  * Use get_string() because we may need more than
1088                  * the s16b value returned by get_quantity().
1089                  */
1090                 if (get_string(tmp_str, out_val, 32))
1091                 {
1092                         /* Strip spaces */
1093                         for (p = out_val; *p == ' '; p++);
1094
1095                         /* Get the wager */
1096                         wager = atol(p);
1097
1098                         if (wager > p_ptr->au)
1099                         {
1100                                 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!"));
1101                                 msg_print(NULL);
1102                                 screen_load();
1103                                 return (FALSE);
1104                         }
1105                         else if (wager > maxbet)
1106                         {
1107                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1108                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1109                                 wager = maxbet;
1110                         }
1111                         else if (wager < 1)
1112                         {
1113                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1114                                 wager = 1;
1115                         }
1116                         msg_print(NULL);
1117                         win = FALSE;
1118                         odds = 0;
1119                         oldgold = p_ptr->au;
1120
1121                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1122                         prt(tmp_str, 20, 2);
1123                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1124                         prt(tmp_str, 21, 2);
1125
1126                         do
1127                         {
1128                                 p_ptr->au -= wager;
1129                                 switch (cmd)
1130                                 {
1131                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1132                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1133
1134                                         odds = 4;
1135                                         win = FALSE;
1136                                         roll1 = randint1(10);
1137                                         roll2 = randint1(10);
1138                                         choice = randint1(10);
1139                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1140
1141                                         prt(tmp_str, 8, 3);
1142                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1143
1144                                         prt(tmp_str, 11, 14);
1145                                         if (((choice > roll1) && (choice < roll2)) ||
1146                                                 ((choice < roll1) && (choice > roll2)))
1147                                                 win = TRUE;
1148                                         break;
1149                                 case BACT_CRAPS:  /* Game of Craps */
1150                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1151
1152                                         win = 3;
1153                                         odds = 2;
1154                                         roll1 = randint1(6);
1155                                         roll2 = randint1(6);
1156                                         roll3 = roll1 +  roll2;
1157                                         choice = roll3;
1158                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1159                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1160                                         prt(tmp_str, 7, 5);
1161                                         if ((roll3 == 7) || (roll3 == 11))
1162                                                 win = TRUE;
1163                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1164                                                 win = FALSE;
1165                                         else
1166                                                 do
1167                                                 {
1168                                                         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"));
1169
1170                                                         msg_print(NULL);
1171                                                         roll1 = randint1(6);
1172                                                         roll2 = randint1(6);
1173                                                         roll3 = roll1 +  roll2;
1174                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1175                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1176                                                         prt(tmp_str, 8, 5);
1177                                                         if (roll3 == choice)
1178                                                                 win = TRUE;
1179                                                         else if (roll3 == 7)
1180                                                                 win = FALSE;
1181                                                 } while ((win != TRUE) && (win != FALSE));
1182                                         break;
1183
1184                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1185                                         win = FALSE;
1186                                         odds = 9;
1187                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1188
1189                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1190                                         prt("--------------------------------", 8, 3);
1191                                         strcpy(out_val, "");
1192                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1193
1194                                         for (p = out_val; iswspace(*p); p++);
1195                                         choice = atol(p);
1196                                         if (choice < 0)
1197                                         {
1198                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1199                                                 choice = 0;
1200                                         }
1201                                         else if (choice > 9)
1202                                         {
1203                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1204                                                 choice = 9;
1205                                         }
1206                                         msg_print(NULL);
1207                                         roll1 = randint0(10);
1208                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1209                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1210                                         prt(tmp_str, 13, 3);
1211                                         prt("", 9, 0);
1212                                         prt("*", 9, (3 * roll1 + 5));
1213                                         if (roll1 == choice)
1214                                                 win = TRUE;
1215                                         break;
1216
1217                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1218                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1219                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1220                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1221                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1222                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1223                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1224                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1225                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1226                                         
1227                                         win = FALSE;
1228                                         roll1 = randint1(21);
1229                                         for (i=6;i>0;i--)
1230                                         {
1231                                                 if ((roll1-i) < 1)
1232                                                 {
1233                                                         roll1 = 7-i;
1234                                                         break;
1235                                                 }
1236                                                 roll1 -= i;
1237                                         }
1238                                         roll2 = randint1(21);
1239                                         for (i=6;i>0;i--)
1240                                         {
1241                                                 if ((roll2-i) < 1)
1242                                                 {
1243                                                         roll2 = 7-i;
1244                                                         break;
1245                                                 }
1246                                                 roll2 -= i;
1247                                         }
1248                                         choice = randint1(21);
1249                                         for (i=6;i>0;i--)
1250                                         {
1251                                                 if ((choice-i) < 1)
1252                                                 {
1253                                                         choice = 7-i;
1254                                                         break;
1255                                                 }
1256                                                 choice -= i;
1257                                         }
1258                                         put_str("/--------------------------\\", 7, 2);
1259                                         prt("\\--------------------------/", 17, 2);
1260                                         display_fruit(8,  3, roll1 - 1);
1261                                         display_fruit(8, 12, roll2 - 1);
1262                                         display_fruit(8, 21, choice - 1);
1263                                         if ((roll1 == roll2) && (roll2 == choice))
1264                                         {
1265                                                 win = TRUE;
1266                                                 switch(roll1)
1267                                                 {
1268                                                 case 1:
1269                                                         odds = 5;break;
1270                                                 case 2:
1271                                                         odds = 10;break;
1272                                                 case 3:
1273                                                         odds = 20;break;
1274                                                 case 4:
1275                                                         odds = 50;break;
1276                                                 case 5:
1277                                                         odds = 200;break;
1278                                                 case 6:
1279                                                         odds = 1000;break;
1280                                                 }
1281                                         }
1282                                         else if ((roll1 == 1) && (roll2 == 1))
1283                                         {
1284                                                 win = TRUE;
1285                                                 odds = 2;
1286                                         }
1287                                         break;
1288                                 case BACT_POKER:
1289                                         win = FALSE;
1290                                         odds = do_poker();
1291                                         if (odds) win = TRUE;
1292                                         break;
1293                                 }
1294
1295                                 if (win)
1296                                 {
1297                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1298
1299                                         p_ptr->au += odds * wager;
1300                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1301
1302                                         prt(tmp_str, 17, 37);
1303                                 }
1304                                 else
1305                                 {
1306                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1307                                         prt("", 17, 37);
1308                                 }
1309                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1310
1311                                 prt(tmp_str, 22, 2);
1312                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1313
1314                                 move_cursor(18, 52);
1315                                 again = inkey();
1316                                 prt("", 16, 37);
1317                                 prt("", 17, 37);
1318                                 prt("", 18, 37);
1319                                 if (wager > p_ptr->au)
1320                                 {
1321                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1322                                                                 "Hey! You don't have the gold - get out of here!"));
1323                                         msg_print(NULL);
1324
1325                                         /* Get out here */
1326                                         break;
1327                                 }
1328                         } while ((again == 'y') || (again == 'Y'));
1329
1330                         prt("", 18, 37);
1331                         if (p_ptr->au >= oldgold)
1332                         {
1333                                 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!」",
1334                                                         "You came out a winner! We'll win next time, I'm sure."));
1335                                 chg_virtue(V_CHANCE, 3);
1336                         }
1337                         else
1338                         {
1339                                 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."));
1340                                 chg_virtue(V_CHANCE, -3);
1341                         }
1342                 }
1343                 msg_print(NULL);
1344         }
1345         screen_load();
1346         return (TRUE);
1347 }
1348
1349 /*!
1350  * @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。
1351  * @return なし
1352  */
1353 void battle_monsters(void)
1354 {
1355         int total, i;
1356         int max_dl = 0;
1357         int mon_level;
1358         int power[4];
1359         bool tekitou;
1360         bool old_inside_battle = p_ptr->inside_battle;
1361
1362         for (i = 0; i < max_d_idx; i++)
1363                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1364
1365         mon_level = randint1(MIN(max_dl, 122))+5;
1366         if (randint0(100) < 60)
1367         {
1368                 i = randint1(MIN(max_dl, 122))+5;
1369                 mon_level = MAX(i, mon_level);
1370         }
1371         if (randint0(100) < 30)
1372         {
1373                 i = randint1(MIN(max_dl, 122))+5;
1374                 mon_level = MAX(i, mon_level);
1375         }
1376
1377         while (1)
1378         {
1379                 total = 0;
1380                 tekitou = FALSE;
1381                 for(i = 0; i < 4; i++)
1382                 {
1383                         MONRACE_IDX r_idx;
1384                         int j;
1385                         while (1)
1386                         {
1387                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1388                                 p_ptr->inside_battle = TRUE;
1389                                 r_idx = get_mon_num(mon_level);
1390                                 p_ptr->inside_battle = old_inside_battle;
1391                                 if (!r_idx) continue;
1392
1393                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1394                                 {
1395                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1396                                 }
1397
1398                                 for (j = 0; j < i; j++)
1399                                         if(r_idx == battle_mon[j]) break;
1400                                 if (j<i) continue;
1401
1402                                 break;
1403                         }
1404                         battle_mon[i] = r_idx;
1405                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1406                 }
1407
1408                 for (i=0;i<4;i++)
1409                 {
1410                         monster_race *r_ptr = &r_info[battle_mon[i]];
1411                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1412
1413                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1414                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1415                         else
1416                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1417                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1418                         if (r_ptr->speed > 110)
1419                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1420                         if (r_ptr->speed < 110)
1421                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1422                         if (num_taisei > 2)
1423                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1424                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1425                                 power[i] = power[i] * 4 / 3;
1426                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1427                                 power[i] = power[i] * 4 / 3;
1428                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1429                                 power[i] = power[i] * 11 / 10;
1430                         if (r_ptr->flags1 & RF1_RAND_25)
1431                                 power[i] = power[i] * 9 / 10;
1432                         if (r_ptr->flags1 & RF1_RAND_50)
1433                                 power[i] = power[i] * 9 / 10;
1434                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1435                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1436
1437
1438                         total += power[i];
1439                 }
1440                 for (i=0;i<4;i++)
1441                 {
1442                         power[i] = total*60/power[i];
1443                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1444                         if ((power[i] < 160) && randint0(20)) break;
1445                         if (power[i] < 101) power[i] = 100 + randint1(5);
1446                         mon_odds[i] = power[i];
1447                 }
1448                 if (i == 4) break;
1449         }
1450 }
1451
1452 /*!
