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#37454 (2.2.0.51) カジノのポーカーで一部のファイブカードをファイブエースとして扱う不具合を修正。 / Fix a bug that parts...
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16
17
18 /*!
19  * ループ中で / hack as in leave_store in store.c
20  */
21 static bool leave_bldg = FALSE;
22
23 /*!
24  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
25  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
26  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
27  * @param bldg 施設構造体の参照ポインタ
28  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
29  */
30 static bool is_owner(building_type *bldg)
31 {
32         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
33         {
34                 return (TRUE);
35         }
36
37         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
38         {
39                 return (TRUE);
40         }
41
42         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
44         {
45                 return (TRUE);
46         }
47
48         return (FALSE);
49 }
50
51 /*!
52  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
53  (スペルマスターの特別判定つき)
54  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
55  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
56  * @param bldg 施設構造体の参照ポインタ
57  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
58  * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
59  */
60 static bool is_member(building_type *bldg)
61 {
62         if (bldg->member_class[p_ptr->pclass])
63         {
64                 return (TRUE);
65         }
66
67         if (bldg->member_race[p_ptr->prace])
68         {
69                 return (TRUE);
70         }
71
72         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
74         {
75                 return (TRUE);
76         }
77
78
79         if (p_ptr->pclass == CLASS_SORCERER)
80         {
81                 int i;
82                 bool OK = FALSE;
83                 for (i = 0; i < MAX_MAGIC; i++)
84                 {
85                         if (bldg->member_realm[i+1]) OK = TRUE;
86                 }
87                 return OK;
88         }
89         return (FALSE);
90 }
91
92 /*!
93  * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94  * @details 消去は行毎にヌル文字列で行われる。
95  * @param min_row 開始行番号
96  * @param max_row 末尾行番号
97  * @return なし
98  */
99 static void clear_bldg(int min_row, int max_row)
100 {
101         int   i;
102
103         for (i = min_row; i <= max_row; i++)
104                 prt("", i, 0);
105 }
106
107 /*!
108  * @brief 所持金を表示する。
109  * @return なし
110  */
111 static void building_prt_gold(void)
112 {
113         char tmp_str[80];
114         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116         prt(tmp_str, 23, 68);
117 }
118
119 /*!
120  * @brief 施設のサービス一覧を表示する / Display a building.
121  * @param bldg 施設構造体の参照ポインタ
122  * @return なし
123  */
124 static void show_building(building_type* bldg)
125 {
126         char buff[20];
127         int i;
128         byte action_color;
129         char tmp_str[80];
130
131         Term_clear();
132         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
133         prt(tmp_str, 2, 1);
134
135
136         for (i = 0; i < 8; i++)
137         {
138                 if (bldg->letters[i])
139                 {
140                         if (bldg->action_restr[i] == 0)
141                         {
142                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
144                                 {
145                                         action_color = TERM_WHITE;
146                                         buff[0] = '\0';
147                                 }
148                                 else if (is_owner(bldg))
149                                 {
150                                         action_color = TERM_YELLOW;
151                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
152                                 }
153                                 else
154                                 {
155                                         action_color = TERM_YELLOW;
156                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
157                         }
158                         else if (bldg->action_restr[i] == 1)
159                         {
160                                 if (!is_member(bldg))
161                                 {
162                                         action_color = TERM_L_DARK;
163                                         strcpy(buff, _("(閉店)", "(closed)"));
164                                 }
165                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
167                                 {
168                                         action_color = TERM_WHITE;
169                                         buff[0] = '\0';
170                                 }
171                                 else if (is_owner(bldg))
172                                 {
173                                         action_color = TERM_YELLOW;
174                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
175                                 }
176                                 else
177                                 {
178                                         action_color = TERM_YELLOW;
179                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
180                                 }
181                         }
182                         else
183                         {
184                                 if (!is_owner(bldg))
185                                 {
186                                         action_color = TERM_L_DARK;
187                                         strcpy(buff, _("(閉店)", "(closed)"));
188                                 }
189                                 else if (bldg->member_costs[i] != 0)
190                                 {
191                                         action_color = TERM_YELLOW;
192                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
193                                 }
194                                 else
195                                 {
196                                         action_color = TERM_WHITE;
197                                         buff[0] = '\0';
198                                 }
199                         }
200
201                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
203                 }
204         }
205         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
206 }
207
208 /*!
209  * @brief 闘技場に入るコマンドの処理 / arena commands
210  * @param cmd 闘技場処理のID
211  * @return なし
212  */
213 static void arena_comm(int cmd)
214 {
215         monster_race    *r_ptr;
216         cptr            name;
217
218
219         switch (cmd)
220         {
221                 case BACT_ARENA:
222                         if (p_ptr->arena_number == MAX_ARENA_MONS)
223                         {
224                                 clear_bldg(5, 19);
225                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
226                                 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations!  You have defeated all before you."), 7, 0);
227                                 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
228
229                                 prt("", 10, 0);
230                                 prt("", 11, 0);
231                                 p_ptr->au += 1000000L;
232                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
233                                 msg_print(NULL);
234                                 p_ptr->arena_number++;
235                         }
236                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
237                         {
238                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
239                                 {
240                                         msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
241                                         msg_print(NULL);
242                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
243                                         {       
244                         msg_print(_("死ぬがよい。", "Die, maggots."));
245                                                 msg_print(NULL);
246                                         
247                                                 p_ptr->exit_bldg = FALSE;
248                                                 reset_tim_flags();
249
250                                                 /* Save the surface floor as saved floor */
251                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
252
253                                                 p_ptr->inside_arena = TRUE;
254                                                 p_ptr->leaving = TRUE;
255                                                 leave_bldg = TRUE;
256                                         }
257                                         else
258                                         {
259                                                 msg_print(_("残念だ。", "We are disappointed."));
260                                         }
261                                 }
262                                 else
263                                 {
264                                         msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
265                                                                 "You enter the arena briefly and bask in your glory."));
266                                         msg_print(NULL);
267                                 }
268                         }
269                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
270                         {
271                                 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
272                                                         "You don't have permission to enter with pet."));
273                                 msg_print(NULL);
274                         }
275                         else
276                         {
277                                 p_ptr->exit_bldg = FALSE;
278                                 reset_tim_flags();
279
280                                 /* Save the surface floor as saved floor */
281                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
282
283                                 p_ptr->inside_arena = TRUE;
284                                 p_ptr->leaving = TRUE;
285                                 leave_bldg = TRUE;
286                         }
287                         break;
288                 case BACT_POSTER:
289                         if (p_ptr->arena_number == MAX_ARENA_MONS)
290                                 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
291                                                         "You are victorious. Enter the arena for the ceremony."));
292
293                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
294                         {
295                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
296                         }
297                         else
298                         {
299                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300                                 name = (r_name + r_ptr->name);
301                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
302
303                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304                                 p_ptr->window |= (PW_MONSTER);
305                                 window_stuff();
306
307                         }
308                         break;
309                 case BACT_ARENA_RULES:
310
311                         /* Save screen */
312                         screen_save();
313
314                         /* Peruse the arena help file */
315                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
316
317                         /* Load screen */
318                         screen_load();
319
320                         break;
321         }
322 }
323
324 /*!
325  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
326  * @param row シンボルを表示する行の上端
327  * @param col シンボルを表示する行の左端
328  * @param fruit 表示するシンボルID
329  * @return なし
330  */
331 static void display_fruit(int row, int col, int fruit)
332 {
333         switch (fruit)
334         {
335                 case 0: /* lemon */
336                         c_put_str(TERM_YELLOW, "   ####.", row, col);
337                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
338                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
339                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
340                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
341                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
342                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
343                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
344                         prt(                 _(" レモン ",
345                                                            " Lemon  "), row + 8, col);
346                         break;
347                 case 1: /* orange */
348                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
349                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
350                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
351                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
352                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
353                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
354                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
355                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
356                         prt(                 _("オレンジ",
357                                                                    " Orange "), row + 8, col);
358                         break;
359                 case 2: /* sword */
360                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
361                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
362                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
363                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
364                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
365                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
366                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
367                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
368                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
369                         break;
370                 case 3: /* shield */
371                         c_put_str(TERM_SLATE, " ###### ", row, col);
372                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
373                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
374                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
375                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
376                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
377                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
378                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
379                         prt(                _("   盾   ",
380                                                                   " Shield "), row + 8, col);
381                         break;
382                 case 4: /* plum */
383                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
384                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
385                         c_put_str(TERM_VIOLET, "########", row + 2, col);
386                         c_put_str(TERM_VIOLET, "########", row + 3, col);
387                         c_put_str(TERM_VIOLET, "########", row + 4, col);
388                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
389                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
390                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
391                         prt(                 _(" プラム ",
392                                                                    "  Plum  "), row + 8, col);
393                         break;
394                 case 5: /* cherry */
395                         c_put_str(TERM_RED, "      ##", row, col);
396                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
397                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
398                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
399                         c_put_str(TERM_RED, " ###### ", row + 4, col);
400                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
401                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
402                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
403                         prt(              _("チェリー",
404                                                                 " Cherry "), row + 8, col);
405                         break;
406         }
407 }
408
409 /*! @note
410  * kpoker no (tyuto-hannpa na)pakuri desu...
411  * joker ha shineru node haitte masen.
412  *
413  * TODO: donataka! tsukutte!
414  *  - agatta yaku no kiroku (like DQ).
415  *  - kakkoii card no e.
416  *  - sousa-sei no koujyo.
417  *  - code wo wakariyasuku.
418  *  - double up.
419  *  - Joker... -- done.
420  *
421  * 9/13/2000 --Koka
422  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
423  */
424
425 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
426 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
427 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
428
429 static int cards[5]; /*!< ポーカーの現在の手札ID */
430
431 /*!
432  * @brief ポーカーの山札を切る。
433  * @param deck デッキの配列
434  * @return なし
435  */
436 static void reset_deck(int deck[])
437 {
438         int i;
439         for (i = 0; i < 53; i++) deck[i] = i;
440
441         /* shuffle cards */
442         for (i = 0; i < 53; i++){
443                 int tmp1 = randint0(53 - i) + i;
444                 int tmp2 = deck[i];
445                 deck[i] = deck[tmp1];
446                 deck[tmp1] = tmp2;
447         }
448 }
449
450 /*!
451  * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
452  * @return ジョーカーを持っているか。
453  */
454 static bool have_joker(void)
455 {
456         int i;
457
458         for (i = 0; i < 5; i++){
459           if(IS_JOKER(cards[i])) return TRUE;
460         }
461         return FALSE;
462 }
463
464 /*!
465  * @brief ポーカーの手札に該当の番号の札があるかを返す。
466  * @param num 探したいカードの番号。
467  * @return 該当の番号が手札にあるか。
468  */
469 static bool find_card_num(int num)
470 {
471         int i;
472         for (i = 0; i < 5; i++)
473                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
474         return FALSE;
475 }
476
477 /*!
478  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
479  * @return 役の判定結果
480  */
481 static bool yaku_check_flush(void)
482 {
483         int i, suit;
484         bool joker_is_used = FALSE;
485
486         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
487         for (i = 0; i < 5; i++){
488                 if (SUIT_OF(cards[i]) != suit){
489                   if(have_joker() && !joker_is_used)
490                     joker_is_used = TRUE;
491                   else
492                     return FALSE;
493                 }
494         }
495
496         return TRUE;
497 }
498
499 /*!
500  * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
501  * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
502  */
503 static int yaku_check_straight(void)
504 {
505         int i, lowest = 99;
506         bool joker_is_used = FALSE;
507         bool straight = FALSE;
508
509         /* get lowest */
510         for (i = 0; i < 5; i++)
511         {
512                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
513                         lowest = NUM_OF(cards[i]);
514         }
515         
516         /* Check Royal Straight Flush */
517         if (yaku_check_flush())
518         {
519           if( lowest == 0 ){
520                 for (i = 0; i < 4; i++)
521                 {
522                         if (!find_card_num(9 + i)){
523                                 if( have_joker() && !joker_is_used )
524                                   joker_is_used = TRUE;
525                                 else
526                                   break;
527                         }
528                 }
529                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
530           }
531           if(lowest == 9){
532                 for (i = 0; i < 3; i++)
533                 {
534                         if (!find_card_num(10 + i))
535                                 break;
536                 }
537                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
538           }
539         }
540
541         joker_is_used = FALSE;
542
543
544         /* Straight Only Check */
545
546         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
547                 for (i = 0; i < 4; i++)
548                 {
549                         if (!find_card_num(9 + i)) {
550                                 if (have_joker() && !joker_is_used)
551                                         joker_is_used = TRUE;
552                                 else
553                                         break; /* None */
554                         }
555                 }
556                 if(i == 4) straight = TRUE;
557         }
558         if (lowest == 9) { /* 10 - J - Q - K - [JOKER] */
559                 for (i = 0; i < 3; i++)
560                 {
561                         if (!find_card_num(10 + i))
562                                 break;
563                 }
564                 if (i == 3 && have_joker()) straight = TRUE;
565         }
566         for (i = 0; i < 5; i++)
567         {
568                 if(!find_card_num(lowest + i)){
569                         if( have_joker() && !joker_is_used )
570                                 joker_is_used = TRUE;
571                         else
572                                 break; /* None */
573                 }
574         }
575         if(i == 5) straight = TRUE;
576         
577         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
578         else if(straight) return 1; /* Only Straight */
579         else return 0;
580 }
581
582 /*!
583  * @brief ポーカーのペア役の状態を返す。
584  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
585  */
586 static int yaku_check_pair(void)
587 {
588         int i, i2, matching = 0;
589
590         for (i = 0; i < 5; i++)
591         {
592                 for (i2 = i+1; i2 < 5; i2++)
593                 {
594                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
595                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
596                                 matching++;
597                 }
598         }
599
600         if(have_joker()){
601           switch(matching){
602           case 0:
603             matching = 1;
604             break;
605           case 1:
606             matching = 3;
607             break;
608           case 2:
609             matching = 4;
610             break;
611           case 3:
612             matching = 6;
613             break;
614           case 6:
615             matching = 7;
616             break;
617           default:
618             /* don't reach */
619             break;
620           }
621         }
622
623         return matching;
624 }
625
626 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
627 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
628 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
629 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
630 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
631 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
632 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
633 #define ODDS_ST 4 /*!< ストレートの役倍率 */
634 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
635 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
636
637 /*!
638  * @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
639  * @return 役のID
640  */
641 static int yaku_check(void)
642 {
643         prt("                            ", 4, 3);
644
645         switch(yaku_check_straight()){
646         case 3: /* RF! */
647                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
648                 return ODDS_RF;
649         case 2: /* SF! */
650                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
651                 return ODDS_SF;
652         case 1:
653                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
654                 return ODDS_ST;
655         default:
656                 /* Not straight -- fall through */
657                 break;
658         }
659
660         if (yaku_check_flush())
661         {
662                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
663                 return ODDS_FL;
664         }
665
666         switch (yaku_check_pair())
667         {
668         case 1:
669                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
670                 return 0;
671         case 2:
672                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
673                 return ODDS_2P;
674         case 3:
675                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
676                 return ODDS_3C;
677         case 4:
678                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
679                 return ODDS_FH;
680         case 6:
681                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
682                 return ODDS_4C;
683         case 7:
684                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
685                 {
686                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
687                         return ODDS_5A;
688                 }
689                 else
690                 {
691                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
692                         return ODDS_5C;
693                 }
694         default:
695                 break;
696         }
697         return 0;
698 }
699
700 /*!
