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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 #include "floor.h"
17 #include "object-hook.h"
18 #include "monsterrace-hook.h"
19 #include "melee.h"
20 #include "world.h"
21 #include "sort.h"
22
23 #include "mutation.h"
24
25 /*!
26  * ループ中で / hack as in leave_store in store.c
27  */
28 static bool leave_bldg = FALSE;
29
30 /*!
31  * @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。
32  * @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、
33  * 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。
34  * @param bldg 施設構造体の参照ポインタ
35  * @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。
36  */
37 static bool is_owner(building_type *bldg)
38 {
39         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
40         {
41                 return (TRUE);
42         }
43
44         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
45         {
46                 return (TRUE);
47         }
48
49         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
50                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
51         {
52                 return (TRUE);
53         }
54
55         return (FALSE);
56 }
57
58 /*!
59  * @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。
60  (スペルマスターの特別判定つき)
61  * @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、
62  * 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。
63  * @param bldg 施設構造体の参照ポインタ
64  * @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。
65  * @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。
66  */
67 static bool is_member(building_type *bldg)
68 {
69         if (bldg->member_class[p_ptr->pclass])
70         {
71                 return (TRUE);
72         }
73
74         if (bldg->member_race[p_ptr->prace])
75         {
76                 return (TRUE);
77         }
78
79         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
80             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
81         {
82                 return (TRUE);
83         }
84
85
86         if (p_ptr->pclass == CLASS_SORCERER)
87         {
88                 int i;
89                 bool OK = FALSE;
90                 for (i = 0; i < MAX_MAGIC; i++)
91                 {
92                         if (bldg->member_realm[i+1]) OK = TRUE;
93                 }
94                 return OK;
95         }
96         return (FALSE);
97 }
98
99 /*!
100  * @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
101  * @details 消去は行毎にヌル文字列で行われる。
102  * @param min_row 開始行番号
103  * @param max_row 末尾行番号
104  * @return なし
105  */
106 static void clear_bldg(int min_row, int max_row)
107 {
108         int   i;
109
110         for (i = min_row; i <= max_row; i++)
111                 prt("", i, 0);
112 }
113
114 /*!
115  * @brief 所持金を表示する。
116  * @return なし
117  */
118 static void building_prt_gold(void)
119 {
120         char tmp_str[80];
121         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
122         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
123         prt(tmp_str, 23, 68);
124 }
125
126 /*!
127  * @brief 施設のサービス一覧を表示する / Display a building.
128  * @param bldg 施設構造体の参照ポインタ
129  * @return なし
130  */
131 static void show_building(building_type* bldg)
132 {
133         char buff[20];
134         int i;
135         byte action_color;
136         char tmp_str[80];
137
138         Term_clear();
139         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
140         prt(tmp_str, 2, 1);
141
142
143         for (i = 0; i < 8; i++)
144         {
145                 if (bldg->letters[i])
146                 {
147                         if (bldg->action_restr[i] == 0)
148                         {
149                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
150                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
151                                 {
152                                         action_color = TERM_WHITE;
153                                         buff[0] = '\0';
154                                 }
155                                 else if (is_owner(bldg))
156                                 {
157                                         action_color = TERM_YELLOW;
158                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
159                                 }
160                                 else
161                                 {
162                                         action_color = TERM_YELLOW;
163                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
164                         }
165                         else if (bldg->action_restr[i] == 1)
166                         {
167                                 if (!is_member(bldg))
168                                 {
169                                         action_color = TERM_L_DARK;
170                                         strcpy(buff, _("(閉店)", "(closed)"));
171                                 }
172                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
173                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
174                                 {
175                                         action_color = TERM_WHITE;
176                                         buff[0] = '\0';
177                                 }
178                                 else if (is_owner(bldg))
179                                 {
180                                         action_color = TERM_YELLOW;
181                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
182                                 }
183                                 else
184                                 {
185                                         action_color = TERM_YELLOW;
186                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
187                                 }
188                         }
189                         else
190                         {
191                                 if (!is_owner(bldg))
192                                 {
193                                         action_color = TERM_L_DARK;
194                                         strcpy(buff, _("(閉店)", "(closed)"));
195                                 }
196                                 else if (bldg->member_costs[i] != 0)
197                                 {
198                                         action_color = TERM_YELLOW;
199                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
200                                 }
201                                 else
202                                 {
203                                         action_color = TERM_WHITE;
204                                         buff[0] = '\0';
205                                 }
206                         }
207
208                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
209                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
210                 }
211         }
212         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
213 }
214
215 /*!
216  * @brief 闘技場に入るコマンドの処理 / arena commands
217  * @param cmd 闘技場処理のID
218  * @return なし
219  */
220 static void arena_comm(int cmd)
221 {
222         monster_race    *r_ptr;
223         concptr            name;
224
225
226         switch (cmd)
227         {
228                 case BACT_ARENA:
229                         if (p_ptr->arena_number == MAX_ARENA_MONS)
230                         {
231                                 clear_bldg(5, 19);
232                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
233                                 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);
234                                 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);
235
236                                 prt("", 10, 0);
237                                 prt("", 11, 0);
238                                 p_ptr->au += 1000000L;
239                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
240                                 msg_print(NULL);
241                                 p_ptr->arena_number++;
242                         }
243                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
244                         {
245                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
246                                 {
247                                         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."));
248                                         msg_print(NULL);
249                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
250                                         {       
251                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
252                                                 msg_print(NULL);
253                                         
254                                                 p_ptr->exit_bldg = FALSE;
255                                                 reset_tim_flags();
256
257                                                 /* Save the surface floor as saved floor */
258                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
259
260                                                 p_ptr->inside_arena = TRUE;
261                                                 p_ptr->leaving = TRUE;
262                                                 leave_bldg = TRUE;
263                                         }
264                                         else
265                                         {
266                                                 msg_print(_("残念だ。", "We are disappointed."));
267                                         }
268                                 }
269                                 else
270                                 {
271                                         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。",
272                                                                 "You enter the arena briefly and bask in your glory."));
273                                         msg_print(NULL);
274                                 }
275                         }
276                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
277                         {
278                                 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。",
279                                                         "You don't have permission to enter with pet."));
280                                 msg_print(NULL);
281                         }
282                         else
283                         {
284                                 p_ptr->exit_bldg = FALSE;
285                                 reset_tim_flags();
286
287                                 /* Save the surface floor as saved floor */
288                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
289
290                                 p_ptr->inside_arena = TRUE;
291                                 p_ptr->leaving = TRUE;
292                                 leave_bldg = TRUE;
293                         }
294                         break;
295                 case BACT_POSTER:
296                         if (p_ptr->arena_number == MAX_ARENA_MONS)
297                                 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。",
298                                                         "You are victorious. Enter the arena for the ceremony."));
299
300                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
301                         {
302                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
303                         }
304                         else
305                         {
306                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
307                                 name = (r_name + r_ptr->name);
308                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
309
310                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
311                                 p_ptr->window |= (PW_MONSTER);
312                                 handle_stuff();
313
314                         }
315                         break;
316                 case BACT_ARENA_RULES:
317                         screen_save();
318
319                         /* Peruse the arena help file */
320                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
321                         screen_load();
322
323                         break;
324         }
325 }
326
327 /*!
328  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
329  * @param row シンボルを表示する行の上端
330  * @param col シンボルを表示する行の左端
331  * @param fruit 表示するシンボルID
332  * @return なし
333  */
334 static void display_fruit(int row, int col, int fruit)
335 {
336         switch (fruit)
337         {
338                 case 0: /* lemon */
339                         c_put_str(TERM_YELLOW, "   ####.", row, col);
340                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
341                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
342                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
343                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
344                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
345                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
346                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
347                         prt(                 _(" レモン ",
348                                                            " Lemon  "), row + 8, col);
349                         break;
350                 case 1: /* orange */
351                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
352                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
353                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
354                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
355                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
356                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
357                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
358                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
359                         prt(                 _("オレンジ",
360                                                                    " Orange "), row + 8, col);
361                         break;
362                 case 2: /* sword */
363                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
364                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
365                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
366                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
367                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
368                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
369                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
370                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
371                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
372                         break;
373                 case 3: /* shield */
374                         c_put_str(TERM_SLATE, " ###### ", row, col);
375                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
376                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
377                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
378                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
379                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
380                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
381                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
382                         prt(                _("   盾   ",
383                                                                   " Shield "), row + 8, col);
384                         break;
385                 case 4: /* plum */
386                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
387                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
388                         c_put_str(TERM_VIOLET, "########", row + 2, col);
389                         c_put_str(TERM_VIOLET, "########", row + 3, col);
390                         c_put_str(TERM_VIOLET, "########", row + 4, col);
391                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
392                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
393                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
394                         prt(                 _(" プラム ",
395                                                                    "  Plum  "), row + 8, col);
396                         break;
397                 case 5: /* cherry */
398                         c_put_str(TERM_RED, "      ##", row, col);
399                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
400                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
401                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
402                         c_put_str(TERM_RED, " ###### ", row + 4, col);
403                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
404                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
405                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
406                         prt(              _("チェリー",
407                                                                 " Cherry "), row + 8, col);
408                         break;
409         }
410 }
411
412 /*! @note
413  * kpoker no (tyuto-hannpa na)pakuri desu...
414  * joker ha shineru node haitte masen.
415  *
416  * TODO: donataka! tsukutte!
417  *  - agatta yaku no kiroku (like DQ).
418  *  - kakkoii card no e.
419  *  - sousa-sei no koujyo.
420  *  - code wo wakariyasuku.
421  *  - double up.
422  *  - Joker... -- done.
423  *
424  * 9/13/2000 --Koka
425  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
426  */
427
428 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
429 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
430 #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 */
431
432 static int cards[5]; /*!< ポーカーの現在の手札ID */
433
434 /*!
435  * @brief ポーカーの山札を切る。
436  * @param deck デッキの配列
437  * @return なし
438  */
439 static void reset_deck(int deck[])
440 {
441         int i;
442         for (i = 0; i < 53; i++) deck[i] = i;
443
444         /* shuffle cards */
445         for (i = 0; i < 53; i++){
446                 int tmp1 = randint0(53 - i) + i;
447                 int tmp2 = deck[i];
448                 deck[i] = deck[tmp1];
449                 deck[tmp1] = tmp2;
450         }
451 }
452
453 /*!
454  * @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。
455  * @return ジョーカーを持っているか。
456  */
457 static bool have_joker(void)
458 {
459         int i;
460
461         for (i = 0; i < 5; i++){
462           if(IS_JOKER(cards[i])) return TRUE;
463         }
464         return FALSE;
465 }
466
467 /*!
468  * @brief ポーカーの手札に該当の番号の札があるかを返す。
469  * @param num 探したいカードの番号。
470  * @return 該当の番号が手札にあるか。
471  */
472 static bool find_card_num(int num)
473 {
474         int i;
475         for (i = 0; i < 5; i++)
476                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
477         return FALSE;
478 }
479
480 /*!
481  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
482  * @return 役の判定結果
483  */
484 static bool yaku_check_flush(void)
485 {
486         int i, suit;
487         bool joker_is_used = FALSE;
488
489         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
490         for (i = 0; i < 5; i++){
491                 if (SUIT_OF(cards[i]) != suit){
492                   if(have_joker() && !joker_is_used)
493                     joker_is_used = TRUE;
494                   else
495                     return FALSE;
496                 }
497         }
498
499         return TRUE;
500 }
501
502 /*!
503  * @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。
504  * @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
505  */
506 static int yaku_check_straight(void)
507 {
508         int i, lowest = 99;
509         bool joker_is_used = FALSE;
510         bool straight = FALSE;
511
512         /* get lowest */
513         for (i = 0; i < 5; i++)
514         {
515                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
516                         lowest = NUM_OF(cards[i]);
517         }
518         
519         /* Check Royal Straight Flush */
520         if (yaku_check_flush())
521         {
522           if( lowest == 0 ){
523                 for (i = 0; i < 4; i++)
524                 {
525                         if (!find_card_num(9 + i)){
526                                 if( have_joker() && !joker_is_used )
527                                   joker_is_used = TRUE;
528                                 else
529                                   break;
530                         }
531                 }
532                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
533           }
534           if(lowest == 9){
535                 for (i = 0; i < 3; i++)
536                 {
537                         if (!find_card_num(10 + i))
538                                 break;
539                 }
540                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
541           }
542         }
543
544         joker_is_used = FALSE;
545
546         /* Straight Only Check */
547
548         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
549                 for (i = 0; i < 4; i++)
550                 {
551                         if (!find_card_num(9 + i)) {
552                                 if (have_joker() && !joker_is_used)
553                                         joker_is_used = TRUE;
554                                 else
555                                         break; /* None */
556                         }
557                 }
558                 if(i == 4) straight = TRUE;
559         }
560
561         joker_is_used = FALSE;
562
563         for (i = 0; i < 5; i++)
564         {
565                 if(!find_card_num(lowest + i)){
566                         if( have_joker() && !joker_is_used )
567                                 joker_is_used = TRUE;
568                         else
569                                 break; /* None */
570                 }
571         }
572         if(i == 5) straight = TRUE;
573         
574         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
575         else if(straight) return 1; /* Only Straight */
576         else return 0;
577 }
578
579 /*!
580  * @brief ポーカーのペア役の状態を返す。
581  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
582  */
583 static int yaku_check_pair(void)
584 {
585         int i, i2, matching = 0;
586
587         for (i = 0; i < 5; i++)
588         {
589                 for (i2 = i+1; i2 < 5; i2++)
590                 {
591                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
592                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
593                                 matching++;
594                 }
595         }
596
597         if(have_joker()){
598           switch(matching){
599           case 0:
600             matching = 1;
601             break;
602           case 1:
603             matching = 3;
604             break;
605           case 2:
606             matching = 4;
607             break;
608           case 3:
609             matching = 6;
610             break;
611           case 6:
612             matching = 7;
613             break;
614           default:
615             /* don't reach */
616             break;
617           }
618         }
619
620         return matching;
621 }
622
623 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
624 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
625 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
626 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
627 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
628 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
629 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
630 #define ODDS_ST 4 /*!< ストレートの役倍率 */
631 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
632 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
633
634 /*!
