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[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
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
311                         /* Save screen */
312                         screen_save();
313
314                         /* Peruse the arena help file */
315                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
316
317                         /* Load screen */
318                         screen_load();
319
320                         break;
321         }
322 }
323
324 /*!
325  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
326  * @param row シンボルを表示する行の上端
327  * @param col シンボルを表示する行の左端
328  * @param fruit 表示するシンボルID
329  * @return なし
330  */
331 static void display_fruit(int row, int col, int fruit)
332 {
333         switch (fruit)
334         {
335                 case 0: /* lemon */
336                         c_put_str(TERM_YELLOW, "   ####.", row, col);
337                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
338                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
339                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
340                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
341                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
342                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
343                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
344                         prt(                 _(" レモン ",
345                                                            " Lemon  "), row + 8, col);
346                         break;
347                 case 1: /* orange */
348                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
349                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
350                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
351                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
352                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
353                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
354                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
355                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
356                         prt(                 _("オレンジ",
357                                                                    " Orange "), row + 8, col);
358                         break;
359                 case 2: /* sword */
360                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
361                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
362                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
363                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
364                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
365                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
366                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
367                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
368                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
369                         break;
370                 case 3: /* shield */
371                         c_put_str(TERM_SLATE, " ###### ", row, col);
372                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
373                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
374                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
375                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
376                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
377                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
378                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
379                         prt(                _("   盾   ",
380                                                                   " Shield "), row + 8, col);
381                         break;
382                 case 4: /* plum */
383                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
384                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
385                         c_put_str(TERM_VIOLET, "########", row + 2, col);
386                         c_put_str(TERM_VIOLET, "########", row + 3, col);
387                         c_put_str(TERM_VIOLET, "########", row + 4, col);
388                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
389                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
390                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
391                         prt(                 _(" プラム ",
392                                                                    "  Plum  "), row + 8, col);
393                         break;
394                 case 5: /* cherry */
395                         c_put_str(TERM_RED, "      ##", row, col);
396                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
397                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
398                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
399                         c_put_str(TERM_RED, " ###### ", row + 4, col);
400                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
401                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
402                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
403                         prt(              _("チェリー",
404                                                                 " Cherry "), row + 8, col);
405                         break;
406         }
407 }
408
409 /*! @note
410  * kpoker no (tyuto-hannpa na)pakuri desu...
411  * joker ha shineru node haitte masen.
412  *
413  * TODO: donataka! tsukutte!
414  *  - agatta yaku no kiroku (like DQ).
415  *  - kakkoii card no e.
416  *  - sousa-sei no koujyo.
417  *  - code wo wakariyasuku.
418  *  - double up.
419  *  - Joker... -- done.
420  *
421  * 9/13/2000 --Koka
422  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
423  */
424
425 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
426 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
427 #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 */
428
429 static int cards[5]; /*!< ポーカーの現在の手札ID */
430
431 /*!
432  * @brief ポーカーの山札を切る。
433  * @param deck デッキの配列
434  * @return なし
435  */
436 static void reset_deck(int deck[])
437 {
438         int i;
439         for (i = 0; i < 53; i++) deck[i] = i;
440
441         /* shuffle cards */
442         for (i = 0; i < 53; i++){
443                 int tmp1 = randint0(53 - i) + i;
444                 int tmp2 = deck[i];
445                 deck[i] = deck[tmp1];
446                 deck[tmp1] = tmp2;
447         }
448 }
449
450 /*!
451  * @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。
452  * @return ジョーカーを持っているか。
453  */
454 static bool have_joker(void)
455 {
456         int i;
457
458         for (i = 0; i < 5; i++){
459           if(IS_JOKER(cards[i])) return TRUE;
460         }
461         return FALSE;
462 }
463
464 /*!
465  * @brief ポーカーの手札に該当の番号の札があるかを返す。
466  * @param num 探したいカードの番号。
467  * @return 該当の番号が手札にあるか。
468  */
469 static bool find_card_num(int num)
470 {
471         int i;
472         for (i = 0; i < 5; i++)
473                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
474         return FALSE;
475 }
476
477 /*!
478  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
479  * @return 役の判定結果
480  */
481 static bool yaku_check_flush(void)
482 {
483         int i, suit;
484         bool joker_is_used = FALSE;
485
486         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
487         for (i = 0; i < 5; i++){
488                 if (SUIT_OF(cards[i]) != suit){
489                   if(have_joker() && !joker_is_used)
490                     joker_is_used = TRUE;
491                   else
492                     return FALSE;
493                 }
494         }
495
496         return TRUE;
497 }
498
499 /*!
500  * @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。
501  * @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
502  */
503 static int yaku_check_straight(void)
504 {
505         int i, lowest = 99;
506         bool joker_is_used = FALSE;
507         bool straight = FALSE;
508
509         /* get lowest */
510         for (i = 0; i < 5; i++)
511         {
512                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
513                         lowest = NUM_OF(cards[i]);
514         }
515         
516         /* Check Royal Straight Flush */
517         if (yaku_check_flush())
518         {
519           if( lowest == 0 ){
520                 for (i = 0; i < 4; i++)
521                 {
522                         if (!find_card_num(9 + i)){
523                                 if( have_joker() && !joker_is_used )
524                                   joker_is_used = TRUE;
525                                 else
526                                   break;
527                         }
528                 }
529                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
530           }
531           if(lowest == 9){
532                 for (i = 0; i < 3; i++)
533                 {
534                         if (!find_card_num(10 + i))
535                                 break;
536                 }
537                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
538           }
539         }
540
541         joker_is_used = FALSE;
542
543
544         /* Straight Only Check */
545
546         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
547                 for (i = 0; i < 4; i++)
548                 {
549                         if (!find_card_num(9 + i)) {
550                                 if (have_joker() && !joker_is_used)
551                                         joker_is_used = TRUE;
552                                 else
553                                         break; /* None */
554                         }
555                 }
556                 if(i == 4) straight = TRUE;
557         }
558         if (lowest == 9) { /* 10 - J - Q - K - [JOKER] */
559                 for (i = 0; i < 3; i++)
560                 {
561                         if (!find_card_num(10 + i))
562                                 break;
563                 }
564                 if (i == 3 && have_joker()) straight = TRUE;
565         }
566         for (i = 0; i < 5; i++)
567         {
568                 if(!find_card_num(lowest + i)){
569                         if( have_joker() && !joker_is_used )
570                                 joker_is_used = TRUE;
571                         else
572                                 break; /* None */
573                 }
574         }
575         if(i == 5) straight = TRUE;
576         
577         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
578         else if(straight) return 1; /* Only Straight */
579         else return 0;
580 }
581
582 /*!
583  * @brief ポーカーのペア役の状態を返す。
584  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
585  */
586 static int yaku_check_pair(void)
587 {
588         int i, i2, matching = 0;
589
590         for (i = 0; i < 5; i++)
591         {
592                 for (i2 = i+1; i2 < 5; i2++)
593                 {
594                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
595                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
596                                 matching++;
597                 }
598         }
599
600         if(have_joker()){
601           switch(matching){
602           case 0:
603             matching = 1;
604             break;
605           case 1:
606             matching = 3;
607             break;
608           case 2:
609             matching = 4;
610             break;
611           case 3:
612             matching = 6;
613             break;
614           case 6:
615             matching = 7;
616             break;
617           default:
618             /* don't reach */
619             break;
620           }
621         }
622
623         return matching;
624 }
625
626 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
627 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
628 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
629 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
630 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
631 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
632 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
633 #define ODDS_ST 4 /*!< ストレートの役倍率 */
634 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
635 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
636
637 /*!
638  * @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。
639  * @return 役のID
640  */
641 static int yaku_check(void)
642 {
643         prt("                            ", 4, 3);
644
645         switch(yaku_check_straight()){
646         case 3: /* RF! */
647                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
648                 return ODDS_RF;
649         case 2: /* SF! */
650                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
651                 return ODDS_SF;
652         case 1:
653                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
654                 return ODDS_ST;
655         default:
656                 /* Not straight -- fall through */
657                 break;
658         }
659
660         if (yaku_check_flush())
661         {
662                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
663                 return ODDS_FL;
664         }
665
666         switch (yaku_check_pair())
667         {
668         case 1:
669                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
670                 return 0;
671         case 2:
672                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
673                 return ODDS_2P;
674         case 3:
675                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
676                 return ODDS_3C;
677         case 4:
678                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
679                 return ODDS_FH;
680         case 6:
681                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
682                 return ODDS_4C;
683         case 7:
684                 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
685                 {
686                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
687                         return ODDS_5A;
688                 }
689                 else
690                 {
691                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
692                         return ODDS_5C;
693                 }
694         default:
695                 break;
696         }
697         return 0;
698 }
699
700 /*!
701  * @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。
702  * @param hoge カーソルの現在位置
703  * @param kaeruka カードの捨てる/残すフラグ配列
704  * @return なし
705  */
706 static void display_kaeruka(int hoge, int kaeruka[])
707 {
708         int i;
709         char col = TERM_WHITE;
710         for (i = 0; i < 5; i++)
711         {
712                 if (i == hoge) col = TERM_YELLOW;
713                 else if(kaeruka[i]) col = TERM_WHITE;
714                 else col = TERM_L_BLUE;
715                 
716                 if(kaeruka[i])
717                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
718                 else
719                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
720         }
721         if (hoge > 4) col = TERM_YELLOW;
722         else col = TERM_WHITE;
723         c_put_str(col, _("決定", "Sure"), 16,  38);
724
725         /* Hilite current option */
726         if (hoge < 5) move_cursor(14, 5+hoge*16);
727         else move_cursor(16, 38);
728 }
729
730 /*!
731  * @brief ポーカーの手札を表示する。
732  * @return なし
733  */
734 static void display_cards(void)
735 {
736         int i, j;
737         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
738 #ifdef JP
739         cptr suit[4] = {"★", "●", "¶", "†"};
740         cptr card_grph[13][7] = {{"A   %s     ",
741                                   "     変     ",
742                                   "     愚     ",
743                                   "     蛮     ",
744                                   "     怒     ",
745                                   "     %s     ",
746                                   "          A"},
747                                  {"2          ",
748                                   "     %s     ",
749                                   "            ",
750                                   "            ",
751                                   "            ",
752                                   "     %s     ",
753                                   "          2"},
754                                  {"3          ",
755                                   "     %s     ",
756                                   "            ",
757                                   "     %s     ",
758                                   "            ",
759                                   "     %s     ",
760                                   "          3"},
761                                  {"4          ",
762                                   "   %s  %s   ",
763                                   "            ",
764                                   "            ",
765                                   "            ",
766                                   "   %s  %s   ",
767                                   "          4"},
768                                  {"5          ",
769                                   "   %s  %s   ",
770                                   "            ",
771                                   "     %s     ",
772                                   "            ",
773                                   "   %s  %s   ",
774                                   "          5"},
775                                  {"6          ",
776                                   "   %s  %s   ",
777                                   "            ",
778                                   "   %s  %s   ",
779                                   "            ",
780                                   "   %s  %s   ",
781                                   "          6"},
782                                  {"7          ",
783                                   "   %s  %s   ",
784                                   "     %s     ",
785                                   "   %s  %s   ",
786                                   "            ",
787                                   "   %s  %s   ",
788                                   "          7"},
789                                  {"8          ",
790                                   "   %s  %s   ",
791                                   "     %s     ",
792                                   "   %s  %s   ",
793                                   "     %s     ",
794                                   "   %s  %s   ",
795                                   "          8"},
796                                  {"9 %s  %s   ",
797                                   "            ",
798                                   "   %s  %s   ",
799                                   "     %s     ",
800                                   "   %s  %s   ",
801                                   "            ",
802                                   "   %s  %s 9"},
803                                  {"10 %s  %s   ",
804                                   "     %s     ",
805                                   "   %s  %s   ",
806                                   "            ",
807                                   "   %s  %s   ",
808                                   "     %s     ",
809                                   "   %s  %s 10"},
810                                  {"J   Λ     ",
811                                   "%s   ||     ",
812                                   "     ||     ",
813                                   "     ||     ",
814                                   "     ||     ",
815                                   "   |=亜=| %s",
816                                   "     目   J"},
817                                  {"Q ######   ",
818                                   "%s#      #  ",
819                                   "  # ++++ #  ",
820                                   "  # +==+ #  ",
821                                   "   # ++ #   ",
822                                   "    #  #  %s",
823                                   "     ##   Q"},
824                                  {"K          ",
825                                   "%s `⌒´   ",
826                                   "  γγγλ  ",
827                                   "  ο ο ι  ",
828                                   "   υ    ∂ ",
829                                   "    σ ノ %s",
830                                   "          K"}};
831         cptr joker_grph[7] = {    "            ",
832                                   "     J     ",
833                                   "     O     ",
834                                   "     K     ",
835                                   "     E     ",
836                                   "     R     ",
837                                   "            "};
838
839 #else
840
841         cptr suit[4] = {"[]", "qp", "<>", "db"};
842         cptr card_grph[13][7] = {{"A    %s     ",
843                                   "     He     ",
844                                   "     ng     ",
845                                   "     ba     ",
846                                   "     nd     ",
847                                   "     %s     ",
848                                   "           A"},
849                                  {"2           ",
850                                   "     %s     ",
851                                   "            ",
852                                   "            ",
853                                   "            ",
854                                   "     %s     ",
855                                   "           2"},
856                                  {"3           ",
857                                   "     %s     ",
858                                   "            ",
859                                   "     %s     ",
860                                   "            ",
861                                   "     %s     ",
862                                   "           3"},
863                                  {"4           ",
864                                   "   %s  %s   ",
865                                   "            ",
866                                   "            ",
867                                   "            ",
868                                   "   %s  %s   ",
869                                   "           4"},
870                                  {"5           ",
871                                   "   %s  %s   ",
872                                   "            ",
873                                   "     %s     ",
874                                   "            ",
875                                   "   %s  %s   ",
876                                   "           5"},
877                                  {"6           ",
878                                   "   %s  %s   ",
879                                   "            ",
880                                   "   %s  %s   ",
881                                   "            ",
882                                   "   %s  %s   ",
883                                   "           6"},
884                                  {"7           ",
885                                   "   %s  %s   ",
886                                   "     %s     ",
887                                   "   %s  %s   ",
888                                   "            ",
889                                   "   %s  %s   ",
890                                   "           7"},
891                                  {"8           ",
892                                   "   %s  %s   ",
893                                   "     %s     ",
894                                   "   %s  %s   ",
895                                   "     %s     ",
896                                   "   %s  %s   ",
897                                   "           8"},
898                                  {"9  %s  %s   ",
899                                   "            ",
900                                   "   %s  %s   ",
901                                   "     %s     ",
902                                   "   %s  %s   ",
903                                   "            ",
904                                   "   %s  %s  9"},
905                                  {"10 %s  %s   ",
906                                   "     %s     ",
907                                   "   %s  %s   ",
908                                   "            ",
909                                   "   %s  %s   ",
910                                   "     %s     ",
911                                   "   %s  %s 10"},
912                                  {"J    /\\     ",
913                                   "%s   ||     ",
914                                   "     ||     ",
915                                   "     ||     ",
916                                   "     ||     ",
917                                   "   |=HH=| %s",
918                                   "     ][    J"},
919                                  {"Q  ######   ",
920                                   "%s#      #  ",
921                                   "  # ++++ #  ",
922                                   "  # +==+ #  ",
923                                   "   # ++ #   ",
924                                   "    #  #  %s",
925                                   "     ##    Q"},
926                                  {"K           ",
927                                   "%s _'~~`_   ",
928                                   "   jjjjj$&  ",
929                                   "   q q uu   ",
930                                   "   c    &   ",
931                                   "    v__/  %s",
932                                   "           K"}};
933         cptr joker_grph[7] = {    "            ",
934                                   "     J      ",
935                                   "     O      ",
936                                   "     K      ",
937                                   "     E      ",
938                                   "     R      ",
939                                   "            "};
940 #endif
941
942         for (i = 0; i < 5; i++)
943         {
944                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
945         }
946
947         for (i = 0; i < 5; i++)
948         {
949                 for (j = 0; j < 7; j++)
950                 {
951                         prt(_("┃", " |"),  j+6,  i*16);
952                         if(IS_JOKER(cards[i]))
953                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
954                         else
955                                 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);
956                         prt(_("┃", "| "),  j+6,  i*16+14);
957                 }
958         }
959         for (i = 0; i < 5; i++)
960         {
961                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
962         }
963 }
964
965 /*!