701  * @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
702  * @param hoge カーソルの現在位置
703  * @param kaeruka カードの捨てる/残すフラグ配列
704  * @return なし
705  */
706 static void display_kaeruka(int hoge, int kaeruka[])
707 {
708         int i;
709         char col = TERM_WHITE;
710         for (i = 0; i < 5; i++)
711         {
712                 if (i == hoge) col = TERM_YELLOW;
713                 else if(kaeruka[i]) col = TERM_WHITE;
714                 else col = TERM_L_BLUE;
715                 
716                 if(kaeruka[i])
717                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
718                 else
719                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
720         }
721         if (hoge > 4) col = TERM_YELLOW;
722         else col = TERM_WHITE;
723         c_put_str(col, _("決定", "Sure"), 16,  38);
724
725         /* Hilite current option */
726         if (hoge < 5) move_cursor(14, 5+hoge*16);
727         else move_cursor(16, 38);
728 }
729
730 /*!
731  * @brief ポーカーの手札を表示する。
732  * @return なし
733  */
734 static void display_cards(void)
735 {
736         int i, j;
737         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
738 #ifdef JP
739         cptr suit[4] = {"★", "●", "¶", "†"};
740         cptr card_grph[13][7] = {{"A   %s     ",
741                                   "     変     ",
742                                   "     愚     ",
743                                   "     蛮     ",
744                                   "     怒     ",
745                                   "     %s     ",
746                                   "          A"},
747                                  {"2          ",
748                                   "     %s     ",
749                                   "            ",
750                                   "            ",
751                                   "            ",
752                                   "     %s     ",
753                                   "          2"},
754                                  {"3          ",
755                                   "     %s     ",
756                                   "            ",
757                                   "     %s     ",
758                                   "            ",
759                                   "     %s     ",
760                                   "          3"},
761                                  {"4          ",
762                                   "   %s  %s   ",
763                                   "            ",
764                                   "            ",
765                                   "            ",
766                                   "   %s  %s   ",
767                                   "          4"},
768                                  {"5          ",
769                                   "   %s  %s   ",
770                                   "            ",
771                                   "     %s     ",
772                                   "            ",
773                                   "   %s  %s   ",
774                                   "          5"},
775                                  {"6          ",
776                                   "   %s  %s   ",
777                                   "            ",
778                                   "   %s  %s   ",
779                                   "            ",
780                                   "   %s  %s   ",
781                                   "          6"},
782                                  {"7          ",
783                                   "   %s  %s   ",
784                                   "     %s     ",
785                                   "   %s  %s   ",
786                                   "            ",
787                                   "   %s  %s   ",
788                                   "          7"},
789                                  {"8          ",
790                                   "   %s  %s   ",
791                                   "     %s     ",
792                                   "   %s  %s   ",
793                                   "     %s     ",
794                                   "   %s  %s   ",
795                                   "          8"},
796                                  {"9 %s  %s   ",
797                                   "            ",
798                                   "   %s  %s   ",
799                                   "     %s     ",
800                                   "   %s  %s   ",
801                                   "            ",
802                                   "   %s  %s 9"},
803                                  {"10 %s  %s   ",
804                                   "     %s     ",
805                                   "   %s  %s   ",
806                                   "            ",
807                                   "   %s  %s   ",
808                                   "     %s     ",
809                                   "   %s  %s 10"},
810                                  {"J   Λ     ",
811                                   "%s   ||     ",
812                                   "     ||     ",
813                                   "     ||     ",
814                                   "     ||     ",
815                                   "   |=亜=| %s",
816                                   "     目   J"},
817                                  {"Q ######   ",
818                                   "%s#      #  ",
819                                   "  # ++++ #  ",
820                                   "  # +==+ #  ",
821                                   "   # ++ #   ",
822                                   "    #  #  %s",
823                                   "     ##   Q"},
824                                  {"K          ",
825                                   "%s `⌒´   ",
826                                   "  γγγλ  ",
827                                   "  ο ο ι  ",
828                                   "   υ    ∂ ",
829                                   "    σ ノ %s",
830                                   "          K"}};
831         cptr joker_grph[7] = {    "            ",
832                                   "     J     ",
833                                   "     O     ",
834                                   "     K     ",
835                                   "     E     ",
836                                   "     R     ",
837                                   "            "};
838
839 #else
840
841         cptr suit[4] = {"[]", "qp", "<>", "db"};
842         cptr card_grph[13][7] = {{"A    %s     ",
843                                   "     He     ",
844                                   "     ng     ",
845                                   "     ba     ",
846                                   "     nd     ",
847                                   "     %s     ",
848                                   "           A"},
849                                  {"2           ",
850                                   "     %s     ",
851                                   "            ",
852                                   "            ",
853                                   "            ",
854                                   "     %s     ",
855                                   "           2"},
856                                  {"3           ",
857                                   "     %s     ",
858                                   "            ",
859                                   "     %s     ",
860                                   "            ",
861                                   "     %s     ",
862                                   "           3"},
863                                  {"4           ",
864                                   "   %s  %s   ",
865                                   "            ",
866                                   "            ",
867                                   "            ",
868                                   "   %s  %s   ",
869                                   "           4"},
870                                  {"5           ",
871                                   "   %s  %s   ",
872                                   "            ",
873                                   "     %s     ",
874                                   "            ",
875                                   "   %s  %s   ",
876                                   "           5"},
877                                  {"6           ",
878                                   "   %s  %s   ",
879                                   "            ",
880                                   "   %s  %s   ",
881                                   "            ",
882                                   "   %s  %s   ",
883                                   "           6"},
884                                  {"7           ",
885                                   "   %s  %s   ",
886                                   "     %s     ",
887                                   "   %s  %s   ",
888                                   "            ",
889                                   "   %s  %s   ",
890                                   "           7"},
891                                  {"8           ",
892                                   "   %s  %s   ",
893                                   "     %s     ",
894                                   "   %s  %s   ",
895                                   "     %s     ",
896                                   "   %s  %s   ",
897                                   "           8"},
898                                  {"9  %s  %s   ",
899                                   "            ",
900                                   "   %s  %s   ",
901                                   "     %s     ",
902                                   "   %s  %s   ",
903                                   "            ",
904                                   "   %s  %s  9"},
905                                  {"10 %s  %s   ",
906                                   "     %s     ",
907                                   "   %s  %s   ",
908                                   "            ",
909                                   "   %s  %s   ",
910                                   "     %s     ",
911                                   "   %s  %s 10"},
912                                  {"J    /\\     ",
913                                   "%s   ||     ",
914                                   "     ||     ",
915                                   "     ||     ",
916                                   "     ||     ",
917                                   "   |=HH=| %s",
918                                   "     ][    J"},
919                                  {"Q  ######   ",
920                                   "%s#      #  ",
921                                   "  # ++++ #  ",
922                                   "  # +==+ #  ",
923                                   "   # ++ #   ",
924                                   "    #  #  %s",
925                                   "     ##    Q"},
926                                  {"K           ",
927                                   "%s _'~~`_   ",
928                                   "   jjjjj$&  ",
929                                   "   q q uu   ",
930                                   "   c    &   ",
931                                   "    v__/  %s",
932                                   "           K"}};
933         cptr joker_grph[7] = {    "            ",
934                                   "     J      ",
935                                   "     O      ",
936                                   "     K      ",
937                                   "     E      ",
938                                   "     R      ",
939                                   "            "};
940 #endif
941
942         for (i = 0; i < 5; i++)
943         {
944                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
945         }
946
947         for (i = 0; i < 5; i++)
948         {
949                 for (j = 0; j < 7; j++)
950                 {
951                         prt(_("┃", " |"),  j+6,  i*16);
952                         if(IS_JOKER(cards[i]))
953                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
954                         else
955                                 c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]),  j+6,  2+i*16);
956                         prt(_("┃", "| "),  j+6,  i*16+14);
957                 }
958         }
959         for (i = 0; i < 5; i++)
960         {
961                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
962         }
963 }
964
965 /*!
966  * @brief ポーカーの1プレイルーチン。
967  * @return 1プレイの役の結果
968  */
969 static int do_poker(void)
970 {
971         int i, k = 2;
972         char cmd;
973         int deck[53]; /* yamafuda : 0...52 */
974         int deck_ptr = 0;
975         int kaeruka[5]; /* 0:kaenai 1:kaeru */
976
977         bool done = FALSE;
978         bool kettei = TRUE;
979         bool kakikae = TRUE;
980
981         reset_deck(deck);
982
983         for (i = 0; i < 5; i++)
984         {
985                 cards[i] = deck[deck_ptr++];
986                 kaeruka[i] = 0; /* default:nokosu */
987         }
988         
989 #if 0
990         /* debug:RF */
991         cards[0] = 12;
992         cards[1] = 0;
993         cards[2] = 9;
994         cards[3] = 11;
995         cards[4] = 10;
996 #endif
997 #if 0
998         /* debug:SF */
999         cards[0] = 3;
1000         cards[1] = 2;
1001         cards[2] = 4;
1002         cards[3] = 6;
1003         cards[4] = 5;
1004 #endif
1005 #if 0
1006         /* debug:Four Cards */
1007         cards[0] = 0;
1008         cards[1] = 0 + 13 * 1;
1009         cards[2] = 0 + 13 * 2;
1010         cards[3] = 0 + 13 * 3;
1011         cards[4] = 51;
1012 #endif
1013 #if 0
1014         /* debug:Straight1 */
1015         cards[0] = 1;
1016         cards[1] = 0 + 13;
1017         cards[2] = 3;
1018         cards[3] = 2 + 26;
1019         cards[4] = 4;
1020 #endif
1021 #if 0
1022         /* debug:Straight2 */
1023         cards[0] = 12;
1024         cards[1] = 0;
1025         cards[2] = 9;
1026         cards[3] = 11 + 13 * 2;
1027         cards[4] = 10;
1028 #endif
1029 #if 0
1030         /* debug:Straight3 */
1031         cards[0] = 52;
1032         cards[1] = 0;
1033         cards[2] = 9;
1034         cards[3] = 11 + 13 * 2;
1035         cards[4] = 10;
1036 #endif
1037 #if 0
1038         /* debug:Straight4 */
1039         cards[0] = 12;
1040         cards[1] = 52;
1041         cards[2] = 9;
1042         cards[3] = 11 + 13 * 2;
1043         cards[4] = 10;
1044 #endif
1045 #if 0
1046         /* debug:Straight5 */
1047         cards[0] = 4;
1048         cards[1] = 5 + 13;
1049         cards[2] = 6;
1050         cards[3] = 7 + 26;
1051         cards[4] = 3;
1052 #endif
1053 #if 0
1054         /* debug:Five Card1 */
1055         cards[0] = 4;
1056         cards[1] = 52;
1057         cards[2] = 4 + 13;
1058         cards[3] = 4 + 26;
1059         cards[4] = 4 + 39;
1060 #endif
1061 #if 0
1062         /* debug:Five Card2 */
1063         cards[1] = 52;
1064         cards[0] = 4;
1065         cards[2] = 4 + 13;
1066         cards[3] = 4 + 26;
1067         cards[4] = 4 + 39;
1068 #endif
1069 #if 0
1070         /* debug */
1071         cards[0] = 52;
1072         cards[1] = 0;
1073         cards[2] = 1;
1074         cards[3] = 2;
1075         cards[4] = 3;
1076 #endif
1077
1078         /* suteruno wo kimeru */
1079         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);
1080
1081         display_cards();
1082         yaku_check();
1083
1084         while (!done)
1085         {
1086                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1087                 kakikae = FALSE;
1088                 cmd = inkey();
1089                 switch (cmd)
1090                 {
1091                 case '6': case 'l': case 'L': case KTRL('F'):
1092                         if (!kettei) k = (k+1)%5;
1093                         else {k = 0;kettei = FALSE;}
1094                         kakikae = TRUE;
1095                         break;
1096                 case '4': case 'h': case 'H': case KTRL('B'):
1097                         if (!kettei) k = (k+4)%5;
1098                         else {k = 4;kettei = FALSE;}
1099                         kakikae = TRUE;
1100                         break;
1101                 case '2': case 'j': case 'J': case KTRL('N'):
1102                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1103                         break;
1104                 case '8': case 'k': case 'K': case KTRL('P'):
1105                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1106                         break;
1107                 case ' ': case '\r':
1108                         if (kettei) done = TRUE;
1109                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1110                         break;
1111                 default:
1112                         break;
1113                 }
1114         }
1115         
1116         prt("",0,0);
1117
1118         for (i = 0; i < 5; i++)
1119                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1120
1121         display_cards();
1122         
1123         return yaku_check();
1124 }
1125 #undef SUIT_OF
1126 #undef NUM_OF
1127 #undef IS_JOKER
1128 /* end of poker codes --Koka */
1129
1130 /*!
1131  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1132  * @param cmd プレイするゲームID
1133  * @return なし
1134  */
1135 static bool gamble_comm(int cmd)
1136 {
1137         int i;
1138         int roll1, roll2, roll3, choice, odds, win;
1139         s32b wager;
1140         s32b maxbet;
1141         s32b oldgold;
1142
1143         char out_val[160], tmp_str[80], again;
1144         cptr p;
1145
1146         screen_save();
1147
1148         if (cmd == BACT_GAMBLE_RULES)
1149         {
1150                 /* Peruse the gambling help file */
1151                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1152         }
1153         else
1154         {
1155                 /* No money */
1156                 if (p_ptr->au < 1)
1157                 {
1158                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1159                                                 "Hey! You don't have gold - get out of here!"));
1160                         msg_print(NULL);
1161                         screen_load();
1162                         return FALSE;
1163                 }
1164
1165                 clear_bldg(5, 23);
1166
1167                 maxbet = p_ptr->lev * 200;
1168
1169                 /* We can't bet more than we have */
1170                 maxbet = MIN(maxbet, p_ptr->au);
1171
1172                 /* Get the wager */
1173                 strcpy(out_val, "");
1174                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1175
1176
1177                 /*
1178                  * Use get_string() because we may need more than
1179                  * the s16b value returned by get_quantity().
