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