966  * @brief ポーカーの1プレイルーチン。
967  * @return 1プレイの役の結果
968  */
969 static int do_poker(void)
970 {
971         int i, k = 2;
972         char cmd;
973         int deck[53]; /* yamafuda : 0...52 */
974         int deck_ptr = 0;
975         int kaeruka[5]; /* 0:kaenai 1:kaeru */
976
977         bool done = FALSE;
978         bool kettei = TRUE;
979         bool kakikae = TRUE;
980
981         reset_deck(deck);
982
983         for (i = 0; i < 5; i++)
984         {
985                 cards[i] = deck[deck_ptr++];
986                 kaeruka[i] = 0; /* default:nokosu */
987         }
988         
989 #if 0
990         /* debug:RF */
991         cards[0] = 12;
992         cards[1] = 0;
993         cards[2] = 9;
994         cards[3] = 11;
995         cards[4] = 10;
996 #endif
997 #if 0
998         /* debug:SF */
999         cards[0] = 3;
1000         cards[1] = 2;
1001         cards[2] = 4;
1002         cards[3] = 6;
1003         cards[4] = 5;
1004 #endif
1005 #if 0
1006         /* debug:Four Cards */
1007         cards[0] = 0;
1008         cards[1] = 0 + 13 * 1;
1009         cards[2] = 0 + 13 * 2;
1010         cards[3] = 0 + 13 * 3;
1011         cards[4] = 51;
1012 #endif
1013 #if 0
1014         /* debug:Straight1 */
1015         cards[0] = 1;
1016         cards[1] = 0 + 13;
1017         cards[2] = 3;
1018         cards[3] = 2 + 26;
1019         cards[4] = 4;
1020 #endif
1021 #if 0
1022         /* debug:Straight2 */
1023         cards[0] = 12;
1024         cards[1] = 0;
1025         cards[2] = 9;
1026         cards[3] = 11 + 13 * 2;
1027         cards[4] = 10;
1028 #endif
1029 #if 0
1030         /* debug:Straight3 */
1031         cards[0] = 52;
1032         cards[1] = 0;
1033         cards[2] = 9;
1034         cards[3] = 11 + 13 * 2;
1035         cards[4] = 10;
1036 #endif
1037 #if 0
1038         /* debug:Straight4 */
1039         cards[0] = 12;
1040         cards[1] = 52;
1041         cards[2] = 9;
1042         cards[3] = 11 + 13 * 2;
1043         cards[4] = 10;
1044 #endif
1045 #if 0
1046         /* debug:Straight5 */
1047         cards[0] = 4;
1048         cards[1] = 5 + 13;
1049         cards[2] = 6;
1050         cards[3] = 7 + 26;
1051         cards[4] = 3;
1052 #endif
1053 #if 0
1054         /* debug */
1055         cards[0] = 52;
1056         cards[1] = 0;
1057         cards[2] = 1;
1058         cards[3] = 2;
1059         cards[4] = 3;
1060 #endif
1061
1062         /* suteruno wo kimeru */
1063         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);
1064
1065         display_cards();
1066         yaku_check();
1067
1068         while (!done)
1069         {
1070                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1071                 kakikae = FALSE;
1072                 cmd = inkey();
1073                 switch (cmd)
1074                 {
1075                 case '6': case 'l': case 'L': case KTRL('F'):
1076                         if (!kettei) k = (k+1)%5;
1077                         else {k = 0;kettei = FALSE;}
1078                         kakikae = TRUE;
1079                         break;
1080                 case '4': case 'h': case 'H': case KTRL('B'):
1081                         if (!kettei) k = (k+4)%5;
1082                         else {k = 4;kettei = FALSE;}
1083                         kakikae = TRUE;
1084                         break;
1085                 case '2': case 'j': case 'J': case KTRL('N'):
1086                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1087                         break;
1088                 case '8': case 'k': case 'K': case KTRL('P'):
1089                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1090                         break;
1091                 case ' ': case '\r':
1092                         if (kettei) done = TRUE;
1093                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1094                         break;
1095                 default:
1096                         break;
1097                 }
1098         }
1099         
1100         prt("",0,0);
1101
1102         for (i = 0; i < 5; i++)
1103                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1104
1105         display_cards();
1106         
1107         return yaku_check();
1108 }
1109 #undef SUIT_OF
1110 #undef NUM_OF
1111 #undef IS_JOKER
1112 /* end of poker codes --Koka */
1113
1114 /*!
1115  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1116  * @param cmd プレイするゲームID
1117  * @return なし
1118  */
1119 static bool gamble_comm(int cmd)
1120 {
1121         int i;
1122         int roll1, roll2, roll3, choice, odds, win;
1123         s32b wager;
1124         s32b maxbet;
1125         s32b oldgold;
1126
1127         char out_val[160], tmp_str[80], again;
1128         cptr p;
1129
1130         screen_save();
1131
1132         if (cmd == BACT_GAMBLE_RULES)
1133         {
1134                 /* Peruse the gambling help file */
1135                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1136         }
1137         else
1138         {
1139                 /* No money */
1140                 if (p_ptr->au < 1)
1141                 {
1142                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1143                                                 "Hey! You don't have gold - get out of here!"));
1144                         msg_print(NULL);
1145                         screen_load();
1146                         return FALSE;
1147                 }
1148
1149                 clear_bldg(5, 23);
1150
1151                 maxbet = p_ptr->lev * 200;
1152
1153                 /* We can't bet more than we have */
1154                 maxbet = MIN(maxbet, p_ptr->au);
1155
1156                 /* Get the wager */
1157                 strcpy(out_val, "");
1158                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1159
1160
1161                 /*
1162                  * Use get_string() because we may need more than
1163                  * the s16b value returned by get_quantity().
1164                  */
1165                 if (get_string(tmp_str, out_val, 32))
1166                 {
1167                         /* Strip spaces */
1168                         for (p = out_val; *p == ' '; p++);
1169
1170                         /* Get the wager */
1171                         wager = atol(p);
1172
1173                         if (wager > p_ptr->au)
1174                         {
1175                                 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!"));
1176                                 msg_print(NULL);
1177                                 screen_load();
1178                                 return (FALSE);
1179                         }
1180                         else if (wager > maxbet)
1181                         {
1182                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1183                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1184                                 wager = maxbet;
1185                         }
1186                         else if (wager < 1)
1187                         {
1188                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1189                                 wager = 1;
1190                         }
1191                         msg_print(NULL);
1192                         win = FALSE;
1193                         odds = 0;
1194                         oldgold = p_ptr->au;
1195
1196                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1197                         prt(tmp_str, 20, 2);
1198                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1199                         prt(tmp_str, 21, 2);
1200
1201                         do
1202                         {
1203                                 p_ptr->au -= wager;
1204                                 switch (cmd)
1205                                 {
1206                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1207                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1208
1209                                         odds = 4;
1210                                         win = FALSE;
1211                                         roll1 = randint1(10);
1212                                         roll2 = randint1(10);
1213                                         choice = randint1(10);
1214                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1215
1216                                         prt(tmp_str, 8, 3);
1217                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1218
1219                                         prt(tmp_str, 11, 14);
1220                                         if (((choice > roll1) && (choice < roll2)) ||
1221                                                 ((choice < roll1) && (choice > roll2)))
1222                                                 win = TRUE;
1223                                         break;
1224                                 case BACT_CRAPS:  /* Game of Craps */
1225                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1226
1227                                         win = 3;
1228                                         odds = 2;
1229                                         roll1 = randint1(6);
1230                                         roll2 = randint1(6);
1231                                         roll3 = roll1 +  roll2;
1232                                         choice = roll3;
1233                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1234                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1235                                         prt(tmp_str, 7, 5);
1236                                         if ((roll3 == 7) || (roll3 == 11))
1237                                                 win = TRUE;
1238                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1239                                                 win = FALSE;
1240                                         else
1241                                                 do
1242                                                 {
1243                                                         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"));
1244
1245                                                         msg_print(NULL);
1246                                                         roll1 = randint1(6);
1247                                                         roll2 = randint1(6);
1248                                                         roll3 = roll1 +  roll2;
1249                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1250                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1251                                                         prt(tmp_str, 8, 5);
1252                                                         if (roll3 == choice)
1253                                                                 win = TRUE;
1254                                                         else if (roll3 == 7)
1255                                                                 win = FALSE;
1256                                                 } while ((win != TRUE) && (win != FALSE));
1257                                         break;
1258
1259                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1260                                         win = FALSE;
1261                                         odds = 9;
1262                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1263
1264                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1265                                         prt("--------------------------------", 8, 3);
1266                                         strcpy(out_val, "");
1267                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1268
1269                                         for (p = out_val; iswspace(*p); p++);
1270                                         choice = atol(p);
1271                                         if (choice < 0)
1272                                         {
1273                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1274                                                 choice = 0;
1275                                         }
1276                                         else if (choice > 9)
1277                                         {
1278                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1279                                                 choice = 9;
1280                                         }
1281                                         msg_print(NULL);
1282                                         roll1 = randint0(10);
1283                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1284                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1285                                         prt(tmp_str, 13, 3);
1286                                         prt("", 9, 0);
1287                                         prt("*", 9, (3 * roll1 + 5));
1288                                         if (roll1 == choice)
1289                                                 win = TRUE;
1290                                         break;
1291
1292                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1293                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1294                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1295                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1296                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1297                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1298                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1299                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1300                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1301                                         
1302                                         win = FALSE;
1303                                         roll1 = randint1(21);
1304                                         for (i=6;i>0;i--)
1305                                         {
1306                                                 if ((roll1-i) < 1)
1307                                                 {
1308                                                         roll1 = 7-i;
1309                                                         break;
1310                                                 }
1311                                                 roll1 -= i;
1312                                         }
1313                                         roll2 = randint1(21);
1314                                         for (i=6;i>0;i--)
1315                                         {
1316                                                 if ((roll2-i) < 1)
1317                                                 {
1318                                                         roll2 = 7-i;
1319                                                         break;
1320                                                 }
1321                                                 roll2 -= i;
1322                                         }
1323                                         choice = randint1(21);
1324                                         for (i=6;i>0;i--)
1325                                         {
1326                                                 if ((choice-i) < 1)
1327                                                 {
1328                                                         choice = 7-i;
1329                                                         break;
1330                                                 }
1331                                                 choice -= i;
1332                                         }
1333                                         put_str("/--------------------------\\", 7, 2);
1334                                         prt("\\--------------------------/", 17, 2);
1335                                         display_fruit(8,  3, roll1 - 1);
1336                                         display_fruit(8, 12, roll2 - 1);
1337                                         display_fruit(8, 21, choice - 1);
1338                                         if ((roll1 == roll2) && (roll2 == choice))
1339                                         {
1340                                                 win = TRUE;
1341                                                 switch(roll1)
1342                                                 {
1343                                                 case 1:
1344                                                         odds = 5;break;
1345                                                 case 2:
1346                                                         odds = 10;break;
1347                                                 case 3:
1348                                                         odds = 20;break;
1349                                                 case 4:
1350                                                         odds = 50;break;
1351                                                 case 5:
1352                                                         odds = 200;break;
1353                                                 case 6:
1354                                                         odds = 1000;break;
1355                                                 }
1356                                         }
1357                                         else if ((roll1 == 1) && (roll2 == 1))
1358                                         {
1359                                                 win = TRUE;
1360                                                 odds = 2;
1361                                         }
1362                                         break;
1363                                 case BACT_POKER:
1364                                         win = FALSE;
1365                                         odds = do_poker();
1366                                         if (odds) win = TRUE;
1367                                         break;
1368                                 }
1369
1370                                 if (win)
1371                                 {
1372                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1373
1374                                         p_ptr->au += odds * wager;
1375                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1376
1377                                         prt(tmp_str, 17, 37);
1378                                 }
1379                                 else
1380                                 {
1381                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1382                                         prt("", 17, 37);
1383                                 }
1384                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1385
1386                                 prt(tmp_str, 22, 2);
1387                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1388
1389                                 move_cursor(18, 52);
1390                                 again = inkey();
1391                                 prt("", 16, 37);
1392                                 prt("", 17, 37);
1393                                 prt("", 18, 37);
1394                                 if (wager > p_ptr->au)
1395                                 {
1396                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1397                                                                 "Hey! You don't have the gold - get out of here!"));
1398                                         msg_print(NULL);
1399
1400                                         /* Get out here */
1401                                         break;
1402                                 }
1403                         } while ((again == 'y') || (again == 'Y'));
1404
1405                         prt("", 18, 37);
1406                         if (p_ptr->au >= oldgold)
1407                         {
1408                                 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!」",
1409                                                         "You came out a winner! We'll win next time, I'm sure."));
1410                                 chg_virtue(V_CHANCE, 3);
1411                         }
1412                         else
1413                         {
1414                                 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."));
1415                                 chg_virtue(V_CHANCE, -3);
1416                         }
1417                 }
1418                 msg_print(NULL);
1419         }
1420         screen_load();
1421         return (TRUE);
1422 }
1423
1424 /*!
