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[Refactor] #37353 型の置換。 / Type replacement.
[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 "object-hook.h"
17
18 /*!
19  * ループ中で / hack as in leave_store in store.c
20  */
21 static bool leave_bldg = FALSE;
22
23 /*!
24  * @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。
25  * @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、
26  * 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。
27  * @param bldg 施設構造体の参照ポインタ
28  * @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。
29  */
30 static bool is_owner(building_type *bldg)
31 {
32         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
33         {
34                 return (TRUE);
35         }
36
37         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
38         {
39                 return (TRUE);
40         }
41
42         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
44         {
45                 return (TRUE);
46         }
47
48         return (FALSE);
49 }
50
51 /*!
52  * @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。
53  (スペルマスターの特別判定つき)
54  * @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、
55  * 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。
56  * @param bldg 施設構造体の参照ポインタ
57  * @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。
58  * @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。
59  */
60 static bool is_member(building_type *bldg)
61 {
62         if (bldg->member_class[p_ptr->pclass])
63         {
64                 return (TRUE);
65         }
66
67         if (bldg->member_race[p_ptr->prace])
68         {
69                 return (TRUE);
70         }
71
72         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
74         {
75                 return (TRUE);
76         }
77
78
79         if (p_ptr->pclass == CLASS_SORCERER)
80         {
81                 int i;
82                 bool OK = FALSE;
83                 for (i = 0; i < MAX_MAGIC; i++)
84                 {
85                         if (bldg->member_realm[i+1]) OK = TRUE;
86                 }
87                 return OK;
88         }
89         return (FALSE);
90 }
91
92 /*!
93  * @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
94  * @details 消去は行毎にヌル文字列で行われる。
95  * @param min_row 開始行番号
96  * @param max_row 末尾行番号
97  * @return なし
98  */
99 static void clear_bldg(int min_row, int max_row)
100 {
101         int   i;
102
103         for (i = min_row; i <= max_row; i++)
104                 prt("", i, 0);
105 }
106
107 /*!
108  * @brief 所持金を表示する。
109  * @return なし
110  */
111 static void building_prt_gold(void)
112 {
113         char tmp_str[80];
114         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116         prt(tmp_str, 23, 68);
117 }
118
119 /*!
120  * @brief 施設のサービス一覧を表示する / Display a building.
121  * @param bldg 施設構造体の参照ポインタ
122  * @return なし
123  */
124 static void show_building(building_type* bldg)
125 {
126         char buff[20];
127         int i;
128         byte action_color;
129         char tmp_str[80];
130
131         Term_clear();
132         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
133         prt(tmp_str, 2, 1);
134
135
136         for (i = 0; i < 8; i++)
137         {
138                 if (bldg->letters[i])
139                 {
140                         if (bldg->action_restr[i] == 0)
141                         {
142                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
144                                 {
145                                         action_color = TERM_WHITE;
146                                         buff[0] = '\0';
147                                 }
148                                 else if (is_owner(bldg))
149                                 {
150                                         action_color = TERM_YELLOW;
151                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
152                                 }
153                                 else
154                                 {
155                                         action_color = TERM_YELLOW;
156                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
157                         }
158                         else if (bldg->action_restr[i] == 1)
159                         {
160                                 if (!is_member(bldg))
161                                 {
162                                         action_color = TERM_L_DARK;
163                                         strcpy(buff, _("(閉店)", "(closed)"));
164                                 }
165                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
167                                 {
168                                         action_color = TERM_WHITE;
169                                         buff[0] = '\0';
170                                 }
171                                 else if (is_owner(bldg))
172                                 {
173                                         action_color = TERM_YELLOW;
174                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
175                                 }
176                                 else
177                                 {
178                                         action_color = TERM_YELLOW;
179                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
180                                 }
181                         }
182                         else
183                         {
184                                 if (!is_owner(bldg))
185                                 {
186                                         action_color = TERM_L_DARK;
187                                         strcpy(buff, _("(閉店)", "(closed)"));
188                                 }
189                                 else if (bldg->member_costs[i] != 0)
190                                 {
191                                         action_color = TERM_YELLOW;
192                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
193                                 }
194                                 else
195                                 {
196                                         action_color = TERM_WHITE;
197                                         buff[0] = '\0';
198                                 }
199                         }
200
201                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
203                 }
204         }
205         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
206 }
207
208 /*!
209  * @brief 闘技場に入るコマンドの処理 / arena commands
210  * @param cmd 闘技場処理のID
211  * @return なし
212  */
213 static void arena_comm(int cmd)
214 {
215         monster_race    *r_ptr;
216         cptr            name;
217
218
219         switch (cmd)
220         {
221                 case BACT_ARENA:
222                         if (p_ptr->arena_number == MAX_ARENA_MONS)
223                         {
224                                 clear_bldg(5, 19);
225                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
226                                 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);
227                                 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);
228
229                                 prt("", 10, 0);
230                                 prt("", 11, 0);
231                                 p_ptr->au += 1000000L;
232                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
233                                 msg_print(NULL);
234                                 p_ptr->arena_number++;
235                         }
236                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
237                         {
238                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
239                                 {
240                                         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."));
241                                         msg_print(NULL);
242                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
243                                         {       
244                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
245                                                 msg_print(NULL);
246                                         
247                                                 p_ptr->exit_bldg = FALSE;
248                                                 reset_tim_flags();
249
250                                                 /* Save the surface floor as saved floor */
251                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
252
253                                                 p_ptr->inside_arena = TRUE;
254                                                 p_ptr->leaving = TRUE;
255                                                 leave_bldg = TRUE;
256                                         }
257                                         else
258                                         {
259                                                 msg_print(_("残念だ。", "We are disappointed."));
260                                         }
261                                 }
262                                 else
263                                 {
264                                         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。",
265                                                                 "You enter the arena briefly and bask in your glory."));
266                                         msg_print(NULL);
267                                 }
268                         }
269                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
270                         {
271                                 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。",
272                                                         "You don't have permission to enter with pet."));
273                                 msg_print(NULL);
274                         }
275                         else
276                         {
277                                 p_ptr->exit_bldg = FALSE;
278                                 reset_tim_flags();
279
280                                 /* Save the surface floor as saved floor */
281                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
282
283                                 p_ptr->inside_arena = TRUE;
284                                 p_ptr->leaving = TRUE;
285                                 leave_bldg = TRUE;
286                         }
287                         break;
288                 case BACT_POSTER:
289                         if (p_ptr->arena_number == MAX_ARENA_MONS)
290                                 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。",
291                                                         "You are victorious. Enter the arena for the ceremony."));
292
293                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
294                         {
295                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
296                         }
297                         else
298                         {
299                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300                                 name = (r_name + r_ptr->name);
301                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
302
303                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304                                 p_ptr->window |= (PW_MONSTER);
305                                 window_stuff();
306
307                         }
308                         break;
309                 case BACT_ARENA_RULES:
310                         screen_save();
311
312                         /* Peruse the arena help file */
313                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
314                         screen_load();
315
316                         break;
317         }
318 }
319
320 /*!
321  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
322  * @param row シンボルを表示する行の上端
323  * @param col シンボルを表示する行の左端
324  * @param fruit 表示するシンボルID
325  * @return なし
326  */
327 static void display_fruit(int row, int col, int fruit)
328 {
329         switch (fruit)
330         {
331                 case 0: /* lemon */
332                         c_put_str(TERM_YELLOW, "   ####.", row, col);
333                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
334                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
335                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
336                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
337                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
338                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
339                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
340                         prt(                 _(" レモン ",
341                                                            " Lemon  "), row + 8, col);
342                         break;
343                 case 1: /* orange */
344                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
345                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
346                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
347                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
348                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
349                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
350                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
351                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
352                         prt(                 _("オレンジ",
353                                                                    " Orange "), row + 8, col);
354                         break;
355                 case 2: /* sword */
356                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
357                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
358                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
359                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
360                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
361                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
362                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
363                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
364                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
365                         break;
366                 case 3: /* shield */
367                         c_put_str(TERM_SLATE, " ###### ", row, col);
368                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
369                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
370                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
371                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
372                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
373                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
374                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
375                         prt(                _("   盾   ",
376                                                                   " Shield "), row + 8, col);
377                         break;
378                 case 4: /* plum */
379                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
380                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
381                         c_put_str(TERM_VIOLET, "########", row + 2, col);
382                         c_put_str(TERM_VIOLET, "########", row + 3, col);
383                         c_put_str(TERM_VIOLET, "########", row + 4, col);
384                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
385                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
386                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
387                         prt(                 _(" プラム ",
388                                                                    "  Plum  "), row + 8, col);
389                         break;
390                 case 5: /* cherry */
391                         c_put_str(TERM_RED, "      ##", row, col);
392                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
393                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
394                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
395                         c_put_str(TERM_RED, " ###### ", row + 4, col);
396                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
397                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
398                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
399                         prt(              _("チェリー",
400                                                                 " Cherry "), row + 8, col);
401                         break;
402         }
403 }
404
405 /*! @note
406  * kpoker no (tyuto-hannpa na)pakuri desu...
407  * joker ha shineru node haitte masen.
408  *
409  * TODO: donataka! tsukutte!
410  *  - agatta yaku no kiroku (like DQ).
411  *  - kakkoii card no e.
412  *  - sousa-sei no koujyo.
413  *  - code wo wakariyasuku.
414  *  - double up.
415  *  - Joker... -- done.
416  *
417  * 9/13/2000 --Koka
418  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
419  */
420
421 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
422 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
423 #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 */
424
425 static int cards[5]; /*!< ポーカーの現在の手札ID */
426
427 /*!
428  * @brief ポーカーの山札を切る。
429  * @param deck デッキの配列
430  * @return なし
431  */
432 static void reset_deck(int deck[])
433 {
434         int i;
435         for (i = 0; i < 53; i++) deck[i] = i;
436
437         /* shuffle cards */
438         for (i = 0; i < 53; i++){
439                 int tmp1 = randint0(53 - i) + i;
440                 int tmp2 = deck[i];
441                 deck[i] = deck[tmp1];
442                 deck[tmp1] = tmp2;
443         }
444 }
445
446 /*!
447  * @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。
448  * @return ジョーカーを持っているか。
449  */
450 static bool have_joker(void)
451 {
452         int i;
453
454         for (i = 0; i < 5; i++){
455           if(IS_JOKER(cards[i])) return TRUE;
456         }
457         return FALSE;
458 }
459
460 /*!
461  * @brief ポーカーの手札に該当の番号の札があるかを返す。
462  * @param num 探したいカードの番号。
463  * @return 該当の番号が手札にあるか。
464  */
465 static bool find_card_num(int num)
466 {
467         int i;
468         for (i = 0; i < 5; i++)
469                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
470         return FALSE;
471 }
472
473 /*!
474  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
475  * @return 役の判定結果
476  */
477 static bool yaku_check_flush(void)
478 {
479         int i, suit;
480         bool joker_is_used = FALSE;
481
482         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
483         for (i = 0; i < 5; i++){
484                 if (SUIT_OF(cards[i]) != suit){
485                   if(have_joker() && !joker_is_used)
486                     joker_is_used = TRUE;
487                   else
488                     return FALSE;
489                 }
490         }
491
492         return TRUE;
493 }
494
495 /*!
496  * @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。
497  * @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
498  */
499 static int yaku_check_straight(void)
500 {
501         int i, lowest = 99;
502         bool joker_is_used = FALSE;
503         bool straight = FALSE;
504
505         /* get lowest */
506         for (i = 0; i < 5; i++)
507         {
508                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
509                         lowest = NUM_OF(cards[i]);
510         }
511         
512         /* Check Royal Straight Flush */
513         if (yaku_check_flush())
514         {
515           if( lowest == 0 ){
516                 for (i = 0; i < 4; i++)
517                 {
518                         if (!find_card_num(9 + i)){
519                                 if( have_joker() && !joker_is_used )
520                                   joker_is_used = TRUE;
521                                 else
522                                   break;
523                         }
524                 }
525                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
526           }
527           if(lowest == 9){
528                 for (i = 0; i < 3; i++)
529                 {
530                         if (!find_card_num(10 + i))
531                                 break;
532                 }
533                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
534           }
535         }
536
537         joker_is_used = FALSE;
538
539         /* Straight Only Check */
540
541         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
542                 for (i = 0; i < 4; i++)
543                 {
544                         if (!find_card_num(9 + i)) {
545                                 if (have_joker() && !joker_is_used)
546                                         joker_is_used = TRUE;
547                                 else
548                                         break; /* None */
549                         }
550                 }
551                 if(i == 4) straight = TRUE;
552         }
553
554         joker_is_used = FALSE;
555
556         for (i = 0; i < 5; i++)
557         {
558                 if(!find_card_num(lowest + i)){
559                         if( have_joker() && !joker_is_used )
560                                 joker_is_used = TRUE;
561                         else
562                                 break; /* None */
563                 }
564         }
565         if(i == 5) straight = TRUE;
566         
567         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
568         else if(straight) return 1; /* Only Straight */
569         else return 0;
570 }
571
572 /*!
573  * @brief ポーカーのペア役の状態を返す。
574  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
575  */
576 static int yaku_check_pair(void)
577 {
578         int i, i2, matching = 0;
579
580         for (i = 0; i < 5; i++)
581         {
582                 for (i2 = i+1; i2 < 5; i2++)
583                 {
584                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
585                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
586                                 matching++;
587                 }
588         }
589
590         if(have_joker()){
591           switch(matching){
592           case 0:
593             matching = 1;
594             break;
595           case 1:
596             matching = 3;
597             break;
598           case 2:
599             matching = 4;
600             break;
601           case 3:
602             matching = 6;
603             break;
604           case 6:
605             matching = 7;
606             break;
607           default:
608             /* don't reach */
609             break;
610           }
611         }
612
613         return matching;
614 }
615
616 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
617 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
618 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
619 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
620 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
621 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
622 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
623 #define ODDS_ST 4 /*!< ストレートの役倍率 */
624 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
625 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
626
627 /*!
628  * @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。
629  * @return 役のID
630  */
631 static int yaku_check(void)
632 {
633         prt("                            ", 4, 3);
634
635         switch(yaku_check_straight()){
636         case 3: /* RF! */
637                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
638                 return ODDS_RF;
639         case 2: /* SF! */
640                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
641                 return ODDS_SF;
642         case 1:
643                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
644                 return ODDS_ST;
645         default:
646                 /* Not straight -- fall through */
647                 break;
648         }
649
650         if (yaku_check_flush())
651         {
652                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
653                 return ODDS_FL;
654         }
655
656         switch (yaku_check_pair())
657         {
658         case 1:
659                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
660                 return 0;
661         case 2:
662                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
663                 return ODDS_2P;
664         case 3:
665                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
666                 return ODDS_3C;
667         case 4:
668                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
669                 return ODDS_FH;
670         case 6:
671                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
672                 return ODDS_4C;
673         case 7:
674                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
675                 {
676                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
677                         return ODDS_5A;
678                 }
679                 else
680                 {
681                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
682                         return ODDS_5C;
683                 }
684         default:
685                 break;
686         }
687         return 0;
688 }
689
690 /*!
