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[Refactor] #37353 notice_stuff() の直接呼出しを抑止。 / Forbid call of notice_stuff() except...
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "object-hook.h"
17
18 /*!
19  * ループ中で / hack as in leave_store in store.c
20  */
21 static bool leave_bldg = FALSE;
22
23 /*!
24  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
25  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
26  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
27  * @param bldg 施設構造体の参照ポインタ
28  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
29  */
30 static bool is_owner(building_type *bldg)
31 {
32         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
33         {
34                 return (TRUE);
35         }
36
37         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
38         {
39                 return (TRUE);
40         }
41
42         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
44         {
45                 return (TRUE);
46         }
47
48         return (FALSE);
49 }
50
51 /*!
52  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
53  (スペルマスターの特別判定つき)
54  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
55  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
56  * @param bldg 施設構造体の参照ポインタ
57  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
58  * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
59  */
60 static bool is_member(building_type *bldg)
61 {
62         if (bldg->member_class[p_ptr->pclass])
63         {
64                 return (TRUE);
65         }
66
67         if (bldg->member_race[p_ptr->prace])
68         {
69                 return (TRUE);
70         }
71
72         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
74         {
75                 return (TRUE);
76         }
77
78
79         if (p_ptr->pclass == CLASS_SORCERER)
80         {
81                 int i;
82                 bool OK = FALSE;
83                 for (i = 0; i < MAX_MAGIC; i++)
84                 {
85                         if (bldg->member_realm[i+1]) OK = TRUE;
86                 }
87                 return OK;
88         }
89         return (FALSE);
90 }
91
92 /*!
93  * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94  * @details 消去は行毎にヌル文字列で行われる。
95  * @param min_row 開始行番号
96  * @param max_row 末尾行番号
97  * @return なし
98  */
99 static void clear_bldg(int min_row, int max_row)
100 {
101         int   i;
102
103         for (i = min_row; i <= max_row; i++)
104                 prt("", i, 0);
105 }
106
107 /*!
108  * @brief 所持金を表示する。
109  * @return なし
110  */
111 static void building_prt_gold(void)
112 {
113         char tmp_str[80];
114         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116         prt(tmp_str, 23, 68);
117 }
118
119 /*!
120  * @brief 施設のサービス一覧を表示する / Display a building.
121  * @param bldg 施設構造体の参照ポインタ
122  * @return なし
123  */
124 static void show_building(building_type* bldg)
125 {
126         char buff[20];
127         int i;
128         byte action_color;
129         char tmp_str[80];
130
131         Term_clear();
132         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
133         prt(tmp_str, 2, 1);
134
135
136         for (i = 0; i < 8; i++)
137         {
138                 if (bldg->letters[i])
139                 {
140                         if (bldg->action_restr[i] == 0)
141                         {
142                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
144                                 {
145                                         action_color = TERM_WHITE;
146                                         buff[0] = '\0';
147                                 }
148                                 else if (is_owner(bldg))
149                                 {
150                                         action_color = TERM_YELLOW;
151                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
152                                 }
153                                 else
154                                 {
155                                         action_color = TERM_YELLOW;
156                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
157                         }
158                         else if (bldg->action_restr[i] == 1)
159                         {
160                                 if (!is_member(bldg))
161                                 {
162                                         action_color = TERM_L_DARK;
163                                         strcpy(buff, _("(閉店)", "(closed)"));
164                                 }
165                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
167                                 {
168                                         action_color = TERM_WHITE;
169                                         buff[0] = '\0';
170                                 }
171                                 else if (is_owner(bldg))
172                                 {
173                                         action_color = TERM_YELLOW;
174                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
175                                 }
176                                 else
177                                 {
178                                         action_color = TERM_YELLOW;
179                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
180                                 }
181                         }
182                         else
183                         {
184                                 if (!is_owner(bldg))
185                                 {
186                                         action_color = TERM_L_DARK;
187                                         strcpy(buff, _("(閉店)", "(closed)"));
188                                 }
189                                 else if (bldg->member_costs[i] != 0)
190                                 {
191                                         action_color = TERM_YELLOW;
192                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
193                                 }
194                                 else
195                                 {
196                                         action_color = TERM_WHITE;
197                                         buff[0] = '\0';
198                                 }
199                         }
200
201                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
203                 }
204         }
205         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
206 }
207
208 /*!
209  * @brief 闘技場に入るコマンドの処理 / arena commands
210  * @param cmd 闘技場処理のID
211  * @return なし
212  */
213 static void arena_comm(int cmd)
214 {
215         monster_race    *r_ptr;
216         cptr            name;
217
218
219         switch (cmd)
220         {
221                 case BACT_ARENA:
222                         if (p_ptr->arena_number == MAX_ARENA_MONS)
223                         {
224                                 clear_bldg(5, 19);
225                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
226                                 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations!  You have defeated all before you."), 7, 0);
227                                 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
228
229                                 prt("", 10, 0);
230                                 prt("", 11, 0);
231                                 p_ptr->au += 1000000L;
232                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
233                                 msg_print(NULL);
234                                 p_ptr->arena_number++;
235                         }
236                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
237                         {
238                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
239                                 {
240                                         msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
241                                         msg_print(NULL);
242                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
243                                         {       
244                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
245                                                 msg_print(NULL);
246                                         
247                                                 p_ptr->exit_bldg = FALSE;
248                                                 reset_tim_flags();
249
250                                                 /* Save the surface floor as saved floor */
251                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
252
253                                                 p_ptr->inside_arena = TRUE;
254                                                 p_ptr->leaving = TRUE;
255                                                 leave_bldg = TRUE;
256                                         }
257                                         else
258                                         {
259                                                 msg_print(_("残念だ。", "We are disappointed."));
260                                         }
261                                 }
262                                 else
263                                 {
264                                         msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
265                                                                 "You enter the arena briefly and bask in your glory."));
266                                         msg_print(NULL);
267                                 }
268                         }
269                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
270                         {
271                                 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
272                                                         "You don't have permission to enter with pet."));
273                                 msg_print(NULL);
274                         }
275                         else
276                         {
277                                 p_ptr->exit_bldg = FALSE;
278                                 reset_tim_flags();
279
280                                 /* Save the surface floor as saved floor */
281                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
282
283                                 p_ptr->inside_arena = TRUE;
284                                 p_ptr->leaving = TRUE;
285                                 leave_bldg = TRUE;
286                         }
287                         break;
288                 case BACT_POSTER:
289                         if (p_ptr->arena_number == MAX_ARENA_MONS)
290                                 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
291                                                         "You are victorious. Enter the arena for the ceremony."));
292
293                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
294                         {
295                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
296                         }
297                         else
298                         {
299                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300                                 name = (r_name + r_ptr->name);
301                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
302
303                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304                                 p_ptr->window |= (PW_MONSTER);
305                                 handle_stuff();
306
307                         }
308                         break;
309                 case BACT_ARENA_RULES:
310                         screen_save();
311
312                         /* Peruse the arena help file */
313                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
314                         screen_load();
315
316                         break;
317         }
318 }
319
320 /*!
321  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
322  * @param row シンボルを表示する行の上端
323  * @param col シンボルを表示する行の左端
324  * @param fruit 表示するシンボルID
325  * @return なし
326  */
327 static void display_fruit(int row, int col, int fruit)
328 {
329         switch (fruit)
330         {
331                 case 0: /* lemon */
332                         c_put_str(TERM_YELLOW, "   ####.", row, col);
333                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
334                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
335                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
336                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
337                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
338                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
339                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
340                         prt(                 _(" レモン ",
341                                                            " Lemon  "), row + 8, col);
342                         break;
343                 case 1: /* orange */
344                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
345                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
346                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
347                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
348                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
349                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
350                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
351                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
352                         prt(                 _("オレンジ",
353                                                                    " Orange "), row + 8, col);
354                         break;
355                 case 2: /* sword */
356                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
357                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
358                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
359                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
360                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
361                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
362                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
363                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
364                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
365                         break;
366                 case 3: /* shield */
367                         c_put_str(TERM_SLATE, " ###### ", row, col);
368                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
369                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
370                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
371                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
372                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
373                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
374                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
375                         prt(                _("   盾   ",
376                                                                   " Shield "), row + 8, col);
377                         break;
378                 case 4: /* plum */
379                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
380                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
381                         c_put_str(TERM_VIOLET, "########", row + 2, col);
382                         c_put_str(TERM_VIOLET, "########", row + 3, col);
383                         c_put_str(TERM_VIOLET, "########", row + 4, col);
384                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
385                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
386                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
387                         prt(                 _(" プラム ",
388                                                                    "  Plum  "), row + 8, col);
389                         break;
390                 case 5: /* cherry */
391                         c_put_str(TERM_RED, "      ##", row, col);
392                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
393                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
394                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
395                         c_put_str(TERM_RED, " ###### ", row + 4, col);
396                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
397                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
398                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
399                         prt(              _("チェリー",
400                                                                 " Cherry "), row + 8, col);
401                         break;
402         }
403 }
404
405 /*! @note
406  * kpoker no (tyuto-hannpa na)pakuri desu...
407  * joker ha shineru node haitte masen.
408  *
409  * TODO: donataka! tsukutte!
410  *  - agatta yaku no kiroku (like DQ).
411  *  - kakkoii card no e.
412  *  - sousa-sei no koujyo.
413  *  - code wo wakariyasuku.
414  *  - double up.
415  *  - Joker... -- done.
416  *
417  * 9/13/2000 --Koka
418  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
419  */
420
421 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
422 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
423 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
424
425 static int cards[5]; /*!< ポーカーの現在の手札ID */
426
427 /*!
428  * @brief ポーカーの山札を切る。
429  * @param deck デッキの配列
430  * @return なし
431  */
432 static void reset_deck(int deck[])
433 {
434         int i;
435         for (i = 0; i < 53; i++) deck[i] = i;
436
437         /* shuffle cards */
438         for (i = 0; i < 53; i++){
439                 int tmp1 = randint0(53 - i) + i;
440                 int tmp2 = deck[i];
441                 deck[i] = deck[tmp1];
442                 deck[tmp1] = tmp2;
443         }
444 }
445
446 /*!
447  * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
448  * @return ジョーカーを持っているか。
449  */
450 static bool have_joker(void)
451 {
452         int i;
453
454         for (i = 0; i < 5; i++){
455           if(IS_JOKER(cards[i])) return TRUE;
456         }
457         return FALSE;
458 }
459
460 /*!
461  * @brief ポーカーの手札に該当の番号の札があるかを返す。
462  * @param num 探したいカードの番号。
463  * @return 該当の番号が手札にあるか。
464  */
465 static bool find_card_num(int num)
466 {
467         int i;
468         for (i = 0; i < 5; i++)
469                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
470         return FALSE;
471 }
472
473 /*!
474  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
475  * @return 役の判定結果
476  */
477 static bool yaku_check_flush(void)
478 {
479         int i, suit;
480         bool joker_is_used = FALSE;
481
482         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
483         for (i = 0; i < 5; i++){
484                 if (SUIT_OF(cards[i]) != suit){
485                   if(have_joker() && !joker_is_used)
486                     joker_is_used = TRUE;
487                   else
488                     return FALSE;
489                 }
490         }
491
492         return TRUE;
493 }
494
495 /*!
496  * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
497  * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
498  */
499 static int yaku_check_straight(void)
500 {
501         int i, lowest = 99;
502         bool joker_is_used = FALSE;
503         bool straight = FALSE;
504
505         /* get lowest */
506         for (i = 0; i < 5; i++)
507         {
508                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
509                         lowest = NUM_OF(cards[i]);
510         }
511         
512         /* Check Royal Straight Flush */
513         if (yaku_check_flush())
514         {
515           if( lowest == 0 ){
516                 for (i = 0; i < 4; i++)
517                 {
518                         if (!find_card_num(9 + i)){
519                                 if( have_joker() && !joker_is_used )
520                                   joker_is_used = TRUE;
521                                 else
522                                   break;
523                         }
524                 }
525                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
526           }
527           if(lowest == 9){
528                 for (i = 0; i < 3; i++)
529                 {
530                         if (!find_card_num(10 + i))
531                                 break;
532                 }
533                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
534           }
535         }
536
537         joker_is_used = FALSE;
538
539         /* Straight Only Check */
540
541         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
542                 for (i = 0; i < 4; i++)
543                 {
544                         if (!find_card_num(9 + i)) {
545                                 if (have_joker() && !joker_is_used)
546                                         joker_is_used = TRUE;
547                                 else
548                                         break; /* None */
549                         }
550                 }
551                 if(i == 4) straight = TRUE;
552         }
553
554         joker_is_used = FALSE;
555
556         for (i = 0; i < 5; i++)
557         {
558                 if(!find_card_num(lowest + i)){
559                         if( have_joker() && !joker_is_used )
560                                 joker_is_used = TRUE;
561                         else
562                                 break; /* None */
563                 }
564         }
565         if(i == 5) straight = TRUE;
566         
567         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
568         else if(straight) return 1; /* Only Straight */
569         else return 0;
570 }
571
572 /*!
573  * @brief ポーカーのペア役の状態を返す。
574  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
575  */
576 static int yaku_check_pair(void)
577 {
578         int i, i2, matching = 0;
579
580         for (i = 0; i < 5; i++)
581         {
582                 for (i2 = i+1; i2 < 5; i2++)
583                 {
584                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
585                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
586                                 matching++;
587                 }
588         }
589
590         if(have_joker()){
591           switch(matching){
592           case 0:
593             matching = 1;
594             break;
595           case 1:
596             matching = 3;
597             break;
598           case 2:
599             matching = 4;
600             break;
601           case 3:
602             matching = 6;
603             break;
604           case 6:
605             matching = 7;
606             break;
607           default:
608             /* don't reach */
609             break;
610           }
611         }
612
613         return matching;
614 }
615
616 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
617 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
618 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
619 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
620 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
621 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
622 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
623 #define ODDS_ST 4 /*!< ストレートの役倍率 */
624 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
625 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
626
627 /*!
628  * @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
629  * @return 役のID
630  */
631 static int yaku_check(void)
632 {
633         prt("                            ", 4, 3);
634
635         switch(yaku_check_straight()){
636         case 3: /* RF! */
637                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
638                 return ODDS_RF;
639         case 2: /* SF! */
640                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
641                 return ODDS_SF;
642         case 1:
643                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
644                 return ODDS_ST;
645         default:
646                 /* Not straight -- fall through */
647                 break;
648         }
649
650         if (yaku_check_flush())
651         {
652                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
653                 return ODDS_FL;
654         }
655
656         switch (yaku_check_pair())
657         {
658         case 1:
659                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
660                 return 0;
661         case 2:
662                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
663                 return ODDS_2P;
664         case 3:
665                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
666                 return ODDS_3C;
667         case 4:
668                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
669                 return ODDS_FH;
670         case 6:
671                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
672                 return ODDS_4C;
673         case 7:
674                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
675                 {
676                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
677                         return ODDS_5A;
678                 }
679                 else
680                 {
681                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
682                         return ODDS_5C;
683                 }
684         default:
685                 break;
686         }
687         return 0;
688 }
689
690 /*!