1425  * @brief モンスター闘技場に参加できるモンスターの判定
1426  * @param r_idx モンスターID
1427  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1428  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1429  * @return 参加できるか否か
1430  */
1431 static bool vault_aux_battle(int r_idx)
1432 {
1433         int i;
1434         int dam = 0;
1435
1436         monster_race *r_ptr = &r_info[r_idx];
1437
1438         /* Decline town monsters */
1439 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1440
1441         /* Decline unique monsters */
1442 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1443 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1444
1445         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1446         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1447         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1448         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1449         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1450
1451         for (i = 0; i < 4; i++)
1452         {
1453                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1454                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1455         }
1456         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);
1457
1458         /* Okay */
1459         return (TRUE);
1460 }
1461
1462 /*!
1463  * @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。
1464  * @return なし
1465  */
1466 void battle_monsters(void)
1467 {
1468         int total, i;
1469         int max_dl = 0;
1470         int mon_level;
1471         int power[4];
1472         bool tekitou;
1473         bool old_inside_battle = p_ptr->inside_battle;
1474
1475         for (i = 0; i < max_d_idx; i++)
1476                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1477
1478         mon_level = randint1(MIN(max_dl, 122))+5;
1479         if (randint0(100) < 60)
1480         {
1481                 i = randint1(MIN(max_dl, 122))+5;
1482                 mon_level = MAX(i, mon_level);
1483         }
1484         if (randint0(100) < 30)
1485         {
1486                 i = randint1(MIN(max_dl, 122))+5;
1487                 mon_level = MAX(i, mon_level);
1488         }
1489
1490         while (1)
1491         {
1492                 total = 0;
1493                 tekitou = FALSE;
1494                 for(i=0;i<4;i++)
1495                 {
1496                         int r_idx, j;
1497                         while (1)
1498                         {
1499                                 get_mon_num_prep(vault_aux_battle, NULL);
1500                                 p_ptr->inside_battle = TRUE;
1501                                 r_idx = get_mon_num(mon_level);
1502                                 p_ptr->inside_battle = old_inside_battle;
1503                                 if (!r_idx) continue;
1504
1505                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1506                                 {
1507                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1508                                 }
1509
1510                                 for (j = 0; j < i; j++)
1511                                         if(r_idx == battle_mon[j]) break;
1512                                 if (j<i) continue;
1513
1514                                 break;
1515                         }
1516                         battle_mon[i] = r_idx;
1517                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1518                 }
1519
1520                 for (i=0;i<4;i++)
1521                 {
1522                         monster_race *r_ptr = &r_info[battle_mon[i]];
1523                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1524
1525                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1526                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1527                         else
1528                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1529                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1530                         if (r_ptr->speed > 110)
1531                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1532                         if (r_ptr->speed < 110)
1533                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1534                         if (num_taisei > 2)
1535                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1536                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1537                                 power[i] = power[i] * 4 / 3;
1538                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1539                                 power[i] = power[i] * 4 / 3;
1540                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1541                                 power[i] = power[i] * 11 / 10;
1542                         if (r_ptr->flags1 & RF1_RAND_25)
1543                                 power[i] = power[i] * 9 / 10;
1544                         if (r_ptr->flags1 & RF1_RAND_50)
1545                                 power[i] = power[i] * 9 / 10;
1546                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1547                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1548
1549
1550                         total += power[i];
1551                 }
1552                 for (i=0;i<4;i++)
1553                 {
1554                         power[i] = total*60/power[i];
1555                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1556                         if ((power[i] < 160) && randint0(20)) break;
1557                         if (power[i] < 101) power[i] = 100 + randint1(5);
1558                         mon_odds[i] = power[i];
1559                 }
1560                 if (i == 4) break;
1561         }
1562 }
1563
1564 /*!
1565  * @brief モンスター闘技場のメインルーチン
1566  * @return 賭けを開始したか否か
1567  */
1568 static bool kakutoujou(void)
1569 {
1570         s32b maxbet;
1571         s32b wager;
1572         char out_val[160], tmp_str[80];
1573         cptr p;
1574
1575         if ((turn - old_battle) > TURNS_PER_TICK*250)
1576         {
1577                 battle_monsters();
1578                 old_battle = turn;
1579         }
1580
1581         screen_save();
1582
1583         /* No money */
1584         if (p_ptr->au < 1)
1585         {
1586                 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!"));
1587                 msg_print(NULL);
1588                 screen_load();
1589                 return FALSE;
1590         }
1591         else
1592         {
1593                 int i;
1594
1595                 clear_bldg(4, 10);
1596
1597                 prt(_("モンスター                                                     倍率",
1598                           "Monsters                                                       Odds"), 4, 4);
1599                 for (i=0;i<4;i++)
1600                 {
1601                         char buf[80];
1602                         monster_race *r_ptr = &r_info[battle_mon[i]];
1603
1604                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1605                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1606                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1607                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1608                         prt(buf, 5+i, 1);
1609                 }
1610                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1611                 while(1)
1612                 {
1613                         i = inkey();
1614
1615                         if (i == ESCAPE)
1616                         {
1617                                 screen_load();
1618                                 return FALSE;
1619                         }
1620                         if (i >= '1' && i <= '4')
1621                         {
1622                                 sel_monster = i-'1';
1623                                 battle_odds = mon_odds[sel_monster];
1624                                 break;
1625                         }
1626                         else bell();
1627                 }
1628
1629                 clear_bldg(4,4);
1630                 for (i=0;i<4;i++)
1631                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1632
1633                 maxbet = p_ptr->lev * 200;
1634
1635                 /* We can't bet more than we have */
1636                 maxbet = MIN(maxbet, p_ptr->au);
1637
1638                 /* Get the wager */
1639                 strcpy(out_val, "");
1640                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1641                 /*
1642                  * Use get_string() because we may need more than
1643                  * the s16b value returned by get_quantity().
1644                  */
1645                 if (get_string(tmp_str, out_val, 32))
1646                 {
1647                         /* Strip spaces */
1648                         for (p = out_val; *p == ' '; p++);
1649
1650                         /* Get the wager */
1651                         wager = atol(p);
1652
1653                         if (wager > p_ptr->au)
1654                         {
1655                                 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!"));
1656
1657                                 msg_print(NULL);
1658                                 screen_load();
1659                                 return (FALSE);
1660                         }
1661                         else if (wager > maxbet)
1662                         {
1663                                 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);
1664
1665                                 wager = maxbet;
1666                         }
1667                         else if (wager < 1)
1668                         {
1669                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1670                                 wager = 1;
1671                         }
1672                         msg_print(NULL);
1673                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1674                         kakekin = wager;
1675                         p_ptr->au -= wager;
1676                         reset_tim_flags();
1677
1678                         /* Save the surface floor as saved floor */
1679                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1680
1681                         p_ptr->inside_battle = TRUE;
1682                         p_ptr->leaving = TRUE;
1683
1684                         leave_bldg = TRUE;
1685                         screen_load();
1686
1687                         return (TRUE);
1688                 }
1689         }
1690         screen_load();
1691
1692         return (FALSE);
1693 }
1694
1695 /*!
1696  * @brief 本日の賞金首情報を表示する。
1697  * @return なし
1698  */
1699 static void today_target(void)
1700 {
1701         char buf[160];
1702         monster_race *r_ptr = &r_info[today_mon];
1703
1704         clear_bldg(4,18);
1705         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1706         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1707         c_put_str(TERM_YELLOW, buf, 6, 10);
1708         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"),r_ptr->level * 50 + 100);
1709         prt(buf, 8, 10);
1710         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
1711         prt(buf, 9, 10);
1712         p_ptr->today_mon = today_mon;
1713 }
1714
1715 /*!
1716  * @brief ツチノコの賞金首情報を表示する。
1717  * @return なし
1718  */
1719 static void tsuchinoko(void)
1720 {
1721         clear_bldg(4,18);
1722         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1723         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);
1724         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1725         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1726         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1727 }
1728
1729 /*!
1730  * @brief 通常の賞金首情報を表示する。
1731  * @return なし
1732  */
1733 static void shoukinkubi(void)
1734 {
1735         int i;
1736         int y = 0;
1737
1738         clear_bldg(4,18);
1739         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);
1740         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1741
1742         for (i = 0; i < MAX_KUBI; i++)
1743         {
1744                 byte color;
1745                 cptr done_mark;
1746                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1747
1748                 if (kubi_r_idx[i] > 10000)
1749                 {
1750                         color = TERM_RED;
1751                         done_mark = _("(済)", "(done)");
1752                 }
1753                 else
1754                 {
1755                         color = TERM_WHITE;
1756                         done_mark = "";
1757                 }
1758
1759                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1760
1761                 y = (y+1) % 10;
1762                 if (!y && (i < MAX_KUBI -1))
1763                 {
1764                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1765                         (void)inkey();
1766                         prt("", 0, 0);
1767                         clear_bldg(7,18);
1768                 }
1769         }
1770 }
1771
1772
1773
1774 /*!
1775  * 賞金首の報酬テーブル / List of prize object
1776  */
1777 static struct {
1778         s16b tval; /*!< ベースアイテムのメイン種別ID */
1779         s16b sval; /*!< ベースアイテムのサブ種別ID */
1780 } prize_list[MAX_KUBI] = 
1781 {
1782         {TV_POTION, SV_POTION_CURING},
1783         {TV_POTION, SV_POTION_SPEED},
1784         {TV_POTION, SV_POTION_SPEED},
1785         {TV_POTION, SV_POTION_RESISTANCE},
1786         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1787
1788         {TV_POTION, SV_POTION_HEALING},
1789         {TV_POTION, SV_POTION_RESTORE_MANA},
1790         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1791         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1792         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1793
1794         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1795         {TV_POTION, SV_POTION_STAR_HEALING},
1796         {TV_POTION, SV_POTION_STAR_HEALING},
1797         {TV_POTION, SV_POTION_NEW_LIFE},
1798         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1799
1800         {TV_POTION, SV_POTION_LIFE},
1801         {TV_POTION, SV_POTION_LIFE},
1802         {TV_POTION, SV_POTION_AUGMENTATION},
1803         {TV_POTION, SV_POTION_INVULNERABILITY},
1804         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1805 };
1806
1807 /*!
1808  * @brief 賞金首の引き換え処理 / Get prize
1809  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1810  */
1811 static bool kankin(void)
1812 {
1813         int i, j;
1814         bool change = FALSE;
1815         char o_name[MAX_NLEN];
1816         object_type *o_ptr;
1817
1818         /* Loop for inventory and right/left arm */
1819         for (i = 0; i <= INVEN_LARM; i++)
1820         {
1821                 o_ptr = &inventory[i];
1822
1823                 /* Living Tsuchinoko worthes $1000000 */
1824                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1825                 {
1826                         char buf[MAX_NLEN+20];
1827                         object_desc(o_name, o_ptr, 0);
1828                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1829                         if (get_check(buf))
1830                         {
1831                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1832                                 p_ptr->au += 1000000L * o_ptr->number;
1833                                 p_ptr->redraw |= (PR_GOLD);
1834                                 inven_item_increase(i, -o_ptr->number);
1835                                 inven_item_describe(i);
1836                                 inven_item_optimize(i);
1837                         }
1838                         change = TRUE;
1839                 }
1840         }
1841
1842         for (i = 0; i < INVEN_PACK; i++)
1843         {
1844                 o_ptr = &inventory[i];
1845
1846                 /* Corpse of Tsuchinoko worthes $200000 */
1847                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1848                 {
1849                         char buf[MAX_NLEN+20];
1850                         object_desc(o_name, o_ptr, 0);
1851                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1852                         if (get_check(buf))
1853                         {
1854                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1855                                 p_ptr->au += 200000L * o_ptr->number;
1856                                 p_ptr->redraw |= (PR_GOLD);
1857                                 inven_item_increase(i, -o_ptr->number);
1858                                 inven_item_describe(i);
1859                                 inven_item_optimize(i);
1860                         }
1861                         change = TRUE;
1862                 }
1863         }
1864
1865         for (i = 0; i < INVEN_PACK; i++)
1866         {
1867                 o_ptr = &inventory[i];
1868
1869                 /* Bones of Tsuchinoko worthes $100000 */
1870                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1871                 {
1872                         char buf[MAX_NLEN+20];
1873                         object_desc(o_name, o_ptr, 0);
1874                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1875                         if (get_check(buf))
1876                         {
1877                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1878                                 p_ptr->au += 100000L * o_ptr->number;
1879                                 p_ptr->redraw |= (PR_GOLD);
1880                                 inven_item_increase(i, -o_ptr->number);
1881                                 inven_item_describe(i);
1882                                 inven_item_optimize(i);
1883                         }
1884                         change = TRUE;
1885                 }
1886         }
1887
1888         for (i = 0; i < INVEN_PACK; i++)
1889         {
1890                 o_ptr = &inventory[i];
1891                 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)))
1892                 {
1893                         char buf[MAX_NLEN+20];
1894                         object_desc(o_name, o_ptr, 0);
1895                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1896                         if (get_check(buf))
1897                         {
1898                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1899                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1900                                 p_ptr->redraw |= (PR_GOLD);
1901                                 inven_item_increase(i, -o_ptr->number);
1902                                 inven_item_describe(i);
1903                                 inven_item_optimize(i);
1904                         }
1905                         change = TRUE;
1906                 }
1907         }
1908
1909         for (i = 0; i < INVEN_PACK; i++)
1910         {
1911                 o_ptr = &inventory[i];
1912
1913                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1914                 {
1915                         char buf[MAX_NLEN+20];
1916                         object_desc(o_name, o_ptr, 0);
1917                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1918                         if (get_check(buf))
1919                         {
1920                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1921                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1922                                 p_ptr->redraw |= (PR_GOLD);
1923                                 inven_item_increase(i, -o_ptr->number);
1924                                 inven_item_describe(i);
1925                                 inven_item_optimize(i);
1926                         }
1927                         change = TRUE;
1928                 }
1929         }
1930
1931         for (j = 0; j < MAX_KUBI; j++)
1932         {
1933                 /* Need reverse order --- Positions will be changed in the loop */
1934                 for (i = INVEN_PACK-1; i >= 0; i--)
1935                 {
1936                         o_ptr = &inventory[i];
1937                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1938                         {
1939                                 char buf[MAX_NLEN+20];
1940                                 int num, k, item_new;
1941                                 object_type forge;
1942
1943                                 object_desc(o_name, o_ptr, 0);
1944                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1945                                 if (!get_check(buf)) continue;
1946
1947 #if 0 /* Obsoleted */
1948                                 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);
1949                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1950                                 p_ptr->redraw |= (PR_GOLD);
1951                                 inven_item_increase(i, -o_ptr->number);
1952                                 inven_item_describe(i);
1953                                 inven_item_optimize(i);
1954                                 chg_virtue(V_JUSTICE, 5);
1955                                 kubi_r_idx[j] += 10000;
1956
1957                                 change = TRUE;
1958 #endif /* Obsoleted */
1959
1960                                 /* Hand it first */
1961                                 inven_item_increase(i, -o_ptr->number);
1962                                 inven_item_describe(i);
1963                                 inven_item_optimize(i);
1964
1965                                 chg_virtue(V_JUSTICE, 5);
1966                                 kubi_r_idx[j] += 10000;
1967
1968                                 /* Count number of unique corpses already handed */
1969                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1970                                 {
1971                                         if (kubi_r_idx[k] >= 10000) num++;
1972                                 }
1973                                 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" : ""));
1974
1975                                 /* Prepare to make a prize */
1976                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1977                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1978
1979                                 /* Identify it fully */
1980                                 object_aware(&forge);
1981                                 object_known(&forge);
1982
1983                                 /*
1984                                  * Hand it --- Assume there is an empty slot.
