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[Refactor] #37917 word_of_recall() と recall_player() を整理。 / Refactor word_of_recall...
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "object-hook.h"
17 #include "monsterrace-hook.h"
18 #include "melee.h"
19 #include "world.h"
20
21 /*!
22  * ループ中で / hack as in leave_store in store.c
23  */
24 static bool leave_bldg = FALSE;
25
26 /*!
27  * @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。
28  * @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、
29  * 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。
30  * @param bldg 施設構造体の参照ポインタ
31  * @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。
32  */
33 static bool is_owner(building_type *bldg)
34 {
35         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
36         {
37                 return (TRUE);
38         }
39
40         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
41         {
42                 return (TRUE);
43         }
44
45         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
46                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
47         {
48                 return (TRUE);
49         }
50
51         return (FALSE);
52 }
53
54 /*!
55  * @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。
56  (スペルマスターの特別判定つき)
57  * @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、
58  * 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。
59  * @param bldg 施設構造体の参照ポインタ
60  * @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。
61  * @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。
62  */
63 static bool is_member(building_type *bldg)
64 {
65         if (bldg->member_class[p_ptr->pclass])
66         {
67                 return (TRUE);
68         }
69
70         if (bldg->member_race[p_ptr->prace])
71         {
72                 return (TRUE);
73         }
74
75         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
76             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
77         {
78                 return (TRUE);
79         }
80
81
82         if (p_ptr->pclass == CLASS_SORCERER)
83         {
84                 int i;
85                 bool OK = FALSE;
86                 for (i = 0; i < MAX_MAGIC; i++)
87                 {
88                         if (bldg->member_realm[i+1]) OK = TRUE;
89                 }
90                 return OK;
91         }
92         return (FALSE);
93 }
94
95 /*!
96  * @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
97  * @details 消去は行毎にヌル文字列で行われる。
98  * @param min_row 開始行番号
99  * @param max_row 末尾行番号
100  * @return なし
101  */
102 static void clear_bldg(int min_row, int max_row)
103 {
104         int   i;
105
106         for (i = min_row; i <= max_row; i++)
107                 prt("", i, 0);
108 }
109
110 /*!
111  * @brief 所持金を表示する。
112  * @return なし
113  */
114 static void building_prt_gold(void)
115 {
116         char tmp_str[80];
117         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
118         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
119         prt(tmp_str, 23, 68);
120 }
121
122 /*!
123  * @brief 施設のサービス一覧を表示する / Display a building.
124  * @param bldg 施設構造体の参照ポインタ
125  * @return なし
126  */
127 static void show_building(building_type* bldg)
128 {
129         char buff[20];
130         int i;
131         byte action_color;
132         char tmp_str[80];
133
134         Term_clear();
135         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
136         prt(tmp_str, 2, 1);
137
138
139         for (i = 0; i < 8; i++)
140         {
141                 if (bldg->letters[i])
142                 {
143                         if (bldg->action_restr[i] == 0)
144                         {
145                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
146                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
147                                 {
148                                         action_color = TERM_WHITE;
149                                         buff[0] = '\0';
150                                 }
151                                 else if (is_owner(bldg))
152                                 {
153                                         action_color = TERM_YELLOW;
154                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
155                                 }
156                                 else
157                                 {
158                                         action_color = TERM_YELLOW;
159                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
160                         }
161                         else if (bldg->action_restr[i] == 1)
162                         {
163                                 if (!is_member(bldg))
164                                 {
165                                         action_color = TERM_L_DARK;
166                                         strcpy(buff, _("(閉店)", "(closed)"));
167                                 }
168                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
169                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
170                                 {
171                                         action_color = TERM_WHITE;
172                                         buff[0] = '\0';
173                                 }
174                                 else if (is_owner(bldg))
175                                 {
176                                         action_color = TERM_YELLOW;
177                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
178                                 }
179                                 else
180                                 {
181                                         action_color = TERM_YELLOW;
182                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
183                                 }
184                         }
185                         else
186                         {
187                                 if (!is_owner(bldg))
188                                 {
189                                         action_color = TERM_L_DARK;
190                                         strcpy(buff, _("(閉店)", "(closed)"));
191                                 }
192                                 else if (bldg->member_costs[i] != 0)
193                                 {
194                                         action_color = TERM_YELLOW;
195                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
196                                 }
197                                 else
198                                 {
199                                         action_color = TERM_WHITE;
200                                         buff[0] = '\0';
201                                 }
202                         }
203
204                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
205                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
206                 }
207         }
208         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
209 }
210
211 /*!