1180                  */
1181                 if (get_string(tmp_str, out_val, 32))
1182                 {
1183                         /* Strip spaces */
1184                         for (p = out_val; *p == ' '; p++);
1185
1186                         /* Get the wager */
1187                         wager = atol(p);
1188
1189                         if (wager > p_ptr->au)
1190                         {
1191                                 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!"));
1192                                 msg_print(NULL);
1193                                 screen_load();
1194                                 return (FALSE);
1195                         }
1196                         else if (wager > maxbet)
1197                         {
1198                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1199                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1200                                 wager = maxbet;
1201                         }
1202                         else if (wager < 1)
1203                         {
1204                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1205                                 wager = 1;
1206                         }
1207                         msg_print(NULL);
1208                         win = FALSE;
1209                         odds = 0;
1210                         oldgold = p_ptr->au;
1211
1212                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1213                         prt(tmp_str, 20, 2);
1214                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1215                         prt(tmp_str, 21, 2);
1216
1217                         do
1218                         {
1219                                 p_ptr->au -= wager;
1220                                 switch (cmd)
1221                                 {
1222                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1223                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1224
1225                                         odds = 4;
1226                                         win = FALSE;
1227                                         roll1 = randint1(10);
1228                                         roll2 = randint1(10);
1229                                         choice = randint1(10);
1230                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1231
1232                                         prt(tmp_str, 8, 3);
1233                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1234
1235                                         prt(tmp_str, 11, 14);
1236                                         if (((choice > roll1) && (choice < roll2)) ||
1237                                                 ((choice < roll1) && (choice > roll2)))
1238                                                 win = TRUE;
1239                                         break;
1240                                 case BACT_CRAPS:  /* Game of Craps */
1241                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1242
1243                                         win = 3;
1244                                         odds = 2;
1245                                         roll1 = randint1(6);
1246                                         roll2 = randint1(6);
1247                                         roll3 = roll1 +  roll2;
1248                                         choice = roll3;
1249                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1250                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1251                                         prt(tmp_str, 7, 5);
1252                                         if ((roll3 == 7) || (roll3 == 11))
1253                                                 win = TRUE;
1254                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1255                                                 win = FALSE;
1256                                         else
1257                                                 do
1258                                                 {
1259                                                         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"));
1260
1261                                                         msg_print(NULL);
1262                                                         roll1 = randint1(6);
1263                                                         roll2 = randint1(6);
1264                                                         roll3 = roll1 +  roll2;
1265                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1266                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1267                                                         prt(tmp_str, 8, 5);
1268                                                         if (roll3 == choice)
1269                                                                 win = TRUE;
1270                                                         else if (roll3 == 7)
1271                                                                 win = FALSE;
1272                                                 } while ((win != TRUE) && (win != FALSE));
1273                                         break;
1274
1275                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1276                                         win = FALSE;
1277                                         odds = 9;
1278                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1279
1280                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1281                                         prt("--------------------------------", 8, 3);
1282                                         strcpy(out_val, "");
1283                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1284
1285                                         for (p = out_val; iswspace(*p); p++);
1286                                         choice = atol(p);
1287                                         if (choice < 0)
1288                                         {
1289                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1290                                                 choice = 0;
1291                                         }
1292                                         else if (choice > 9)
1293                                         {
1294                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1295                                                 choice = 9;
1296                                         }
1297                                         msg_print(NULL);
1298                                         roll1 = randint0(10);
1299                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1300                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1301                                         prt(tmp_str, 13, 3);
1302                                         prt("", 9, 0);
1303                                         prt("*", 9, (3 * roll1 + 5));
1304                                         if (roll1 == choice)
1305                                                 win = TRUE;
1306                                         break;
1307
1308                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1309                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1310                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1311                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1312                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1313                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1314                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1315                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1316                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1317                                         
1318                                         win = FALSE;
1319                                         roll1 = randint1(21);
1320                                         for (i=6;i>0;i--)
1321                                         {
1322                                                 if ((roll1-i) < 1)
1323                                                 {
1324                                                         roll1 = 7-i;
1325                                                         break;
1326                                                 }
1327                                                 roll1 -= i;
1328                                         }
1329                                         roll2 = randint1(21);
1330                                         for (i=6;i>0;i--)
1331                                         {
1332                                                 if ((roll2-i) < 1)
1333                                                 {
1334                                                         roll2 = 7-i;
1335                                                         break;
1336                                                 }
1337                                                 roll2 -= i;
1338                                         }
1339                                         choice = randint1(21);
1340                                         for (i=6;i>0;i--)
1341                                         {
1342                                                 if ((choice-i) < 1)
1343                                                 {
1344                                                         choice = 7-i;
1345                                                         break;
1346                                                 }
1347                                                 choice -= i;
1348                                         }
1349                                         put_str("/--------------------------\\", 7, 2);
1350                                         prt("\\--------------------------/", 17, 2);
1351                                         display_fruit(8,  3, roll1 - 1);
1352                                         display_fruit(8, 12, roll2 - 1);
1353                                         display_fruit(8, 21, choice - 1);
1354                                         if ((roll1 == roll2) && (roll2 == choice))
1355                                         {
1356                                                 win = TRUE;
1357                                                 switch(roll1)
1358                                                 {
1359                                                 case 1:
1360                                                         odds = 5;break;
1361                                                 case 2:
1362                                                         odds = 10;break;
1363                                                 case 3:
1364                                                         odds = 20;break;
1365                                                 case 4:
1366                                                         odds = 50;break;
1367                                                 case 5:
1368                                                         odds = 200;break;
1369                                                 case 6:
1370                                                         odds = 1000;break;
1371                                                 }
1372                                         }
1373                                         else if ((roll1 == 1) && (roll2 == 1))
1374                                         {
1375                                                 win = TRUE;
1376                                                 odds = 2;
1377                                         }
1378                                         break;
1379                                 case BACT_POKER:
1380                                         win = FALSE;
1381                                         odds = do_poker();
1382                                         if (odds) win = TRUE;
1383                                         break;
1384                                 }
1385
1386                                 if (win)
1387                                 {
1388                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1389
1390                                         p_ptr->au += odds * wager;
1391                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1392
1393                                         prt(tmp_str, 17, 37);
1394                                 }
1395                                 else
1396                                 {
1397                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1398                                         prt("", 17, 37);
1399                                 }
1400                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1401
1402                                 prt(tmp_str, 22, 2);
1403                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1404
1405                                 move_cursor(18, 52);
1406                                 again = inkey();
1407                                 prt("", 16, 37);
1408                                 prt("", 17, 37);
1409                                 prt("", 18, 37);
1410                                 if (wager > p_ptr->au)
1411                                 {
1412                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1413                                                                 "Hey! You don't have the gold - get out of here!"));
1414                                         msg_print(NULL);
1415
1416                                         /* Get out here */
1417                                         break;
1418                                 }
1419                         } while ((again == 'y') || (again == 'Y'));
1420
1421                         prt("", 18, 37);
1422                         if (p_ptr->au >= oldgold)
1423                         {
1424                                 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!」",
1425                                                         "You came out a winner! We'll win next time, I'm sure."));
1426                                 chg_virtue(V_CHANCE, 3);
1427                         }
1428                         else
1429                         {
1430                                 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."));
1431                                 chg_virtue(V_CHANCE, -3);
1432                         }
1433                 }
1434                 msg_print(NULL);
1435         }
1436         screen_load();
1437         return (TRUE);
1438 }
1439
1440 /*!
1441  * @brief モンスター闘技場に参加できるモンスターの判定
1442  * @param r_idx モンスターID
1443  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1444  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1445  * @return 参加できるか否か
1446  */
1447 static bool vault_aux_battle(int r_idx)
1448 {
1449         int i;
1450         int dam = 0;
1451
1452         monster_race *r_ptr = &r_info[r_idx];
1453
1454         /* Decline town monsters */
1455 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1456
1457         /* Decline unique monsters */
1458 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1459 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1460
1461         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1462         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1463         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1464         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1465         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1466
1467         for (i = 0; i < 4; i++)
1468         {
1469                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1470                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1471         }
1472         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1473
1474         /* Okay */
1475         return (TRUE);
1476 }
1477
1478 /*!
1479  * @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。
1480  * @return なし
1481  */
1482 void battle_monsters(void)
1483 {
1484         int total, i;
1485         int max_dl = 0;
1486         int mon_level;
1487         int power[4];
1488         bool tekitou;
1489         bool old_inside_battle = p_ptr->inside_battle;
1490
1491         for (i = 0; i < max_d_idx; i++)
1492                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1493
1494         mon_level = randint1(MIN(max_dl, 122))+5;
1495         if (randint0(100) < 60)
1496         {
1497                 i = randint1(MIN(max_dl, 122))+5;
1498                 mon_level = MAX(i, mon_level);
1499         }
1500         if (randint0(100) < 30)
1501         {
1502                 i = randint1(MIN(max_dl, 122))+5;
1503                 mon_level = MAX(i, mon_level);
1504         }
1505
1506         while (1)
1507         {
1508                 total = 0;
1509                 tekitou = FALSE;
1510                 for(i=0;i<4;i++)
1511                 {
1512                         int r_idx, j;
1513                         while (1)
1514                         {
1515                                 get_mon_num_prep(vault_aux_battle, NULL);
1516                                 p_ptr->inside_battle = TRUE;
1517                                 r_idx = get_mon_num(mon_level);
1518                                 p_ptr->inside_battle = old_inside_battle;
1519                                 if (!r_idx) continue;
1520
1521                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1522                                 {
1523                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1524                                 }
1525
1526                                 for (j = 0; j < i; j++)
1527                                         if(r_idx == battle_mon[j]) break;
1528                                 if (j<i) continue;
1529
1530                                 break;
1531                         }
1532                         battle_mon[i] = r_idx;
1533                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1534                 }
1535
1536                 for (i=0;i<4;i++)
1537                 {
1538                         monster_race *r_ptr = &r_info[battle_mon[i]];
1539                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1540
1541                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1542                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1543                         else
1544                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1545                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1546                         if (r_ptr->speed > 110)
1547                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1548                         if (r_ptr->speed < 110)
1549                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1550                         if (num_taisei > 2)
1551                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1552                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1553                                 power[i] = power[i] * 4 / 3;
1554                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1555                                 power[i] = power[i] * 4 / 3;
1556                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1557                                 power[i] = power[i] * 11 / 10;
1558                         if (r_ptr->flags1 & RF1_RAND_25)
1559                                 power[i] = power[i] * 9 / 10;
1560                         if (r_ptr->flags1 & RF1_RAND_50)
1561                                 power[i] = power[i] * 9 / 10;
1562                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1563                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1564
1565
1566                         total += power[i];
1567                 }
1568                 for (i=0;i<4;i++)
1569                 {
1570                         power[i] = total*60/power[i];
1571                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1572                         if ((power[i] < 160) && randint0(20)) break;
1573                         if (power[i] < 101) power[i] = 100 + randint1(5);
1574                         mon_odds[i] = power[i];
1575                 }
1576                 if (i == 4) break;
1577         }
1578 }
1579
1580 /*!
1581  * @brief モンスター闘技場のメインルーチン
1582  * @return 賭けを開始したか否か
1583  */
1584 static bool kakutoujou(void)
1585 {
1586         s32b maxbet;
1587         s32b wager;
1588         char out_val[160], tmp_str[80];
1589         cptr p;
1590
1591         if ((turn - old_battle) > TURNS_PER_TICK*250)
1592         {
1593                 battle_monsters();
1594                 old_battle = turn;
1595         }
1596
1597         screen_save();
1598
1599         /* No money */
1600         if (p_ptr->au < 1)
1601         {
1602                 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!"));
1603                 msg_print(NULL);
1604                 screen_load();
1605                 return FALSE;
1606         }
1607         else
1608         {
1609                 int i;
1610
1611                 clear_bldg(4, 10);
1612
1613                 prt(_("モンスター                                                     倍率",
1614                           "Monsters                                                       Odds"), 4, 4);
1615                 for (i=0;i<4;i++)
1616                 {
1617                         char buf[80];
1618                         monster_race *r_ptr = &r_info[battle_mon[i]];
1619
1620                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1621                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1622                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1623                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1624                         prt(buf, 5+i, 1);
1625                 }
1626                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1627                 while(1)
1628                 {
1629                         i = inkey();
1630
1631                         if (i == ESCAPE)
1632                         {
1633                                 screen_load();
1634                                 return FALSE;
1635                         }
1636                         if (i >= '1' && i <= '4')
1637                         {
1638                                 sel_monster = i-'1';
1639                                 battle_odds = mon_odds[sel_monster];
1640                                 break;
1641                         }
1642                         else bell();
1643                 }
1644
1645                 clear_bldg(4,4);
1646                 for (i=0;i<4;i++)
1647                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1648
1649                 maxbet = p_ptr->lev * 200;
1650
1651                 /* We can't bet more than we have */
1652                 maxbet = MIN(maxbet, p_ptr->au);
1653
1654                 /* Get the wager */
1655                 strcpy(out_val, "");
1656                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1657                 /*
1658                  * Use get_string() because we may need more than
1659                  * the s16b value returned by get_quantity().
1660                  */
1661                 if (get_string(tmp_str, out_val, 32))
1662                 {
1663                         /* Strip spaces */
1664                         for (p = out_val; *p == ' '; p++);
1665
1666                         /* Get the wager */
1667                         wager = atol(p);
1668
1669                         if (wager > p_ptr->au)
1670                         {
1671                                 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!"));
1672
1673                                 msg_print(NULL);
1674                                 screen_load();
1675                                 return (FALSE);
1676                         }
1677                         else if (wager > maxbet)
1678                         {
1679                                 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);
1680
1681                                 wager = maxbet;
1682                         }
1683                         else if (wager < 1)
1684                         {
1685                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1686                                 wager = 1;
1687                         }
1688                         msg_print(NULL);
1689                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1690                         kakekin = wager;
1691                         p_ptr->au -= wager;
1692                         reset_tim_flags();
1693
1694                         /* Save the surface floor as saved floor */
1695                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1696
1697                         p_ptr->inside_battle = TRUE;
1698                         p_ptr->leaving = TRUE;
1699
1700                         leave_bldg = TRUE;
1701                         screen_load();
1702
1703                         return (TRUE);
1704                 }
1705         }
1706         screen_load();
1707
1708         return (FALSE);
1709 }
1710
1711 /*!
1712  * @brief 本日の賞金首情報を表示する。
1713  * @return なし
1714  */
1715 static void today_target(void)
1716 {
1717         char buf[160];
1718         monster_race *r_ptr = &r_info[today_mon];
1719
1720         clear_bldg(4,18);
1721         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1722         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1723         c_put_str(TERM_YELLOW, buf, 6, 10);
1724         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"),r_ptr->level * 50 + 100);
1725         prt(buf, 8, 10);
1726         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
1727         prt(buf, 9, 10);
1728         p_ptr->today_mon = today_mon;
1729 }
1730
1731 /*!
1732  * @brief ツチノコの賞金首情報を表示する。
1733  * @return なし
1734  */
1735 static void tsuchinoko(void)
1736 {
1737         clear_bldg(4,18);
1738         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1739         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);
1740         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1741         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1742         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1743 }
1744
1745 /*!
1746  * @brief 通常の賞金首情報を表示する。
1747  * @return なし
1748  */
1749 static void shoukinkubi(void)
1750 {
1751         int i;
1752         int y = 0;
1753
1754         clear_bldg(4,18);
1755         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);
1756         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1757
1758         for (i = 0; i < MAX_KUBI; i++)
1759         {
1760                 byte color;
1761                 cptr done_mark;
1762                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1763
1764                 if (kubi_r_idx[i] > 10000)
1765                 {
1766                         color = TERM_RED;
1767                         done_mark = _("(済)", "(done)");
1768                 }
1769                 else
1770                 {
1771                         color = TERM_WHITE;
1772                         done_mark = "";
1773                 }
1774
1775                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1776
1777                 y = (y+1) % 10;
1778                 if (!y && (i < MAX_KUBI -1))
1779                 {
1780                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1781                         (void)inkey();
1782                         prt("", 0, 0);
1783                         clear_bldg(7,18);
1784                 }
1785         }
1786 }
1787
1788
1789
1790 /*!
1791  * 賞金首の報酬テーブル / List of prize object
1792  */
1793 static struct {
1794         s16b tval; /*!< ベースアイテムのメイン種別ID */
1795         s16b sval; /*!< ベースアイテムのサブ種別ID */
1796 } prize_list[MAX_KUBI] = 
1797 {
1798         {TV_POTION, SV_POTION_CURING},
1799         {TV_POTION, SV_POTION_SPEED},
1800         {TV_POTION, SV_POTION_SPEED},
1801         {TV_POTION, SV_POTION_RESISTANCE},
1802         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1803
1804         {TV_POTION, SV_POTION_HEALING},
1805         {TV_POTION, SV_POTION_RESTORE_MANA},
1806         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1807         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1808         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1809
1810         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1811         {TV_POTION, SV_POTION_STAR_HEALING},
1812         {TV_POTION, SV_POTION_STAR_HEALING},
1813         {TV_POTION, SV_POTION_NEW_LIFE},
1814         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1815
1816         {TV_POTION, SV_POTION_LIFE},
1817         {TV_POTION, SV_POTION_LIFE},
1818         {TV_POTION, SV_POTION_AUGMENTATION},
1819         {TV_POTION, SV_POTION_INVULNERABILITY},
1820         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1821 };
1822
1823 /*!