1985                                  * Since a corpse is handed at first,
1986                                  * there is at least one empty slot.
1987                                  */
1988                                 item_new = inven_carry(&forge);
1989
1990                                 /* Describe the object */
1991                                 object_desc(o_name, &forge, 0);
1992                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1993
1994                                 /* Auto-inscription */
1995                                 autopick_alter_item(item_new, FALSE);
1996
1997                                 /* Handle stuff */
1998                                 handle_stuff();
1999
2000                                 change = TRUE;
2001                         }
2002                 }
2003         }
2004
2005         if (!change)
2006         {
2007                 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."));
2008                 msg_print(NULL);
2009                 return FALSE;
2010         }
2011         return TRUE;
2012 }
2013
2014 /*!
2015  * @brief 悪夢の元凶となるモンスターかどうかを返す。
2016  * @param r_idx 判定対象となるモンスターのID
2017  * @return 悪夢の元凶となり得るか否か。
2018  */
2019 bool get_nightmare(int r_idx)
2020 {
2021         monster_race *r_ptr = &r_info[r_idx];
2022
2023         /* Require eldritch horrors */
2024         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2025
2026         /* Require high level */
2027         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2028
2029         /* Accept this monster */
2030         return (TRUE);
2031 }
2032
2033 /*!
2034  * @brief 宿屋の利用サブルーチン
2035  * @details inn commands\n
2036  * Note that resting for the night was a perfect way to avoid player\n
2037  * ghosts in the town *if* you could only make it to the inn in time (-:\n
2038  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2039  * will not be that useful.  I will keep it in the hopes the player\n
2040  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2041  * Resting at night is also a quick way to restock stores -KMW-\n
2042  * @param cmd 宿屋の利用施設ID
2043  * @return 施設の利用が実際に行われたか否か。
2044  */
2045 static bool inn_comm(int cmd)
2046 {
2047         switch (cmd)
2048         {
2049                 case BACT_FOOD: /* Buy food & drink */
2050                         if (p_ptr->food >= PY_FOOD_FULL)
2051                         {
2052                                 msg_print(_("今は満腹だ。", "You are full now."));
2053                                 return FALSE;
2054                         }
2055                         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."));
2056                         (void)set_food(PY_FOOD_MAX - 1);
2057                         break;
2058
2059                 case BACT_REST: /* Rest for the night */
2060                         if ((p_ptr->poisoned) || (p_ptr->cut))
2061                         {
2062                                 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."));
2063                                 msg_print(NULL);
2064                                 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."));
2065                         }
2066                         else
2067                         {
2068                                 s32b oldturn = turn;
2069                                 int prev_day, prev_hour, prev_min;
2070
2071                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2072                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2073                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2074                                 else
2075                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2076                                 
2077                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2078                                 if (dungeon_turn < dungeon_turn_limit)
2079                                 {
2080                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2081                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2082                                 }
2083
2084                                 prevent_turn_overflow();
2085
2086                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2087                                 p_ptr->chp = p_ptr->mhp;
2088
2089                                 if (ironman_nightmare)
2090                                 {
2091                                         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."));
2092
2093                                         /* Have some nightmares */
2094                                         while(1)
2095                                         {
2096                                                 sanity_blast(NULL, FALSE);
2097                                                 if (!one_in_(3)) break;
2098                                         }
2099
2100                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2101                                         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."));
2102                                 }
2103                                 else
2104                                 {
2105                                         set_blind(0);
2106                                         set_confused(0);
2107                                         p_ptr->stun = 0;
2108                                         p_ptr->chp = p_ptr->mhp;
2109                                         p_ptr->csp = p_ptr->msp;
2110                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2111                                         {
2112                                                 int i;
2113                                                 for (i = 0; i < 72; i++)
2114                                                 {
2115                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2116                                                 }
2117                                                 for (; i < 108; i++)
2118                                                 {
2119                                                         p_ptr->magic_num1[i] = 0;
2120                                                 }
2121                                         }
2122
2123                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2124                                         {
2125                                                 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."));
2126                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2127                                         }
2128                                         else
2129                                         {
2130                                                 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."));
2131                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2132                                         }
2133                                 }
2134                         }
2135                         break;
2136
2137                 case BACT_RUMORS: /* Listen for rumors */
2138                         {
2139                                 display_rumor(TRUE);
2140                                 break;
2141                         }
2142         }
2143
2144         return (TRUE);
2145 }
2146
2147
2148 /*!
2149  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2150  * @param questnum クエストのID
2151  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2152  * @return なし
2153  */
2154 static void get_questinfo(int questnum, bool do_init)
2155 {
2156         int     i;
2157         int     old_quest;
2158         char    tmp_str[80];
2159
2160         /* Clear the text */
2161         for (i = 0; i < 10; i++)
2162         {
2163                 quest_text[i][0] = '\0';
2164         }
2165
2166         quest_text_line = 0;
2167
2168         /* Set the quest number temporary */
2169         old_quest = p_ptr->inside_quest;
2170         p_ptr->inside_quest = questnum;
2171
2172         /* Get the quest text */
2173         init_flags = INIT_SHOW_TEXT;
2174         if (do_init) init_flags |= INIT_ASSIGN;
2175
2176         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2177
2178         /* Reset the old quest number */
2179         p_ptr->inside_quest = old_quest;
2180
2181         /* Print the quest info */
2182         sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
2183
2184         prt(tmp_str, 5, 0);
2185
2186         prt(quest[questnum].name, 7, 0);
2187
2188         for (i = 0; i < 10; i++)
2189         {
2190                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2191         }
2192 }
2193
2194 /*!
2195  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2196  * @return なし
2197  */
2198 static void castle_quest(void)
2199 {
2200         int             q_index = 0;
2201         monster_race    *r_ptr;
2202         quest_type      *q_ptr;
2203         cptr            name;
2204
2205
2206         clear_bldg(4, 18);
2207
2208         /* Current quest of the building */
2209         q_index = cave[p_ptr->y][p_ptr->x].special;
2210
2211         /* Is there a quest available at the building? */
2212         if (!q_index)
2213         {
2214                 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);
2215                 return;
2216         }
2217
2218         q_ptr = &quest[q_index];
2219
2220         /* Quest is completed */
2221         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2222         {
2223                 /* Rewarded quest */
2224                 q_ptr->status = QUEST_STATUS_REWARDED;
2225
2226                 get_questinfo(q_index, FALSE);
2227
2228                 reinit_wilderness = TRUE;
2229         }
2230         /* Failed quest */
2231         else if (q_ptr->status == QUEST_STATUS_FAILED)
2232         {
2233                 get_questinfo(q_index, FALSE);
2234
2235                 /* Mark quest as done (but failed) */
2236                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2237
2238                 reinit_wilderness = TRUE;
2239         }
2240         /* Quest is still unfinished */
2241         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2242         {
2243                 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);
2244                 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);
2245                 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);
2246         }
2247         /* No quest yet */
2248         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2249         {
2250                 q_ptr->status = QUEST_STATUS_TAKEN;
2251
2252                 reinit_wilderness = TRUE;
2253
2254                 /* Assign a new quest */
2255                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2256                 {
2257                         if (q_ptr->r_idx == 0)
2258                         {
2259                                 /* Random monster at least 5 - 10 levels out of deep */
2260                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2261                         }
2262
2263                         r_ptr = &r_info[q_ptr->r_idx];
2264
2265                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2266                         {
2267                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2268                                 r_ptr = &r_info[q_ptr->r_idx];
2269                         }
2270
2271                         if (q_ptr->max_num == 0)
2272                         {
2273                                 /* Random monster number */
2274                                 if (randint1(10) > 7)
2275                                         q_ptr->max_num = 1;
2276                                 else
2277                                         q_ptr->max_num = randint1(3) + 1;
2278                         }
2279
2280                         q_ptr->cur_num = 0;
2281                         name = (r_name + r_ptr->name);
2282                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2283                 }
2284                 else
2285                 {
2286                         get_questinfo(q_index, TRUE);
2287                 }
2288         }
2289 }
2290
2291
2292 /*!
2293  * @brief 町に関するヘルプを表示する / Display town history
2294  * @return なし
2295  */
2296 static void town_history(void)
2297 {
2298         /* Save screen */
2299         screen_save();
2300
2301         /* Peruse the building help file */
2302         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2303
2304         /* Load screen */
2305         screen_load();
2306 }
2307
2308 /*!
2309  * @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
2310  * @param plus_ammo 矢弾のダメージ修正
2311  * @param plus_bow 弓のダメージ修正
2312  * @return ダメージ期待値
2313  * @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。
2314  */
2315 s16b calc_crit_ratio_shot(int plus_ammo, int plus_bow)
2316 {
2317         int i;
2318         object_type *j_ptr =  &inventory[INVEN_BOW];
2319         
2320         /* Extract "shot" power */
2321         i = p_ptr->to_h_b + plus_ammo;
2322         
2323         if (p_ptr->tval_ammo == TV_BOLT)
2324                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2325         else
2326                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2327
2328         /* Snipers can shot more critically with crossbows */
2329         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2330         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2331         
2332         /* Good bow makes more critical */
2333         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2334         
2335         if (i < 0) i = 0;
2336         
2337         return i;
2338 }
2339
2340 /*!
2341  * @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
2342  * @param weight 武器の重量
2343  * @param plus_ammo 矢弾のダメージ修正
2344  * @param plus_bow 弓のダメージ修正
2345  * @param dam 基本ダメージ量
2346  * @return ダメージ期待値
2347  */
2348 s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow,  int dam)
2349 {
2350         u32b num;
2351         int i, k, crit;
2352         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2353         
2354         k = 0;
2355         num = 0;
2356         
2357         crit = MIN(500, 900/weight);
2358         num += dam * 3 /2 * crit;
2359         k = crit;
2360         
2361         crit = MIN(500, 1350/weight);
2362         crit -= k;
2363         num += dam * 2 * crit;
2364         k += crit;
2365         
2366         if(k < 500)
2367         {
2368                 crit = 500 - k;
2369                 num += dam * 3 * crit;
2370         }
2371         
2372         num /= 500;
2373         
2374         num *= i;
2375         num += (10000 - i) * dam;
2376         num /= 10000;
2377         
2378         return num;
2379 }
2380
2381 /*!
2382  * @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
2383  * @param weight 武器の重量
2384  * @param plus 武器のダメージ修正
2385  * @param dam 基本ダメージ
2386  * @param meichuu 命中値
2387  * @param dokubari 毒針処理か否か
2388  * @return ダメージ期待値
2389  */
2390 s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
2391 {
2392         u32b k, num;
2393         int i;
2394         
2395         if(dokubari) return dam;
2396         
2397         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2398         if (i < 0) i = 0;
2399         
2400         k = weight;
2401         num = 0;
2402         
2403         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2404         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2405         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2406         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2407         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2408         
2409         num /= 650;
2410         if(p_ptr->pclass == CLASS_NINJA)
2411         {
2412                 num *= i;
2413                 num += (4444 - i) * dam;
2414                 num /= 4444;
2415         }
2416         else
2417         {
2418                 num *= i;
2419                 num += (5000 - i) * dam;
2420                 num /= 5000;
2421         }
2422         
2423         return num;
2424 }
2425
2426 /*!
2427  * @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
2428  * @param dam 基本ダメージ
2429  * @param mult スレイ倍率(掛け算部分)
2430  * @param div スレイ倍率(割り算部分)
2431  * @param force 理力特別計算フラグ
2432  * @return ダメージ期待値
2433  */
2434 static s16b calc_slaydam(int dam, int mult, int div, bool force)
2435 {
2436         int tmp;
2437         if(force)
2438         {
2439                 tmp = dam * 60;
2440                 tmp *= mult * 3;
2441                 tmp /= div * 2;
2442                 tmp += dam * 60 * 2;
2443                 tmp /= 60;
2444         }
2445         else
2446         {
2447                 tmp = dam * 60;
2448                 tmp *= mult; 
2449                 tmp /= div;
2450                 tmp /= 60;
2451         }
2452         return tmp;
2453 }
2454
2455 /*!
2456  * @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)
2457  * @param dam 基本ダメージ
2458  * @param mult スレイ倍率(掛け算部分)
2459  * @param div スレイ倍率(割り算部分)
2460  * @param force 理力特別計算フラグ
2461  * @param weight 重量
2462  * @param plus 武器ダメージ修正
2463  * @param meichuu 命中値
2464  * @param dokubari 毒針処理か否か
2465  * @param vorpal_mult 切れ味倍率(掛け算部分)
2466  * @param vorpal_div 切れ味倍率(割り算部分)
2467  * @return ダメージ期待値
2468  */
2469 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2470 {
2471         dam = calc_slaydam(dam, mult, div, force);
2472         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2473         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2474         return dam;
2475 }
2476
2477
2478 /*!
2479  * @brief 武器の各条件毎のダメージ期待値を表示する。
2480  * @param r 表示行
2481  * @param c 表示列
2482  * @param mindice ダイス部分最小値
2483  * @param maxdice ダイス部分最大値
2484  * @param blows 攻撃回数
2485  * @param dam_bonus ダメージ修正値
2486  * @param attr 条件内容
2487  * @param color 条件内容の表示色
2488  * @details
2489  * Display the damage figure of an object\n
2490  * (used by compare_weapon_aux)\n
2491  * \n
2492  * Only accurate for the current weapon, because it includes\n
2493  * the current +dam of the player.\n
2494  * @return なし
2495  */
2496 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2497 {
2498         char tmp_str[80];
2499         int mindam, maxdam;
2500         
2501         mindam = blows * (mindice + dam_bonus);
2502         maxdam = blows * (maxdice + dam_bonus);
2503
2504         /* Print the intro text */
2505         c_put_str(color, attr, r, c);
2506
2507         /* Calculate the min and max damage figures */
2508         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2509         
2510         /* Print the damage */
2511         put_str(tmp_str, r, c + 8);
2512 }
2513
2514
2515 /*!