635  * @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。
636  * @return 役のID
637  */
638 static int yaku_check(void)
639 {
640         prt("                            ", 4, 3);
641
642         switch(yaku_check_straight()){
643         case 3: /* RF! */
644                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
645                 return ODDS_RF;
646         case 2: /* SF! */
647                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
648                 return ODDS_SF;
649         case 1:
650                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
651                 return ODDS_ST;
652         default:
653                 /* Not straight -- fall through */
654                 break;
655         }
656
657         if (yaku_check_flush())
658         {
659                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
660                 return ODDS_FL;
661         }
662
663         switch (yaku_check_pair())
664         {
665         case 1:
666                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
667                 return 0;
668         case 2:
669                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
670                 return ODDS_2P;
671         case 3:
672                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
673                 return ODDS_3C;
674         case 4:
675                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
676                 return ODDS_FH;
677         case 6:
678                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
679                 return ODDS_4C;
680         case 7:
681                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
682                 {
683                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
684                         return ODDS_5A;
685                 }
686                 else
687                 {
688                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
689                         return ODDS_5C;
690                 }
691         default:
692                 break;
693         }
694         return 0;
695 }
696
697 /*!
698  * @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。
699  * @param hoge カーソルの現在位置
700  * @param kaeruka カードの捨てる/残すフラグ配列
701  * @return なし
702  */
703 static void display_kaeruka(int hoge, int kaeruka[])
704 {
705         int i;
706         char col = TERM_WHITE;
707         for (i = 0; i < 5; i++)
708         {
709                 if (i == hoge) col = TERM_YELLOW;
710                 else if(kaeruka[i]) col = TERM_WHITE;
711                 else col = TERM_L_BLUE;
712                 
713                 if(kaeruka[i])
714                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
715                 else
716                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
717         }
718         if (hoge > 4) col = TERM_YELLOW;
719         else col = TERM_WHITE;
720         c_put_str(col, _("決定", "Sure"), 16,  38);
721
722         /* Hilite current option */
723         if (hoge < 5) move_cursor(14, 5+hoge*16);
724         else move_cursor(16, 38);
725 }
726
727 /*!
728  * @brief ポーカーの手札を表示する。
729  * @return なし
730  */
731 static void display_cards(void)
732 {
733         int i, j;
734         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
735 #ifdef JP
736         concptr suit[4] = {"★", "●", "¶", "†"};
737         concptr card_grph[13][7] = {{"A   %s     ",
738                                   "     変     ",
739                                   "     愚     ",
740                                   "     蛮     ",
741                                   "     怒     ",
742                                   "     %s     ",
743                                   "          A"},
744                                  {"2          ",
745                                   "     %s     ",
746                                   "            ",
747                                   "            ",
748                                   "            ",
749                                   "     %s     ",
750                                   "          2"},
751                                  {"3          ",
752                                   "     %s     ",
753                                   "            ",
754                                   "     %s     ",
755                                   "            ",
756                                   "     %s     ",
757                                   "          3"},
758                                  {"4          ",
759                                   "   %s  %s   ",
760                                   "            ",
761                                   "            ",
762                                   "            ",
763                                   "   %s  %s   ",
764                                   "          4"},
765                                  {"5          ",
766                                   "   %s  %s   ",
767                                   "            ",
768                                   "     %s     ",
769                                   "            ",
770                                   "   %s  %s   ",
771                                   "          5"},
772                                  {"6          ",
773                                   "   %s  %s   ",
774                                   "            ",
775                                   "   %s  %s   ",
776                                   "            ",
777                                   "   %s  %s   ",
778                                   "          6"},
779                                  {"7          ",
780                                   "   %s  %s   ",
781                                   "     %s     ",
782                                   "   %s  %s   ",
783                                   "            ",
784                                   "   %s  %s   ",
785                                   "          7"},
786                                  {"8          ",
787                                   "   %s  %s   ",
788                                   "     %s     ",
789                                   "   %s  %s   ",
790                                   "     %s     ",
791                                   "   %s  %s   ",
792                                   "          8"},
793                                  {"9 %s  %s   ",
794                                   "            ",
795                                   "   %s  %s   ",
796                                   "     %s     ",
797                                   "   %s  %s   ",
798                                   "            ",
799                                   "   %s  %s 9"},
800                                  {"10 %s  %s   ",
801                                   "     %s     ",
802                                   "   %s  %s   ",
803                                   "            ",
804                                   "   %s  %s   ",
805                                   "     %s     ",
806                                   "   %s  %s 10"},
807                                  {"J   Λ     ",
808                                   "%s   ||     ",
809                                   "     ||     ",
810                                   "     ||     ",
811                                   "     ||     ",
812                                   "   |=亜=| %s",
813                                   "     目   J"},
814                                  {"Q ######   ",
815                                   "%s#      #  ",
816                                   "  # ++++ #  ",
817                                   "  # +==+ #  ",
818                                   "   # ++ #   ",
819                                   "    #  #  %s",
820                                   "     ##   Q"},
821                                  {"K          ",
822                                   "%s `⌒´   ",
823                                   "  γγγλ  ",
824                                   "  ο ο ι  ",
825                                   "   υ    ∂ ",
826                                   "    σ ノ %s",
827                                   "          K"}};
828         concptr joker_grph[7] = {    "            ",
829                                   "     J     ",
830                                   "     O     ",
831                                   "     K     ",
832                                   "     E     ",
833                                   "     R     ",
834                                   "            "};
835
836 #else
837
838         concptr suit[4] = {"[]", "qp", "<>", "db"};
839         concptr card_grph[13][7] = {{"A    %s     ",
840                                   "     He     ",
841                                   "     ng     ",
842                                   "     ba     ",
843                                   "     nd     ",
844                                   "     %s     ",
845                                   "           A"},
846                                  {"2           ",
847                                   "     %s     ",
848                                   "            ",
849                                   "            ",
850                                   "            ",
851                                   "     %s     ",
852                                   "           2"},
853                                  {"3           ",
854                                   "     %s     ",
855                                   "            ",
856                                   "     %s     ",
857                                   "            ",
858                                   "     %s     ",
859                                   "           3"},
860                                  {"4           ",
861                                   "   %s  %s   ",
862                                   "            ",
863                                   "            ",
864                                   "            ",
865                                   "   %s  %s   ",
866                                   "           4"},
867                                  {"5           ",
868                                   "   %s  %s   ",
869                                   "            ",
870                                   "     %s     ",
871                                   "            ",
872                                   "   %s  %s   ",
873                                   "           5"},
874                                  {"6           ",
875                                   "   %s  %s   ",
876                                   "            ",
877                                   "   %s  %s   ",
878                                   "            ",
879                                   "   %s  %s   ",
880                                   "           6"},
881                                  {"7           ",
882                                   "   %s  %s   ",
883                                   "     %s     ",
884                                   "   %s  %s   ",
885                                   "            ",
886                                   "   %s  %s   ",
887                                   "           7"},
888                                  {"8           ",
889                                   "   %s  %s   ",
890                                   "     %s     ",
891                                   "   %s  %s   ",
892                                   "     %s     ",
893                                   "   %s  %s   ",
894                                   "           8"},
895                                  {"9  %s  %s   ",
896                                   "            ",
897                                   "   %s  %s   ",
898                                   "     %s     ",
899                                   "   %s  %s   ",
900                                   "            ",
901                                   "   %s  %s  9"},
902                                  {"10 %s  %s   ",
903                                   "     %s     ",
904                                   "   %s  %s   ",
905                                   "            ",
906                                   "   %s  %s   ",
907                                   "     %s     ",
908                                   "   %s  %s 10"},
909                                  {"J    /\\     ",
910                                   "%s   ||     ",
911                                   "     ||     ",
912                                   "     ||     ",
913                                   "     ||     ",
914                                   "   |=HH=| %s",
915                                   "     ][    J"},
916                                  {"Q  ######   ",
917                                   "%s#      #  ",
918                                   "  # ++++ #  ",
919                                   "  # +==+ #  ",
920                                   "   # ++ #   ",
921                                   "    #  #  %s",
922                                   "     ##    Q"},
923                                  {"K           ",
924                                   "%s _'~~`_   ",
925                                   "   jjjjj$&  ",
926                                   "   q q uu   ",
927                                   "   c    &   ",
928                                   "    v__/  %s",
929                                   "           K"}};
930         concptr joker_grph[7] = {    "            ",
931                                   "     J      ",
932                                   "     O      ",
933                                   "     K      ",
934                                   "     E      ",
935                                   "     R      ",
936                                   "            "};
937 #endif
938
939         for (i = 0; i < 5; i++)
940         {
941                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
942         }
943
944         for (i = 0; i < 5; i++)
945         {
946                 for (j = 0; j < 7; j++)
947                 {
948                         prt(_("┃", " |"),  j+6,  i*16);
949                         if(IS_JOKER(cards[i]))
950                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
951                         else
952                                 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);
953                         prt(_("┃", "| "),  j+6,  i*16+14);
954                 }
955         }
956         for (i = 0; i < 5; i++)
957         {
958                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
959         }
960 }
961
962 /*!
963  * @brief ポーカーの1プレイルーチン。
964  * @return 1プレイの役の結果
965  */
966 static int do_poker(void)
967 {
968         int i, k = 2;
969         char cmd;
970         int deck[53]; /* yamafuda : 0...52 */
971         int deck_ptr = 0;
972         int kaeruka[5]; /* 0:kaenai 1:kaeru */
973
974         bool done = FALSE;
975         bool kettei = TRUE;
976         bool kakikae = TRUE;
977
978         reset_deck(deck);
979
980         for (i = 0; i < 5; i++)
981         {
982                 cards[i] = deck[deck_ptr++];
983                 kaeruka[i] = 0; /* default:nokosu */
984         }
985
986         /* suteruno wo kimeru */
987         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);
988
989         display_cards();
990         yaku_check();
991
992         while (!done)
993         {
994                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
995                 kakikae = FALSE;
996                 cmd = inkey();
997                 switch (cmd)
998                 {
999                 case '6': case 'l': case 'L': case KTRL('F'):
1000                         if (!kettei) k = (k+1)%5;
1001                         else {k = 0;kettei = FALSE;}
1002                         kakikae = TRUE;
1003                         break;
1004                 case '4': case 'h': case 'H': case KTRL('B'):
1005                         if (!kettei) k = (k+4)%5;
1006                         else {k = 4;kettei = FALSE;}
1007                         kakikae = TRUE;
1008                         break;
1009                 case '2': case 'j': case 'J': case KTRL('N'):
1010                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1011                         break;
1012                 case '8': case 'k': case 'K': case KTRL('P'):
1013                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1014                         break;
1015                 case ' ': case '\r':
1016                         if (kettei) done = TRUE;
1017                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1018                         break;
1019                 default:
1020                         break;
1021                 }
1022         }
1023         
1024         prt("",0,0);
1025
1026         for (i = 0; i < 5; i++)
1027                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1028
1029         display_cards();
1030         
1031         return yaku_check();
1032 }
1033 #undef SUIT_OF
1034 #undef NUM_OF
1035 #undef IS_JOKER
1036 /* end of poker codes --Koka */
1037
1038 /*!
1039  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1040  * @param cmd プレイするゲームID
1041  * @return なし
1042  */
1043 static bool gamble_comm(int cmd)
1044 {
1045         int i;
1046         int roll1, roll2, roll3, choice, odds, win;
1047         s32b wager;
1048         s32b maxbet;
1049         s32b oldgold;
1050
1051         char out_val[160], tmp_str[80], again;
1052         concptr p;
1053
1054         screen_save();
1055
1056         if (cmd == BACT_GAMBLE_RULES)
1057         {
1058                 /* Peruse the gambling help file */
1059                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1060         }
1061         else
1062         {
1063                 /* No money */
1064                 if (p_ptr->au < 1)
1065                 {
1066                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1067                                                 "Hey! You don't have gold - get out of here!"));
1068                         msg_print(NULL);
1069                         screen_load();
1070                         return FALSE;
1071                 }
1072
1073                 clear_bldg(5, 23);
1074
1075                 maxbet = p_ptr->lev * 200;
1076
1077                 /* We can't bet more than we have */
1078                 maxbet = MIN(maxbet, p_ptr->au);
1079
1080                 /* Get the wager */
1081                 strcpy(out_val, "");
1082                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1083
1084
1085                 /*
1086                  * Use get_string() because we may need more than
1087                  * the s16b value returned by get_quantity().