1453  * @brief モンスター闘技場のメインルーチン
1454  * @return 賭けを開始したか否か
1455  */
1456 static bool kakutoujou(void)
1457 {
1458         s32b maxbet;
1459         s32b wager;
1460         char out_val[160], tmp_str[80];
1461         concptr p;
1462
1463         if ((turn - old_battle) > TURNS_PER_TICK*250)
1464         {
1465                 battle_monsters();
1466                 old_battle = turn;
1467         }
1468
1469         screen_save();
1470
1471         /* No money */
1472         if (p_ptr->au < 1)
1473         {
1474                 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!"));
1475                 msg_print(NULL);
1476                 screen_load();
1477                 return FALSE;
1478         }
1479         else
1480         {
1481                 int i;
1482
1483                 clear_bldg(4, 10);
1484
1485                 prt(_("モンスター                                                     倍率",
1486                           "Monsters                                                       Odds"), 4, 4);
1487                 for (i=0;i<4;i++)
1488                 {
1489                         char buf[80];
1490                         monster_race *r_ptr = &r_info[battle_mon[i]];
1491
1492                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1493                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1494                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1495                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1496                         prt(buf, 5+i, 1);
1497                 }
1498                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1499                 while(1)
1500                 {
1501                         i = inkey();
1502
1503                         if (i == ESCAPE)
1504                         {
1505                                 screen_load();
1506                                 return FALSE;
1507                         }
1508                         if (i >= '1' && i <= '4')
1509                         {
1510                                 sel_monster = i-'1';
1511                                 battle_odds = mon_odds[sel_monster];
1512                                 break;
1513                         }
1514                         else bell();
1515                 }
1516
1517                 clear_bldg(4,4);
1518                 for (i=0;i<4;i++)
1519                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1520
1521                 maxbet = p_ptr->lev * 200;
1522
1523                 /* We can't bet more than we have */
1524                 maxbet = MIN(maxbet, p_ptr->au);
1525
1526                 /* Get the wager */
1527                 strcpy(out_val, "");
1528                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1529                 /*
1530                  * Use get_string() because we may need more than
1531                  * the s16b value returned by get_quantity().
1532                  */
1533                 if (get_string(tmp_str, out_val, 32))
1534                 {
1535                         /* Strip spaces */
1536                         for (p = out_val; *p == ' '; p++);
1537
1538                         /* Get the wager */
1539                         wager = atol(p);
1540
1541                         if (wager > p_ptr->au)
1542                         {
1543                                 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!"));
1544
1545                                 msg_print(NULL);
1546                                 screen_load();
1547                                 return (FALSE);
1548                         }
1549                         else if (wager > maxbet)
1550                         {
1551                                 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);
1552
1553                                 wager = maxbet;
1554                         }
1555                         else if (wager < 1)
1556                         {
1557                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1558                                 wager = 1;
1559                         }
1560                         msg_print(NULL);
1561                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1562                         kakekin = wager;
1563                         p_ptr->au -= wager;
1564                         reset_tim_flags();
1565
1566                         /* Save the surface floor as saved floor */
1567                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1568
1569                         p_ptr->inside_battle = TRUE;
1570                         p_ptr->leaving = TRUE;
1571
1572                         leave_bldg = TRUE;
1573                         screen_load();
1574
1575                         return (TRUE);
1576                 }
1577         }
1578         screen_load();
1579
1580         return (FALSE);
1581 }
1582
1583 /*!
1584  * @brief 本日の賞金首情報を表示する。
1585  * @return なし
1586  */
1587 static void today_target(void)
1588 {
1589         char buf[160];
1590         monster_race *r_ptr = &r_info[today_mon];
1591
1592         clear_bldg(4,18);
1593         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1594         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1595         c_put_str(TERM_YELLOW, buf, 6, 10);
1596         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1597         prt(buf, 8, 10);
1598         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1599         prt(buf, 9, 10);
1600         p_ptr->today_mon = today_mon;
1601 }
1602
1603 /*!
1604  * @brief ツチノコの賞金首情報を表示する。
1605  * @return なし
1606  */
1607 static void tsuchinoko(void)
1608 {
1609         clear_bldg(4,18);
1610         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1611         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);
1612         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1613         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1614         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1615 }
1616
1617 /*!
1618  * @brief 通常の賞金首情報を表示する。
1619  * @return なし
1620  */
1621 static void shoukinkubi(void)
1622 {
1623         int i;
1624         TERM_LEN y = 0;
1625
1626         clear_bldg(4,18);
1627         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);
1628         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1629
1630         for (i = 0; i < MAX_KUBI; i++)
1631         {
1632                 byte color;
1633                 concptr done_mark;
1634                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1635
1636                 if (kubi_r_idx[i] > 10000)
1637                 {
1638                         color = TERM_RED;
1639                         done_mark = _("(済)", "(done)");
1640                 }
1641                 else
1642                 {
1643                         color = TERM_WHITE;
1644                         done_mark = "";
1645                 }
1646
1647                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1648
1649                 y = (y+1) % 10;
1650                 if (!y && (i < MAX_KUBI -1))
1651                 {
1652                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1653                         (void)inkey();
1654                         prt("", 0, 0);
1655                         clear_bldg(7,18);
1656                 }
1657         }
1658 }
1659
1660
1661
1662 /*!
1663  * 賞金首の報酬テーブル / List of prize object
1664  */
1665 static struct {
1666         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1667         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1668 } prize_list[MAX_KUBI] = 
1669 {
1670         {TV_POTION, SV_POTION_CURING},
1671         {TV_POTION, SV_POTION_SPEED},
1672         {TV_POTION, SV_POTION_SPEED},
1673         {TV_POTION, SV_POTION_RESISTANCE},
1674         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1675
1676         {TV_POTION, SV_POTION_HEALING},
1677         {TV_POTION, SV_POTION_RESTORE_MANA},
1678         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1679         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1680         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1681
1682         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1683         {TV_POTION, SV_POTION_STAR_HEALING},
1684         {TV_POTION, SV_POTION_STAR_HEALING},
1685         {TV_POTION, SV_POTION_NEW_LIFE},
1686         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1687
1688         {TV_POTION, SV_POTION_LIFE},
1689         {TV_POTION, SV_POTION_LIFE},
1690         {TV_POTION, SV_POTION_AUGMENTATION},
1691         {TV_POTION, SV_POTION_INVULNERABILITY},
1692         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1693 };
1694
1695 /*!
1696  * @brief 賞金首の引き換え処理 / Get prize
1697  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1698  */
1699 static bool kankin(void)
1700 {
1701         INVENTORY_IDX i;
1702         int j;
1703         bool change = FALSE;
1704         GAME_TEXT o_name[MAX_NLEN];
1705         object_type *o_ptr;
1706
1707         /* Loop for inventory and right/left arm */
1708         for (i = 0; i <= INVEN_LARM; i++)
1709         {
1710                 o_ptr = &inventory[i];
1711
1712                 /* Living Tsuchinoko worthes $1000000 */
1713                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1714                 {
1715                         char buf[MAX_NLEN+20];
1716                         object_desc(o_name, o_ptr, 0);
1717                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1718                         if (get_check(buf))
1719                         {
1720                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1721                                 p_ptr->au += 1000000L * o_ptr->number;
1722                                 p_ptr->redraw |= (PR_GOLD);
1723                                 inven_item_increase(i, -o_ptr->number);
1724                                 inven_item_describe(i);
1725                                 inven_item_optimize(i);
1726                         }
1727                         change = TRUE;
1728                 }
1729         }
1730
1731         for (i = 0; i < INVEN_PACK; i++)
1732         {
1733                 o_ptr = &inventory[i];
1734
1735                 /* Corpse of Tsuchinoko worthes $200000 */
1736                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1737                 {
1738                         char buf[MAX_NLEN+20];
1739                         object_desc(o_name, o_ptr, 0);
1740                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1741                         if (get_check(buf))
1742                         {
1743                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1744                                 p_ptr->au += 200000L * o_ptr->number;
1745                                 p_ptr->redraw |= (PR_GOLD);
1746                                 inven_item_increase(i, -o_ptr->number);
1747                                 inven_item_describe(i);
1748                                 inven_item_optimize(i);
1749                         }
1750                         change = TRUE;
1751                 }
1752         }
1753
1754         for (i = 0; i < INVEN_PACK; i++)
1755         {
1756                 o_ptr = &inventory[i];
1757
1758                 /* Bones of Tsuchinoko worthes $100000 */
1759                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1760                 {
1761                         char buf[MAX_NLEN+20];
1762                         object_desc(o_name, o_ptr, 0);
1763                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1764                         if (get_check(buf))
1765                         {
1766                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1767                                 p_ptr->au += 100000L * o_ptr->number;
1768                                 p_ptr->redraw |= (PR_GOLD);
1769                                 inven_item_increase(i, -o_ptr->number);
1770                                 inven_item_describe(i);
1771                                 inven_item_optimize(i);
1772                         }
1773                         change = TRUE;
1774                 }
1775         }
1776
1777         for (i = 0; i < INVEN_PACK; i++)
1778         {
1779                 o_ptr = &inventory[i];
1780                 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)))
1781                 {
1782                         char buf[MAX_NLEN+20];
1783                         object_desc(o_name, o_ptr, 0);
1784                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1785                         if (get_check(buf))
1786                         {
1787                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1788                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1789                                 p_ptr->redraw |= (PR_GOLD);
1790                                 inven_item_increase(i, -o_ptr->number);
1791                                 inven_item_describe(i);
1792                                 inven_item_optimize(i);
1793                         }
1794                         change = TRUE;
1795                 }
1796         }
1797
1798         for (i = 0; i < INVEN_PACK; i++)
1799         {
1800                 o_ptr = &inventory[i];
1801
1802                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1803                 {
1804                         char buf[MAX_NLEN+20];
1805                         object_desc(o_name, o_ptr, 0);
1806                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1807                         if (get_check(buf))
1808                         {
1809                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1810                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1811                                 p_ptr->redraw |= (PR_GOLD);
1812                                 inven_item_increase(i, -o_ptr->number);
1813                                 inven_item_describe(i);
1814                                 inven_item_optimize(i);
1815                         }
1816                         change = TRUE;
1817                 }
1818         }
1819
1820         for (j = 0; j < MAX_KUBI; j++)
1821         {
1822                 /* Need reverse order --- Positions will be changed in the loop */
1823                 for (i = INVEN_PACK-1; i >= 0; i--)
1824                 {
1825                         o_ptr = &inventory[i];
1826                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1827                         {
1828                                 char buf[MAX_NLEN+20];
1829                                 int num, k;
1830                                 INVENTORY_IDX item_new;
1831                                 object_type forge;
1832
1833                                 object_desc(o_name, o_ptr, 0);
1834                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1835                                 if (!get_check(buf)) continue;
1836
1837 #if 0 /* Obsoleted */
1838                                 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);
1839                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1840                                 p_ptr->redraw |= (PR_GOLD);
1841                                 inven_item_increase(i, -o_ptr->number);
1842                                 inven_item_describe(i);
1843                                 inven_item_optimize(i);
1844                                 chg_virtue(V_JUSTICE, 5);
1845                                 kubi_r_idx[j] += 10000;
1846
1847                                 change = TRUE;
1848 #endif /* Obsoleted */
1849
1850                                 /* Hand it first */
1851                                 inven_item_increase(i, -o_ptr->number);
1852                                 inven_item_describe(i);
1853                                 inven_item_optimize(i);
1854
1855                                 chg_virtue(V_JUSTICE, 5);
1856                                 kubi_r_idx[j] += 10000;
1857
1858                                 /* Count number of unique corpses already handed */
1859                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1860                                 {
1861                                         if (kubi_r_idx[k] >= 10000) num++;
1862                                 }
1863                                 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" : ""));
1864
1865                                 /* Prepare to make a prize */
1866                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1867                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1868
1869                                 /* Identify it fully */
1870                                 object_aware(&forge);
1871                                 object_known(&forge);
1872
1873                                 /*
1874                                  * Hand it --- Assume there is an empty slot.
1875                                  * Since a corpse is handed at first,
1876                                  * there is at least one empty slot.