2516  * @brief 武器一つ毎のダメージ情報を表示する。
2517  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2518  * @param col 表示する行の上端
2519  * @param r 表示する列の左端
2520  * @details
2521  * Show the damage figures for the various monster types\n
2522  * \n
2523  * Only accurate for the current weapon, because it includes\n
2524  * the current number of blows for the player.\n
2525  * @return なし
2526  */
2527 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2528 {
2529         u32b flgs[TR_FLAG_SIZE];
2530         int blow = p_ptr->num_blow[0];
2531         bool force = FALSE;
2532         bool dokubari = FALSE;
2533         
2534         /* Effective dices */
2535         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2536         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2537         
2538         int mindice = eff_dd;
2539         int maxdice = eff_ds * eff_dd;
2540         int mindam = 0;
2541         int maxdam = 0;
2542         int vorpal_mult = 1;
2543         int vorpal_div = 1;
2544         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2545         
2546
2547         /* Get the flags of the weapon */
2548         object_flags(o_ptr, flgs);
2549         
2550         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2551         
2552         
2553         /* Show Critical Damage*/
2554         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2555         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2556         
2557         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2558
2559         
2560         /* Vorpal Hit*/
2561         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2562         {
2563                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2564                 {
2565                         vorpal_mult = 5;
2566                         vorpal_div = 3;
2567                 }
2568                 else
2569                 {
2570                         vorpal_mult = 11;
2571                         vorpal_div = 9;
2572                 }
2573                 
2574                 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);
2575                 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);         
2576                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2577         }       
2578         
2579         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2580         {
2581                 force = TRUE;
2582                 
2583                 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);
2584                 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);
2585                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2586         }
2587                 
2588         /* Print the relevant lines */
2589         if (have_flag(flgs, TR_KILL_ANIMAL))
2590         {
2591                 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);
2592                 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);         
2593                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2594         }
2595         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2596         {
2597                 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);
2598                 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);
2599                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2600         }
2601         if (have_flag(flgs, TR_KILL_EVIL))
2602         {       
2603                 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);
2604                 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);
2605                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2606         }
2607         else if (have_flag(flgs, TR_SLAY_EVIL))
2608         {       
2609                 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);
2610                 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);         
2611                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2612         }
2613         if (have_flag(flgs, TR_KILL_HUMAN))
2614         {       
2615                 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);
2616                 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);
2617                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2618         }
2619         else if (have_flag(flgs, TR_SLAY_HUMAN))
2620         {       
2621                 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);
2622                 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);
2623                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2624         }
2625         if (have_flag(flgs, TR_KILL_UNDEAD))
2626         {
2627                 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);
2628                 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);
2629                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2630         }
2631         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2632         {
2633                 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);
2634                 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);
2635                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2636         }
2637         if (have_flag(flgs, TR_KILL_DEMON))
2638         {       
2639                 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);
2640                 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);
2641                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2642         }
2643         else if (have_flag(flgs, TR_SLAY_DEMON))
2644         {       
2645                 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);
2646                 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);
2647                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2648         }
2649         if (have_flag(flgs, TR_KILL_ORC))
2650         {
2651                 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);
2652                 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);
2653                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2654         }
2655         else if (have_flag(flgs, TR_SLAY_ORC))
2656         {
2657                 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);
2658                 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);
2659                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2660         }
2661         if (have_flag(flgs, TR_KILL_TROLL))
2662         {
2663                 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);
2664                 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);
2665                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2666         }
2667         else if (have_flag(flgs, TR_SLAY_TROLL))
2668         {
2669                 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);
2670                 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);
2671                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2672         }
2673         if (have_flag(flgs, TR_KILL_GIANT))
2674         {
2675                 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);
2676                 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);
2677                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2678         }
2679         else if (have_flag(flgs, TR_SLAY_GIANT))
2680         {
2681                 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);
2682                 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);
2683                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2684         }
2685         if (have_flag(flgs, TR_KILL_DRAGON))
2686         {
2687                 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);
2688                 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);
2689                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2690         }
2691         else if (have_flag(flgs, TR_SLAY_DRAGON))
2692         {               
2693                 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);
2694                 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);
2695                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2696         }
2697         if (have_flag(flgs, TR_BRAND_ACID))
2698         {
2699                 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);
2700                 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);
2701                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2702         }
2703         if (have_flag(flgs, TR_BRAND_ELEC))
2704         {
2705                 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);
2706                 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);
2707                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2708         }
2709         if (have_flag(flgs, TR_BRAND_FIRE))
2710         {
2711                 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);
2712                 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);
2713                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2714         }
2715         if (have_flag(flgs, TR_BRAND_COLD))
2716         {
2717                 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);
2718                 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);
2719                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2720         }
2721         if (have_flag(flgs, TR_BRAND_POIS))
2722         {
2723                 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);
2724                 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);
2725                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2726         }
2727 }
2728
2729 /*!
2730  * @brief モンスターへの命中率の計算
2731  * @param to_h 命中値
2732  * @param ac 敵AC
2733  * @return なし
2734  */
2735 static int hit_chance(int to_h, int ac)
2736 {
2737         int chance = 0;
2738         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2739
2740         if (meichuu <= 0) return 5;
2741
2742         chance = 100 - ((ac * 75) / meichuu);
2743
2744         if (chance > 95) chance = 95;
2745         if (chance < 5) chance = 5;
2746         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2747                 chance = (chance*19+9)/20;
2748         return chance;
2749 }
2750
2751 /*!
2752  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2753  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2754  * @param row 表示する列の左端
2755  * @param col 表示する行の上端
2756  * @details
2757  * Displays all info about a weapon
2758  *
2759  * Only accurate for the current weapon, because it includes
2760  * various info about the player's +to_dam and number of blows.
2761  * @return なし
2762  */
2763 static void list_weapon(object_type *o_ptr, int row, int col)
2764 {
2765         char o_name[MAX_NLEN];
2766         char tmp_str[80];
2767
2768         /* Effective dices */
2769         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2770         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2771
2772         /* Print the weapon name */
2773         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2774         c_put_str(TERM_YELLOW, o_name, row, col);
2775
2776         /* Print the player's number of blows */
2777         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2778         put_str(tmp_str, row+1, col);
2779
2780         /* Print to_hit and to_dam of the weapon */
2781         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2782         put_str(tmp_str, row+2, col);
2783
2784         /* Print the weapons base damage dice */
2785         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2786                                 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2787                                 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2788         put_str(tmp_str, row+3, col);
2789         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2790
2791         /* Damage for one blow (if it hits) */
2792         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2793             eff_dd + o_ptr->to_d + p_ptr->to_d[0],
2794             eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
2795         put_str(tmp_str, row+6, col+1);
2796
2797         /* Damage for the complete attack (if all blows hit) */
2798         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2799             p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2800             p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2801         put_str(tmp_str, row+7, col+1);
2802 }
2803
2804
2805 /*!
2806  * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2807  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2808  * @return 対象になるならTRUEを返す。
2809  */
2810 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
2811 {
2812         switch (o_ptr->tval)
2813         {
2814                 case TV_HAFTED:
2815                 case TV_POLEARM:
2816                 case TV_DIGGING:
2817                 {
2818                         return (TRUE);
2819                 }
2820                 case TV_SWORD:
2821                 {
2822                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2823                 }
2824         }
2825
2826         return (FALSE);
2827 }
2828
2829
2830 /*!
2831  * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2832  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2833  * @return 対象になるならTRUEを返す。
2834  */
2835 static bool item_tester_hook_ammo(object_type *o_ptr)
2836 {
2837         switch (o_ptr->tval)
2838         {
2839                 case TV_SHOT:
2840                 case TV_ARROW:
2841                 case TV_BOLT:
2842                 {
2843                         return (TRUE);
2844                 }
2845         }
2846
2847         return (FALSE);
2848 }
2849
2850
2851 /*!
2852  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2853  * @details 
2854  * Copies the weapons to compare into the weapon-slot and\n
2855  * compares the values for both weapons.\n
2856  * 武器1つだけで比較をしないなら費用は半額になる。
2857  * @param bcost 基本鑑定費用
2858  * @return 最終的にかかった費用
2859  */
2860 static int compare_weapons(int bcost)
2861 {
2862         int i, n;
2863         int item, item2;
2864         object_type *o_ptr[2];
2865         object_type orig_weapon;
2866         object_type *i_ptr;
2867         cptr q, s;
2868         int row = 2;
2869         int wid = 38, mgn = 2;
2870         bool old_character_xtra = character_xtra;
2871         char ch;
2872         int total = 0;
2873         int cost = 0; /* First time no price */
2874
2875         /* Save the screen */
2876         screen_save();
2877
2878         /* Clear the screen */
2879         clear_bldg(0, 22);
2880
2881         /* Store copy of original wielded weapon */
2882         i_ptr = &inventory[INVEN_RARM];
2883         object_copy(&orig_weapon, i_ptr);
2884
2885         /* Only compare melee weapons */
2886         item_tester_no_ryoute = TRUE;
2887         item_tester_hook = item_tester_hook_melee_weapon;
2888
2889         /* Get the first weapon */
2890         q = _("第一の武器は?", "What is your first weapon? ");
2891         s = _("比べるものがありません。", "You have nothing to compare.");
2892
2893         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2894         {
2895                 screen_load();
2896                 return (0);
2897         }
2898
2899         /* Get the item (in the pack) */
2900         o_ptr[0] = &inventory[item];
2901         n = 1;
2902         total = bcost;
2903
2904         while (TRUE)
2905         {
2906                 /* Clear the screen */
2907                 clear_bldg(0, 22);
2908
2909                 /* Only compare melee weapons */
2910                 item_tester_no_ryoute = TRUE;
2911                 item_tester_hook = item_tester_hook_melee_weapon;
2912
2913                 /* Hack -- prevent "icky" message */
2914                 character_xtra = TRUE;
2915
2916                 /* Diaplay selected weapon's infomation */
2917                 for (i = 0; i < n; i++)
2918                 {
2919                         int col = (wid * i + mgn);
2920
2921                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2922                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2923
2924                         /* Get the new values */
2925                         calc_bonuses();
2926
2927                         /* List the new values */
2928                         list_weapon(o_ptr[i], row, col);
2929                         compare_weapon_aux(o_ptr[i], col, row + 8);
2930
2931                         /* Copy back the original weapon into the weapon slot */
2932                         object_copy(i_ptr, &orig_weapon);
2933                 }
2934
2935                 /* Reset the values for the old weapon */
2936                 calc_bonuses();
2937
2938                 character_xtra = old_character_xtra;
2939
2940 #ifdef JP
2941                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2942                 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);
2943                 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);
2944 #else
2945                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2946                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2947                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2948 #endif
2949
2950                 flush();
2951                 ch = inkey();
2952
2953                 if (ch == 's')
2954                 {
2955                         if (total + cost > p_ptr->au)
2956                         {
2957                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2958                                 msg_print(NULL);
2959                                 continue;
2960                         }
2961
2962                         q = _("第二の武器は?", "What is your second weapon? ");
2963                         s = _("比べるものがありません。", "You have nothing to compare.");
2964
2965                         /* Get the second weapon */
2966                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2967
2968                         total += cost;
2969                         cost = bcost / 2;
2970
2971                         /* Get the item (in the pack) */
2972                         o_ptr[1] = &inventory[item2];
2973                         n = 2;
2974                 }
2975                 else
2976                 {
2977                         break;
2978                 }
2979         }
2980
2981         /* Restore the screen */
2982         screen_load();
2983
2984         /* Done */
2985         return (total);
2986 }
2987
2988
2989 /*!
2990  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2991  * @details 
2992  * Calculate and display the dodge-rate and the protection-rate
2993  * based on AC
2994  * @param iAC プレイヤーのAC。
2995  * @return 常にTRUEを返す。
2996  */
2997 static bool eval_ac(int iAC)
2998 {
2999 #ifdef JP
3000         const char memo[] =
3001                 "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"
3002                 "何パーセント軽減するかを示します。\n"
3003                 "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"
3004                 "に対してのみ効果があります。\n \n"
3005                 "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"
3006                 "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"
3007                 "敵のレベルとあなたのACによって決定されます。\n \n"
3008                 "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"
3009                 "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";
3010 #else
3011         const char memo[] =
3012                 "'Protection Rate' means how much damage is reduced by your armor.\n"
3013                 "Note that the Protection rate is effective only against normal "
3014                 "'attack' and 'shatter' type melee attacks, "
3015                 "and has no effect against any other types such as 'poison'.\n \n"
3016                 "'Dodge Rate' indicates the success rate on dodging the "
3017                 "monster's melee attacks.  "
3018                 "It is depend on the level of the monster and your AC.\n \n"
3019                 "'Average Damage' indicates the expected amount of damage "
3020                 "when you are attacked by normal melee attacks with power=100.";
3021 #endif
3022
3023         int protection;
3024         int col, row = 2;
3025         int lvl;
3026         char buf[80*20], *t;
3027
3028         /* AC lower than zero has no effect */
3029         if (iAC < 0) iAC = 0;
3030
3031         /* ダメージ軽減率を計算 */
3032         protection = 100 * MIN(iAC, 150) / 250;
3033
3034         screen_save();
3035         clear_bldg(0, 22);
3036
3037 #ifdef JP
3038         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3039         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
3040         row++;
3041
3042         put_str("敵のレベル      :", row + 0, 0);
3043         put_str("回避率          :", row + 1, 0);
3044         put_str("ダメージ期待値  :", row + 2, 0);
3045 #else
3046         put_str(format("Your current AC : %3d", iAC), row++, 0);
3047         put_str(format("Protection rate : %3d%%", protection), row++, 0);
3048         row++;
3049
3050         put_str("Level of Monster:", row + 0, 0);
3051         put_str("Dodge Rate      :", row + 1, 0);
3052         put_str("Average Damage  :", row + 2, 0);
3053 #endif
3054     
3055         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3056         {
3057                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3058                 int dodge;   /* 回避率(%) */
3059                 int average; /* ダメージ期待値 */
3060
3061                 put_str(format("%3d", lvl), row + 0, col);
3062
3063                 /* 回避率を計算 */
3064                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3065                 put_str(format("%3d%%", dodge), row + 1, col);
3066
3067                 /* 100点の攻撃に対してのダメージ期待値を計算 */
3068                 average = (100 - dodge) * (100 - protection) / 100;
3069                 put_str(format("%3d", average), row + 2, col);
3070         }
3071
3072         /* Display note */
3073         roff_to_buf(memo, 70, buf, sizeof(buf));
3074         for (t = buf; t[0]; t += strlen(t) + 1)
3075                 put_str(t, (row++) + 4, 4);
3076
3077 #ifdef JP
3078         prt("現在のあなたの装備からすると、あなたの防御力は"
3079                    "これくらいです:", 0, 0);
3080 #else
3081         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3082 #endif
3083   
3084         flush();
3085         (void)inkey();
3086         screen_load();
3087
3088         /* Done */
3089         return (TRUE);
3090 }
3091
3092
3093 /*!
3094  * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
3095  * @param o_ptr オブジェクトの構造体の参照ポインタ。
3096  * @return 修復対象になるならTRUEを返す。
3097  */
3098 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
3099 {
3100         if (o_ptr->tval != TV_SWORD) return FALSE;
3101
3102         switch (o_ptr->sval)
3103         {
3104         case SV_BROKEN_DAGGER:
3105         case SV_BROKEN_SWORD:
3106                 return TRUE;
3107         }
3108
3109         return FALSE;
3110 }
3111
3112 /*!