691  * @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。
692  * @param hoge カーソルの現在位置
693  * @param kaeruka カードの捨てる/残すフラグ配列
694  * @return なし
695  */
696 static void display_kaeruka(int hoge, int kaeruka[])
697 {
698         int i;
699         char col = TERM_WHITE;
700         for (i = 0; i < 5; i++)
701         {
702                 if (i == hoge) col = TERM_YELLOW;
703                 else if(kaeruka[i]) col = TERM_WHITE;
704                 else col = TERM_L_BLUE;
705                 
706                 if(kaeruka[i])
707                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
708                 else
709                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
710         }
711         if (hoge > 4) col = TERM_YELLOW;
712         else col = TERM_WHITE;
713         c_put_str(col, _("決定", "Sure"), 16,  38);
714
715         /* Hilite current option */
716         if (hoge < 5) move_cursor(14, 5+hoge*16);
717         else move_cursor(16, 38);
718 }
719
720 /*!
721  * @brief ポーカーの手札を表示する。
722  * @return なし
723  */
724 static void display_cards(void)
725 {
726         int i, j;
727         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
728 #ifdef JP
729         cptr suit[4] = {"★", "●", "¶", "†"};
730         cptr card_grph[13][7] = {{"A   %s     ",
731                                   "     変     ",
732                                   "     愚     ",
733                                   "     蛮     ",
734                                   "     怒     ",
735                                   "     %s     ",
736                                   "          A"},
737                                  {"2          ",
738                                   "     %s     ",
739                                   "            ",
740                                   "            ",
741                                   "            ",
742                                   "     %s     ",
743                                   "          2"},
744                                  {"3          ",
745                                   "     %s     ",
746                                   "            ",
747                                   "     %s     ",
748                                   "            ",
749                                   "     %s     ",
750                                   "          3"},
751                                  {"4          ",
752                                   "   %s  %s   ",
753                                   "            ",
754                                   "            ",
755                                   "            ",
756                                   "   %s  %s   ",
757                                   "          4"},
758                                  {"5          ",
759                                   "   %s  %s   ",
760                                   "            ",
761                                   "     %s     ",
762                                   "            ",
763                                   "   %s  %s   ",
764                                   "          5"},
765                                  {"6          ",
766                                   "   %s  %s   ",
767                                   "            ",
768                                   "   %s  %s   ",
769                                   "            ",
770                                   "   %s  %s   ",
771                                   "          6"},
772                                  {"7          ",
773                                   "   %s  %s   ",
774                                   "     %s     ",
775                                   "   %s  %s   ",
776                                   "            ",
777                                   "   %s  %s   ",
778                                   "          7"},
779                                  {"8          ",
780                                   "   %s  %s   ",
781                                   "     %s     ",
782                                   "   %s  %s   ",
783                                   "     %s     ",
784                                   "   %s  %s   ",
785                                   "          8"},
786                                  {"9 %s  %s   ",
787                                   "            ",
788                                   "   %s  %s   ",
789                                   "     %s     ",
790                                   "   %s  %s   ",
791                                   "            ",
792                                   "   %s  %s 9"},
793                                  {"10 %s  %s   ",
794                                   "     %s     ",
795                                   "   %s  %s   ",
796                                   "            ",
797                                   "   %s  %s   ",
798                                   "     %s     ",
799                                   "   %s  %s 10"},
800                                  {"J   Λ     ",
801                                   "%s   ||     ",
802                                   "     ||     ",
803                                   "     ||     ",
804                                   "     ||     ",
805                                   "   |=亜=| %s",
806                                   "     目   J"},
807                                  {"Q ######   ",
808                                   "%s#      #  ",
809                                   "  # ++++ #  ",
810                                   "  # +==+ #  ",
811                                   "   # ++ #   ",
812                                   "    #  #  %s",
813                                   "     ##   Q"},
814                                  {"K          ",
815                                   "%s `⌒´   ",
816                                   "  γγγλ  ",
817                                   "  ο ο ι  ",
818                                   "   υ    ∂ ",
819                                   "    σ ノ %s",
820                                   "          K"}};
821         cptr joker_grph[7] = {    "            ",
822                                   "     J     ",
823                                   "     O     ",
824                                   "     K     ",
825                                   "     E     ",
826                                   "     R     ",
827                                   "            "};
828
829 #else
830
831         cptr suit[4] = {"[]", "qp", "<>", "db"};
832         cptr card_grph[13][7] = {{"A    %s     ",
833                                   "     He     ",
834                                   "     ng     ",
835                                   "     ba     ",
836                                   "     nd     ",
837                                   "     %s     ",
838                                   "           A"},
839                                  {"2           ",
840                                   "     %s     ",
841                                   "            ",
842                                   "            ",
843                                   "            ",
844                                   "     %s     ",
845                                   "           2"},
846                                  {"3           ",
847                                   "     %s     ",
848                                   "            ",
849                                   "     %s     ",
850                                   "            ",
851                                   "     %s     ",
852                                   "           3"},
853                                  {"4           ",
854                                   "   %s  %s   ",
855                                   "            ",
856                                   "            ",
857                                   "            ",
858                                   "   %s  %s   ",
859                                   "           4"},
860                                  {"5           ",
861                                   "   %s  %s   ",
862                                   "            ",
863                                   "     %s     ",
864                                   "            ",
865                                   "   %s  %s   ",
866                                   "           5"},
867                                  {"6           ",
868                                   "   %s  %s   ",
869                                   "            ",
870                                   "   %s  %s   ",
871                                   "            ",
872                                   "   %s  %s   ",
873                                   "           6"},
874                                  {"7           ",
875                                   "   %s  %s   ",
876                                   "     %s     ",
877                                   "   %s  %s   ",
878                                   "            ",
879                                   "   %s  %s   ",
880                                   "           7"},
881                                  {"8           ",
882                                   "   %s  %s   ",
883                                   "     %s     ",
884                                   "   %s  %s   ",
885                                   "     %s     ",
886                                   "   %s  %s   ",
887                                   "           8"},
888                                  {"9  %s  %s   ",
889                                   "            ",
890                                   "   %s  %s   ",
891                                   "     %s     ",
892                                   "   %s  %s   ",
893                                   "            ",
894                                   "   %s  %s  9"},
895                                  {"10 %s  %s   ",
896                                   "     %s     ",
897                                   "   %s  %s   ",
898                                   "            ",
899                                   "   %s  %s   ",
900                                   "     %s     ",
901                                   "   %s  %s 10"},
902                                  {"J    /\\     ",
903                                   "%s   ||     ",
904                                   "     ||     ",
905                                   "     ||     ",
906                                   "     ||     ",
907                                   "   |=HH=| %s",
908                                   "     ][    J"},
909                                  {"Q  ######   ",
910                                   "%s#      #  ",
911                                   "  # ++++ #  ",
912                                   "  # +==+ #  ",
913                                   "   # ++ #   ",
914                                   "    #  #  %s",
915                                   "     ##    Q"},
916                                  {"K           ",
917                                   "%s _'~~`_   ",
918                                   "   jjjjj$&  ",
919                                   "   q q uu   ",
920                                   "   c    &   ",
921                                   "    v__/  %s",
922                                   "           K"}};
923         cptr joker_grph[7] = {    "            ",
924                                   "     J      ",
925                                   "     O      ",
926                                   "     K      ",
927                                   "     E      ",
928                                   "     R      ",
929                                   "            "};
930 #endif
931
932         for (i = 0; i < 5; i++)
933         {
934                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
935         }
936
937         for (i = 0; i < 5; i++)
938         {
939                 for (j = 0; j < 7; j++)
940                 {
941                         prt(_("┃", " |"),  j+6,  i*16);
942                         if(IS_JOKER(cards[i]))
943                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
944                         else
945                                 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);
946                         prt(_("┃", "| "),  j+6,  i*16+14);
947                 }
948         }
949         for (i = 0; i < 5; i++)
950         {
951                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
952         }
953 }
954
955 /*!
956  * @brief ポーカーの1プレイルーチン。
957  * @return 1プレイの役の結果
958  */
959 static int do_poker(void)
960 {
961         int i, k = 2;
962         char cmd;
963         int deck[53]; /* yamafuda : 0...52 */
964         int deck_ptr = 0;
965         int kaeruka[5]; /* 0:kaenai 1:kaeru */
966
967         bool done = FALSE;
968         bool kettei = TRUE;
969         bool kakikae = TRUE;
970
971         reset_deck(deck);
972
973         for (i = 0; i < 5; i++)
974         {
975                 cards[i] = deck[deck_ptr++];
976                 kaeruka[i] = 0; /* default:nokosu */
977         }
978
979         /* suteruno wo kimeru */
980         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);
981
982         display_cards();
983         yaku_check();
984
985         while (!done)
986         {
987                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
988                 kakikae = FALSE;
989                 cmd = inkey();
990                 switch (cmd)
991                 {
992                 case '6': case 'l': case 'L': case KTRL('F'):
993                         if (!kettei) k = (k+1)%5;
994                         else {k = 0;kettei = FALSE;}
995                         kakikae = TRUE;
996                         break;
997                 case '4': case 'h': case 'H': case KTRL('B'):
998                         if (!kettei) k = (k+4)%5;
999                         else {k = 4;kettei = FALSE;}
1000                         kakikae = TRUE;
1001                         break;
1002                 case '2': case 'j': case 'J': case KTRL('N'):
1003                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1004                         break;
1005                 case '8': case 'k': case 'K': case KTRL('P'):
1006                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1007                         break;
1008                 case ' ': case '\r':
1009                         if (kettei) done = TRUE;
1010                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1011                         break;
1012                 default:
1013                         break;
1014                 }
1015         }
1016         
1017         prt("",0,0);
1018
1019         for (i = 0; i < 5; i++)
1020                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1021
1022         display_cards();
1023         
1024         return yaku_check();
1025 }
1026 #undef SUIT_OF
1027 #undef NUM_OF
1028 #undef IS_JOKER
1029 /* end of poker codes --Koka */
1030
1031 /*!
1032  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1033  * @param cmd プレイするゲームID
1034  * @return なし
1035  */
1036 static bool gamble_comm(int cmd)
1037 {
1038         int i;
1039         int roll1, roll2, roll3, choice, odds, win;
1040         s32b wager;
1041         s32b maxbet;
1042         s32b oldgold;
1043
1044         char out_val[160], tmp_str[80], again;
1045         cptr p;
1046
1047         screen_save();
1048
1049         if (cmd == BACT_GAMBLE_RULES)
1050         {
1051                 /* Peruse the gambling help file */
1052                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1053         }
1054         else
1055         {
1056                 /* No money */
1057                 if (p_ptr->au < 1)
1058                 {
1059                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1060                                                 "Hey! You don't have gold - get out of here!"));
1061                         msg_print(NULL);
1062                         screen_load();
1063                         return FALSE;
1064                 }
1065
1066                 clear_bldg(5, 23);
1067
1068                 maxbet = p_ptr->lev * 200;
1069
1070                 /* We can't bet more than we have */
1071                 maxbet = MIN(maxbet, p_ptr->au);
1072
1073                 /* Get the wager */
1074                 strcpy(out_val, "");
1075                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1076
1077
1078                 /*
1079                  * Use get_string() because we may need more than
1080                  * the s16b value returned by get_quantity().
1081                  */
1082                 if (get_string(tmp_str, out_val, 32))
1083                 {
1084                         /* Strip spaces */
1085                         for (p = out_val; *p == ' '; p++);
1086
1087                         /* Get the wager */
1088                         wager = atol(p);
1089
1090                         if (wager > p_ptr->au)
1091                         {
1092                                 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!"));
1093                                 msg_print(NULL);
1094                                 screen_load();
1095                                 return (FALSE);
1096                         }
1097                         else if (wager > maxbet)
1098                         {
1099                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1100                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1101                                 wager = maxbet;
1102                         }
1103                         else if (wager < 1)
1104                         {
1105                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1106                                 wager = 1;
1107                         }
1108                         msg_print(NULL);
1109                         win = FALSE;
1110                         odds = 0;
1111                         oldgold = p_ptr->au;
1112
1113                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1114                         prt(tmp_str, 20, 2);
1115                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1116                         prt(tmp_str, 21, 2);
1117
1118                         do
1119                         {
1120                                 p_ptr->au -= wager;
1121                                 switch (cmd)
1122                                 {
1123                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1124                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1125
1126                                         odds = 4;
1127                                         win = FALSE;
1128                                         roll1 = randint1(10);
1129                                         roll2 = randint1(10);
1130                                         choice = randint1(10);
1131                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1132
1133                                         prt(tmp_str, 8, 3);
1134                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1135
1136                                         prt(tmp_str, 11, 14);
1137                                         if (((choice > roll1) && (choice < roll2)) ||
1138                                                 ((choice < roll1) && (choice > roll2)))
1139                                                 win = TRUE;
1140                                         break;
1141                                 case BACT_CRAPS:  /* Game of Craps */
1142                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1143
1144                                         win = 3;
1145                                         odds = 2;
1146                                         roll1 = randint1(6);
1147                                         roll2 = randint1(6);
1148                                         roll3 = roll1 +  roll2;
1149                                         choice = roll3;
1150                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1151                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1152                                         prt(tmp_str, 7, 5);
1153                                         if ((roll3 == 7) || (roll3 == 11))
1154                                                 win = TRUE;
1155                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1156                                                 win = FALSE;
1157                                         else
1158                                                 do
1159                                                 {
1160                                                         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"));
1161
1162                                                         msg_print(NULL);
1163                                                         roll1 = randint1(6);
1164                                                         roll2 = randint1(6);
1165                                                         roll3 = roll1 +  roll2;
1166                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1167                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1168                                                         prt(tmp_str, 8, 5);
1169                                                         if (roll3 == choice)
1170                                                                 win = TRUE;
1171                                                         else if (roll3 == 7)
1172                                                                 win = FALSE;
1173                                                 } while ((win != TRUE) && (win != FALSE));
1174                                         break;
1175
1176                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1177                                         win = FALSE;
1178                                         odds = 9;
1179                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1180
1181                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1182                                         prt("--------------------------------", 8, 3);
1183                                         strcpy(out_val, "");
1184                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1185
1186                                         for (p = out_val; iswspace(*p); p++);
1187                                         choice = atol(p);
1188                                         if (choice < 0)
1189                                         {
1190                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1191                                                 choice = 0;
1192                                         }
1193                                         else if (choice > 9)
1194                                         {
1195                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1196                                                 choice = 9;
1197                                         }
1198                                         msg_print(NULL);
1199                                         roll1 = randint0(10);
1200                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1201                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1202                                         prt(tmp_str, 13, 3);
1203                                         prt("", 9, 0);
1204                                         prt("*", 9, (3 * roll1 + 5));
1205                                         if (roll1 == choice)
1206                                                 win = TRUE;
1207                                         break;
1208
1209                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1210                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1211                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1212                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1213                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1214                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1215                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1216                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1217                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1218                                         
1219                                         win = FALSE;
1220                                         roll1 = randint1(21);
1221                                         for (i=6;i>0;i--)
1222                                         {
1223                                                 if ((roll1-i) < 1)
1224                                                 {
1225                                                         roll1 = 7-i;
1226                                                         break;
1227                                                 }
1228                                                 roll1 -= i;
1229                                         }
1230                                         roll2 = randint1(21);
1231                                         for (i=6;i>0;i--)
1232                                         {
1233                                                 if ((roll2-i) < 1)
1234                                                 {
1235                                                         roll2 = 7-i;
1236                                                         break;
1237                                                 }
1238                                                 roll2 -= i;
1239                                         }
1240                                         choice = randint1(21);
1241                                         for (i=6;i>0;i--)
1242                                         {
1243                                                 if ((choice-i) < 1)
1244                                                 {
1245                                                         choice = 7-i;
1246                                                         break;
1247                                                 }
1248                                                 choice -= i;
1249                                         }
1250                                         put_str("/--------------------------\\", 7, 2);
1251                                         prt("\\--------------------------/", 17, 2);
1252                                         display_fruit(8,  3, roll1 - 1);
1253                                         display_fruit(8, 12, roll2 - 1);
1254                                         display_fruit(8, 21, choice - 1);
1255                                         if ((roll1 == roll2) && (roll2 == choice))
1256                                         {
1257                                                 win = TRUE;
1258                                                 switch(roll1)
1259                                                 {
1260                                                 case 1:
1261                                                         odds = 5;break;
1262                                                 case 2:
1263                                                         odds = 10;break;
1264                                                 case 3:
1265                                                         odds = 20;break;
1266                                                 case 4:
1267                                                         odds = 50;break;
1268                                                 case 5:
1269                                                         odds = 200;break;
1270                                                 case 6:
1271                                                         odds = 1000;break;
1272                                                 }
1273                                         }
1274                                         else if ((roll1 == 1) && (roll2 == 1))
1275                                         {
1276                                                 win = TRUE;
1277                                                 odds = 2;
1278                                         }
1279                                         break;
1280                                 case BACT_POKER:
1281                                         win = FALSE;
1282                                         odds = do_poker();
1283                                         if (odds) win = TRUE;
1284                                         break;
1285                                 }
1286
1287                                 if (win)
1288                                 {
1289                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1290
1291                                         p_ptr->au += odds * wager;
1292                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1293
1294                                         prt(tmp_str, 17, 37);
1295                                 }
1296                                 else
1297                                 {
1298                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1299                                         prt("", 17, 37);
1300                                 }
1301                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1302
1303                                 prt(tmp_str, 22, 2);
1304                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1305
1306                                 move_cursor(18, 52);
1307                                 again = inkey();
1308                                 prt("", 16, 37);
1309                                 prt("", 17, 37);
1310                                 prt("", 18, 37);
1311                                 if (wager > p_ptr->au)
1312                                 {
1313                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1314                                                                 "Hey! You don't have the gold - get out of here!"));
1315                                         msg_print(NULL);
1316
1317                                         /* Get out here */
1318                                         break;
1319                                 }
1320                         } while ((again == 'y') || (again == 'Y'));
1321
1322                         prt("", 18, 37);
1323                         if (p_ptr->au >= oldgold)
1324                         {
1325                                 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!」",
1326                                                         "You came out a winner! We'll win next time, I'm sure."));
1327                                 chg_virtue(V_CHANCE, 3);
1328                         }
1329                         else
1330                         {
1331                                 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."));
1332                                 chg_virtue(V_CHANCE, -3);
1333                         }
1334                 }
1335                 msg_print(NULL);
1336         }
1337         screen_load();
1338         return (TRUE);
1339 }
1340
1341 /*!