1088                  */
1089                 if (get_string(tmp_str, out_val, 32))
1090                 {
1091                         /* Strip spaces */
1092                         for (p = out_val; *p == ' '; p++);
1093
1094                         /* Get the wager */
1095                         wager = atol(p);
1096
1097                         if (wager > p_ptr->au)
1098                         {
1099                                 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!"));
1100                                 msg_print(NULL);
1101                                 screen_load();
1102                                 return (FALSE);
1103                         }
1104                         else if (wager > maxbet)
1105                         {
1106                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1107                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1108                                 wager = maxbet;
1109                         }
1110                         else if (wager < 1)
1111                         {
1112                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1113                                 wager = 1;
1114                         }
1115                         msg_print(NULL);
1116                         win = FALSE;
1117                         odds = 0;
1118                         oldgold = p_ptr->au;
1119
1120                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1121                         prt(tmp_str, 20, 2);
1122                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1123                         prt(tmp_str, 21, 2);
1124
1125                         do
1126                         {
1127                                 p_ptr->au -= wager;
1128                                 switch (cmd)
1129                                 {
1130                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1131                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1132
1133                                         odds = 4;
1134                                         win = FALSE;
1135                                         roll1 = randint1(10);
1136                                         roll2 = randint1(10);
1137                                         choice = randint1(10);
1138                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1139
1140                                         prt(tmp_str, 8, 3);
1141                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1142
1143                                         prt(tmp_str, 11, 14);
1144                                         if (((choice > roll1) && (choice < roll2)) ||
1145                                                 ((choice < roll1) && (choice > roll2)))
1146                                                 win = TRUE;
1147                                         break;
1148                                 case BACT_CRAPS:  /* Game of Craps */
1149                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1150
1151                                         win = 3;
1152                                         odds = 2;
1153                                         roll1 = randint1(6);
1154                                         roll2 = randint1(6);
1155                                         roll3 = roll1 +  roll2;
1156                                         choice = roll3;
1157                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1158                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1159                                         prt(tmp_str, 7, 5);
1160                                         if ((roll3 == 7) || (roll3 == 11))
1161                                                 win = TRUE;
1162                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1163                                                 win = FALSE;
1164                                         else
1165                                                 do
1166                                                 {
1167                                                         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"));
1168
1169                                                         msg_print(NULL);
1170                                                         roll1 = randint1(6);
1171                                                         roll2 = randint1(6);
1172                                                         roll3 = roll1 +  roll2;
1173                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1174                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1175                                                         prt(tmp_str, 8, 5);
1176                                                         if (roll3 == choice)
1177                                                                 win = TRUE;
1178                                                         else if (roll3 == 7)
1179                                                                 win = FALSE;
1180                                                 } while ((win != TRUE) && (win != FALSE));
1181                                         break;
1182
1183                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1184                                         win = FALSE;
1185                                         odds = 9;
1186                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1187
1188                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1189                                         prt("--------------------------------", 8, 3);
1190                                         strcpy(out_val, "");
1191                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1192
1193                                         for (p = out_val; iswspace(*p); p++);
1194                                         choice = atol(p);
1195                                         if (choice < 0)
1196                                         {
1197                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1198                                                 choice = 0;
1199                                         }
1200                                         else if (choice > 9)
1201                                         {
1202                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1203                                                 choice = 9;
1204                                         }
1205                                         msg_print(NULL);
1206                                         roll1 = randint0(10);
1207                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1208                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1209                                         prt(tmp_str, 13, 3);
1210                                         prt("", 9, 0);
1211                                         prt("*", 9, (3 * roll1 + 5));
1212                                         if (roll1 == choice)
1213                                                 win = TRUE;
1214                                         break;
1215
1216                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1217                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1218                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1219                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1220                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1221                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1222                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1223                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1224                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1225                                         
1226                                         win = FALSE;
1227                                         roll1 = randint1(21);
1228                                         for (i=6;i>0;i--)
1229                                         {
1230                                                 if ((roll1-i) < 1)
1231                                                 {
1232                                                         roll1 = 7-i;
1233                                                         break;
1234                                                 }
1235                                                 roll1 -= i;
1236                                         }
1237                                         roll2 = randint1(21);
1238                                         for (i=6;i>0;i--)
1239                                         {
1240                                                 if ((roll2-i) < 1)
1241                                                 {
1242                                                         roll2 = 7-i;
1243                                                         break;
1244                                                 }
1245                                                 roll2 -= i;
1246                                         }
1247                                         choice = randint1(21);
1248                                         for (i=6;i>0;i--)
1249                                         {
1250                                                 if ((choice-i) < 1)
1251                                                 {
1252                                                         choice = 7-i;
1253                                                         break;
1254                                                 }
1255                                                 choice -= i;
1256                                         }
1257                                         put_str("/--------------------------\\", 7, 2);
1258                                         prt("\\--------------------------/", 17, 2);
1259                                         display_fruit(8,  3, roll1 - 1);
1260                                         display_fruit(8, 12, roll2 - 1);
1261                                         display_fruit(8, 21, choice - 1);
1262                                         if ((roll1 == roll2) && (roll2 == choice))
1263                                         {
1264                                                 win = TRUE;
1265                                                 switch(roll1)
1266                                                 {
1267                                                 case 1:
1268                                                         odds = 5;break;
1269                                                 case 2:
1270                                                         odds = 10;break;
1271                                                 case 3:
1272                                                         odds = 20;break;
1273                                                 case 4:
1274                                                         odds = 50;break;
1275                                                 case 5:
1276                                                         odds = 200;break;
1277                                                 case 6:
1278                                                         odds = 1000;break;
1279                                                 }
1280                                         }
1281                                         else if ((roll1 == 1) && (roll2 == 1))
1282                                         {
1283                                                 win = TRUE;
1284                                                 odds = 2;
1285                                         }
1286                                         break;
1287                                 case BACT_POKER:
1288                                         win = FALSE;
1289                                         odds = do_poker();
1290                                         if (odds) win = TRUE;
1291                                         break;
1292                                 }
1293
1294                                 if (win)
1295                                 {
1296                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1297
1298                                         p_ptr->au += odds * wager;
1299                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1300
1301                                         prt(tmp_str, 17, 37);
1302                                 }
1303                                 else
1304                                 {
1305                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1306                                         prt("", 17, 37);
1307                                 }
1308                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1309
1310                                 prt(tmp_str, 22, 2);
1311                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1312
1313                                 move_cursor(18, 52);
1314                                 again = inkey();
1315                                 prt("", 16, 37);
1316                                 prt("", 17, 37);
1317                                 prt("", 18, 37);
1318                                 if (wager > p_ptr->au)
1319                                 {
1320                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1321                                                                 "Hey! You don't have the gold - get out of here!"));
1322                                         msg_print(NULL);
1323
1324                                         /* Get out here */
1325                                         break;
1326                                 }
1327                         } while ((again == 'y') || (again == 'Y'));
1328
1329                         prt("", 18, 37);
1330                         if (p_ptr->au >= oldgold)
1331                         {
1332                                 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!」",
1333                                                         "You came out a winner! We'll win next time, I'm sure."));
1334                                 chg_virtue(V_CHANCE, 3);
1335                         }
1336                         else
1337                         {
1338                                 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."));
1339                                 chg_virtue(V_CHANCE, -3);
1340                         }
1341                 }
1342                 msg_print(NULL);
1343         }
1344         screen_load();
1345         return (TRUE);
1346 }
1347
1348 /*!
1349  * @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。
1350  * @return なし
1351  */
1352 void battle_monsters(void)
1353 {
1354         int total, i;
1355         int max_dl = 0;
1356         int mon_level;
1357         int power[4];
1358         bool tekitou;
1359         bool old_inside_battle = p_ptr->inside_battle;
1360
1361         for (i = 0; i < max_d_idx; i++)
1362                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1363
1364         mon_level = randint1(MIN(max_dl, 122))+5;
1365         if (randint0(100) < 60)
1366         {
1367                 i = randint1(MIN(max_dl, 122))+5;
1368                 mon_level = MAX(i, mon_level);
1369         }
1370         if (randint0(100) < 30)
1371         {
1372                 i = randint1(MIN(max_dl, 122))+5;
1373                 mon_level = MAX(i, mon_level);
1374         }
1375
1376         while (1)
1377         {
1378                 total = 0;
1379                 tekitou = FALSE;
1380                 for(i = 0; i < 4; i++)
1381                 {
1382                         MONRACE_IDX r_idx;
1383                         int j;
1384                         while (1)
1385                         {
1386                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1387                                 p_ptr->inside_battle = TRUE;
1388                                 r_idx = get_mon_num(mon_level);
1389                                 p_ptr->inside_battle = old_inside_battle;
1390                                 if (!r_idx) continue;
1391
1392                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1393                                 {
1394                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1395                                 }
1396
1397                                 for (j = 0; j < i; j++)
1398                                         if(r_idx == battle_mon[j]) break;
1399                                 if (j<i) continue;
1400
1401                                 break;
1402                         }
1403                         battle_mon[i] = r_idx;
1404                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1405                 }
1406
1407                 for (i=0;i<4;i++)
1408                 {
1409                         monster_race *r_ptr = &r_info[battle_mon[i]];
1410                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1411
1412                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1413                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1414                         else
1415                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1416                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1417                         if (r_ptr->speed > 110)
1418                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1419                         if (r_ptr->speed < 110)
1420                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1421                         if (num_taisei > 2)
1422                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1423                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1424                                 power[i] = power[i] * 4 / 3;
1425                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1426                                 power[i] = power[i] * 4 / 3;
1427                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1428                                 power[i] = power[i] * 11 / 10;
1429                         if (r_ptr->flags1 & RF1_RAND_25)
1430                                 power[i] = power[i] * 9 / 10;
1431                         if (r_ptr->flags1 & RF1_RAND_50)
1432                                 power[i] = power[i] * 9 / 10;
1433                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1434                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1435
1436
1437                         total += power[i];
1438                 }
1439                 for (i=0;i<4;i++)
1440                 {
1441                         power[i] = total*60/power[i];
1442                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1443                         if ((power[i] < 160) && randint0(20)) break;
1444                         if (power[i] < 101) power[i] = 100 + randint1(5);
1445                         mon_odds[i] = power[i];
1446                 }
1447                 if (i == 4) break;
1448         }
1449 }
1450
1451 /*!
1452  * @brief モンスター闘技場のメインルーチン
1453  * @return 賭けを開始したか否か
1454  */
1455 static bool kakutoujou(void)
1456 {
1457         s32b maxbet;
1458         s32b wager;
1459         char out_val[160], tmp_str[80];
1460         concptr p;
1461
1462         if ((turn - old_battle) > TURNS_PER_TICK*250)
1463         {
1464                 battle_monsters();
1465                 old_battle = turn;
1466         }
1467
1468         screen_save();
1469
1470         /* No money */
1471         if (p_ptr->au < 1)
1472         {
1473                 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!"));
1474                 msg_print(NULL);
1475                 screen_load();
1476                 return FALSE;
1477         }
1478         else
1479         {
1480                 int i;
1481
1482                 clear_bldg(4, 10);
1483
1484                 prt(_("モンスター                                                     倍率",
1485                           "Monsters                                                       Odds"), 4, 4);
1486                 for (i=0;i<4;i++)
1487                 {
1488                         char buf[80];
1489                         monster_race *r_ptr = &r_info[battle_mon[i]];
1490
1491                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1492                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1493                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1494                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1495                         prt(buf, 5+i, 1);
1496                 }
1497                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1498                 while(1)
1499                 {
1500                         i = inkey();
1501
1502                         if (i == ESCAPE)
1503                         {
1504                                 screen_load();
1505                                 return FALSE;
1506                         }
1507                         if (i >= '1' && i <= '4')
1508                         {
1509                                 sel_monster = i-'1';
1510                                 battle_odds = mon_odds[sel_monster];
1511                                 break;
1512                         }
1513                         else bell();
1514                 }
1515
1516                 clear_bldg(4,4);
1517                 for (i=0;i<4;i++)
1518                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1519
1520                 maxbet = p_ptr->lev * 200;
1521
1522                 /* We can't bet more than we have */
1523                 maxbet = MIN(maxbet, p_ptr->au);
1524
1525                 /* Get the wager */
1526                 strcpy(out_val, "");
1527                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1528                 /*
1529                  * Use get_string() because we may need more than
1530                  * the s16b value returned by get_quantity().
1531                  */
1532                 if (get_string(tmp_str, out_val, 32))
1533                 {
1534                         /* Strip spaces */
1535                         for (p = out_val; *p == ' '; p++);
1536
1537                         /* Get the wager */
1538                         wager = atol(p);
1539
1540                         if (wager > p_ptr->au)
1541                         {
1542                                 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!"));
1543
1544                                 msg_print(NULL);
1545                                 screen_load();
1546                                 return (FALSE);
1547                         }
1548                         else if (wager > maxbet)
1549                         {
1550                                 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);
1551
1552                                 wager = maxbet;
1553                         }
1554                         else if (wager < 1)
1555                         {
1556                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1557                                 wager = 1;
1558                         }
1559                         msg_print(NULL);
1560                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1561                         kakekin = wager;
1562                         p_ptr->au -= wager;
1563                         reset_tim_flags();
1564
1565                         /* Save the surface floor as saved floor */
1566                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1567
1568                         p_ptr->inside_battle = TRUE;
1569                         p_ptr->leaving = TRUE;
1570
1571                         leave_bldg = TRUE;
1572                         screen_load();
1573
1574                         return (TRUE);
1575                 }
1576         }
1577         screen_load();
1578
1579         return (FALSE);
1580 }
1581
1582 /*!
1583  * @brief 本日の賞金首情報を表示する。
1584  * @return なし
1585  */
1586 static void today_target(void)
1587 {
1588         char buf[160];
1589         monster_race *r_ptr = &r_info[today_mon];
1590
1591         clear_bldg(4,18);
1592         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1593         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1594         c_put_str(TERM_YELLOW, buf, 6, 10);
1595         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1596         prt(buf, 8, 10);
1597         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1598         prt(buf, 9, 10);
1599         p_ptr->today_mon = today_mon;
1600 }
1601
1602 /*!
1603  * @brief ツチノコの賞金首情報を表示する。
1604  * @return なし
1605  */
1606 static void tsuchinoko(void)
1607 {
1608         clear_bldg(4,18);
1609         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1610         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);
1611         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1612         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1613         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1614 }
1615
1616 /*!
1617  * @brief 通常の賞金首情報を表示する。
1618  * @return なし
1619  */
1620 static void shoukinkubi(void)
1621 {
1622         int i;
1623         TERM_LEN y = 0;
1624
1625         clear_bldg(4,18);
1626         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);
1627         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1628
1629         for (i = 0; i < MAX_KUBI; i++)
1630         {
1631                 byte color;
1632                 concptr done_mark;
1633                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1634
1635                 if (kubi_r_idx[i] > 10000)
1636                 {
1637                         color = TERM_RED;
1638                         done_mark = _("(済)", "(done)");
1639                 }
1640                 else
1641                 {
1642                         color = TERM_WHITE;
1643                         done_mark = "";
1644                 }
1645
1646                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1647
1648                 y = (y+1) % 10;
1649                 if (!y && (i < MAX_KUBI -1))
1650                 {
1651                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1652                         (void)inkey();
1653                         prt("", 0, 0);
1654                         clear_bldg(7,18);
1655                 }
1656         }
1657 }
1658
1659
1660
1661 /*!
1662  * 賞金首の報酬テーブル / List of prize object
1663  */
1664 static struct {
1665         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1666         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1667 } prize_list[MAX_KUBI] = 
1668 {
1669         {TV_POTION, SV_POTION_CURING},
1670         {TV_POTION, SV_POTION_SPEED},
1671         {TV_POTION, SV_POTION_SPEED},
1672         {TV_POTION, SV_POTION_RESISTANCE},
1673         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1674
1675         {TV_POTION, SV_POTION_HEALING},
1676         {TV_POTION, SV_POTION_RESTORE_MANA},
1677         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1678         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1679         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1680
1681         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1682         {TV_POTION, SV_POTION_STAR_HEALING},
1683         {TV_POTION, SV_POTION_STAR_HEALING},
1684         {TV_POTION, SV_POTION_NEW_LIFE},
1685         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1686
1687         {TV_POTION, SV_POTION_LIFE},
1688         {TV_POTION, SV_POTION_LIFE},
1689         {TV_POTION, SV_POTION_AUGMENTATION},
1690         {TV_POTION, SV_POTION_INVULNERABILITY},
1691         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1692 };
1693
1694 /*!