3113  * @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。
3114  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3115  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3116  * @return 修復対象になるならTRUEを返す。
3117  */
3118 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3119 {
3120         int i, n = 0;
3121         int cand[TR_FLAG_MAX];
3122         u32b to_flgs[TR_FLAG_SIZE];
3123         u32b from_flgs[TR_FLAG_SIZE];
3124
3125         object_flags(to_ptr, to_flgs);
3126         object_flags(from_ptr, from_flgs);
3127
3128         for (i = 0; i < TR_FLAG_MAX; i++)
3129         {
3130                 switch (i)
3131                 {
3132                 case TR_IGNORE_ACID:
3133                 case TR_IGNORE_ELEC:
3134                 case TR_IGNORE_FIRE:
3135                 case TR_IGNORE_COLD:
3136                 case TR_ACTIVATE:
3137                 case TR_RIDING:
3138                 case TR_THROW:
3139                 case TR_SHOW_MODS:
3140                 case TR_HIDE_TYPE:
3141                 case TR_ES_ATTACK:
3142                 case TR_ES_AC:
3143                 case TR_FULL_NAME:
3144                 case TR_FIXED_FLAVOR:
3145                         break;
3146                 default:
3147                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3148                         {
3149                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3150                         }
3151                 }
3152         }
3153
3154         if (n > 0)
3155         {
3156                 int bmax;
3157                 int tr_idx = cand[randint0(n)];
3158                 add_flag(to_ptr->art_flags, tr_idx);
3159                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3160                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3161                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3162                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3163         }
3164
3165         return;
3166 }
3167
3168 /*!
3169  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3170  * @param bcost 基本鑑定費用
3171  * @return 実際にかかった費用
3172  */
3173 static int repair_broken_weapon_aux(int bcost)
3174 {
3175         s32b cost;
3176         int item, mater;
3177         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3178         object_kind *k_ptr;
3179         int i, k_idx, dd_bonus, ds_bonus;
3180         char basenm[MAX_NLEN];
3181         cptr q, s; /* For get_item prompt */
3182         int row = 7;
3183
3184         /* Clear screen */
3185         clear_bldg(0, 22);
3186
3187         /* Notice */
3188         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);
3189         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);
3190
3191         /* Get an item */
3192         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3193         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3194
3195         /* Only forge broken weapons */
3196         item_tester_hook = item_tester_hook_broken_weapon;
3197
3198         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3199
3200         /* Get the item (in the pack) */
3201         o_ptr = &inventory[item];
3202
3203         /* It is worthless */
3204         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3205         {
3206                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3207                 return (0);
3208         }
3209
3210         /* They are too many */
3211         if (o_ptr->number > 1)
3212         {
3213                 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!"));
3214                 return (0);
3215         }
3216
3217         /* Display item name */
3218         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3219         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3220
3221         /* Get an item */
3222         q = _("材料となる武器は?", "Which weapon for material? ");
3223         s = _("材料となる武器がありません。", "You have no material to repair.");
3224
3225         /* Only forge broken weapons */
3226         item_tester_hook = item_tester_hook_melee_weapon;
3227
3228         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3229         if (mater == item)
3230         {
3231                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3232                 return (0);
3233         }
3234
3235         /* Get the item (in the pack) */
3236         mo_ptr = &inventory[mater];
3237
3238         /* Display item name */
3239         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3240         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3241
3242         /* Get the value of one of the items (except curses) */
3243         cost = bcost + object_value_real(o_ptr) * 2;
3244
3245         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);
3246
3247         /* Check if the player has enough money */
3248         if (p_ptr->au < cost)
3249         {
3250                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3251                 msg_format(_("%sを修復するだけのゴールドがありません!",
3252                         "You do not have the gold to repair %s!"), basenm);
3253                 msg_print(NULL);
3254                 return (0);
3255         }
3256
3257         if (o_ptr->sval == SV_BROKEN_DAGGER)
3258         {
3259                 int j, n = 1;
3260
3261                 /* Suppress compiler warning */
3262                 k_idx = 0;
3263
3264                 for (j = 1; j < max_k_idx; j++)
3265                 {
3266                         object_kind *k_aux_ptr = &k_info[j];
3267
3268                         if (k_aux_ptr->tval != TV_SWORD) continue;
3269                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3270                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3271                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3272                         if (k_aux_ptr->weight > 99) continue;
3273
3274                         if (one_in_(n)) 
3275                         {
3276                                 k_idx = j;
3277                                 n++;
3278                         }
3279                 }
3280         }
3281         else /* TV_BROKEN_SWORD */
3282         {
3283                 /* Repair to a sword or sometimes material's type weapon */
3284                 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3285
3286                 while(1)
3287                 {
3288                         object_kind *ck_ptr;
3289
3290                         k_idx = lookup_kind(tval, SV_ANY);
3291                         ck_ptr = &k_info[k_idx];
3292
3293                         if (tval == TV_SWORD)
3294                         {
3295                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3296                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3297                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3298                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3299                         }
3300                         if (tval == TV_POLEARM)
3301                         {
3302                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3303                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3304                         }
3305                         if (tval == TV_HAFTED)
3306                         {
3307                                 if ((ck_ptr->sval == SV_GROND) ||
3308                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3309                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3310                         }
3311
3312                         break;
3313                 }
3314         }
3315
3316         /* Calculate dice bonuses */
3317         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3318         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3319         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3320         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3321
3322         /* Change base object */
3323         k_ptr = &k_info[k_idx];
3324         o_ptr->k_idx = k_idx;
3325         o_ptr->weight = k_ptr->weight;
3326         o_ptr->tval = k_ptr->tval;
3327         o_ptr->sval = k_ptr->sval;
3328         o_ptr->dd = k_ptr->dd;
3329         o_ptr->ds = k_ptr->ds;
3330
3331         /* Copy base object's ability */
3332         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3333         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3334         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
3335
3336         /* Dice up */
3337         if (dd_bonus > 0)
3338         {
3339                 o_ptr->dd++;
3340                 for (i = 0; i < dd_bonus; i++)
3341                 {
3342                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3343                 }
3344         }
3345         if (ds_bonus > 0)
3346         {
3347                 o_ptr->ds++;
3348                 for (i = 0; i < ds_bonus; i++)
3349                 {
3350                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3351                 }
3352         }
3353
3354         /* */
3355         if (have_flag(k_ptr->flags, TR_BLOWS))
3356         {
3357                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3358                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3359         }
3360
3361         /* Add one random ability from material weapon */
3362         give_one_ability_of_object(o_ptr, mo_ptr);
3363
3364         /* Add to-dam, to-hit and to-ac from material weapon */
3365         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3366         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3367         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3368
3369         if ((o_ptr->name1 == ART_NARSIL) ||
3370                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3371                 (object_is_ego(o_ptr) && one_in_(7)))
3372         {
3373                 /* Forge it */
3374                 if (object_is_ego(o_ptr))
3375                 {
3376                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3377                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3378                 }
3379
3380                 /* Add one random ability from material weapon */
3381                 give_one_ability_of_object(o_ptr, mo_ptr);
3382
3383                 /* Add one random activation */
3384                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3385
3386                 /* Narsil */
3387                 if (o_ptr->name1 == ART_NARSIL)
3388                 {
3389                         one_high_resistance(o_ptr);
3390                         one_ability(o_ptr);
3391                 }
3392
3393                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3394         }
3395
3396         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3397 #ifdef JP
3398         msg_format("$%dで%sに修復しました。", cost, basenm);
3399 #else
3400         msg_format("Repaired into %s for %d gold.", basenm, cost);
3401 #endif
3402         msg_print(NULL);
3403
3404         /* Remove BROKEN flag */
3405         o_ptr->ident &= ~(IDENT_BROKEN);
3406
3407         /* Add repaired flag */
3408         o_ptr->discount = 99;
3409
3410         /* Decrease material object */
3411         inven_item_increase(mater, -1);
3412         inven_item_optimize(mater);
3413
3414         /* Copyback */
3415         p_ptr->update |= PU_BONUS;
3416         handle_stuff();
3417
3418         /* Something happened */
3419         return (cost);
3420 }
3421
3422 /*!
3423  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3424  * @param bcost 基本鑑定費用
3425  * @return 実際にかかった費用
3426  */
3427 static int repair_broken_weapon(int bcost)
3428 {
3429         int cost;
3430
3431         screen_save();
3432         cost = repair_broken_weapon_aux(bcost);
3433         screen_load();
3434         return cost;
3435 }
3436
3437
3438 /*!
3439  * @brief アイテムの強化を行う。 / Enchant item
3440  * @param cost 1回毎の費用
3441  * @param to_hit 命中をアップさせる量
3442  * @param to_dam ダメージをアップさせる量
3443  * @param to_ac ACをアップさせる量
3444  * @return 実際にかかった費用
3445  */
3446 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3447 {
3448         int         i, item;
3449         bool        okay = FALSE;
3450         object_type *o_ptr;
3451         cptr        q, s;
3452         int         maxenchant = (p_ptr->lev / 5);
3453         char        tmp_str[MAX_NLEN];
3454
3455         clear_bldg(4, 18);
3456 #ifdef JP
3457         prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3458         prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3459 #else
3460         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3461         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3462 #endif
3463
3464         item_tester_no_ryoute = TRUE;
3465
3466         /* Get an item */
3467         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3468         s = _("改良できるものがありません。", "You have nothing to improve.");
3469
3470         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3471
3472         /* Get the item (in the pack) */
3473         o_ptr = &inventory[item];
3474
3475         /* Check if the player has enough money */
3476         if (p_ptr->au < (cost * o_ptr->number))
3477         {
3478                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3479                 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);
3480                 return (FALSE);
3481         }
3482
3483         /* Enchant to hit */
3484         for (i = 0; i < to_hit; i++)
3485         {
3486                 if (o_ptr->to_h < maxenchant)
3487                 {
3488                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3489                         {
3490                                 okay = TRUE;
3491                                 break;
3492                         }
3493                 }
3494         }
3495
3496         /* Enchant to damage */
3497         for (i = 0; i < to_dam; i++)
3498         {
3499                 if (o_ptr->to_d < maxenchant)
3500                 {
3501                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3502                         {
3503                                 okay = TRUE;
3504                                 break;
3505                         }
3506                 }
3507         }
3508
3509         /* Enchant to AC */
3510         for (i = 0; i < to_ac; i++)
3511         {
3512                 if (o_ptr->to_a < maxenchant)
3513                 {
3514                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3515                         {
3516                                 okay = TRUE;
3517                                 break;
3518                         }
3519                 }
3520         }
3521
3522         /* Failure */
3523         if (!okay)
3524         {
3525                 /* Flush */
3526                 if (flush_failure) flush();
3527
3528                 /* Message */
3529                 msg_print(_("改良に失敗した。", "The improvement failed."));
3530
3531                 return (FALSE);
3532         }
3533         else
3534         {
3535                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3536 #ifdef JP
3537                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3538 #else
3539                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3540 #endif
3541
3542                 /* Charge the money */
3543                 p_ptr->au -= (cost * o_ptr->number);
3544
3545                 if (item >= INVEN_RARM) calc_android_exp();
3546
3547                 /* Something happened */
3548                 return (TRUE);
3549         }
3550 }
3551
3552
3553 /*!
3554  * @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
3555  * @details
3556  * The player can select the number of charges to add\n
3557  * (up to a limit), and the recharge never fails.\n
3558  *\n
3559  * The cost for rods depends on the level of the rod. The prices\n
3560  * for recharging wands and staves are dependent on the cost of\n
3561  * the base-item.\n
3562  * @return なし
3563  */
3564 static void building_recharge(void)
3565 {
3566         int         item, lev;
3567         object_type *o_ptr;
3568         object_kind *k_ptr;
3569         cptr        q, s;
3570         int         price;
3571         int         charges;
3572         int         max_charges;
3573         char        tmp_str[MAX_NLEN];
3574
3575         msg_flag = FALSE;
3576
3577         /* Display some info */
3578         clear_bldg(4, 18);
3579         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);
3580
3581
3582         /* Only accept legal items */
3583         item_tester_hook = item_tester_hook_recharge;
3584
3585         /* Get an item */
3586         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3587         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3588         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3589
3590         /* Get the item (in the pack) */
3591         if (item >= 0)
3592         {
3593                 o_ptr = &inventory[item];
3594         }
3595
3596         /* Get the item (on the floor) */
3597         else
3598         {
3599                 o_ptr = &o_list[0 - item];
3600         }
3601
3602         k_ptr = &k_info[o_ptr->k_idx];
3603
3604         /*
3605          * We don't want to give the player free info about
3606          * the level of the item or the number of charges.
3607          */
3608         /* The item must be "known" */
3609         if (!object_is_known(o_ptr))
3610         {
3611                 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!"));
3612                 msg_print(NULL);
3613
3614                 if ((p_ptr->au >= 50) &&
3615                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3616
3617                 {
3618                         /* Pay the price */
3619                         p_ptr->au -= 50;
3620
3621                         /* Identify it */
3622                         identify_item(o_ptr);
3623
3624                         /* Description */
3625                         object_desc(tmp_str, o_ptr, 0);
3626                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3627
3628                         /* Auto-inscription */
3629                         autopick_alter_item(item, FALSE);
3630
3631                         /* Update the gold display */
3632                         building_prt_gold();
3633                 }
3634                 else
3635                 {
3636                         return;
3637                 }
3638         }
3639
3640         /* Extract the object "level" */
3641         lev = k_info[o_ptr->k_idx].level;
3642
3643         /* Price for a rod */
3644         if (o_ptr->tval == TV_ROD)
3645         {
3646                 if (o_ptr->timeout > 0)
3647                 {
3648                         /* Fully recharge */
3649                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3650                 }
3651                 else
3652                 {
3653                         /* No recharge necessary */
3654                         price = 0;
3655                         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."));
3656                         return;
3657                 }
3658         }
3659         else if (o_ptr->tval == TV_STAFF)
3660         {
3661                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3662                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3663
3664                 /* Pay at least 10 gold per charge */
3665                 price = MAX(10, price);
3666         }
3667         else
3668         {
3669                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3670                 price = (k_info[o_ptr->k_idx].cost / 10);
3671
3672                 /* Pay at least 10 gold per charge */
3673                 price = MAX(10, price);
3674         }
3675
3676         /* Limit the number of charges for wands and staffs */
3677         if (o_ptr->tval == TV_WAND
3678                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3679         {
3680                 if (o_ptr->number > 1)
3681                 {
3682                         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."));
3683                 }
3684                 else
3685                 {
3686                         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."));
3687                 }
3688                 return;
3689         }
3690         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3691         {
3692                 if (o_ptr->number > 1)
3693                 {
3694                         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."));
3695                 }
3696                 else
3697                 {
3698                         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."));
3699                 }
3700                 return;
3701         }
3702
3703         /* Check if the player has enough money */
3704         if (p_ptr->au < price)
3705         {
3706                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3707 #ifdef JP
3708                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3709 #else
3710                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3711 #endif
3712
3713                 return;
3714         }
3715
3716         if (o_ptr->tval == TV_ROD)
3717         {
3718 #ifdef JP
3719 if (get_check(format("そのロッドを$%d で再充填しますか?",
3720  price)))
3721 #else
3722                 if (get_check(format("Recharge the %s for %d gold? ",
3723                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3724 #endif
3725
3726                 {
3727                         /* Recharge fully */
3728                         o_ptr->timeout = 0;
3729                 }
3730                 else
3731                 {
3732                         return;
3733                 }
3734         }
3735         else
3736         {
3737                 if (o_ptr->tval == TV_STAFF)
3738                         max_charges = k_ptr->pval - o_ptr->pval;
3739                 else
3740                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3741
3742                 /* Get the quantity for staves and wands */
3743                 charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3744                                         MIN(p_ptr->au / price, max_charges));
3745
3746                 /* Do nothing */
3747                 if (charges < 1) return;
3748
3749                 /* Get the new price */
3750                 price *= charges;
3751
3752                 /* Recharge */
3753                 o_ptr->pval += charges;
3754
3755                 /* We no longer think the item is empty */
3756                 o_ptr->ident &= ~(IDENT_EMPTY);
3757         }
3758
3759         /* Give feedback */
3760         object_desc(tmp_str, o_ptr, 0);
3761 #ifdef JP
3762         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3763 #else
3764         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3765 #endif
3766
3767         /* Combine / Reorder the pack (later) */
3768         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3769
3770         /* Window stuff */
3771         p_ptr->window |= (PW_INVEN);
3772
3773         /* Pay the price */
3774         p_ptr->au -= price;
3775
3776         /* Finished */
3777         return;
3778 }
3779
3780
3781 /*!