212  * @brief 闘技場に入るコマンドの処理 / arena commands
213  * @param cmd 闘技場処理のID
214  * @return なし
215  */
216 static void arena_comm(int cmd)
217 {
218         monster_race    *r_ptr;
219         cptr            name;
220
221
222         switch (cmd)
223         {
224                 case BACT_ARENA:
225                         if (p_ptr->arena_number == MAX_ARENA_MONS)
226                         {
227                                 clear_bldg(5, 19);
228                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
229                                 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);
230                                 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);
231
232                                 prt("", 10, 0);
233                                 prt("", 11, 0);
234                                 p_ptr->au += 1000000L;
235                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
236                                 msg_print(NULL);
237                                 p_ptr->arena_number++;
238                         }
239                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
240                         {
241                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
242                                 {
243                                         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."));
244                                         msg_print(NULL);
245                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
246                                         {       
247                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
248                                                 msg_print(NULL);
249                                         
250                                                 p_ptr->exit_bldg = FALSE;
251                                                 reset_tim_flags();
252
253                                                 /* Save the surface floor as saved floor */
254                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
255
256                                                 p_ptr->inside_arena = TRUE;
257                                                 p_ptr->leaving = TRUE;
258                                                 leave_bldg = TRUE;
259                                         }
260                                         else
261                                         {
262                                                 msg_print(_("残念だ。", "We are disappointed."));
263                                         }
264                                 }
265                                 else
266                                 {
267                                         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。",
268                                                                 "You enter the arena briefly and bask in your glory."));
269                                         msg_print(NULL);
270                                 }
271                         }
272                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
273                         {
274                                 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。",
275                                                         "You don't have permission to enter with pet."));
276                                 msg_print(NULL);
277                         }
278                         else
279                         {
280                                 p_ptr->exit_bldg = FALSE;
281                                 reset_tim_flags();
282
283                                 /* Save the surface floor as saved floor */
284                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
285
286                                 p_ptr->inside_arena = TRUE;
287                                 p_ptr->leaving = TRUE;
288                                 leave_bldg = TRUE;
289                         }
290                         break;
291                 case BACT_POSTER:
292                         if (p_ptr->arena_number == MAX_ARENA_MONS)
293                                 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。",
294                                                         "You are victorious. Enter the arena for the ceremony."));
295
296                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
297                         {
298                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
299                         }
300                         else
301                         {
302                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
303                                 name = (r_name + r_ptr->name);
304                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
305
306                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
307                                 p_ptr->window |= (PW_MONSTER);
308                                 handle_stuff();
309
310                         }
311                         break;
312                 case BACT_ARENA_RULES:
313                         screen_save();
314
315                         /* Peruse the arena help file */
316                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
317                         screen_load();
318
319                         break;
320         }
321 }
322
323 /*!
324  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
325  * @param row シンボルを表示する行の上端
326  * @param col シンボルを表示する行の左端
327  * @param fruit 表示するシンボルID
328  * @return なし
329  */
330 static void display_fruit(int row, int col, int fruit)
331 {
332         switch (fruit)
333         {
334                 case 0: /* lemon */
335                         c_put_str(TERM_YELLOW, "   ####.", row, col);
336                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
337                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
338                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
339                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
340                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
341                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
342                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
343                         prt(                 _(" レモン ",
344                                                            " Lemon  "), row + 8, col);
345                         break;
346                 case 1: /* orange */
347                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
348                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
349                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
350                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
351                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
352                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
353                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
354                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
355                         prt(                 _("オレンジ",
356                                                                    " Orange "), row + 8, col);
357                         break;
358                 case 2: /* sword */
359                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
360                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
361                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
362                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
363                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
364                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
365                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
366                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
367                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
368                         break;
369                 case 3: /* shield */
370                         c_put_str(TERM_SLATE, " ###### ", row, col);
371                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
372                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
373                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
374                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
375                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
376                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
377                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
378                         prt(                _("   盾   ",
379                                                                   " Shield "), row + 8, col);
380                         break;
381                 case 4: /* plum */
382                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
383                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
384                         c_put_str(TERM_VIOLET, "########", row + 2, col);
385                         c_put_str(TERM_VIOLET, "########", row + 3, col);
386                         c_put_str(TERM_VIOLET, "########", row + 4, col);
387                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
388                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
389                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
390                         prt(                 _(" プラム ",
391                                                                    "  Plum  "), row + 8, col);
392                         break;
393                 case 5: /* cherry */
394                         c_put_str(TERM_RED, "      ##", row, col);
395                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
396                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
397                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
398                         c_put_str(TERM_RED, " ###### ", row + 4, col);
399                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
400                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
401                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
402                         prt(              _("チェリー",
403                                                                 " Cherry "), row + 8, col);
404                         break;
405         }
406 }
407
408 /*! @note
409  * kpoker no (tyuto-hannpa na)pakuri desu...
410  * joker ha shineru node haitte masen.
411  *
412  * TODO: donataka! tsukutte!
413  *  - agatta yaku no kiroku (like DQ).
414  *  - kakkoii card no e.
415  *  - sousa-sei no koujyo.
416  *  - code wo wakariyasuku.
417  *  - double up.
418  *  - Joker... -- done.
419  *
420  * 9/13/2000 --Koka
421  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
422  */
423
424 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
425 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
426 #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 */
427
428 static int cards[5]; /*!< ポーカーの現在の手札ID */
429
430 /*!
431  * @brief ポーカーの山札を切る。
432  * @param deck デッキの配列
433  * @return なし
434  */
435 static void reset_deck(int deck[])
436 {
437         int i;
438         for (i = 0; i < 53; i++) deck[i] = i;
439
440         /* shuffle cards */
441         for (i = 0; i < 53; i++){
442                 int tmp1 = randint0(53 - i) + i;
443                 int tmp2 = deck[i];
444                 deck[i] = deck[tmp1];
445                 deck[tmp1] = tmp2;
446         }
447 }
448
449 /*!