1877                                  */
1878                                 item_new = inven_carry(&forge);
1879
1880                                 object_desc(o_name, &forge, 0);
1881                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1882
1883                                 /* Auto-inscription */
1884                                 autopick_alter_item(item_new, FALSE);
1885                                 handle_stuff();
1886
1887                                 change = TRUE;
1888                         }
1889                 }
1890         }
1891
1892         if (!change)
1893         {
1894                 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."));
1895                 msg_print(NULL);
1896                 return FALSE;
1897         }
1898         return TRUE;
1899 }
1900
1901 /*!
1902  * @brief 宿屋の利用サブルーチン
1903  * @details inn commands\n
1904  * Note that resting for the night was a perfect way to avoid player\n
1905  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1906  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1907  * will not be that useful.  I will keep it in the hopes the player\n
1908  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1909  * Resting at night is also a quick way to restock stores -KMW-\n
1910  * @param cmd 宿屋の利用施設ID
1911  * @return 施設の利用が実際に行われたか否か。
1912  */
1913 static bool inn_comm(int cmd)
1914 {
1915         switch (cmd)
1916         {
1917                 case BACT_FOOD: /* Buy food & drink */
1918                         if (p_ptr->food >= PY_FOOD_FULL)
1919                         {
1920                                 msg_print(_("今は満腹だ。", "You are full now."));
1921                                 return FALSE;
1922                         }
1923                         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."));
1924                         (void)set_food(PY_FOOD_MAX - 1);
1925                         break;
1926
1927                 case BACT_REST: /* Rest for the night */
1928                         if ((p_ptr->poisoned) || (p_ptr->cut))
1929                         {
1930                                 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."));
1931                                 msg_print(NULL);
1932                                 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."));
1933                         }
1934                         else
1935                         {
1936                                 s32b oldturn = turn;
1937                                 int prev_day, prev_hour, prev_min;
1938
1939                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
1940                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
1941                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
1942                                 else
1943                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
1944                                 
1945                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1946                                 if (dungeon_turn < dungeon_turn_limit)
1947                                 {
1948                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1949                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
1950                                 }
1951
1952                                 prevent_turn_overflow();
1953
1954                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
1955                                 p_ptr->chp = p_ptr->mhp;
1956
1957                                 if (ironman_nightmare)
1958                                 {
1959                                         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."));
1960
1961                                         /* Have some nightmares */
1962                                         while(1)
1963                                         {
1964                                                 sanity_blast(NULL, FALSE);
1965                                                 if (!one_in_(3)) break;
1966                                         }
1967
1968                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
1969                                         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."));
1970                                 }
1971                                 else
1972                                 {
1973                                         set_blind(0);
1974                                         set_confused(0);
1975                                         p_ptr->stun = 0;
1976                                         p_ptr->chp = p_ptr->mhp;
1977                                         p_ptr->csp = p_ptr->msp;
1978                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1979                                         {
1980                                                 int i;
1981                                                 for (i = 0; i < 72; i++)
1982                                                 {
1983                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
1984                                                 }
1985                                                 for (; i < 108; i++)
1986                                                 {
1987                                                         p_ptr->magic_num1[i] = 0;
1988                                                 }
1989                                         }
1990
1991                                         if ((prev_hour >= 6) && (prev_hour <= 17))
1992                                         {
1993                                                 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."));
1994                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
1995                                         }
1996                                         else
1997                                         {
1998                                                 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."));
1999                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2000                                         }
2001                                 }
2002                         }
2003                         break;
2004
2005                 case BACT_RUMORS: /* Listen for rumors */
2006                         {
2007                                 display_rumor(TRUE);
2008                                 break;
2009                         }
2010         }
2011
2012         return (TRUE);
2013 }
2014
2015
2016 /*!
2017  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2018  * @param questnum クエストのID
2019  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2020  * @return なし
2021  */
2022 static void get_questinfo(IDX questnum, bool do_init)
2023 {
2024         int i;
2025         QUEST_IDX old_quest;
2026         GAME_TEXT tmp_str[80];
2027
2028         /* Clear the text */
2029         for (i = 0; i < 10; i++)
2030         {
2031                 quest_text[i][0] = '\0';
2032         }
2033
2034         quest_text_line = 0;
2035
2036         /* Set the quest number temporary */
2037         old_quest = p_ptr->inside_quest;
2038         p_ptr->inside_quest = questnum;
2039
2040         /* Get the quest text */
2041         init_flags = INIT_SHOW_TEXT;
2042         if (do_init) init_flags |= INIT_ASSIGN;
2043
2044         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2045
2046         /* Reset the old quest number */
2047         p_ptr->inside_quest = old_quest;
2048
2049         /* Print the quest info */
2050         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);
2051
2052         prt(tmp_str, 5, 0);
2053
2054         prt(quest[questnum].name, 7, 0);
2055
2056         for (i = 0; i < 10; i++)
2057         {
2058                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2059         }
2060 }
2061
2062 /*!
2063  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2064  * @return なし
2065  */
2066 static void castle_quest(void)
2067 {
2068         QUEST_IDX q_index = 0;
2069         monster_race *r_ptr;
2070         quest_type *q_ptr;
2071         concptr name;
2072
2073
2074         clear_bldg(4, 18);
2075
2076         /* Current quest of the building */
2077         q_index = cave[p_ptr->y][p_ptr->x].special;
2078
2079         /* Is there a quest available at the building? */
2080         if (!q_index)
2081         {
2082                 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);
2083                 return;
2084         }
2085
2086         q_ptr = &quest[q_index];
2087
2088         /* Quest is completed */
2089         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2090         {
2091                 /* Rewarded quest */
2092                 q_ptr->status = QUEST_STATUS_REWARDED;
2093
2094                 get_questinfo(q_index, FALSE);
2095
2096                 reinit_wilderness = TRUE;
2097         }
2098         /* Failed quest */
2099         else if (q_ptr->status == QUEST_STATUS_FAILED)
2100         {
2101                 get_questinfo(q_index, FALSE);
2102
2103                 /* Mark quest as done (but failed) */
2104                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2105
2106                 reinit_wilderness = TRUE;
2107         }
2108         /* Quest is still unfinished */
2109         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2110         {
2111                 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);
2112                 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);
2113                 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);
2114         }
2115         /* No quest yet */
2116         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2117         {
2118                 q_ptr->status = QUEST_STATUS_TAKEN;
2119
2120                 reinit_wilderness = TRUE;
2121
2122                 /* Assign a new quest */
2123                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2124                 {
2125                         if (q_ptr->r_idx == 0)
2126                         {
2127                                 /* Random monster at least 5 - 10 levels out of deep */
2128                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2129                         }
2130
2131                         r_ptr = &r_info[q_ptr->r_idx];
2132
2133                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2134                         {
2135                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2136                                 r_ptr = &r_info[q_ptr->r_idx];
2137                         }
2138
2139                         if (q_ptr->max_num == 0)
2140                         {
2141                                 /* Random monster number */
2142                                 if (randint1(10) > 7)
2143                                         q_ptr->max_num = 1;
2144                                 else
2145                                         q_ptr->max_num = randint1(3) + 1;
2146                         }
2147
2148                         q_ptr->cur_num = 0;
2149                         name = (r_name + r_ptr->name);
2150                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2151                 }
2152                 else
2153                 {
2154                         get_questinfo(q_index, TRUE);
2155                 }
2156         }
2157 }
2158
2159
2160 /*!
2161  * @brief 町に関するヘルプを表示する / Display town history
2162  * @return なし
2163  */
2164 static void town_history(void)
2165 {
2166         screen_save();
2167
2168         /* Peruse the building help file */
2169         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2170         screen_load();
2171 }
2172
2173 /*!
2174  * @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
2175  * @param plus_ammo 矢弾のダメージ修正
2176  * @param plus_bow 弓のダメージ修正
2177  * @return ダメージ期待値
2178  * @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。
2179  */
2180 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2181 {
2182         HIT_POINT i;
2183         object_type *j_ptr =  &inventory[INVEN_BOW];
2184         
2185         /* Extract "shot" power */
2186         i = p_ptr->to_h_b + plus_ammo;
2187         
2188         if (p_ptr->tval_ammo == TV_BOLT)
2189                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2190         else
2191                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2192
2193         /* Snipers can shot more critically with crossbows */
2194         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2195         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2196         
2197         /* Good bow makes more critical */
2198         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2199         
2200         if (i < 0) i = 0;
2201         
2202         return i;
2203 }
2204
2205 /*!
2206  * @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
2207  * @param weight 武器の重量
2208  * @param plus_ammo 矢弾のダメージ修正
2209  * @param plus_bow 弓のダメージ修正
2210  * @param dam 基本ダメージ量
2211  * @return ダメージ期待値
2212  */
2213 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow,  HIT_POINT dam)
2214 {
2215         u32b num;
2216         int i, k, crit;
2217         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2218         
2219         k = 0;
2220         num = 0;
2221         
2222         crit = MIN(500, 900/weight);
2223         num += dam * 3 /2 * crit;
2224         k = crit;
2225         
2226         crit = MIN(500, 1350/weight);
2227         crit -= k;
2228         num += dam * 2 * crit;
2229         k += crit;
2230         
2231         if(k < 500)
2232         {
2233                 crit = 500 - k;
2234                 num += dam * 3 * crit;
2235         }
2236         
2237         num /= 500;
2238         
2239         num *= i;
2240         num += (10000 - i) * dam;
2241         num /= 10000;
2242         
2243         return num;
2244 }
2245
2246 /*!
2247  * @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
2248  * @param weight 武器の重量
2249  * @param plus 武器のダメージ修正
2250  * @param dam 基本ダメージ
2251  * @param meichuu 命中値
2252  * @param dokubari 毒針処理か否か
2253  * @return ダメージ期待値
2254  */
2255 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2256 {
2257         u32b k, num;
2258         int i;
2259         
2260         if(dokubari) return dam;
2261         
2262         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2263         if (i < 0) i = 0;
2264         
2265         k = weight;
2266         num = 0;
2267         
2268         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2269         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2270         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2271         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2272         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2273         
2274         num /= 650;
2275         if(p_ptr->pclass == CLASS_NINJA)
2276         {
2277                 num *= i;
2278                 num += (4444 - i) * dam;
2279                 num /= 4444;
2280         }
2281         else
2282         {
2283                 num *= i;
2284                 num += (5000 - i) * dam;
2285                 num /= 5000;
2286         }
2287         
2288         return num;
2289 }
2290
2291 /*!
2292  * @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
2293  * @param dam 基本ダメージ
2294  * @param mult スレイ倍率(掛け算部分)
2295  * @param div スレイ倍率(割り算部分)
2296  * @param force 理力特別計算フラグ
2297  * @return ダメージ期待値
2298  */
2299 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2300 {
2301         int tmp;
2302         if(force)
2303         {
2304                 tmp = dam * 60;
2305                 tmp *= mult * 3;
2306                 tmp /= div * 2;
2307                 tmp += dam * 60 * 2;
2308                 tmp /= 60;
2309         }
2310         else
2311         {
2312                 tmp = dam * 60;
2313                 tmp *= mult; 
2314                 tmp /= div;
2315                 tmp /= 60;
2316         }
2317         return tmp;
2318 }
2319
2320 /*!