3782  * @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
3783  * @details
3784  * The player can select the number of charges to add\n
3785  * (up to a limit), and the recharge never fails.\n
3786  *\n
3787  * The cost for rods depends on the level of the rod. The prices\n
3788  * for recharging wands and staves are dependent on the cost of\n
3789  * the base-item.\n
3790  * @return なし
3791  */
3792 static void building_recharge_all(void)
3793 {
3794         int         i;
3795         int         lev;
3796         object_type *o_ptr;
3797         object_kind *k_ptr;
3798         int         price = 0;
3799         int         total_cost = 0;
3800
3801
3802         /* Display some info */
3803         msg_flag = FALSE;
3804         clear_bldg(4, 18);
3805         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);
3806
3807         /* Calculate cost */
3808         for ( i = 0; i < INVEN_PACK; i++)
3809         {
3810                 o_ptr = &inventory[i];
3811                                 
3812                 /* skip non magic device */
3813                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3814
3815                 /* need identified */
3816                 if (!object_is_known(o_ptr)) total_cost += 50;
3817
3818                 /* Extract the object "level" */
3819                 lev = k_info[o_ptr->k_idx].level;
3820
3821                 k_ptr = &k_info[o_ptr->k_idx];
3822
3823                 switch (o_ptr->tval)
3824                 {
3825                 case TV_ROD:
3826                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3827                         break;
3828
3829                 case TV_STAFF:
3830                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3831                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3832
3833                         /* Pay at least 10 gold per charge */
3834                         price = MAX(10, price);
3835
3836                         /* Fully charge */
3837                         price = (k_ptr->pval - o_ptr->pval) * price;
3838                         break;
3839
3840                 case TV_WAND:
3841                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3842                         price = (k_info[o_ptr->k_idx].cost / 10);
3843
3844                         /* Pay at least 10 gold per charge */
3845                         price = MAX(10, price);
3846
3847                         /* Fully charge */
3848                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3849                         break;
3850                 }
3851
3852                 /* if price <= 0 then item have enough charge */
3853                 if (price > 0) total_cost += price;
3854         }
3855
3856         if (!total_cost)
3857         {
3858                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3859                 msg_print(NULL);
3860                 return;
3861         }
3862
3863         /* Check if the player has enough money */
3864         if (p_ptr->au < total_cost)
3865         {
3866                 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 );
3867                 msg_print(NULL);
3868                 return;
3869         }
3870         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3871         
3872         for (i = 0; i < INVEN_PACK; i++)
3873         {
3874                 o_ptr = &inventory[i];
3875                 k_ptr = &k_info[o_ptr->k_idx];
3876
3877                 /* skip non magic device */
3878                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3879
3880                 /* Identify it */
3881                 if (!object_is_known(o_ptr))
3882                 {
3883                         identify_item(o_ptr);
3884
3885                         /* Auto-inscription */
3886                         autopick_alter_item(i, FALSE);
3887                 }
3888
3889                 /* Recharge */
3890                 switch (o_ptr->tval)
3891                 {
3892                 case TV_ROD:
3893                         o_ptr->timeout = 0;
3894                         break;
3895                 case TV_STAFF:
3896                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3897                         /* We no longer think the item is empty */
3898                         o_ptr->ident &= ~(IDENT_EMPTY);
3899                         break;
3900                 case TV_WAND:
3901                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3902                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3903                         /* We no longer think the item is empty */
3904                         o_ptr->ident &= ~(IDENT_EMPTY);
3905                         break;
3906                 }
3907         }
3908
3909         /* Give feedback */
3910         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3911         msg_print(NULL);
3912
3913         /* Combine / Reorder the pack (later) */
3914         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3915
3916         /* Window stuff */
3917         p_ptr->window |= (PW_INVEN);
3918
3919         /* Pay the price */
3920         p_ptr->au -= total_cost;
3921
3922         /* Finished */
3923         return;
3924 }
3925
3926 /*!
3927  * @brief 町間のテレポートを行うメインルーチン。
3928  * @return テレポート処理を決定したか否か
3929  */
3930 bool tele_town(void)
3931 {
3932         int i, x, y;
3933         int num = 0;
3934
3935         if (dun_level)
3936         {
3937                 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!"));
3938                 return FALSE;
3939         }
3940
3941         if (p_ptr->inside_arena || p_ptr->inside_battle)
3942         {
3943                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3944                 return FALSE;
3945         }
3946
3947         screen_save();
3948         clear_bldg(4, 10);
3949
3950         for (i=1;i<max_towns;i++)
3951         {
3952                 char buf[80];
3953
3954                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
3955
3956                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
3957                 prt(buf, 5+i, 5);
3958                 num++;
3959         }
3960
3961         if (!num)
3962         {
3963                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3964                 msg_print(NULL);
3965                 screen_load();
3966                 return FALSE;
3967         }
3968
3969         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3970         while(1)
3971         {
3972                 i = inkey();
3973
3974                 if (i == ESCAPE)
3975                 {
3976                         screen_load();
3977                         return FALSE;
3978                 }
3979                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3980                 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;
3981                 break;
3982         }
3983
3984         for (y = 0; y < max_wild_y; y++)
3985         {
3986                 for (x = 0; x < max_wild_x; x++)
3987                 {
3988                         if(wilderness[y][x].town == (i-'a'+1))
3989                         {
3990                                 p_ptr->wilderness_y = y;
3991                                 p_ptr->wilderness_x = x;
3992                         }
3993                 }
3994         }
3995
3996         p_ptr->leaving = TRUE;
3997         leave_bldg = TRUE;
3998         p_ptr->teleport_town = TRUE;
3999         screen_load();
4000         return TRUE;
4001 }
4002
4003 /*!
4004  * @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-
4005  * @return 常にTRUEを返す。
4006  * @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。
4007  */
4008 static bool research_mon(void)
4009 {
4010         int i, n, r_idx;
4011         char sym, query;
4012         char buf[128];
4013
4014         bool notpicked;
4015
4016         bool recall = FALSE;
4017
4018         u16b why = 0;
4019
4020         u16b    *who;
4021
4022         /* XTRA HACK WHATSEARCH */
4023         bool    all = FALSE;
4024         bool    uniq = FALSE;
4025         bool    norm = FALSE;
4026         char temp[80] = "";
4027
4028         /* XTRA HACK REMEMBER_IDX */
4029         static int old_sym = '\0';
4030         static int old_i = 0;
4031
4032
4033         /* Save the screen */
4034         screen_save();
4035
4036         /* Get a character, or abort */
4037         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):",
4038                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
4039
4040         {
4041                 /* Restore */
4042                 screen_load();
4043
4044                 return (FALSE);
4045         }
4046
4047         /* Find that character info, and describe it */
4048         for (i = 0; ident_info[i]; ++i)
4049         {
4050                 if (sym == ident_info[i][0]) break;
4051         }
4052
4053                 /* XTRA HACK WHATSEARCH */
4054         if (sym == KTRL('A'))
4055         {
4056                 all = TRUE;
4057                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4058         }
4059         else if (sym == KTRL('U'))
4060         {
4061                 all = uniq = TRUE;
4062                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4063         }
4064         else if (sym == KTRL('N'))
4065         {
4066                 all = norm = TRUE;
4067                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4068         }
4069         else if (sym == KTRL('M'))
4070         {
4071                 all = TRUE;
4072                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4073                 {
4074                         temp[0]=0;
4075
4076                         /* Restore */
4077                         screen_load();
4078
4079                         return FALSE;
4080                 }
4081                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4082         }
4083         else if (ident_info[i])
4084         {
4085                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4086         }
4087         else
4088         {
4089                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4090         }
4091
4092         /* Display the result */
4093         prt(buf, 16, 10);
4094
4095
4096         /* Allocate the "who" array */
4097         C_MAKE(who, max_r_idx, u16b);
4098
4099         /* Collect matching monsters */
4100         for (n = 0, i = 1; i < max_r_idx; i++)
4101         {
4102                 monster_race *r_ptr = &r_info[i];
4103
4104                 /* Empty monster */
4105                 if (!r_ptr->name) continue;
4106
4107                 /* XTRA HACK WHATSEARCH */
4108                 /* Require non-unique monsters if needed */
4109                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4110
4111                 /* Require unique monsters if needed */
4112                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4113
4114                 /* 名前検索 */
4115                 if (temp[0])
4116                 {
4117                         int xx;
4118                         char temp2[80];
4119
4120                         for (xx = 0; temp[xx] && xx < 80; xx++)
4121                         {
4122 #ifdef JP
4123                                 if (iskanji(temp[xx]))
4124                                 {
4125                                         xx++;
4126                                         continue;
4127                                 }
4128 #endif
4129                                 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4130                         }
4131   
4132 #ifdef JP
4133                         strcpy(temp2, r_name + r_ptr->E_name);
4134 #else
4135                         strcpy(temp2, r_name + r_ptr->name);
4136 #endif
4137                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4138                                 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4139
4140 #ifdef JP
4141                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4142 #else
4143                         if (my_strstr(temp2, temp))
4144 #endif
4145                                 who[n++] = i;
4146                 }
4147                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4148         }
4149
4150         /* Nothing to recall */
4151         if (!n)
4152         {
4153                 /* Free the "who" array */
4154                 C_KILL(who, max_r_idx, u16b);
4155
4156                 /* Restore */
4157                 screen_load();
4158
4159                 return (FALSE);
4160         }
4161
4162         /* Sort by level */
4163         why = 2;
4164         query = 'y';
4165
4166         /* Sort if needed */
4167         if (why)
4168         {
4169                 /* Select the sort method */
4170                 ang_sort_comp = ang_sort_comp_hook;
4171                 ang_sort_swap = ang_sort_swap_hook;
4172
4173                 /* Sort the array */
4174                 ang_sort(who, &why, n);
4175         }
4176
4177
4178         /* Start at the end */
4179         /* XTRA HACK REMEMBER_IDX */
4180         if (old_sym == sym && old_i < n) i = old_i;
4181         else i = n - 1;
4182
4183         notpicked = TRUE;
4184
4185         /* Scan the monster memory */
4186         while (notpicked)
4187         {
4188                 /* Extract a race */
4189                 r_idx = who[i];
4190
4191                 /* Hack -- Begin the prompt */
4192                 roff_top(r_idx);
4193
4194                 /* Hack -- Complete the prompt */
4195                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4196
4197                 /* Interact */
4198                 while (1)
4199                 {
4200                         /* Recall */
4201                         if (recall)
4202                         {
4203                                 /*** Recall on screen ***/
4204
4205                                 /* Get maximal info about this monster */
4206                                 lore_do_probe(r_idx);
4207
4208                                 /* Save this monster ID */
4209                                 monster_race_track(r_idx);
4210
4211                                 /* Hack -- Handle stuff */
4212                                 handle_stuff();
4213
4214                                 /* know every thing mode */
4215                                 screen_roff(r_idx, 0x01);
4216                                 notpicked = FALSE;
4217
4218                                 /* XTRA HACK REMEMBER_IDX */
4219                                 old_sym = sym;
4220                                 old_i = i;
4221                         }
4222
4223                         /* Command */
4224                         query = inkey();
4225
4226                         /* Normal commands */
4227                         if (query != 'r') break;
4228
4229                         /* Toggle recall */
4230                         recall = !recall;
4231                 }
4232
4233                 /* Stop scanning */
4234                 if (query == ESCAPE) break;
4235
4236                 /* Move to "prev" monster */
4237                 if (query == '-')
4238                 {
4239                         if (++i == n)
4240                         {
4241                                 i = 0;
4242                                 if (!expand_list) break;
4243                         }
4244                 }
4245
4246                 /* Move to "next" monster */
4247                 else
4248                 {
4249                         if (i-- == 0)
4250                         {
4251                                 i = n - 1;
4252                                 if (!expand_list) break;
4253                         }
4254                 }
4255         }
4256
4257
4258         /* Re-display the identity */
4259         /* prt(buf, 5, 5);*/
4260
4261         /* Free the "who" array */
4262         C_KILL(who, max_r_idx, u16b);
4263
4264         /* Restore */
4265         screen_load();
4266
4267         return (!notpicked);
4268 }
4269
4270
4271 /*!