450  * @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。
451  * @return ジョーカーを持っているか。
452  */
453 static bool have_joker(void)
454 {
455         int i;
456
457         for (i = 0; i < 5; i++){
458           if(IS_JOKER(cards[i])) return TRUE;
459         }
460         return FALSE;
461 }
462
463 /*!
464  * @brief ポーカーの手札に該当の番号の札があるかを返す。
465  * @param num 探したいカードの番号。
466  * @return 該当の番号が手札にあるか。
467  */
468 static bool find_card_num(int num)
469 {
470         int i;
471         for (i = 0; i < 5; i++)
472                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
473         return FALSE;
474 }
475
476 /*!
477  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
478  * @return 役の判定結果
479  */
480 static bool yaku_check_flush(void)
481 {
482         int i, suit;
483         bool joker_is_used = FALSE;
484
485         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
486         for (i = 0; i < 5; i++){
487                 if (SUIT_OF(cards[i]) != suit){
488                   if(have_joker() && !joker_is_used)
489                     joker_is_used = TRUE;
490                   else
491                     return FALSE;
492                 }
493         }
494
495         return TRUE;
496 }
497
498 /*!
499  * @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。
500  * @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
501  */
502 static int yaku_check_straight(void)
503 {
504         int i, lowest = 99;
505         bool joker_is_used = FALSE;
506         bool straight = FALSE;
507
508         /* get lowest */
509         for (i = 0; i < 5; i++)
510         {
511                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
512                         lowest = NUM_OF(cards[i]);
513         }
514         
515         /* Check Royal Straight Flush */
516         if (yaku_check_flush())
517         {
518           if( lowest == 0 ){
519                 for (i = 0; i < 4; i++)
520                 {
521                         if (!find_card_num(9 + i)){
522                                 if( have_joker() && !joker_is_used )
523                                   joker_is_used = TRUE;
524                                 else
525                                   break;
526                         }
527                 }
528                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
529           }
530           if(lowest == 9){
531                 for (i = 0; i < 3; i++)
532                 {
533                         if (!find_card_num(10 + i))
534                                 break;
535                 }
536                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
537           }
538         }
539
540         joker_is_used = FALSE;
541
542         /* Straight Only Check */
543
544         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
545                 for (i = 0; i < 4; i++)
546                 {
547                         if (!find_card_num(9 + i)) {
548                                 if (have_joker() && !joker_is_used)
549                                         joker_is_used = TRUE;
550                                 else
551                                         break; /* None */
552                         }
553                 }
554                 if(i == 4) straight = TRUE;
555         }
556
557         joker_is_used = FALSE;
558
559         for (i = 0; i < 5; i++)
560         {
561                 if(!find_card_num(lowest + i)){
562                         if( have_joker() && !joker_is_used )
563                                 joker_is_used = TRUE;
564                         else
565                                 break; /* None */
566                 }
567         }
568         if(i == 5) straight = TRUE;
569         
570         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
571         else if(straight) return 1; /* Only Straight */
572         else return 0;
573 }
574
575 /*!
576  * @brief ポーカーのペア役の状態を返す。
577  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
578  */
579 static int yaku_check_pair(void)
580 {
581         int i, i2, matching = 0;
582
583         for (i = 0; i < 5; i++)
584         {
585                 for (i2 = i+1; i2 < 5; i2++)
586                 {
587                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
588                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
589                                 matching++;
590                 }
591         }
592
593         if(have_joker()){
594           switch(matching){
595           case 0:
596             matching = 1;
597             break;
598           case 1:
599             matching = 3;
600             break;
601           case 2:
602             matching = 4;
603             break;
604           case 3:
605             matching = 6;
606             break;
607           case 6:
608             matching = 7;
609             break;
610           default:
611             /* don't reach */
612             break;
613           }
614         }
615
616         return matching;
617 }
618
619 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
620 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
621 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
622 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
623 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
624 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
625 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
626 #define ODDS_ST 4 /*!< ストレートの役倍率 */
627 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
628 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
629
630 /*!
631  * @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。
632  * @return 役のID
633  */
634 static int yaku_check(void)
635 {
636         prt("                            ", 4, 3);
637
638         switch(yaku_check_straight()){
639         case 3: /* RF! */
640                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
641                 return ODDS_RF;
642         case 2: /* SF! */
643                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
644                 return ODDS_SF;
645         case 1:
646                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
647                 return ODDS_ST;
648         default:
649                 /* Not straight -- fall through */
650                 break;
651         }
652
653         if (yaku_check_flush())
654         {
655                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
656                 return ODDS_FL;
657         }
658
659         switch (yaku_check_pair())
660         {
661         case 1:
662                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
663                 return 0;
664         case 2:
665                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
666                 return ODDS_2P;
667         case 3:
668                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
669                 return ODDS_3C;
670         case 4:
671                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
672                 return ODDS_FH;
673         case 6:
674                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
675                 return ODDS_4C;
676         case 7:
677                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
678                 {
679                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
680                         return ODDS_5A;
681                 }
682                 else
683                 {
684                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
685                         return ODDS_5C;
686                 }
687         default:
688                 break;
689         }
690         return 0;
691 }
692
693 /*!
