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