1824  * @brief 賞金首の引き換え処理 / Get prize
1825  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1826  */
1827 static bool kankin(void)
1828 {
1829         int i, j;
1830         bool change = FALSE;
1831         char o_name[MAX_NLEN];
1832         object_type *o_ptr;
1833
1834         /* Loop for inventory and right/left arm */
1835         for (i = 0; i <= INVEN_LARM; i++)
1836         {
1837                 o_ptr = &inventory[i];
1838
1839                 /* Living Tsuchinoko worthes $1000000 */
1840                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1841                 {
1842                         char buf[MAX_NLEN+20];
1843                         object_desc(o_name, o_ptr, 0);
1844                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1845                         if (get_check(buf))
1846                         {
1847                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1848                                 p_ptr->au += 1000000L * o_ptr->number;
1849                                 p_ptr->redraw |= (PR_GOLD);
1850                                 inven_item_increase(i, -o_ptr->number);
1851                                 inven_item_describe(i);
1852                                 inven_item_optimize(i);
1853                         }
1854                         change = TRUE;
1855                 }
1856         }
1857
1858         for (i = 0; i < INVEN_PACK; i++)
1859         {
1860                 o_ptr = &inventory[i];
1861
1862                 /* Corpse of Tsuchinoko worthes $200000 */
1863                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1864                 {
1865                         char buf[MAX_NLEN+20];
1866                         object_desc(o_name, o_ptr, 0);
1867                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1868                         if (get_check(buf))
1869                         {
1870                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1871                                 p_ptr->au += 200000L * o_ptr->number;
1872                                 p_ptr->redraw |= (PR_GOLD);
1873                                 inven_item_increase(i, -o_ptr->number);
1874                                 inven_item_describe(i);
1875                                 inven_item_optimize(i);
1876                         }
1877                         change = TRUE;
1878                 }
1879         }
1880
1881         for (i = 0; i < INVEN_PACK; i++)
1882         {
1883                 o_ptr = &inventory[i];
1884
1885                 /* Bones of Tsuchinoko worthes $100000 */
1886                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1887                 {
1888                         char buf[MAX_NLEN+20];
1889                         object_desc(o_name, o_ptr, 0);
1890                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1891                         if (get_check(buf))
1892                         {
1893                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1894                                 p_ptr->au += 100000L * o_ptr->number;
1895                                 p_ptr->redraw |= (PR_GOLD);
1896                                 inven_item_increase(i, -o_ptr->number);
1897                                 inven_item_describe(i);
1898                                 inven_item_optimize(i);
1899                         }
1900                         change = TRUE;
1901                 }
1902         }
1903
1904         for (i = 0; i < INVEN_PACK; i++)
1905         {
1906                 o_ptr = &inventory[i];
1907                 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)))
1908                 {
1909                         char buf[MAX_NLEN+20];
1910                         object_desc(o_name, o_ptr, 0);
1911                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1912                         if (get_check(buf))
1913                         {
1914                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1915                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1916                                 p_ptr->redraw |= (PR_GOLD);
1917                                 inven_item_increase(i, -o_ptr->number);
1918                                 inven_item_describe(i);
1919                                 inven_item_optimize(i);
1920                         }
1921                         change = TRUE;
1922                 }
1923         }
1924
1925         for (i = 0; i < INVEN_PACK; i++)
1926         {
1927                 o_ptr = &inventory[i];
1928
1929                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1930                 {
1931                         char buf[MAX_NLEN+20];
1932                         object_desc(o_name, o_ptr, 0);
1933                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1934                         if (get_check(buf))
1935                         {
1936                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1937                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1938                                 p_ptr->redraw |= (PR_GOLD);
1939                                 inven_item_increase(i, -o_ptr->number);
1940                                 inven_item_describe(i);
1941                                 inven_item_optimize(i);
1942                         }
1943                         change = TRUE;
1944                 }
1945         }
1946
1947         for (j = 0; j < MAX_KUBI; j++)
1948         {
1949                 /* Need reverse order --- Positions will be changed in the loop */
1950                 for (i = INVEN_PACK-1; i >= 0; i--)
1951                 {
1952                         o_ptr = &inventory[i];
1953                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1954                         {
1955                                 char buf[MAX_NLEN+20];
1956                                 int num, k, item_new;
1957                                 object_type forge;
1958
1959                                 object_desc(o_name, o_ptr, 0);
1960                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1961                                 if (!get_check(buf)) continue;
1962
1963 #if 0 /* Obsoleted */
1964                                 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);
1965                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1966                                 p_ptr->redraw |= (PR_GOLD);
1967                                 inven_item_increase(i, -o_ptr->number);
1968                                 inven_item_describe(i);
1969                                 inven_item_optimize(i);
1970                                 chg_virtue(V_JUSTICE, 5);
1971                                 kubi_r_idx[j] += 10000;
1972
1973                                 change = TRUE;
1974 #endif /* Obsoleted */
1975
1976                                 /* Hand it first */
1977                                 inven_item_increase(i, -o_ptr->number);
1978                                 inven_item_describe(i);
1979                                 inven_item_optimize(i);
1980
1981                                 chg_virtue(V_JUSTICE, 5);
1982                                 kubi_r_idx[j] += 10000;
1983
1984                                 /* Count number of unique corpses already handed */
1985                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1986                                 {
1987                                         if (kubi_r_idx[k] >= 10000) num++;
1988                                 }
1989                                 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" : ""));
1990
1991                                 /* Prepare to make a prize */
1992                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1993                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1994
1995                                 /* Identify it fully */
1996                                 object_aware(&forge);
1997                                 object_known(&forge);
1998
1999                                 /*
2000                                  * Hand it --- Assume there is an empty slot.
2001                                  * Since a corpse is handed at first,
2002                                  * there is at least one empty slot.
2003                                  */
2004                                 item_new = inven_carry(&forge);
2005
2006                                 /* Describe the object */
2007                                 object_desc(o_name, &forge, 0);
2008                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2009
2010                                 /* Auto-inscription */
2011                                 autopick_alter_item(item_new, FALSE);
2012
2013                                 /* Handle stuff */
2014                                 handle_stuff();
2015
2016                                 change = TRUE;
2017                         }
2018                 }
2019         }
2020
2021         if (!change)
2022         {
2023                 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."));
2024                 msg_print(NULL);
2025                 return FALSE;
2026         }
2027         return TRUE;
2028 }
2029
2030 /*!
2031  * @brief 悪夢の元凶となるモンスターかどうかを返す。
2032  * @param r_idx 判定対象となるモンスターのID
2033  * @return 悪夢の元凶となり得るか否か。
2034  */
2035 bool get_nightmare(int r_idx)
2036 {
2037         monster_race *r_ptr = &r_info[r_idx];
2038
2039         /* Require eldritch horrors */
2040         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2041
2042         /* Require high level */
2043         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2044
2045         /* Accept this monster */
2046         return (TRUE);
2047 }
2048
2049 /*!
2050  * @brief 宿屋の利用サブルーチン
2051  * @details inn commands\n
2052  * Note that resting for the night was a perfect way to avoid player\n
2053  * ghosts in the town *if* you could only make it to the inn in time (-:\n
2054  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2055  * will not be that useful.  I will keep it in the hopes the player\n
2056  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2057  * Resting at night is also a quick way to restock stores -KMW-\n
2058  * @param cmd 宿屋の利用施設ID
2059  * @return 施設の利用が実際に行われたか否か。
2060  */
2061 static bool inn_comm(int cmd)
2062 {
2063         switch (cmd)
2064         {
2065                 case BACT_FOOD: /* Buy food & drink */
2066                         if (p_ptr->food >= PY_FOOD_FULL)
2067                         {
2068                                 msg_print(_("今は満腹だ。", "You are full now."));
2069                                 return FALSE;
2070                         }
2071                         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."));
2072                         (void)set_food(PY_FOOD_MAX - 1);
2073                         break;
2074
2075                 case BACT_REST: /* Rest for the night */
2076                         if ((p_ptr->poisoned) || (p_ptr->cut))
2077                         {
2078                                 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."));
2079                                 msg_print(NULL);
2080                                 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."));
2081                         }
2082                         else
2083                         {
2084                                 s32b oldturn = turn;
2085                                 int prev_day, prev_hour, prev_min;
2086
2087                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2088                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2089                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2090                                 else
2091                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2092                                 
2093                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2094                                 if (dungeon_turn < dungeon_turn_limit)
2095                                 {
2096                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2097                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2098                                 }
2099
2100                                 prevent_turn_overflow();
2101
2102                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2103                                 p_ptr->chp = p_ptr->mhp;
2104
2105                                 if (ironman_nightmare)
2106                                 {
2107                                         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."));
2108
2109                                         /* Have some nightmares */
2110                                         while(1)
2111                                         {
2112                                                 sanity_blast(NULL, FALSE);
2113                                                 if (!one_in_(3)) break;
2114                                         }
2115
2116                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2117                                         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."));
2118                                 }
2119                                 else
2120                                 {
2121                                         set_blind(0);
2122                                         set_confused(0);
2123                                         p_ptr->stun = 0;
2124                                         p_ptr->chp = p_ptr->mhp;
2125                                         p_ptr->csp = p_ptr->msp;
2126                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2127                                         {
2128                                                 int i;
2129                                                 for (i = 0; i < 72; i++)
2130                                                 {
2131                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2132                                                 }
2133                                                 for (; i < 108; i++)
2134                                                 {
2135                                                         p_ptr->magic_num1[i] = 0;
2136                                                 }
2137                                         }
2138
2139                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2140                                         {
2141                                                 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."));
2142                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2143                                         }
2144                                         else
2145                                         {
2146                                                 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."));
2147                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2148                                         }
2149                                 }
2150                         }
2151                         break;
2152
2153                 case BACT_RUMORS: /* Listen for rumors */
2154                         {
2155                                 display_rumor(TRUE);
2156                                 break;
2157                         }
2158         }
2159
2160         return (TRUE);
2161 }
2162
2163
2164 /*!
2165  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2166  * @param questnum クエストのID
2167  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2168  * @return なし
2169  */
2170 static void get_questinfo(int questnum, bool do_init)
2171 {
2172         int     i;
2173         int     old_quest;
2174         char    tmp_str[80];
2175
2176         /* Clear the text */
2177         for (i = 0; i < 10; i++)
2178         {
2179                 quest_text[i][0] = '\0';
2180         }
2181
2182         quest_text_line = 0;
2183
2184         /* Set the quest number temporary */
2185         old_quest = p_ptr->inside_quest;
2186         p_ptr->inside_quest = questnum;
2187
2188         /* Get the quest text */
2189         init_flags = INIT_SHOW_TEXT;
2190         if (do_init) init_flags |= INIT_ASSIGN;
2191
2192         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2193
2194         /* Reset the old quest number */
2195         p_ptr->inside_quest = old_quest;
2196
2197         /* Print the quest info */
2198         sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
2199
2200         prt(tmp_str, 5, 0);
2201
2202         prt(quest[questnum].name, 7, 0);
2203
2204         for (i = 0; i < 10; i++)
2205         {
2206                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2207         }
2208 }
2209
2210 /*!
2211  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2212  * @return なし
2213  */
2214 static void castle_quest(void)
2215 {
2216         int             q_index = 0;
2217         monster_race    *r_ptr;
2218         quest_type      *q_ptr;
2219         cptr            name;
2220
2221
2222         clear_bldg(4, 18);
2223
2224         /* Current quest of the building */
2225         q_index = cave[p_ptr->y][p_ptr->x].special;
2226
2227         /* Is there a quest available at the building? */
2228         if (!q_index)
2229         {
2230                 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);
2231                 return;
2232         }
2233
2234         q_ptr = &quest[q_index];
2235
2236         /* Quest is completed */
2237         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2238         {
2239                 /* Rewarded quest */
2240                 q_ptr->status = QUEST_STATUS_REWARDED;
2241
2242                 get_questinfo(q_index, FALSE);
2243
2244                 reinit_wilderness = TRUE;
2245         }
2246         /* Failed quest */
2247         else if (q_ptr->status == QUEST_STATUS_FAILED)
2248         {
2249                 get_questinfo(q_index, FALSE);
2250
2251                 /* Mark quest as done (but failed) */
2252                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2253
2254                 reinit_wilderness = TRUE;
2255         }
2256         /* Quest is still unfinished */
2257         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2258         {
2259                 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);
2260                 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);
2261                 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);
2262         }
2263         /* No quest yet */
2264         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2265         {
2266                 q_ptr->status = QUEST_STATUS_TAKEN;
2267
2268                 reinit_wilderness = TRUE;
2269
2270                 /* Assign a new quest */
2271                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2272                 {
2273                         if (q_ptr->r_idx == 0)
2274                         {
2275                                 /* Random monster at least 5 - 10 levels out of deep */
2276                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2277                         }
2278
2279                         r_ptr = &r_info[q_ptr->r_idx];
2280
2281                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2282                         {
2283                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2284                                 r_ptr = &r_info[q_ptr->r_idx];
2285                         }
2286
2287                         if (q_ptr->max_num == 0)
2288                         {
2289                                 /* Random monster number */
2290                                 if (randint1(10) > 7)
2291                                         q_ptr->max_num = 1;
2292                                 else
2293                                         q_ptr->max_num = randint1(3) + 1;
2294                         }
2295
2296                         q_ptr->cur_num = 0;
2297                         name = (r_name + r_ptr->name);
2298                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2299                 }
2300                 else
2301                 {
2302                         get_questinfo(q_index, TRUE);
2303                 }
2304         }
2305 }
2306
2307
2308 /*!
2309  * @brief 町に関するヘルプを表示する / Display town history
2310  * @return なし
2311  */
2312 static void town_history(void)
2313 {
2314         /* Save screen */
2315         screen_save();
2316
2317         /* Peruse the building help file */
2318         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2319
2320         /* Load screen */
2321         screen_load();
2322 }
2323
2324 /*!
2325  * @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
2326  * @param plus_ammo 矢弾のダメージ修正
2327  * @param plus_bow 弓のダメージ修正
2328  * @return ダメージ期待値
2329  * @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。
2330  */
2331 s16b calc_crit_ratio_shot(int plus_ammo, int plus_bow)
2332 {
2333         int i;
2334         object_type *j_ptr =  &inventory[INVEN_BOW];
2335         
2336         /* Extract "shot" power */
2337         i = p_ptr->to_h_b + plus_ammo;
2338         
2339         if (p_ptr->tval_ammo == TV_BOLT)
2340                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2341         else
2342                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2343
2344         /* Snipers can shot more critically with crossbows */
2345         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2346         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2347         
2348         /* Good bow makes more critical */
2349         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2350         
2351         if (i < 0) i = 0;
2352         
2353         return i;
2354 }
2355
2356 /*!
2357  * @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
2358  * @param weight 武器の重量
2359  * @param plus_ammo 矢弾のダメージ修正
2360  * @param plus_bow 弓のダメージ修正
2361  * @param dam 基本ダメージ量
2362  * @return ダメージ期待値
2363  */
2364 s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow,  int dam)
2365 {
2366         u32b num;
2367         int i, k, crit;
2368         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2369         
2370         k = 0;
2371         num = 0;
2372         
2373         crit = MIN(500, 900/weight);
2374         num += dam * 3 /2 * crit;
2375         k = crit;
2376         
2377         crit = MIN(500, 1350/weight);
2378         crit -= k;
2379         num += dam * 2 * crit;
2380         k += crit;
2381         
2382         if(k < 500)
2383         {
2384                 crit = 500 - k;
2385                 num += dam * 3 * crit;
2386         }
2387         
2388         num /= 500;
2389         
2390         num *= i;
2391         num += (10000 - i) * dam;
2392         num /= 10000;
2393         
2394         return num;
2395 }
2396
2397 /*!
2398  * @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
2399  * @param weight 武器の重量
2400  * @param plus 武器のダメージ修正
2401  * @param dam 基本ダメージ
2402  * @param meichuu 命中値
2403  * @param dokubari 毒針処理か否か
2404  * @return ダメージ期待値
2405  */
2406 s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
2407 {
2408         u32b k, num;
2409         int i;
2410         
2411         if(dokubari) return dam;
2412         
2413         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2414         if (i < 0) i = 0;
2415         
2416         k = weight;
2417         num = 0;
2418         
2419         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2420         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2421         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2422         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2423         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2424         
2425         num /= 650;
2426         if(p_ptr->pclass == CLASS_NINJA)
2427         {
2428                 num *= i;
2429                 num += (4444 - i) * dam;
2430                 num /= 4444;
2431         }
2432         else
2433         {
2434                 num *= i;
2435                 num += (5000 - i) * dam;
2436                 num /= 5000;
2437         }
2438         
2439         return num;
2440 }
2441
2442 /*!