694  * @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。
695  * @param hoge カーソルの現在位置
696  * @param kaeruka カードの捨てる/残すフラグ配列
697  * @return なし
698  */
699 static void display_kaeruka(int hoge, int kaeruka[])
700 {
701         int i;
702         char col = TERM_WHITE;
703         for (i = 0; i < 5; i++)
704         {
705                 if (i == hoge) col = TERM_YELLOW;
706                 else if(kaeruka[i]) col = TERM_WHITE;
707                 else col = TERM_L_BLUE;
708                 
709                 if(kaeruka[i])
710                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
711                 else
712                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
713         }
714         if (hoge > 4) col = TERM_YELLOW;
715         else col = TERM_WHITE;
716         c_put_str(col, _("決定", "Sure"), 16,  38);
717
718         /* Hilite current option */
719         if (hoge < 5) move_cursor(14, 5+hoge*16);
720         else move_cursor(16, 38);
721 }
722
723 /*!
724  * @brief ポーカーの手札を表示する。
725  * @return なし
726  */
727 static void display_cards(void)
728 {
729         int i, j;
730         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
731 #ifdef JP
732         cptr suit[4] = {"★", "●", "¶", "†"};
733         cptr card_grph[13][7] = {{"A   %s     ",
734                                   "     変     ",
735                                   "     愚     ",
736                                   "     蛮     ",
737                                   "     怒     ",
738                                   "     %s     ",
739                                   "          A"},
740                                  {"2          ",
741                                   "     %s     ",
742                                   "            ",
743                                   "            ",
744                                   "            ",
745                                   "     %s     ",
746                                   "          2"},
747                                  {"3          ",
748                                   "     %s     ",
749                                   "            ",
750                                   "     %s     ",
751                                   "            ",
752                                   "     %s     ",
753                                   "          3"},
754                                  {"4          ",
755                                   "   %s  %s   ",
756                                   "            ",
757                                   "            ",
758                                   "            ",
759                                   "   %s  %s   ",
760                                   "          4"},
761                                  {"5          ",
762                                   "   %s  %s   ",
763                                   "            ",
764                                   "     %s     ",
765                                   "            ",
766                                   "   %s  %s   ",
767                                   "          5"},
768                                  {"6          ",
769                                   "   %s  %s   ",
770                                   "            ",
771                                   "   %s  %s   ",
772                                   "            ",
773                                   "   %s  %s   ",
774                                   "          6"},
775                                  {"7          ",
776                                   "   %s  %s   ",
777                                   "     %s     ",
778                                   "   %s  %s   ",
779                                   "            ",
780                                   "   %s  %s   ",
781                                   "          7"},
782                                  {"8          ",
783                                   "   %s  %s   ",
784                                   "     %s     ",
785                                   "   %s  %s   ",
786                                   "     %s     ",
787                                   "   %s  %s   ",
788                                   "          8"},
789                                  {"9 %s  %s   ",
790                                   "            ",
791                                   "   %s  %s   ",
792                                   "     %s     ",
793                                   "   %s  %s   ",
794                                   "            ",
795                                   "   %s  %s 9"},
796                                  {"10 %s  %s   ",
797                                   "     %s     ",
798                                   "   %s  %s   ",
799                                   "            ",
800                                   "   %s  %s   ",
801                                   "     %s     ",
802                                   "   %s  %s 10"},
803                                  {"J   Λ     ",
804                                   "%s   ||     ",
805                                   "     ||     ",
806                                   "     ||     ",
807                                   "     ||     ",
808                                   "   |=亜=| %s",
809                                   "     目   J"},
810                                  {"Q ######   ",
811                                   "%s#      #  ",
812                                   "  # ++++ #  ",
813                                   "  # +==+ #  ",
814                                   "   # ++ #   ",
815                                   "    #  #  %s",
816                                   "     ##   Q"},
817                                  {"K          ",
818                                   "%s `⌒´   ",
819                                   "  γγγλ  ",
820                                   "  ο ο ι  ",
821                                   "   υ    ∂ ",
822                                   "    σ ノ %s",
823                                   "          K"}};
824         cptr joker_grph[7] = {    "            ",
825                                   "     J     ",
826                                   "     O     ",
827                                   "     K     ",
828                                   "     E     ",
829                                   "     R     ",
830                                   "            "};
831
832 #else
833
834         cptr suit[4] = {"[]", "qp", "<>", "db"};
835         cptr card_grph[13][7] = {{"A    %s     ",
836                                   "     He     ",
837                                   "     ng     ",
838                                   "     ba     ",
839                                   "     nd     ",
840                                   "     %s     ",
841                                   "           A"},
842                                  {"2           ",
843                                   "     %s     ",
844                                   "            ",
845                                   "            ",
846                                   "            ",
847                                   "     %s     ",
848                                   "           2"},
849                                  {"3           ",
850                                   "     %s     ",
851                                   "            ",
852                                   "     %s     ",
853                                   "            ",