691  * @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
692  * @param hoge カーソルの現在位置
693  * @param kaeruka カードの捨てる/残すフラグ配列
694  * @return なし
695  */
696 static void display_kaeruka(int hoge, int kaeruka[])
697 {
698         int i;
699         char col = TERM_WHITE;
700         for (i = 0; i < 5; i++)
701         {
702                 if (i == hoge) col = TERM_YELLOW;
703                 else if(kaeruka[i]) col = TERM_WHITE;
704                 else col = TERM_L_BLUE;
705                 
706                 if(kaeruka[i])
707                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
708                 else
709                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
710         }
711         if (hoge > 4) col = TERM_YELLOW;
712         else col = TERM_WHITE;
713         c_put_str(col, _("決定", "Sure"), 16,  38);
714
715         /* Hilite current option */
716         if (hoge < 5) move_cursor(14, 5+hoge*16);
717         else move_cursor(16, 38);
718 }
719
720 /*!
721  * @brief ポーカーの手札を表示する。
722  * @return なし
723  */
724 static void display_cards(void)
725 {
726         int i, j;
727         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
728 #ifdef JP
729         cptr suit[4] = {"★", "●", "¶", "†"};
730         cptr card_grph[13][7] = {{"A   %s     ",
731                                   "     変     ",
732                                   "     愚     ",
733                                   "     蛮     ",
734                                   "     怒     ",
735                                   "     %s     ",
736                                   "          A"},
737                                  {"2          ",
738                                   "     %s     ",
739                                   "            ",
740                                   "            ",
741                                   "            ",
742                                   "     %s     ",
743                                   "          2"},
744                                  {"3          ",
745                                   "     %s     ",
746                                   "            ",
747                                   "     %s     ",
748                                   "            ",
749                                   "     %s     ",
750                                   "          3"},
751                                  {"4          ",
752                                   "   %s  %s   ",
753                                   "            ",
754                                   "            ",
755                                   "            ",
756                                   "   %s  %s   ",
757                                   "          4"},
758                                  {"5          ",
759                                   "   %s  %s   ",
760                                   "            ",
761                                   "     %s     ",
762                                   "            ",
763                                   "   %s  %s   ",
764                                   "          5"},
765                                  {"6          ",
766                                   "   %s  %s   ",
767                                   "            ",
768                                   "   %s  %s   ",
769                                   "            ",
770                                   "   %s  %s   ",
771                                   "          6"},
772                                  {"7          ",
773                                   "   %s  %s   ",
774                                   "     %s     ",
775                                   "   %s  %s   ",
776                                   "            ",
777                                   "   %s  %s   ",
778                                   "          7"},
779                                  {"8          ",
780                                   "   %s  %s   ",
781                                   "     %s     ",
782                                   "   %s  %s   ",
783                                   "     %s     ",
784                                   "   %s  %s   ",
785                                   "          8"},
786                                  {"9 %s  %s   ",
787                                   "            ",
788                                   "   %s  %s   ",
789                                   "     %s     ",
790                                   "   %s  %s   ",
791                                   "            ",
792                                   "   %s  %s 9"},
793                                  {"10 %s  %s   ",
794                                   "     %s     ",
795                                   "   %s  %s   ",
796                                   "            ",
797                                   "   %s  %s   ",
798                                   "     %s     ",
799                                   "   %s  %s 10"},
800                                  {"J   Λ     ",
801                                   "%s   ||     ",
802                                   "     ||     ",
803                                   "     ||     ",
804                                   "     ||     ",
805                                   "   |=亜=| %s",
806                                   "     目   J"},
807                                  {"Q ######   ",
808                                   "%s#      #  ",
809                                   "  # ++++ #  ",
810                                   "  # +==+ #  ",
811                                   "   # ++ #   ",
812                                   "    #  #  %s",
813                                   "     ##   Q"},
814                                  {"K          ",
815                                   "%s `⌒´   ",
816                                   "  γγγλ  ",
817                                   "  ο ο ι  ",
818                                   "   υ    ∂ ",
819                                   "    σ ノ %s",
820                                   "          K"}};
821         cptr joker_grph[7] = {    "            ",
822                                   "     J     ",
823                                   "     O     ",
824                                   "     K     ",
825                                   "     E     ",
826                                   "     R     ",
827                                   "            "};
828
829 #else
830
831         cptr suit[4] = {"[]", "qp", "<>", "db"};
832         cptr card_grph[13][7] = {{"A    %s     ",
833                                   "     He     ",
834                                   "     ng     ",
835                                   "     ba     ",
836                                   "     nd     ",
837                                   "     %s     ",
838                                   "           A"},
839                                  {"2           ",
840                                   "     %s     ",
841                                   "            ",
842                                   "            ",
843                                   "            ",
844                                   "     %s     ",
845                                   "           2"},
846                                  {"3           ",
847                                   "     %s     ",
848                                   "            ",
849                                   "     %s     ",
850                                   "            ",
851                                   "     %s     ",
852                                   "           3"},
853                                  {"4           ",
854                                   "   %s  %s   ",
855                                   "            ",
856                                   "            ",
857                                   "            ",
858                                   "   %s  %s   ",
859                                   "           4"},
860                                  {"5           ",
861                                   "   %s  %s   ",
862                                   "            ",
863                                   "     %s     ",
864                                   "            ",
865                                   "   %s  %s   ",
866                                   "           5"},
867                                  {"6           ",
868                                   "   %s  %s   ",
869                                   "            ",
870                                   "   %s  %s   ",
871                                   "            ",
872                                   "   %s  %s   ",
873                                   "           6"},
874                                  {"7           ",
875                                   "   %s  %s   ",
876                                   "     %s     ",
877                                   "   %s  %s   ",
878                                   "            ",
879                                   "   %s  %s   ",
880                                   "           7"},
881                                  {"8           ",
882                                   "   %s  %s   ",
883                                   "     %s     ",
884                                   "   %s  %s   ",
885                                   "     %s     ",
886                                   "   %s  %s   ",
887                                   "           8"},
888                                  {"9  %s  %s   ",
889                                   "            ",
890                                   "   %s  %s   ",
891                                   "     %s     ",
892                                   "   %s  %s   ",
893                                   "            ",
894                                   "   %s  %s  9"},
895                                  {"10 %s  %s   ",
896                                   "     %s     ",
897                                   "   %s  %s   ",
898                                   "            ",
899                                   "   %s  %s   ",
900                                   "     %s     ",
901                                   "   %s  %s 10"},
902                                  {"J    /\\     ",
903                                   "%s   ||     ",
904                                   "     ||     ",
905                                   "     ||     ",
906                                   "     ||     ",
907                                   "   |=HH=| %s",
908                                   "     ][    J"},
909                                  {"Q  ######   ",
910                                   "%s#      #  ",
911                                   "  # ++++ #  ",
912                                   "  # +==+ #  ",
913                                   "   # ++ #   ",
914                                   "    #  #  %s",
915                                   "     ##    Q"},
916                                  {"K           ",
917                                   "%s _'~~`_   ",
918                                   "   jjjjj$&  ",
919                                   "   q q uu   ",
920                                   "   c    &   ",
921                                   "    v__/  %s",
922                                   "           K"}};
923         cptr joker_grph[7] = {    "            ",
924                                   "     J      ",
925                                   "     O      ",
926                                   "     K      ",
927                                   "     E      ",
928                                   "     R      ",
929                                   "            "};
930 #endif
931
932         for (i = 0; i < 5; i++)
933         {
934                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
935         }
936
937         for (i = 0; i < 5; i++)
938         {
939                 for (j = 0; j < 7; j++)
940                 {
941                         prt(_("┃", " |"),  j+6,  i*16);
942                         if(IS_JOKER(cards[i]))
943                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
944                         else
945                                 c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]),  j+6,  2+i*16);
946                         prt(_("┃", "| "),  j+6,  i*16+14);
947                 }
948         }
949         for (i = 0; i < 5; i++)
950         {
951                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
952         }
953 }
954
955 /*!
956  * @brief ポーカーの1プレイルーチン。
957  * @return 1プレイの役の結果
958  */
959 static int do_poker(void)
960 {
961         int i, k = 2;
962         char cmd;
963         int deck[53]; /* yamafuda : 0...52 */
964         int deck_ptr = 0;
965         int kaeruka[5]; /* 0:kaenai 1:kaeru */
966
967         bool done = FALSE;
968         bool kettei = TRUE;
969         bool kakikae = TRUE;
970
971         reset_deck(deck);
972
973         for (i = 0; i < 5; i++)
974         {
975                 cards[i] = deck[deck_ptr++];
976                 kaeruka[i] = 0; /* default:nokosu */
977         }
978
979         /* suteruno wo kimeru */
980         prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
981
982         display_cards();
983         yaku_check();
984
985         while (!done)
986         {
987                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
988                 kakikae = FALSE;
989                 cmd = inkey();
990                 switch (cmd)
991                 {
992                 case '6': case 'l': case 'L': case KTRL('F'):
993                         if (!kettei) k = (k+1)%5;
994                         else {k = 0;kettei = FALSE;}
995                         kakikae = TRUE;
996                         break;
997                 case '4': case 'h': case 'H': case KTRL('B'):
998                         if (!kettei) k = (k+4)%5;
999                         else {k = 4;kettei = FALSE;}
1000                         kakikae = TRUE;
1001                         break;
1002                 case '2': case 'j': case 'J': case KTRL('N'):
1003                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1004                         break;
1005                 case '8': case 'k': case 'K': case KTRL('P'):
1006                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1007                         break;
1008                 case ' ': case '\r':
1009                         if (kettei) done = TRUE;
1010                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1011                         break;
1012                 default:
1013                         break;
1014                 }
1015         }
1016         
1017         prt("",0,0);
1018
1019         for (i = 0; i < 5; i++)
1020                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1021
1022         display_cards();
1023         
1024         return yaku_check();
1025 }
1026 #undef SUIT_OF
1027 #undef NUM_OF
1028 #undef IS_JOKER
1029 /* end of poker codes --Koka */
1030
1031 /*!
1032  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1033  * @param cmd プレイするゲームID
1034  * @return なし
1035  */
1036 static bool gamble_comm(int cmd)
1037 {
1038         int i;
1039         int roll1, roll2, roll3, choice, odds, win;
1040         s32b wager;
1041         s32b maxbet;
1042         s32b oldgold;
1043
1044         char out_val[160], tmp_str[80], again;
1045         cptr p;
1046
1047         screen_save();
1048
1049         if (cmd == BACT_GAMBLE_RULES)
1050         {
1051                 /* Peruse the gambling help file */
1052                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1053         }
1054         else
1055         {
1056                 /* No money */
1057                 if (p_ptr->au < 1)
1058                 {
1059                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1060                                                 "Hey! You don't have gold - get out of here!"));
1061                         msg_print(NULL);
1062                         screen_load();
1063                         return FALSE;
1064                 }
1065
1066                 clear_bldg(5, 23);
1067
1068                 maxbet = p_ptr->lev * 200;
1069
1070                 /* We can't bet more than we have */
1071                 maxbet = MIN(maxbet, p_ptr->au);
1072
1073                 /* Get the wager */
1074                 strcpy(out_val, "");
1075                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1076
1077
1078                 /*
1079                  * Use get_string() because we may need more than
1080                  * the s16b value returned by get_quantity().
1081                  */
1082                 if (get_string(tmp_str, out_val, 32))
1083                 {
1084                         /* Strip spaces */
1085                         for (p = out_val; *p == ' '; p++);
1086
1087                         /* Get the wager */
1088                         wager = atol(p);
1089
1090                         if (wager > p_ptr->au)
1091                         {
1092                                 msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
1093                                 msg_print(NULL);
1094                                 screen_load();
1095                                 return (FALSE);
1096                         }
1097                         else if (wager > maxbet)
1098                         {
1099                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1100                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1101                                 wager = maxbet;
1102                         }
1103                         else if (wager < 1)
1104                         {
1105                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1106                                 wager = 1;
1107                         }
1108                         msg_print(NULL);
1109                         win = FALSE;
1110                         odds = 0;
1111                         oldgold = p_ptr->au;
1112
1113                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1114                         prt(tmp_str, 20, 2);
1115                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1116                         prt(tmp_str, 21, 2);
1117
1118                         do
1119                         {
1120                                 p_ptr->au -= wager;
1121                                 switch (cmd)
1122                                 {
1123                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1124                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1125
1126                                         odds = 4;
1127                                         win = FALSE;
1128                                         roll1 = randint1(10);
1129                                         roll2 = randint1(10);
1130                                         choice = randint1(10);
1131                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1132
1133                                         prt(tmp_str, 8, 3);
1134                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1135
1136                                         prt(tmp_str, 11, 14);
1137                                         if (((choice > roll1) && (choice < roll2)) ||
1138                                                 ((choice < roll1) && (choice > roll2)))
1139                                                 win = TRUE;
1140                                         break;
1141                                 case BACT_CRAPS:  /* Game of Craps */
1142                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1143
1144                                         win = 3;
1145                                         odds = 2;
1146                                         roll1 = randint1(6);
1147                                         roll2 = randint1(6);
1148                                         roll3 = roll1 +  roll2;
1149                                         choice = roll3;
1150                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1151                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1152                                         prt(tmp_str, 7, 5);
1153                                         if ((roll3 == 7) || (roll3 == 11))
1154                                                 win = TRUE;
1155                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1156                                                 win = FALSE;
1157                                         else
1158                                                 do
1159                                                 {
1160                                                         msg_print(_("なにかキーを押すともう一回振ります。", "Hit any key to roll again"));
1161
1162                                                         msg_print(NULL);
1163                                                         roll1 = randint1(6);
1164                                                         roll2 = randint1(6);
1165                                                         roll3 = roll1 +  roll2;
1166                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1167                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1168                                                         prt(tmp_str, 8, 5);
1169                                                         if (roll3 == choice)
1170                                                                 win = TRUE;
1171                                                         else if (roll3 == 7)
1172                                                                 win = FALSE;
1173                                                 } while ((win != TRUE) && (win != FALSE));
1174                                         break;
1175
1176                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1177                                         win = FALSE;
1178                                         odds = 9;
1179                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1180
1181                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1182                                         prt("--------------------------------", 8, 3);
1183                                         strcpy(out_val, "");
1184                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1185
1186                                         for (p = out_val; iswspace(*p); p++);
1187                                         choice = atol(p);
1188                                         if (choice < 0)
1189                                         {
1190                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1191                                                 choice = 0;
1192                                         }
1193                                         else if (choice > 9)
1194                                         {
1195                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1196                                                 choice = 9;
1197                                         }
1198                                         msg_print(NULL);
1199                                         roll1 = randint0(10);
1200                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1201                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1202                                         prt(tmp_str, 13, 3);
1203                                         prt("", 9, 0);
1204                                         prt("*", 9, (3 * roll1 + 5));
1205                                         if (roll1 == choice)
1206                                                 win = TRUE;
1207                                         break;
1208
1209                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1210                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1211                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1212                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1213                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1214                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1215                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1216                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1217                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1218                                         
1219                                         win = FALSE;
1220                                         roll1 = randint1(21);
1221                                         for (i=6;i>0;i--)
1222                                         {
1223                                                 if ((roll1-i) < 1)
1224                                                 {
1225                                                         roll1 = 7-i;
1226                                                         break;
1227                                                 }
1228                                                 roll1 -= i;
1229                                         }
1230                                         roll2 = randint1(21);
1231                                         for (i=6;i>0;i--)
1232                                         {
1233                                                 if ((roll2-i) < 1)
1234                                                 {
1235                                                         roll2 = 7-i;
1236                                                         break;
1237                                                 }
1238                                                 roll2 -= i;
1239                                         }
1240                                         choice = randint1(21);
1241                                         for (i=6;i>0;i--)
1242                                         {
1243                                                 if ((choice-i) < 1)
1244                                                 {
1245                                                         choice = 7-i;
1246                                                         break;
1247                                                 }
1248                                                 choice -= i;
1249                                         }
1250                                         put_str("/--------------------------\\", 7, 2);
1251                                         prt("\\--------------------------/", 17, 2);
1252                                         display_fruit(8,  3, roll1 - 1);
1253                                         display_fruit(8, 12, roll2 - 1);
1254                                         display_fruit(8, 21, choice - 1);
1255                                         if ((roll1 == roll2) && (roll2 == choice))
1256                                         {
1257                                                 win = TRUE;
1258                                                 switch(roll1)
1259                                                 {
1260                                                 case 1:
1261                                                         odds = 5;break;
1262                                                 case 2:
1263                                                         odds = 10;break;
1264                                                 case 3:
1265                                                         odds = 20;break;
1266                                                 case 4:
1267                                                         odds = 50;break;
1268                                                 case 5:
1269                                                         odds = 200;break;
1270                                                 case 6:
1271                                                         odds = 1000;break;
1272                                                 }
1273                                         }
1274                                         else if ((roll1 == 1) && (roll2 == 1))
1275                                         {
1276                                                 win = TRUE;
1277                                                 odds = 2;
1278                                         }
1279                                         break;
1280                                 case BACT_POKER:
1281                                         win = FALSE;
1282                                         odds = do_poker();
1283                                         if (odds) win = TRUE;
1284                                         break;
1285                                 }
1286
1287                                 if (win)
1288                                 {
1289                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1290
1291                                         p_ptr->au += odds * wager;
1292                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1293
1294                                         prt(tmp_str, 17, 37);
1295                                 }
1296                                 else
1297                                 {
1298                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1299                                         prt("", 17, 37);
1300                                 }
1301                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1302
1303                                 prt(tmp_str, 22, 2);
1304                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1305
1306                                 move_cursor(18, 52);
1307                                 again = inkey();
1308                                 prt("", 16, 37);
1309                                 prt("", 17, 37);
1310                                 prt("", 18, 37);
1311                                 if (wager > p_ptr->au)
1312                                 {
1313                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1314                                                                 "Hey! You don't have the gold - get out of here!"));
1315                                         msg_print(NULL);
1316
1317                                         /* Get out here */
1318                                         break;
1319                                 }
1320                         } while ((again == 'y') || (again == 'Y'));
1321
1322                         prt("", 18, 37);
1323                         if (p_ptr->au >= oldgold)
1324                         {
1325                                 msg_print(_("「今回は儲けたな!でも次はこっちが勝ってやるからな、絶対に!」",
1326                                                         "You came out a winner! We'll win next time, I'm sure."));
1327                                 chg_virtue(V_CHANCE, 3);
1328                         }
1329                         else
1330                         {
1331                                 msg_print(_("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」", "You lost gold! Haha, better head home."));
1332                                 chg_virtue(V_CHANCE, -3);
1333                         }
1334                 }
1335                 msg_print(NULL);
1336         }
1337         screen_load();
1338         return (TRUE);
1339 }
1340
1341 /*!