2443  * @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
2444  * @param dam 基本ダメージ
2445  * @param mult スレイ倍率(掛け算部分)
2446  * @param div スレイ倍率(割り算部分)
2447  * @param force 理力特別計算フラグ
2448  * @return ダメージ期待値
2449  */
2450 static s16b calc_slaydam(int dam, int mult, int div, bool force)
2451 {
2452         int tmp;
2453         if(force)
2454         {
2455                 tmp = dam * 60;
2456                 tmp *= mult * 3;
2457                 tmp /= div * 2;
2458                 tmp += dam * 60 * 2;
2459                 tmp /= 60;
2460         }
2461         else
2462         {
2463                 tmp = dam * 60;
2464                 tmp *= mult; 
2465                 tmp /= div;
2466                 tmp /= 60;
2467         }
2468         return tmp;
2469 }
2470
2471 /*!
2472  * @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)
2473  * @param dam 基本ダメージ
2474  * @param mult スレイ倍率(掛け算部分)
2475  * @param div スレイ倍率(割り算部分)
2476  * @param force 理力特別計算フラグ
2477  * @param weight 重量
2478  * @param plus 武器ダメージ修正
2479  * @param meichuu 命中値
2480  * @param dokubari 毒針処理か否か
2481  * @param vorpal_mult 切れ味倍率(掛け算部分)
2482  * @param vorpal_div 切れ味倍率(割り算部分)
2483  * @return ダメージ期待値
2484  */
2485 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2486 {
2487         dam = calc_slaydam(dam, mult, div, force);
2488         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2489         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2490         return dam;
2491 }
2492
2493
2494 /*!
2495  * @brief 武器の各条件毎のダメージ期待値を表示する。
2496  * @param r 表示行
2497  * @param c 表示列
2498  * @param mindice ダイス部分最小値
2499  * @param maxdice ダイス部分最大値
2500  * @param blows 攻撃回数
2501  * @param dam_bonus ダメージ修正値
2502  * @param attr 条件内容
2503  * @param color 条件内容の表示色
2504  * @details
2505  * Display the damage figure of an object\n
2506  * (used by compare_weapon_aux)\n
2507  * \n
2508  * Only accurate for the current weapon, because it includes\n
2509  * the current +dam of the player.\n
2510  * @return なし
2511  */
2512 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2513 {
2514         char tmp_str[80];
2515         int mindam, maxdam;
2516         
2517         mindam = blows * (mindice + dam_bonus);
2518         maxdam = blows * (maxdice + dam_bonus);
2519
2520         /* Print the intro text */
2521         c_put_str(color, attr, r, c);
2522
2523         /* Calculate the min and max damage figures */
2524         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2525         
2526         /* Print the damage */
2527         put_str(tmp_str, r, c + 8);
2528 }
2529
2530
2531 /*!
2532  * @brief 武器一つ毎のダメージ情報を表示する。
2533  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2534  * @param col 表示する行の上端
2535  * @param r 表示する列の左端
2536  * @details
2537  * Show the damage figures for the various monster types\n
2538  * \n
2539  * Only accurate for the current weapon, because it includes\n
2540  * the current number of blows for the player.\n
2541  * @return なし
2542  */
2543 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2544 {
2545         u32b flgs[TR_FLAG_SIZE];
2546         int blow = p_ptr->num_blow[0];
2547         bool force = FALSE;
2548         bool dokubari = FALSE;
2549         
2550         /* Effective dices */
2551         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2552         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2553         
2554         int mindice = eff_dd;
2555         int maxdice = eff_ds * eff_dd;
2556         int mindam = 0;
2557         int maxdam = 0;
2558         int vorpal_mult = 1;
2559         int vorpal_div = 1;
2560         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2561         
2562
2563         /* Get the flags of the weapon */
2564         object_flags(o_ptr, flgs);
2565         
2566         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2567         
2568         
2569         /* Show Critical Damage*/
2570         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2571         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2572         
2573         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2574
2575         
2576         /* Vorpal Hit*/
2577         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2578         {
2579                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2580                 {
2581                         vorpal_mult = 5;
2582                         vorpal_div = 3;
2583                 }
2584                 else
2585                 {
2586                         vorpal_mult = 11;
2587                         vorpal_div = 9;
2588                 }
2589                 
2590                 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);
2591                 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);         
2592                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2593         }       
2594         
2595         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2596         {
2597                 force = TRUE;
2598                 
2599                 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);
2600                 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);
2601                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2602         }
2603                 
2604         /* Print the relevant lines */
2605         if (have_flag(flgs, TR_KILL_ANIMAL))
2606         {
2607                 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);
2608                 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);         
2609                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2610         }
2611         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2612         {
2613                 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);
2614                 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);
2615                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2616         }
2617         if (have_flag(flgs, TR_KILL_EVIL))
2618         {       
2619                 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);
2620                 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);
2621                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2622         }
2623         else if (have_flag(flgs, TR_SLAY_EVIL))
2624         {       
2625                 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);
2626                 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);         
2627                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2628         }
2629         if (have_flag(flgs, TR_KILL_HUMAN))
2630         {       
2631                 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);
2632                 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);
2633                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2634         }
2635         else if (have_flag(flgs, TR_SLAY_HUMAN))
2636         {       
2637                 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);
2638                 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);
2639                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2640         }
2641         if (have_flag(flgs, TR_KILL_UNDEAD))
2642         {
2643                 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);
2644                 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);
2645                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2646         }
2647         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2648         {
2649                 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);
2650                 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);
2651                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2652         }
2653         if (have_flag(flgs, TR_KILL_DEMON))
2654         {       
2655                 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);
2656                 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);
2657                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2658         }
2659         else if (have_flag(flgs, TR_SLAY_DEMON))
2660         {       
2661                 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);
2662                 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);
2663                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2664         }
2665         if (have_flag(flgs, TR_KILL_ORC))
2666         {
2667                 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);
2668                 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);
2669                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2670         }
2671         else if (have_flag(flgs, TR_SLAY_ORC))
2672         {
2673                 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);
2674                 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);
2675                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2676         }
2677         if (have_flag(flgs, TR_KILL_TROLL))
2678         {
2679                 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);
2680                 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);
2681                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2682         }
2683         else if (have_flag(flgs, TR_SLAY_TROLL))
2684         {
2685                 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);
2686                 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);
2687                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2688         }
2689         if (have_flag(flgs, TR_KILL_GIANT))
2690         {
2691                 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);
2692                 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);
2693                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2694         }
2695         else if (have_flag(flgs, TR_SLAY_GIANT))
2696         {
2697                 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);
2698                 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);
2699                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2700         }
2701         if (have_flag(flgs, TR_KILL_DRAGON))
2702         {
2703                 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);
2704                 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);
2705                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2706         }
2707         else if (have_flag(flgs, TR_SLAY_DRAGON))
2708         {               
2709                 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);
2710                 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);
2711                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2712         }
2713         if (have_flag(flgs, TR_BRAND_ACID))
2714         {
2715                 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);
2716                 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);
2717                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2718         }
2719         if (have_flag(flgs, TR_BRAND_ELEC))
2720         {
2721                 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);
2722                 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);
2723                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2724         }
2725         if (have_flag(flgs, TR_BRAND_FIRE))
2726         {
2727                 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);
2728                 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);
2729                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2730         }
2731         if (have_flag(flgs, TR_BRAND_COLD))
2732         {
2733                 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);
2734                 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);
2735                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2736         }
2737         if (have_flag(flgs, TR_BRAND_POIS))
2738         {
2739                 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);
2740                 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);
2741                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2742         }
2743 }
2744
2745 /*!
2746  * @brief モンスターへの命中率の計算
2747  * @param to_h 命中値
2748  * @param ac 敵AC
2749  * @return なし
2750  */
2751 static int hit_chance(int to_h, int ac)
2752 {
2753         int chance = 0;
2754         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2755
2756         if (meichuu <= 0) return 5;
2757
2758         chance = 100 - ((ac * 75) / meichuu);
2759
2760         if (chance > 95) chance = 95;
2761         if (chance < 5) chance = 5;
2762         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2763                 chance = (chance*19+9)/20;
2764         return chance;
2765 }
2766
2767 /*!
2768  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2769  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2770  * @param row 表示する列の左端
2771  * @param col 表示する行の上端
2772  * @details
2773  * Displays all info about a weapon
2774  *
2775  * Only accurate for the current weapon, because it includes
2776  * various info about the player's +to_dam and number of blows.
2777  * @return なし
2778  */
2779 static void list_weapon(object_type *o_ptr, int row, int col)
2780 {
2781         char o_name[MAX_NLEN];
2782         char tmp_str[80];
2783
2784         /* Effective dices */
2785         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2786         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2787
2788         /* Print the weapon name */
2789         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2790         c_put_str(TERM_YELLOW, o_name, row, col);
2791
2792         /* Print the player's number of blows */
2793         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2794         put_str(tmp_str, row+1, col);
2795
2796         /* Print to_hit and to_dam of the weapon */
2797         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2798         put_str(tmp_str, row+2, col);
2799
2800         /* Print the weapons base damage dice */
2801         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2802                                 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2803                                 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2804         put_str(tmp_str, row+3, col);
2805         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2806
2807         /* Damage for one blow (if it hits) */
2808         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2809             eff_dd + o_ptr->to_d + p_ptr->to_d[0],
2810             eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
2811         put_str(tmp_str, row+6, col+1);
2812
2813         /* Damage for the complete attack (if all blows hit) */
2814         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2815             p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2816             p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2817         put_str(tmp_str, row+7, col+1);
2818 }
2819
2820
2821 /*!
2822  * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2823  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2824  * @return 対象になるならTRUEを返す。
2825  */
2826 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
2827 {
2828         switch (o_ptr->tval)
2829         {
2830                 case TV_HAFTED:
2831                 case TV_POLEARM:
2832                 case TV_DIGGING:
2833                 {
2834                         return (TRUE);
2835                 }
2836                 case TV_SWORD:
2837                 {
2838                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2839                 }
2840         }
2841
2842         return (FALSE);
2843 }
2844
2845
2846 /*!
2847  * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2848  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2849  * @return 対象になるならTRUEを返す。
2850  */
2851 static bool item_tester_hook_ammo(object_type *o_ptr)
2852 {
2853         switch (o_ptr->tval)
2854         {
2855                 case TV_SHOT:
2856                 case TV_ARROW:
2857                 case TV_BOLT:
2858                 {
2859                         return (TRUE);
2860                 }
2861         }
2862
2863         return (FALSE);
2864 }
2865
2866
2867 /*!
2868  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2869  * @details 
2870  * Copies the weapons to compare into the weapon-slot and\n
2871  * compares the values for both weapons.\n
2872  * 武器1つだけで比較をしないなら費用は半額になる。
2873  * @param bcost 基本鑑定費用
2874  * @return 最終的にかかった費用
2875  */
2876 static int compare_weapons(int bcost)
2877 {
2878         int i, n;
2879         int item, item2;
2880         object_type *o_ptr[2];
2881         object_type orig_weapon;
2882         object_type *i_ptr;
2883         cptr q, s;
2884         int row = 2;
2885         int wid = 38, mgn = 2;
2886         bool old_character_xtra = character_xtra;
2887         char ch;
2888         int total = 0;
2889         int cost = 0; /* First time no price */
2890
2891         /* Save the screen */
2892         screen_save();
2893
2894         /* Clear the screen */
2895         clear_bldg(0, 22);
2896
2897         /* Store copy of original wielded weapon */
2898         i_ptr = &inventory[INVEN_RARM];
2899         object_copy(&orig_weapon, i_ptr);
2900
2901         /* Only compare melee weapons */
2902         item_tester_no_ryoute = TRUE;
2903         item_tester_hook = item_tester_hook_melee_weapon;
2904
2905         /* Get the first weapon */
2906         q = _("第一の武器は?", "What is your first weapon? ");
2907         s = _("比べるものがありません。", "You have nothing to compare.");
2908
2909         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2910         {
2911                 screen_load();
2912                 return (0);
2913         }
2914
2915         /* Get the item (in the pack) */
2916         o_ptr[0] = &inventory[item];
2917         n = 1;
2918         total = bcost;
2919
2920         while (TRUE)
2921         {
2922                 /* Clear the screen */
2923                 clear_bldg(0, 22);
2924
2925                 /* Only compare melee weapons */
2926                 item_tester_no_ryoute = TRUE;
2927                 item_tester_hook = item_tester_hook_melee_weapon;
2928
2929                 /* Hack -- prevent "icky" message */
2930                 character_xtra = TRUE;
2931
2932                 /* Diaplay selected weapon's infomation */
2933                 for (i = 0; i < n; i++)
2934                 {
2935                         int col = (wid * i + mgn);
2936
2937                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2938                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2939
2940                         /* Get the new values */
2941                         calc_bonuses();
2942
2943                         /* List the new values */
2944                         list_weapon(o_ptr[i], row, col);
2945                         compare_weapon_aux(o_ptr[i], col, row + 8);
2946
2947                         /* Copy back the original weapon into the weapon slot */
2948                         object_copy(i_ptr, &orig_weapon);
2949                 }
2950
2951                 /* Reset the values for the old weapon */
2952                 calc_bonuses();
2953
2954                 character_xtra = old_character_xtra;
2955
2956 #ifdef JP
2957                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2958                 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);
2959                 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);
2960 #else
2961                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2962                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2963                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2964 #endif
2965
2966                 flush();
2967                 ch = inkey();
2968
2969                 if (ch == 's')
2970                 {
2971                         if (total + cost > p_ptr->au)
2972                         {
2973                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2974                                 msg_print(NULL);
2975                                 continue;
2976                         }
2977
2978                         q = _("第二の武器は?", "What is your second weapon? ");
2979                         s = _("比べるものがありません。", "You have nothing to compare.");
2980
2981                         /* Get the second weapon */
2982                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2983
2984                         total += cost;
2985                         cost = bcost / 2;
2986
2987                         /* Get the item (in the pack) */
2988                         o_ptr[1] = &inventory[item2];
2989                         n = 2;
2990                 }
2991                 else
2992                 {
2993                         break;
2994                 }
2995         }
2996
2997         /* Restore the screen */
2998         screen_load();
2999
3000         /* Done */
3001         return (total);
3002 }
3003
3004
3005 /*!