854                                   "     %s     ",
855                                   "           3"},
856                                  {"4           ",
857                                   "   %s  %s   ",
858                                   "            ",
859                                   "            ",
860                                   "            ",
861                                   "   %s  %s   ",
862                                   "           4"},
863                                  {"5           ",
864                                   "   %s  %s   ",
865                                   "            ",
866                                   "     %s     ",
867                                   "            ",
868                                   "   %s  %s   ",
869                                   "           5"},
870                                  {"6           ",
871                                   "   %s  %s   ",
872                                   "            ",
873                                   "   %s  %s   ",
874                                   "            ",
875                                   "   %s  %s   ",
876                                   "           6"},
877                                  {"7           ",
878                                   "   %s  %s   ",
879                                   "     %s     ",
880                                   "   %s  %s   ",
881                                   "            ",
882                                   "   %s  %s   ",
883                                   "           7"},
884                                  {"8           ",
885                                   "   %s  %s   ",
886                                   "     %s     ",
887                                   "   %s  %s   ",
888                                   "     %s     ",
889                                   "   %s  %s   ",
890                                   "           8"},
891                                  {"9  %s  %s   ",
892                                   "            ",
893                                   "   %s  %s   ",
894                                   "     %s     ",
895                                   "   %s  %s   ",
896                                   "            ",
897                                   "   %s  %s  9"},
898                                  {"10 %s  %s   ",
899                                   "     %s     ",
900                                   "   %s  %s   ",
901                                   "            ",
902                                   "   %s  %s   ",
903                                   "     %s     ",
904                                   "   %s  %s 10"},
905                                  {"J    /\\     ",
906                                   "%s   ||     ",
907                                   "     ||     ",
908                                   "     ||     ",
909                                   "     ||     ",
910                                   "   |=HH=| %s",
911                                   "     ][    J"},
912                                  {"Q  ######   ",
913                                   "%s#      #  ",
914                                   "  # ++++ #  ",
915                                   "  # +==+ #  ",
916                                   "   # ++ #   ",
917                                   "    #  #  %s",
918                                   "     ##    Q"},
919                                  {"K           ",
920                                   "%s _'~~`_   ",
921                                   "   jjjjj$&  ",
922                                   "   q q uu   ",
923                                   "   c    &   ",
924                                   "    v__/  %s",
925                                   "           K"}};
926         cptr joker_grph[7] = {    "            ",
927                                   "     J      ",
928                                   "     O      ",
929                                   "     K      ",
930                                   "     E      ",
931                                   "     R      ",
932                                   "            "};
933 #endif
934
935         for (i = 0; i < 5; i++)
936         {
937                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
938         }
939
940         for (i = 0; i < 5; i++)
941         {
942                 for (j = 0; j < 7; j++)
943                 {
944                         prt(_("┃", " |"),  j+6,  i*16);
945                         if(IS_JOKER(cards[i]))
946                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
947                         else
948                                 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);
949                         prt(_("┃", "| "),  j+6,  i*16+14);
950                 }
951         }
952         for (i = 0; i < 5; i++)
953         {
954                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
955         }
956 }
957
958 /*!
959  * @brief ポーカーの1プレイルーチン。
960  * @return 1プレイの役の結果
961  */
962 static int do_poker(void)
963 {
964         int i, k = 2;
965         char cmd;
966         int deck[53]; /* yamafuda : 0...52 */
967         int deck_ptr = 0;
968         int kaeruka[5]; /* 0:kaenai 1:kaeru */
969
970         bool done = FALSE;
971         bool kettei = TRUE;
972         bool kakikae = TRUE;
973
974         reset_deck(deck);
975
976         for (i = 0; i < 5; i++)
977         {
978                 cards[i] = deck[deck_ptr++];
979                 kaeruka[i] = 0; /* default:nokosu */
980         }
981
982         /* suteruno wo kimeru */
983         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);
984
985         display_cards();
986         yaku_check();
987
988         while (!done)
989         {
990                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
991                 kakikae = FALSE;
992                 cmd = inkey();
993                 switch (cmd)
994                 {
995                 case '6': case 'l': case 'L': case KTRL('F'):
996                         if (!kettei) k = (k+1)%5;
997                         else {k = 0;kettei = FALSE;}
998                         kakikae = TRUE;
999                         break;
1000                 case '4': case 'h': case 'H': case KTRL('B'):
1001                         if (!kettei) k = (k+4)%5;
1002                         else {k = 4;kettei = FALSE;}
1003                         kakikae = TRUE;
1004                         break;
1005                 case '2': case 'j': case 'J': case KTRL('N'):
1006                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1007                         break;
1008                 case '8': case 'k': case 'K': case KTRL('P'):
1009                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1010                         break;
1011                 case ' ': case '\r':
1012                         if (kettei) done = TRUE;
1013                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1014                         break;
1015                 default:
1016                         break;
1017                 }
1018         }
1019         
1020         prt("",0,0);
1021
1022         for (i = 0; i < 5; i++)
1023                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1024
1025         display_cards();
1026         
1027         return yaku_check();
1028 }
1029 #undef SUIT_OF
1030 #undef NUM_OF
1031 #undef IS_JOKER
1032 /* end of poker codes --Koka */
1033
1034 /*!