1342  * @brief モンスター闘技場に参加できるモンスターの判定
1343  * @param r_idx モンスターID
1344  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1345  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1346  * @return 参加できるか否か
1347  */
1348 static bool vault_aux_battle(MONRACE_IDX r_idx)
1349 {
1350         int i;
1351         HIT_POINT dam = 0;
1352
1353         monster_race *r_ptr = &r_info[r_idx];
1354
1355         /* Decline town monsters */
1356 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1357
1358         /* Decline unique monsters */
1359 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1360 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1361
1362         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1363         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1364         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1365         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1366         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1367
1368         for (i = 0; i < 4; i++)
1369         {
1370                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1371                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1372         }
1373         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1374
1375         return (TRUE);
1376 }
1377
1378 /*!
1379  * @brief モンスター闘技場に参加するモンスターをリセットする。
1380  * @return なし
1381  */
1382 void battle_monsters(void)
1383 {
1384         int total, i;
1385         int max_dl = 0;
1386         int mon_level;
1387         int power[4];
1388         bool tekitou;
1389         bool old_inside_battle = p_ptr->inside_battle;
1390
1391         for (i = 0; i < max_d_idx; i++)
1392                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1393
1394         mon_level = randint1(MIN(max_dl, 122))+5;
1395         if (randint0(100) < 60)
1396         {
1397                 i = randint1(MIN(max_dl, 122))+5;
1398                 mon_level = MAX(i, mon_level);
1399         }
1400         if (randint0(100) < 30)
1401         {
1402                 i = randint1(MIN(max_dl, 122))+5;
1403                 mon_level = MAX(i, mon_level);
1404         }
1405
1406         while (1)
1407         {
1408                 total = 0;
1409                 tekitou = FALSE;
1410                 for(i = 0; i < 4; i++)
1411                 {
1412                         MONRACE_IDX r_idx;
1413                         int j;
1414                         while (1)
1415                         {
1416                                 get_mon_num_prep(vault_aux_battle, NULL);
1417                                 p_ptr->inside_battle = TRUE;
1418                                 r_idx = get_mon_num(mon_level);
1419                                 p_ptr->inside_battle = old_inside_battle;
1420                                 if (!r_idx) continue;
1421
1422                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1423                                 {
1424                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1425                                 }
1426
1427                                 for (j = 0; j < i; j++)
1428                                         if(r_idx == battle_mon[j]) break;
1429                                 if (j<i) continue;
1430
1431                                 break;
1432                         }
1433                         battle_mon[i] = r_idx;
1434                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1435                 }
1436
1437                 for (i=0;i<4;i++)
1438                 {
1439                         monster_race *r_ptr = &r_info[battle_mon[i]];
1440                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1441
1442                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1443                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1444                         else
1445                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1446                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1447                         if (r_ptr->speed > 110)
1448                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1449                         if (r_ptr->speed < 110)
1450                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1451                         if (num_taisei > 2)
1452                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1453                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1454                                 power[i] = power[i] * 4 / 3;
1455                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1456                                 power[i] = power[i] * 4 / 3;
1457                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1458                                 power[i] = power[i] * 11 / 10;
1459                         if (r_ptr->flags1 & RF1_RAND_25)
1460                                 power[i] = power[i] * 9 / 10;
1461                         if (r_ptr->flags1 & RF1_RAND_50)
1462                                 power[i] = power[i] * 9 / 10;
1463                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1464                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1465
1466
1467                         total += power[i];
1468                 }
1469                 for (i=0;i<4;i++)
1470                 {
1471                         power[i] = total*60/power[i];
1472                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1473                         if ((power[i] < 160) && randint0(20)) break;
1474                         if (power[i] < 101) power[i] = 100 + randint1(5);
1475                         mon_odds[i] = power[i];
1476                 }
1477                 if (i == 4) break;
1478         }
1479 }
1480
1481 /*!
1482  * @brief モンスター闘技場のメインルーチン
1483  * @return 賭けを開始したか否か
1484  */
1485 static bool kakutoujou(void)
1486 {
1487         s32b maxbet;
1488         s32b wager;
1489         char out_val[160], tmp_str[80];
1490         cptr p;
1491
1492         if ((turn - old_battle) > TURNS_PER_TICK*250)
1493         {
1494                 battle_monsters();
1495                 old_battle = turn;
1496         }
1497
1498         screen_save();
1499
1500         /* No money */
1501         if (p_ptr->au < 1)
1502         {
1503                 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!"));
1504                 msg_print(NULL);
1505                 screen_load();
1506                 return FALSE;
1507         }
1508         else
1509         {
1510                 int i;
1511
1512                 clear_bldg(4, 10);
1513
1514                 prt(_("モンスター                                                     倍率",
1515                           "Monsters                                                       Odds"), 4, 4);
1516                 for (i=0;i<4;i++)
1517                 {
1518                         char buf[80];
1519                         monster_race *r_ptr = &r_info[battle_mon[i]];
1520
1521                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1522                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1523                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1524                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1525                         prt(buf, 5+i, 1);
1526                 }
1527                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1528                 while(1)
1529                 {
1530                         i = inkey();
1531
1532                         if (i == ESCAPE)
1533                         {
1534                                 screen_load();
1535                                 return FALSE;
1536                         }
1537                         if (i >= '1' && i <= '4')
1538                         {
1539                                 sel_monster = i-'1';
1540                                 battle_odds = mon_odds[sel_monster];
1541                                 break;
1542                         }
1543                         else bell();
1544                 }
1545
1546                 clear_bldg(4,4);
1547                 for (i=0;i<4;i++)
1548                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1549
1550                 maxbet = p_ptr->lev * 200;
1551
1552                 /* We can't bet more than we have */
1553                 maxbet = MIN(maxbet, p_ptr->au);
1554
1555                 /* Get the wager */
1556                 strcpy(out_val, "");
1557                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1558                 /*
1559                  * Use get_string() because we may need more than
1560                  * the s16b value returned by get_quantity().
1561                  */
1562                 if (get_string(tmp_str, out_val, 32))
1563                 {
1564                         /* Strip spaces */
1565                         for (p = out_val; *p == ' '; p++);
1566
1567                         /* Get the wager */
1568                         wager = atol(p);
1569
1570                         if (wager > p_ptr->au)
1571                         {
1572                                 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!"));
1573
1574                                 msg_print(NULL);
1575                                 screen_load();
1576                                 return (FALSE);
1577                         }
1578                         else if (wager > maxbet)
1579                         {
1580                                 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);
1581
1582                                 wager = maxbet;
1583                         }
1584                         else if (wager < 1)
1585                         {
1586                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1587                                 wager = 1;
1588                         }
1589                         msg_print(NULL);
1590                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1591                         kakekin = wager;
1592                         p_ptr->au -= wager;
1593                         reset_tim_flags();
1594
1595                         /* Save the surface floor as saved floor */
1596                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1597
1598                         p_ptr->inside_battle = TRUE;
1599                         p_ptr->leaving = TRUE;
1600
1601                         leave_bldg = TRUE;
1602                         screen_load();
1603
1604                         return (TRUE);
1605                 }
1606         }
1607         screen_load();
1608
1609         return (FALSE);
1610 }
1611
1612 /*!
1613  * @brief 本日の賞金首情報を表示する。
1614  * @return なし
1615  */
1616 static void today_target(void)
1617 {
1618         char buf[160];
1619         monster_race *r_ptr = &r_info[today_mon];
1620
1621         clear_bldg(4,18);
1622         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1623         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1624         c_put_str(TERM_YELLOW, buf, 6, 10);
1625         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1626         prt(buf, 8, 10);
1627         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1628         prt(buf, 9, 10);
1629         p_ptr->today_mon = today_mon;
1630 }
1631
1632 /*!
1633  * @brief ツチノコの賞金首情報を表示する。
1634  * @return なし
1635  */
1636 static void tsuchinoko(void)
1637 {
1638         clear_bldg(4,18);
1639         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1640         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);
1641         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1642         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1643         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1644 }
1645
1646 /*!
1647  * @brief 通常の賞金首情報を表示する。
1648  * @return なし
1649  */
1650 static void shoukinkubi(void)
1651 {
1652         int i;
1653         TERM_LEN y = 0;
1654
1655         clear_bldg(4,18);
1656         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);
1657         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1658
1659         for (i = 0; i < MAX_KUBI; i++)
1660         {
1661                 byte color;
1662                 cptr done_mark;
1663                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1664
1665                 if (kubi_r_idx[i] > 10000)
1666                 {
1667                         color = TERM_RED;
1668                         done_mark = _("(済)", "(done)");
1669                 }
1670                 else
1671                 {
1672                         color = TERM_WHITE;
1673                         done_mark = "";
1674                 }
1675
1676                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1677
1678                 y = (y+1) % 10;
1679                 if (!y && (i < MAX_KUBI -1))
1680                 {
1681                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1682                         (void)inkey();
1683                         prt("", 0, 0);
1684                         clear_bldg(7,18);
1685                 }
1686         }
1687 }
1688
1689
1690
1691 /*!
1692  * 賞金首の報酬テーブル / List of prize object
1693  */
1694 static struct {
1695         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1696         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1697 } prize_list[MAX_KUBI] = 
1698 {
1699         {TV_POTION, SV_POTION_CURING},
1700         {TV_POTION, SV_POTION_SPEED},
1701         {TV_POTION, SV_POTION_SPEED},
1702         {TV_POTION, SV_POTION_RESISTANCE},
1703         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1704
1705         {TV_POTION, SV_POTION_HEALING},
1706         {TV_POTION, SV_POTION_RESTORE_MANA},
1707         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1708         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1709         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1710
1711         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1712         {TV_POTION, SV_POTION_STAR_HEALING},
1713         {TV_POTION, SV_POTION_STAR_HEALING},
1714         {TV_POTION, SV_POTION_NEW_LIFE},
1715         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1716
1717         {TV_POTION, SV_POTION_LIFE},
1718         {TV_POTION, SV_POTION_LIFE},
1719         {TV_POTION, SV_POTION_AUGMENTATION},
1720         {TV_POTION, SV_POTION_INVULNERABILITY},
1721         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1722 };
1723
1724 /*!
