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