1035  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1036  * @param cmd プレイするゲームID
1037  * @return なし
1038  */
1039 static bool gamble_comm(int cmd)
1040 {
1041         int i;
1042         int roll1, roll2, roll3, choice, odds, win;
1043         s32b wager;
1044         s32b maxbet;
1045         s32b oldgold;
1046
1047         char out_val[160], tmp_str[80], again;
1048         cptr p;
1049
1050         screen_save();
1051
1052         if (cmd == BACT_GAMBLE_RULES)
1053         {
1054                 /* Peruse the gambling help file */
1055                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1056         }
1057         else
1058         {
1059                 /* No money */
1060                 if (p_ptr->au < 1)
1061                 {
1062                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1063                                                 "Hey! You don't have gold - get out of here!"));
1064                         msg_print(NULL);
1065                         screen_load();
1066                         return FALSE;
1067                 }
1068
1069                 clear_bldg(5, 23);
1070
1071                 maxbet = p_ptr->lev * 200;
1072
1073                 /* We can't bet more than we have */
1074                 maxbet = MIN(maxbet, p_ptr->au);
1075
1076                 /* Get the wager */
1077                 strcpy(out_val, "");
1078                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1079
1080
1081                 /*
1082                  * Use get_string() because we may need more than
1083                  * the s16b value returned by get_quantity().
1084                  */
1085                 if (get_string(tmp_str, out_val, 32))
1086                 {
1087                         /* Strip spaces */
1088                         for (p = out_val; *p == ' '; p++);
1089
1090                         /* Get the wager */
1091                         wager = atol(p);
1092
1093                         if (wager > p_ptr->au)
1094                         {
1095                                 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!"));
1096                                 msg_print(NULL);
1097                                 screen_load();
1098                                 return (FALSE);
1099                         }
1100                         else if (wager > maxbet)
1101                         {
1102                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1103                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1104                                 wager = maxbet;
1105                         }
1106                         else if (wager < 1)
1107                         {
1108                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1109                                 wager = 1;
1110                         }
1111                         msg_print(NULL);
1112                         win = FALSE;
1113                         odds = 0;
1114                         oldgold = p_ptr->au;
1115
1116                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1117                         prt(tmp_str, 20, 2);
1118                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1119                         prt(tmp_str, 21, 2);
1120
1121                         do
1122                         {
1123                                 p_ptr->au -= wager;
1124                                 switch (cmd)
1125                                 {
1126                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1127                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1128
1129                                         odds = 4;
1130                                         win = FALSE;
1131                                         roll1 = randint1(10);
1132                                         roll2 = randint1(10);
1133                                         choice = randint1(10);
1134                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1135
1136                                         prt(tmp_str, 8, 3);
1137                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1138
1139                                         prt(tmp_str, 11, 14);
1140                                         if (((choice > roll1) && (choice < roll2)) ||
1141                                                 ((choice < roll1) && (choice > roll2)))
1142                                                 win = TRUE;
1143                                         break;
1144                                 case BACT_CRAPS:  /* Game of Craps */
1145                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1146
1147                                         win = 3;
1148                                         odds = 2;
1149                                         roll1 = randint1(6);
1150                                         roll2 = randint1(6);
1151                                         roll3 = roll1 +  roll2;
1152                                         choice = roll3;
1153                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1154                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1155                                         prt(tmp_str, 7, 5);
1156                                         if ((roll3 == 7) || (roll3 == 11))
1157                                                 win = TRUE;
1158                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1159                                                 win = FALSE;
1160                                         else
1161                                                 do
1162                                                 {
1163                                                         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"));
1164
1165                                                         msg_print(NULL);
1166                                                         roll1 = randint1(6);
1167                                                         roll2 = randint1(6);
1168                                                         roll3 = roll1 +  roll2;
1169                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1170                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1171                                                         prt(tmp_str, 8, 5);
1172                                                         if (roll3 == choice)
1173                                                                 win = TRUE;
1174                                                         else if (roll3 == 7)
1175                                                                 win = FALSE;
1176                                                 } while ((win != TRUE) && (win != FALSE));
1177                                         break;
1178
1179                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1180                                         win = FALSE;
1181                                         odds = 9;
1182                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1183
1184                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1185                                         prt("--------------------------------", 8, 3);
1186                                         strcpy(out_val, "");
1187                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1188
1189                                         for (p = out_val; iswspace(*p); p++);
1190                                         choice = atol(p);
1191                                         if (choice < 0)
1192                                         {
1193                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1194                                                 choice = 0;
1195                                         }
1196                                         else if (choice > 9)
1197                                         {
1198                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1199                                                 choice = 9;
1200                                         }