1725  * @brief 賞金首の引き換え処理 / Get prize
1726  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1727  */
1728 static bool kankin(void)
1729 {
1730         INVENTORY_IDX i;
1731         int j;
1732         bool change = FALSE;
1733         char o_name[MAX_NLEN];
1734         object_type *o_ptr;
1735
1736         /* Loop for inventory and right/left arm */
1737         for (i = 0; i <= INVEN_LARM; i++)
1738         {
1739                 o_ptr = &inventory[i];
1740
1741                 /* Living Tsuchinoko worthes $1000000 */
1742                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1743                 {
1744                         char buf[MAX_NLEN+20];
1745                         object_desc(o_name, o_ptr, 0);
1746                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1747                         if (get_check(buf))
1748                         {
1749                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1750                                 p_ptr->au += 1000000L * o_ptr->number;
1751                                 p_ptr->redraw |= (PR_GOLD);
1752                                 inven_item_increase(i, -o_ptr->number);
1753                                 inven_item_describe(i);
1754                                 inven_item_optimize(i);
1755                         }
1756                         change = TRUE;
1757                 }
1758         }
1759
1760         for (i = 0; i < INVEN_PACK; i++)
1761         {
1762                 o_ptr = &inventory[i];
1763
1764                 /* Corpse of Tsuchinoko worthes $200000 */
1765                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1766                 {
1767                         char buf[MAX_NLEN+20];
1768                         object_desc(o_name, o_ptr, 0);
1769                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1770                         if (get_check(buf))
1771                         {
1772                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1773                                 p_ptr->au += 200000L * o_ptr->number;
1774                                 p_ptr->redraw |= (PR_GOLD);
1775                                 inven_item_increase(i, -o_ptr->number);
1776                                 inven_item_describe(i);
1777                                 inven_item_optimize(i);
1778                         }
1779                         change = TRUE;
1780                 }
1781         }
1782
1783         for (i = 0; i < INVEN_PACK; i++)
1784         {
1785                 o_ptr = &inventory[i];
1786
1787                 /* Bones of Tsuchinoko worthes $100000 */
1788                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1789                 {
1790                         char buf[MAX_NLEN+20];
1791                         object_desc(o_name, o_ptr, 0);
1792                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1793                         if (get_check(buf))
1794                         {
1795                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1796                                 p_ptr->au += 100000L * o_ptr->number;
1797                                 p_ptr->redraw |= (PR_GOLD);
1798                                 inven_item_increase(i, -o_ptr->number);
1799                                 inven_item_describe(i);
1800                                 inven_item_optimize(i);
1801                         }
1802                         change = TRUE;
1803                 }
1804         }
1805
1806         for (i = 0; i < INVEN_PACK; i++)
1807         {
1808                 o_ptr = &inventory[i];
1809                 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)))
1810                 {
1811                         char buf[MAX_NLEN+20];
1812                         object_desc(o_name, o_ptr, 0);
1813                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1814                         if (get_check(buf))
1815                         {
1816                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1817                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1818                                 p_ptr->redraw |= (PR_GOLD);
1819                                 inven_item_increase(i, -o_ptr->number);
1820                                 inven_item_describe(i);
1821                                 inven_item_optimize(i);
1822                         }
1823                         change = TRUE;
1824                 }
1825         }
1826
1827         for (i = 0; i < INVEN_PACK; i++)
1828         {
1829                 o_ptr = &inventory[i];
1830
1831                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1832                 {
1833                         char buf[MAX_NLEN+20];
1834                         object_desc(o_name, o_ptr, 0);
1835                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1836                         if (get_check(buf))
1837                         {
1838                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1839                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1840                                 p_ptr->redraw |= (PR_GOLD);
1841                                 inven_item_increase(i, -o_ptr->number);
1842                                 inven_item_describe(i);
1843                                 inven_item_optimize(i);
1844                         }
1845                         change = TRUE;
1846                 }
1847         }
1848
1849         for (j = 0; j < MAX_KUBI; j++)
1850         {
1851                 /* Need reverse order --- Positions will be changed in the loop */
1852                 for (i = INVEN_PACK-1; i >= 0; i--)
1853                 {
1854                         o_ptr = &inventory[i];
1855                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1856                         {
1857                                 char buf[MAX_NLEN+20];
1858                                 int num, k;
1859                                 INVENTORY_IDX item_new;
1860                                 object_type forge;
1861
1862                                 object_desc(o_name, o_ptr, 0);
1863                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1864                                 if (!get_check(buf)) continue;
1865
1866 #if 0 /* Obsoleted */
1867                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
1868                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1869                                 p_ptr->redraw |= (PR_GOLD);
1870                                 inven_item_increase(i, -o_ptr->number);
1871                                 inven_item_describe(i);
1872                                 inven_item_optimize(i);
1873                                 chg_virtue(V_JUSTICE, 5);
1874                                 kubi_r_idx[j] += 10000;
1875
1876                                 change = TRUE;
1877 #endif /* Obsoleted */
1878
1879                                 /* Hand it first */
1880                                 inven_item_increase(i, -o_ptr->number);
1881                                 inven_item_describe(i);
1882                                 inven_item_optimize(i);
1883
1884                                 chg_virtue(V_JUSTICE, 5);
1885                                 kubi_r_idx[j] += 10000;
1886
1887                                 /* Count number of unique corpses already handed */
1888                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1889                                 {
1890                                         if (kubi_r_idx[k] >= 10000) num++;
1891                                 }
1892                                 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" : ""));
1893
1894                                 /* Prepare to make a prize */
1895                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1896                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1897
1898                                 /* Identify it fully */
1899                                 object_aware(&forge);
1900                                 object_known(&forge);
1901
1902                                 /*
1903                                  * Hand it --- Assume there is an empty slot.
1904                                  * Since a corpse is handed at first,
1905                                  * there is at least one empty slot.
1906                                  */
1907                                 item_new = inven_carry(&forge);
1908
1909                                 object_desc(o_name, &forge, 0);
1910                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1911
1912                                 /* Auto-inscription */
1913                                 autopick_alter_item(item_new, FALSE);
1914
1915                                 /* Handle stuff */
1916                                 handle_stuff();
1917
1918                                 change = TRUE;
1919                         }
1920                 }
1921         }
1922
1923         if (!change)
1924         {
1925                 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."));
1926                 msg_print(NULL);
1927                 return FALSE;
1928         }
1929         return TRUE;
1930 }
1931
1932 /*!
1933  * @brief 悪夢の元凶となるモンスターかどうかを返す。
1934  * @param r_idx 判定対象となるモンスターのID
1935  * @return 悪夢の元凶となり得るか否か。
1936  */
1937 bool get_nightmare(MONRACE_IDX r_idx)
1938 {
1939         monster_race *r_ptr = &r_info[r_idx];
1940
1941         /* Require eldritch horrors */
1942         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
1943
1944         /* Require high level */
1945         if (r_ptr->level <= p_ptr->lev) return (FALSE);
1946
1947         /* Accept this monster */
1948         return (TRUE);
1949 }
1950
1951 /*!
1952  * @brief 宿屋の利用サブルーチン
1953  * @details inn commands\n
1954  * Note that resting for the night was a perfect way to avoid player\n
1955  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1956  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1957  * will not be that useful.  I will keep it in the hopes the player\n
1958  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1959  * Resting at night is also a quick way to restock stores -KMW-\n
1960  * @param cmd 宿屋の利用施設ID
1961  * @return 施設の利用が実際に行われたか否か。
1962  */
1963 static bool inn_comm(int cmd)
1964 {
1965         switch (cmd)
1966         {
1967                 case BACT_FOOD: /* Buy food & drink */
1968                         if (p_ptr->food >= PY_FOOD_FULL)
1969                         {
1970                                 msg_print(_("今は満腹だ。", "You are full now."));
1971                                 return FALSE;
1972                         }
1973                         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."));
1974                         (void)set_food(PY_FOOD_MAX - 1);
1975                         break;
1976
1977                 case BACT_REST: /* Rest for the night */
1978                         if ((p_ptr->poisoned) || (p_ptr->cut))
1979                         {
1980                                 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."));
1981                                 msg_print(NULL);
1982                                 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."));
1983                         }
1984                         else
1985                         {
1986                                 s32b oldturn = turn;
1987                                 int prev_day, prev_hour, prev_min;
1988
1989                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
1990                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
1991                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
1992                                 else
1993                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
1994                                 
1995                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1996                                 if (dungeon_turn < dungeon_turn_limit)
1997                                 {
1998                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1999                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2000                                 }
2001
2002                                 prevent_turn_overflow();
2003
2004                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2005                                 p_ptr->chp = p_ptr->mhp;
2006
2007                                 if (ironman_nightmare)
2008                                 {
2009                                         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."));
2010
2011                                         /* Have some nightmares */
2012                                         while(1)
2013                                         {
2014                                                 sanity_blast(NULL, FALSE);
2015                                                 if (!one_in_(3)) break;
2016                                         }
2017
2018                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2019                                         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."));
2020                                 }
2021                                 else
2022                                 {
2023                                         set_blind(0);
2024                                         set_confused(0);
2025                                         p_ptr->stun = 0;
2026                                         p_ptr->chp = p_ptr->mhp;
2027                                         p_ptr->csp = p_ptr->msp;
2028                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2029                                         {
2030                                                 int i;
2031                                                 for (i = 0; i < 72; i++)
2032                                                 {
2033                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2034                                                 }
2035                                                 for (; i < 108; i++)
2036                                                 {
2037                                                         p_ptr->magic_num1[i] = 0;
2038                                                 }
2039                                         }
2040
2041                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2042                                         {
2043                                                 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."));
2044                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2045                                         }
2046                                         else
2047                                         {
2048                                                 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."));
2049                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2050                                         }
2051                                 }
2052                         }
2053                         break;
2054
2055                 case BACT_RUMORS: /* Listen for rumors */
2056                         {
2057                                 display_rumor(TRUE);
2058                                 break;
2059                         }
2060         }
2061
2062         return (TRUE);
2063 }
2064
2065
2066 /*!
2067  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2068  * @param questnum クエストのID
2069  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2070  * @return なし
2071  */
2072 static void get_questinfo(IDX questnum, bool do_init)
2073 {
2074         int     i;
2075         IDX     old_quest;
2076         char    tmp_str[80];
2077
2078         /* Clear the text */
2079         for (i = 0; i < 10; i++)
2080         {
2081                 quest_text[i][0] = '\0';
2082         }
2083
2084         quest_text_line = 0;
2085
2086         /* Set the quest number temporary */
2087         old_quest = p_ptr->inside_quest;
2088         p_ptr->inside_quest = questnum;
2089
2090         /* Get the quest text */
2091         init_flags = INIT_SHOW_TEXT;
2092         if (do_init) init_flags |= INIT_ASSIGN;
2093
2094         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2095
2096         /* Reset the old quest number */
2097         p_ptr->inside_quest = old_quest;
2098
2099         /* Print the quest info */
2100         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);
2101
2102         prt(tmp_str, 5, 0);
2103
2104         prt(quest[questnum].name, 7, 0);
2105
2106         for (i = 0; i < 10; i++)
2107         {
2108                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2109         }
2110 }
2111
2112 /*!
2113  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2114  * @return なし
2115  */
2116 static void castle_quest(void)
2117 {
2118         IDX q_index = 0;
2119         monster_race    *r_ptr;
2120         quest_type      *q_ptr;
2121         cptr            name;
2122
2123
2124         clear_bldg(4, 18);
2125
2126         /* Current quest of the building */
2127         q_index = cave[p_ptr->y][p_ptr->x].special;
2128
2129         /* Is there a quest available at the building? */
2130         if (!q_index)
2131         {
2132                 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);
2133                 return;
2134         }
2135
2136         q_ptr = &quest[q_index];
2137
2138         /* Quest is completed */
2139         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2140         {
2141                 /* Rewarded quest */
2142                 q_ptr->status = QUEST_STATUS_REWARDED;
2143
2144                 get_questinfo(q_index, FALSE);
2145
2146                 reinit_wilderness = TRUE;
2147         }
2148         /* Failed quest */
2149         else if (q_ptr->status == QUEST_STATUS_FAILED)
2150         {
2151                 get_questinfo(q_index, FALSE);
2152
2153                 /* Mark quest as done (but failed) */
2154                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2155
2156                 reinit_wilderness = TRUE;
2157         }
2158         /* Quest is still unfinished */
2159         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2160         {
2161                 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);
2162                 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);
2163                 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);
2164         }
2165         /* No quest yet */
2166         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2167         {
2168                 q_ptr->status = QUEST_STATUS_TAKEN;
2169
2170                 reinit_wilderness = TRUE;
2171
2172                 /* Assign a new quest */
2173                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2174                 {
2175                         if (q_ptr->r_idx == 0)
2176                         {
2177                                 /* Random monster at least 5 - 10 levels out of deep */
2178                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2179                         }
2180
2181                         r_ptr = &r_info[q_ptr->r_idx];
2182
2183                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2184                         {
2185                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2186                                 r_ptr = &r_info[q_ptr->r_idx];
2187                         }
2188
2189                         if (q_ptr->max_num == 0)
2190                         {
2191                                 /* Random monster number */
2192                                 if (randint1(10) > 7)
2193                                         q_ptr->max_num = 1;
2194                                 else
2195                                         q_ptr->max_num = randint1(3) + 1;
2196                         }
2197
2198                         q_ptr->cur_num = 0;
2199                         name = (r_name + r_ptr->name);
2200                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2201                 }
2202                 else
2203                 {
2204                         get_questinfo(q_index, TRUE);
2205                 }
2206         }
2207 }
2208
2209
2210 /*!
2211  * @brief 町に関するヘルプを表示する / Display town history
2212  * @return なし
2213  */
2214 static void town_history(void)
2215 {
2216         screen_save();
2217
2218         /* Peruse the building help file */
2219         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2220         screen_load();
2221 }
2222
2223 /*!
2224  * @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
2225  * @param plus_ammo 矢弾のダメージ修正
2226  * @param plus_bow 弓のダメージ修正
2227  * @return ダメージ期待値
2228  * @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。
2229  */
2230 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2231 {
2232         HIT_POINT i;
2233         object_type *j_ptr =  &inventory[INVEN_BOW];
2234         
2235         /* Extract "shot" power */
2236         i = p_ptr->to_h_b + plus_ammo;
2237         
2238         if (p_ptr->tval_ammo == TV_BOLT)
2239                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2240         else
2241                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2242
2243         /* Snipers can shot more critically with crossbows */
2244         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2245         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2246         
2247         /* Good bow makes more critical */
2248         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2249         
2250         if (i < 0) i = 0;
2251         
2252         return i;
2253 }
2254
2255 /*!
2256  * @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
2257  * @param weight 武器の重量
2258  * @param plus_ammo 矢弾のダメージ修正
2259  * @param plus_bow 弓のダメージ修正
2260  * @param dam 基本ダメージ量
2261  * @return ダメージ期待値
2262  */
2263 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow,  HIT_POINT dam)
2264 {
2265         u32b num;
2266         int i, k, crit;
2267         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2268         
2269         k = 0;
2270         num = 0;
2271         
2272         crit = MIN(500, 900/weight);
2273         num += dam * 3 /2 * crit;
2274         k = crit;
2275         
2276         crit = MIN(500, 1350/weight);
2277         crit -= k;
2278         num += dam * 2 * crit;
2279         k += crit;
2280         
2281         if(k < 500)
2282         {
2283                 crit = 500 - k;
2284                 num += dam * 3 * crit;
2285         }
2286         
2287         num /= 500;
2288         
2289         num *= i;
2290         num += (10000 - i) * dam;
2291         num /= 10000;
2292         
2293         return num;
2294 }
2295
2296 /*!
2297  * @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
2298  * @param weight 武器の重量
2299  * @param plus 武器のダメージ修正
2300  * @param dam 基本ダメージ
2301  * @param meichuu 命中値
2302  * @param dokubari 毒針処理か否か
2303  * @return ダメージ期待値
2304  */
2305 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2306 {
2307         u32b k, num;
2308         int i;
2309         
2310         if(dokubari) return dam;
2311         
2312         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2313         if (i < 0) i = 0;
2314         
2315         k = weight;
2316         num = 0;
2317         
2318         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2319         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2320         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2321         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2322         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2323         
2324         num /= 650;
2325         if(p_ptr->pclass == CLASS_NINJA)
2326         {
2327                 num *= i;
2328                 num += (4444 - i) * dam;
2329                 num /= 4444;
2330         }
2331         else
2332         {
2333                 num *= i;
2334                 num += (5000 - i) * dam;
2335                 num /= 5000;
2336         }
2337         
2338         return num;
2339 }
2340
2341 /*!