2321  * @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)
2322  * @param dam 基本ダメージ
2323  * @param mult スレイ倍率(掛け算部分)
2324  * @param div スレイ倍率(割り算部分)
2325  * @param force 理力特別計算フラグ
2326  * @param weight 重量
2327  * @param plus 武器ダメージ修正
2328  * @param meichuu 命中値
2329  * @param dokubari 毒針処理か否か
2330  * @param vorpal_mult 切れ味倍率(掛け算部分)
2331  * @param vorpal_div 切れ味倍率(割り算部分)
2332  * @return ダメージ期待値
2333  */
2334 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)
2335 {
2336         dam = calc_slaydam(dam, mult, div, force);
2337         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2338         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2339         return dam;
2340 }
2341
2342
2343 /*!
2344  * @brief 武器の各条件毎のダメージ期待値を表示する。
2345  * @param r 表示行
2346  * @param c 表示列
2347  * @param mindice ダイス部分最小値
2348  * @param maxdice ダイス部分最大値
2349  * @param blows 攻撃回数
2350  * @param dam_bonus ダメージ修正値
2351  * @param attr 条件内容
2352  * @param color 条件内容の表示色
2353  * @details
2354  * Display the damage figure of an object\n
2355  * (used by compare_weapon_aux)\n
2356  * \n
2357  * Only accurate for the current weapon, because it includes\n
2358  * the current +dam of the player.\n
2359  * @return なし
2360  */
2361 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2362 {
2363         GAME_TEXT tmp_str[80];
2364         int mindam, maxdam;
2365         
2366         mindam = blows * (mindice + dam_bonus);
2367         maxdam = blows * (maxdice + dam_bonus);
2368
2369         /* Print the intro text */
2370         c_put_str(color, attr, r, c);
2371
2372         /* Calculate the min and max damage figures */
2373         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2374         
2375         /* Print the damage */
2376         put_str(tmp_str, r, c + 8);
2377 }
2378
2379
2380 /*!
2381  * @brief 武器一つ毎のダメージ情報を表示する。
2382  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2383  * @param col 表示する行の上端
2384  * @param r 表示する列の左端
2385  * @details
2386  * Show the damage figures for the various monster types\n
2387  * \n
2388  * Only accurate for the current weapon, because it includes\n
2389  * the current number of blows for the player.\n
2390  * @return なし
2391  */
2392 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2393 {
2394         BIT_FLAGS flgs[TR_FLAG_SIZE];
2395         int blow = p_ptr->num_blow[0];
2396         bool force = FALSE;
2397         bool dokubari = FALSE;
2398         
2399         /* Effective dices */
2400         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2401         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2402         
2403         int mindice = eff_dd;
2404         int maxdice = eff_ds * eff_dd;
2405         int mindam = 0;
2406         int maxdam = 0;
2407         int vorpal_mult = 1;
2408         int vorpal_div = 1;
2409         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2410         
2411
2412         /* Get the flags of the weapon */
2413         object_flags(o_ptr, flgs);
2414         
2415         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2416         
2417         
2418         /* Show Critical Damage*/
2419         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2420         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2421         
2422         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2423
2424         
2425         /* Vorpal Hit*/
2426         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2427         {
2428                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2429                 {
2430                         vorpal_mult = 5;
2431                         vorpal_div = 3;
2432                 }
2433                 else
2434                 {
2435                         vorpal_mult = 11;
2436                         vorpal_div = 9;
2437                 }
2438                 
2439                 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);
2440                 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);         
2441                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2442         }       
2443         
2444         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2445         {
2446                 force = TRUE;
2447                 
2448                 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);
2449                 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);
2450                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2451         }
2452                 
2453         /* Print the relevant lines */
2454         if (have_flag(flgs, TR_KILL_ANIMAL))
2455         {
2456                 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);
2457                 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);         
2458                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2459         }
2460         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2461         {
2462                 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);
2463                 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);
2464                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2465         }
2466         if (have_flag(flgs, TR_KILL_EVIL))
2467         {       
2468                 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);
2469                 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);
2470                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2471         }
2472         else if (have_flag(flgs, TR_SLAY_EVIL))
2473         {       
2474                 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);
2475                 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);         
2476                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2477         }
2478         if (have_flag(flgs, TR_KILL_HUMAN))
2479         {       
2480                 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);
2481                 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);
2482                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2483         }
2484         else if (have_flag(flgs, TR_SLAY_HUMAN))
2485         {       
2486                 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);
2487                 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);
2488                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2489         }
2490         if (have_flag(flgs, TR_KILL_UNDEAD))
2491         {
2492                 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);
2493                 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);
2494                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2495         }
2496         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2497         {
2498                 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);
2499                 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);
2500                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2501         }
2502         if (have_flag(flgs, TR_KILL_DEMON))
2503         {       
2504                 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);
2505                 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);
2506                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2507         }
2508         else if (have_flag(flgs, TR_SLAY_DEMON))
2509         {       
2510                 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);
2511                 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);
2512                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2513         }
2514         if (have_flag(flgs, TR_KILL_ORC))
2515         {
2516                 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);
2517                 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);
2518                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2519         }
2520         else if (have_flag(flgs, TR_SLAY_ORC))
2521         {
2522                 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);
2523                 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);
2524                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2525         }
2526         if (have_flag(flgs, TR_KILL_TROLL))
2527         {
2528                 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);
2529                 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);
2530                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2531         }
2532         else if (have_flag(flgs, TR_SLAY_TROLL))
2533         {
2534                 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);
2535                 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);
2536                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2537         }
2538         if (have_flag(flgs, TR_KILL_GIANT))
2539         {
2540                 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);
2541                 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);
2542                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2543         }
2544         else if (have_flag(flgs, TR_SLAY_GIANT))
2545         {
2546                 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);
2547                 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);
2548                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2549         }
2550         if (have_flag(flgs, TR_KILL_DRAGON))
2551         {
2552                 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);
2553                 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);
2554                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2555         }
2556         else if (have_flag(flgs, TR_SLAY_DRAGON))
2557         {               
2558                 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);
2559                 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);
2560                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2561         }
2562         if (have_flag(flgs, TR_BRAND_ACID))
2563         {
2564                 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);
2565                 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);
2566                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2567         }
2568         if (have_flag(flgs, TR_BRAND_ELEC))
2569         {
2570                 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);
2571                 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);
2572                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2573         }
2574         if (have_flag(flgs, TR_BRAND_FIRE))
2575         {
2576                 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);
2577                 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);
2578                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2579         }
2580         if (have_flag(flgs, TR_BRAND_COLD))
2581         {
2582                 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);
2583                 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);
2584                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2585         }
2586         if (have_flag(flgs, TR_BRAND_POIS))
2587         {
2588                 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);
2589                 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);
2590                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2591         }
2592 }
2593
2594 /*!
2595  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2596  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2597  * @param row 表示する列の左端
2598  * @param col 表示する行の上端
2599  * @details
2600  * Displays all info about a weapon
2601  *
2602  * Only accurate for the current weapon, because it includes
2603  * various info about the player's +to_dam and number of blows.
2604  * @return なし
2605  */
2606 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2607 {
2608         GAME_TEXT o_name[MAX_NLEN];
2609         GAME_TEXT tmp_str[80];
2610
2611         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2612         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2613         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2614
2615         /* Print the weapon name */
2616         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2617         c_put_str(TERM_YELLOW, o_name, row, col);
2618
2619         /* Print the player's number of blows */
2620         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2621         put_str(tmp_str, row+1, col);
2622
2623         /* Print to_hit and to_dam of the weapon */
2624         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2625         put_str(tmp_str, row+2, col);
2626
2627         /* Print the weapons base damage dice */
2628         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2629                 (int)hit_chance(reli, 0),
2630                 (int)hit_chance(reli, 50),
2631                 (int)hit_chance(reli, 100),
2632                 (int)hit_chance(reli, 150),
2633                 (int)hit_chance(reli, 200));
2634         put_str(tmp_str, row+3, col);
2635         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2636
2637         /* Damage for one blow (if it hits) */
2638         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2639             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2640                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2641         put_str(tmp_str, row+6, col+1);
2642
2643         /* Damage for the complete attack (if all blows hit) */
2644         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2645                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2646                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2647         put_str(tmp_str, row+7, col+1);
2648 }
2649
2650 /*!
2651  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2652  * @details 
2653  * Copies the weapons to compare into the weapon-slot and\n
2654  * compares the values for both weapons.\n
2655  * 武器1つだけで比較をしないなら費用は半額になる。
2656  * @param bcost 基本鑑定費用
2657  * @return 最終的にかかった費用
2658  */
2659 static PRICE compare_weapons(PRICE bcost)
2660 {
2661         int i, n;
2662         OBJECT_IDX item, item2;
2663         object_type *o_ptr[2];
2664         object_type orig_weapon;
2665         object_type *i_ptr;
2666         concptr q, s;
2667         TERM_LEN row = 2;
2668         TERM_LEN wid = 38, mgn = 2;
2669         bool old_character_xtra = character_xtra;
2670         char ch;
2671         PRICE total = 0;
2672         PRICE cost = 0; /* First time no price */
2673
2674         screen_save();
2675         clear_bldg(0, 22);
2676
2677         /* Store copy of original wielded weapon */
2678         i_ptr = &inventory[INVEN_RARM];
2679         object_copy(&orig_weapon, i_ptr);
2680
2681         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2682
2683         /* Get the first weapon */
2684         q = _("第一の武器は?", "What is your first weapon? ");
2685         s = _("比べるものがありません。", "You have nothing to compare.");
2686
2687         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2688         if (!o_ptr[0])
2689         {
2690                 screen_load();
2691                 return (0);
2692         }
2693
2694         n = 1;
2695         total = bcost;
2696
2697         while (TRUE)
2698         {
2699                 clear_bldg(0, 22);
2700
2701                 /* Only compare melee weapons */
2702                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2703
2704                 /* Hack -- prevent "icky" message */
2705                 character_xtra = TRUE;
2706
2707                 /* Diaplay selected weapon's infomation */
2708                 for (i = 0; i < n; i++)
2709                 {
2710                         int col = (wid * i + mgn);
2711
2712                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2713                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2714
2715                         p_ptr->update |= PU_BONUS;
2716                         handle_stuff();
2717
2718                         /* List the new values */
2719                         list_weapon(o_ptr[i], row, col);
2720                         compare_weapon_aux(o_ptr[i], col, row + 8);
2721
2722                         /* Copy back the original weapon into the weapon slot */
2723                         object_copy(i_ptr, &orig_weapon);
2724                 }
2725
2726                 /* Reset the values for the old weapon */
2727                 p_ptr->update |= PU_BONUS;
2728                 handle_stuff();
2729
2730                 character_xtra = old_character_xtra;
2731
2732 #ifdef JP
2733                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2734                 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);
2735                 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);
2736 #else
2737                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2738                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2739                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2740 #endif
2741
2742                 flush();
2743                 ch = inkey();
2744
2745                 if (ch == 's')
2746                 {
2747                         if (total + cost > p_ptr->au)
2748                         {
2749                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2750                                 msg_print(NULL);
2751                                 continue;
2752                         }
2753
2754                         q = _("第二の武器は?", "What is your second weapon? ");
2755                         s = _("比べるものがありません。", "You have nothing to compare.");
2756
2757                         /* Get the second weapon */
2758                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2759                         if (!o_ptr[1]) continue;
2760
2761                         total += cost;
2762                         cost = bcost / 2;
2763                         n = 2;
2764                 }
2765                 else
2766                 {
2767                         break;
2768                 }
2769         }
2770         screen_load();
2771
2772         return (total);
2773 }
2774
2775
2776 /*!