3006  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
3007  * @details 
3008  * Calculate and display the dodge-rate and the protection-rate
3009  * based on AC
3010  * @param iAC プレイヤーのAC。
3011  * @return 常にTRUEを返す。
3012  */
3013 static bool eval_ac(int iAC)
3014 {
3015 #ifdef JP
3016         const char memo[] =
3017                 "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"
3018                 "何パーセント軽減するかを示します。\n"
3019                 "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"
3020                 "に対してのみ効果があります。\n \n"
3021                 "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"
3022                 "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"
3023                 "敵のレベルとあなたのACによって決定されます。\n \n"
3024                 "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"
3025                 "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";
3026 #else
3027         const char memo[] =
3028                 "'Protection Rate' means how much damage is reduced by your armor.\n"
3029                 "Note that the Protection rate is effective only against normal "
3030                 "'attack' and 'shatter' type melee attacks, "
3031                 "and has no effect against any other types such as 'poison'.\n \n"
3032                 "'Dodge Rate' indicates the success rate on dodging the "
3033                 "monster's melee attacks.  "
3034                 "It is depend on the level of the monster and your AC.\n \n"
3035                 "'Average Damage' indicates the expected amount of damage "
3036                 "when you are attacked by normal melee attacks with power=100.";
3037 #endif
3038
3039         int protection;
3040         int col, row = 2;
3041         int lvl;
3042         char buf[80*20], *t;
3043
3044         /* AC lower than zero has no effect */
3045         if (iAC < 0) iAC = 0;
3046
3047         /* ダメージ軽減率を計算 */
3048         protection = 100 * MIN(iAC, 150) / 250;
3049
3050         screen_save();
3051         clear_bldg(0, 22);
3052
3053 #ifdef JP
3054         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3055         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
3056         row++;
3057
3058         put_str("敵のレベル      :", row + 0, 0);
3059         put_str("回避率          :", row + 1, 0);
3060         put_str("ダメージ期待値  :", row + 2, 0);
3061 #else
3062         put_str(format("Your current AC : %3d", iAC), row++, 0);
3063         put_str(format("Protection rate : %3d%%", protection), row++, 0);
3064         row++;
3065
3066         put_str("Level of Monster:", row + 0, 0);
3067         put_str("Dodge Rate      :", row + 1, 0);
3068         put_str("Average Damage  :", row + 2, 0);
3069 #endif
3070     
3071         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3072         {
3073                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3074                 int dodge;   /* 回避率(%) */
3075                 int average; /* ダメージ期待値 */
3076
3077                 put_str(format("%3d", lvl), row + 0, col);
3078
3079                 /* 回避率を計算 */
3080                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3081                 put_str(format("%3d%%", dodge), row + 1, col);
3082
3083                 /* 100点の攻撃に対してのダメージ期待値を計算 */
3084                 average = (100 - dodge) * (100 - protection) / 100;
3085                 put_str(format("%3d", average), row + 2, col);
3086         }
3087
3088         /* Display note */
3089         roff_to_buf(memo, 70, buf, sizeof(buf));
3090         for (t = buf; t[0]; t += strlen(t) + 1)
3091                 put_str(t, (row++) + 4, 4);
3092
3093 #ifdef JP
3094         prt("現在のあなたの装備からすると、あなたの防御力は"
3095                    "これくらいです:", 0, 0);
3096 #else
3097         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3098 #endif
3099   
3100         flush();
3101         (void)inkey();
3102         screen_load();
3103
3104         /* Done */
3105         return (TRUE);
3106 }
3107
3108
3109 /*!
3110  * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
3111  * @param o_ptr オブジェクトの構造体の参照ポインタ。
3112  * @return 修復対象になるならTRUEを返す。
3113  */
3114 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
3115 {
3116         if (o_ptr->tval != TV_SWORD) return FALSE;
3117
3118         switch (o_ptr->sval)
3119         {
3120         case SV_BROKEN_DAGGER:
3121         case SV_BROKEN_SWORD:
3122                 return TRUE;
3123         }
3124
3125         return FALSE;
3126 }
3127
3128 /*!
3129  * @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。
3130  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3131  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3132  * @return 修復対象になるならTRUEを返す。
3133  */
3134 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3135 {
3136         int i, n = 0;
3137         int cand[TR_FLAG_MAX];
3138         u32b to_flgs[TR_FLAG_SIZE];
3139         u32b from_flgs[TR_FLAG_SIZE];
3140
3141         object_flags(to_ptr, to_flgs);
3142         object_flags(from_ptr, from_flgs);
3143
3144         for (i = 0; i < TR_FLAG_MAX; i++)
3145         {
3146                 switch (i)
3147                 {
3148                 case TR_IGNORE_ACID:
3149                 case TR_IGNORE_ELEC:
3150                 case TR_IGNORE_FIRE:
3151                 case TR_IGNORE_COLD:
3152                 case TR_ACTIVATE:
3153                 case TR_RIDING:
3154                 case TR_THROW:
3155                 case TR_SHOW_MODS:
3156                 case TR_HIDE_TYPE:
3157                 case TR_ES_ATTACK:
3158                 case TR_ES_AC:
3159                 case TR_FULL_NAME:
3160                 case TR_FIXED_FLAVOR:
3161                         break;
3162                 default:
3163                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3164                         {
3165                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3166                         }
3167                 }
3168         }
3169
3170         if (n > 0)
3171         {
3172                 int bmax;
3173                 int tr_idx = cand[randint0(n)];
3174                 add_flag(to_ptr->art_flags, tr_idx);
3175                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3176                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3177                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3178                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3179         }
3180
3181         return;
3182 }
3183
3184 /*!
3185  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3186  * @param bcost 基本鑑定費用
3187  * @return 実際にかかった費用
3188  */
3189 static int repair_broken_weapon_aux(int bcost)
3190 {
3191         s32b cost;
3192         int item, mater;
3193         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3194         object_kind *k_ptr;
3195         int i, k_idx, dd_bonus, ds_bonus;
3196         char basenm[MAX_NLEN];
3197         cptr q, s; /* For get_item prompt */
3198         int row = 7;
3199
3200         /* Clear screen */
3201         clear_bldg(0, 22);
3202
3203         /* Notice */
3204         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);
3205         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);
3206
3207         /* Get an item */
3208         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3209         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3210
3211         /* Only forge broken weapons */
3212         item_tester_hook = item_tester_hook_broken_weapon;
3213
3214         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3215
3216         /* Get the item (in the pack) */
3217         o_ptr = &inventory[item];
3218
3219         /* It is worthless */
3220         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3221         {
3222                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3223                 return (0);
3224         }
3225
3226         /* They are too many */
3227         if (o_ptr->number > 1)
3228         {
3229                 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!"));
3230                 return (0);
3231         }
3232
3233         /* Display item name */
3234         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3235         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3236
3237         /* Get an item */
3238         q = _("材料となる武器は?", "Which weapon for material? ");
3239         s = _("材料となる武器がありません。", "You have no material to repair.");
3240
3241         /* Only forge broken weapons */
3242         item_tester_hook = item_tester_hook_melee_weapon;
3243
3244         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3245         if (mater == item)
3246         {
3247                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3248                 return (0);
3249         }
3250
3251         /* Get the item (in the pack) */
3252         mo_ptr = &inventory[mater];
3253
3254         /* Display item name */
3255         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3256         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3257
3258         /* Get the value of one of the items (except curses) */
3259         cost = bcost + object_value_real(o_ptr) * 2;
3260
3261         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);
3262
3263         /* Check if the player has enough money */
3264         if (p_ptr->au < cost)
3265         {
3266                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3267                 msg_format(_("%sを修復するだけのゴールドがありません!",
3268                         "You do not have the gold to repair %s!"), basenm);
3269                 msg_print(NULL);
3270                 return (0);
3271         }
3272
3273         if (o_ptr->sval == SV_BROKEN_DAGGER)
3274         {
3275                 int j, n = 1;
3276
3277                 /* Suppress compiler warning */
3278                 k_idx = 0;
3279
3280                 for (j = 1; j < max_k_idx; j++)
3281                 {
3282                         object_kind *k_aux_ptr = &k_info[j];
3283
3284                         if (k_aux_ptr->tval != TV_SWORD) continue;
3285                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3286                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3287                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3288                         if (k_aux_ptr->weight > 99) continue;
3289
3290                         if (one_in_(n)) 
3291                         {
3292                                 k_idx = j;
3293                                 n++;
3294                         }
3295                 }
3296         }
3297         else /* TV_BROKEN_SWORD */
3298         {
3299                 /* Repair to a sword or sometimes material's type weapon */
3300                 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3301
3302                 while(1)
3303                 {
3304                         object_kind *ck_ptr;
3305
3306                         k_idx = lookup_kind(tval, SV_ANY);
3307                         ck_ptr = &k_info[k_idx];
3308
3309                         if (tval == TV_SWORD)
3310                         {
3311                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3312                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3313                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3314                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3315                         }
3316                         if (tval == TV_POLEARM)
3317                         {
3318                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3319                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3320                         }
3321                         if (tval == TV_HAFTED)
3322                         {
3323                                 if ((ck_ptr->sval == SV_GROND) ||
3324                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3325                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3326                         }
3327
3328                         break;
3329                 }
3330         }
3331
3332         /* Calculate dice bonuses */
3333         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3334         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3335         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3336         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3337
3338         /* Change base object */
3339         k_ptr = &k_info[k_idx];
3340         o_ptr->k_idx = k_idx;
3341         o_ptr->weight = k_ptr->weight;
3342         o_ptr->tval = k_ptr->tval;
3343         o_ptr->sval = k_ptr->sval;
3344         o_ptr->dd = k_ptr->dd;
3345         o_ptr->ds = k_ptr->ds;
3346
3347         /* Copy base object's ability */
3348         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3349         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3350         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
3351
3352         /* Dice up */
3353         if (dd_bonus > 0)
3354         {
3355                 o_ptr->dd++;
3356                 for (i = 0; i < dd_bonus; i++)
3357                 {
3358                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3359                 }
3360         }
3361         if (ds_bonus > 0)
3362         {
3363                 o_ptr->ds++;
3364                 for (i = 0; i < ds_bonus; i++)
3365                 {
3366                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3367                 }
3368         }
3369
3370         /* */
3371         if (have_flag(k_ptr->flags, TR_BLOWS))
3372         {
3373                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3374                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3375         }
3376
3377         /* Add one random ability from material weapon */
3378         give_one_ability_of_object(o_ptr, mo_ptr);
3379
3380         /* Add to-dam, to-hit and to-ac from material weapon */
3381         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3382         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3383         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3384
3385         if ((o_ptr->name1 == ART_NARSIL) ||
3386                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3387                 (object_is_ego(o_ptr) && one_in_(7)))
3388         {
3389                 /* Forge it */
3390                 if (object_is_ego(o_ptr))
3391                 {
3392                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3393                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3394                 }
3395
3396                 /* Add one random ability from material weapon */
3397                 give_one_ability_of_object(o_ptr, mo_ptr);
3398
3399                 /* Add one random activation */
3400                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3401
3402                 /* Narsil */
3403                 if (o_ptr->name1 == ART_NARSIL)
3404                 {
3405                         one_high_resistance(o_ptr);
3406                         one_ability(o_ptr);
3407                 }
3408
3409                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3410         }
3411
3412         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3413 #ifdef JP
3414         msg_format("$%dで%sに修復しました。", cost, basenm);
3415 #else
3416         msg_format("Repaired into %s for %d gold.", basenm, cost);
3417 #endif
3418         msg_print(NULL);
3419
3420         /* Remove BROKEN flag */
3421         o_ptr->ident &= ~(IDENT_BROKEN);
3422
3423         /* Add repaired flag */
3424         o_ptr->discount = 99;
3425
3426         /* Decrease material object */
3427         inven_item_increase(mater, -1);
3428         inven_item_optimize(mater);
3429
3430         /* Copyback */
3431         p_ptr->update |= PU_BONUS;
3432         handle_stuff();
3433
3434         /* Something happened */
3435         return (cost);
3436 }
3437
3438 /*!
3439  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3440  * @param bcost 基本鑑定費用
3441  * @return 実際にかかった費用
3442  */
3443 static int repair_broken_weapon(int bcost)
3444 {
3445         int cost;
3446
3447         screen_save();
3448         cost = repair_broken_weapon_aux(bcost);
3449         screen_load();
3450         return cost;
3451 }
3452
3453
3454 /*!
3455  * @brief アイテムの強化を行う。 / Enchant item
3456  * @param cost 1回毎の費用
3457  * @param to_hit 命中をアップさせる量
3458  * @param to_dam ダメージをアップさせる量
3459  * @param to_ac ACをアップさせる量
3460  * @return 実際にかかった費用
3461  */
3462 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3463 {
3464         int         i, item;
3465         bool        okay = FALSE;
3466         object_type *o_ptr;
3467         cptr        q, s;
3468         int         maxenchant = (p_ptr->lev / 5);
3469         char        tmp_str[MAX_NLEN];
3470
3471         clear_bldg(4, 18);
3472 #ifdef JP
3473         prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3474         prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3475 #else
3476         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3477         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3478 #endif
3479
3480         item_tester_no_ryoute = TRUE;
3481
3482         /* Get an item */
3483         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3484         s = _("改良できるものがありません。", "You have nothing to improve.");
3485
3486         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3487
3488         /* Get the item (in the pack) */
3489         o_ptr = &inventory[item];
3490
3491         /* Check if the player has enough money */
3492         if (p_ptr->au < (cost * o_ptr->number))
3493         {
3494                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3495                 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);
3496                 return (FALSE);
3497         }
3498
3499         /* Enchant to hit */
3500         for (i = 0; i < to_hit; i++)
3501         {
3502                 if (o_ptr->to_h < maxenchant)
3503                 {
3504                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3505                         {
3506                                 okay = TRUE;
3507                                 break;
3508                         }
3509                 }
3510         }
3511
3512         /* Enchant to damage */
3513         for (i = 0; i < to_dam; i++)
3514         {
3515                 if (o_ptr->to_d < maxenchant)
3516                 {
3517                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3518                         {
3519                                 okay = TRUE;
3520                                 break;
3521                         }
3522                 }
3523         }
3524
3525         /* Enchant to AC */
3526         for (i = 0; i < to_ac; i++)
3527         {
3528                 if (o_ptr->to_a < maxenchant)
3529                 {
3530                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3531                         {
3532                                 okay = TRUE;
3533                                 break;
3534                         }
3535                 }
3536         }
3537
3538         /* Failure */
3539         if (!okay)
3540         {
3541                 /* Flush */
3542                 if (flush_failure) flush();
3543
3544                 /* Message */
3545                 msg_print(_("改良に失敗した。", "The improvement failed."));
3546
3547                 return (FALSE);
3548         }
3549         else
3550         {
3551                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3552 #ifdef JP
3553                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3554 #else
3555                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3556 #endif
3557
3558                 /* Charge the money */
3559                 p_ptr->au -= (cost * o_ptr->number);
3560
3561                 if (item >= INVEN_RARM) calc_android_exp();
3562
3563                 /* Something happened */
3564                 return (TRUE);
3565         }
3566 }
3567
3568
3569 /*!
3570  * @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
3571  * @details
3572  * The player can select the number of charges to add\n
3573  * (up to a limit), and the recharge never fails.\n
3574  *\n
3575  * The cost for rods depends on the level of the rod. The prices\n
3576  * for recharging wands and staves are dependent on the cost of\n
3577  * the base-item.\n
3578  * @return なし
3579  */
3580 static void building_recharge(void)
3581 {
3582         int         item, lev;
3583         object_type *o_ptr;
3584         object_kind *k_ptr;
3585         cptr        q, s;
3586         int         price;
3587         int         charges;
3588         int         max_charges;
3589         char        tmp_str[MAX_NLEN];
3590
3591         msg_flag = FALSE;
3592
3593         /* Display some info */
3594         clear_bldg(4, 18);
3595         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);
3596
3597
3598         /* Only accept legal items */
3599         item_tester_hook = item_tester_hook_recharge;
3600
3601         /* Get an item */
3602         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3603         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3604         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3605
3606         /* Get the item (in the pack) */
3607         if (item >= 0)
3608         {
3609                 o_ptr = &inventory[item];
3610         }
3611
3612         /* Get the item (on the floor) */
3613         else
3614         {
3615                 o_ptr = &o_list[0 - item];
3616         }
3617
3618         k_ptr = &k_info[o_ptr->k_idx];
3619
3620         /*
3621          * We don't want to give the player free info about
3622          * the level of the item or the number of charges.