2342  * @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
2343  * @param dam 基本ダメージ
2344  * @param mult スレイ倍率(掛け算部分)
2345  * @param div スレイ倍率(割り算部分)
2346  * @param force 理力特別計算フラグ
2347  * @return ダメージ期待値
2348  */
2349 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2350 {
2351         int tmp;
2352         if(force)
2353         {
2354                 tmp = dam * 60;
2355                 tmp *= mult * 3;
2356                 tmp /= div * 2;
2357                 tmp += dam * 60 * 2;
2358                 tmp /= 60;
2359         }
2360         else
2361         {
2362                 tmp = dam * 60;
2363                 tmp *= mult; 
2364                 tmp /= div;
2365                 tmp /= 60;
2366         }
2367         return tmp;
2368 }
2369
2370 /*!
2371  * @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)
2372  * @param dam 基本ダメージ
2373  * @param mult スレイ倍率(掛け算部分)
2374  * @param div スレイ倍率(割り算部分)
2375  * @param force 理力特別計算フラグ
2376  * @param weight 重量
2377  * @param plus 武器ダメージ修正
2378  * @param meichuu 命中値
2379  * @param dokubari 毒針処理か否か
2380  * @param vorpal_mult 切れ味倍率(掛け算部分)
2381  * @param vorpal_div 切れ味倍率(割り算部分)
2382  * @return ダメージ期待値
2383  */
2384 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)
2385 {
2386         dam = calc_slaydam(dam, mult, div, force);
2387         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2388         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2389         return dam;
2390 }
2391
2392
2393 /*!
2394  * @brief 武器の各条件毎のダメージ期待値を表示する。
2395  * @param r 表示行
2396  * @param c 表示列
2397  * @param mindice ダイス部分最小値
2398  * @param maxdice ダイス部分最大値
2399  * @param blows 攻撃回数
2400  * @param dam_bonus ダメージ修正値
2401  * @param attr 条件内容
2402  * @param color 条件内容の表示色
2403  * @details
2404  * Display the damage figure of an object\n
2405  * (used by compare_weapon_aux)\n
2406  * \n
2407  * Only accurate for the current weapon, because it includes\n
2408  * the current +dam of the player.\n
2409  * @return なし
2410  */
2411 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2412 {
2413         char tmp_str[80];
2414         int mindam, maxdam;
2415         
2416         mindam = blows * (mindice + dam_bonus);
2417         maxdam = blows * (maxdice + dam_bonus);
2418
2419         /* Print the intro text */
2420         c_put_str(color, attr, r, c);
2421
2422         /* Calculate the min and max damage figures */
2423         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2424         
2425         /* Print the damage */
2426         put_str(tmp_str, r, c + 8);
2427 }
2428
2429
2430 /*!
2431  * @brief 武器一つ毎のダメージ情報を表示する。
2432  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2433  * @param col 表示する行の上端
2434  * @param r 表示する列の左端
2435  * @details
2436  * Show the damage figures for the various monster types\n
2437  * \n
2438  * Only accurate for the current weapon, because it includes\n
2439  * the current number of blows for the player.\n
2440  * @return なし
2441  */
2442 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2443 {
2444         BIT_FLAGS flgs[TR_FLAG_SIZE];
2445         int blow = p_ptr->num_blow[0];
2446         bool force = FALSE;
2447         bool dokubari = FALSE;
2448         
2449         /* Effective dices */
2450         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2451         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2452         
2453         int mindice = eff_dd;
2454         int maxdice = eff_ds * eff_dd;
2455         int mindam = 0;
2456         int maxdam = 0;
2457         int vorpal_mult = 1;
2458         int vorpal_div = 1;
2459         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2460         
2461
2462         /* Get the flags of the weapon */
2463         object_flags(o_ptr, flgs);
2464         
2465         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2466         
2467         
2468         /* Show Critical Damage*/
2469         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2470         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2471         
2472         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2473
2474         
2475         /* Vorpal Hit*/
2476         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2477         {
2478                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2479                 {
2480                         vorpal_mult = 5;
2481                         vorpal_div = 3;
2482                 }
2483                 else
2484                 {
2485                         vorpal_mult = 11;
2486                         vorpal_div = 9;
2487                 }
2488                 
2489                 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);
2490                 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);         
2491                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2492         }       
2493         
2494         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2495         {
2496                 force = TRUE;
2497                 
2498                 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);
2499                 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);
2500                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2501         }
2502                 
2503         /* Print the relevant lines */
2504         if (have_flag(flgs, TR_KILL_ANIMAL))
2505         {
2506                 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);
2507                 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);         
2508                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2509         }
2510         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2511         {
2512                 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);
2513                 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);
2514                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2515         }
2516         if (have_flag(flgs, TR_KILL_EVIL))
2517         {       
2518                 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);
2519                 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);
2520                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2521         }
2522         else if (have_flag(flgs, TR_SLAY_EVIL))
2523         {       
2524                 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);
2525                 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);         
2526                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2527         }
2528         if (have_flag(flgs, TR_KILL_HUMAN))
2529         {       
2530                 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);
2531                 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);
2532                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2533         }
2534         else if (have_flag(flgs, TR_SLAY_HUMAN))
2535         {       
2536                 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);
2537                 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);
2538                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2539         }
2540         if (have_flag(flgs, TR_KILL_UNDEAD))
2541         {
2542                 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);
2543                 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);
2544                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2545         }
2546         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2547         {
2548                 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);
2549                 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);
2550                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2551         }
2552         if (have_flag(flgs, TR_KILL_DEMON))
2553         {       
2554                 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);
2555                 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);
2556                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2557         }
2558         else if (have_flag(flgs, TR_SLAY_DEMON))
2559         {       
2560                 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);
2561                 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);
2562                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2563         }
2564         if (have_flag(flgs, TR_KILL_ORC))
2565         {
2566                 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);
2567                 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);
2568                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2569         }
2570         else if (have_flag(flgs, TR_SLAY_ORC))
2571         {
2572                 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);
2573                 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);
2574                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2575         }
2576         if (have_flag(flgs, TR_KILL_TROLL))
2577         {
2578                 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);
2579                 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);
2580                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2581         }
2582         else if (have_flag(flgs, TR_SLAY_TROLL))
2583         {
2584                 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);
2585                 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);
2586                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2587         }
2588         if (have_flag(flgs, TR_KILL_GIANT))
2589         {
2590                 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);
2591                 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);
2592                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2593         }
2594         else if (have_flag(flgs, TR_SLAY_GIANT))
2595         {
2596                 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);
2597                 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);
2598                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2599         }
2600         if (have_flag(flgs, TR_KILL_DRAGON))
2601         {
2602                 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);
2603                 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);
2604                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2605         }
2606         else if (have_flag(flgs, TR_SLAY_DRAGON))
2607         {               
2608                 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);
2609                 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);
2610                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2611         }
2612         if (have_flag(flgs, TR_BRAND_ACID))
2613         {
2614                 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);
2615                 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);
2616                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2617         }
2618         if (have_flag(flgs, TR_BRAND_ELEC))
2619         {
2620                 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);
2621                 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);
2622                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2623         }
2624         if (have_flag(flgs, TR_BRAND_FIRE))
2625         {
2626                 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);
2627                 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);
2628                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2629         }
2630         if (have_flag(flgs, TR_BRAND_COLD))
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,  _("冷属性:", "Cold:"), TERM_RED);
2635         }
2636         if (have_flag(flgs, TR_BRAND_POIS))
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, _("毒属性:", "Poison:"), TERM_RED);
2641         }
2642 }
2643
2644 /*!
2645  * @brief モンスターへの命中率の計算
2646  * @param to_h 命中値
2647  * @param ac 敵AC
2648  * @return 命中確率
2649  */
2650 static PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
2651 {
2652         PERCENTAGE chance = 0;
2653         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2654
2655         if (meichuu <= 0) return 5;
2656
2657         chance = 100 - ((ac * 75) / meichuu);
2658
2659         if (chance > 95) chance = 95;
2660         if (chance < 5) chance = 5;
2661         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2662                 chance = (chance * 19 + 9) / 20;
2663         return chance;
2664 }
2665
2666 /*!
2667  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2668  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2669  * @param row 表示する列の左端
2670  * @param col 表示する行の上端
2671  * @details
2672  * Displays all info about a weapon
2673  *
2674  * Only accurate for the current weapon, because it includes
2675  * various info about the player's +to_dam and number of blows.
2676  * @return なし
2677  */
2678 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2679 {
2680         char o_name[MAX_NLEN];
2681         char tmp_str[80];
2682
2683         /* Effective dices */
2684         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2685         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2686
2687         /* Print the weapon name */
2688         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2689         c_put_str(TERM_YELLOW, o_name, row, col);
2690
2691         /* Print the player's number of blows */
2692         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2693         put_str(tmp_str, row+1, col);
2694
2695         /* Print to_hit and to_dam of the weapon */
2696         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2697         put_str(tmp_str, row+2, col);
2698
2699         /* Print the weapons base damage dice */
2700         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2701                                 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2702                                 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2703         put_str(tmp_str, row+3, col);
2704         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2705
2706         /* Damage for one blow (if it hits) */
2707         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2708             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2709                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2710         put_str(tmp_str, row+6, col+1);
2711
2712         /* Damage for the complete attack (if all blows hit) */
2713         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2714                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2715                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2716         put_str(tmp_str, row+7, col+1);
2717 }
2718
2719 /*!
2720  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2721  * @details 
2722  * Copies the weapons to compare into the weapon-slot and\n
2723  * compares the values for both weapons.\n
2724  * 武器1つだけで比較をしないなら費用は半額になる。
2725  * @param bcost 基本鑑定費用
2726  * @return 最終的にかかった費用
2727  */
2728 static PRICE compare_weapons(PRICE bcost)
2729 {
2730         int i, n;
2731         OBJECT_IDX item, item2;
2732         object_type *o_ptr[2];
2733         object_type orig_weapon;
2734         object_type *i_ptr;
2735         cptr q, s;
2736         TERM_LEN row = 2;
2737         TERM_LEN wid = 38, mgn = 2;
2738         bool old_character_xtra = character_xtra;
2739         char ch;
2740         PRICE total = 0;
2741         PRICE cost = 0; /* First time no price */
2742
2743         /* Save the screen */
2744         screen_save();
2745
2746         /* Clear the screen */
2747         clear_bldg(0, 22);
2748
2749         /* Store copy of original wielded weapon */
2750         i_ptr = &inventory[INVEN_RARM];
2751         object_copy(&orig_weapon, i_ptr);
2752
2753         /* Only compare melee weapons */
2754         item_tester_no_ryoute = TRUE;
2755         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2756
2757         /* Get the first weapon */
2758         q = _("第一の武器は?", "What is your first weapon? ");
2759         s = _("比べるものがありません。", "You have nothing to compare.");
2760
2761         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2762         {
2763                 screen_load();
2764                 return (0);
2765         }
2766
2767         /* Get the item (in the pack) */
2768         o_ptr[0] = &inventory[item];
2769         n = 1;
2770         total = bcost;
2771
2772         while (TRUE)
2773         {
2774                 /* Clear the screen */
2775                 clear_bldg(0, 22);
2776
2777                 /* Only compare melee weapons */
2778                 item_tester_no_ryoute = TRUE;
2779                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2780
2781                 /* Hack -- prevent "icky" message */
2782                 character_xtra = TRUE;
2783
2784                 /* Diaplay selected weapon's infomation */
2785                 for (i = 0; i < n; i++)
2786                 {
2787                         int col = (wid * i + mgn);
2788
2789                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2790                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2791
2792                         /* Get the new values */
2793                         calc_bonuses();
2794
2795                         /* List the new values */
2796                         list_weapon(o_ptr[i], row, col);
2797                         compare_weapon_aux(o_ptr[i], col, row + 8);
2798
2799                         /* Copy back the original weapon into the weapon slot */
2800                         object_copy(i_ptr, &orig_weapon);
2801                 }
2802
2803                 /* Reset the values for the old weapon */
2804                 calc_bonuses();
2805
2806                 character_xtra = old_character_xtra;
2807
2808 #ifdef JP
2809                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2810                 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);
2811                 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);
2812 #else
2813                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2814                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2815                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2816 #endif
2817
2818                 flush();
2819                 ch = inkey();
2820
2821                 if (ch == 's')
2822                 {
2823                         if (total + cost > p_ptr->au)
2824                         {
2825                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2826                                 msg_print(NULL);
2827                                 continue;
2828                         }
2829
2830                         q = _("第二の武器は?", "What is your second weapon? ");
2831                         s = _("比べるものがありません。", "You have nothing to compare.");
2832
2833                         /* Get the second weapon */
2834                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2835
2836                         total += cost;
2837                         cost = bcost / 2;
2838
2839                         /* Get the item (in the pack) */
2840                         o_ptr[1] = &inventory[item2];
2841                         n = 2;
2842                 }
2843                 else
2844                 {
2845                         break;
2846                 }
2847         }
2848
2849         /* Restore the screen */
2850         screen_load();
2851
2852         return (total);
2853 }
2854
2855
2856 /*!
2857  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2858  * @details 
2859  * Calculate and display the dodge-rate and the protection-rate
2860  * based on AC
2861  * @param iAC プレイヤーのAC。
2862  * @return 常にTRUEを返す。
2863  */
2864 static bool eval_ac(ARMOUR_CLASS iAC)
2865 {
2866 #ifdef JP
2867         const char memo[] =
2868                 "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"
2869                 "何パーセント軽減するかを示します。\n"
2870                 "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"
2871                 "に対してのみ効果があります。\n \n"
2872                 "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"
2873                 "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"
2874                 "敵のレベルとあなたのACによって決定されます。\n \n"
2875                 "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"
2876                 "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";
2877 #else
2878         const char memo[] =
2879                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2880                 "Note that the Protection rate is effective only against normal "
2881                 "'attack' and 'shatter' type melee attacks, "
2882                 "and has no effect against any other types such as 'poison'.\n \n"
2883                 "'Dodge Rate' indicates the success rate on dodging the "
2884                 "monster's melee attacks.  "
2885                 "It is depend on the level of the monster and your AC.\n \n"
2886                 "'Average Damage' indicates the expected amount of damage "
2887                 "when you are attacked by normal melee attacks with power=100.";
2888 #endif
2889
2890         int protection;
2891         TERM_LEN col, row = 2;
2892         DEPTH lvl;
2893         char buf[80*20], *t;
2894
2895         /* AC lower than zero has no effect */
2896         if (iAC < 0) iAC = 0;
2897
2898         /* ダメージ軽減率を計算 */
2899         protection = 100 * MIN(iAC, 150) / 250;
2900
2901         screen_save();
2902         clear_bldg(0, 22);
2903
2904 #ifdef JP
2905         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2906         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
2907         row++;
2908
2909         put_str("敵のレベル      :", row + 0, 0);
2910         put_str("回避率          :", row + 1, 0);
2911         put_str("ダメージ期待値  :", row + 2, 0);
2912 #else
2913         put_str(format("Your current AC : %3d", iAC), row++, 0);
2914         put_str(format("Protection rate : %3d%%", protection), row++, 0);
2915         row++;
2916
2917         put_str("Level of Monster:", row + 0, 0);
2918         put_str("Dodge Rate      :", row + 1, 0);
2919         put_str("Average Damage  :", row + 2, 0);
2920 #endif
2921     
2922         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2923         {
2924                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2925                 int dodge;   /* 回避率(%) */
2926                 int average; /* ダメージ期待値 */
2927
2928                 put_str(format("%3d", lvl), row + 0, col);
2929
2930                 /* 回避率を計算 */
2931                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2932                 put_str(format("%3d%%", dodge), row + 1, col);
2933
2934                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2935                 average = (100 - dodge) * (100 - protection) / 100;
2936                 put_str(format("%3d", average), row + 2, col);
2937         }
2938
2939         /* Display note */
2940         roff_to_buf(memo, 70, buf, sizeof(buf));
2941         for (t = buf; t[0]; t += strlen(t) + 1)
2942                 put_str(t, (row++) + 4, 4);
2943
2944         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);
2945   
2946         flush();
2947         (void)inkey();
2948         screen_load();
2949
2950         return (TRUE);
2951 }
2952
2953
2954
2955 /*!