1695  * @brief 賞金首の引き換え処理 / Get prize
1696  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1697  */
1698 static bool kankin(void)
1699 {
1700         INVENTORY_IDX i;
1701         int j;
1702         bool change = FALSE;
1703         GAME_TEXT o_name[MAX_NLEN];
1704         object_type *o_ptr;
1705
1706         /* Loop for inventory and right/left arm */
1707         for (i = 0; i <= INVEN_LARM; i++)
1708         {
1709                 o_ptr = &inventory[i];
1710
1711                 /* Living Tsuchinoko worthes $1000000 */
1712                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1713                 {
1714                         char buf[MAX_NLEN+20];
1715                         object_desc(o_name, o_ptr, 0);
1716                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1717                         if (get_check(buf))
1718                         {
1719                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1720                                 p_ptr->au += 1000000L * o_ptr->number;
1721                                 p_ptr->redraw |= (PR_GOLD);
1722                                 inven_item_increase(i, -o_ptr->number);
1723                                 inven_item_describe(i);
1724                                 inven_item_optimize(i);
1725                         }
1726                         change = TRUE;
1727                 }
1728         }
1729
1730         for (i = 0; i < INVEN_PACK; i++)
1731         {
1732                 o_ptr = &inventory[i];
1733
1734                 /* Corpse of Tsuchinoko worthes $200000 */
1735                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1736                 {
1737                         char buf[MAX_NLEN+20];
1738                         object_desc(o_name, o_ptr, 0);
1739                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1740                         if (get_check(buf))
1741                         {
1742                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1743                                 p_ptr->au += 200000L * o_ptr->number;
1744                                 p_ptr->redraw |= (PR_GOLD);
1745                                 inven_item_increase(i, -o_ptr->number);
1746                                 inven_item_describe(i);
1747                                 inven_item_optimize(i);
1748                         }
1749                         change = TRUE;
1750                 }
1751         }
1752
1753         for (i = 0; i < INVEN_PACK; i++)
1754         {
1755                 o_ptr = &inventory[i];
1756
1757                 /* Bones of Tsuchinoko worthes $100000 */
1758                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1759                 {
1760                         char buf[MAX_NLEN+20];
1761                         object_desc(o_name, o_ptr, 0);
1762                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1763                         if (get_check(buf))
1764                         {
1765                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1766                                 p_ptr->au += 100000L * o_ptr->number;
1767                                 p_ptr->redraw |= (PR_GOLD);
1768                                 inven_item_increase(i, -o_ptr->number);
1769                                 inven_item_describe(i);
1770                                 inven_item_optimize(i);
1771                         }
1772                         change = TRUE;
1773                 }
1774         }
1775
1776         for (i = 0; i < INVEN_PACK; i++)
1777         {
1778                 o_ptr = &inventory[i];
1779                 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)))
1780                 {
1781                         char buf[MAX_NLEN+20];
1782                         object_desc(o_name, o_ptr, 0);
1783                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1784                         if (get_check(buf))
1785                         {
1786                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1787                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1788                                 p_ptr->redraw |= (PR_GOLD);
1789                                 inven_item_increase(i, -o_ptr->number);
1790                                 inven_item_describe(i);
1791                                 inven_item_optimize(i);
1792                         }
1793                         change = TRUE;
1794                 }
1795         }
1796
1797         for (i = 0; i < INVEN_PACK; i++)
1798         {
1799                 o_ptr = &inventory[i];
1800
1801                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1802                 {
1803                         char buf[MAX_NLEN+20];
1804                         object_desc(o_name, o_ptr, 0);
1805                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1806                         if (get_check(buf))
1807                         {
1808                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1809                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1810                                 p_ptr->redraw |= (PR_GOLD);
1811                                 inven_item_increase(i, -o_ptr->number);
1812                                 inven_item_describe(i);
1813                                 inven_item_optimize(i);
1814                         }
1815                         change = TRUE;
1816                 }
1817         }
1818
1819         for (j = 0; j < MAX_KUBI; j++)
1820         {
1821                 /* Need reverse order --- Positions will be changed in the loop */
1822                 for (i = INVEN_PACK-1; i >= 0; i--)
1823                 {
1824                         o_ptr = &inventory[i];
1825                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1826                         {
1827                                 char buf[MAX_NLEN+20];
1828                                 int num, k;
1829                                 INVENTORY_IDX item_new;
1830                                 object_type forge;
1831
1832                                 object_desc(o_name, o_ptr, 0);
1833                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1834                                 if (!get_check(buf)) continue;
1835
1836 #if 0 /* Obsoleted */
1837                                 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);
1838                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1839                                 p_ptr->redraw |= (PR_GOLD);
1840                                 inven_item_increase(i, -o_ptr->number);
1841                                 inven_item_describe(i);
1842                                 inven_item_optimize(i);
1843                                 chg_virtue(V_JUSTICE, 5);
1844                                 kubi_r_idx[j] += 10000;
1845
1846                                 change = TRUE;
1847 #endif /* Obsoleted */
1848
1849                                 /* Hand it first */
1850                                 inven_item_increase(i, -o_ptr->number);
1851                                 inven_item_describe(i);
1852                                 inven_item_optimize(i);
1853
1854                                 chg_virtue(V_JUSTICE, 5);
1855                                 kubi_r_idx[j] += 10000;
1856
1857                                 /* Count number of unique corpses already handed */
1858                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1859                                 {
1860                                         if (kubi_r_idx[k] >= 10000) num++;
1861                                 }
1862                                 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" : ""));
1863
1864                                 /* Prepare to make a prize */
1865                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1866                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1867
1868                                 /* Identify it fully */
1869                                 object_aware(&forge);
1870                                 object_known(&forge);
1871
1872                                 /*
1873                                  * Hand it --- Assume there is an empty slot.
1874                                  * Since a corpse is handed at first,
1875                                  * there is at least one empty slot.
1876                                  */
1877                                 item_new = inven_carry(&forge);
1878
1879                                 object_desc(o_name, &forge, 0);
1880                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1881
1882                                 /* Auto-inscription */
1883                                 autopick_alter_item(item_new, FALSE);
1884                                 handle_stuff();
1885
1886                                 change = TRUE;
1887                         }
1888                 }
1889         }
1890
1891         if (!change)
1892         {
1893                 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."));
1894                 msg_print(NULL);
1895                 return FALSE;
1896         }
1897         return TRUE;
1898 }
1899
1900 /*!
1901  * @brief 宿屋の利用サブルーチン
1902  * @details inn commands\n
1903  * Note that resting for the night was a perfect way to avoid player\n
1904  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1905  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1906  * will not be that useful.  I will keep it in the hopes the player\n
1907  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1908  * Resting at night is also a quick way to restock stores -KMW-\n
1909  * @param cmd 宿屋の利用施設ID
1910  * @return 施設の利用が実際に行われたか否か。
1911  */
1912 static bool inn_comm(int cmd)
1913 {
1914         switch (cmd)
1915         {
1916                 case BACT_FOOD: /* Buy food & drink */
1917                         if (p_ptr->food >= PY_FOOD_FULL)
1918                         {
1919                                 msg_print(_("今は満腹だ。", "You are full now."));
1920                                 return FALSE;
1921                         }
1922                         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."));
1923                         (void)set_food(PY_FOOD_MAX - 1);
1924                         break;
1925
1926                 case BACT_REST: /* Rest for the night */
1927                         if ((p_ptr->poisoned) || (p_ptr->cut))
1928                         {
1929                                 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."));
1930                                 msg_print(NULL);
1931                                 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."));
1932                         }
1933                         else
1934                         {
1935                                 s32b oldturn = turn;
1936                                 int prev_day, prev_hour, prev_min;
1937
1938                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
1939                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
1940                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
1941                                 else
1942                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
1943                                 
1944                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1945                                 if (dungeon_turn < dungeon_turn_limit)
1946                                 {
1947                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1948                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
1949                                 }
1950
1951                                 prevent_turn_overflow();
1952
1953                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
1954                                 p_ptr->chp = p_ptr->mhp;
1955
1956                                 if (ironman_nightmare)
1957                                 {
1958                                         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."));
1959
1960                                         /* Have some nightmares */
1961                                         while(1)
1962                                         {
1963                                                 sanity_blast(NULL, FALSE);
1964                                                 if (!one_in_(3)) break;
1965                                         }
1966
1967                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
1968                                         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."));
1969                                 }
1970                                 else
1971                                 {
1972                                         set_blind(0);
1973                                         set_confused(0);
1974                                         p_ptr->stun = 0;
1975                                         p_ptr->chp = p_ptr->mhp;
1976                                         p_ptr->csp = p_ptr->msp;
1977                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1978                                         {
1979                                                 int i;
1980                                                 for (i = 0; i < 72; i++)
1981                                                 {
1982                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
1983                                                 }
1984                                                 for (; i < 108; i++)
1985                                                 {
1986                                                         p_ptr->magic_num1[i] = 0;
1987                                                 }
1988                                         }
1989
1990                                         if ((prev_hour >= 6) && (prev_hour <= 17))
1991                                         {
1992                                                 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."));
1993                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
1994                                         }
1995                                         else
1996                                         {
1997                                                 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."));
1998                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
1999                                         }
2000                                 }
2001                         }
2002                         break;
2003
2004                 case BACT_RUMORS: /* Listen for rumors */
2005                         {
2006                                 display_rumor(TRUE);
2007                                 break;
2008                         }
2009         }
2010
2011         return (TRUE);
2012 }
2013
2014
2015 /*!
2016  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2017  * @param questnum クエストのID
2018  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2019  * @return なし
2020  */
2021 static void get_questinfo(IDX questnum, bool do_init)
2022 {
2023         int i;
2024         IDX old_quest;
2025         GAME_TEXT tmp_str[80];
2026
2027         /* Clear the text */
2028         for (i = 0; i < 10; i++)
2029         {
2030                 quest_text[i][0] = '\0';
2031         }
2032
2033         quest_text_line = 0;
2034
2035         /* Set the quest number temporary */
2036         old_quest = p_ptr->inside_quest;
2037         p_ptr->inside_quest = questnum;
2038
2039         /* Get the quest text */
2040         init_flags = INIT_SHOW_TEXT;
2041         if (do_init) init_flags |= INIT_ASSIGN;
2042
2043         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2044
2045         /* Reset the old quest number */
2046         p_ptr->inside_quest = old_quest;
2047
2048         /* Print the quest info */
2049         sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
2050
2051         prt(tmp_str, 5, 0);
2052
2053         prt(quest[questnum].name, 7, 0);
2054
2055         for (i = 0; i < 10; i++)
2056         {
2057                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2058         }
2059 }
2060
2061 /*!
2062  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2063  * @return なし
2064  */
2065 static void castle_quest(void)
2066 {
2067         IDX q_index = 0;
2068         monster_race    *r_ptr;
2069         quest_type      *q_ptr;
2070         concptr            name;
2071
2072
2073         clear_bldg(4, 18);
2074
2075         /* Current quest of the building */
2076         q_index = cave[p_ptr->y][p_ptr->x].special;
2077
2078         /* Is there a quest available at the building? */
2079         if (!q_index)
2080         {
2081                 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);
2082                 return;
2083         }
2084
2085         q_ptr = &quest[q_index];
2086
2087         /* Quest is completed */
2088         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2089         {
2090                 /* Rewarded quest */
2091                 q_ptr->status = QUEST_STATUS_REWARDED;
2092
2093                 get_questinfo(q_index, FALSE);
2094
2095                 reinit_wilderness = TRUE;
2096         }
2097         /* Failed quest */
2098         else if (q_ptr->status == QUEST_STATUS_FAILED)
2099         {
2100                 get_questinfo(q_index, FALSE);
2101
2102                 /* Mark quest as done (but failed) */
2103                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2104
2105                 reinit_wilderness = TRUE;
2106         }
2107         /* Quest is still unfinished */
2108         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2109         {
2110                 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);
2111                 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);
2112                 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);
2113         }
2114         /* No quest yet */
2115         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2116         {
2117                 q_ptr->status = QUEST_STATUS_TAKEN;
2118
2119                 reinit_wilderness = TRUE;
2120
2121                 /* Assign a new quest */
2122                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2123                 {
2124                         if (q_ptr->r_idx == 0)
2125                         {
2126                                 /* Random monster at least 5 - 10 levels out of deep */
2127                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2128                         }
2129
2130                         r_ptr = &r_info[q_ptr->r_idx];
2131
2132                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2133                         {
2134                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2135                                 r_ptr = &r_info[q_ptr->r_idx];
2136                         }
2137
2138                         if (q_ptr->max_num == 0)
2139                         {
2140                                 /* Random monster number */
2141                                 if (randint1(10) > 7)
2142                                         q_ptr->max_num = 1;
2143                                 else
2144                                         q_ptr->max_num = randint1(3) + 1;
2145                         }
2146
2147                         q_ptr->cur_num = 0;
2148                         name = (r_name + r_ptr->name);
2149                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2150                 }
2151                 else
2152                 {
2153                         get_questinfo(q_index, TRUE);
2154                 }
2155         }
2156 }
2157
2158
2159 /*!
2160  * @brief 町に関するヘルプを表示する / Display town history
2161  * @return なし
2162  */
2163 static void town_history(void)
2164 {
2165         screen_save();
2166
2167         /* Peruse the building help file */
2168         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2169         screen_load();
2170 }
2171
2172 /*!
2173  * @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
2174  * @param plus_ammo 矢弾のダメージ修正
2175  * @param plus_bow 弓のダメージ修正
2176  * @return ダメージ期待値
2177  * @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。
2178  */
2179 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2180 {
2181         HIT_POINT i;
2182         object_type *j_ptr =  &inventory[INVEN_BOW];
2183         
2184         /* Extract "shot" power */
2185         i = p_ptr->to_h_b + plus_ammo;
2186         
2187         if (p_ptr->tval_ammo == TV_BOLT)
2188                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2189         else
2190                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2191
2192         /* Snipers can shot more critically with crossbows */
2193         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2194         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2195         
2196         /* Good bow makes more critical */
2197         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2198         
2199         if (i < 0) i = 0;
2200         
2201         return i;
2202 }
2203
2204 /*!
2205  * @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
2206  * @param weight 武器の重量
2207  * @param plus_ammo 矢弾のダメージ修正
2208  * @param plus_bow 弓のダメージ修正
2209  * @param dam 基本ダメージ量
2210  * @return ダメージ期待値
2211  */
2212 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow,  HIT_POINT dam)
2213 {
2214         u32b num;
2215         int i, k, crit;
2216         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2217         
2218         k = 0;
2219         num = 0;
2220         
2221         crit = MIN(500, 900/weight);
2222         num += dam * 3 /2 * crit;
2223         k = crit;
2224         
2225         crit = MIN(500, 1350/weight);
2226         crit -= k;
2227         num += dam * 2 * crit;
2228         k += crit;
2229         
2230         if(k < 500)
2231         {
2232                 crit = 500 - k;
2233                 num += dam * 3 * crit;
2234         }
2235         
2236         num /= 500;
2237         
2238         num *= i;
2239         num += (10000 - i) * dam;
2240         num /= 10000;
2241         
2242         return num;
2243 }
2244
2245 /*!
