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