2956  * @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。
2957  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2958  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2959  * @return 修復対象になるならTRUEを返す。
2960  */
2961 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2962 {
2963         int i, n = 0;
2964         int cand[TR_FLAG_MAX];
2965         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2966         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2967
2968         object_flags(to_ptr, to_flgs);
2969         object_flags(from_ptr, from_flgs);
2970
2971         for (i = 0; i < TR_FLAG_MAX; i++)
2972         {
2973                 switch (i)
2974                 {
2975                 case TR_IGNORE_ACID:
2976                 case TR_IGNORE_ELEC:
2977                 case TR_IGNORE_FIRE:
2978                 case TR_IGNORE_COLD:
2979                 case TR_ACTIVATE:
2980                 case TR_RIDING:
2981                 case TR_THROW:
2982                 case TR_SHOW_MODS:
2983                 case TR_HIDE_TYPE:
2984                 case TR_ES_ATTACK:
2985                 case TR_ES_AC:
2986                 case TR_FULL_NAME:
2987                 case TR_FIXED_FLAVOR:
2988                         break;
2989                 default:
2990                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2991                         {
2992                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2993                         }
2994                 }
2995         }
2996
2997         if (n > 0)
2998         {
2999                 int bmax;
3000                 int tr_idx = cand[randint0(n)];
3001                 add_flag(to_ptr->art_flags, tr_idx);
3002                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3003                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3004                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3005                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3006         }
3007
3008         return;
3009 }
3010
3011 /*!
3012  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3013  * @param bcost 基本修復費用
3014  * @return 実際にかかった費用
3015  */
3016 static PRICE repair_broken_weapon_aux(PRICE bcost)
3017 {
3018         PRICE cost;
3019         OBJECT_IDX item, mater;
3020         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3021         object_kind *k_ptr;
3022         int i, dd_bonus, ds_bonus;
3023         KIND_OBJECT_IDX k_idx;
3024         char basenm[MAX_NLEN];
3025         cptr q, s; /* For get_item prompt */
3026         int row = 7;
3027
3028         /* Clear screen */
3029         clear_bldg(0, 22);
3030
3031         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);
3032         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);
3033
3034         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3035         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3036
3037         /* Only forge broken weapons */
3038         item_tester_hook = item_tester_hook_broken_weapon;
3039
3040         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3041
3042         /* Get the item (in the pack) */
3043         o_ptr = &inventory[item];
3044
3045         /* It is worthless */
3046         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3047         {
3048                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3049                 return (0);
3050         }
3051
3052         /* They are too many */
3053         if (o_ptr->number > 1)
3054         {
3055                 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!"));
3056                 return (0);
3057         }
3058
3059         /* Display item name */
3060         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3061         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3062
3063         q = _("材料となる武器は?", "Which weapon for material? ");
3064         s = _("材料となる武器がありません。", "You have no material to repair.");
3065
3066         /* Only forge broken weapons */
3067         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
3068
3069         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3070         if (mater == item)
3071         {
3072                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3073                 return (0);
3074         }
3075
3076         /* Get the item (in the pack) */
3077         mo_ptr = &inventory[mater];
3078
3079         /* Display item name */
3080         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3081         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3082
3083         /* Get the value of one of the items (except curses) */
3084         cost = bcost + object_value_real(o_ptr) * 2;
3085
3086         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);
3087
3088         /* Check if the player has enough money */
3089         if (p_ptr->au < cost)
3090         {
3091                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3092                 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);
3093                 msg_print(NULL);
3094                 return (0);
3095         }
3096
3097         if (o_ptr->sval == SV_BROKEN_DAGGER)
3098         {
3099                 IDX j;
3100                 int n = 1;
3101
3102                 /* Suppress compiler warning */
3103                 k_idx = 0;
3104
3105                 for (j = 1; j < max_k_idx; j++)
3106                 {
3107                         object_kind *k_aux_ptr = &k_info[j];
3108
3109                         if (k_aux_ptr->tval != TV_SWORD) continue;
3110                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3111                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3112                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3113                         if (k_aux_ptr->weight > 99) continue;
3114
3115                         if (one_in_(n)) 
3116                         {
3117                                 k_idx = j;
3118                                 n++;
3119                         }
3120                 }
3121         }
3122         else /* TV_BROKEN_SWORD */
3123         {
3124                 /* Repair to a sword or sometimes material's type weapon */
3125                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3126
3127                 while(1)
3128                 {
3129                         object_kind *ck_ptr;
3130
3131                         k_idx = lookup_kind(tval, SV_ANY);
3132                         ck_ptr = &k_info[k_idx];
3133
3134                         if (tval == TV_SWORD)
3135                         {
3136                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3137                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3138                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3139                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3140                         }
3141                         if (tval == TV_POLEARM)
3142                         {
3143                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3144                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3145                         }
3146                         if (tval == TV_HAFTED)
3147                         {
3148                                 if ((ck_ptr->sval == SV_GROND) ||
3149                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3150                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3151                         }
3152
3153                         break;
3154                 }
3155         }
3156
3157         /* Calculate dice bonuses */
3158         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3159         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3160         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3161         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3162
3163         /* Change base object */
3164         k_ptr = &k_info[k_idx];
3165         o_ptr->k_idx = k_idx;
3166         o_ptr->weight = k_ptr->weight;
3167         o_ptr->tval = k_ptr->tval;
3168         o_ptr->sval = k_ptr->sval;
3169         o_ptr->dd = k_ptr->dd;
3170         o_ptr->ds = k_ptr->ds;
3171
3172         /* Copy base object's ability */
3173         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3174         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3175         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3176
3177         /* Dice up */
3178         if (dd_bonus > 0)
3179         {
3180                 o_ptr->dd++;
3181                 for (i = 1; i < dd_bonus; i++)
3182                 {
3183                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3184                 }
3185         }
3186         if (ds_bonus > 0)
3187         {
3188                 o_ptr->ds++;
3189                 for (i = 1; i < ds_bonus; i++)
3190                 {
3191                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3192                 }
3193         }
3194
3195         /* */
3196         if (have_flag(k_ptr->flags, TR_BLOWS))
3197         {
3198                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3199                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3200         }
3201
3202         /* Add one random ability from material weapon */
3203         give_one_ability_of_object(o_ptr, mo_ptr);
3204
3205         /* Add to-dam, to-hit and to-ac from material weapon */
3206         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3207         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3208         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3209
3210         if ((o_ptr->name1 == ART_NARSIL) ||
3211                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3212                 (object_is_ego(o_ptr) && one_in_(7)))
3213         {
3214                 /* Forge it */
3215                 if (object_is_ego(o_ptr))
3216                 {
3217                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3218                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3219                 }
3220
3221                 /* Add one random ability from material weapon */
3222                 give_one_ability_of_object(o_ptr, mo_ptr);
3223
3224                 /* Add one random activation */
3225                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3226
3227                 /* Narsil */
3228                 if (o_ptr->name1 == ART_NARSIL)
3229                 {
3230                         one_high_resistance(o_ptr);
3231                         one_ability(o_ptr);
3232                 }
3233
3234                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3235         }
3236
3237         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3238 #ifdef JP
3239         msg_format("$%dで%sに修復しました。", cost, basenm);
3240 #else
3241         msg_format("Repaired into %s for %d gold.", basenm, cost);
3242 #endif
3243         msg_print(NULL);
3244
3245         /* Remove BROKEN flag */
3246         o_ptr->ident &= ~(IDENT_BROKEN);
3247
3248         /* Add repaired flag */
3249         o_ptr->discount = 99;
3250
3251         /* Decrease material object */
3252         inven_item_increase(mater, -1);
3253         inven_item_optimize(mater);
3254
3255         /* Copyback */
3256         p_ptr->update |= PU_BONUS;
3257         handle_stuff();
3258
3259         /* Something happened */
3260         return (cost);
3261 }
3262
3263 /*!
3264  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3265  * @param bcost 基本鑑定費用
3266  * @return 実際にかかった費用
3267  */
3268 static int repair_broken_weapon(PRICE bcost)
3269 {
3270         PRICE cost;
3271         screen_save();
3272         cost = repair_broken_weapon_aux(bcost);
3273         screen_load();
3274         return cost;
3275 }
3276
3277
3278 /*!
3279  * @brief アイテムの強化を行う。 / Enchant item
3280  * @param cost 1回毎の費用
3281  * @param to_hit 命中をアップさせる量
3282  * @param to_dam ダメージをアップさせる量
3283  * @param to_ac ACをアップさせる量
3284  * @return 実際に行ったらTRUE
3285  */
3286 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3287 {
3288         int         i;
3289         OBJECT_IDX  item;
3290         bool        okay = FALSE;
3291         object_type *o_ptr;
3292         cptr        q, s;
3293         int         maxenchant = (p_ptr->lev / 5);
3294         char        tmp_str[MAX_NLEN];
3295
3296         clear_bldg(4, 18);
3297 #ifdef JP
3298         prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3299         prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3300 #else
3301         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3302         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3303 #endif
3304
3305         item_tester_no_ryoute = TRUE;
3306
3307         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3308         s = _("改良できるものがありません。", "You have nothing to improve.");
3309
3310         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3311
3312         /* Get the item (in the pack) */
3313         o_ptr = &inventory[item];
3314
3315         /* Check if the player has enough money */
3316         if (p_ptr->au < (cost * o_ptr->number))
3317         {
3318                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3319                 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);
3320                 return (FALSE);
3321         }
3322
3323         /* Enchant to hit */
3324         for (i = 0; i < to_hit; i++)
3325         {
3326                 if (o_ptr->to_h < maxenchant)
3327                 {
3328                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3329                         {
3330                                 okay = TRUE;
3331                                 break;
3332                         }
3333                 }
3334         }
3335
3336         /* Enchant to damage */
3337         for (i = 0; i < to_dam; i++)
3338         {
3339                 if (o_ptr->to_d < maxenchant)
3340                 {
3341                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3342                         {
3343                                 okay = TRUE;
3344                                 break;
3345                         }
3346                 }
3347         }
3348
3349         /* Enchant to AC */
3350         for (i = 0; i < to_ac; i++)
3351         {
3352                 if (o_ptr->to_a < maxenchant)
3353                 {
3354                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3355                         {
3356                                 okay = TRUE;
3357                                 break;
3358                         }
3359                 }
3360         }
3361
3362         /* Failure */
3363         if (!okay)
3364         {
3365                 if (flush_failure) flush();
3366                 msg_print(_("改良に失敗した。", "The improvement failed."));
3367                 return (FALSE);
3368         }
3369         else
3370         {
3371                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3372 #ifdef JP
3373                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3374 #else
3375                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3376 #endif
3377
3378                 /* Charge the money */
3379                 p_ptr->au -= (cost * o_ptr->number);
3380
3381                 if (item >= INVEN_RARM) calc_android_exp();
3382
3383                 /* Something happened */
3384                 return (TRUE);
3385         }
3386 }
3387
3388
3389 /*!
3390  * @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
3391  * @details
3392  * The player can select the number of charges to add\n
3393  * (up to a limit), and the recharge never fails.\n
3394  *\n
3395  * The cost for rods depends on the level of the rod. The prices\n
3396  * for recharging wands and staves are dependent on the cost of\n
3397  * the base-item.\n
3398  * @return なし
3399  */
3400 static void building_recharge(void)
3401 {
3402         OBJECT_IDX  item;
3403         DEPTH       lev;
3404         object_type *o_ptr;
3405         object_kind *k_ptr;
3406         cptr        q, s;
3407         PRICE       price;
3408         PARAMETER_VALUE charges;
3409         int         max_charges;
3410         char        tmp_str[MAX_NLEN];
3411
3412         msg_flag = FALSE;
3413
3414         /* Display some info */
3415         clear_bldg(4, 18);
3416         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);
3417
3418
3419         /* Only accept legal items */
3420         item_tester_hook = item_tester_hook_recharge;
3421
3422         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3423         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3424         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3425
3426         /* Get the item (in the pack) */
3427         if (item >= 0)
3428         {
3429                 o_ptr = &inventory[item];
3430         }
3431
3432         /* Get the item (on the floor) */
3433         else
3434         {
3435                 o_ptr = &o_list[0 - item];
3436         }
3437
3438         k_ptr = &k_info[o_ptr->k_idx];
3439
3440         /*
3441          * We don't want to give the player free info about
3442          * the level of the item or the number of charges.