4272  * @brief 施設の処理実行メインルーチン / Execute a building command
4273  * @param bldg 施設構造体の参照ポインタ
4274  * @param i 実行したい施設のサービステーブルの添字
4275  * @return なし
4276  */
4277 static void bldg_process_command(building_type *bldg, int i)
4278 {
4279         int bact = bldg->actions[i];
4280         int bcost;
4281         bool paid = FALSE;
4282         int amt;
4283
4284         /* Flush messages XXX XXX XXX */
4285         msg_flag = FALSE;
4286         msg_print(NULL);
4287
4288         if (is_owner(bldg))
4289                 bcost = bldg->member_costs[i];
4290         else
4291                 bcost = bldg->other_costs[i];
4292
4293         /* action restrictions */
4294         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4295             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4296         {
4297                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4298                 return;
4299         }
4300
4301         /* check gold (HACK - Recharge uses variable costs) */
4302         if ((bact != BACT_RECHARGE) &&
4303             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4304              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4305         {
4306                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4307                 return;
4308         }
4309
4310         switch (bact)
4311         {
4312         case BACT_NOTHING:
4313                 /* Do nothing */
4314                 break;
4315         case BACT_RESEARCH_ITEM:
4316                 paid = identify_fully(FALSE);
4317                 break;
4318         case BACT_TOWN_HISTORY:
4319                 town_history();
4320                 break;
4321         case BACT_RACE_LEGENDS:
4322                 race_legends();
4323                 break;
4324         case BACT_QUEST:
4325                 castle_quest();
4326                 break;
4327         case BACT_KING_LEGENDS:
4328         case BACT_ARENA_LEGENDS:
4329         case BACT_LEGENDS:
4330                 show_highclass();
4331                 break;
4332         case BACT_POSTER:
4333         case BACT_ARENA_RULES:
4334         case BACT_ARENA:
4335                 arena_comm(bact);
4336                 break;
4337         case BACT_IN_BETWEEN:
4338         case BACT_CRAPS:
4339         case BACT_SPIN_WHEEL:
4340         case BACT_DICE_SLOTS:
4341         case BACT_GAMBLE_RULES:
4342         case BACT_POKER:
4343                 gamble_comm(bact);
4344                 break;
4345         case BACT_REST:
4346         case BACT_RUMORS:
4347         case BACT_FOOD:
4348                 paid = inn_comm(bact);
4349                 break;
4350         case BACT_RESEARCH_MONSTER:
4351                 paid = research_mon();
4352                 break;
4353         case BACT_COMPARE_WEAPONS:
4354                 paid = TRUE;
4355                 bcost = compare_weapons(bcost);
4356                 break;
4357         case BACT_ENCHANT_WEAPON:
4358                 item_tester_hook = object_allow_enchant_melee_weapon;
4359                 enchant_item(bcost, 1, 1, 0);
4360                 break;
4361         case BACT_ENCHANT_ARMOR:
4362                 item_tester_hook = object_is_armour;
4363                 enchant_item(bcost, 0, 0, 1);
4364                 break;
4365         case BACT_RECHARGE:
4366                 building_recharge();
4367                 break;
4368         case BACT_RECHARGE_ALL:
4369                 building_recharge_all();
4370                 break;
4371         case BACT_IDENTS: /* needs work */
4372 #ifdef JP
4373                 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4374                 identify_pack();
4375                 msg_print(" 持ち物全てが鑑定されました。");
4376 #else
4377                 if (!get_check("Do you pay for identify all your possession? ")) break;
4378                 identify_pack();
4379                 msg_print("Your possessions have been identified.");
4380 #endif
4381
4382                 paid = TRUE;
4383                 break;
4384         case BACT_IDENT_ONE: /* needs work */
4385                 paid = ident_spell(FALSE);
4386                 break;
4387         case BACT_LEARN:
4388                 do_cmd_study();
4389                 break;
4390         case BACT_HEALING: /* needs work */
4391                 hp_player(200);
4392                 set_poisoned(0);
4393                 set_blind(0);
4394                 set_confused(0);
4395                 set_cut(0);
4396                 set_stun(0);
4397                 paid = TRUE;
4398                 break;
4399         case BACT_RESTORE: /* needs work */
4400                 if (do_res_stat(A_STR)) paid = TRUE;
4401                 if (do_res_stat(A_INT)) paid = TRUE;
4402                 if (do_res_stat(A_WIS)) paid = TRUE;
4403                 if (do_res_stat(A_DEX)) paid = TRUE;
4404                 if (do_res_stat(A_CON)) paid = TRUE;
4405                 if (do_res_stat(A_CHR)) paid = TRUE;
4406                 break;
4407         case BACT_ENCHANT_ARROWS:
4408                 item_tester_hook = item_tester_hook_ammo;
4409                 enchant_item(bcost, 1, 1, 0);
4410                 break;
4411         case BACT_ENCHANT_BOW:
4412                 item_tester_tval = TV_BOW;
4413                 enchant_item(bcost, 1, 1, 0);
4414                 break;
4415         case BACT_RECALL:
4416                 if (recall_player(1)) paid = TRUE;
4417                 break;
4418         case BACT_TELEPORT_LEVEL:
4419         {
4420                 int select_dungeon;
4421                 int max_depth;
4422
4423                 clear_bldg(4, 20);
4424                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4425                 show_building(bldg);
4426                 if (!select_dungeon) return;
4427
4428                 max_depth = d_info[select_dungeon].maxdepth;
4429
4430                 /* Limit depth in Angband */
4431                 if (select_dungeon == DUNGEON_ANGBAND)
4432                 {
4433                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4434                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4435                 }
4436                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4437                                                         d_name + d_info[select_dungeon].name), max_depth);
4438
4439                 if (amt > 0)
4440                 {
4441                         p_ptr->word_recall = 1;
4442                         p_ptr->recall_dungeon = select_dungeon;
4443                         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));
4444                         if (record_maxdepth)
4445                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4446                                 
4447                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4448
4449                         paid = TRUE;
4450                         p_ptr->redraw |= (PR_STATUS);
4451                 }
4452                 break;
4453         }
4454         case BACT_LOSE_MUTATION:
4455                 if (p_ptr->muta1 || p_ptr->muta2 ||
4456                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4457                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4458                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4459                 {
4460                         while(!lose_mutation(0));
4461                         paid = TRUE;
4462                 }
4463                 else
4464                 {
4465                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4466                         msg_print(NULL);
4467                 }
4468                 break;
4469         case BACT_BATTLE:
4470                 kakutoujou();
4471                 break;
4472         case BACT_TSUCHINOKO:
4473                 tsuchinoko();
4474                 break;
4475         case BACT_KUBI:
4476                 shoukinkubi();
4477                 break;
4478         case BACT_TARGET:
4479                 today_target();
4480                 break;
4481         case BACT_KANKIN:
4482                 kankin();
4483                 break;
4484         case BACT_HEIKOUKA:
4485                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4486                 set_virtue(V_COMPASSION, 0);
4487                 set_virtue(V_HONOUR, 0);
4488                 set_virtue(V_JUSTICE, 0);
4489                 set_virtue(V_SACRIFICE, 0);
4490                 set_virtue(V_KNOWLEDGE, 0);
4491                 set_virtue(V_FAITH, 0);
4492                 set_virtue(V_ENLIGHTEN, 0);
4493                 set_virtue(V_ENCHANT, 0);
4494                 set_virtue(V_CHANCE, 0);
4495                 set_virtue(V_NATURE, 0);
4496                 set_virtue(V_HARMONY, 0);
4497                 set_virtue(V_VITALITY, 0);
4498                 set_virtue(V_UNLIFE, 0);
4499                 set_virtue(V_PATIENCE, 0);
4500                 set_virtue(V_TEMPERANCE, 0);
4501                 set_virtue(V_DILIGENCE, 0);
4502                 set_virtue(V_VALOUR, 0);
4503                 set_virtue(V_INDIVIDUALISM, 0);
4504                 get_virtues();
4505                 paid = TRUE;
4506                 break;
4507         case BACT_TELE_TOWN:
4508                 paid = tele_town();
4509                 break;
4510         case BACT_EVAL_AC:
4511                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4512                 break;
4513         case BACT_BROKEN_WEAPON:
4514                 paid = TRUE;
4515                 bcost = repair_broken_weapon(bcost);
4516                 break;
4517         }
4518
4519         if (paid)
4520         {
4521                 p_ptr->au -= bcost;
4522         }
4523 }
4524
4525 /*!
4526  * @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
4527  * @return なし
4528  */
4529 void do_cmd_quest(void)
4530 {
4531         p_ptr->energy_use = 100;
4532
4533         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4534         {
4535                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4536                 return;
4537         }
4538         else
4539         {
4540                 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."));
4541                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4542                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4543                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4544
4545                 /* Player enters a new quest */
4546                 p_ptr->oldpy = 0;
4547                 p_ptr->oldpx = 0;
4548
4549                 leave_quest_check();
4550
4551                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4552                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4553
4554                 p_ptr->leaving = TRUE;
4555         }
4556 }
4557
4558
4559 /*!
4560  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4561  * @return なし
4562  */
4563 void do_cmd_bldg(void)
4564 {
4565         int             i, which;
4566         char            command;
4567         bool            validcmd;
4568         building_type   *bldg;
4569
4570
4571         p_ptr->energy_use = 100;
4572
4573         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4574         {
4575                 msg_print(_("ここには建物はない。", "You see no building here."));
4576                 return;
4577         }
4578
4579         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4580
4581         bldg = &building[which];
4582
4583         /* Don't re-init the wilderness */
4584         reinit_wilderness = FALSE;
4585
4586         if ((which == 2) && (p_ptr->arena_number < 0))
4587         {
4588                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4589                 return;
4590         }
4591         else if ((which == 2) && p_ptr->inside_arena)
4592         {
4593                 if (!p_ptr->exit_bldg && m_cnt > 0)
4594                 {
4595                         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);
4596                 }
4597                 else
4598                 {
4599                         /* Don't save the arena as saved floor */
4600                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4601
4602                         p_ptr->inside_arena = FALSE;
4603                         p_ptr->leaving = TRUE;
4604
4605                         /* Re-enter the arena */
4606                         command_new = SPECIAL_KEY_BUILDING;
4607
4608                         /* No energy needed to re-enter the arena */
4609                         p_ptr->energy_use = 0;
4610                 }
4611
4612                 return;
4613         }
4614         else if (p_ptr->inside_battle)
4615         {
4616                 /* Don't save the arena as saved floor */
4617                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4618
4619                 p_ptr->leaving = TRUE;
4620                 p_ptr->inside_battle = FALSE;
4621
4622                 /* Re-enter the monster arena */
4623                 command_new = SPECIAL_KEY_BUILDING;
4624
4625                 /* No energy needed to re-enter the arena */
4626                 p_ptr->energy_use = 0;
4627
4628                 return;
4629         }
4630         else
4631         {
4632                 p_ptr->oldpy = p_ptr->y;
4633                 p_ptr->oldpx = p_ptr->x;
4634         }
4635
4636         /* Forget the lite */
4637         forget_lite();
4638
4639         /* Forget the view */
4640         forget_view();
4641
4642         /* Hack -- Increase "icky" depth */
4643         character_icky++;
4644
4645         command_arg = 0;
4646         command_rep = 0;
4647         command_new = 0;
4648
4649         show_building(bldg);
4650         leave_bldg = FALSE;
4651
4652         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4653
4654         while (!leave_bldg)
4655         {
4656                 validcmd = FALSE;
4657                 prt("", 1, 0);
4658
4659                 building_prt_gold();
4660
4661                 command = inkey();
4662
4663                 if (command == ESCAPE)
4664                 {
4665                         leave_bldg = TRUE;
4666                         p_ptr->inside_arena = FALSE;
4667                         p_ptr->inside_battle = FALSE;
4668                         break;
4669                 }
4670
4671                 for (i = 0; i < 8; i++)
4672                 {
4673                         if (bldg->letters[i])
4674                         {
4675                                 if (bldg->letters[i] == command)
4676                                 {
4677                                         validcmd = TRUE;
4678                                         break;
4679                                 }
4680                         }
4681                 }
4682
4683                 if (validcmd)
4684                         bldg_process_command(bldg, i);
4685
4686                 /* Notice stuff */
4687                 notice_stuff();
4688
4689                 /* Handle stuff */
4690                 handle_stuff();
4691         }
4692
4693         select_floor_music();
4694
4695         /* Flush messages XXX XXX XXX */
4696         msg_flag = FALSE;
4697         msg_print(NULL);
4698
4699         /* Reinit wilderness to activate quests ... */
4700         if (reinit_wilderness)
4701         {
4702                 p_ptr->leaving = TRUE;
4703         }
4704
4705         /* Hack -- Decrease "icky" depth */
4706         character_icky--;
4707
4708         /* Clear the screen */
4709         Term_clear();
4710
4711         /* Update the visuals */
4712         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4713
4714         /* Redraw entire screen */
4715         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4716
4717         /* Window stuff */
4718         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4719 }
4720
4721
4722 /*!
4723  * @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
4724  */
4725 static cptr find_quest[] =
4726 {
4727         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4728         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4729         _("メッセージを見つけた:", "There is a sign saying"),
4730         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4731         _("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"),
4732 };
4733
4734
4735 /*!
4736  * @brief クエストの導入メッセージを表示する / Discover quest
4737  * @param q_idx 開始されたクエストのID
4738  */
4739 void quest_discovery(int q_idx)
4740 {
4741         quest_type      *q_ptr = &quest[q_idx];
4742         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
4743         int             q_num = q_ptr->max_num;
4744         char            name[80];
4745
4746         /* No quest index */
4747         if (!q_idx) return;
4748
4749         strcpy(name, (r_name + r_ptr->name));
4750
4751         msg_print(find_quest[rand_range(0, 4)]);
4752         msg_print(NULL);
4753
4754         if (q_num == 1)
4755         {
4756                 /* Unique */
4757
4758                 /* Hack -- "unique" monsters must be "unique" */
4759                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4760                     (0 == r_ptr->max_num))
4761                 {
4762                         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..."));
4763                         /* The unique is already dead */
4764                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4765                         q_ptr->complev = 0;
4766                         update_playtime();
4767                         q_ptr->comptime = playtime;
4768                 }
4769                 else
4770                 {
4771                         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);
4772                 }
4773         }
4774         else
4775         {
4776                 /* Normal monsters */
4777 #ifndef JP
4778                 plural_aux(name);
4779 #endif
4780                 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);
4781
4782         }
4783 }
4784
4785
4786 /*!
4787  * @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。
4788  * / Hack -- Check if a level is a "quest" level
4789  * @param level 検索対象になる階
4790  * @return クエストIDを返す。該当がない場合0を返す。
4791  */
4792 int quest_number(int level)
4793 {
4794         int i;
4795
4796         /* Check quests */
4797         if (p_ptr->inside_quest)
4798                 return (p_ptr->inside_quest);
4799
4800         for (i = 0; i < max_quests; i++)
4801         {
4802                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4803
4804                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4805                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4806                     (quest[i].level == level) &&
4807                     (quest[i].dungeon == dungeon_type))
4808                         return (i);
4809         }
4810
4811         /* Check for random quest */
4812         return (random_quest_number(level));
4813 }
4814
4815 /*!
4816  * @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。
4817  * @param level 検索対象になる階
4818  * @return クエストIDを返す。該当がない場合0を返す。
4819  */
4820 int random_quest_number(int level)
4821 {
4822         int i;
4823
4824         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4825
4826         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4827         {
4828                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4829                     (quest[i].status == QUEST_STATUS_TAKEN) &&
4830                     (quest[i].level == level) &&
4831                     (quest[i].dungeon == DUNGEON_ANGBAND))
4832                 {
4833                         return i;
4834                 }
4835         }
4836
4837         /* Nope */
4838         return 0;
4839 }