2246  * @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
2247  * @param weight 武器の重量
2248  * @param plus 武器のダメージ修正
2249  * @param dam 基本ダメージ
2250  * @param meichuu 命中値
2251  * @param dokubari 毒針処理か否か
2252  * @return ダメージ期待値
2253  */
2254 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2255 {
2256         u32b k, num;
2257         int i;
2258         
2259         if(dokubari) return dam;
2260         
2261         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2262         if (i < 0) i = 0;
2263         
2264         k = weight;
2265         num = 0;
2266         
2267         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2268         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2269         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2270         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2271         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2272         
2273         num /= 650;
2274         if(p_ptr->pclass == CLASS_NINJA)
2275         {
2276                 num *= i;
2277                 num += (4444 - i) * dam;
2278                 num /= 4444;
2279         }
2280         else
2281         {
2282                 num *= i;
2283                 num += (5000 - i) * dam;
2284                 num /= 5000;
2285         }
2286         
2287         return num;
2288 }
2289
2290 /*!
2291  * @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
2292  * @param dam 基本ダメージ
2293  * @param mult スレイ倍率(掛け算部分)
2294  * @param div スレイ倍率(割り算部分)
2295  * @param force 理力特別計算フラグ
2296  * @return ダメージ期待値
2297  */
2298 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2299 {
2300         int tmp;
2301         if(force)
2302         {
2303                 tmp = dam * 60;
2304                 tmp *= mult * 3;
2305                 tmp /= div * 2;
2306                 tmp += dam * 60 * 2;
2307                 tmp /= 60;
2308         }
2309         else
2310         {
2311                 tmp = dam * 60;
2312                 tmp *= mult; 
2313                 tmp /= div;
2314                 tmp /= 60;
2315         }
2316         return tmp;
2317 }
2318
2319 /*!
2320  * @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)
2321  * @param dam 基本ダメージ
2322  * @param mult スレイ倍率(掛け算部分)
2323  * @param div スレイ倍率(割り算部分)
2324  * @param force 理力特別計算フラグ
2325  * @param weight 重量
2326  * @param plus 武器ダメージ修正
2327  * @param meichuu 命中値
2328  * @param dokubari 毒針処理か否か
2329  * @param vorpal_mult 切れ味倍率(掛け算部分)
2330  * @param vorpal_div 切れ味倍率(割り算部分)
2331  * @return ダメージ期待値
2332  */
2333 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2334 {
2335         dam = calc_slaydam(dam, mult, div, force);
2336         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2337         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2338         return dam;
2339 }
2340
2341
2342 /*!
2343  * @brief 武器の各条件毎のダメージ期待値を表示する。
2344  * @param r 表示行
2345  * @param c 表示列
2346  * @param mindice ダイス部分最小値
2347  * @param maxdice ダイス部分最大値
2348  * @param blows 攻撃回数
2349  * @param dam_bonus ダメージ修正値
2350  * @param attr 条件内容
2351  * @param color 条件内容の表示色
2352  * @details
2353  * Display the damage figure of an object\n
2354  * (used by compare_weapon_aux)\n
2355  * \n
2356  * Only accurate for the current weapon, because it includes\n
2357  * the current +dam of the player.\n
2358  * @return なし
2359  */
2360 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2361 {
2362         GAME_TEXT tmp_str[80];
2363         int mindam, maxdam;
2364         
2365         mindam = blows * (mindice + dam_bonus);
2366         maxdam = blows * (maxdice + dam_bonus);
2367
2368         /* Print the intro text */
2369         c_put_str(color, attr, r, c);
2370
2371         /* Calculate the min and max damage figures */
2372         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2373         
2374         /* Print the damage */
2375         put_str(tmp_str, r, c + 8);
2376 }
2377
2378
2379 /*!
2380  * @brief 武器一つ毎のダメージ情報を表示する。
2381  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2382  * @param col 表示する行の上端
2383  * @param r 表示する列の左端
2384  * @details
2385  * Show the damage figures for the various monster types\n
2386  * \n
2387  * Only accurate for the current weapon, because it includes\n
2388  * the current number of blows for the player.\n
2389  * @return なし
2390  */
2391 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2392 {
2393         BIT_FLAGS flgs[TR_FLAG_SIZE];
2394         int blow = p_ptr->num_blow[0];
2395         bool force = FALSE;
2396         bool dokubari = FALSE;
2397         
2398         /* Effective dices */
2399         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2400         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2401         
2402         int mindice = eff_dd;
2403         int maxdice = eff_ds * eff_dd;
2404         int mindam = 0;
2405         int maxdam = 0;
2406         int vorpal_mult = 1;
2407         int vorpal_div = 1;
2408         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2409         
2410
2411         /* Get the flags of the weapon */
2412         object_flags(o_ptr, flgs);
2413         
2414         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2415         
2416         
2417         /* Show Critical Damage*/
2418         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2419         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2420         
2421         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2422
2423         
2424         /* Vorpal Hit*/
2425         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2426         {
2427                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2428                 {
2429                         vorpal_mult = 5;
2430                         vorpal_div = 3;
2431                 }
2432                 else
2433                 {
2434                         vorpal_mult = 11;
2435                         vorpal_div = 9;
2436                 }
2437                 
2438                 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);
2439                 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);         
2440                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2441         }       
2442         
2443         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2444         {
2445                 force = TRUE;
2446                 
2447                 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);
2448                 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);
2449                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2450         }
2451                 
2452         /* Print the relevant lines */
2453         if (have_flag(flgs, TR_KILL_ANIMAL))
2454         {
2455                 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);
2456                 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);         
2457                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2458         }
2459         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2460         {
2461                 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);
2462                 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);
2463                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2464         }
2465         if (have_flag(flgs, TR_KILL_EVIL))
2466         {       
2467                 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);
2468                 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);
2469                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2470         }
2471         else if (have_flag(flgs, TR_SLAY_EVIL))
2472         {       
2473                 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);
2474                 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);         
2475                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2476         }
2477         if (have_flag(flgs, TR_KILL_HUMAN))
2478         {       
2479                 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);
2480                 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);
2481                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2482         }
2483         else if (have_flag(flgs, TR_SLAY_HUMAN))
2484         {       
2485                 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);
2486                 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);
2487                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2488         }
2489         if (have_flag(flgs, TR_KILL_UNDEAD))
2490         {
2491                 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);
2492                 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);
2493                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2494         }
2495         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2496         {
2497                 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);
2498                 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);
2499                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2500         }
2501         if (have_flag(flgs, TR_KILL_DEMON))
2502         {       
2503                 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);
2504                 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);
2505                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2506         }
2507         else if (have_flag(flgs, TR_SLAY_DEMON))
2508         {       
2509                 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);
2510                 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);
2511                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2512         }
2513         if (have_flag(flgs, TR_KILL_ORC))
2514         {
2515                 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);
2516                 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);
2517                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2518         }
2519         else if (have_flag(flgs, TR_SLAY_ORC))
2520         {
2521                 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);
2522                 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);
2523                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2524         }
2525         if (have_flag(flgs, TR_KILL_TROLL))
2526         {
2527                 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);
2528                 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);
2529                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2530         }
2531         else if (have_flag(flgs, TR_SLAY_TROLL))
2532         {
2533                 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);
2534                 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);
2535                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2536         }
2537         if (have_flag(flgs, TR_KILL_GIANT))
2538         {
2539                 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);
2540                 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);
2541                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2542         }
2543         else if (have_flag(flgs, TR_SLAY_GIANT))
2544         {
2545                 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);
2546                 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);
2547                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2548         }
2549         if (have_flag(flgs, TR_KILL_DRAGON))
2550         {
2551                 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);
2552                 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);
2553                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2554         }
2555         else if (have_flag(flgs, TR_SLAY_DRAGON))
2556         {               
2557                 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);
2558                 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);
2559                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2560         }
2561         if (have_flag(flgs, TR_BRAND_ACID))
2562         {
2563                 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);
2564                 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);
2565                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2566         }
2567         if (have_flag(flgs, TR_BRAND_ELEC))
2568         {
2569                 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);
2570                 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);
2571                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2572         }
2573         if (have_flag(flgs, TR_BRAND_FIRE))
2574         {
2575                 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);
2576                 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);
2577                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2578         }
2579         if (have_flag(flgs, TR_BRAND_COLD))
2580         {
2581                 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);
2582                 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);
2583                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2584         }
2585         if (have_flag(flgs, TR_BRAND_POIS))
2586         {
2587                 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);
2588                 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);
2589                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2590         }
2591 }
2592
2593 /*!
2594  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2595  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2596  * @param row 表示する列の左端
2597  * @param col 表示する行の上端
2598  * @details
2599  * Displays all info about a weapon
2600  *
2601  * Only accurate for the current weapon, because it includes
2602  * various info about the player's +to_dam and number of blows.
2603  * @return なし
2604  */
2605 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2606 {
2607         GAME_TEXT o_name[MAX_NLEN];
2608         GAME_TEXT tmp_str[80];
2609
2610         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2611         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2612         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2613
2614         /* Print the weapon name */
2615         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2616         c_put_str(TERM_YELLOW, o_name, row, col);
2617
2618         /* Print the player's number of blows */
2619         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2620         put_str(tmp_str, row+1, col);
2621
2622         /* Print to_hit and to_dam of the weapon */
2623         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2624         put_str(tmp_str, row+2, col);
2625
2626         /* Print the weapons base damage dice */
2627         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2628                 (int)hit_chance(reli, 0),
2629                 (int)hit_chance(reli, 50),
2630                 (int)hit_chance(reli, 100),
2631                 (int)hit_chance(reli, 150),
2632                 (int)hit_chance(reli, 200));
2633         put_str(tmp_str, row+3, col);
2634         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2635
2636         /* Damage for one blow (if it hits) */
2637         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2638             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2639                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2640         put_str(tmp_str, row+6, col+1);
2641
2642         /* Damage for the complete attack (if all blows hit) */
2643         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2644                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2645                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2646         put_str(tmp_str, row+7, col+1);
2647 }
2648
2649 /*!
2650  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2651  * @details 
2652  * Copies the weapons to compare into the weapon-slot and\n
2653  * compares the values for both weapons.\n
2654  * 武器1つだけで比較をしないなら費用は半額になる。
2655  * @param bcost 基本鑑定費用
2656  * @return 最終的にかかった費用
2657  */
2658 static PRICE compare_weapons(PRICE bcost)
2659 {
2660         int i, n;
2661         OBJECT_IDX item, item2;
2662         object_type *o_ptr[2];
2663         object_type orig_weapon;
2664         object_type *i_ptr;
2665         concptr q, s;
2666         TERM_LEN row = 2;
2667         TERM_LEN wid = 38, mgn = 2;
2668         bool old_character_xtra = character_xtra;
2669         char ch;
2670         PRICE total = 0;
2671         PRICE cost = 0; /* First time no price */
2672
2673         screen_save();
2674         clear_bldg(0, 22);
2675
2676         /* Store copy of original wielded weapon */
2677         i_ptr = &inventory[INVEN_RARM];
2678         object_copy(&orig_weapon, i_ptr);
2679
2680         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2681
2682         /* Get the first weapon */
2683         q = _("第一の武器は?", "What is your first weapon? ");
2684         s = _("比べるものがありません。", "You have nothing to compare.");
2685
2686         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2687         if (!o_ptr[0])
2688         {
2689                 screen_load();
2690                 return (0);
2691         }
2692
2693         n = 1;
2694         total = bcost;
2695
2696         while (TRUE)
2697         {
2698                 clear_bldg(0, 22);
2699
2700                 /* Only compare melee weapons */
2701                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2702
2703                 /* Hack -- prevent "icky" message */
2704                 character_xtra = TRUE;
2705
2706                 /* Diaplay selected weapon's infomation */
2707                 for (i = 0; i < n; i++)
2708                 {
2709                         int col = (wid * i + mgn);
2710
2711                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2712                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2713
2714                         p_ptr->update |= PU_BONUS;
2715                         handle_stuff();
2716
2717                         /* List the new values */
2718                         list_weapon(o_ptr[i], row, col);
2719                         compare_weapon_aux(o_ptr[i], col, row + 8);
2720
2721                         /* Copy back the original weapon into the weapon slot */
2722                         object_copy(i_ptr, &orig_weapon);
2723                 }
2724
2725                 /* Reset the values for the old weapon */
2726                 p_ptr->update |= PU_BONUS;
2727                 handle_stuff();
2728
2729                 character_xtra = old_character_xtra;
2730
2731 #ifdef JP
2732                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2733                 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);
2734                 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);
2735 #else
2736                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2737                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2738                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2739 #endif
2740
2741                 flush();
2742                 ch = inkey();
2743
2744                 if (ch == 's')
2745                 {
2746                         if (total + cost > p_ptr->au)
2747                         {
2748                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2749                                 msg_print(NULL);
2750                                 continue;
2751                         }
2752
2753                         q = _("第二の武器は?", "What is your second weapon? ");
2754                         s = _("比べるものがありません。", "You have nothing to compare.");
2755
2756                         /* Get the second weapon */
2757                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2758                         if (!o_ptr[1]) continue;
2759
2760                         total += cost;
2761                         cost = bcost / 2;
2762                         n = 2;
2763                 }
2764                 else
2765                 {
2766                         break;
2767                 }
2768         }
2769         screen_load();
2770
2771         return (total);
2772 }
2773
2774
2775 /*!