2777  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2778  * @details 
2779  * Calculate and display the dodge-rate and the protection-rate
2780  * based on AC
2781  * @param iAC プレイヤーのAC。
2782  * @return 常にTRUEを返す。
2783  */
2784 static bool eval_ac(ARMOUR_CLASS iAC)
2785 {
2786 #ifdef JP
2787         const char memo[] =
2788                 "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"
2789                 "何パーセント軽減するかを示します。\n"
2790                 "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"
2791                 "に対してのみ効果があります。\n \n"
2792                 "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"
2793                 "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"
2794                 "敵のレベルとあなたのACによって決定されます。\n \n"
2795                 "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"
2796                 "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";
2797 #else
2798         const char memo[] =
2799                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2800                 "Note that the Protection rate is effective only against normal "
2801                 "'attack' and 'shatter' type melee attacks, "
2802                 "and has no effect against any other types such as 'poison'.\n \n"
2803                 "'Dodge Rate' indicates the success rate on dodging the "
2804                 "monster's melee attacks.  "
2805                 "It is depend on the level of the monster and your AC.\n \n"
2806                 "'Average Damage' indicates the expected amount of damage "
2807                 "when you are attacked by normal melee attacks with power=100.";
2808 #endif
2809
2810         int protection;
2811         TERM_LEN col, row = 2;
2812         DEPTH lvl;
2813         char buf[80*20], *t;
2814
2815         /* AC lower than zero has no effect */
2816         if (iAC < 0) iAC = 0;
2817
2818         /* ダメージ軽減率を計算 */
2819         protection = 100 * MIN(iAC, 150) / 250;
2820
2821         screen_save();
2822         clear_bldg(0, 22);
2823
2824 #ifdef JP
2825         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2826         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
2827         row++;
2828
2829         put_str("敵のレベル      :", row + 0, 0);
2830         put_str("回避率          :", row + 1, 0);
2831         put_str("ダメージ期待値  :", row + 2, 0);
2832 #else
2833         put_str(format("Your current AC : %3d", iAC), row++, 0);
2834         put_str(format("Protection rate : %3d%%", protection), row++, 0);
2835         row++;
2836
2837         put_str("Level of Monster:", row + 0, 0);
2838         put_str("Dodge Rate      :", row + 1, 0);
2839         put_str("Average Damage  :", row + 2, 0);
2840 #endif
2841     
2842         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2843         {
2844                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2845                 int dodge;   /* 回避率(%) */
2846                 int average; /* ダメージ期待値 */
2847
2848                 put_str(format("%3d", lvl), row + 0, col);
2849
2850                 /* 回避率を計算 */
2851                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2852                 put_str(format("%3d%%", dodge), row + 1, col);
2853
2854                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2855                 average = (100 - dodge) * (100 - protection) / 100;
2856                 put_str(format("%3d", average), row + 2, col);
2857         }
2858
2859         /* Display note */
2860         roff_to_buf(memo, 70, buf, sizeof(buf));
2861         for (t = buf; t[0]; t += strlen(t) + 1)
2862                 put_str(t, (row++) + 4, 4);
2863
2864         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);
2865   
2866         flush();
2867         (void)inkey();
2868         screen_load();
2869
2870         return (TRUE);
2871 }
2872
2873
2874
2875 /*!
2876  * @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。
2877  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2878  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2879  * @return 修復対象になるならTRUEを返す。
2880  */
2881 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2882 {
2883         int i, n = 0;
2884         int cand[TR_FLAG_MAX];
2885         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2886         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2887
2888         object_flags(to_ptr, to_flgs);
2889         object_flags(from_ptr, from_flgs);
2890
2891         for (i = 0; i < TR_FLAG_MAX; i++)
2892         {
2893                 switch (i)
2894                 {
2895                 case TR_IGNORE_ACID:
2896                 case TR_IGNORE_ELEC:
2897                 case TR_IGNORE_FIRE:
2898                 case TR_IGNORE_COLD:
2899                 case TR_ACTIVATE:
2900                 case TR_RIDING:
2901                 case TR_THROW:
2902                 case TR_SHOW_MODS:
2903                 case TR_HIDE_TYPE:
2904                 case TR_ES_ATTACK:
2905                 case TR_ES_AC:
2906                 case TR_FULL_NAME:
2907                 case TR_FIXED_FLAVOR:
2908                         break;
2909                 default:
2910                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2911                         {
2912                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2913                         }
2914                 }
2915         }
2916
2917         if (n > 0)
2918         {
2919                 int bmax;
2920                 int tr_idx = cand[randint0(n)];
2921                 add_flag(to_ptr->art_flags, tr_idx);
2922                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2923                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2924                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2925                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2926         }
2927
2928         return;
2929 }
2930
2931 /*!
2932  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2933  * @param bcost 基本修復費用
2934  * @return 実際にかかった費用
2935  */
2936 static PRICE repair_broken_weapon_aux(PRICE bcost)
2937 {
2938         PRICE cost;
2939         OBJECT_IDX item, mater;
2940         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2941         object_kind *k_ptr;
2942         int i, dd_bonus, ds_bonus;
2943         KIND_OBJECT_IDX k_idx;
2944         char basenm[MAX_NLEN];
2945         concptr q, s;
2946         int row = 7;
2947         clear_bldg(0, 22);
2948
2949         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);
2950         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);
2951
2952         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2953         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2954
2955         /* Only forge broken weapons */
2956         item_tester_hook = item_tester_hook_broken_weapon;
2957
2958         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2959         if (!o_ptr) return (0);
2960
2961         /* It is worthless */
2962         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2963         {
2964                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2965                 return (0);
2966         }
2967
2968         /* They are too many */
2969         if (o_ptr->number > 1)
2970         {
2971                 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!"));
2972                 return (0);
2973         }
2974
2975         /* Display item name */
2976         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2977         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2978
2979         q = _("材料となる武器は?", "Which weapon for material? ");
2980         s = _("材料となる武器がありません。", "You have no material to repair.");
2981
2982         /* Only forge broken weapons */
2983         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2984
2985         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2986         if (!mo_ptr) return (0);
2987         if (mater == item)
2988         {
2989                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2990                 return (0);
2991         }
2992
2993         /* Display item name */
2994         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2995         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2996
2997         /* Get the value of one of the items (except curses) */
2998         cost = bcost + object_value_real(o_ptr) * 2;
2999
3000         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);
3001
3002         /* Check if the player has enough money */
3003         if (p_ptr->au < cost)
3004         {
3005                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3006                 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);
3007                 msg_print(NULL);
3008                 return (0);
3009         }
3010
3011         p_ptr->total_weight -= o_ptr->weight;
3012
3013         if (o_ptr->sval == SV_BROKEN_DAGGER)
3014         {
3015                 KIND_OBJECT_IDX j;
3016                 int n = 1;
3017
3018                 /* Suppress compiler warning */
3019                 k_idx = 0;
3020
3021                 for (j = 1; j < max_k_idx; j++)
3022                 {
3023                         object_kind *k_aux_ptr = &k_info[j];
3024
3025                         if (k_aux_ptr->tval != TV_SWORD) continue;
3026                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3027                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3028                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3029                         if (k_aux_ptr->weight > 99) continue;
3030
3031                         if (one_in_(n)) 
3032                         {
3033                                 k_idx = j;
3034                                 n++;
3035                         }
3036                 }
3037         }
3038         else /* TV_BROKEN_SWORD */
3039         {
3040                 /* Repair to a sword or sometimes material's type weapon */
3041                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3042
3043                 while(1)
3044                 {
3045                         object_kind *ck_ptr;
3046
3047                         k_idx = lookup_kind(tval, SV_ANY);
3048                         ck_ptr = &k_info[k_idx];
3049
3050                         if (tval == TV_SWORD)
3051                         {
3052                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3053                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3054                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3055                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3056                         }
3057                         if (tval == TV_POLEARM)
3058                         {
3059                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3060                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3061                         }
3062                         if (tval == TV_HAFTED)
3063                         {
3064                                 if ((ck_ptr->sval == SV_GROND) ||
3065                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3066                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3067                         }
3068
3069                         break;
3070                 }
3071         }
3072
3073         /* Calculate dice bonuses */
3074         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3075         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3076         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3077         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3078
3079         /* Change base object */
3080         k_ptr = &k_info[k_idx];
3081         o_ptr->k_idx = k_idx;
3082         o_ptr->weight = k_ptr->weight;
3083         o_ptr->tval = k_ptr->tval;
3084         o_ptr->sval = k_ptr->sval;
3085         o_ptr->dd = k_ptr->dd;
3086         o_ptr->ds = k_ptr->ds;
3087
3088         /* Copy base object's ability */
3089         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3090         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3091         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3092
3093         /* Dice up */
3094         if (dd_bonus > 0)
3095         {
3096                 o_ptr->dd++;
3097                 for (i = 1; i < dd_bonus; i++)
3098                 {
3099                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3100                 }
3101         }
3102         if (ds_bonus > 0)
3103         {
3104                 o_ptr->ds++;
3105                 for (i = 1; i < ds_bonus; i++)
3106                 {
3107                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3108                 }
3109         }
3110
3111         if (have_flag(k_ptr->flags, TR_BLOWS))
3112         {
3113                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3114                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3115         }
3116
3117         /* Add one random ability from material weapon */
3118         give_one_ability_of_object(o_ptr, mo_ptr);
3119
3120         /* Add to-dam, to-hit and to-ac from material weapon */
3121         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3122         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3123         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3124
3125         if ((o_ptr->name1 == ART_NARSIL) ||
3126                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3127                 (object_is_ego(o_ptr) && one_in_(7)))
3128         {
3129                 /* Forge it */
3130                 if (object_is_ego(o_ptr))
3131                 {
3132                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3133                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3134                 }
3135
3136                 /* Add one random ability from material weapon */
3137                 give_one_ability_of_object(o_ptr, mo_ptr);
3138
3139                 /* Add one random activation */
3140                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3141
3142                 /* Narsil */
3143                 if (o_ptr->name1 == ART_NARSIL)
3144                 {
3145                         one_high_resistance(o_ptr);
3146                         one_ability(o_ptr);
3147                 }
3148
3149                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3150         }
3151
3152         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3153 #ifdef JP
3154         msg_format("$%dで%sに修復しました。", cost, basenm);
3155 #else
3156         msg_format("Repaired into %s for %d gold.", basenm, cost);
3157 #endif
3158         msg_print(NULL);
3159
3160         /* Remove BROKEN flag */
3161         o_ptr->ident &= ~(IDENT_BROKEN);
3162
3163         /* Add repaired flag */
3164         o_ptr->discount = 99;
3165
3166         p_ptr->total_weight += o_ptr->weight;
3167         calc_android_exp();
3168
3169         /* Decrease material object */
3170         inven_item_increase(mater, -1);
3171         inven_item_optimize(mater);
3172
3173         /* Copyback */
3174         p_ptr->update |= PU_BONUS;
3175         handle_stuff();
3176
3177         /* Something happened */
3178         return (cost);
3179 }
3180
3181 /*!
3182  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3183  * @param bcost 基本鑑定費用
3184  * @return 実際にかかった費用
3185  */
3186 static int repair_broken_weapon(PRICE bcost)
3187 {
3188         PRICE cost;
3189         screen_save();
3190         cost = repair_broken_weapon_aux(bcost);
3191         screen_load();
3192         return cost;
3193 }
3194
3195
3196 /*!