3443          */
3444         /* The item must be "known" */
3445         if (!object_is_known(o_ptr))
3446         {
3447                 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!"));
3448                 msg_print(NULL);
3449
3450                 if ((p_ptr->au >= 50) &&
3451                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3452
3453                 {
3454                         /* Pay the price */
3455                         p_ptr->au -= 50;
3456
3457                         /* Identify it */
3458                         identify_item(o_ptr);
3459
3460                         /* Description */
3461                         object_desc(tmp_str, o_ptr, 0);
3462                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3463
3464                         /* Auto-inscription */
3465                         autopick_alter_item(item, FALSE);
3466
3467                         /* Update the gold display */
3468                         building_prt_gold();
3469                 }
3470                 else
3471                 {
3472                         return;
3473                 }
3474         }
3475
3476         /* Extract the object "level" */
3477         lev = k_info[o_ptr->k_idx].level;
3478
3479         /* Price for a rod */
3480         if (o_ptr->tval == TV_ROD)
3481         {
3482                 if (o_ptr->timeout > 0)
3483                 {
3484                         /* Fully recharge */
3485                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3486                 }
3487                 else
3488                 {
3489                         /* No recharge necessary */
3490                         price = 0;
3491                         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."));
3492                         return;
3493                 }
3494         }
3495         else if (o_ptr->tval == TV_STAFF)
3496         {
3497                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3498                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3499
3500                 /* Pay at least 10 gold per charge */
3501                 price = MAX(10, price);
3502         }
3503         else
3504         {
3505                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3506                 price = (k_info[o_ptr->k_idx].cost / 10);
3507
3508                 /* Pay at least 10 gold per charge */
3509                 price = MAX(10, price);
3510         }
3511
3512         /* Limit the number of charges for wands and staffs */
3513         if (o_ptr->tval == TV_WAND
3514                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3515         {
3516                 if (o_ptr->number > 1)
3517                 {
3518                         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."));
3519                 }
3520                 else
3521                 {
3522                         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."));
3523                 }
3524                 return;
3525         }
3526         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3527         {
3528                 if (o_ptr->number > 1)
3529                 {
3530                         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."));
3531                 }
3532                 else
3533                 {
3534                         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."));
3535                 }
3536                 return;
3537         }
3538
3539         /* Check if the player has enough money */
3540         if (p_ptr->au < price)
3541         {
3542                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3543 #ifdef JP
3544                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3545 #else
3546                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3547 #endif
3548
3549                 return;
3550         }
3551
3552         if (o_ptr->tval == TV_ROD)
3553         {
3554 #ifdef JP
3555 if (get_check(format("そのロッドを$%d で再充填しますか?",
3556  price)))
3557 #else
3558                 if (get_check(format("Recharge the %s for %d gold? ",
3559                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3560 #endif
3561
3562                 {
3563                         /* Recharge fully */
3564                         o_ptr->timeout = 0;
3565                 }
3566                 else
3567                 {
3568                         return;
3569                 }
3570         }
3571         else
3572         {
3573                 if (o_ptr->tval == TV_STAFF)
3574                         max_charges = k_ptr->pval - o_ptr->pval;
3575                 else
3576                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3577
3578                 /* Get the quantity for staves and wands */
3579                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3580                                         MIN(p_ptr->au / price, max_charges));
3581
3582                 /* Do nothing */
3583                 if (charges < 1) return;
3584
3585                 /* Get the new price */
3586                 price *= charges;
3587
3588                 /* Recharge */
3589                 o_ptr->pval += charges;
3590
3591                 /* We no longer think the item is empty */
3592                 o_ptr->ident &= ~(IDENT_EMPTY);
3593         }
3594
3595         /* Give feedback */
3596         object_desc(tmp_str, o_ptr, 0);
3597 #ifdef JP
3598         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3599 #else
3600         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3601 #endif
3602
3603         /* Combine / Reorder the pack (later) */
3604         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3605
3606         p_ptr->window |= (PW_INVEN);
3607
3608         /* Pay the price */
3609         p_ptr->au -= price;
3610
3611         /* Finished */
3612         return;
3613 }
3614
3615
3616 /*!
3617  * @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
3618  * @details
3619  * The player can select the number of charges to add\n
3620  * (up to a limit), and the recharge never fails.\n
3621  *\n
3622  * The cost for rods depends on the level of the rod. The prices\n
3623  * for recharging wands and staves are dependent on the cost of\n
3624  * the base-item.\n
3625  * @return なし
3626  */
3627 static void building_recharge_all(void)
3628 {
3629         INVENTORY_IDX i;
3630         DEPTH lev;
3631         object_type *o_ptr;
3632         object_kind *k_ptr;
3633         PRICE price = 0;
3634         PRICE total_cost = 0;
3635
3636
3637         /* Display some info */
3638         msg_flag = FALSE;
3639         clear_bldg(4, 18);
3640         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);
3641
3642         /* Calculate cost */
3643         for ( i = 0; i < INVEN_PACK; i++)
3644         {
3645                 o_ptr = &inventory[i];
3646                                 
3647                 /* skip non magic device */
3648                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3649
3650                 /* need identified */
3651                 if (!object_is_known(o_ptr)) total_cost += 50;
3652
3653                 /* Extract the object "level" */
3654                 lev = k_info[o_ptr->k_idx].level;
3655
3656                 k_ptr = &k_info[o_ptr->k_idx];
3657
3658                 switch (o_ptr->tval)
3659                 {
3660                 case TV_ROD:
3661                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3662                         break;
3663
3664                 case TV_STAFF:
3665                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3666                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3667
3668                         /* Pay at least 10 gold per charge */
3669                         price = MAX(10, price);
3670
3671                         /* Fully charge */
3672                         price = (k_ptr->pval - o_ptr->pval) * price;
3673                         break;
3674
3675                 case TV_WAND:
3676                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3677                         price = (k_info[o_ptr->k_idx].cost / 10);
3678
3679                         /* Pay at least 10 gold per charge */
3680                         price = MAX(10, price);
3681
3682                         /* Fully charge */
3683                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3684                         break;
3685                 }
3686
3687                 /* if price <= 0 then item have enough charge */
3688                 if (price > 0) total_cost += price;
3689         }
3690
3691         if (!total_cost)
3692         {
3693                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3694                 msg_print(NULL);
3695                 return;
3696         }
3697
3698         /* Check if the player has enough money */
3699         if (p_ptr->au < total_cost)
3700         {
3701                 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 );
3702                 msg_print(NULL);
3703                 return;
3704         }
3705         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3706         
3707         for (i = 0; i < INVEN_PACK; i++)
3708         {
3709                 o_ptr = &inventory[i];
3710                 k_ptr = &k_info[o_ptr->k_idx];
3711
3712                 /* skip non magic device */
3713                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3714
3715                 /* Identify it */
3716                 if (!object_is_known(o_ptr))
3717                 {
3718                         identify_item(o_ptr);
3719
3720                         /* Auto-inscription */
3721                         autopick_alter_item(i, FALSE);
3722                 }
3723
3724                 /* Recharge */
3725                 switch (o_ptr->tval)
3726                 {
3727                 case TV_ROD:
3728                         o_ptr->timeout = 0;
3729                         break;
3730                 case TV_STAFF:
3731                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3732                         /* We no longer think the item is empty */
3733                         o_ptr->ident &= ~(IDENT_EMPTY);
3734                         break;
3735                 case TV_WAND:
3736                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3737                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3738                         /* We no longer think the item is empty */
3739                         o_ptr->ident &= ~(IDENT_EMPTY);
3740                         break;
3741                 }
3742         }
3743
3744         /* Give feedback */
3745         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3746         msg_print(NULL);
3747
3748         /* Combine / Reorder the pack (later) */
3749         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3750
3751         p_ptr->window |= (PW_INVEN);
3752
3753         /* Pay the price */
3754         p_ptr->au -= total_cost;
3755
3756         /* Finished */
3757         return;
3758 }
3759
3760 /*!
3761  * @brief 町間のテレポートを行うメインルーチン。
3762  * @return テレポート処理を決定したか否か
3763  */
3764 bool tele_town(void)
3765 {
3766         int i, x, y;
3767         int num = 0;
3768
3769         if (dun_level)
3770         {
3771                 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!"));
3772                 return FALSE;
3773         }
3774
3775         if (p_ptr->inside_arena || p_ptr->inside_battle)
3776         {
3777                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3778                 return FALSE;
3779         }
3780
3781         screen_save();
3782         clear_bldg(4, 10);
3783
3784         for (i = 1; i < max_towns; i++)
3785         {
3786                 char buf[80];
3787
3788                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3789
3790                 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3791                 prt(buf, 5 + i, 5);
3792                 num++;
3793         }
3794
3795         if (!num)
3796         {
3797                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3798                 msg_print(NULL);
3799                 screen_load();
3800                 return FALSE;
3801         }
3802
3803         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3804         while(1)
3805         {
3806                 i = inkey();
3807
3808                 if (i == ESCAPE)
3809                 {
3810                         screen_load();
3811                         return FALSE;
3812                 }
3813                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3814                 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;
3815                 break;
3816         }
3817
3818         for (y = 0; y < max_wild_y; y++)
3819         {
3820                 for (x = 0; x < max_wild_x; x++)
3821                 {
3822                         if(wilderness[y][x].town == (i-'a'+1))
3823                         {
3824                                 p_ptr->wilderness_y = y;
3825                                 p_ptr->wilderness_x = x;
3826                         }
3827                 }
3828         }
3829
3830         p_ptr->leaving = TRUE;
3831         leave_bldg = TRUE;
3832         p_ptr->teleport_town = TRUE;
3833         screen_load();
3834         return TRUE;
3835 }
3836
3837 /*!
3838  * @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-
3839  * @return 常にTRUEを返す。
3840  * @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。
3841  */
3842 static bool research_mon(void)
3843 {
3844         IDX i;
3845         int n;
3846         MONRACE_IDX r_idx;
3847         char sym, query;
3848         char buf[128];
3849         bool notpicked;
3850         bool recall = FALSE;
3851         u16b why = 0;
3852         MONSTER_IDX *who;
3853
3854         /* XTRA HACK WHATSEARCH */
3855         bool    all = FALSE;
3856         bool    uniq = FALSE;
3857         bool    norm = FALSE;
3858         char temp[80] = "";
3859
3860         /* XTRA HACK REMEMBER_IDX */
3861         static int old_sym = '\0';
3862         static IDX old_i = 0;
3863
3864
3865         /* Save the screen */
3866         screen_save();
3867
3868         /* Get a character, or abort */
3869         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):",
3870                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3871
3872         {
3873                 /* Restore */
3874                 screen_load();
3875
3876                 return (FALSE);
3877         }
3878
3879         /* Find that character info, and describe it */
3880         for (i = 0; ident_info[i]; ++i)
3881         {
3882                 if (sym == ident_info[i][0]) break;
3883         }
3884
3885                 /* XTRA HACK WHATSEARCH */
3886         if (sym == KTRL('A'))
3887         {
3888                 all = TRUE;
3889                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3890         }
3891         else if (sym == KTRL('U'))
3892         {
3893                 all = uniq = TRUE;
3894                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3895         }
3896         else if (sym == KTRL('N'))
3897         {
3898                 all = norm = TRUE;
3899                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3900         }
3901         else if (sym == KTRL('M'))
3902         {
3903                 all = TRUE;
3904                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3905                 {
3906                         temp[0]=0;
3907
3908                         /* Restore */
3909                         screen_load();
3910
3911                         return FALSE;
3912                 }
3913                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3914         }
3915         else if (ident_info[i])
3916         {
3917                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3918         }
3919         else
3920         {
3921                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3922         }
3923
3924         /* Display the result */
3925         prt(buf, 16, 10);
3926
3927
3928         /* Allocate the "who" array */
3929         C_MAKE(who, max_r_idx, IDX);
3930
3931         /* Collect matching monsters */
3932         for (n = 0, i = 1; i < max_r_idx; i++)
3933         {
3934                 monster_race *r_ptr = &r_info[i];
3935
3936                 /* Empty monster */
3937                 if (!r_ptr->name) continue;
3938
3939                 /* XTRA HACK WHATSEARCH */
3940                 /* Require non-unique monsters if needed */
3941                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3942
3943                 /* Require unique monsters if needed */
3944                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3945
3946                 /* 名前検索 */
3947                 if (temp[0])
3948                 {
3949                         int xx;
3950                         char temp2[80];
3951
3952                         for (xx = 0; temp[xx] && xx < 80; xx++)
3953                         {
3954 #ifdef JP
3955                                 if (iskanji(temp[xx]))
3956                                 {
3957                                         xx++;
3958                                         continue;
3959                                 }
3960 #endif
3961                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3962                         }
3963   
3964 #ifdef JP
3965                         strcpy(temp2, r_name + r_ptr->E_name);
3966 #else
3967                         strcpy(temp2, r_name + r_ptr->name);
3968 #endif
3969                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3970                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3971
3972 #ifdef JP
3973                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3974 #else
3975                         if (my_strstr(temp2, temp))
3976 #endif
3977                                 who[n++] = i;
3978                 }
3979                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3980         }
3981
3982         /* Nothing to recall */
3983         if (!n)
3984         {
3985                 /* Free the "who" array */
3986                 C_KILL(who, max_r_idx, IDX);
3987
3988                 /* Restore */
3989                 screen_load();
3990
3991                 return (FALSE);
3992         }
3993
3994         /* Sort by level */
3995         why = 2;
3996         query = 'y';
3997
3998         /* Sort if needed */
3999         if (why)
4000         {
4001                 /* Select the sort method */
4002                 ang_sort_comp = ang_sort_comp_hook;
4003                 ang_sort_swap = ang_sort_swap_hook;
4004
4005                 /* Sort the array */
4006                 ang_sort(who, &why, n);
4007         }
4008
4009
4010         /* Start at the end */
4011         /* XTRA HACK REMEMBER_IDX */
4012         if (old_sym == sym && old_i < n) i = old_i;
4013         else i = n - 1;
4014
4015         notpicked = TRUE;
4016
4017         /* Scan the monster memory */
4018         while (notpicked)
4019         {
4020                 /* Extract a race */
4021                 r_idx = who[i];
4022
4023                 /* Hack -- Begin the prompt */
4024                 roff_top(r_idx);
4025
4026                 /* Hack -- Complete the prompt */
4027                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4028
4029                 /* Interact */
4030                 while (1)
4031                 {
4032                         /* Recall */
4033                         if (recall)
4034                         {
4035                                 /*** Recall on screen ***/
4036
4037                                 /* Get maximal info about this monster */
4038                                 lore_do_probe(r_idx);
4039
4040                                 /* Save this monster ID */
4041                                 monster_race_track(r_idx);
4042
4043                                 /* Hack -- Handle stuff */
4044                                 handle_stuff();
4045
4046                                 /* know every thing mode */
4047                                 screen_roff(r_idx, 0x01);
4048                                 notpicked = FALSE;
4049
4050                                 /* XTRA HACK REMEMBER_IDX */
4051                                 old_sym = sym;
4052                                 old_i = i;
4053                         }
4054
4055                         /* Command */
4056                         query = inkey();
4057
4058                         /* Normal commands */
4059                         if (query != 'r') break;
4060
4061                         /* Toggle recall */
4062                         recall = !recall;
4063                 }
4064
4065                 /* Stop scanning */
4066                 if (query == ESCAPE) break;
4067
4068                 /* Move to "prev" monster */
4069                 if (query == '-')
4070                 {
4071                         if (++i == n)
4072                         {
4073                                 i = 0;
4074                                 if (!expand_list) break;
4075                         }
4076                 }
4077
4078                 /* Move to "next" monster */
4079                 else
4080                 {
4081                         if (i-- == 0)
4082                         {
4083                                 i = n - 1;
4084                                 if (!expand_list) break;
4085                         }
4086                 }
4087         }
4088
4089
4090         /* Re-display the identity */
4091         /* prt(buf, 5, 5);*/
4092
4093         /* Free the "who" array */
4094         C_KILL(who, max_r_idx, IDX);
4095
4096         /* Restore */
4097         screen_load();
4098
4099         return (!notpicked);
4100 }
4101
4102
4103 /*!