1201                                         msg_print(NULL);
1202                                         roll1 = randint0(10);
1203                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1204                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1205                                         prt(tmp_str, 13, 3);
1206                                         prt("", 9, 0);
1207                                         prt("*", 9, (3 * roll1 + 5));
1208                                         if (roll1 == choice)
1209                                                 win = TRUE;
1210                                         break;
1211
1212                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1213                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1214                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1215                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1216                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1217                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1218                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1219                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1220                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1221                                         
1222                                         win = FALSE;
1223                                         roll1 = randint1(21);
1224                                         for (i=6;i>0;i--)
1225                                         {
1226                                                 if ((roll1-i) < 1)
1227                                                 {
1228                                                         roll1 = 7-i;
1229                                                         break;
1230                                                 }
1231                                                 roll1 -= i;
1232                                         }
1233                                         roll2 = randint1(21);
1234                                         for (i=6;i>0;i--)
1235                                         {
1236                                                 if ((roll2-i) < 1)
1237                                                 {
1238                                                         roll2 = 7-i;
1239                                                         break;
1240                                                 }
1241                                                 roll2 -= i;
1242                                         }
1243                                         choice = randint1(21);
1244                                         for (i=6;i>0;i--)
1245                                         {
1246                                                 if ((choice-i) < 1)
1247                                                 {
1248                                                         choice = 7-i;
1249                                                         break;
1250                                                 }
1251                                                 choice -= i;
1252                                         }
1253                                         put_str("/--------------------------\\", 7, 2);
1254                                         prt("\\--------------------------/", 17, 2);
1255                                         display_fruit(8,  3, roll1 - 1);
1256                                         display_fruit(8, 12, roll2 - 1);
1257                                         display_fruit(8, 21, choice - 1);
1258                                         if ((roll1 == roll2) && (roll2 == choice))
1259                                         {
1260                                                 win = TRUE;
1261                                                 switch(roll1)
1262                                                 {
1263                                                 case 1:
1264                                                         odds = 5;break;
1265                                                 case 2:
1266                                                         odds = 10;break;
1267                                                 case 3:
1268                                                         odds = 20;break;
1269                                                 case 4:
1270                                                         odds = 50;break;
1271                                                 case 5:
1272                                                         odds = 200;break;
1273                                                 case 6:
1274                                                         odds = 1000;break;
1275                                                 }
1276                                         }
1277                                         else if ((roll1 == 1) && (roll2 == 1))
1278                                         {
1279                                                 win = TRUE;
1280                                                 odds = 2;
1281                                         }
1282                                         break;
1283                                 case BACT_POKER:
1284                                         win = FALSE;
1285                                         odds = do_poker();
1286                                         if (odds) win = TRUE;
1287                                         break;
1288                                 }
1289
1290                                 if (win)
1291                                 {
1292                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1293
1294                                         p_ptr->au += odds * wager;
1295                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1296
1297                                         prt(tmp_str, 17, 37);
1298                                 }
1299                                 else
1300                                 {
1301                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1302                                         prt("", 17, 37);
1303                                 }
1304                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1305
1306                                 prt(tmp_str, 22, 2);
1307                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1308
1309                                 move_cursor(18, 52);
1310                                 again = inkey();
1311                                 prt("", 16, 37);
1312                                 prt("", 17, 37);
1313                                 prt("", 18, 37);
1314                                 if (wager > p_ptr->au)
1315                                 {
1316                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1317                                                                 "Hey! You don't have the gold - get out of here!"));
1318                                         msg_print(NULL);
1319
1320                                         /* Get out here */
1321                                         break;
1322                                 }
1323                         } while ((again == 'y') || (again == 'Y'));
1324
1325                         prt("", 18, 37);
1326                         if (p_ptr->au >= oldgold)
1327                         {
1328                                 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!」",
1329                                                         "You came out a winner! We'll win next time, I'm sure."));
1330                                 chg_virtue(V_CHANCE, 3);
1331                         }
1332                         else
1333                         {
1334                                 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."));
1335                                 chg_virtue(V_CHANCE, -3);
1336                         }
1337                 }
1338                 msg_print(NULL);
1339         }
1340         screen_load();
1341         return (TRUE);
1342 }
1343
1344 /*!