1342  * @brief モンスター闘技場に参加できるモンスターの判定
1343  * @param r_idx モンスターID
1344  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1345  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1346  * @return 参加できるか否か
1347  */
1348 static bool vault_aux_battle(MONRACE_IDX r_idx)
1349 {
1350         int i;
1351         HIT_POINT dam = 0;
1352
1353         monster_race *r_ptr = &r_info[r_idx];
1354
1355         /* Decline town monsters */
1356 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1357
1358         /* Decline unique monsters */
1359 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1360 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1361
1362         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1363         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1364         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1365         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1366         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1367
1368         for (i = 0; i < 4; i++)
1369         {
1370                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1371                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1372         }
1373         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1374
1375         return (TRUE);
1376 }
1377
1378 /*!
1379  * @brief モンスター闘技場に参加するモンスターをリセットする。
1380  * @return なし
1381  */
1382 void battle_monsters(void)
1383 {
1384         int total, i;
1385         int max_dl = 0;
1386         int mon_level;
1387         int power[4];
1388         bool tekitou;
1389         bool old_inside_battle = p_ptr->inside_battle;
1390
1391         for (i = 0; i < max_d_idx; i++)
1392                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1393
1394         mon_level = randint1(MIN(max_dl, 122))+5;
1395         if (randint0(100) < 60)
1396         {
1397                 i = randint1(MIN(max_dl, 122))+5;
1398                 mon_level = MAX(i, mon_level);
1399         }
1400         if (randint0(100) < 30)
1401         {
1402                 i = randint1(MIN(max_dl, 122))+5;
1403                 mon_level = MAX(i, mon_level);
1404         }
1405
1406         while (1)
1407         {
1408                 total = 0;
1409                 tekitou = FALSE;
1410                 for(i = 0; i < 4; i++)
1411                 {
1412                         MONRACE_IDX r_idx;
1413                         int j;
1414                         while (1)
1415                         {
1416                                 get_mon_num_prep(vault_aux_battle, NULL);
1417                                 p_ptr->inside_battle = TRUE;
1418                                 r_idx = get_mon_num(mon_level);
1419                                 p_ptr->inside_battle = old_inside_battle;
1420                                 if (!r_idx) continue;
1421
1422                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1423                                 {
1424                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1425                                 }
1426
1427                                 for (j = 0; j < i; j++)
1428                                         if(r_idx == battle_mon[j]) break;
1429                                 if (j<i) continue;
1430
1431                                 break;
1432                         }
1433                         battle_mon[i] = r_idx;
1434                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1435                 }
1436
1437                 for (i=0;i<4;i++)
1438                 {
1439                         monster_race *r_ptr = &r_info[battle_mon[i]];
1440                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1441
1442                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1443                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1444                         else
1445                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1446                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1447                         if (r_ptr->speed > 110)
1448                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1449                         if (r_ptr->speed < 110)
1450                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1451                         if (num_taisei > 2)
1452                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1453                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1454                                 power[i] = power[i] * 4 / 3;
1455                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1456                                 power[i] = power[i] * 4 / 3;
1457                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1458                                 power[i] = power[i] * 11 / 10;
1459                         if (r_ptr->flags1 & RF1_RAND_25)
1460                                 power[i] = power[i] * 9 / 10;
1461                         if (r_ptr->flags1 & RF1_RAND_50)
1462                                 power[i] = power[i] * 9 / 10;
1463                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1464                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1465
1466
1467                         total += power[i];
1468                 }
1469                 for (i=0;i<4;i++)
1470                 {
1471                         power[i] = total*60/power[i];
1472                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1473                         if ((power[i] < 160) && randint0(20)) break;
1474                         if (power[i] < 101) power[i] = 100 + randint1(5);
1475                         mon_odds[i] = power[i];
1476                 }
1477                 if (i == 4) break;
1478         }
1479 }
1480
1481 /*!
1482  * @brief モンスター闘技場のメインルーチン
1483  * @return 賭けを開始したか否か
1484  */
1485 static bool kakutoujou(void)
1486 {
1487         s32b maxbet;
1488         s32b wager;
1489         char out_val[160], tmp_str[80];
1490         cptr p;
1491
1492         if ((turn - old_battle) > TURNS_PER_TICK*250)
1493         {
1494                 battle_monsters();
1495                 old_battle = turn;
1496         }
1497
1498         screen_save();
1499
1500         /* No money */
1501         if (p_ptr->au < 1)
1502         {
1503                 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", "Hey! You don't have gold - get out of here!"));
1504                 msg_print(NULL);
1505                 screen_load();
1506                 return FALSE;
1507         }
1508         else
1509         {
1510                 int i;
1511
1512                 clear_bldg(4, 10);
1513
1514                 prt(_("モンスター                                                     倍率",
1515                           "Monsters                                                       Odds"), 4, 4);
1516                 for (i=0;i<4;i++)
1517                 {
1518                         char buf[80];
1519                         monster_race *r_ptr = &r_info[battle_mon[i]];
1520
1521                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1522                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1523                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1524                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1525                         prt(buf, 5+i, 1);
1526                 }
1527                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1528                 while(1)
1529                 {
1530                         i = inkey();
1531
1532                         if (i == ESCAPE)
1533                         {
1534                                 screen_load();
1535                                 return FALSE;
1536                         }
1537                         if (i >= '1' && i <= '4')
1538                         {
1539                                 sel_monster = i-'1';
1540                                 battle_odds = mon_odds[sel_monster];
1541                                 break;
1542                         }
1543                         else bell();
1544                 }
1545
1546                 clear_bldg(4,4);
1547                 for (i=0;i<4;i++)
1548                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1549
1550                 maxbet = p_ptr->lev * 200;
1551
1552                 /* We can't bet more than we have */
1553                 maxbet = MIN(maxbet, p_ptr->au);
1554
1555                 /* Get the wager */
1556                 strcpy(out_val, "");
1557                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1558                 /*
1559                  * Use get_string() because we may need more than
1560                  * the s16b value returned by get_quantity().
1561                  */
1562                 if (get_string(tmp_str, out_val, 32))
1563                 {
1564                         /* Strip spaces */
1565                         for (p = out_val; *p == ' '; p++);
1566
1567                         /* Get the wager */
1568                         wager = atol(p);
1569
1570                         if (wager > p_ptr->au)
1571                         {
1572                                 msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
1573
1574                                 msg_print(NULL);
1575                                 screen_load();
1576                                 return (FALSE);
1577                         }
1578                         else if (wager > maxbet)
1579                         {
1580                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。", "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1581
1582                                 wager = maxbet;
1583                         }
1584                         else if (wager < 1)
1585                         {
1586                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1587                                 wager = 1;
1588                         }
1589                         msg_print(NULL);
1590                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1591                         kakekin = wager;
1592                         p_ptr->au -= wager;
1593                         reset_tim_flags();
1594
1595                         /* Save the surface floor as saved floor */
1596                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1597
1598                         p_ptr->inside_battle = TRUE;
1599                         p_ptr->leaving = TRUE;
1600
1601                         leave_bldg = TRUE;
1602                         screen_load();
1603
1604                         return (TRUE);
1605                 }
1606         }
1607         screen_load();
1608
1609         return (FALSE);
1610 }
1611
1612 /*!
1613  * @brief 本日の賞金首情報を表示する。
1614  * @return なし
1615  */
1616 static void today_target(void)
1617 {
1618         char buf[160];
1619         monster_race *r_ptr = &r_info[today_mon];
1620
1621         clear_bldg(4,18);
1622         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1623         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1624         c_put_str(TERM_YELLOW, buf, 6, 10);
1625         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1626         prt(buf, 8, 10);
1627         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1628         prt(buf, 9, 10);
1629         p_ptr->today_mon = today_mon;
1630 }
1631
1632 /*!
1633  * @brief ツチノコの賞金首情報を表示する。
1634  * @return なし
1635  */
1636 static void tsuchinoko(void)
1637 {
1638         clear_bldg(4,18);
1639         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1640         c_put_str(TERM_YELLOW, _("ターゲット:幻の珍獣「ツチノコ」", "target: the rarest animal 'Tsuchinoko'"), 6, 10);
1641         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1642         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1643         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1644 }
1645
1646 /*!
1647  * @brief 通常の賞金首情報を表示する。
1648  * @return なし
1649  */
1650 static void shoukinkubi(void)
1651 {
1652         int i;
1653         TERM_LEN y = 0;
1654
1655         clear_bldg(4,18);
1656         prt(_("死体を持ち帰れば報酬を差し上げます。", "Offer a prize when you bring a wanted monster's corpse"),4 ,10);
1657         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1658
1659         for (i = 0; i < MAX_KUBI; i++)
1660         {
1661                 byte color;
1662                 cptr done_mark;
1663                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1664
1665                 if (kubi_r_idx[i] > 10000)
1666                 {
1667                         color = TERM_RED;
1668                         done_mark = _("(済)", "(done)");
1669                 }
1670                 else
1671                 {
1672                         color = TERM_WHITE;
1673                         done_mark = "";
1674                 }
1675
1676                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1677
1678                 y = (y+1) % 10;
1679                 if (!y && (i < MAX_KUBI -1))
1680                 {
1681                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1682                         (void)inkey();
1683                         prt("", 0, 0);
1684                         clear_bldg(7,18);
1685                 }
1686         }
1687 }
1688
1689
1690
1691 /*!
1692  * 賞金首の報酬テーブル / List of prize object
1693  */
1694 static struct {
1695         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1696         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1697 } prize_list[MAX_KUBI] = 
1698 {
1699         {TV_POTION, SV_POTION_CURING},
1700         {TV_POTION, SV_POTION_SPEED},
1701         {TV_POTION, SV_POTION_SPEED},
1702         {TV_POTION, SV_POTION_RESISTANCE},
1703         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1704
1705         {TV_POTION, SV_POTION_HEALING},
1706         {TV_POTION, SV_POTION_RESTORE_MANA},
1707         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1708         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1709         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1710
1711         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1712         {TV_POTION, SV_POTION_STAR_HEALING},
1713         {TV_POTION, SV_POTION_STAR_HEALING},
1714         {TV_POTION, SV_POTION_NEW_LIFE},
1715         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1716
1717         {TV_POTION, SV_POTION_LIFE},
1718         {TV_POTION, SV_POTION_LIFE},
1719         {TV_POTION, SV_POTION_AUGMENTATION},
1720         {TV_POTION, SV_POTION_INVULNERABILITY},
1721         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1722 };
1723
1724 /*!