4104  * @brief 施設の処理実行メインルーチン / Execute a building command
4105  * @param bldg 施設構造体の参照ポインタ
4106  * @param i 実行したい施設のサービステーブルの添字
4107  * @return なし
4108  */
4109 static void bldg_process_command(building_type *bldg, int i)
4110 {
4111         BACT_IDX bact = bldg->actions[i];
4112         PRICE bcost;
4113         bool paid = FALSE;
4114         int amt;
4115
4116         /* Flush messages */
4117         msg_flag = FALSE;
4118         msg_print(NULL);
4119
4120         if (is_owner(bldg))
4121                 bcost = bldg->member_costs[i];
4122         else
4123                 bcost = bldg->other_costs[i];
4124
4125         /* action restrictions */
4126         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4127             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4128         {
4129                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4130                 return;
4131         }
4132
4133         /* check gold (HACK - Recharge uses variable costs) */
4134         if ((bact != BACT_RECHARGE) &&
4135             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4136              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4137         {
4138                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4139                 return;
4140         }
4141
4142         switch (bact)
4143         {
4144         case BACT_NOTHING:
4145                 /* Do nothing */
4146                 break;
4147         case BACT_RESEARCH_ITEM:
4148                 paid = identify_fully(FALSE);
4149                 break;
4150         case BACT_TOWN_HISTORY:
4151                 town_history();
4152                 break;
4153         case BACT_RACE_LEGENDS:
4154                 race_legends();
4155                 break;
4156         case BACT_QUEST:
4157                 castle_quest();
4158                 break;
4159         case BACT_KING_LEGENDS:
4160         case BACT_ARENA_LEGENDS:
4161         case BACT_LEGENDS:
4162                 show_highclass();
4163                 break;
4164         case BACT_POSTER:
4165         case BACT_ARENA_RULES:
4166         case BACT_ARENA:
4167                 arena_comm(bact);
4168                 break;
4169         case BACT_IN_BETWEEN:
4170         case BACT_CRAPS:
4171         case BACT_SPIN_WHEEL:
4172         case BACT_DICE_SLOTS:
4173         case BACT_GAMBLE_RULES:
4174         case BACT_POKER:
4175                 gamble_comm(bact);
4176                 break;
4177         case BACT_REST:
4178         case BACT_RUMORS:
4179         case BACT_FOOD:
4180                 paid = inn_comm(bact);
4181                 break;
4182         case BACT_RESEARCH_MONSTER:
4183                 paid = research_mon();
4184                 break;
4185         case BACT_COMPARE_WEAPONS:
4186                 paid = TRUE;
4187                 bcost = compare_weapons(bcost);
4188                 break;
4189         case BACT_ENCHANT_WEAPON:
4190                 item_tester_hook = object_allow_enchant_melee_weapon;
4191                 enchant_item(bcost, 1, 1, 0);
4192                 break;
4193         case BACT_ENCHANT_ARMOR:
4194                 item_tester_hook = object_is_armour;
4195                 enchant_item(bcost, 0, 0, 1);
4196                 break;
4197         case BACT_RECHARGE:
4198                 building_recharge();
4199                 break;
4200         case BACT_RECHARGE_ALL:
4201                 building_recharge_all();
4202                 break;
4203         case BACT_IDENTS: /* needs work */
4204                 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;
4205                 identify_pack();
4206                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4207                 paid = TRUE;
4208                 break;
4209         case BACT_IDENT_ONE: /* needs work */
4210                 paid = ident_spell(FALSE);
4211                 break;
4212         case BACT_LEARN:
4213                 do_cmd_study();
4214                 break;
4215         case BACT_HEALING: /* needs work */
4216                 paid = cure_critical_wounds(200);
4217                 break;
4218         case BACT_RESTORE: /* needs work */
4219                 paid = restore_all_status();
4220                 break;
4221         case BACT_ENCHANT_ARROWS:
4222                 item_tester_hook = item_tester_hook_ammo;
4223                 enchant_item(bcost, 1, 1, 0);
4224                 break;
4225         case BACT_ENCHANT_BOW:
4226                 item_tester_tval = TV_BOW;
4227                 enchant_item(bcost, 1, 1, 0);
4228                 break;
4229         case BACT_RECALL:
4230                 if (recall_player(1)) paid = TRUE;
4231                 break;
4232         case BACT_TELEPORT_LEVEL:
4233         {
4234                 IDX select_dungeon;
4235                 DEPTH max_depth;
4236
4237                 clear_bldg(4, 20);
4238                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4239                 show_building(bldg);
4240                 if (!select_dungeon) return;
4241
4242                 max_depth = d_info[select_dungeon].maxdepth;
4243
4244                 /* Limit depth in Angband */
4245                 if (select_dungeon == DUNGEON_ANGBAND)
4246                 {
4247                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4248                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4249                 }
4250                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4251                                                         d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
4252
4253                 if (amt > 0)
4254                 {
4255                         p_ptr->word_recall = 1;
4256                         p_ptr->recall_dungeon = select_dungeon;
4257                         max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4258                         if (record_maxdepth)
4259                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4260                                 
4261                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4262
4263                         paid = TRUE;
4264                         p_ptr->redraw |= (PR_STATUS);
4265                 }
4266                 break;
4267         }
4268         case BACT_LOSE_MUTATION:
4269                 if (p_ptr->muta1 || p_ptr->muta2 ||
4270                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4271                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4272                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4273                 {
4274                         while(!lose_mutation(0));
4275                         paid = TRUE;
4276                 }
4277                 else
4278                 {
4279                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4280                         msg_print(NULL);
4281                 }
4282                 break;
4283         case BACT_BATTLE:
4284                 kakutoujou();
4285                 break;
4286         case BACT_TSUCHINOKO:
4287                 tsuchinoko();
4288                 break;
4289         case BACT_KUBI:
4290                 shoukinkubi();
4291                 break;
4292         case BACT_TARGET:
4293                 today_target();
4294                 break;
4295         case BACT_KANKIN:
4296                 kankin();
4297                 break;
4298         case BACT_HEIKOUKA:
4299                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4300                 set_virtue(V_COMPASSION, 0);
4301                 set_virtue(V_HONOUR, 0);
4302                 set_virtue(V_JUSTICE, 0);
4303                 set_virtue(V_SACRIFICE, 0);
4304                 set_virtue(V_KNOWLEDGE, 0);
4305                 set_virtue(V_FAITH, 0);
4306                 set_virtue(V_ENLIGHTEN, 0);
4307                 set_virtue(V_ENCHANT, 0);
4308                 set_virtue(V_CHANCE, 0);
4309                 set_virtue(V_NATURE, 0);
4310                 set_virtue(V_HARMONY, 0);
4311                 set_virtue(V_VITALITY, 0);
4312                 set_virtue(V_UNLIFE, 0);
4313                 set_virtue(V_PATIENCE, 0);
4314                 set_virtue(V_TEMPERANCE, 0);
4315                 set_virtue(V_DILIGENCE, 0);
4316                 set_virtue(V_VALOUR, 0);
4317                 set_virtue(V_INDIVIDUALISM, 0);
4318                 get_virtues();
4319                 paid = TRUE;
4320                 break;
4321         case BACT_TELE_TOWN:
4322                 paid = tele_town();
4323                 break;
4324         case BACT_EVAL_AC:
4325                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4326                 break;
4327         case BACT_BROKEN_WEAPON:
4328                 paid = TRUE;
4329                 bcost = repair_broken_weapon(bcost);
4330                 break;
4331         }
4332
4333         if (paid)
4334         {
4335                 p_ptr->au -= bcost;
4336         }
4337 }
4338
4339 /*!
4340  * @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
4341  * @return なし
4342  */
4343 void do_cmd_quest(void)
4344 {
4345         p_ptr->energy_use = 100;
4346
4347         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4348         {
4349                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4350                 return;
4351         }
4352         else
4353         {
4354                 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."));
4355                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4356                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4357                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4358
4359                 /* Player enters a new quest */
4360                 p_ptr->oldpy = 0;
4361                 p_ptr->oldpx = 0;
4362
4363                 leave_quest_check();
4364
4365                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4366                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4367
4368                 p_ptr->leaving = TRUE;
4369         }
4370 }
4371
4372
4373 /*!
4374  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4375  * @return なし
4376  */
4377 void do_cmd_bldg(void)
4378 {
4379         int             i, which;
4380         char            command;
4381         bool            validcmd;
4382         building_type   *bldg;
4383
4384
4385         p_ptr->energy_use = 100;
4386
4387         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4388         {
4389                 msg_print(_("ここには建物はない。", "You see no building here."));
4390                 return;
4391         }
4392
4393         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4394
4395         bldg = &building[which];
4396
4397         /* Don't re-init the wilderness */
4398         reinit_wilderness = FALSE;
4399
4400         if ((which == 2) && (p_ptr->arena_number < 0))
4401         {
4402                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4403                 return;
4404         }
4405         else if ((which == 2) && p_ptr->inside_arena)
4406         {
4407                 if (!p_ptr->exit_bldg && m_cnt > 0)
4408                 {
4409                         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);
4410                 }
4411                 else
4412                 {
4413                         /* Don't save the arena as saved floor */
4414                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4415
4416                         p_ptr->inside_arena = FALSE;
4417                         p_ptr->leaving = TRUE;
4418
4419                         /* Re-enter the arena */
4420                         command_new = SPECIAL_KEY_BUILDING;
4421
4422                         /* No energy needed to re-enter the arena */
4423                         p_ptr->energy_use = 0;
4424                 }
4425
4426                 return;
4427         }
4428         else if (p_ptr->inside_battle)
4429         {
4430                 /* Don't save the arena as saved floor */
4431                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4432
4433                 p_ptr->leaving = TRUE;
4434                 p_ptr->inside_battle = FALSE;
4435
4436                 /* Re-enter the monster arena */
4437                 command_new = SPECIAL_KEY_BUILDING;
4438
4439                 /* No energy needed to re-enter the arena */
4440                 p_ptr->energy_use = 0;
4441
4442                 return;
4443         }
4444         else
4445         {
4446                 p_ptr->oldpy = p_ptr->y;
4447                 p_ptr->oldpx = p_ptr->x;
4448         }
4449
4450         /* Forget the lite */
4451         forget_lite();
4452
4453         /* Forget the view */
4454         forget_view();
4455
4456         /* Hack -- Increase "icky" depth */
4457         character_icky++;
4458
4459         command_arg = 0;
4460         command_rep = 0;
4461         command_new = 0;
4462
4463         show_building(bldg);
4464         leave_bldg = FALSE;
4465
4466         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4467
4468         while (!leave_bldg)
4469         {
4470                 validcmd = FALSE;
4471                 prt("", 1, 0);
4472
4473                 building_prt_gold();
4474
4475                 command = inkey();
4476
4477                 if (command == ESCAPE)
4478                 {
4479                         leave_bldg = TRUE;
4480                         p_ptr->inside_arena = FALSE;
4481                         p_ptr->inside_battle = FALSE;
4482                         break;
4483                 }
4484
4485                 for (i = 0; i < 8; i++)
4486                 {
4487                         if (bldg->letters[i])
4488                         {
4489                                 if (bldg->letters[i] == command)
4490                                 {
4491                                         validcmd = TRUE;
4492                                         break;
4493                                 }
4494                         }
4495                 }
4496
4497                 if (validcmd)
4498                         bldg_process_command(bldg, i);
4499
4500                 /* Notice stuff */
4501                 notice_stuff();
4502
4503                 /* Handle stuff */
4504                 handle_stuff();
4505         }
4506
4507         select_floor_music();
4508
4509         /* Flush messages */
4510         msg_flag = FALSE;
4511         msg_print(NULL);
4512
4513         /* Reinit wilderness to activate quests ... */
4514         if (reinit_wilderness)
4515         {
4516                 p_ptr->leaving = TRUE;
4517         }
4518
4519         /* Hack -- Decrease "icky" depth */
4520         character_icky--;
4521
4522         /* Clear the screen */
4523         Term_clear();
4524
4525         /* Update the visuals */
4526         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4527
4528         /* Redraw entire screen */
4529         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4530
4531         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4532 }
4533
4534
4535 /*!
4536  * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4537  */
4538 static cptr find_quest[] =
4539 {
4540         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4541         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4542         _("メッセージを見つけた:", "There is a sign saying"),
4543         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4544         _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4545 };
4546
4547
4548 /*!
4549  * @brief クエストの導入メッセージを表示する / Discover quest
4550  * @param q_idx 開始されたクエストのID
4551  */
4552 void quest_discovery(QUEST_IDX q_idx)
4553 {
4554         quest_type      *q_ptr = &quest[q_idx];
4555         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
4556         int             q_num = q_ptr->max_num;
4557         char            name[80];
4558
4559         /* No quest index */
4560         if (!q_idx) return;
4561
4562         strcpy(name, (r_name + r_ptr->name));
4563
4564         msg_print(find_quest[rand_range(0, 4)]);
4565         msg_print(NULL);
4566
4567         if (q_num == 1)
4568         {
4569                 /* Unique */
4570
4571                 /* Hack -- "unique" monsters must be "unique" */
4572                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4573                     (0 == r_ptr->max_num))
4574                 {
4575                         msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4576                         /* The unique is already dead */
4577                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4578                         q_ptr->complev = 0;
4579                         update_playtime();
4580                         q_ptr->comptime = playtime;
4581                 }
4582                 else
4583                 {
4584                         msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4585                 }
4586         }
4587         else
4588         {
4589                 /* Normal monsters */
4590 #ifndef JP
4591                 plural_aux(name);
4592 #endif
4593                 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4594
4595         }
4596 }
4597
4598
4599 /*!
4600  * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4601  * / Hack -- Check if a level is a "quest" level
4602  * @param level 検索対象になる階
4603  * @return クエストIDを返す。該当がない場合0を返す。
4604  */
4605 QUEST_IDX quest_number(DEPTH level)
4606 {
4607         QUEST_IDX i;
4608
4609         /* Check quests */
4610         if (p_ptr->inside_quest)
4611                 return (p_ptr->inside_quest);
4612
4613         for (i = 0; i < max_q_idx; i++)
4614         {
4615                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4616
4617                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4618                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4619                     (quest[i].level == level) &&
4620                     (quest[i].dungeon == dungeon_type))
4621                         return (i);
4622         }
4623
4624         /* Check for random quest */
4625         return (random_quest_number(level));
4626 }
4627
4628 /*!
4629  * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4630  * @param level 検索対象になる階
4631  * @return クエストIDを返す。該当がない場合0を返す。
4632  */
4633 QUEST_IDX random_quest_number(DEPTH level)
4634 {
4635         QUEST_IDX i;
4636
4637         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4638
4639         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4640         {
4641                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4642                         (quest[i].status == QUEST_STATUS_TAKEN) &&
4643                         (quest[i].level == level) &&
4644                         (quest[i].dungeon == DUNGEON_ANGBAND))
4645                 {
4646                         return i;
4647                 }
4648         }
4649
4650         return 0;
4651 }