2776  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2777  * @details 
2778  * Calculate and display the dodge-rate and the protection-rate
2779  * based on AC
2780  * @param iAC プレイヤーのAC。
2781  * @return 常にTRUEを返す。
2782  */
2783 static bool eval_ac(ARMOUR_CLASS iAC)
2784 {
2785 #ifdef JP
2786         const char memo[] =
2787                 "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"
2788                 "何パーセント軽減するかを示します。\n"
2789                 "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"
2790                 "に対してのみ効果があります。\n \n"
2791                 "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"
2792                 "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"
2793                 "敵のレベルとあなたのACによって決定されます。\n \n"
2794                 "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"
2795                 "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";
2796 #else
2797         const char memo[] =
2798                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2799                 "Note that the Protection rate is effective only against normal "
2800                 "'attack' and 'shatter' type melee attacks, "
2801                 "and has no effect against any other types such as 'poison'.\n \n"
2802                 "'Dodge Rate' indicates the success rate on dodging the "
2803                 "monster's melee attacks.  "
2804                 "It is depend on the level of the monster and your AC.\n \n"
2805                 "'Average Damage' indicates the expected amount of damage "
2806                 "when you are attacked by normal melee attacks with power=100.";
2807 #endif
2808
2809         int protection;
2810         TERM_LEN col, row = 2;
2811         DEPTH lvl;
2812         char buf[80*20], *t;
2813
2814         /* AC lower than zero has no effect */
2815         if (iAC < 0) iAC = 0;
2816
2817         /* ダメージ軽減率を計算 */
2818         protection = 100 * MIN(iAC, 150) / 250;
2819
2820         screen_save();
2821         clear_bldg(0, 22);
2822
2823 #ifdef JP
2824         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2825         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
2826         row++;
2827
2828         put_str("敵のレベル      :", row + 0, 0);
2829         put_str("回避率          :", row + 1, 0);
2830         put_str("ダメージ期待値  :", row + 2, 0);
2831 #else
2832         put_str(format("Your current AC : %3d", iAC), row++, 0);
2833         put_str(format("Protection rate : %3d%%", protection), row++, 0);
2834         row++;
2835
2836         put_str("Level of Monster:", row + 0, 0);
2837         put_str("Dodge Rate      :", row + 1, 0);
2838         put_str("Average Damage  :", row + 2, 0);
2839 #endif
2840     
2841         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2842         {
2843                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2844                 int dodge;   /* 回避率(%) */
2845                 int average; /* ダメージ期待値 */
2846
2847                 put_str(format("%3d", lvl), row + 0, col);
2848
2849                 /* 回避率を計算 */
2850                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2851                 put_str(format("%3d%%", dodge), row + 1, col);
2852
2853                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2854                 average = (100 - dodge) * (100 - protection) / 100;
2855                 put_str(format("%3d", average), row + 2, col);
2856         }
2857
2858         /* Display note */
2859         roff_to_buf(memo, 70, buf, sizeof(buf));
2860         for (t = buf; t[0]; t += strlen(t) + 1)
2861                 put_str(t, (row++) + 4, 4);
2862
2863         prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
2864   
2865         flush();
2866         (void)inkey();
2867         screen_load();
2868
2869         return (TRUE);
2870 }
2871
2872
2873
2874 /*!
2875  * @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。
2876  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2877  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2878  * @return 修復対象になるならTRUEを返す。
2879  */
2880 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2881 {
2882         int i, n = 0;
2883         int cand[TR_FLAG_MAX];
2884         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2885         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2886
2887         object_flags(to_ptr, to_flgs);
2888         object_flags(from_ptr, from_flgs);
2889
2890         for (i = 0; i < TR_FLAG_MAX; i++)
2891         {
2892                 switch (i)
2893                 {
2894                 case TR_IGNORE_ACID:
2895                 case TR_IGNORE_ELEC:
2896                 case TR_IGNORE_FIRE:
2897                 case TR_IGNORE_COLD:
2898                 case TR_ACTIVATE:
2899                 case TR_RIDING:
2900                 case TR_THROW:
2901                 case TR_SHOW_MODS:
2902                 case TR_HIDE_TYPE:
2903                 case TR_ES_ATTACK:
2904                 case TR_ES_AC:
2905                 case TR_FULL_NAME:
2906                 case TR_FIXED_FLAVOR:
2907                         break;
2908                 default:
2909                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2910                         {
2911                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2912                         }
2913                 }
2914         }
2915
2916         if (n > 0)
2917         {
2918                 int bmax;
2919                 int tr_idx = cand[randint0(n)];
2920                 add_flag(to_ptr->art_flags, tr_idx);
2921                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2922                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2923                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2924                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2925         }
2926
2927         return;
2928 }
2929
2930 /*!
2931  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2932  * @param bcost 基本修復費用
2933  * @return 実際にかかった費用
2934  */
2935 static PRICE repair_broken_weapon_aux(PRICE bcost)
2936 {
2937         PRICE cost;
2938         OBJECT_IDX item, mater;
2939         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2940         object_kind *k_ptr;
2941         int i, dd_bonus, ds_bonus;
2942         KIND_OBJECT_IDX k_idx;
2943         char basenm[MAX_NLEN];
2944         concptr q, s;
2945         int row = 7;
2946         clear_bldg(0, 22);
2947
2948         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);
2949         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);
2950
2951         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2952         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2953
2954         /* Only forge broken weapons */
2955         item_tester_hook = item_tester_hook_broken_weapon;
2956
2957         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2958         if (!o_ptr) return (0);
2959
2960         /* It is worthless */
2961         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2962         {
2963                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2964                 return (0);
2965         }
2966
2967         /* They are too many */
2968         if (o_ptr->number > 1)
2969         {
2970                 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!"));
2971                 return (0);
2972         }
2973
2974         /* Display item name */
2975         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2976         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2977
2978         q = _("材料となる武器は?", "Which weapon for material? ");
2979         s = _("材料となる武器がありません。", "You have no material to repair.");
2980
2981         /* Only forge broken weapons */
2982         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2983
2984         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2985         if (!mo_ptr) return (0);
2986         if (mater == item)
2987         {
2988                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2989                 return (0);
2990         }
2991
2992         /* Display item name */
2993         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2994         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2995
2996         /* Get the value of one of the items (except curses) */
2997         cost = bcost + object_value_real(o_ptr) * 2;
2998
2999         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);
3000
3001         /* Check if the player has enough money */
3002         if (p_ptr->au < cost)
3003         {
3004                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3005                 msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
3006                 msg_print(NULL);
3007                 return (0);
3008         }
3009
3010         p_ptr->total_weight -= o_ptr->weight;
3011
3012         if (o_ptr->sval == SV_BROKEN_DAGGER)
3013         {
3014                 KIND_OBJECT_IDX j;
3015                 int n = 1;
3016
3017                 /* Suppress compiler warning */
3018                 k_idx = 0;
3019
3020                 for (j = 1; j < max_k_idx; j++)
3021                 {
3022                         object_kind *k_aux_ptr = &k_info[j];
3023
3024                         if (k_aux_ptr->tval != TV_SWORD) continue;
3025                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3026                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3027                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3028                         if (k_aux_ptr->weight > 99) continue;
3029
3030                         if (one_in_(n)) 
3031                         {
3032                                 k_idx = j;
3033                                 n++;
3034                         }
3035                 }
3036         }
3037         else /* TV_BROKEN_SWORD */
3038         {
3039                 /* Repair to a sword or sometimes material's type weapon */
3040                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3041
3042                 while(1)
3043                 {
3044                         object_kind *ck_ptr;
3045
3046                         k_idx = lookup_kind(tval, SV_ANY);
3047                         ck_ptr = &k_info[k_idx];
3048
3049                         if (tval == TV_SWORD)
3050                         {
3051                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3052                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3053                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3054                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3055                         }
3056                         if (tval == TV_POLEARM)
3057                         {
3058                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3059                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3060                         }
3061                         if (tval == TV_HAFTED)
3062                         {
3063                                 if ((ck_ptr->sval == SV_GROND) ||
3064                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3065                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3066                         }
3067
3068                         break;
3069                 }
3070         }
3071
3072         /* Calculate dice bonuses */
3073         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3074         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3075         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3076         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3077
3078         /* Change base object */
3079         k_ptr = &k_info[k_idx];
3080         o_ptr->k_idx = k_idx;
3081         o_ptr->weight = k_ptr->weight;
3082         o_ptr->tval = k_ptr->tval;
3083         o_ptr->sval = k_ptr->sval;
3084         o_ptr->dd = k_ptr->dd;
3085         o_ptr->ds = k_ptr->ds;
3086
3087         /* Copy base object's ability */
3088         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3089         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3090         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3091
3092         /* Dice up */
3093         if (dd_bonus > 0)
3094         {
3095                 o_ptr->dd++;
3096                 for (i = 1; i < dd_bonus; i++)
3097                 {
3098                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3099                 }
3100         }
3101         if (ds_bonus > 0)
3102         {
3103                 o_ptr->ds++;
3104                 for (i = 1; i < ds_bonus; i++)
3105                 {
3106                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3107                 }
3108         }
3109
3110         if (have_flag(k_ptr->flags, TR_BLOWS))
3111         {
3112                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3113                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3114         }
3115
3116         /* Add one random ability from material weapon */
3117         give_one_ability_of_object(o_ptr, mo_ptr);
3118
3119         /* Add to-dam, to-hit and to-ac from material weapon */
3120         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3121         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3122         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3123
3124         if ((o_ptr->name1 == ART_NARSIL) ||
3125                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3126                 (object_is_ego(o_ptr) && one_in_(7)))
3127         {
3128                 /* Forge it */
3129                 if (object_is_ego(o_ptr))
3130                 {
3131                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3132                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3133                 }
3134
3135                 /* Add one random ability from material weapon */
3136                 give_one_ability_of_object(o_ptr, mo_ptr);
3137
3138                 /* Add one random activation */
3139                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3140
3141                 /* Narsil */
3142                 if (o_ptr->name1 == ART_NARSIL)
3143                 {
3144                         one_high_resistance(o_ptr);
3145                         one_ability(o_ptr);
3146                 }
3147
3148                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3149         }
3150
3151         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3152 #ifdef JP
3153         msg_format("$%dで%sに修復しました。", cost, basenm);
3154 #else
3155         msg_format("Repaired into %s for %d gold.", basenm, cost);
3156 #endif
3157         msg_print(NULL);
3158
3159         /* Remove BROKEN flag */
3160         o_ptr->ident &= ~(IDENT_BROKEN);
3161
3162         /* Add repaired flag */
3163         o_ptr->discount = 99;
3164
3165         p_ptr->total_weight += o_ptr->weight;
3166         calc_android_exp();
3167
3168         /* Decrease material object */
3169         inven_item_increase(mater, -1);
3170         inven_item_optimize(mater);
3171
3172         /* Copyback */
3173         p_ptr->update |= PU_BONUS;
3174         handle_stuff();
3175
3176         /* Something happened */
3177         return (cost);
3178 }
3179
3180 /*!
3181  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3182  * @param bcost 基本鑑定費用
3183  * @return 実際にかかった費用
3184  */
3185 static int repair_broken_weapon(PRICE bcost)
3186 {
3187         PRICE cost;
3188         screen_save();
3189         cost = repair_broken_weapon_aux(bcost);
3190         screen_load();
3191         return cost;
3192 }
3193
3194
3195 /*!
3196  * @brief アイテムの強化を行う。 / Enchant item
3197  * @param cost 1回毎の費用
3198  * @param to_hit 命中をアップさせる量
3199  * @param to_dam ダメージをアップさせる量
3200  * @param to_ac ACをアップさせる量
3201  * @return 実際に行ったらTRUE
3202  */
3203 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3204 {
3205         int i;
3206         OBJECT_IDX item;
3207         bool okay = FALSE;
3208         object_type *o_ptr;
3209         concptr q, s;
3210         int maxenchant = (p_ptr->lev / 5);
3211         char tmp_str[MAX_NLEN];
3212
3213         clear_bldg(4, 18);
3214         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3215         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3216
3217         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3218         s = _("改良できるものがありません。", "You have nothing to improve.");
3219
3220         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3221         if (!o_ptr) return (FALSE);
3222
3223         /* Check if the player has enough money */
3224         if (p_ptr->au < (cost * o_ptr->number))
3225         {
3226                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3227                 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);
3228                 return (FALSE);
3229         }
3230
3231         /* Enchant to hit */
3232         for (i = 0; i < to_hit; i++)
3233         {
3234                 if (o_ptr->to_h < maxenchant)
3235                 {
3236                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3237                         {
3238                                 okay = TRUE;
3239                                 break;
3240                         }
3241                 }
3242         }
3243
3244         /* Enchant to damage */
3245         for (i = 0; i < to_dam; i++)
3246         {
3247                 if (o_ptr->to_d < maxenchant)
3248                 {
3249                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3250                         {
3251                                 okay = TRUE;
3252                                 break;
3253                         }
3254                 }
3255         }
3256
3257         /* Enchant to AC */
3258         for (i = 0; i < to_ac; i++)
3259         {
3260                 if (o_ptr->to_a < maxenchant)
3261                 {
3262                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3263                         {
3264                                 okay = TRUE;
3265                                 break;
3266                         }
3267                 }
3268         }
3269
3270         /* Failure */
3271         if (!okay)
3272         {
3273                 if (flush_failure) flush();
3274                 msg_print(_("改良に失敗した。", "The improvement failed."));
3275                 return (FALSE);
3276         }
3277         else
3278         {
3279                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3280 #ifdef JP
3281                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3282 #else
3283                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3284 #endif
3285
3286                 /* Charge the money */
3287                 p_ptr->au -= (cost * o_ptr->number);
3288
3289                 if (item >= INVEN_RARM) calc_android_exp();
3290
3291                 /* Something happened */
3292                 return (TRUE);
3293         }
3294 }
3295
3296
3297 /*!
3298  * @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
3299  * @details
3300  * The player can select the number of charges to add\n
3301  * (up to a limit), and the recharge never fails.\n
3302  *\n
3303  * The cost for rods depends on the level of the rod. The prices\n
3304  * for recharging wands and staves are dependent on the cost of\n
3305  * the base-item.\n
3306  * @return なし
3307  */
3308 static void building_recharge(void)
3309 {
3310         OBJECT_IDX  item;
3311         DEPTH       lev;
3312         object_type *o_ptr;
3313         object_kind *k_ptr;
3314         concptr        q, s;
3315         PRICE       price;
3316         PARAMETER_VALUE charges;
3317         int         max_charges;
3318         char        tmp_str[MAX_NLEN];
3319
3320         msg_flag = FALSE;
3321
3322         /* Display some info */
3323         clear_bldg(4, 18);
3324         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);
3325
3326
3327         /* Only accept legal items */
3328         item_tester_hook = item_tester_hook_recharge;
3329
3330         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3331         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3332
3333         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3334         if (!o_ptr) return;
3335
3336         k_ptr = &k_info[o_ptr->k_idx];
3337
3338         /*
3339          * We don't want to give the player free info about
3340          * the level of the item or the number of charges.