1725  * @brief 賞金首の引き換え処理 / Get prize
1726  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1727  */
1728 static bool kankin(void)
1729 {
1730         INVENTORY_IDX i;
1731         int j;
1732         bool change = FALSE;
1733         char o_name[MAX_NLEN];
1734         object_type *o_ptr;
1735
1736         /* Loop for inventory and right/left arm */
1737         for (i = 0; i <= INVEN_LARM; i++)
1738         {
1739                 o_ptr = &inventory[i];
1740
1741                 /* Living Tsuchinoko worthes $1000000 */
1742                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1743                 {
1744                         char buf[MAX_NLEN+20];
1745                         object_desc(o_name, o_ptr, 0);
1746                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1747                         if (get_check(buf))
1748                         {
1749                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1750                                 p_ptr->au += 1000000L * o_ptr->number;
1751                                 p_ptr->redraw |= (PR_GOLD);
1752                                 inven_item_increase(i, -o_ptr->number);
1753                                 inven_item_describe(i);
1754                                 inven_item_optimize(i);
1755                         }
1756                         change = TRUE;
1757                 }
1758         }
1759
1760         for (i = 0; i < INVEN_PACK; i++)
1761         {
1762                 o_ptr = &inventory[i];
1763
1764                 /* Corpse of Tsuchinoko worthes $200000 */
1765                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1766                 {
1767                         char buf[MAX_NLEN+20];
1768                         object_desc(o_name, o_ptr, 0);
1769                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1770                         if (get_check(buf))
1771                         {
1772                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1773                                 p_ptr->au += 200000L * o_ptr->number;
1774                                 p_ptr->redraw |= (PR_GOLD);
1775                                 inven_item_increase(i, -o_ptr->number);
1776                                 inven_item_describe(i);
1777                                 inven_item_optimize(i);
1778                         }
1779                         change = TRUE;
1780                 }
1781         }
1782
1783         for (i = 0; i < INVEN_PACK; i++)
1784         {
1785                 o_ptr = &inventory[i];
1786
1787                 /* Bones of Tsuchinoko worthes $100000 */
1788                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1789                 {
1790                         char buf[MAX_NLEN+20];
1791                         object_desc(o_name, o_ptr, 0);
1792                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1793                         if (get_check(buf))
1794                         {
1795                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1796                                 p_ptr->au += 100000L * o_ptr->number;
1797                                 p_ptr->redraw |= (PR_GOLD);
1798                                 inven_item_increase(i, -o_ptr->number);
1799                                 inven_item_describe(i);
1800                                 inven_item_optimize(i);
1801                         }
1802                         change = TRUE;
1803                 }
1804         }
1805
1806         for (i = 0; i < INVEN_PACK; i++)
1807         {
1808                 o_ptr = &inventory[i];
1809                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1810                 {
1811                         char buf[MAX_NLEN+20];
1812                         object_desc(o_name, o_ptr, 0);
1813                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1814                         if (get_check(buf))
1815                         {
1816                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1817                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1818                                 p_ptr->redraw |= (PR_GOLD);
1819                                 inven_item_increase(i, -o_ptr->number);
1820                                 inven_item_describe(i);
1821                                 inven_item_optimize(i);
1822                         }
1823                         change = TRUE;
1824                 }
1825         }
1826
1827         for (i = 0; i < INVEN_PACK; i++)
1828         {
1829                 o_ptr = &inventory[i];
1830
1831                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1832                 {
1833                         char buf[MAX_NLEN+20];
1834                         object_desc(o_name, o_ptr, 0);
1835                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1836                         if (get_check(buf))
1837                         {
1838                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1839                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1840                                 p_ptr->redraw |= (PR_GOLD);
1841                                 inven_item_increase(i, -o_ptr->number);
1842                                 inven_item_describe(i);
1843                                 inven_item_optimize(i);
1844                         }
1845                         change = TRUE;
1846                 }
1847         }
1848
1849         for (j = 0; j < MAX_KUBI; j++)
1850         {
1851                 /* Need reverse order --- Positions will be changed in the loop */
1852                 for (i = INVEN_PACK-1; i >= 0; i--)
1853                 {
1854                         o_ptr = &inventory[i];
1855                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1856                         {
1857                                 char buf[MAX_NLEN+20];
1858                                 int num, k;
1859                                 INVENTORY_IDX item_new;
1860                                 object_type forge;
1861
1862                                 object_desc(o_name, o_ptr, 0);
1863                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1864                                 if (!get_check(buf)) continue;
1865
1866 #if 0 /* Obsoleted */
1867                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
1868                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1869                                 p_ptr->redraw |= (PR_GOLD);
1870                                 inven_item_increase(i, -o_ptr->number);
1871                                 inven_item_describe(i);
1872                                 inven_item_optimize(i);
1873                                 chg_virtue(V_JUSTICE, 5);
1874                                 kubi_r_idx[j] += 10000;
1875
1876                                 change = TRUE;
1877 #endif /* Obsoleted */
1878
1879                                 /* Hand it first */
1880                                 inven_item_increase(i, -o_ptr->number);
1881                                 inven_item_describe(i);
1882                                 inven_item_optimize(i);
1883
1884                                 chg_virtue(V_JUSTICE, 5);
1885                                 kubi_r_idx[j] += 10000;
1886
1887                                 /* Count number of unique corpses already handed */
1888                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1889                                 {
1890                                         if (kubi_r_idx[k] >= 10000) num++;
1891                                 }
1892                                 msg_format(_("これで合計 %d ポイント獲得しました。" ,"You earned %d point%s total."), num, (num > 1 ? "s" : ""));
1893
1894                                 /* Prepare to make a prize */
1895                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1896                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1897
1898                                 /* Identify it fully */
1899                                 object_aware(&forge);
1900                                 object_known(&forge);
1901
1902                                 /*
1903                                  * Hand it --- Assume there is an empty slot.
1904                                  * Since a corpse is handed at first,
1905                                  * there is at least one empty slot.
1906                                  */
1907                                 item_new = inven_carry(&forge);
1908
1909                                 object_desc(o_name, &forge, 0);
1910                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1911
1912                                 /* Auto-inscription */
1913                                 autopick_alter_item(item_new, FALSE);
1914                                 handle_stuff();
1915
1916                                 change = TRUE;
1917                         }
1918                 }
1919         }
1920
1921         if (!change)
1922         {
1923                 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."));
1924                 msg_print(NULL);
1925                 return FALSE;
1926         }
1927         return TRUE;
1928 }
1929
1930 /*!
1931  * @brief 悪夢の元凶となるモンスターかどうかを返す。
1932  * @param r_idx 判定対象となるモンスターのID
1933  * @return 悪夢の元凶となり得るか否か。
1934  */
1935 bool get_nightmare(MONRACE_IDX r_idx)
1936 {
1937         monster_race *r_ptr = &r_info[r_idx];
1938
1939         /* Require eldritch horrors */
1940         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
1941
1942         /* Require high level */
1943         if (r_ptr->level <= p_ptr->lev) return (FALSE);
1944
1945         /* Accept this monster */
1946         return (TRUE);
1947 }
1948
1949 /*!
1950  * @brief 宿屋の利用サブルーチン
1951  * @details inn commands\n
1952  * Note that resting for the night was a perfect way to avoid player\n
1953  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1954  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1955  * will not be that useful.  I will keep it in the hopes the player\n
1956  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1957  * Resting at night is also a quick way to restock stores -KMW-\n
1958  * @param cmd 宿屋の利用施設ID
1959  * @return 施設の利用が実際に行われたか否か。
1960  */
1961 static bool inn_comm(int cmd)
1962 {
1963         switch (cmd)
1964         {
1965                 case BACT_FOOD: /* Buy food & drink */
1966                         if (p_ptr->food >= PY_FOOD_FULL)
1967                         {
1968                                 msg_print(_("今は満腹だ。", "You are full now."));
1969                                 return FALSE;
1970                         }
1971                         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."));
1972                         (void)set_food(PY_FOOD_MAX - 1);
1973                         break;
1974
1975                 case BACT_REST: /* Rest for the night */
1976                         if ((p_ptr->poisoned) || (p_ptr->cut))
1977                         {
1978                                 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."));
1979                                 msg_print(NULL);
1980                                 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."));
1981                         }
1982                         else
1983                         {
1984                                 s32b oldturn = turn;
1985                                 int prev_day, prev_hour, prev_min;
1986
1987                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
1988                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
1989                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
1990                                 else
1991                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
1992                                 
1993                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1994                                 if (dungeon_turn < dungeon_turn_limit)
1995                                 {
1996                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1997                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
1998                                 }
1999
2000                                 prevent_turn_overflow();
2001
2002                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2003                                 p_ptr->chp = p_ptr->mhp;
2004
2005                                 if (ironman_nightmare)
2006                                 {
2007                                         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."));
2008
2009                                         /* Have some nightmares */
2010                                         while(1)
2011                                         {
2012                                                 sanity_blast(NULL, FALSE);
2013                                                 if (!one_in_(3)) break;
2014                                         }
2015
2016                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2017                                         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."));
2018                                 }
2019                                 else
2020                                 {
2021                                         set_blind(0);
2022                                         set_confused(0);
2023                                         p_ptr->stun = 0;
2024                                         p_ptr->chp = p_ptr->mhp;
2025                                         p_ptr->csp = p_ptr->msp;
2026                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2027                                         {
2028                                                 int i;
2029                                                 for (i = 0; i < 72; i++)
2030                                                 {
2031                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2032                                                 }
2033                                                 for (; i < 108; i++)
2034                                                 {
2035                                                         p_ptr->magic_num1[i] = 0;
2036                                                 }
2037                                         }
2038
2039                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2040                                         {
2041                                                 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."));
2042                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2043                                         }
2044                                         else
2045                                         {
2046                                                 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."));
2047                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2048                                         }
2049                                 }
2050                         }
2051                         break;
2052
2053                 case BACT_RUMORS: /* Listen for rumors */
2054                         {
2055                                 display_rumor(TRUE);
2056                                 break;
2057                         }
2058         }
2059
2060         return (TRUE);
2061 }
2062
2063
2064 /*!
2065  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2066  * @param questnum クエストのID
2067  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2068  * @return なし
2069  */
2070 static void get_questinfo(IDX questnum, bool do_init)
2071 {
2072         int     i;
2073         IDX     old_quest;
2074         char    tmp_str[80];
2075
2076         /* Clear the text */
2077         for (i = 0; i < 10; i++)
2078         {
2079                 quest_text[i][0] = '\0';
2080         }
2081
2082         quest_text_line = 0;
2083
2084         /* Set the quest number temporary */
2085         old_quest = p_ptr->inside_quest;
2086         p_ptr->inside_quest = questnum;
2087
2088         /* Get the quest text */
2089         init_flags = INIT_SHOW_TEXT;
2090         if (do_init) init_flags |= INIT_ASSIGN;
2091
2092         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2093
2094         /* Reset the old quest number */
2095         p_ptr->inside_quest = old_quest;
2096
2097         /* Print the quest info */
2098         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);
2099
2100         prt(tmp_str, 5, 0);
2101
2102         prt(quest[questnum].name, 7, 0);
2103
2104         for (i = 0; i < 10; i++)
2105         {
2106                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2107         }
2108 }
2109
2110 /*!
2111  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2112  * @return なし
2113  */
2114 static void castle_quest(void)
2115 {
2116         IDX q_index = 0;
2117         monster_race    *r_ptr;
2118         quest_type      *q_ptr;
2119         cptr            name;
2120
2121
2122         clear_bldg(4, 18);
2123
2124         /* Current quest of the building */
2125         q_index = cave[p_ptr->y][p_ptr->x].special;
2126
2127         /* Is there a quest available at the building? */
2128         if (!q_index)
2129         {
2130                 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);
2131                 return;
2132         }
2133
2134         q_ptr = &quest[q_index];
2135
2136         /* Quest is completed */
2137         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2138         {
2139                 /* Rewarded quest */
2140                 q_ptr->status = QUEST_STATUS_REWARDED;
2141
2142                 get_questinfo(q_index, FALSE);
2143
2144                 reinit_wilderness = TRUE;
2145         }
2146         /* Failed quest */
2147         else if (q_ptr->status == QUEST_STATUS_FAILED)
2148         {
2149                 get_questinfo(q_index, FALSE);
2150
2151                 /* Mark quest as done (but failed) */
2152                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2153
2154                 reinit_wilderness = TRUE;
2155         }
2156         /* Quest is still unfinished */
2157         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2158         {
2159                 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);
2160                 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);
2161                 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);
2162         }
2163         /* No quest yet */
2164         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2165         {
2166                 q_ptr->status = QUEST_STATUS_TAKEN;
2167
2168                 reinit_wilderness = TRUE;
2169
2170                 /* Assign a new quest */
2171                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2172                 {
2173                         if (q_ptr->r_idx == 0)
2174                         {
2175                                 /* Random monster at least 5 - 10 levels out of deep */
2176                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2177                         }
2178
2179                         r_ptr = &r_info[q_ptr->r_idx];
2180
2181                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2182                         {
2183                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2184                                 r_ptr = &r_info[q_ptr->r_idx];
2185                         }
2186
2187                         if (q_ptr->max_num == 0)
2188                         {
2189                                 /* Random monster number */
2190                                 if (randint1(10) > 7)
2191                                         q_ptr->max_num = 1;
2192                                 else
2193                                         q_ptr->max_num = randint1(3) + 1;
2194                         }
2195
2196                         q_ptr->cur_num = 0;
2197                         name = (r_name + r_ptr->name);
2198                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2199                 }
2200                 else
2201                 {
2202                         get_questinfo(q_index, TRUE);
2203                 }
2204         }
2205 }
2206
2207
2208 /*!
2209  * @brief 町に関するヘルプを表示する / Display town history
2210  * @return なし
2211  */
2212 static void town_history(void)
2213 {
2214         screen_save();
2215
2216         /* Peruse the building help file */
2217         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2218         screen_load();
2219 }
2220
2221 /*!
2222  * @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
2223  * @param plus_ammo 矢弾のダメージ修正
2224  * @param plus_bow 弓のダメージ修正
2225  * @return ダメージ期待値
2226  * @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。
2227  */
2228 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2229 {
2230         HIT_POINT i;
2231         object_type *j_ptr =  &inventory[INVEN_BOW];
2232         
2233         /* Extract "shot" power */
2234         i = p_ptr->to_h_b + plus_ammo;
2235         
2236         if (p_ptr->tval_ammo == TV_BOLT)
2237                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2238         else
2239                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2240
2241         /* Snipers can shot more critically with crossbows */
2242         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2243         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2244         
2245         /* Good bow makes more critical */
2246         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2247         
2248         if (i < 0) i = 0;
2249         
2250         return i;
2251 }
2252
2253 /*!
2254  * @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
2255  * @param weight 武器の重量
2256  * @param plus_ammo 矢弾のダメージ修正
2257  * @param plus_bow 弓のダメージ修正
2258  * @param dam 基本ダメージ量
2259  * @return ダメージ期待値
2260  */
2261 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow,  HIT_POINT dam)
2262 {
2263         u32b num;
2264         int i, k, crit;
2265         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2266         
2267         k = 0;
2268         num = 0;
2269         
2270         crit = MIN(500, 900/weight);
2271         num += dam * 3 /2 * crit;
2272         k = crit;
2273         
2274         crit = MIN(500, 1350/weight);
2275         crit -= k;
2276         num += dam * 2 * crit;
2277         k += crit;
2278         
2279         if(k < 500)
2280         {
2281                 crit = 500 - k;
2282                 num += dam * 3 * crit;
2283         }
2284         
2285         num /= 500;
2286         
2287         num *= i;
2288         num += (10000 - i) * dam;
2289         num /= 10000;
2290         
2291         return num;
2292 }
2293
2294 /*!