3623          */
3624         /* The item must be "known" */
3625         if (!object_is_known(o_ptr))
3626         {
3627                 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!"));
3628                 msg_print(NULL);
3629
3630                 if ((p_ptr->au >= 50) &&
3631                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3632
3633                 {
3634                         /* Pay the price */
3635                         p_ptr->au -= 50;
3636
3637                         /* Identify it */
3638                         identify_item(o_ptr);
3639
3640                         /* Description */
3641                         object_desc(tmp_str, o_ptr, 0);
3642                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3643
3644                         /* Auto-inscription */
3645                         autopick_alter_item(item, FALSE);
3646
3647                         /* Update the gold display */
3648                         building_prt_gold();
3649                 }
3650                 else
3651                 {
3652                         return;
3653                 }
3654         }
3655
3656         /* Extract the object "level" */
3657         lev = k_info[o_ptr->k_idx].level;
3658
3659         /* Price for a rod */
3660         if (o_ptr->tval == TV_ROD)
3661         {
3662                 if (o_ptr->timeout > 0)
3663                 {
3664                         /* Fully recharge */
3665                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3666                 }
3667                 else
3668                 {
3669                         /* No recharge necessary */
3670                         price = 0;
3671                         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."));
3672                         return;
3673                 }
3674         }
3675         else if (o_ptr->tval == TV_STAFF)
3676         {
3677                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3678                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3679
3680                 /* Pay at least 10 gold per charge */
3681                 price = MAX(10, price);
3682         }
3683         else
3684         {
3685                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3686                 price = (k_info[o_ptr->k_idx].cost / 10);
3687
3688                 /* Pay at least 10 gold per charge */
3689                 price = MAX(10, price);
3690         }
3691
3692         /* Limit the number of charges for wands and staffs */
3693         if (o_ptr->tval == TV_WAND
3694                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3695         {
3696                 if (o_ptr->number > 1)
3697                 {
3698                         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."));
3699                 }
3700                 else
3701                 {
3702                         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."));
3703                 }
3704                 return;
3705         }
3706         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3707         {
3708                 if (o_ptr->number > 1)
3709                 {
3710                         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."));
3711                 }
3712                 else
3713                 {
3714                         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."));
3715                 }
3716                 return;
3717         }
3718
3719         /* Check if the player has enough money */
3720         if (p_ptr->au < price)
3721         {
3722                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3723 #ifdef JP
3724                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3725 #else
3726                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3727 #endif
3728
3729                 return;
3730         }
3731
3732         if (o_ptr->tval == TV_ROD)
3733         {
3734 #ifdef JP
3735 if (get_check(format("そのロッドを$%d で再充填しますか?",
3736  price)))
3737 #else
3738                 if (get_check(format("Recharge the %s for %d gold? ",
3739                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3740 #endif
3741
3742                 {
3743                         /* Recharge fully */
3744                         o_ptr->timeout = 0;
3745                 }
3746                 else
3747                 {
3748                         return;
3749                 }
3750         }
3751         else
3752         {
3753                 if (o_ptr->tval == TV_STAFF)
3754                         max_charges = k_ptr->pval - o_ptr->pval;
3755                 else
3756                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3757
3758                 /* Get the quantity for staves and wands */
3759                 charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3760                                         MIN(p_ptr->au / price, max_charges));
3761
3762                 /* Do nothing */
3763                 if (charges < 1) return;
3764
3765                 /* Get the new price */
3766                 price *= charges;
3767
3768                 /* Recharge */
3769                 o_ptr->pval += charges;
3770
3771                 /* We no longer think the item is empty */
3772                 o_ptr->ident &= ~(IDENT_EMPTY);
3773         }
3774
3775         /* Give feedback */
3776         object_desc(tmp_str, o_ptr, 0);
3777 #ifdef JP
3778         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3779 #else
3780         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3781 #endif
3782
3783         /* Combine / Reorder the pack (later) */
3784         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3785
3786         /* Window stuff */
3787         p_ptr->window |= (PW_INVEN);
3788
3789         /* Pay the price */
3790         p_ptr->au -= price;
3791
3792         /* Finished */
3793         return;
3794 }
3795
3796
3797 /*!
3798  * @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
3799  * @details
3800  * The player can select the number of charges to add\n
3801  * (up to a limit), and the recharge never fails.\n
3802  *\n
3803  * The cost for rods depends on the level of the rod. The prices\n
3804  * for recharging wands and staves are dependent on the cost of\n
3805  * the base-item.\n
3806  * @return なし
3807  */
3808 static void building_recharge_all(void)
3809 {
3810         int         i;
3811         int         lev;
3812         object_type *o_ptr;
3813         object_kind *k_ptr;
3814         int         price = 0;
3815         int         total_cost = 0;
3816
3817
3818         /* Display some info */
3819         msg_flag = FALSE;
3820         clear_bldg(4, 18);
3821         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);
3822
3823         /* Calculate cost */
3824         for ( i = 0; i < INVEN_PACK; i++)
3825         {
3826                 o_ptr = &inventory[i];
3827                                 
3828                 /* skip non magic device */
3829                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3830
3831                 /* need identified */
3832                 if (!object_is_known(o_ptr)) total_cost += 50;
3833
3834                 /* Extract the object "level" */
3835                 lev = k_info[o_ptr->k_idx].level;
3836
3837                 k_ptr = &k_info[o_ptr->k_idx];
3838
3839                 switch (o_ptr->tval)
3840                 {
3841                 case TV_ROD:
3842                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3843                         break;
3844
3845                 case TV_STAFF:
3846                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3847                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3848
3849                         /* Pay at least 10 gold per charge */
3850                         price = MAX(10, price);
3851
3852                         /* Fully charge */
3853                         price = (k_ptr->pval - o_ptr->pval) * price;
3854                         break;
3855
3856                 case TV_WAND:
3857                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3858                         price = (k_info[o_ptr->k_idx].cost / 10);
3859
3860                         /* Pay at least 10 gold per charge */
3861                         price = MAX(10, price);
3862
3863                         /* Fully charge */
3864                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3865                         break;
3866                 }
3867
3868                 /* if price <= 0 then item have enough charge */
3869                 if (price > 0) total_cost += price;
3870         }
3871
3872         if (!total_cost)
3873         {
3874                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3875                 msg_print(NULL);
3876                 return;
3877         }
3878
3879         /* Check if the player has enough money */
3880         if (p_ptr->au < total_cost)
3881         {
3882                 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 );
3883                 msg_print(NULL);
3884                 return;
3885         }
3886         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3887         
3888         for (i = 0; i < INVEN_PACK; i++)
3889         {
3890                 o_ptr = &inventory[i];
3891                 k_ptr = &k_info[o_ptr->k_idx];
3892
3893                 /* skip non magic device */
3894                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3895
3896                 /* Identify it */
3897                 if (!object_is_known(o_ptr))
3898                 {
3899                         identify_item(o_ptr);
3900
3901                         /* Auto-inscription */
3902                         autopick_alter_item(i, FALSE);
3903                 }
3904
3905                 /* Recharge */
3906                 switch (o_ptr->tval)
3907                 {
3908                 case TV_ROD:
3909                         o_ptr->timeout = 0;
3910                         break;
3911                 case TV_STAFF:
3912                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3913                         /* We no longer think the item is empty */
3914                         o_ptr->ident &= ~(IDENT_EMPTY);
3915                         break;
3916                 case TV_WAND:
3917                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3918                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3919                         /* We no longer think the item is empty */
3920                         o_ptr->ident &= ~(IDENT_EMPTY);
3921                         break;
3922                 }
3923         }
3924
3925         /* Give feedback */
3926         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3927         msg_print(NULL);
3928
3929         /* Combine / Reorder the pack (later) */
3930         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3931
3932         /* Window stuff */
3933         p_ptr->window |= (PW_INVEN);
3934
3935         /* Pay the price */
3936         p_ptr->au -= total_cost;
3937
3938         /* Finished */
3939         return;
3940 }
3941
3942 /*!
3943  * @brief 町間のテレポートを行うメインルーチン。
3944  * @return テレポート処理を決定したか否か
3945  */
3946 bool tele_town(void)
3947 {
3948         int i, x, y;
3949         int num = 0;
3950
3951         if (dun_level)
3952         {
3953                 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!"));
3954                 return FALSE;
3955         }
3956
3957         if (p_ptr->inside_arena || p_ptr->inside_battle)
3958         {
3959                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3960                 return FALSE;
3961         }
3962
3963         screen_save();
3964         clear_bldg(4, 10);
3965
3966         for (i=1;i<max_towns;i++)
3967         {
3968                 char buf[80];
3969
3970                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
3971
3972                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
3973                 prt(buf, 5+i, 5);
3974                 num++;
3975         }
3976
3977         if (!num)
3978         {
3979                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3980                 msg_print(NULL);
3981                 screen_load();
3982                 return FALSE;
3983         }
3984
3985         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3986         while(1)
3987         {
3988                 i = inkey();
3989
3990                 if (i == ESCAPE)
3991                 {
3992                         screen_load();
3993                         return FALSE;
3994                 }
3995                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3996                 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;
3997                 break;
3998         }
3999
4000         for (y = 0; y < max_wild_y; y++)
4001         {
4002                 for (x = 0; x < max_wild_x; x++)
4003                 {
4004                         if(wilderness[y][x].town == (i-'a'+1))
4005                         {
4006                                 p_ptr->wilderness_y = y;
4007                                 p_ptr->wilderness_x = x;
4008                         }
4009                 }
4010         }
4011
4012         p_ptr->leaving = TRUE;
4013         leave_bldg = TRUE;
4014         p_ptr->teleport_town = TRUE;
4015         screen_load();
4016         return TRUE;
4017 }
4018
4019 /*!
4020  * @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-
4021  * @return 常にTRUEを返す。
4022  * @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。
4023  */
4024 static bool research_mon(void)
4025 {
4026         int i, n, r_idx;
4027         char sym, query;
4028         char buf[128];
4029
4030         bool notpicked;
4031
4032         bool recall = FALSE;
4033
4034         u16b why = 0;
4035
4036         u16b    *who;
4037
4038         /* XTRA HACK WHATSEARCH */
4039         bool    all = FALSE;
4040         bool    uniq = FALSE;
4041         bool    norm = FALSE;
4042         char temp[80] = "";
4043
4044         /* XTRA HACK REMEMBER_IDX */
4045         static int old_sym = '\0';
4046         static int old_i = 0;
4047
4048
4049         /* Save the screen */
4050         screen_save();
4051
4052         /* Get a character, or abort */
4053         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):",
4054                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
4055
4056         {
4057                 /* Restore */
4058                 screen_load();
4059
4060                 return (FALSE);
4061         }
4062
4063         /* Find that character info, and describe it */
4064         for (i = 0; ident_info[i]; ++i)
4065         {
4066                 if (sym == ident_info[i][0]) break;
4067         }
4068
4069                 /* XTRA HACK WHATSEARCH */
4070         if (sym == KTRL('A'))
4071         {
4072                 all = TRUE;
4073                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4074         }
4075         else if (sym == KTRL('U'))
4076         {
4077                 all = uniq = TRUE;
4078                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4079         }
4080         else if (sym == KTRL('N'))
4081         {
4082                 all = norm = TRUE;
4083                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4084         }
4085         else if (sym == KTRL('M'))
4086         {
4087                 all = TRUE;
4088                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4089                 {
4090                         temp[0]=0;
4091
4092                         /* Restore */
4093                         screen_load();
4094
4095                         return FALSE;
4096                 }
4097                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4098         }
4099         else if (ident_info[i])
4100         {
4101                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4102         }
4103         else
4104         {
4105                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4106         }
4107
4108         /* Display the result */
4109         prt(buf, 16, 10);
4110
4111
4112         /* Allocate the "who" array */
4113         C_MAKE(who, max_r_idx, u16b);
4114
4115         /* Collect matching monsters */
4116         for (n = 0, i = 1; i < max_r_idx; i++)
4117         {
4118                 monster_race *r_ptr = &r_info[i];
4119
4120                 /* Empty monster */
4121                 if (!r_ptr->name) continue;
4122
4123                 /* XTRA HACK WHATSEARCH */
4124                 /* Require non-unique monsters if needed */
4125                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4126
4127                 /* Require unique monsters if needed */
4128                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4129
4130                 /* 名前検索 */
4131                 if (temp[0])
4132                 {
4133                         int xx;
4134                         char temp2[80];
4135
4136                         for (xx = 0; temp[xx] && xx < 80; xx++)
4137                         {
4138 #ifdef JP
4139                                 if (iskanji(temp[xx]))
4140                                 {
4141                                         xx++;
4142                                         continue;
4143                                 }
4144 #endif
4145                                 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4146                         }
4147   
4148 #ifdef JP
4149                         strcpy(temp2, r_name + r_ptr->E_name);
4150 #else
4151                         strcpy(temp2, r_name + r_ptr->name);
4152 #endif
4153                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4154                                 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4155
4156 #ifdef JP
4157                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4158 #else
4159                         if (my_strstr(temp2, temp))
4160 #endif
4161                                 who[n++] = i;
4162                 }
4163                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4164         }
4165
4166         /* Nothing to recall */
4167         if (!n)
4168         {
4169                 /* Free the "who" array */
4170                 C_KILL(who, max_r_idx, u16b);
4171
4172                 /* Restore */
4173                 screen_load();
4174
4175                 return (FALSE);
4176         }
4177
4178         /* Sort by level */
4179         why = 2;
4180         query = 'y';
4181
4182         /* Sort if needed */
4183         if (why)
4184         {
4185                 /* Select the sort method */
4186                 ang_sort_comp = ang_sort_comp_hook;
4187                 ang_sort_swap = ang_sort_swap_hook;
4188
4189                 /* Sort the array */
4190                 ang_sort(who, &why, n);
4191         }
4192
4193
4194         /* Start at the end */
4195         /* XTRA HACK REMEMBER_IDX */
4196         if (old_sym == sym && old_i < n) i = old_i;
4197         else i = n - 1;
4198
4199         notpicked = TRUE;
4200
4201         /* Scan the monster memory */
4202         while (notpicked)
4203         {
4204                 /* Extract a race */
4205                 r_idx = who[i];
4206
4207                 /* Hack -- Begin the prompt */
4208                 roff_top(r_idx);
4209
4210                 /* Hack -- Complete the prompt */
4211                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4212
4213                 /* Interact */
4214                 while (1)
4215                 {
4216                         /* Recall */
4217                         if (recall)
4218                         {
4219                                 /*** Recall on screen ***/
4220
4221                                 /* Get maximal info about this monster */
4222                                 lore_do_probe(r_idx);
4223
4224                                 /* Save this monster ID */
4225                                 monster_race_track(r_idx);
4226
4227                                 /* Hack -- Handle stuff */
4228                                 handle_stuff();
4229
4230                                 /* know every thing mode */
4231                                 screen_roff(r_idx, 0x01);
4232                                 notpicked = FALSE;
4233
4234                                 /* XTRA HACK REMEMBER_IDX */
4235                                 old_sym = sym;
4236                                 old_i = i;
4237                         }
4238
4239                         /* Command */
4240                         query = inkey();
4241
4242                         /* Normal commands */
4243                         if (query != 'r') break;
4244
4245                         /* Toggle recall */
4246                         recall = !recall;
4247                 }
4248
4249                 /* Stop scanning */
4250                 if (query == ESCAPE) break;
4251
4252                 /* Move to "prev" monster */
4253                 if (query == '-')
4254                 {
4255                         if (++i == n)
4256                         {
4257                                 i = 0;
4258                                 if (!expand_list) break;
4259                         }
4260                 }
4261
4262                 /* Move to "next" monster */
4263                 else
4264                 {
4265                         if (i-- == 0)
4266                         {
4267                                 i = n - 1;
4268                                 if (!expand_list) break;
4269                         }
4270                 }
4271         }
4272
4273
4274         /* Re-display the identity */
4275         /* prt(buf, 5, 5);*/
4276
4277         /* Free the "who" array */
4278         C_KILL(who, max_r_idx, u16b);
4279
4280         /* Restore */
4281         screen_load();
4282
4283         return (!notpicked);
4284 }
4285
4286
4287 /*!