3197  * @brief アイテムの強化を行う。 / Enchant item
3198  * @param cost 1回毎の費用
3199  * @param to_hit 命中をアップさせる量
3200  * @param to_dam ダメージをアップさせる量
3201  * @param to_ac ACをアップさせる量
3202  * @return 実際に行ったらTRUE
3203  */
3204 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3205 {
3206         int i;
3207         OBJECT_IDX item;
3208         bool okay = FALSE;
3209         object_type *o_ptr;
3210         concptr q, s;
3211         int maxenchant = (p_ptr->lev / 5);
3212         char tmp_str[MAX_NLEN];
3213
3214         clear_bldg(4, 18);
3215         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3216         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3217
3218         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3219         s = _("改良できるものがありません。", "You have nothing to improve.");
3220
3221         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3222         if (!o_ptr) return (FALSE);
3223
3224         /* Check if the player has enough money */
3225         if (p_ptr->au < (cost * o_ptr->number))
3226         {
3227                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3228                 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);
3229                 return (FALSE);
3230         }
3231
3232         /* Enchant to hit */
3233         for (i = 0; i < to_hit; i++)
3234         {
3235                 if (o_ptr->to_h < maxenchant)
3236                 {
3237                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3238                         {
3239                                 okay = TRUE;
3240                                 break;
3241                         }
3242                 }
3243         }
3244
3245         /* Enchant to damage */
3246         for (i = 0; i < to_dam; i++)
3247         {
3248                 if (o_ptr->to_d < maxenchant)
3249                 {
3250                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3251                         {
3252                                 okay = TRUE;
3253                                 break;
3254                         }
3255                 }
3256         }
3257
3258         /* Enchant to AC */
3259         for (i = 0; i < to_ac; i++)
3260         {
3261                 if (o_ptr->to_a < maxenchant)
3262                 {
3263                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3264                         {
3265                                 okay = TRUE;
3266                                 break;
3267                         }
3268                 }
3269         }
3270
3271         /* Failure */
3272         if (!okay)
3273         {
3274                 if (flush_failure) flush();
3275                 msg_print(_("改良に失敗した。", "The improvement failed."));
3276                 return (FALSE);
3277         }
3278         else
3279         {
3280                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3281 #ifdef JP
3282                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3283 #else
3284                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3285 #endif
3286
3287                 /* Charge the money */
3288                 p_ptr->au -= (cost * o_ptr->number);
3289
3290                 if (item >= INVEN_RARM) calc_android_exp();
3291
3292                 /* Something happened */
3293                 return (TRUE);
3294         }
3295 }
3296
3297
3298 /*!
3299  * @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
3300  * @details
3301  * The player can select the number of charges to add\n
3302  * (up to a limit), and the recharge never fails.\n
3303  *\n
3304  * The cost for rods depends on the level of the rod. The prices\n
3305  * for recharging wands and staves are dependent on the cost of\n
3306  * the base-item.\n
3307  * @return なし
3308  */
3309 static void building_recharge(void)
3310 {
3311         OBJECT_IDX  item;
3312         DEPTH       lev;
3313         object_type *o_ptr;
3314         object_kind *k_ptr;
3315         concptr        q, s;
3316         PRICE       price;
3317         PARAMETER_VALUE charges;
3318         int         max_charges;
3319         char        tmp_str[MAX_NLEN];
3320
3321         msg_flag = FALSE;
3322
3323         /* Display some info */
3324         clear_bldg(4, 18);
3325         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);
3326
3327
3328         /* Only accept legal items */
3329         item_tester_hook = item_tester_hook_recharge;
3330
3331         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3332         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3333
3334         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3335         if (!o_ptr) return;
3336
3337         k_ptr = &k_info[o_ptr->k_idx];
3338
3339         /*
3340          * We don't want to give the player free info about
3341          * the level of the item or the number of charges.
3342          */
3343         /* The item must be "known" */
3344         if (!object_is_known(o_ptr))
3345         {
3346                 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!"));
3347                 msg_print(NULL);
3348
3349                 if ((p_ptr->au >= 50) &&
3350                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3351
3352                 {
3353                         p_ptr->au -= 50;
3354                         identify_item(o_ptr);
3355                         object_desc(tmp_str, o_ptr, 0);
3356                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3357
3358                         /* Auto-inscription */
3359                         autopick_alter_item(item, FALSE);
3360
3361                         /* Update the gold display */
3362                         building_prt_gold();
3363                 }
3364                 else
3365                 {
3366                         return;
3367                 }
3368         }
3369
3370         /* Extract the object "level" */
3371         lev = k_info[o_ptr->k_idx].level;
3372
3373         /* Price for a rod */
3374         if (o_ptr->tval == TV_ROD)
3375         {
3376                 if (o_ptr->timeout > 0)
3377                 {
3378                         /* Fully recharge */
3379                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3380                 }
3381                 else
3382                 {
3383                         /* No recharge necessary */
3384                         price = 0;
3385                         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."));
3386                         return;
3387                 }
3388         }
3389         else if (o_ptr->tval == TV_STAFF)
3390         {
3391                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3392                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3393
3394                 /* Pay at least 10 gold per charge */
3395                 price = MAX(10, price);
3396         }
3397         else
3398         {
3399                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3400                 price = (k_info[o_ptr->k_idx].cost / 10);
3401
3402                 /* Pay at least 10 gold per charge */
3403                 price = MAX(10, price);
3404         }
3405
3406         /* Limit the number of charges for wands and staffs */
3407         if (o_ptr->tval == TV_WAND
3408                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3409         {
3410                 if (o_ptr->number > 1)
3411                 {
3412                         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."));
3413                 }
3414                 else
3415                 {
3416                         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."));
3417                 }
3418                 return;
3419         }
3420         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3421         {
3422                 if (o_ptr->number > 1)
3423                 {
3424                         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."));
3425                 }
3426                 else
3427                 {
3428                         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."));
3429                 }
3430                 return;
3431         }
3432
3433         /* Check if the player has enough money */
3434         if (p_ptr->au < price)
3435         {
3436                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3437 #ifdef JP
3438                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3439 #else
3440                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3441 #endif
3442
3443                 return;
3444         }
3445
3446         if (o_ptr->tval == TV_ROD)
3447         {
3448 #ifdef JP
3449                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3450 #else
3451                 if (get_check(format("Recharge the %s for %d gold? ",
3452                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3453 #endif
3454
3455                 {
3456                         /* Recharge fully */
3457                         o_ptr->timeout = 0;
3458                 }
3459                 else
3460                 {
3461                         return;
3462                 }
3463         }
3464         else
3465         {
3466                 if (o_ptr->tval == TV_STAFF)
3467                         max_charges = k_ptr->pval - o_ptr->pval;
3468                 else
3469                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3470
3471                 /* Get the quantity for staves and wands */
3472                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3473                                         MIN(p_ptr->au / price, max_charges));
3474
3475                 /* Do nothing */
3476                 if (charges < 1) return;
3477
3478                 /* Get the new price */
3479                 price *= charges;
3480
3481                 /* Recharge */
3482                 o_ptr->pval += charges;
3483
3484                 /* We no longer think the item is empty */
3485                 o_ptr->ident &= ~(IDENT_EMPTY);
3486         }
3487
3488         /* Give feedback */
3489         object_desc(tmp_str, o_ptr, 0);
3490 #ifdef JP
3491         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3492 #else
3493         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3494 #endif
3495
3496         /* Combine / Reorder the pack (later) */
3497         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3498
3499         p_ptr->window |= (PW_INVEN);
3500
3501         /* Pay the price */
3502         p_ptr->au -= price;
3503
3504         /* Finished */
3505         return;
3506 }
3507
3508
3509 /*!
3510  * @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
3511  * @details
3512  * The player can select the number of charges to add\n
3513  * (up to a limit), and the recharge never fails.\n
3514  *\n
3515  * The cost for rods depends on the level of the rod. The prices\n
3516  * for recharging wands and staves are dependent on the cost of\n
3517  * the base-item.\n
3518  * @return なし
3519  */
3520 static void building_recharge_all(void)
3521 {
3522         INVENTORY_IDX i;
3523         DEPTH lev;
3524         object_type *o_ptr;
3525         object_kind *k_ptr;
3526         PRICE price = 0;
3527         PRICE total_cost = 0;
3528
3529
3530         /* Display some info */
3531         msg_flag = FALSE;
3532         clear_bldg(4, 18);
3533         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);
3534
3535         /* Calculate cost */
3536         for ( i = 0; i < INVEN_PACK; i++)
3537         {
3538                 o_ptr = &inventory[i];
3539                                 
3540                 /* skip non magic device */
3541                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3542
3543                 /* need identified */
3544                 if (!object_is_known(o_ptr)) total_cost += 50;
3545
3546                 /* Extract the object "level" */
3547                 lev = k_info[o_ptr->k_idx].level;
3548
3549                 k_ptr = &k_info[o_ptr->k_idx];
3550
3551                 switch (o_ptr->tval)
3552                 {
3553                 case TV_ROD:
3554                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3555                         break;
3556
3557                 case TV_STAFF:
3558                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3559                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3560
3561                         /* Pay at least 10 gold per charge */
3562                         price = MAX(10, price);
3563
3564                         /* Fully charge */
3565                         price = (k_ptr->pval - o_ptr->pval) * price;
3566                         break;
3567
3568                 case TV_WAND:
3569                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3570                         price = (k_info[o_ptr->k_idx].cost / 10);
3571
3572                         /* Pay at least 10 gold per charge */
3573                         price = MAX(10, price);
3574
3575                         /* Fully charge */
3576                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3577                         break;
3578                 }
3579
3580                 /* if price <= 0 then item have enough charge */
3581                 if (price > 0) total_cost += price;
3582         }
3583
3584         if (!total_cost)
3585         {
3586                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3587                 msg_print(NULL);
3588                 return;
3589         }
3590
3591         /* Check if the player has enough money */
3592         if (p_ptr->au < total_cost)
3593         {
3594                 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 );
3595                 msg_print(NULL);
3596                 return;
3597         }
3598         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3599         
3600         for (i = 0; i < INVEN_PACK; i++)
3601         {
3602                 o_ptr = &inventory[i];
3603                 k_ptr = &k_info[o_ptr->k_idx];
3604
3605                 /* skip non magic device */
3606                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3607
3608                 if (!object_is_known(o_ptr))
3609                 {
3610                         identify_item(o_ptr);
3611
3612                         /* Auto-inscription */
3613                         autopick_alter_item(i, FALSE);
3614                 }
3615
3616                 /* Recharge */
3617                 switch (o_ptr->tval)
3618                 {
3619                 case TV_ROD:
3620                         o_ptr->timeout = 0;
3621                         break;
3622                 case TV_STAFF:
3623                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3624                         /* We no longer think the item is empty */
3625                         o_ptr->ident &= ~(IDENT_EMPTY);
3626                         break;
3627                 case TV_WAND:
3628                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3629                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3630                         /* We no longer think the item is empty */
3631                         o_ptr->ident &= ~(IDENT_EMPTY);
3632                         break;
3633                 }
3634         }
3635
3636         /* Give feedback */
3637         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3638         msg_print(NULL);
3639
3640         /* Combine / Reorder the pack (later) */
3641         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3642
3643         p_ptr->window |= (PW_INVEN);
3644
3645         /* Pay the price */
3646         p_ptr->au -= total_cost;
3647
3648         /* Finished */
3649         return;
3650 }
3651
3652 /*!