2295  * @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
2296  * @param weight 武器の重量
2297  * @param plus 武器のダメージ修正
2298  * @param dam 基本ダメージ
2299  * @param meichuu 命中値
2300  * @param dokubari 毒針処理か否か
2301  * @return ダメージ期待値
2302  */
2303 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2304 {
2305         u32b k, num;
2306         int i;
2307         
2308         if(dokubari) return dam;
2309         
2310         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2311         if (i < 0) i = 0;
2312         
2313         k = weight;
2314         num = 0;
2315         
2316         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2317         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2318         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2319         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2320         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2321         
2322         num /= 650;
2323         if(p_ptr->pclass == CLASS_NINJA)
2324         {
2325                 num *= i;
2326                 num += (4444 - i) * dam;
2327                 num /= 4444;
2328         }
2329         else
2330         {
2331                 num *= i;
2332                 num += (5000 - i) * dam;
2333                 num /= 5000;
2334         }
2335         
2336         return num;
2337 }
2338
2339 /*!
2340  * @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
2341  * @param dam 基本ダメージ
2342  * @param mult スレイ倍率(掛け算部分)
2343  * @param div スレイ倍率(割り算部分)
2344  * @param force 理力特別計算フラグ
2345  * @return ダメージ期待値
2346  */
2347 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2348 {
2349         int tmp;
2350         if(force)
2351         {
2352                 tmp = dam * 60;
2353                 tmp *= mult * 3;
2354                 tmp /= div * 2;
2355                 tmp += dam * 60 * 2;
2356                 tmp /= 60;
2357         }
2358         else
2359         {
2360                 tmp = dam * 60;
2361                 tmp *= mult; 
2362                 tmp /= div;
2363                 tmp /= 60;
2364         }
2365         return tmp;
2366 }
2367
2368 /*!
2369  * @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)
2370  * @param dam 基本ダメージ
2371  * @param mult スレイ倍率(掛け算部分)
2372  * @param div スレイ倍率(割り算部分)
2373  * @param force 理力特別計算フラグ
2374  * @param weight 重量
2375  * @param plus 武器ダメージ修正
2376  * @param meichuu 命中値
2377  * @param dokubari 毒針処理か否か
2378  * @param vorpal_mult 切れ味倍率(掛け算部分)
2379  * @param vorpal_div 切れ味倍率(割り算部分)
2380  * @return ダメージ期待値
2381  */
2382 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)
2383 {
2384         dam = calc_slaydam(dam, mult, div, force);
2385         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2386         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2387         return dam;
2388 }
2389
2390
2391 /*!
2392  * @brief 武器の各条件毎のダメージ期待値を表示する。
2393  * @param r 表示行
2394  * @param c 表示列
2395  * @param mindice ダイス部分最小値
2396  * @param maxdice ダイス部分最大値
2397  * @param blows 攻撃回数
2398  * @param dam_bonus ダメージ修正値
2399  * @param attr 条件内容
2400  * @param color 条件内容の表示色
2401  * @details
2402  * Display the damage figure of an object\n
2403  * (used by compare_weapon_aux)\n
2404  * \n
2405  * Only accurate for the current weapon, because it includes\n
2406  * the current +dam of the player.\n
2407  * @return なし
2408  */
2409 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2410 {
2411         char tmp_str[80];
2412         int mindam, maxdam;
2413         
2414         mindam = blows * (mindice + dam_bonus);
2415         maxdam = blows * (maxdice + dam_bonus);
2416
2417         /* Print the intro text */
2418         c_put_str(color, attr, r, c);
2419
2420         /* Calculate the min and max damage figures */
2421         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2422         
2423         /* Print the damage */
2424         put_str(tmp_str, r, c + 8);
2425 }
2426
2427
2428 /*!
2429  * @brief 武器一つ毎のダメージ情報を表示する。
2430  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2431  * @param col 表示する行の上端
2432  * @param r 表示する列の左端
2433  * @details
2434  * Show the damage figures for the various monster types\n
2435  * \n
2436  * Only accurate for the current weapon, because it includes\n
2437  * the current number of blows for the player.\n
2438  * @return なし
2439  */
2440 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2441 {
2442         BIT_FLAGS flgs[TR_FLAG_SIZE];
2443         int blow = p_ptr->num_blow[0];
2444         bool force = FALSE;
2445         bool dokubari = FALSE;
2446         
2447         /* Effective dices */
2448         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2449         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2450         
2451         int mindice = eff_dd;
2452         int maxdice = eff_ds * eff_dd;
2453         int mindam = 0;
2454         int maxdam = 0;
2455         int vorpal_mult = 1;
2456         int vorpal_div = 1;
2457         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2458         
2459
2460         /* Get the flags of the weapon */
2461         object_flags(o_ptr, flgs);
2462         
2463         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2464         
2465         
2466         /* Show Critical Damage*/
2467         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2468         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2469         
2470         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2471
2472         
2473         /* Vorpal Hit*/
2474         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2475         {
2476                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2477                 {
2478                         vorpal_mult = 5;
2479                         vorpal_div = 3;
2480                 }
2481                 else
2482                 {
2483                         vorpal_mult = 11;
2484                         vorpal_div = 9;
2485                 }
2486                 
2487                 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);
2488                 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);         
2489                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2490         }       
2491         
2492         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2493         {
2494                 force = TRUE;
2495                 
2496                 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);
2497                 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);
2498                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2499         }
2500                 
2501         /* Print the relevant lines */
2502         if (have_flag(flgs, TR_KILL_ANIMAL))
2503         {
2504                 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);
2505                 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);         
2506                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2507         }
2508         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2509         {
2510                 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);
2511                 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);
2512                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2513         }
2514         if (have_flag(flgs, TR_KILL_EVIL))
2515         {       
2516                 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);
2517                 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);
2518                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2519         }
2520         else if (have_flag(flgs, TR_SLAY_EVIL))
2521         {       
2522                 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);
2523                 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);         
2524                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2525         }
2526         if (have_flag(flgs, TR_KILL_HUMAN))
2527         {       
2528                 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);
2529                 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);
2530                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2531         }
2532         else if (have_flag(flgs, TR_SLAY_HUMAN))
2533         {       
2534                 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);
2535                 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);
2536                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2537         }
2538         if (have_flag(flgs, TR_KILL_UNDEAD))
2539         {
2540                 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);
2541                 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);
2542                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2543         }
2544         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2545         {
2546                 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);
2547                 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);
2548                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2549         }
2550         if (have_flag(flgs, TR_KILL_DEMON))
2551         {       
2552                 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);
2553                 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);
2554                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2555         }
2556         else if (have_flag(flgs, TR_SLAY_DEMON))
2557         {       
2558                 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);
2559                 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);
2560                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2561         }
2562         if (have_flag(flgs, TR_KILL_ORC))
2563         {
2564                 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);
2565                 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);
2566                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2567         }
2568         else if (have_flag(flgs, TR_SLAY_ORC))
2569         {
2570                 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);
2571                 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);
2572                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2573         }
2574         if (have_flag(flgs, TR_KILL_TROLL))
2575         {
2576                 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);
2577                 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);
2578                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2579         }
2580         else if (have_flag(flgs, TR_SLAY_TROLL))
2581         {
2582                 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);
2583                 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);
2584                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2585         }
2586         if (have_flag(flgs, TR_KILL_GIANT))
2587         {
2588                 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);
2589                 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);
2590                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2591         }
2592         else if (have_flag(flgs, TR_SLAY_GIANT))
2593         {
2594                 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);
2595                 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);
2596                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2597         }
2598         if (have_flag(flgs, TR_KILL_DRAGON))
2599         {
2600                 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);
2601                 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);
2602                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2603         }
2604         else if (have_flag(flgs, TR_SLAY_DRAGON))
2605         {               
2606                 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);
2607                 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);
2608                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2609         }
2610         if (have_flag(flgs, TR_BRAND_ACID))
2611         {
2612                 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);
2613                 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);
2614                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2615         }
2616         if (have_flag(flgs, TR_BRAND_ELEC))
2617         {
2618                 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);
2619                 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);
2620                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2621         }
2622         if (have_flag(flgs, TR_BRAND_FIRE))
2623         {
2624                 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);
2625                 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);
2626                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2627         }
2628         if (have_flag(flgs, TR_BRAND_COLD))
2629         {
2630                 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);
2631                 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);
2632                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2633         }
2634         if (have_flag(flgs, TR_BRAND_POIS))
2635         {
2636                 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);
2637                 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);
2638                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2639         }
2640 }
2641
2642 /*!
2643  * @brief モンスターへの命中率の計算
2644  * @param to_h 命中値
2645  * @param ac 敵AC
2646  * @return 命中確率
2647  */
2648 static PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
2649 {
2650         PERCENTAGE chance = 0;
2651         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2652
2653         if (meichuu <= 0) return 5;
2654
2655         chance = 100 - ((ac * 75) / meichuu);
2656
2657         if (chance > 95) chance = 95;
2658         if (chance < 5) chance = 5;
2659         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2660                 chance = (chance * 19 + 9) / 20;
2661         return chance;
2662 }
2663
2664 /*!
2665  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2666  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2667  * @param row 表示する列の左端
2668  * @param col 表示する行の上端
2669  * @details
2670  * Displays all info about a weapon
2671  *
2672  * Only accurate for the current weapon, because it includes
2673  * various info about the player's +to_dam and number of blows.
2674  * @return なし
2675  */
2676 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2677 {
2678         char o_name[MAX_NLEN];
2679         char tmp_str[80];
2680
2681         /* Effective dices */
2682         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2683         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2684
2685         /* Print the weapon name */
2686         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2687         c_put_str(TERM_YELLOW, o_name, row, col);
2688
2689         /* Print the player's number of blows */
2690         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2691         put_str(tmp_str, row+1, col);
2692
2693         /* Print to_hit and to_dam of the weapon */
2694         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2695         put_str(tmp_str, row+2, col);
2696
2697         /* Print the weapons base damage dice */
2698         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2699                                 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2700                                 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2701         put_str(tmp_str, row+3, col);
2702         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2703
2704         /* Damage for one blow (if it hits) */
2705         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2706             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2707                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2708         put_str(tmp_str, row+6, col+1);
2709
2710         /* Damage for the complete attack (if all blows hit) */
2711         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2712                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2713                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2714         put_str(tmp_str, row+7, col+1);
2715 }
2716
2717 /*!
2718  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2719  * @details 
2720  * Copies the weapons to compare into the weapon-slot and\n
2721  * compares the values for both weapons.\n
2722  * 武器1つだけで比較をしないなら費用は半額になる。
2723  * @param bcost 基本鑑定費用
2724  * @return 最終的にかかった費用
2725  */
2726 static PRICE compare_weapons(PRICE bcost)
2727 {
2728         int i, n;
2729         OBJECT_IDX item, item2;
2730         object_type *o_ptr[2];
2731         object_type orig_weapon;
2732         object_type *i_ptr;
2733         cptr q, s;
2734         TERM_LEN row = 2;
2735         TERM_LEN wid = 38, mgn = 2;
2736         bool old_character_xtra = character_xtra;
2737         char ch;
2738         PRICE total = 0;
2739         PRICE cost = 0; /* First time no price */
2740
2741         /* Save the screen */
2742         screen_save();
2743
2744         /* Clear the screen */
2745         clear_bldg(0, 22);
2746
2747         /* Store copy of original wielded weapon */
2748         i_ptr = &inventory[INVEN_RARM];
2749         object_copy(&orig_weapon, i_ptr);
2750
2751         /* Only compare melee weapons */
2752         item_tester_no_ryoute = TRUE;
2753         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2754
2755         /* Get the first weapon */
2756         q = _("第一の武器は?", "What is your first weapon? ");
2757         s = _("比べるものがありません。", "You have nothing to compare.");
2758
2759         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2760         {
2761                 screen_load();
2762                 return (0);
2763         }
2764
2765         /* Get the item (in the pack) */
2766         o_ptr[0] = &inventory[item];
2767         n = 1;
2768         total = bcost;
2769
2770         while (TRUE)
2771         {
2772                 /* Clear the screen */
2773                 clear_bldg(0, 22);
2774
2775                 /* Only compare melee weapons */
2776                 item_tester_no_ryoute = TRUE;
2777                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2778
2779                 /* Hack -- prevent "icky" message */
2780                 character_xtra = TRUE;
2781
2782                 /* Diaplay selected weapon's infomation */
2783                 for (i = 0; i < n; i++)
2784                 {
2785                         int col = (wid * i + mgn);
2786
2787                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2788                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2789
2790                         p_ptr->update |= PU_BONUS;
2791                         handle_stuff();
2792
2793                         /* List the new values */
2794                         list_weapon(o_ptr[i], row, col);
2795                         compare_weapon_aux(o_ptr[i], col, row + 8);
2796
2797                         /* Copy back the original weapon into the weapon slot */
2798                         object_copy(i_ptr, &orig_weapon);
2799                 }
2800
2801                 /* Reset the values for the old weapon */
2802                 p_ptr->update |= PU_BONUS;
2803                 handle_stuff();
2804
2805                 character_xtra = old_character_xtra;
2806
2807 #ifdef JP
2808                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2809                 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);
2810                 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);
2811 #else
2812                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2813                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2814                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2815 #endif
2816
2817                 flush();
2818                 ch = inkey();
2819
2820                 if (ch == 's')
2821                 {
2822                         if (total + cost > p_ptr->au)
2823                         {
2824                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2825                                 msg_print(NULL);
2826                                 continue;
2827                         }
2828
2829                         q = _("第二の武器は?", "What is your second weapon? ");
2830                         s = _("比べるものがありません。", "You have nothing to compare.");
2831
2832                         /* Get the second weapon */
2833                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2834
2835                         total += cost;
2836                         cost = bcost / 2;
2837
2838                         /* Get the item (in the pack) */
2839                         o_ptr[1] = &inventory[item2];
2840                         n = 2;
2841                 }
2842                 else
2843                 {
2844                         break;
2845                 }
2846         }
2847
2848         /* Restore the screen */
2849         screen_load();
2850
2851         return (total);
2852 }
2853
2854
2855 /*!
