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