3653  * @brief 町間のテレポートを行うメインルーチン。
3654  * @return テレポート処理を決定したか否か
3655  */
3656 bool tele_town(void)
3657 {
3658         int i;
3659         POSITION x, y;
3660         int num = 0;
3661
3662         if (dun_level)
3663         {
3664                 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!"));
3665                 return FALSE;
3666         }
3667
3668         if (p_ptr->inside_arena || p_ptr->inside_battle)
3669         {
3670                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3671                 return FALSE;
3672         }
3673
3674         screen_save();
3675         clear_bldg(4, 10);
3676
3677         for (i = 1; i < max_towns; i++)
3678         {
3679                 char buf[80];
3680
3681                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3682
3683                 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3684                 prt(buf, 5 + i, 5);
3685                 num++;
3686         }
3687
3688         if (!num)
3689         {
3690                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3691                 msg_print(NULL);
3692                 screen_load();
3693                 return FALSE;
3694         }
3695
3696         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3697         while(1)
3698         {
3699                 i = inkey();
3700
3701                 if (i == ESCAPE)
3702                 {
3703                         screen_load();
3704                         return FALSE;
3705                 }
3706                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3707                 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;
3708                 break;
3709         }
3710
3711         for (y = 0; y < max_wild_y; y++)
3712         {
3713                 for (x = 0; x < max_wild_x; x++)
3714                 {
3715                         if(wilderness[y][x].town == (i-'a'+1))
3716                         {
3717                                 p_ptr->wilderness_y = y;
3718                                 p_ptr->wilderness_x = x;
3719                         }
3720                 }
3721         }
3722
3723         p_ptr->leaving = TRUE;
3724         leave_bldg = TRUE;
3725         p_ptr->teleport_town = TRUE;
3726         screen_load();
3727         return TRUE;
3728 }
3729
3730 /*!
3731  * @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-
3732  * @return 常にTRUEを返す。
3733  * @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。
3734  */
3735 static bool research_mon(void)
3736 {
3737         IDX i;
3738         int n;
3739         MONRACE_IDX r_idx;
3740         char sym, query;
3741         char buf[128];
3742         bool notpicked;
3743         bool recall = FALSE;
3744         u16b why = 0;
3745         MONSTER_IDX *who;
3746
3747         /* XTRA HACK WHATSEARCH */
3748         bool all = FALSE;
3749         bool uniq = FALSE;
3750         bool norm = FALSE;
3751         char temp[80] = "";
3752
3753         /* XTRA HACK REMEMBER_IDX */
3754         static int old_sym = '\0';
3755         static IDX old_i = 0;
3756
3757         screen_save();
3758
3759         /* Get a character, or abort */
3760         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):",
3761                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3762
3763         {
3764                 /* Restore */
3765                 screen_load();
3766
3767                 return (FALSE);
3768         }
3769
3770         /* Find that character info, and describe it */
3771         for (i = 0; ident_info[i]; ++i)
3772         {
3773                 if (sym == ident_info[i][0]) break;
3774         }
3775
3776                 /* XTRA HACK WHATSEARCH */
3777         if (sym == KTRL('A'))
3778         {
3779                 all = TRUE;
3780                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3781         }
3782         else if (sym == KTRL('U'))
3783         {
3784                 all = uniq = TRUE;
3785                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3786         }
3787         else if (sym == KTRL('N'))
3788         {
3789                 all = norm = TRUE;
3790                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3791         }
3792         else if (sym == KTRL('M'))
3793         {
3794                 all = TRUE;
3795                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3796                 {
3797                         temp[0]=0;
3798
3799                         /* Restore */
3800                         screen_load();
3801
3802                         return FALSE;
3803                 }
3804                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3805         }
3806         else if (ident_info[i])
3807         {
3808                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3809         }
3810         else
3811         {
3812                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3813         }
3814
3815         /* Display the result */
3816         prt(buf, 16, 10);
3817
3818
3819         /* Allocate the "who" array */
3820         C_MAKE(who, max_r_idx, MONRACE_IDX);
3821
3822         /* Collect matching monsters */
3823         for (n = 0, i = 1; i < max_r_idx; i++)
3824         {
3825                 monster_race *r_ptr = &r_info[i];
3826
3827                 /* Empty monster */
3828                 if (!r_ptr->name) continue;
3829
3830                 /* XTRA HACK WHATSEARCH */
3831                 /* Require non-unique monsters if needed */
3832                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3833
3834                 /* Require unique monsters if needed */
3835                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3836
3837                 /* 名前検索 */
3838                 if (temp[0])
3839                 {
3840                         int xx;
3841                         char temp2[80];
3842
3843                         for (xx = 0; temp[xx] && xx < 80; xx++)
3844                         {
3845 #ifdef JP
3846                                 if (iskanji(temp[xx]))
3847                                 {
3848                                         xx++;
3849                                         continue;
3850                                 }
3851 #endif
3852                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3853                         }
3854   
3855 #ifdef JP
3856                         strcpy(temp2, r_name + r_ptr->E_name);
3857 #else
3858                         strcpy(temp2, r_name + r_ptr->name);
3859 #endif
3860                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3861                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3862
3863 #ifdef JP
3864                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3865 #else
3866                         if (my_strstr(temp2, temp))
3867 #endif
3868                                 who[n++] = i;
3869                 }
3870                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3871         }
3872
3873         /* Nothing to recall */
3874         if (!n)
3875         {
3876                 /* Free the "who" array */
3877                 C_KILL(who, max_r_idx, MONRACE_IDX);
3878
3879                 /* Restore */
3880                 screen_load();
3881
3882                 return (FALSE);
3883         }
3884
3885         /* Sort by level */
3886         why = 2;
3887         query = 'y';
3888
3889         /* Sort if needed */
3890         if (why)
3891         {
3892                 /* Select the sort method */
3893                 ang_sort_comp = ang_sort_comp_hook;
3894                 ang_sort_swap = ang_sort_swap_hook;
3895
3896                 /* Sort the array */
3897                 ang_sort(who, &why, n);
3898         }
3899
3900
3901         /* Start at the end */
3902         /* XTRA HACK REMEMBER_IDX */
3903         if (old_sym == sym && old_i < n) i = old_i;
3904         else i = n - 1;
3905
3906         notpicked = TRUE;
3907
3908         /* Scan the monster memory */
3909         while (notpicked)
3910         {
3911                 /* Extract a race */
3912                 r_idx = who[i];
3913
3914                 /* Hack -- Begin the prompt */
3915                 roff_top(r_idx);
3916
3917                 /* Hack -- Complete the prompt */
3918                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3919
3920                 /* Interact */
3921                 while (1)
3922                 {
3923                         /* Recall */
3924                         if (recall)
3925                         {
3926                                 /*** Recall on screen ***/
3927
3928                                 /* Get maximal info about this monster */
3929                                 lore_do_probe(r_idx);
3930
3931                                 /* Save this monster ID */
3932                                 monster_race_track(r_idx);
3933                                 handle_stuff();
3934
3935                                 /* know every thing mode */
3936                                 screen_roff(r_idx, 0x01);
3937                                 notpicked = FALSE;
3938
3939                                 /* XTRA HACK REMEMBER_IDX */
3940                                 old_sym = sym;
3941                                 old_i = i;
3942                         }
3943
3944                         /* Command */
3945                         query = inkey();
3946
3947                         /* Normal commands */
3948                         if (query != 'r') break;
3949
3950                         /* Toggle recall */
3951                         recall = !recall;
3952                 }
3953
3954                 /* Stop scanning */
3955                 if (query == ESCAPE) break;
3956
3957                 /* Move to "prev" monster */
3958                 if (query == '-')
3959                 {
3960                         if (++i == n)
3961                         {
3962                                 i = 0;
3963                                 if (!expand_list) break;
3964                         }
3965                 }
3966
3967                 /* Move to "next" monster */
3968                 else
3969                 {
3970                         if (i-- == 0)
3971                         {
3972                                 i = n - 1;
3973                                 if (!expand_list) break;
3974                         }
3975                 }
3976         }
3977
3978
3979         /* Re-display the identity */
3980         /* prt(buf, 5, 5);*/
3981
3982         /* Free the "who" array */
3983         C_KILL(who, max_r_idx, MONRACE_IDX);
3984
3985         /* Restore */
3986         screen_load();
3987
3988         return (!notpicked);
3989 }
3990
3991
3992 /*!