2856  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2857  * @details 
2858  * Calculate and display the dodge-rate and the protection-rate
2859  * based on AC
2860  * @param iAC プレイヤーのAC。
2861  * @return 常にTRUEを返す。
2862  */
2863 static bool eval_ac(ARMOUR_CLASS iAC)
2864 {
2865 #ifdef JP
2866         const char memo[] =
2867                 "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"
2868                 "何パーセント軽減するかを示します。\n"
2869                 "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"
2870                 "に対してのみ効果があります。\n \n"
2871                 "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"
2872                 "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"
2873                 "敵のレベルとあなたのACによって決定されます。\n \n"
2874                 "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"
2875                 "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";
2876 #else
2877         const char memo[] =
2878                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2879                 "Note that the Protection rate is effective only against normal "
2880                 "'attack' and 'shatter' type melee attacks, "
2881                 "and has no effect against any other types such as 'poison'.\n \n"
2882                 "'Dodge Rate' indicates the success rate on dodging the "
2883                 "monster's melee attacks.  "
2884                 "It is depend on the level of the monster and your AC.\n \n"
2885                 "'Average Damage' indicates the expected amount of damage "
2886                 "when you are attacked by normal melee attacks with power=100.";
2887 #endif
2888
2889         int protection;
2890         TERM_LEN col, row = 2;
2891         DEPTH lvl;
2892         char buf[80*20], *t;
2893
2894         /* AC lower than zero has no effect */
2895         if (iAC < 0) iAC = 0;
2896
2897         /* ダメージ軽減率を計算 */
2898         protection = 100 * MIN(iAC, 150) / 250;
2899
2900         screen_save();
2901         clear_bldg(0, 22);
2902
2903 #ifdef JP
2904         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2905         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
2906         row++;
2907
2908         put_str("敵のレベル      :", row + 0, 0);
2909         put_str("回避率          :", row + 1, 0);
2910         put_str("ダメージ期待値  :", row + 2, 0);
2911 #else
2912         put_str(format("Your current AC : %3d", iAC), row++, 0);
2913         put_str(format("Protection rate : %3d%%", protection), row++, 0);
2914         row++;
2915
2916         put_str("Level of Monster:", row + 0, 0);
2917         put_str("Dodge Rate      :", row + 1, 0);
2918         put_str("Average Damage  :", row + 2, 0);
2919 #endif
2920     
2921         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2922         {
2923                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2924                 int dodge;   /* 回避率(%) */
2925                 int average; /* ダメージ期待値 */
2926
2927                 put_str(format("%3d", lvl), row + 0, col);
2928
2929                 /* 回避率を計算 */
2930                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2931                 put_str(format("%3d%%", dodge), row + 1, col);
2932
2933                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2934                 average = (100 - dodge) * (100 - protection) / 100;
2935                 put_str(format("%3d", average), row + 2, col);
2936         }
2937
2938         /* Display note */
2939         roff_to_buf(memo, 70, buf, sizeof(buf));
2940         for (t = buf; t[0]; t += strlen(t) + 1)
2941                 put_str(t, (row++) + 4, 4);
2942
2943         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);
2944   
2945         flush();
2946         (void)inkey();
2947         screen_load();
2948
2949         return (TRUE);
2950 }
2951
2952
2953
2954 /*!
2955  * @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。
2956  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2957  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2958  * @return 修復対象になるならTRUEを返す。
2959  */
2960 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2961 {
2962         int i, n = 0;
2963         int cand[TR_FLAG_MAX];
2964         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2965         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2966
2967         object_flags(to_ptr, to_flgs);
2968         object_flags(from_ptr, from_flgs);
2969
2970         for (i = 0; i < TR_FLAG_MAX; i++)
2971         {
2972                 switch (i)
2973                 {
2974                 case TR_IGNORE_ACID:
2975                 case TR_IGNORE_ELEC:
2976                 case TR_IGNORE_FIRE:
2977                 case TR_IGNORE_COLD:
2978                 case TR_ACTIVATE:
2979                 case TR_RIDING:
2980                 case TR_THROW:
2981                 case TR_SHOW_MODS:
2982                 case TR_HIDE_TYPE:
2983                 case TR_ES_ATTACK:
2984                 case TR_ES_AC:
2985                 case TR_FULL_NAME:
2986                 case TR_FIXED_FLAVOR:
2987                         break;
2988                 default:
2989                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2990                         {
2991                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2992                         }
2993                 }
2994         }
2995
2996         if (n > 0)
2997         {
2998                 int bmax;
2999                 int tr_idx = cand[randint0(n)];
3000                 add_flag(to_ptr->art_flags, tr_idx);
3001                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3002                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3003                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3004                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3005         }
3006
3007         return;
3008 }
3009
3010 /*!
3011  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3012  * @param bcost 基本修復費用
3013  * @return 実際にかかった費用
3014  */
3015 static PRICE repair_broken_weapon_aux(PRICE bcost)
3016 {
3017         PRICE cost;
3018         OBJECT_IDX item, mater;
3019         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3020         object_kind *k_ptr;
3021         int i, dd_bonus, ds_bonus;
3022         KIND_OBJECT_IDX k_idx;
3023         char basenm[MAX_NLEN];
3024         cptr q, s; /* For get_item prompt */
3025         int row = 7;
3026
3027         /* Clear screen */
3028         clear_bldg(0, 22);
3029
3030         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);
3031         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);
3032
3033         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3034         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3035
3036         /* Only forge broken weapons */
3037         item_tester_hook = item_tester_hook_broken_weapon;
3038
3039         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3040
3041         /* Get the item (in the pack) */
3042         o_ptr = &inventory[item];
3043
3044         /* It is worthless */
3045         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3046         {
3047                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3048                 return (0);
3049         }
3050
3051         /* They are too many */
3052         if (o_ptr->number > 1)
3053         {
3054                 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!"));
3055                 return (0);
3056         }
3057
3058         /* Display item name */
3059         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3060         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3061
3062         q = _("材料となる武器は?", "Which weapon for material? ");
3063         s = _("材料となる武器がありません。", "You have no material to repair.");
3064
3065         /* Only forge broken weapons */
3066         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
3067
3068         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3069         if (mater == item)
3070         {
3071                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3072                 return (0);
3073         }
3074
3075         /* Get the item (in the pack) */
3076         mo_ptr = &inventory[mater];
3077
3078         /* Display item name */
3079         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3080         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3081
3082         /* Get the value of one of the items (except curses) */
3083         cost = bcost + object_value_real(o_ptr) * 2;
3084
3085         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);
3086
3087         /* Check if the player has enough money */
3088         if (p_ptr->au < cost)
3089         {
3090                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3091                 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);
3092                 msg_print(NULL);
3093                 return (0);
3094         }
3095
3096         if (o_ptr->sval == SV_BROKEN_DAGGER)
3097         {
3098                 IDX j;
3099                 int n = 1;
3100
3101                 /* Suppress compiler warning */
3102                 k_idx = 0;
3103
3104                 for (j = 1; j < max_k_idx; j++)
3105                 {
3106                         object_kind *k_aux_ptr = &k_info[j];
3107
3108                         if (k_aux_ptr->tval != TV_SWORD) continue;
3109                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3110                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3111                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3112                         if (k_aux_ptr->weight > 99) continue;
3113
3114                         if (one_in_(n)) 
3115                         {
3116                                 k_idx = j;
3117                                 n++;
3118                         }
3119                 }
3120         }
3121         else /* TV_BROKEN_SWORD */
3122         {
3123                 /* Repair to a sword or sometimes material's type weapon */
3124                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3125
3126                 while(1)
3127                 {
3128                         object_kind *ck_ptr;
3129
3130                         k_idx = lookup_kind(tval, SV_ANY);
3131                         ck_ptr = &k_info[k_idx];
3132
3133                         if (tval == TV_SWORD)
3134                         {
3135                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3136                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3137                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3138                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3139                         }
3140                         if (tval == TV_POLEARM)
3141                         {
3142                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3143                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3144                         }
3145                         if (tval == TV_HAFTED)
3146                         {
3147                                 if ((ck_ptr->sval == SV_GROND) ||
3148                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3149                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3150                         }
3151
3152                         break;
3153                 }
3154         }
3155
3156         /* Calculate dice bonuses */
3157         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3158         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3159         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3160         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3161
3162         /* Change base object */
3163         k_ptr = &k_info[k_idx];
3164         o_ptr->k_idx = k_idx;
3165         o_ptr->weight = k_ptr->weight;
3166         o_ptr->tval = k_ptr->tval;
3167         o_ptr->sval = k_ptr->sval;
3168         o_ptr->dd = k_ptr->dd;
3169         o_ptr->ds = k_ptr->ds;
3170
3171         /* Copy base object's ability */
3172         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3173         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3174         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3175
3176         /* Dice up */
3177         if (dd_bonus > 0)
3178         {
3179                 o_ptr->dd++;
3180                 for (i = 1; i < dd_bonus; i++)
3181                 {
3182                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3183                 }
3184         }
3185         if (ds_bonus > 0)
3186         {
3187                 o_ptr->ds++;
3188                 for (i = 1; i < ds_bonus; i++)
3189                 {
3190                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3191                 }
3192         }
3193
3194         /* */
3195         if (have_flag(k_ptr->flags, TR_BLOWS))
3196         {
3197                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3198                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3199         }
3200
3201         /* Add one random ability from material weapon */
3202         give_one_ability_of_object(o_ptr, mo_ptr);
3203
3204         /* Add to-dam, to-hit and to-ac from material weapon */
3205         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3206         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3207         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3208
3209         if ((o_ptr->name1 == ART_NARSIL) ||
3210                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3211                 (object_is_ego(o_ptr) && one_in_(7)))
3212         {
3213                 /* Forge it */
3214                 if (object_is_ego(o_ptr))
3215                 {
3216                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3217                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3218                 }
3219
3220                 /* Add one random ability from material weapon */
3221                 give_one_ability_of_object(o_ptr, mo_ptr);
3222
3223                 /* Add one random activation */
3224                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3225
3226                 /* Narsil */
3227                 if (o_ptr->name1 == ART_NARSIL)
3228                 {
3229                         one_high_resistance(o_ptr);
3230                         one_ability(o_ptr);
3231                 }
3232
3233                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3234         }
3235
3236         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3237 #ifdef JP
3238         msg_format("$%dで%sに修復しました。", cost, basenm);
3239 #else
3240         msg_format("Repaired into %s for %d gold.", basenm, cost);
3241 #endif
3242         msg_print(NULL);
3243
3244         /* Remove BROKEN flag */
3245         o_ptr->ident &= ~(IDENT_BROKEN);
3246
3247         /* Add repaired flag */
3248         o_ptr->discount = 99;
3249
3250         /* Decrease material object */
3251         inven_item_increase(mater, -1);
3252         inven_item_optimize(mater);
3253
3254         /* Copyback */
3255         p_ptr->update |= PU_BONUS;
3256         handle_stuff();
3257
3258         /* Something happened */
3259         return (cost);
3260 }
3261
3262 /*!
3263  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3264  * @param bcost 基本鑑定費用
3265  * @return 実際にかかった費用
3266  */
3267 static int repair_broken_weapon(PRICE bcost)
3268 {
3269         PRICE cost;
3270         screen_save();
3271         cost = repair_broken_weapon_aux(bcost);
3272         screen_load();
3273         return cost;
3274 }
3275
3276
3277 /*!
3278  * @brief アイテムの強化を行う。 / Enchant item
3279  * @param cost 1回毎の費用
3280  * @param to_hit 命中をアップさせる量
3281  * @param to_dam ダメージをアップさせる量
3282  * @param to_ac ACをアップさせる量
3283  * @return 実際に行ったらTRUE
3284  */
3285 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3286 {
3287         int         i;
3288         OBJECT_IDX  item;
3289         bool        okay = FALSE;
3290         object_type *o_ptr;
3291         cptr        q, s;
3292         int         maxenchant = (p_ptr->lev / 5);
3293         char        tmp_str[MAX_NLEN];
3294
3295         clear_bldg(4, 18);
3296 #ifdef JP
3297         prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3298         prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3299 #else
3300         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3301         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3302 #endif
3303
3304         item_tester_no_ryoute = TRUE;
3305
3306         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3307         s = _("改良できるものがありません。", "You have nothing to improve.");
3308
3309         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3310
3311         /* Get the item (in the pack) */
3312         o_ptr = &inventory[item];
3313
3314         /* Check if the player has enough money */
3315         if (p_ptr->au < (cost * o_ptr->number))
3316         {
3317                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3318                 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);
3319                 return (FALSE);
3320         }
3321
3322         /* Enchant to hit */
3323         for (i = 0; i < to_hit; i++)
3324         {
3325                 if (o_ptr->to_h < maxenchant)
3326                 {
3327                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3328                         {
3329                                 okay = TRUE;
3330                                 break;
3331                         }
3332                 }
3333         }
3334
3335         /* Enchant to damage */
3336         for (i = 0; i < to_dam; i++)
3337         {
3338                 if (o_ptr->to_d < maxenchant)
3339                 {
3340                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3341                         {
3342                                 okay = TRUE;
3343                                 break;
3344                         }
3345                 }
3346         }
3347
3348         /* Enchant to AC */
3349         for (i = 0; i < to_ac; i++)
3350         {
3351                 if (o_ptr->to_a < maxenchant)
3352                 {
3353                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3354                         {
3355                                 okay = TRUE;
3356                                 break;
3357                         }
3358                 }
3359         }
3360
3361         /* Failure */
3362         if (!okay)
3363         {
3364                 if (flush_failure) flush();
3365                 msg_print(_("改良に失敗した。", "The improvement failed."));
3366                 return (FALSE);
3367         }
3368         else
3369         {
3370                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3371 #ifdef JP
3372                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3373 #else
3374                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3375 #endif
3376
3377                 /* Charge the money */
3378                 p_ptr->au -= (cost * o_ptr->number);
3379
3380                 if (item >= INVEN_RARM) calc_android_exp();
3381
3382                 /* Something happened */
3383                 return (TRUE);
3384         }
3385 }
3386
3387
3388 /*!
3389  * @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
3390  * @details
3391  * The player can select the number of charges to add\n
3392  * (up to a limit), and the recharge never fails.\n
3393  *\n
3394  * The cost for rods depends on the level of the rod. The prices\n
3395  * for recharging wands and staves are dependent on the cost of\n
3396  * the base-item.\n
3397  * @return なし
3398  */
3399 static void building_recharge(void)
3400 {
3401         OBJECT_IDX  item;
3402         DEPTH       lev;
3403         object_type *o_ptr;
3404         object_kind *k_ptr;
3405         cptr        q, s;
3406         PRICE       price;
3407         PARAMETER_VALUE charges;
3408         int         max_charges;
3409         char        tmp_str[MAX_NLEN];
3410
3411         msg_flag = FALSE;
3412
3413         /* Display some info */
3414         clear_bldg(4, 18);
3415         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);
3416
3417
3418         /* Only accept legal items */
3419         item_tester_hook = item_tester_hook_recharge;
3420
3421         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3422         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3423         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3424
3425         /* Get the item (in the pack) */
3426         if (item >= 0)
3427         {
3428                 o_ptr = &inventory[item];
3429         }
3430
3431         /* Get the item (on the floor) */
3432         else
3433         {
3434                 o_ptr = &o_list[0 - item];
3435         }
3436
3437         k_ptr = &k_info[o_ptr->k_idx];
3438
3439         /*
3440          * We don't want to give the player free info about
3441          * the level of the item or the number of charges.