3341          */
3342         /* The item must be "known" */
3343         if (!object_is_known(o_ptr))
3344         {
3345                 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!"));
3346                 msg_print(NULL);
3347
3348                 if ((p_ptr->au >= 50) &&
3349                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3350
3351                 {
3352                         p_ptr->au -= 50;
3353                         identify_item(o_ptr);
3354                         object_desc(tmp_str, o_ptr, 0);
3355                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3356
3357                         /* Auto-inscription */
3358                         autopick_alter_item(item, FALSE);
3359
3360                         /* Update the gold display */
3361                         building_prt_gold();
3362                 }
3363                 else
3364                 {
3365                         return;
3366                 }
3367         }
3368
3369         /* Extract the object "level" */
3370         lev = k_info[o_ptr->k_idx].level;
3371
3372         /* Price for a rod */
3373         if (o_ptr->tval == TV_ROD)
3374         {
3375                 if (o_ptr->timeout > 0)
3376                 {
3377                         /* Fully recharge */
3378                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3379                 }
3380                 else
3381                 {
3382                         /* No recharge necessary */
3383                         price = 0;
3384                         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."));
3385                         return;
3386                 }
3387         }
3388         else if (o_ptr->tval == TV_STAFF)
3389         {
3390                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3391                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3392
3393                 /* Pay at least 10 gold per charge */
3394                 price = MAX(10, price);
3395         }
3396         else
3397         {
3398                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3399                 price = (k_info[o_ptr->k_idx].cost / 10);
3400
3401                 /* Pay at least 10 gold per charge */
3402                 price = MAX(10, price);
3403         }
3404
3405         /* Limit the number of charges for wands and staffs */
3406         if (o_ptr->tval == TV_WAND
3407                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3408         {
3409                 if (o_ptr->number > 1)
3410                 {
3411                         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."));
3412                 }
3413                 else
3414                 {
3415                         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."));
3416                 }
3417                 return;
3418         }
3419         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3420         {
3421                 if (o_ptr->number > 1)
3422                 {
3423                         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."));
3424                 }
3425                 else
3426                 {
3427                         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."));
3428                 }
3429                 return;
3430         }
3431
3432         /* Check if the player has enough money */
3433         if (p_ptr->au < price)
3434         {
3435                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3436 #ifdef JP
3437                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3438 #else
3439                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3440 #endif
3441
3442                 return;
3443         }
3444
3445         if (o_ptr->tval == TV_ROD)
3446         {
3447 #ifdef JP
3448                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3449 #else
3450                 if (get_check(format("Recharge the %s for %d gold? ",
3451                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3452 #endif
3453
3454                 {
3455                         /* Recharge fully */
3456                         o_ptr->timeout = 0;
3457                 }
3458                 else
3459                 {
3460                         return;
3461                 }
3462         }
3463         else
3464         {
3465                 if (o_ptr->tval == TV_STAFF)
3466                         max_charges = k_ptr->pval - o_ptr->pval;
3467                 else
3468                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3469
3470                 /* Get the quantity for staves and wands */
3471                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3472                                         MIN(p_ptr->au / price, max_charges));
3473
3474                 /* Do nothing */
3475                 if (charges < 1) return;
3476
3477                 /* Get the new price */
3478                 price *= charges;
3479
3480                 /* Recharge */
3481                 o_ptr->pval += charges;
3482
3483                 /* We no longer think the item is empty */
3484                 o_ptr->ident &= ~(IDENT_EMPTY);
3485         }
3486
3487         /* Give feedback */
3488         object_desc(tmp_str, o_ptr, 0);
3489 #ifdef JP
3490         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3491 #else
3492         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3493 #endif
3494
3495         /* Combine / Reorder the pack (later) */
3496         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3497
3498         p_ptr->window |= (PW_INVEN);
3499
3500         /* Pay the price */
3501         p_ptr->au -= price;
3502
3503         /* Finished */
3504         return;
3505 }
3506
3507
3508 /*!
3509  * @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
3510  * @details
3511  * The player can select the number of charges to add\n
3512  * (up to a limit), and the recharge never fails.\n
3513  *\n
3514  * The cost for rods depends on the level of the rod. The prices\n
3515  * for recharging wands and staves are dependent on the cost of\n
3516  * the base-item.\n
3517  * @return なし
3518  */
3519 static void building_recharge_all(void)
3520 {
3521         INVENTORY_IDX i;
3522         DEPTH lev;
3523         object_type *o_ptr;
3524         object_kind *k_ptr;
3525         PRICE price = 0;
3526         PRICE total_cost = 0;
3527
3528
3529         /* Display some info */
3530         msg_flag = FALSE;
3531         clear_bldg(4, 18);
3532         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);
3533
3534         /* Calculate cost */
3535         for ( i = 0; i < INVEN_PACK; i++)
3536         {
3537                 o_ptr = &inventory[i];
3538                                 
3539                 /* skip non magic device */
3540                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3541
3542                 /* need identified */
3543                 if (!object_is_known(o_ptr)) total_cost += 50;
3544
3545                 /* Extract the object "level" */
3546                 lev = k_info[o_ptr->k_idx].level;
3547
3548                 k_ptr = &k_info[o_ptr->k_idx];
3549
3550                 switch (o_ptr->tval)
3551                 {
3552                 case TV_ROD:
3553                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3554                         break;
3555
3556                 case TV_STAFF:
3557                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3558                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3559
3560                         /* Pay at least 10 gold per charge */
3561                         price = MAX(10, price);
3562
3563                         /* Fully charge */
3564                         price = (k_ptr->pval - o_ptr->pval) * price;
3565                         break;
3566
3567                 case TV_WAND:
3568                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3569                         price = (k_info[o_ptr->k_idx].cost / 10);
3570
3571                         /* Pay at least 10 gold per charge */
3572                         price = MAX(10, price);
3573
3574                         /* Fully charge */
3575                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3576                         break;
3577                 }
3578
3579                 /* if price <= 0 then item have enough charge */
3580                 if (price > 0) total_cost += price;
3581         }
3582
3583         if (!total_cost)
3584         {
3585                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3586                 msg_print(NULL);
3587                 return;
3588         }
3589
3590         /* Check if the player has enough money */
3591         if (p_ptr->au < total_cost)
3592         {
3593                 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 );
3594                 msg_print(NULL);
3595                 return;
3596         }
3597         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3598         
3599         for (i = 0; i < INVEN_PACK; i++)
3600         {
3601                 o_ptr = &inventory[i];
3602                 k_ptr = &k_info[o_ptr->k_idx];
3603
3604                 /* skip non magic device */
3605                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3606
3607                 if (!object_is_known(o_ptr))
3608                 {
3609                         identify_item(o_ptr);
3610
3611                         /* Auto-inscription */
3612                         autopick_alter_item(i, FALSE);
3613                 }
3614
3615                 /* Recharge */
3616                 switch (o_ptr->tval)
3617                 {
3618                 case TV_ROD:
3619                         o_ptr->timeout = 0;
3620                         break;
3621                 case TV_STAFF:
3622                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3623                         /* We no longer think the item is empty */
3624                         o_ptr->ident &= ~(IDENT_EMPTY);
3625                         break;
3626                 case TV_WAND:
3627                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3628                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3629                         /* We no longer think the item is empty */
3630                         o_ptr->ident &= ~(IDENT_EMPTY);
3631                         break;
3632                 }
3633         }
3634
3635         /* Give feedback */
3636         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3637         msg_print(NULL);
3638
3639         /* Combine / Reorder the pack (later) */
3640         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3641
3642         p_ptr->window |= (PW_INVEN);
3643
3644         /* Pay the price */
3645         p_ptr->au -= total_cost;
3646
3647         /* Finished */
3648         return;
3649 }
3650
3651 /*!
3652  * @brief 町間のテレポートを行うメインルーチン。
3653  * @return テレポート処理を決定したか否か
3654  */
3655 bool tele_town(void)
3656 {
3657         int i;
3658         POSITION x, y;
3659         int num = 0;
3660
3661         if (dun_level)
3662         {
3663                 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!"));
3664                 return FALSE;
3665         }
3666
3667         if (p_ptr->inside_arena || p_ptr->inside_battle)
3668         {
3669                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3670                 return FALSE;
3671         }
3672
3673         screen_save();
3674         clear_bldg(4, 10);
3675
3676         for (i = 1; i < max_towns; i++)
3677         {
3678                 char buf[80];
3679
3680                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3681
3682                 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3683                 prt(buf, 5 + i, 5);
3684                 num++;
3685         }
3686
3687         if (!num)
3688         {
3689                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3690                 msg_print(NULL);
3691                 screen_load();
3692                 return FALSE;
3693         }
3694
3695         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3696         while(1)
3697         {
3698                 i = inkey();
3699
3700                 if (i == ESCAPE)
3701                 {
3702                         screen_load();
3703                         return FALSE;
3704                 }
3705                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3706                 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;
3707                 break;
3708         }
3709
3710         for (y = 0; y < max_wild_y; y++)
3711         {
3712                 for (x = 0; x < max_wild_x; x++)
3713                 {
3714                         if(wilderness[y][x].town == (i-'a'+1))
3715                         {
3716                                 p_ptr->wilderness_y = y;
3717                                 p_ptr->wilderness_x = x;
3718                         }
3719                 }
3720         }
3721
3722         p_ptr->leaving = TRUE;
3723         leave_bldg = TRUE;
3724         p_ptr->teleport_town = TRUE;
3725         screen_load();
3726         return TRUE;
3727 }
3728
3729 /*!
3730  * @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-
3731  * @return 常にTRUEを返す。
3732  * @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。
3733  */
3734 static bool research_mon(void)
3735 {
3736         IDX i;
3737         int n;
3738         MONRACE_IDX r_idx;
3739         char sym, query;
3740         char buf[128];
3741         bool notpicked;
3742         bool recall = FALSE;
3743         u16b why = 0;
3744         MONSTER_IDX *who;
3745
3746         /* XTRA HACK WHATSEARCH */
3747         bool    all = FALSE;
3748         bool    uniq = FALSE;
3749         bool    norm = FALSE;
3750         char temp[80] = "";
3751
3752         /* XTRA HACK REMEMBER_IDX */
3753         static int old_sym = '\0';
3754         static IDX old_i = 0;
3755
3756         screen_save();
3757
3758         /* Get a character, or abort */
3759         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):",
3760                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3761
3762         {
3763                 /* Restore */
3764                 screen_load();
3765
3766                 return (FALSE);
3767         }
3768
3769         /* Find that character info, and describe it */
3770         for (i = 0; ident_info[i]; ++i)
3771         {
3772                 if (sym == ident_info[i][0]) break;
3773         }
3774
3775                 /* XTRA HACK WHATSEARCH */
3776         if (sym == KTRL('A'))
3777         {
3778                 all = TRUE;
3779                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3780         }
3781         else if (sym == KTRL('U'))
3782         {
3783                 all = uniq = TRUE;
3784                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3785         }
3786         else if (sym == KTRL('N'))
3787         {
3788                 all = norm = TRUE;
3789                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3790         }
3791         else if (sym == KTRL('M'))
3792         {
3793                 all = TRUE;
3794                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3795                 {
3796                         temp[0]=0;
3797
3798                         /* Restore */
3799                         screen_load();
3800
3801                         return FALSE;
3802                 }
3803                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3804         }
3805         else if (ident_info[i])
3806         {
3807                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3808         }
3809         else
3810         {
3811                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3812         }
3813
3814         /* Display the result */
3815         prt(buf, 16, 10);
3816
3817
3818         /* Allocate the "who" array */
3819         C_MAKE(who, max_r_idx, MONRACE_IDX);
3820
3821         /* Collect matching monsters */
3822         for (n = 0, i = 1; i < max_r_idx; i++)
3823         {
3824                 monster_race *r_ptr = &r_info[i];
3825
3826                 /* Empty monster */
3827                 if (!r_ptr->name) continue;
3828
3829                 /* XTRA HACK WHATSEARCH */
3830                 /* Require non-unique monsters if needed */
3831                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3832
3833                 /* Require unique monsters if needed */
3834                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3835
3836                 /* 名前検索 */
3837                 if (temp[0])
3838                 {
3839                         int xx;
3840                         char temp2[80];
3841
3842                         for (xx = 0; temp[xx] && xx < 80; xx++)
3843                         {
3844 #ifdef JP
3845                                 if (iskanji(temp[xx]))
3846                                 {
3847                                         xx++;
3848                                         continue;
3849                                 }
3850 #endif
3851                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3852                         }
3853   
3854 #ifdef JP
3855                         strcpy(temp2, r_name + r_ptr->E_name);
3856 #else
3857                         strcpy(temp2, r_name + r_ptr->name);
3858 #endif
3859                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3860                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3861
3862 #ifdef JP
3863                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3864 #else
3865                         if (my_strstr(temp2, temp))
3866 #endif
3867                                 who[n++] = i;
3868                 }
3869                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3870         }
3871
3872         /* Nothing to recall */
3873         if (!n)
3874         {
3875                 /* Free the "who" array */
3876                 C_KILL(who, max_r_idx, MONRACE_IDX);
3877
3878                 /* Restore */
3879                 screen_load();
3880
3881                 return (FALSE);
3882         }
3883
3884         /* Sort by level */
3885         why = 2;
3886         query = 'y';
3887
3888         /* Sort if needed */
3889         if (why)
3890         {
3891                 /* Select the sort method */
3892                 ang_sort_comp = ang_sort_comp_hook;
3893                 ang_sort_swap = ang_sort_swap_hook;
3894
3895                 /* Sort the array */
3896                 ang_sort(who, &why, n);
3897         }
3898
3899
3900         /* Start at the end */
3901         /* XTRA HACK REMEMBER_IDX */
3902         if (old_sym == sym && old_i < n) i = old_i;
3903         else i = n - 1;
3904
3905         notpicked = TRUE;
3906
3907         /* Scan the monster memory */
3908         while (notpicked)
3909         {
3910                 /* Extract a race */
3911                 r_idx = who[i];
3912
3913                 /* Hack -- Begin the prompt */
3914                 roff_top(r_idx);
3915
3916                 /* Hack -- Complete the prompt */
3917                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3918
3919                 /* Interact */
3920                 while (1)
3921                 {
3922                         /* Recall */
3923                         if (recall)
3924                         {
3925                                 /*** Recall on screen ***/
3926
3927                                 /* Get maximal info about this monster */
3928                                 lore_do_probe(r_idx);
3929
3930                                 /* Save this monster ID */
3931                                 monster_race_track(r_idx);
3932                                 handle_stuff();
3933
3934                                 /* know every thing mode */
3935                                 screen_roff(r_idx, 0x01);
3936                                 notpicked = FALSE;
3937
3938                                 /* XTRA HACK REMEMBER_IDX */
3939                                 old_sym = sym;
3940                                 old_i = i;
3941                         }
3942
3943                         /* Command */
3944                         query = inkey();
3945
3946                         /* Normal commands */
3947                         if (query != 'r') break;
3948
3949                         /* Toggle recall */
3950                         recall = !recall;
3951                 }
3952
3953                 /* Stop scanning */
3954                 if (query == ESCAPE) break;
3955
3956                 /* Move to "prev" monster */
3957                 if (query == '-')
3958                 {
3959                         if (++i == n)
3960                         {
3961                                 i = 0;
3962                                 if (!expand_list) break;
3963                         }
3964                 }
3965
3966                 /* Move to "next" monster */
3967                 else
3968                 {
3969                         if (i-- == 0)
3970                         {
3971                                 i = n - 1;
3972                                 if (!expand_list) break;
3973                         }
3974                 }
3975         }
3976
3977
3978         /* Re-display the identity */
3979         /* prt(buf, 5, 5);*/
3980
3981         /* Free the "who" array */
3982         C_KILL(who, max_r_idx, MONRACE_IDX);
3983
3984         /* Restore */
3985         screen_load();
3986
3987         return (!notpicked);
3988 }
3989
3990
3991 /*!