3993  * @brief 施設の処理実行メインルーチン / Execute a building command
3994  * @param bldg 施設構造体の参照ポインタ
3995  * @param i 実行したい施設のサービステーブルの添字
3996  * @return なし
3997  */
3998 static void bldg_process_command(building_type *bldg, int i)
3999 {
4000         BACT_IDX bact = bldg->actions[i];
4001         PRICE bcost;
4002         bool paid = FALSE;
4003
4004         msg_flag = FALSE;
4005         msg_erase();
4006
4007         if (is_owner(bldg))
4008                 bcost = bldg->member_costs[i];
4009         else
4010                 bcost = bldg->other_costs[i];
4011
4012         /* action restrictions */
4013         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4014             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4015         {
4016                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4017                 return;
4018         }
4019
4020         /* check gold (HACK - Recharge uses variable costs) */
4021         if ((bact != BACT_RECHARGE) &&
4022             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4023              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4024         {
4025                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4026                 return;
4027         }
4028
4029         switch (bact)
4030         {
4031         case BACT_NOTHING:
4032                 /* Do nothing */
4033                 break;
4034         case BACT_RESEARCH_ITEM:
4035                 paid = identify_fully(FALSE);
4036                 break;
4037         case BACT_TOWN_HISTORY:
4038                 town_history();
4039                 break;
4040         case BACT_RACE_LEGENDS:
4041                 race_legends();
4042                 break;
4043         case BACT_QUEST:
4044                 castle_quest();
4045                 break;
4046         case BACT_KING_LEGENDS:
4047         case BACT_ARENA_LEGENDS:
4048         case BACT_LEGENDS:
4049                 show_highclass();
4050                 break;
4051         case BACT_POSTER:
4052         case BACT_ARENA_RULES:
4053         case BACT_ARENA:
4054                 arena_comm(bact);
4055                 break;
4056         case BACT_IN_BETWEEN:
4057         case BACT_CRAPS:
4058         case BACT_SPIN_WHEEL:
4059         case BACT_DICE_SLOTS:
4060         case BACT_GAMBLE_RULES:
4061         case BACT_POKER:
4062                 gamble_comm(bact);
4063                 break;
4064         case BACT_REST:
4065         case BACT_RUMORS:
4066         case BACT_FOOD:
4067                 paid = inn_comm(bact);
4068                 break;
4069         case BACT_RESEARCH_MONSTER:
4070                 paid = research_mon();
4071                 break;
4072         case BACT_COMPARE_WEAPONS:
4073                 paid = TRUE;
4074                 bcost = compare_weapons(bcost);
4075                 break;
4076         case BACT_ENCHANT_WEAPON:
4077                 item_tester_hook = object_allow_enchant_melee_weapon;
4078                 enchant_item(bcost, 1, 1, 0);
4079                 break;
4080         case BACT_ENCHANT_ARMOR:
4081                 item_tester_hook = object_is_armour;
4082                 enchant_item(bcost, 0, 0, 1);
4083                 break;
4084         case BACT_RECHARGE:
4085                 building_recharge();
4086                 break;
4087         case BACT_RECHARGE_ALL:
4088                 building_recharge_all();
4089                 break;
4090         case BACT_IDENTS: /* needs work */
4091                 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;
4092                 identify_pack();
4093                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4094                 paid = TRUE;
4095                 break;
4096         case BACT_IDENT_ONE: /* needs work */
4097                 paid = ident_spell(FALSE);
4098                 break;
4099         case BACT_LEARN:
4100                 do_cmd_study();
4101                 break;
4102         case BACT_HEALING: /* needs work */
4103                 paid = cure_critical_wounds(200);
4104                 break;
4105         case BACT_RESTORE: /* needs work */
4106                 paid = restore_all_status();
4107                 break;
4108         case BACT_ENCHANT_ARROWS:
4109                 item_tester_hook = item_tester_hook_ammo;
4110                 enchant_item(bcost, 1, 1, 0);
4111                 break;
4112         case BACT_ENCHANT_BOW:
4113                 item_tester_tval = TV_BOW;
4114                 enchant_item(bcost, 1, 1, 0);
4115                 break;
4116
4117         case BACT_RECALL:
4118                 if (recall_player(p_ptr, 1)) paid = TRUE;
4119                 break;
4120
4121         case BACT_TELEPORT_LEVEL:
4122                 clear_bldg(4, 20);
4123                 paid = free_level_recall(p_ptr);
4124                 break;
4125
4126         case BACT_LOSE_MUTATION:
4127                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4128                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4129                 {
4130                         while(!lose_mutation(0));
4131                         paid = TRUE;
4132                 }
4133                 else
4134                 {
4135                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4136                         msg_print(NULL);
4137                 }
4138                 break;
4139
4140         case BACT_BATTLE:
4141                 kakutoujou();
4142                 break;
4143
4144         case BACT_TSUCHINOKO:
4145                 tsuchinoko();
4146                 break;
4147
4148         case BACT_KUBI:
4149                 shoukinkubi();
4150                 break;
4151
4152         case BACT_TARGET:
4153                 today_target();
4154                 break;
4155
4156         case BACT_KANKIN:
4157                 kankin();
4158                 break;
4159
4160         case BACT_HEIKOUKA:
4161                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4162                 set_virtue(V_COMPASSION, 0);
4163                 set_virtue(V_HONOUR, 0);
4164                 set_virtue(V_JUSTICE, 0);
4165                 set_virtue(V_SACRIFICE, 0);
4166                 set_virtue(V_KNOWLEDGE, 0);
4167                 set_virtue(V_FAITH, 0);
4168                 set_virtue(V_ENLIGHTEN, 0);
4169                 set_virtue(V_ENCHANT, 0);
4170                 set_virtue(V_CHANCE, 0);
4171                 set_virtue(V_NATURE, 0);
4172                 set_virtue(V_HARMONY, 0);
4173                 set_virtue(V_VITALITY, 0);
4174                 set_virtue(V_UNLIFE, 0);
4175                 set_virtue(V_PATIENCE, 0);
4176                 set_virtue(V_TEMPERANCE, 0);
4177                 set_virtue(V_DILIGENCE, 0);
4178                 set_virtue(V_VALOUR, 0);
4179                 set_virtue(V_INDIVIDUALISM, 0);
4180                 get_virtues();
4181                 paid = TRUE;
4182                 break;
4183
4184         case BACT_TELE_TOWN:
4185                 paid = tele_town();
4186                 break;
4187
4188         case BACT_EVAL_AC:
4189                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4190                 break;
4191
4192         case BACT_BROKEN_WEAPON:
4193                 paid = TRUE;
4194                 bcost = repair_broken_weapon(bcost);
4195                 break;
4196         }
4197
4198         if (paid)
4199         {
4200                 p_ptr->au -= bcost;
4201         }
4202 }
4203
4204 /*!
4205  * @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
4206  * @return なし
4207  */
4208 void do_cmd_quest(void)
4209 {
4210         if(p_ptr->wild_mode) return;
4211
4212         p_ptr->energy_use = 100;
4213
4214         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4215         {
4216                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4217                 return;
4218         }
4219         else
4220         {
4221                 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."));
4222                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4223                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4224                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4225                 else if(p_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
4226
4227                 /* Player enters a new quest */
4228                 p_ptr->oldpy = 0;
4229                 p_ptr->oldpx = 0;
4230
4231                 leave_quest_check();
4232
4233                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4234                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4235
4236                 p_ptr->leaving = TRUE;
4237         }
4238 }
4239
4240
4241 /*!
4242  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4243  * @return なし
4244  */
4245 void do_cmd_bldg(void)
4246 {
4247         int             i, which;
4248         char            command;
4249         bool            validcmd;
4250         building_type   *bldg;
4251
4252         if(p_ptr->wild_mode) return;
4253
4254         p_ptr->energy_use = 100;
4255
4256         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4257         {
4258                 msg_print(_("ここには建物はない。", "You see no building here."));
4259                 return;
4260         }
4261
4262         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4263
4264         bldg = &building[which];
4265
4266         /* Don't re-init the wilderness */
4267         reinit_wilderness = FALSE;
4268
4269         if ((which == 2) && (p_ptr->arena_number < 0))
4270         {
4271                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4272                 return;
4273         }
4274         else if ((which == 2) && p_ptr->inside_arena)
4275         {
4276                 if (!p_ptr->exit_bldg && m_cnt > 0)
4277                 {
4278                         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);
4279                 }
4280                 else
4281                 {
4282                         /* Don't save the arena as saved floor */
4283                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4284
4285                         p_ptr->inside_arena = FALSE;
4286                         p_ptr->leaving = TRUE;
4287
4288                         /* Re-enter the arena */
4289                         command_new = SPECIAL_KEY_BUILDING;
4290
4291                         /* No energy needed to re-enter the arena */
4292                         p_ptr->energy_use = 0;
4293                 }
4294
4295                 return;
4296         }
4297         else if (p_ptr->inside_battle)
4298         {
4299                 /* Don't save the arena as saved floor */
4300                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4301
4302                 p_ptr->leaving = TRUE;
4303                 p_ptr->inside_battle = FALSE;
4304
4305                 /* Re-enter the monster arena */
4306                 command_new = SPECIAL_KEY_BUILDING;
4307
4308                 /* No energy needed to re-enter the arena */
4309                 p_ptr->energy_use = 0;
4310
4311                 return;
4312         }
4313         else
4314         {
4315                 p_ptr->oldpy = p_ptr->y;
4316                 p_ptr->oldpx = p_ptr->x;
4317         }
4318
4319         forget_lite();
4320         forget_view();
4321
4322         /* Hack -- Increase "icky" depth */
4323         character_icky++;
4324
4325         command_arg = 0;
4326         command_rep = 0;
4327         command_new = 0;
4328
4329         show_building(bldg);
4330         leave_bldg = FALSE;
4331
4332         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4333
4334         while (!leave_bldg)
4335         {
4336                 validcmd = FALSE;
4337                 prt("", 1, 0);
4338
4339                 building_prt_gold();
4340
4341                 command = inkey();
4342
4343                 if (command == ESCAPE)
4344                 {
4345                         leave_bldg = TRUE;
4346                         p_ptr->inside_arena = FALSE;
4347                         p_ptr->inside_battle = FALSE;
4348                         break;
4349                 }
4350
4351                 for (i = 0; i < 8; i++)
4352                 {
4353                         if (bldg->letters[i])
4354                         {
4355                                 if (bldg->letters[i] == command)
4356                                 {
4357                                         validcmd = TRUE;
4358                                         break;
4359                                 }
4360                         }
4361                 }
4362
4363                 if(validcmd) bldg_process_command(bldg, i);
4364
4365                 handle_stuff();
4366         }
4367
4368         select_floor_music();
4369
4370         msg_flag = FALSE;
4371         msg_erase();
4372
4373         /* Reinit wilderness to activate quests ... */
4374         if (reinit_wilderness)
4375         {
4376                 p_ptr->leaving = TRUE;
4377         }
4378
4379         /* Hack -- Decrease "icky" depth */
4380         character_icky--;
4381
4382         Term_clear();
4383
4384         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4385         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4386         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4387 }
4388
4389
4390 /*!
4391  * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4392  */
4393 static concptr find_quest[] =
4394 {
4395         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4396         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4397         _("メッセージを見つけた:", "There is a sign saying"),
4398         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4399         _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4400 };
4401
4402
4403 /*!
4404  * @brief クエストの導入メッセージを表示する / Discover quest
4405  * @param q_idx 開始されたクエストのID
4406  */
4407 void quest_discovery(QUEST_IDX q_idx)
4408 {
4409         quest_type *q_ptr = &quest[q_idx];
4410         monster_race *r_ptr = &r_info[q_ptr->r_idx];
4411         MONSTER_NUMBER q_num = q_ptr->max_num;
4412         GAME_TEXT name[MAX_NLEN];
4413
4414         /* No quest index */
4415         if (!q_idx) return;
4416
4417         strcpy(name, (r_name + r_ptr->name));
4418
4419         msg_print(find_quest[rand_range(0, 4)]);
4420         msg_print(NULL);
4421
4422         if (q_num == 1)
4423         {
4424                 /* Unique */
4425
4426                 /* Hack -- "unique" monsters must be "unique" */
4427                 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
4428                 {
4429                         msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4430                         /* The unique is already dead */
4431                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4432                         q_ptr->complev = 0;
4433                         update_playtime();
4434                         q_ptr->comptime = playtime;
4435                 }
4436                 else
4437                 {
4438                         msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4439                 }
4440         }
4441         else
4442         {
4443                 /* Normal monsters */
4444 #ifndef JP
4445                 plural_aux(name);
4446 #endif
4447                 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4448
4449         }
4450 }
4451
4452
4453 /*!
4454  * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4455  * / Hack -- Check if a level is a "quest" level
4456  * @param level 検索対象になる階
4457  * @return クエストIDを返す。該当がない場合0を返す。
4458  */
4459 QUEST_IDX quest_number(DEPTH level)
4460 {
4461         QUEST_IDX i;
4462
4463         /* Check quests */
4464         if (p_ptr->inside_quest)
4465                 return (p_ptr->inside_quest);
4466
4467         for (i = 0; i < max_q_idx; i++)
4468         {
4469                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4470
4471                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4472                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4473                     (quest[i].level == level) &&
4474                     (quest[i].dungeon == dungeon_type))
4475                         return (i);
4476         }
4477
4478         /* Check for random quest */
4479         return (random_quest_number(level));
4480 }
4481
4482 /*!
4483  * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4484  * @param level 検索対象になる階
4485  * @return クエストIDを返す。該当がない場合0を返す。
4486  */
4487 QUEST_IDX random_quest_number(DEPTH level)
4488 {
4489         QUEST_IDX i;
4490
4491         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4492
4493         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4494         {
4495                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4496                         (quest[i].status == QUEST_STATUS_TAKEN) &&
4497                         (quest[i].level == level) &&
4498                         (quest[i].dungeon == DUNGEON_ANGBAND))
4499                 {
4500                         return i;
4501                 }
4502         }
4503
4504         return 0;
4505 }