3442          */
3443         /* The item must be "known" */
3444         if (!object_is_known(o_ptr))
3445         {
3446                 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!"));
3447                 msg_print(NULL);
3448
3449                 if ((p_ptr->au >= 50) &&
3450                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3451
3452                 {
3453                         /* Pay the price */
3454                         p_ptr->au -= 50;
3455
3456                         /* Identify it */
3457                         identify_item(o_ptr);
3458
3459                         /* Description */
3460                         object_desc(tmp_str, o_ptr, 0);
3461                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3462
3463                         /* Auto-inscription */
3464                         autopick_alter_item(item, FALSE);
3465
3466                         /* Update the gold display */
3467                         building_prt_gold();
3468                 }
3469                 else
3470                 {
3471                         return;
3472                 }
3473         }
3474
3475         /* Extract the object "level" */
3476         lev = k_info[o_ptr->k_idx].level;
3477
3478         /* Price for a rod */
3479         if (o_ptr->tval == TV_ROD)
3480         {
3481                 if (o_ptr->timeout > 0)
3482                 {
3483                         /* Fully recharge */
3484                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3485                 }
3486                 else
3487                 {
3488                         /* No recharge necessary */
3489                         price = 0;
3490                         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."));
3491                         return;
3492                 }
3493         }
3494         else if (o_ptr->tval == TV_STAFF)
3495         {
3496                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3497                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3498
3499                 /* Pay at least 10 gold per charge */
3500                 price = MAX(10, price);
3501         }
3502         else
3503         {
3504                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3505                 price = (k_info[o_ptr->k_idx].cost / 10);
3506
3507                 /* Pay at least 10 gold per charge */
3508                 price = MAX(10, price);
3509         }
3510
3511         /* Limit the number of charges for wands and staffs */
3512         if (o_ptr->tval == TV_WAND
3513                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3514         {
3515                 if (o_ptr->number > 1)
3516                 {
3517                         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."));
3518                 }
3519                 else
3520                 {
3521                         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."));
3522                 }
3523                 return;
3524         }
3525         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3526         {
3527                 if (o_ptr->number > 1)
3528                 {
3529                         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."));
3530                 }
3531                 else
3532                 {
3533                         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."));
3534                 }
3535                 return;
3536         }
3537
3538         /* Check if the player has enough money */
3539         if (p_ptr->au < price)
3540         {
3541                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3542 #ifdef JP
3543                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3544 #else
3545                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3546 #endif
3547
3548                 return;
3549         }
3550
3551         if (o_ptr->tval == TV_ROD)
3552         {
3553 #ifdef JP
3554 if (get_check(format("そのロッドを$%d で再充填しますか?",
3555  price)))
3556 #else
3557                 if (get_check(format("Recharge the %s for %d gold? ",
3558                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3559 #endif
3560
3561                 {
3562                         /* Recharge fully */
3563                         o_ptr->timeout = 0;
3564                 }
3565                 else
3566                 {
3567                         return;
3568                 }
3569         }
3570         else
3571         {
3572                 if (o_ptr->tval == TV_STAFF)
3573                         max_charges = k_ptr->pval - o_ptr->pval;
3574                 else
3575                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3576
3577                 /* Get the quantity for staves and wands */
3578                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3579                                         MIN(p_ptr->au / price, max_charges));
3580
3581                 /* Do nothing */
3582                 if (charges < 1) return;
3583
3584                 /* Get the new price */
3585                 price *= charges;
3586
3587                 /* Recharge */
3588                 o_ptr->pval += charges;
3589
3590                 /* We no longer think the item is empty */
3591                 o_ptr->ident &= ~(IDENT_EMPTY);
3592         }
3593
3594         /* Give feedback */
3595         object_desc(tmp_str, o_ptr, 0);
3596 #ifdef JP
3597         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3598 #else
3599         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3600 #endif
3601
3602         /* Combine / Reorder the pack (later) */
3603         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3604
3605         p_ptr->window |= (PW_INVEN);
3606
3607         /* Pay the price */
3608         p_ptr->au -= price;
3609
3610         /* Finished */
3611         return;
3612 }
3613
3614
3615 /*!
3616  * @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
3617  * @details
3618  * The player can select the number of charges to add\n
3619  * (up to a limit), and the recharge never fails.\n
3620  *\n
3621  * The cost for rods depends on the level of the rod. The prices\n
3622  * for recharging wands and staves are dependent on the cost of\n
3623  * the base-item.\n
3624  * @return なし
3625  */
3626 static void building_recharge_all(void)
3627 {
3628         INVENTORY_IDX i;
3629         DEPTH lev;
3630         object_type *o_ptr;
3631         object_kind *k_ptr;
3632         PRICE price = 0;
3633         PRICE total_cost = 0;
3634
3635
3636         /* Display some info */
3637         msg_flag = FALSE;
3638         clear_bldg(4, 18);
3639         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);
3640
3641         /* Calculate cost */
3642         for ( i = 0; i < INVEN_PACK; i++)
3643         {
3644                 o_ptr = &inventory[i];
3645                                 
3646                 /* skip non magic device */
3647                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3648
3649                 /* need identified */
3650                 if (!object_is_known(o_ptr)) total_cost += 50;
3651
3652                 /* Extract the object "level" */
3653                 lev = k_info[o_ptr->k_idx].level;
3654
3655                 k_ptr = &k_info[o_ptr->k_idx];
3656
3657                 switch (o_ptr->tval)
3658                 {
3659                 case TV_ROD:
3660                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3661                         break;
3662
3663                 case TV_STAFF:
3664                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3665                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3666
3667                         /* Pay at least 10 gold per charge */
3668                         price = MAX(10, price);
3669
3670                         /* Fully charge */
3671                         price = (k_ptr->pval - o_ptr->pval) * price;
3672                         break;
3673
3674                 case TV_WAND:
3675                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3676                         price = (k_info[o_ptr->k_idx].cost / 10);
3677
3678                         /* Pay at least 10 gold per charge */
3679                         price = MAX(10, price);
3680
3681                         /* Fully charge */
3682                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3683                         break;
3684                 }
3685
3686                 /* if price <= 0 then item have enough charge */
3687                 if (price > 0) total_cost += price;
3688         }
3689
3690         if (!total_cost)
3691         {
3692                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3693                 msg_print(NULL);
3694                 return;
3695         }
3696
3697         /* Check if the player has enough money */
3698         if (p_ptr->au < total_cost)
3699         {
3700                 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 );
3701                 msg_print(NULL);
3702                 return;
3703         }
3704         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3705         
3706         for (i = 0; i < INVEN_PACK; i++)
3707         {
3708                 o_ptr = &inventory[i];
3709                 k_ptr = &k_info[o_ptr->k_idx];
3710
3711                 /* skip non magic device */
3712                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3713
3714                 /* Identify it */
3715                 if (!object_is_known(o_ptr))
3716                 {
3717                         identify_item(o_ptr);
3718
3719                         /* Auto-inscription */
3720                         autopick_alter_item(i, FALSE);
3721                 }
3722
3723                 /* Recharge */
3724                 switch (o_ptr->tval)
3725                 {
3726                 case TV_ROD:
3727                         o_ptr->timeout = 0;
3728                         break;
3729                 case TV_STAFF:
3730                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3731                         /* We no longer think the item is empty */
3732                         o_ptr->ident &= ~(IDENT_EMPTY);
3733                         break;
3734                 case TV_WAND:
3735                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3736                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3737                         /* We no longer think the item is empty */
3738                         o_ptr->ident &= ~(IDENT_EMPTY);
3739                         break;
3740                 }
3741         }
3742
3743         /* Give feedback */
3744         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3745         msg_print(NULL);
3746
3747         /* Combine / Reorder the pack (later) */
3748         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3749
3750         p_ptr->window |= (PW_INVEN);
3751
3752         /* Pay the price */
3753         p_ptr->au -= total_cost;
3754
3755         /* Finished */
3756         return;
3757 }
3758
3759 /*!
3760  * @brief 町間のテレポートを行うメインルーチン。
3761  * @return テレポート処理を決定したか否か
3762  */
3763 bool tele_town(void)
3764 {
3765         int i, x, y;
3766         int num = 0;
3767
3768         if (dun_level)
3769         {
3770                 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!"));
3771                 return FALSE;
3772         }
3773
3774         if (p_ptr->inside_arena || p_ptr->inside_battle)
3775         {
3776                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3777                 return FALSE;
3778         }
3779
3780         screen_save();
3781         clear_bldg(4, 10);
3782
3783         for (i = 1; i < max_towns; i++)
3784         {
3785                 char buf[80];
3786
3787                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3788
3789                 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3790                 prt(buf, 5 + i, 5);
3791                 num++;
3792         }
3793
3794         if (!num)
3795         {
3796                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3797                 msg_print(NULL);
3798                 screen_load();
3799                 return FALSE;
3800         }
3801
3802         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3803         while(1)
3804         {
3805                 i = inkey();
3806
3807                 if (i == ESCAPE)
3808                 {
3809                         screen_load();
3810                         return FALSE;
3811                 }
3812                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3813                 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;
3814                 break;
3815         }
3816
3817         for (y = 0; y < max_wild_y; y++)
3818         {
3819                 for (x = 0; x < max_wild_x; x++)
3820                 {
3821                         if(wilderness[y][x].town == (i-'a'+1))
3822                         {
3823                                 p_ptr->wilderness_y = y;
3824                                 p_ptr->wilderness_x = x;
3825                         }
3826                 }
3827         }
3828
3829         p_ptr->leaving = TRUE;
3830         leave_bldg = TRUE;
3831         p_ptr->teleport_town = TRUE;
3832         screen_load();
3833         return TRUE;
3834 }
3835
3836 /*!
3837  * @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-
3838  * @return 常にTRUEを返す。
3839  * @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。
3840  */
3841 static bool research_mon(void)
3842 {
3843         IDX i;
3844         int n;
3845         MONRACE_IDX r_idx;
3846         char sym, query;
3847         char buf[128];
3848         bool notpicked;
3849         bool recall = FALSE;
3850         u16b why = 0;
3851         MONSTER_IDX *who;
3852
3853         /* XTRA HACK WHATSEARCH */
3854         bool    all = FALSE;
3855         bool    uniq = FALSE;
3856         bool    norm = FALSE;
3857         char temp[80] = "";
3858
3859         /* XTRA HACK REMEMBER_IDX */
3860         static int old_sym = '\0';
3861         static IDX old_i = 0;
3862
3863
3864         /* Save the screen */
3865         screen_save();
3866
3867         /* Get a character, or abort */
3868         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):",
3869                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3870
3871         {
3872                 /* Restore */
3873                 screen_load();
3874
3875                 return (FALSE);
3876         }
3877
3878         /* Find that character info, and describe it */
3879         for (i = 0; ident_info[i]; ++i)
3880         {
3881                 if (sym == ident_info[i][0]) break;
3882         }
3883
3884                 /* XTRA HACK WHATSEARCH */
3885         if (sym == KTRL('A'))
3886         {
3887                 all = TRUE;
3888                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3889         }
3890         else if (sym == KTRL('U'))
3891         {
3892                 all = uniq = TRUE;
3893                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3894         }
3895         else if (sym == KTRL('N'))
3896         {
3897                 all = norm = TRUE;
3898                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3899         }
3900         else if (sym == KTRL('M'))
3901         {
3902                 all = TRUE;
3903                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3904                 {
3905                         temp[0]=0;
3906
3907                         /* Restore */
3908                         screen_load();
3909
3910                         return FALSE;
3911                 }
3912                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3913         }
3914         else if (ident_info[i])
3915         {
3916                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3917         }
3918         else
3919         {
3920                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3921         }
3922
3923         /* Display the result */
3924         prt(buf, 16, 10);
3925
3926
3927         /* Allocate the "who" array */
3928         C_MAKE(who, max_r_idx, IDX);
3929
3930         /* Collect matching monsters */
3931         for (n = 0, i = 1; i < max_r_idx; i++)
3932         {
3933                 monster_race *r_ptr = &r_info[i];
3934
3935                 /* Empty monster */
3936                 if (!r_ptr->name) continue;
3937
3938                 /* XTRA HACK WHATSEARCH */
3939                 /* Require non-unique monsters if needed */
3940                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3941
3942                 /* Require unique monsters if needed */
3943                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3944
3945                 /* 名前検索 */
3946                 if (temp[0])
3947                 {
3948                         int xx;
3949                         char temp2[80];
3950
3951                         for (xx = 0; temp[xx] && xx < 80; xx++)
3952                         {
3953 #ifdef JP
3954                                 if (iskanji(temp[xx]))
3955                                 {
3956                                         xx++;
3957                                         continue;
3958                                 }
3959 #endif
3960                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3961                         }
3962   
3963 #ifdef JP
3964                         strcpy(temp2, r_name + r_ptr->E_name);
3965 #else
3966                         strcpy(temp2, r_name + r_ptr->name);
3967 #endif
3968                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3969                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3970
3971 #ifdef JP
3972                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3973 #else
3974                         if (my_strstr(temp2, temp))
3975 #endif
3976                                 who[n++] = i;
3977                 }
3978                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3979         }
3980
3981         /* Nothing to recall */
3982         if (!n)
3983         {
3984                 /* Free the "who" array */
3985                 C_KILL(who, max_r_idx, IDX);
3986
3987                 /* Restore */
3988                 screen_load();
3989
3990                 return (FALSE);
3991         }
3992
3993         /* Sort by level */
3994         why = 2;
3995         query = 'y';
3996
3997         /* Sort if needed */
3998         if (why)
3999         {
4000                 /* Select the sort method */
4001                 ang_sort_comp = ang_sort_comp_hook;
4002                 ang_sort_swap = ang_sort_swap_hook;
4003
4004                 /* Sort the array */
4005                 ang_sort(who, &why, n);
4006         }
4007
4008
4009         /* Start at the end */
4010         /* XTRA HACK REMEMBER_IDX */
4011         if (old_sym == sym && old_i < n) i = old_i;
4012         else i = n - 1;
4013
4014         notpicked = TRUE;
4015
4016         /* Scan the monster memory */
4017         while (notpicked)
4018         {
4019                 /* Extract a race */
4020                 r_idx = who[i];
4021
4022                 /* Hack -- Begin the prompt */
4023                 roff_top(r_idx);
4024
4025                 /* Hack -- Complete the prompt */
4026                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4027
4028                 /* Interact */
4029                 while (1)
4030                 {
4031                         /* Recall */
4032                         if (recall)
4033                         {
4034                                 /*** Recall on screen ***/
4035
4036                                 /* Get maximal info about this monster */
4037                                 lore_do_probe(r_idx);
4038
4039                                 /* Save this monster ID */
4040                                 monster_race_track(r_idx);
4041                                 handle_stuff();
4042
4043                                 /* know every thing mode */
4044                                 screen_roff(r_idx, 0x01);
4045                                 notpicked = FALSE;
4046
4047                                 /* XTRA HACK REMEMBER_IDX */
4048                                 old_sym = sym;
4049                                 old_i = i;
4050                         }
4051
4052                         /* Command */
4053                         query = inkey();
4054
4055                         /* Normal commands */
4056                         if (query != 'r') break;
4057
4058                         /* Toggle recall */
4059                         recall = !recall;
4060                 }
4061
4062                 /* Stop scanning */
4063                 if (query == ESCAPE) break;
4064
4065                 /* Move to "prev" monster */
4066                 if (query == '-')
4067                 {
4068                         if (++i == n)
4069                         {
4070                                 i = 0;
4071                                 if (!expand_list) break;
4072                         }
4073                 }
4074
4075                 /* Move to "next" monster */
4076                 else
4077                 {
4078                         if (i-- == 0)
4079                         {
4080                                 i = n - 1;
4081                                 if (!expand_list) break;
4082                         }
4083                 }
4084         }
4085
4086
4087         /* Re-display the identity */
4088         /* prt(buf, 5, 5);*/
4089
4090         /* Free the "who" array */
4091         C_KILL(who, max_r_idx, IDX);
4092
4093         /* Restore */
4094         screen_load();
4095
4096         return (!notpicked);
4097 }
4098
4099
4100 /*!