3992  * @brief 施設の処理実行メインルーチン / Execute a building command
3993  * @param bldg 施設構造体の参照ポインタ
3994  * @param i 実行したい施設のサービステーブルの添字
3995  * @return なし
3996  */
3997 static void bldg_process_command(building_type *bldg, int i)
3998 {
3999         BACT_IDX bact = bldg->actions[i];
4000         PRICE bcost;
4001         bool paid = FALSE;
4002
4003         msg_flag = FALSE;
4004         msg_erase();
4005
4006         if (is_owner(bldg))
4007                 bcost = bldg->member_costs[i];
4008         else
4009                 bcost = bldg->other_costs[i];
4010
4011         /* action restrictions */
4012         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4013             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4014         {
4015                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4016                 return;
4017         }
4018
4019         /* check gold (HACK - Recharge uses variable costs) */
4020         if ((bact != BACT_RECHARGE) &&
4021             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4022              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4023         {
4024                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4025                 return;
4026         }
4027
4028         switch (bact)
4029         {
4030         case BACT_NOTHING:
4031                 /* Do nothing */
4032                 break;
4033         case BACT_RESEARCH_ITEM:
4034                 paid = identify_fully(FALSE);
4035                 break;
4036         case BACT_TOWN_HISTORY:
4037                 town_history();
4038                 break;
4039         case BACT_RACE_LEGENDS:
4040                 race_legends();
4041                 break;
4042         case BACT_QUEST:
4043                 castle_quest();
4044                 break;
4045         case BACT_KING_LEGENDS:
4046         case BACT_ARENA_LEGENDS:
4047         case BACT_LEGENDS:
4048                 show_highclass();
4049                 break;
4050         case BACT_POSTER:
4051         case BACT_ARENA_RULES:
4052         case BACT_ARENA:
4053                 arena_comm(bact);
4054                 break;
4055         case BACT_IN_BETWEEN:
4056         case BACT_CRAPS:
4057         case BACT_SPIN_WHEEL:
4058         case BACT_DICE_SLOTS:
4059         case BACT_GAMBLE_RULES:
4060         case BACT_POKER:
4061                 gamble_comm(bact);
4062                 break;
4063         case BACT_REST:
4064         case BACT_RUMORS:
4065         case BACT_FOOD:
4066                 paid = inn_comm(bact);
4067                 break;
4068         case BACT_RESEARCH_MONSTER:
4069                 paid = research_mon();
4070                 break;
4071         case BACT_COMPARE_WEAPONS:
4072                 paid = TRUE;
4073                 bcost = compare_weapons(bcost);
4074                 break;
4075         case BACT_ENCHANT_WEAPON:
4076                 item_tester_hook = object_allow_enchant_melee_weapon;
4077                 enchant_item(bcost, 1, 1, 0);
4078                 break;
4079         case BACT_ENCHANT_ARMOR:
4080                 item_tester_hook = object_is_armour;
4081                 enchant_item(bcost, 0, 0, 1);
4082                 break;
4083         case BACT_RECHARGE:
4084                 building_recharge();
4085                 break;
4086         case BACT_RECHARGE_ALL:
4087                 building_recharge_all();
4088                 break;
4089         case BACT_IDENTS: /* needs work */
4090                 if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
4091                 identify_pack();
4092                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4093                 paid = TRUE;
4094                 break;
4095         case BACT_IDENT_ONE: /* needs work */
4096                 paid = ident_spell(FALSE);
4097                 break;
4098         case BACT_LEARN:
4099                 do_cmd_study();
4100                 break;
4101         case BACT_HEALING: /* needs work */
4102                 paid = cure_critical_wounds(200);
4103                 break;
4104         case BACT_RESTORE: /* needs work */
4105                 paid = restore_all_status();
4106                 break;
4107         case BACT_ENCHANT_ARROWS:
4108                 item_tester_hook = item_tester_hook_ammo;
4109                 enchant_item(bcost, 1, 1, 0);
4110                 break;
4111         case BACT_ENCHANT_BOW:
4112                 item_tester_tval = TV_BOW;
4113                 enchant_item(bcost, 1, 1, 0);
4114                 break;
4115
4116         case BACT_RECALL:
4117                 if (recall_player(p_ptr, 1)) paid = TRUE;
4118                 break;
4119
4120         case BACT_TELEPORT_LEVEL:
4121                 clear_bldg(4, 20);
4122                 paid = free_level_recall(p_ptr);
4123                 break;
4124
4125         case BACT_LOSE_MUTATION:
4126                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4127                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4128                 {
4129                         while(!lose_mutation(0));
4130                         paid = TRUE;
4131                 }
4132                 else
4133                 {
4134                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4135                         msg_print(NULL);
4136                 }
4137                 break;
4138
4139         case BACT_BATTLE:
4140                 kakutoujou();
4141                 break;
4142
4143         case BACT_TSUCHINOKO:
4144                 tsuchinoko();
4145                 break;
4146
4147         case BACT_KUBI:
4148                 shoukinkubi();
4149                 break;
4150
4151         case BACT_TARGET:
4152                 today_target();
4153                 break;
4154
4155         case BACT_KANKIN:
4156                 kankin();
4157                 break;
4158
4159         case BACT_HEIKOUKA:
4160                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4161                 set_virtue(V_COMPASSION, 0);
4162                 set_virtue(V_HONOUR, 0);
4163                 set_virtue(V_JUSTICE, 0);
4164                 set_virtue(V_SACRIFICE, 0);
4165                 set_virtue(V_KNOWLEDGE, 0);
4166                 set_virtue(V_FAITH, 0);
4167                 set_virtue(V_ENLIGHTEN, 0);
4168                 set_virtue(V_ENCHANT, 0);
4169                 set_virtue(V_CHANCE, 0);
4170                 set_virtue(V_NATURE, 0);
4171                 set_virtue(V_HARMONY, 0);
4172                 set_virtue(V_VITALITY, 0);
4173                 set_virtue(V_UNLIFE, 0);
4174                 set_virtue(V_PATIENCE, 0);
4175                 set_virtue(V_TEMPERANCE, 0);
4176                 set_virtue(V_DILIGENCE, 0);
4177                 set_virtue(V_VALOUR, 0);
4178                 set_virtue(V_INDIVIDUALISM, 0);
4179                 get_virtues();
4180                 paid = TRUE;
4181                 break;
4182
4183         case BACT_TELE_TOWN:
4184                 paid = tele_town();
4185                 break;
4186
4187         case BACT_EVAL_AC:
4188                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4189                 break;
4190
4191         case BACT_BROKEN_WEAPON:
4192                 paid = TRUE;
4193                 bcost = repair_broken_weapon(bcost);
4194                 break;
4195         }
4196
4197         if (paid)
4198         {
4199                 p_ptr->au -= bcost;
4200         }
4201 }
4202
4203 /*!
4204  * @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
4205  * @return なし
4206  */
4207 void do_cmd_quest(void)
4208 {
4209         if(p_ptr->wild_mode) return;
4210
4211         p_ptr->energy_use = 100;
4212
4213         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4214         {
4215                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4216                 return;
4217         }
4218         else
4219         {
4220                 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."));
4221                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4222                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4223                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4224                 else if(p_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
4225
4226                 /* Player enters a new quest */
4227                 p_ptr->oldpy = 0;
4228                 p_ptr->oldpx = 0;
4229
4230                 leave_quest_check();
4231
4232                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4233                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4234
4235                 p_ptr->leaving = TRUE;
4236         }
4237 }
4238
4239
4240 /*!
4241  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4242  * @return なし
4243  */
4244 void do_cmd_bldg(void)
4245 {
4246         int             i, which;
4247         char            command;
4248         bool            validcmd;
4249         building_type   *bldg;
4250
4251         if(p_ptr->wild_mode) return;
4252
4253         p_ptr->energy_use = 100;
4254
4255         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4256         {
4257                 msg_print(_("ここには建物はない。", "You see no building here."));
4258                 return;
4259         }
4260
4261         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4262
4263         bldg = &building[which];
4264
4265         /* Don't re-init the wilderness */
4266         reinit_wilderness = FALSE;
4267
4268         if ((which == 2) && (p_ptr->arena_number < 0))
4269         {
4270                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4271                 return;
4272         }
4273         else if ((which == 2) && p_ptr->inside_arena)
4274         {
4275                 if (!p_ptr->exit_bldg && m_cnt > 0)
4276                 {
4277                         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);
4278                 }
4279                 else
4280                 {
4281                         /* Don't save the arena as saved floor */
4282                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4283
4284                         p_ptr->inside_arena = FALSE;
4285                         p_ptr->leaving = TRUE;
4286
4287                         /* Re-enter the arena */
4288                         command_new = SPECIAL_KEY_BUILDING;
4289
4290                         /* No energy needed to re-enter the arena */
4291                         p_ptr->energy_use = 0;
4292                 }
4293
4294                 return;
4295         }
4296         else if (p_ptr->inside_battle)
4297         {
4298                 /* Don't save the arena as saved floor */
4299                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4300
4301                 p_ptr->leaving = TRUE;
4302                 p_ptr->inside_battle = FALSE;
4303
4304                 /* Re-enter the monster arena */
4305                 command_new = SPECIAL_KEY_BUILDING;
4306
4307                 /* No energy needed to re-enter the arena */
4308                 p_ptr->energy_use = 0;
4309
4310                 return;
4311         }
4312         else
4313         {
4314                 p_ptr->oldpy = p_ptr->y;
4315                 p_ptr->oldpx = p_ptr->x;
4316         }
4317
4318         forget_lite();
4319         forget_view();
4320
4321         /* Hack -- Increase "icky" depth */
4322         character_icky++;
4323
4324         command_arg = 0;
4325         command_rep = 0;
4326         command_new = 0;
4327
4328         show_building(bldg);
4329         leave_bldg = FALSE;
4330
4331         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4332
4333         while (!leave_bldg)
4334         {
4335                 validcmd = FALSE;
4336                 prt("", 1, 0);
4337
4338                 building_prt_gold();
4339
4340                 command = inkey();
4341
4342                 if (command == ESCAPE)
4343                 {
4344                         leave_bldg = TRUE;
4345                         p_ptr->inside_arena = FALSE;
4346                         p_ptr->inside_battle = FALSE;
4347                         break;
4348                 }
4349
4350                 for (i = 0; i < 8; i++)
4351                 {
4352                         if (bldg->letters[i])
4353                         {
4354                                 if (bldg->letters[i] == command)
4355                                 {
4356                                         validcmd = TRUE;
4357                                         break;
4358                                 }
4359                         }
4360                 }
4361
4362                 if(validcmd) bldg_process_command(bldg, i);
4363
4364                 handle_stuff();
4365         }
4366
4367         select_floor_music();
4368
4369         msg_flag = FALSE;
4370         msg_erase();
4371
4372         /* Reinit wilderness to activate quests ... */
4373         if (reinit_wilderness)
4374         {
4375                 p_ptr->leaving = TRUE;
4376         }
4377
4378         /* Hack -- Decrease "icky" depth */
4379         character_icky--;
4380
4381         Term_clear();
4382
4383         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4384         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4385         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4386 }
4387
4388
4389 /*!
4390  * @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
4391  */
4392 static concptr find_quest[] =
4393 {
4394         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4395         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4396         _("メッセージを見つけた:", "There is a sign saying"),
4397         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4398         _("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"),
4399 };
4400
4401
4402 /*!
4403  * @brief クエストの導入メッセージを表示する / Discover quest
4404  * @param q_idx 開始されたクエストのID
4405  */
4406 void quest_discovery(QUEST_IDX q_idx)
4407 {
4408         quest_type *q_ptr = &quest[q_idx];
4409         monster_race *r_ptr = &r_info[q_ptr->r_idx];
4410         MONSTER_NUMBER q_num = q_ptr->max_num;
4411         GAME_TEXT name[MAX_NLEN];
4412
4413         /* No quest index */
4414         if (!q_idx) return;
4415
4416         strcpy(name, (r_name + r_ptr->name));
4417
4418         msg_print(find_quest[rand_range(0, 4)]);
4419         msg_print(NULL);
4420
4421         if (q_num == 1)
4422         {
4423                 /* Unique */
4424
4425                 /* Hack -- "unique" monsters must be "unique" */
4426                 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
4427                 {
4428                         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..."));
4429                         /* The unique is already dead */
4430                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4431                         q_ptr->complev = 0;
4432                         update_playtime();
4433                         q_ptr->comptime = playtime;
4434                 }
4435                 else
4436                 {
4437                         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);
4438                 }
4439         }
4440         else
4441         {
4442                 /* Normal monsters */
4443 #ifndef JP
4444                 plural_aux(name);
4445 #endif
4446                 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);
4447
4448         }
4449 }
4450
4451
4452 /*!
4453  * @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。
4454  * / Hack -- Check if a level is a "quest" level
4455  * @param level 検索対象になる階
4456  * @return クエストIDを返す。該当がない場合0を返す。
4457  */
4458 QUEST_IDX quest_number(DEPTH level)
4459 {
4460         QUEST_IDX i;
4461
4462         /* Check quests */
4463         if (p_ptr->inside_quest)
4464                 return (p_ptr->inside_quest);
4465
4466         for (i = 0; i < max_q_idx; i++)
4467         {
4468                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4469
4470                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4471                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4472                     (quest[i].level == level) &&
4473                     (quest[i].dungeon == dungeon_type))
4474                         return (i);
4475         }
4476
4477         /* Check for random quest */
4478         return (random_quest_number(level));
4479 }
4480
4481 /*!
4482  * @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。
4483  * @param level 検索対象になる階
4484  * @return クエストIDを返す。該当がない場合0を返す。
4485  */
4486 QUEST_IDX random_quest_number(DEPTH level)
4487 {
4488         QUEST_IDX i;
4489
4490         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4491
4492         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4493         {
4494                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4495                         (quest[i].status == QUEST_STATUS_TAKEN) &&
4496                         (quest[i].level == level) &&
4497                         (quest[i].dungeon == DUNGEON_ANGBAND))
4498                 {
4499                         return i;
4500                 }
4501         }
4502
4503         return 0;
4504 }