4288  * @brief 施設の処理実行メインルーチン / Execute a building command
4289  * @param bldg 施設構造体の参照ポインタ
4290  * @param i 実行したい施設のサービステーブルの添字
4291  * @return なし
4292  */
4293 static void bldg_process_command(building_type *bldg, int i)
4294 {
4295         int bact = bldg->actions[i];
4296         int bcost;
4297         bool paid = FALSE;
4298         int amt;
4299
4300         /* Flush messages XXX XXX XXX */
4301         msg_flag = FALSE;
4302         msg_print(NULL);
4303
4304         if (is_owner(bldg))
4305                 bcost = bldg->member_costs[i];
4306         else
4307                 bcost = bldg->other_costs[i];
4308
4309         /* action restrictions */
4310         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4311             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4312         {
4313                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4314                 return;
4315         }
4316
4317         /* check gold (HACK - Recharge uses variable costs) */
4318         if ((bact != BACT_RECHARGE) &&
4319             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4320              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4321         {
4322                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4323                 return;
4324         }
4325
4326         switch (bact)
4327         {
4328         case BACT_NOTHING:
4329                 /* Do nothing */
4330                 break;
4331         case BACT_RESEARCH_ITEM:
4332                 paid = identify_fully(FALSE);
4333                 break;
4334         case BACT_TOWN_HISTORY:
4335                 town_history();
4336                 break;
4337         case BACT_RACE_LEGENDS:
4338                 race_legends();
4339                 break;
4340         case BACT_QUEST:
4341                 castle_quest();
4342                 break;
4343         case BACT_KING_LEGENDS:
4344         case BACT_ARENA_LEGENDS:
4345         case BACT_LEGENDS:
4346                 show_highclass();
4347                 break;
4348         case BACT_POSTER:
4349         case BACT_ARENA_RULES:
4350         case BACT_ARENA:
4351                 arena_comm(bact);
4352                 break;
4353         case BACT_IN_BETWEEN:
4354         case BACT_CRAPS:
4355         case BACT_SPIN_WHEEL:
4356         case BACT_DICE_SLOTS:
4357         case BACT_GAMBLE_RULES:
4358         case BACT_POKER:
4359                 gamble_comm(bact);
4360                 break;
4361         case BACT_REST:
4362         case BACT_RUMORS:
4363         case BACT_FOOD:
4364                 paid = inn_comm(bact);
4365                 break;
4366         case BACT_RESEARCH_MONSTER:
4367                 paid = research_mon();
4368                 break;
4369         case BACT_COMPARE_WEAPONS:
4370                 paid = TRUE;
4371                 bcost = compare_weapons(bcost);
4372                 break;
4373         case BACT_ENCHANT_WEAPON:
4374                 item_tester_hook = object_allow_enchant_melee_weapon;
4375                 enchant_item(bcost, 1, 1, 0);
4376                 break;
4377         case BACT_ENCHANT_ARMOR:
4378                 item_tester_hook = object_is_armour;
4379                 enchant_item(bcost, 0, 0, 1);
4380                 break;
4381         case BACT_RECHARGE:
4382                 building_recharge();
4383                 break;
4384         case BACT_RECHARGE_ALL:
4385                 building_recharge_all();
4386                 break;
4387         case BACT_IDENTS: /* needs work */
4388 #ifdef JP
4389                 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4390                 identify_pack();
4391                 msg_print(" 持ち物全てが鑑定されました。");
4392 #else
4393                 if (!get_check("Do you pay for identify all your possession? ")) break;
4394                 identify_pack();
4395                 msg_print("Your possessions have been identified.");
4396 #endif
4397
4398                 paid = TRUE;
4399                 break;
4400         case BACT_IDENT_ONE: /* needs work */
4401                 paid = ident_spell(FALSE);
4402                 break;
4403         case BACT_LEARN:
4404                 do_cmd_study();
4405                 break;
4406         case BACT_HEALING: /* needs work */
4407                 hp_player(200);
4408                 set_poisoned(0);
4409                 set_blind(0);
4410                 set_confused(0);
4411                 set_cut(0);
4412                 set_stun(0);
4413                 paid = TRUE;
4414                 break;
4415         case BACT_RESTORE: /* needs work */
4416                 if (do_res_stat(A_STR)) paid = TRUE;
4417                 if (do_res_stat(A_INT)) paid = TRUE;
4418                 if (do_res_stat(A_WIS)) paid = TRUE;
4419                 if (do_res_stat(A_DEX)) paid = TRUE;
4420                 if (do_res_stat(A_CON)) paid = TRUE;
4421                 if (do_res_stat(A_CHR)) paid = TRUE;
4422                 break;
4423         case BACT_ENCHANT_ARROWS:
4424                 item_tester_hook = item_tester_hook_ammo;
4425                 enchant_item(bcost, 1, 1, 0);
4426                 break;
4427         case BACT_ENCHANT_BOW:
4428                 item_tester_tval = TV_BOW;
4429                 enchant_item(bcost, 1, 1, 0);
4430                 break;
4431         case BACT_RECALL:
4432                 if (recall_player(1)) paid = TRUE;
4433                 break;
4434         case BACT_TELEPORT_LEVEL:
4435         {
4436                 int select_dungeon;
4437                 int max_depth;
4438
4439                 clear_bldg(4, 20);
4440                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4441                 show_building(bldg);
4442                 if (!select_dungeon) return;
4443
4444                 max_depth = d_info[select_dungeon].maxdepth;
4445
4446                 /* Limit depth in Angband */
4447                 if (select_dungeon == DUNGEON_ANGBAND)
4448                 {
4449                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4450                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4451                 }
4452                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4453                                                         d_name + d_info[select_dungeon].name), max_depth);
4454
4455                 if (amt > 0)
4456                 {
4457                         p_ptr->word_recall = 1;
4458                         p_ptr->recall_dungeon = select_dungeon;
4459                         max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4460                         if (record_maxdepth)
4461                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4462                                 
4463                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4464
4465                         paid = TRUE;
4466                         p_ptr->redraw |= (PR_STATUS);
4467                 }
4468                 break;
4469         }
4470         case BACT_LOSE_MUTATION:
4471                 if (p_ptr->muta1 || p_ptr->muta2 ||
4472                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4473                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4474                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4475                 {
4476                         while(!lose_mutation(0));
4477                         paid = TRUE;
4478                 }
4479                 else
4480                 {
4481                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4482                         msg_print(NULL);
4483                 }
4484                 break;
4485         case BACT_BATTLE:
4486                 kakutoujou();
4487                 break;
4488         case BACT_TSUCHINOKO:
4489                 tsuchinoko();
4490                 break;
4491         case BACT_KUBI:
4492                 shoukinkubi();
4493                 break;
4494         case BACT_TARGET:
4495                 today_target();
4496                 break;
4497         case BACT_KANKIN:
4498                 kankin();
4499                 break;
4500         case BACT_HEIKOUKA:
4501                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4502                 set_virtue(V_COMPASSION, 0);
4503                 set_virtue(V_HONOUR, 0);
4504                 set_virtue(V_JUSTICE, 0);
4505                 set_virtue(V_SACRIFICE, 0);
4506                 set_virtue(V_KNOWLEDGE, 0);
4507                 set_virtue(V_FAITH, 0);
4508                 set_virtue(V_ENLIGHTEN, 0);
4509                 set_virtue(V_ENCHANT, 0);
4510                 set_virtue(V_CHANCE, 0);
4511                 set_virtue(V_NATURE, 0);
4512                 set_virtue(V_HARMONY, 0);
4513                 set_virtue(V_VITALITY, 0);
4514                 set_virtue(V_UNLIFE, 0);
4515                 set_virtue(V_PATIENCE, 0);
4516                 set_virtue(V_TEMPERANCE, 0);
4517                 set_virtue(V_DILIGENCE, 0);
4518                 set_virtue(V_VALOUR, 0);
4519                 set_virtue(V_INDIVIDUALISM, 0);
4520                 get_virtues();
4521                 paid = TRUE;
4522                 break;
4523         case BACT_TELE_TOWN:
4524                 paid = tele_town();
4525                 break;
4526         case BACT_EVAL_AC:
4527                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4528                 break;
4529         case BACT_BROKEN_WEAPON:
4530                 paid = TRUE;
4531                 bcost = repair_broken_weapon(bcost);
4532                 break;
4533         }
4534
4535         if (paid)
4536         {
4537                 p_ptr->au -= bcost;
4538         }
4539 }
4540
4541 /*!
4542  * @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
4543  * @return なし
4544  */
4545 void do_cmd_quest(void)
4546 {
4547         p_ptr->energy_use = 100;
4548
4549         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4550         {
4551                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4552                 return;
4553         }
4554         else
4555         {
4556                 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."));
4557                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4558                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4559                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4560
4561                 /* Player enters a new quest */
4562                 p_ptr->oldpy = 0;
4563                 p_ptr->oldpx = 0;
4564
4565                 leave_quest_check();
4566
4567                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4568                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4569
4570                 p_ptr->leaving = TRUE;
4571         }
4572 }
4573
4574
4575 /*!
4576  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4577  * @return なし
4578  */
4579 void do_cmd_bldg(void)
4580 {
4581         int             i, which;
4582         char            command;
4583         bool            validcmd;
4584         building_type   *bldg;
4585
4586
4587         p_ptr->energy_use = 100;
4588
4589         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4590         {
4591                 msg_print(_("ここには建物はない。", "You see no building here."));
4592                 return;
4593         }
4594
4595         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4596
4597         bldg = &building[which];
4598
4599         /* Don't re-init the wilderness */
4600         reinit_wilderness = FALSE;
4601
4602         if ((which == 2) && (p_ptr->arena_number < 0))
4603         {
4604                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4605                 return;
4606         }
4607         else if ((which == 2) && p_ptr->inside_arena)
4608         {
4609                 if (!p_ptr->exit_bldg && m_cnt > 0)
4610                 {
4611                         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);
4612                 }
4613                 else
4614                 {
4615                         /* Don't save the arena as saved floor */
4616                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4617
4618                         p_ptr->inside_arena = FALSE;
4619                         p_ptr->leaving = TRUE;
4620
4621                         /* Re-enter the arena */
4622                         command_new = SPECIAL_KEY_BUILDING;
4623
4624                         /* No energy needed to re-enter the arena */
4625                         p_ptr->energy_use = 0;
4626                 }
4627
4628                 return;
4629         }
4630         else if (p_ptr->inside_battle)
4631         {
4632                 /* Don't save the arena as saved floor */
4633                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4634
4635                 p_ptr->leaving = TRUE;
4636                 p_ptr->inside_battle = FALSE;
4637
4638                 /* Re-enter the monster arena */
4639                 command_new = SPECIAL_KEY_BUILDING;
4640
4641                 /* No energy needed to re-enter the arena */
4642                 p_ptr->energy_use = 0;
4643
4644                 return;
4645         }
4646         else
4647         {
4648                 p_ptr->oldpy = p_ptr->y;
4649                 p_ptr->oldpx = p_ptr->x;
4650         }
4651
4652         /* Forget the lite */
4653         forget_lite();
4654
4655         /* Forget the view */
4656         forget_view();
4657
4658         /* Hack -- Increase "icky" depth */
4659         character_icky++;
4660
4661         command_arg = 0;
4662         command_rep = 0;
4663         command_new = 0;
4664
4665         show_building(bldg);
4666         leave_bldg = FALSE;
4667
4668         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4669
4670         while (!leave_bldg)
4671         {
4672                 validcmd = FALSE;
4673                 prt("", 1, 0);
4674
4675                 building_prt_gold();
4676
4677                 command = inkey();
4678
4679                 if (command == ESCAPE)
4680                 {
4681                         leave_bldg = TRUE;
4682                         p_ptr->inside_arena = FALSE;
4683                         p_ptr->inside_battle = FALSE;
4684                         break;
4685                 }
4686
4687                 for (i = 0; i < 8; i++)
4688                 {
4689                         if (bldg->letters[i])
4690                         {
4691                                 if (bldg->letters[i] == command)
4692                                 {
4693                                         validcmd = TRUE;
4694                                         break;
4695                                 }
4696                         }
4697                 }
4698
4699                 if (validcmd)
4700                         bldg_process_command(bldg, i);
4701
4702                 /* Notice stuff */
4703                 notice_stuff();
4704
4705                 /* Handle stuff */
4706                 handle_stuff();
4707         }
4708
4709         select_floor_music();
4710
4711         /* Flush messages XXX XXX XXX */
4712         msg_flag = FALSE;
4713         msg_print(NULL);
4714
4715         /* Reinit wilderness to activate quests ... */
4716         if (reinit_wilderness)
4717         {
4718                 p_ptr->leaving = TRUE;
4719         }
4720
4721         /* Hack -- Decrease "icky" depth */
4722         character_icky--;
4723
4724         /* Clear the screen */
4725         Term_clear();
4726
4727         /* Update the visuals */
4728         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4729
4730         /* Redraw entire screen */
4731         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4732
4733         /* Window stuff */
4734         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4735 }
4736
4737
4738 /*!
4739  * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4740  */
4741 static cptr find_quest[] =
4742 {
4743         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4744         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4745         _("メッセージを見つけた:", "There is a sign saying"),
4746         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4747         _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4748 };
4749
4750
4751 /*!
4752  * @brief クエストの導入メッセージを表示する / Discover quest
4753  * @param q_idx 開始されたクエストのID
4754  */
4755 void quest_discovery(int q_idx)
4756 {
4757         quest_type      *q_ptr = &quest[q_idx];
4758         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
4759         int             q_num = q_ptr->max_num;
4760         char            name[80];
4761
4762         /* No quest index */
4763         if (!q_idx) return;
4764
4765         strcpy(name, (r_name + r_ptr->name));
4766
4767         msg_print(find_quest[rand_range(0, 4)]);
4768         msg_print(NULL);
4769
4770         if (q_num == 1)
4771         {
4772                 /* Unique */
4773
4774                 /* Hack -- "unique" monsters must be "unique" */
4775                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4776                     (0 == r_ptr->max_num))
4777                 {
4778                         msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4779                         /* The unique is already dead */
4780                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4781                         q_ptr->complev = 0;
4782                         update_playtime();
4783                         q_ptr->comptime = playtime;
4784                 }
4785                 else
4786                 {
4787                         msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4788                 }
4789         }
4790         else
4791         {
4792                 /* Normal monsters */
4793 #ifndef JP
4794                 plural_aux(name);
4795 #endif
4796                 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4797
4798         }
4799 }
4800
4801
4802 /*!
4803  * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4804  * / Hack -- Check if a level is a "quest" level
4805  * @param level 検索対象になる階
4806  * @return クエストIDを返す。該当がない場合0を返す。
4807  */
4808 int quest_number(int level)
4809 {
4810         int i;
4811
4812         /* Check quests */
4813         if (p_ptr->inside_quest)
4814                 return (p_ptr->inside_quest);
4815
4816         for (i = 0; i < max_quests; i++)
4817         {
4818                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4819
4820                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4821                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4822                     (quest[i].level == level) &&
4823                     (quest[i].dungeon == dungeon_type))
4824                         return (i);
4825         }
4826
4827         /* Check for random quest */
4828         return (random_quest_number(level));
4829 }
4830
4831 /*!
4832  * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4833  * @param level 検索対象になる階
4834  * @return クエストIDを返す。該当がない場合0を返す。
4835  */
4836 int random_quest_number(int level)
4837 {
4838         int i;
4839
4840         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4841
4842         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4843         {
4844                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4845                     (quest[i].status == QUEST_STATUS_TAKEN) &&
4846                     (quest[i].level == level) &&
4847                     (quest[i].dungeon == DUNGEON_ANGBAND))
4848                 {
4849                         return i;
4850                 }
4851         }
4852
4853         /* Nope */
4854         return 0;
4855 }