4101  * @brief 施設の処理実行メインルーチン / Execute a building command
4102  * @param bldg 施設構造体の参照ポインタ
4103  * @param i 実行したい施設のサービステーブルの添字
4104  * @return なし
4105  */
4106 static void bldg_process_command(building_type *bldg, int i)
4107 {
4108         BACT_IDX bact = bldg->actions[i];
4109         PRICE bcost;
4110         bool paid = FALSE;
4111         int amt;
4112
4113         /* Flush messages */
4114         msg_flag = FALSE;
4115         msg_print(NULL);
4116
4117         if (is_owner(bldg))
4118                 bcost = bldg->member_costs[i];
4119         else
4120                 bcost = bldg->other_costs[i];
4121
4122         /* action restrictions */
4123         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4124             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4125         {
4126                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4127                 return;
4128         }
4129
4130         /* check gold (HACK - Recharge uses variable costs) */
4131         if ((bact != BACT_RECHARGE) &&
4132             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4133              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4134         {
4135                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4136                 return;
4137         }
4138
4139         switch (bact)
4140         {
4141         case BACT_NOTHING:
4142                 /* Do nothing */
4143                 break;
4144         case BACT_RESEARCH_ITEM:
4145                 paid = identify_fully(FALSE);
4146                 break;
4147         case BACT_TOWN_HISTORY:
4148                 town_history();
4149                 break;
4150         case BACT_RACE_LEGENDS:
4151                 race_legends();
4152                 break;
4153         case BACT_QUEST:
4154                 castle_quest();
4155                 break;
4156         case BACT_KING_LEGENDS:
4157         case BACT_ARENA_LEGENDS:
4158         case BACT_LEGENDS:
4159                 show_highclass();
4160                 break;
4161         case BACT_POSTER:
4162         case BACT_ARENA_RULES:
4163         case BACT_ARENA:
4164                 arena_comm(bact);
4165                 break;
4166         case BACT_IN_BETWEEN:
4167         case BACT_CRAPS:
4168         case BACT_SPIN_WHEEL:
4169         case BACT_DICE_SLOTS:
4170         case BACT_GAMBLE_RULES:
4171         case BACT_POKER:
4172                 gamble_comm(bact);
4173                 break;
4174         case BACT_REST:
4175         case BACT_RUMORS:
4176         case BACT_FOOD:
4177                 paid = inn_comm(bact);
4178                 break;
4179         case BACT_RESEARCH_MONSTER:
4180                 paid = research_mon();
4181                 break;
4182         case BACT_COMPARE_WEAPONS:
4183                 paid = TRUE;
4184                 bcost = compare_weapons(bcost);
4185                 break;
4186         case BACT_ENCHANT_WEAPON:
4187                 item_tester_hook = object_allow_enchant_melee_weapon;
4188                 enchant_item(bcost, 1, 1, 0);
4189                 break;
4190         case BACT_ENCHANT_ARMOR:
4191                 item_tester_hook = object_is_armour;
4192                 enchant_item(bcost, 0, 0, 1);
4193                 break;
4194         case BACT_RECHARGE:
4195                 building_recharge();
4196                 break;
4197         case BACT_RECHARGE_ALL:
4198                 building_recharge_all();
4199                 break;
4200         case BACT_IDENTS: /* needs work */
4201                 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;
4202                 identify_pack();
4203                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4204                 paid = TRUE;
4205                 break;
4206         case BACT_IDENT_ONE: /* needs work */
4207                 paid = ident_spell(FALSE);
4208                 break;
4209         case BACT_LEARN:
4210                 do_cmd_study();
4211                 break;
4212         case BACT_HEALING: /* needs work */
4213                 paid = cure_critical_wounds(200);
4214                 break;
4215         case BACT_RESTORE: /* needs work */
4216                 paid = restore_all_status();
4217                 break;
4218         case BACT_ENCHANT_ARROWS:
4219                 item_tester_hook = item_tester_hook_ammo;
4220                 enchant_item(bcost, 1, 1, 0);
4221                 break;
4222         case BACT_ENCHANT_BOW:
4223                 item_tester_tval = TV_BOW;
4224                 enchant_item(bcost, 1, 1, 0);
4225                 break;
4226         case BACT_RECALL:
4227                 if (recall_player(1)) paid = TRUE;
4228                 break;
4229         case BACT_TELEPORT_LEVEL:
4230         {
4231                 IDX select_dungeon;
4232                 DEPTH max_depth;
4233
4234                 clear_bldg(4, 20);
4235                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4236                 show_building(bldg);
4237                 if (!select_dungeon) return;
4238
4239                 max_depth = d_info[select_dungeon].maxdepth;
4240
4241                 /* Limit depth in Angband */
4242                 if (select_dungeon == DUNGEON_ANGBAND)
4243                 {
4244                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4245                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4246                 }
4247                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4248                                                         d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
4249
4250                 if (amt > 0)
4251                 {
4252                         p_ptr->word_recall = 1;
4253                         p_ptr->recall_dungeon = select_dungeon;
4254                         max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4255                         if (record_maxdepth)
4256                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4257                                 
4258                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4259
4260                         paid = TRUE;
4261                         p_ptr->redraw |= (PR_STATUS);
4262                 }
4263                 break;
4264         }
4265         case BACT_LOSE_MUTATION:
4266                 if (p_ptr->muta1 || p_ptr->muta2 ||
4267                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4268                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4269                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4270                 {
4271                         while(!lose_mutation(0));
4272                         paid = TRUE;
4273                 }
4274                 else
4275                 {
4276                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4277                         msg_print(NULL);
4278                 }
4279                 break;
4280         case BACT_BATTLE:
4281                 kakutoujou();
4282                 break;
4283         case BACT_TSUCHINOKO:
4284                 tsuchinoko();
4285                 break;
4286         case BACT_KUBI:
4287                 shoukinkubi();
4288                 break;
4289         case BACT_TARGET:
4290                 today_target();
4291                 break;
4292         case BACT_KANKIN:
4293                 kankin();
4294                 break;
4295         case BACT_HEIKOUKA:
4296                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4297                 set_virtue(V_COMPASSION, 0);
4298                 set_virtue(V_HONOUR, 0);
4299                 set_virtue(V_JUSTICE, 0);
4300                 set_virtue(V_SACRIFICE, 0);
4301                 set_virtue(V_KNOWLEDGE, 0);
4302                 set_virtue(V_FAITH, 0);
4303                 set_virtue(V_ENLIGHTEN, 0);
4304                 set_virtue(V_ENCHANT, 0);
4305                 set_virtue(V_CHANCE, 0);
4306                 set_virtue(V_NATURE, 0);
4307                 set_virtue(V_HARMONY, 0);
4308                 set_virtue(V_VITALITY, 0);
4309                 set_virtue(V_UNLIFE, 0);
4310                 set_virtue(V_PATIENCE, 0);
4311                 set_virtue(V_TEMPERANCE, 0);
4312                 set_virtue(V_DILIGENCE, 0);
4313                 set_virtue(V_VALOUR, 0);
4314                 set_virtue(V_INDIVIDUALISM, 0);
4315                 get_virtues();
4316                 paid = TRUE;
4317                 break;
4318         case BACT_TELE_TOWN:
4319                 paid = tele_town();
4320                 break;
4321         case BACT_EVAL_AC:
4322                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4323                 break;
4324         case BACT_BROKEN_WEAPON:
4325                 paid = TRUE;
4326                 bcost = repair_broken_weapon(bcost);
4327                 break;
4328         }
4329
4330         if (paid)
4331         {
4332                 p_ptr->au -= bcost;
4333         }
4334 }
4335
4336 /*!
4337  * @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
4338  * @return なし
4339  */
4340 void do_cmd_quest(void)
4341 {
4342         p_ptr->energy_use = 100;
4343
4344         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4345         {
4346                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4347                 return;
4348         }
4349         else
4350         {
4351                 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."));
4352                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4353                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4354                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4355
4356                 /* Player enters a new quest */
4357                 p_ptr->oldpy = 0;
4358                 p_ptr->oldpx = 0;
4359
4360                 leave_quest_check();
4361
4362                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4363                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4364
4365                 p_ptr->leaving = TRUE;
4366         }
4367 }
4368
4369
4370 /*!
4371  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4372  * @return なし
4373  */
4374 void do_cmd_bldg(void)
4375 {
4376         int             i, which;
4377         char            command;
4378         bool            validcmd;
4379         building_type   *bldg;
4380
4381
4382         p_ptr->energy_use = 100;
4383
4384         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4385         {
4386                 msg_print(_("ここには建物はない。", "You see no building here."));
4387                 return;
4388         }
4389
4390         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4391
4392         bldg = &building[which];
4393
4394         /* Don't re-init the wilderness */
4395         reinit_wilderness = FALSE;
4396
4397         if ((which == 2) && (p_ptr->arena_number < 0))
4398         {
4399                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4400                 return;
4401         }
4402         else if ((which == 2) && p_ptr->inside_arena)
4403         {
4404                 if (!p_ptr->exit_bldg && m_cnt > 0)
4405                 {
4406                         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);
4407                 }
4408                 else
4409                 {
4410                         /* Don't save the arena as saved floor */
4411                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4412
4413                         p_ptr->inside_arena = FALSE;
4414                         p_ptr->leaving = TRUE;
4415
4416                         /* Re-enter the arena */
4417                         command_new = SPECIAL_KEY_BUILDING;
4418
4419                         /* No energy needed to re-enter the arena */
4420                         p_ptr->energy_use = 0;
4421                 }
4422
4423                 return;
4424         }
4425         else if (p_ptr->inside_battle)
4426         {
4427                 /* Don't save the arena as saved floor */
4428                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4429
4430                 p_ptr->leaving = TRUE;
4431                 p_ptr->inside_battle = FALSE;
4432
4433                 /* Re-enter the monster arena */
4434                 command_new = SPECIAL_KEY_BUILDING;
4435
4436                 /* No energy needed to re-enter the arena */
4437                 p_ptr->energy_use = 0;
4438
4439                 return;
4440         }
4441         else
4442         {
4443                 p_ptr->oldpy = p_ptr->y;
4444                 p_ptr->oldpx = p_ptr->x;
4445         }
4446
4447         /* Forget the lite */
4448         forget_lite();
4449
4450         /* Forget the view */
4451         forget_view();
4452
4453         /* Hack -- Increase "icky" depth */
4454         character_icky++;
4455
4456         command_arg = 0;
4457         command_rep = 0;
4458         command_new = 0;
4459
4460         show_building(bldg);
4461         leave_bldg = FALSE;
4462
4463         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4464
4465         while (!leave_bldg)
4466         {
4467                 validcmd = FALSE;
4468                 prt("", 1, 0);
4469
4470                 building_prt_gold();
4471
4472                 command = inkey();
4473
4474                 if (command == ESCAPE)
4475                 {
4476                         leave_bldg = TRUE;
4477                         p_ptr->inside_arena = FALSE;
4478                         p_ptr->inside_battle = FALSE;
4479                         break;
4480                 }
4481
4482                 for (i = 0; i < 8; i++)
4483                 {
4484                         if (bldg->letters[i])
4485                         {
4486                                 if (bldg->letters[i] == command)
4487                                 {
4488                                         validcmd = TRUE;
4489                                         break;
4490                                 }
4491                         }
4492                 }
4493
4494                 if(validcmd) bldg_process_command(bldg, i);
4495
4496                 handle_stuff();
4497         }
4498
4499         select_floor_music();
4500
4501         /* Flush messages */
4502         msg_flag = FALSE;
4503         msg_print(NULL);
4504
4505         /* Reinit wilderness to activate quests ... */
4506         if (reinit_wilderness)
4507         {
4508                 p_ptr->leaving = TRUE;
4509         }
4510
4511         /* Hack -- Decrease "icky" depth */
4512         character_icky--;
4513
4514         /* Clear the screen */
4515         Term_clear();
4516
4517         /* Update the visuals */
4518         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4519
4520         /* Redraw entire screen */
4521         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4522
4523         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4524 }
4525
4526
4527 /*!
4528  * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4529  */
4530 static cptr find_quest[] =
4531 {
4532         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4533         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4534         _("メッセージを見つけた:", "There is a sign saying"),
4535         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4536         _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4537 };
4538
4539
4540 /*!
4541  * @brief クエストの導入メッセージを表示する / Discover quest
4542  * @param q_idx 開始されたクエストのID
4543  */
4544 void quest_discovery(QUEST_IDX q_idx)
4545 {
4546         quest_type      *q_ptr = &quest[q_idx];
4547         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
4548         int             q_num = q_ptr->max_num;
4549         char            name[80];
4550
4551         /* No quest index */
4552         if (!q_idx) return;
4553
4554         strcpy(name, (r_name + r_ptr->name));
4555
4556         msg_print(find_quest[rand_range(0, 4)]);
4557         msg_print(NULL);
4558
4559         if (q_num == 1)
4560         {
4561                 /* Unique */
4562
4563                 /* Hack -- "unique" monsters must be "unique" */
4564                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4565                     (0 == r_ptr->max_num))
4566                 {
4567                         msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4568                         /* The unique is already dead */
4569                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4570                         q_ptr->complev = 0;
4571                         update_playtime();
4572                         q_ptr->comptime = playtime;
4573                 }
4574                 else
4575                 {
4576                         msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4577                 }
4578         }
4579         else
4580         {
4581                 /* Normal monsters */
4582 #ifndef JP
4583                 plural_aux(name);
4584 #endif
4585                 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4586
4587         }
4588 }
4589
4590
4591 /*!
4592  * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4593  * / Hack -- Check if a level is a "quest" level
4594  * @param level 検索対象になる階
4595  * @return クエストIDを返す。該当がない場合0を返す。
4596  */
4597 QUEST_IDX quest_number(DEPTH level)
4598 {
4599         QUEST_IDX i;
4600
4601         /* Check quests */
4602         if (p_ptr->inside_quest)
4603                 return (p_ptr->inside_quest);
4604
4605         for (i = 0; i < max_q_idx; i++)
4606         {
4607                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4608
4609                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4610                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4611                     (quest[i].level == level) &&
4612                     (quest[i].dungeon == dungeon_type))
4613                         return (i);
4614         }
4615
4616         /* Check for random quest */
4617         return (random_quest_number(level));
4618 }
4619
4620 /*!
4621  * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4622  * @param level 検索対象になる階
4623  * @return クエストIDを返す。該当がない場合0を返す。
4624  */
4625 QUEST_IDX random_quest_number(DEPTH level)
4626 {
4627         QUEST_IDX i;
4628
4629         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4630
4631         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4632         {
4633                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4634                         (quest[i].status == QUEST_STATUS_TAKEN) &&
4635                         (quest[i].level == level) &&
4636                         (quest[i].dungeon == DUNGEON_ANGBAND))
4637                 {
4638                         return i;
4639                 }
4640         }
4641
4642         return 0;
4643 }