1345  * @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。
1346  * @return なし
1347  */
1348 void battle_monsters(void)
1349 {
1350         int total, i;
1351         int max_dl = 0;
1352         int mon_level;
1353         int power[4];
1354         bool tekitou;
1355         bool old_inside_battle = p_ptr->inside_battle;
1356
1357         for (i = 0; i < max_d_idx; i++)
1358                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1359
1360         mon_level = randint1(MIN(max_dl, 122))+5;
1361         if (randint0(100) < 60)
1362         {
1363                 i = randint1(MIN(max_dl, 122))+5;
1364                 mon_level = MAX(i, mon_level);
1365         }
1366         if (randint0(100) < 30)
1367         {
1368                 i = randint1(MIN(max_dl, 122))+5;
1369                 mon_level = MAX(i, mon_level);
1370         }
1371
1372         while (1)
1373         {
1374                 total = 0;
1375                 tekitou = FALSE;
1376                 for(i = 0; i < 4; i++)
1377                 {
1378                         MONRACE_IDX r_idx;
1379                         int j;
1380                         while (1)
1381                         {
1382                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1383                                 p_ptr->inside_battle = TRUE;
1384                                 r_idx = get_mon_num(mon_level);
1385                                 p_ptr->inside_battle = old_inside_battle;
1386                                 if (!r_idx) continue;
1387
1388                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1389                                 {
1390                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1391                                 }
1392
1393                                 for (j = 0; j < i; j++)
1394                                         if(r_idx == battle_mon[j]) break;
1395                                 if (j<i) continue;
1396
1397                                 break;
1398                         }
1399                         battle_mon[i] = r_idx;
1400                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1401                 }
1402
1403                 for (i=0;i<4;i++)
1404                 {
1405                         monster_race *r_ptr = &r_info[battle_mon[i]];
1406                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1407
1408                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1409                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1410                         else
1411                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1412                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1413                         if (r_ptr->speed > 110)
1414                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1415                         if (r_ptr->speed < 110)
1416                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1417                         if (num_taisei > 2)
1418                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1419                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1420                                 power[i] = power[i] * 4 / 3;
1421                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1422                                 power[i] = power[i] * 4 / 3;
1423                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1424                                 power[i] = power[i] * 11 / 10;
1425                         if (r_ptr->flags1 & RF1_RAND_25)
1426                                 power[i] = power[i] * 9 / 10;
1427                         if (r_ptr->flags1 & RF1_RAND_50)
1428                                 power[i] = power[i] * 9 / 10;
1429                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1430                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1431
1432
1433                         total += power[i];
1434                 }
1435                 for (i=0;i<4;i++)
1436                 {
1437                         power[i] = total*60/power[i];
1438                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1439                         if ((power[i] < 160) && randint0(20)) break;
1440                         if (power[i] < 101) power[i] = 100 + randint1(5);
1441                         mon_odds[i] = power[i];
1442                 }
1443                 if (i == 4) break;
1444         }
1445 }
1446
1447 /*!
1448  * @brief モンスター闘技場のメインルーチン
1449  * @return 賭けを開始したか否か
1450  */
1451 static bool kakutoujou(void)
1452 {
1453         s32b maxbet;
1454         s32b wager;
1455         char out_val[160], tmp_str[80];
1456         cptr p;
1457
1458         if ((turn - old_battle) > TURNS_PER_TICK*250)
1459         {
1460                 battle_monsters();
1461                 old_battle = turn;
1462         }
1463
1464         screen_save();
1465
1466         /* No money */
1467         if (p_ptr->au < 1)
1468         {
1469                 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!"));
1470                 msg_print(NULL);
1471                 screen_load();
1472                 return FALSE;
1473         }
1474         else
1475         {
1476                 int i;
1477
1478                 clear_bldg(4, 10);
1479
1480                 prt(_("モンスター                                                     倍率",
1481                           "Monsters                                                       Odds"), 4, 4);
1482                 for (i=0;i<4;i++)
1483                 {
1484                         char buf[80];
1485                         monster_race *r_ptr = &r_info[battle_mon[i]];
1486
1487                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1488                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1489                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1490                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1491                         prt(buf, 5+i, 1);
1492                 }
1493                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1494                 while(1)
1495                 {
1496                         i = inkey();
1497
1498                         if (i == ESCAPE)
1499                         {
1500                                 screen_load();
1501                                 return FALSE;
1502                         }
1503                         if (i >= '1' && i <= '4')
1504                         {
1505                                 sel_monster = i-'1';
1506                                 battle_odds = mon_odds[sel_monster];
1507                                 break;
1508                         }
1509                         else bell();
1510                 }
1511
1512                 clear_bldg(4,4);
1513                 for (i=0;i<4;i++)
1514                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1515
1516                 maxbet = p_ptr->lev * 200;
1517
1518                 /* We can't bet more than we have */
1519                 maxbet = MIN(maxbet, p_ptr->au);
1520
1521                 /* Get the wager */
1522                 strcpy(out_val, "");
1523                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1524                 /*
1525                  * Use get_string() because we may need more than
1526                  * the s16b value returned by get_quantity().
1527                  */
1528                 if (get_string(tmp_str, out_val, 32))
1529                 {
1530                         /* Strip spaces */
1531                         for (p = out_val; *p == ' '; p++);
1532
1533                         /* Get the wager */
1534                         wager = atol(p);
1535
1536                         if (wager > p_ptr->au)
1537                         {
1538                                 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!"));
1539
1540                                 msg_print(NULL);
1541                                 screen_load();
1542                                 return (FALSE);
1543                         }
1544                         else if (wager > maxbet)
1545                         {
1546                                 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);
1547
1548                                 wager = maxbet;
1549                         }
1550                         else if (wager < 1)
1551                         {
1552                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1553                                 wager = 1;
1554                         }
1555                         msg_print(NULL);
1556                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1557                         kakekin = wager;
1558                         p_ptr->au -= wager;
1559                         reset_tim_flags();
1560
1561                         /* Save the surface floor as saved floor */
1562                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1563
1564                         p_ptr->inside_battle = TRUE;
1565                         p_ptr->leaving = TRUE;
1566
1567                         leave_bldg = TRUE;
1568                         screen_load();
1569
1570                         return (TRUE);
1571                 }
1572         }
1573         screen_load();
1574
1575         return (FALSE);
1576 }
1577
1578 /*!
1579  * @brief 本日の賞金首情報を表示する。
1580  * @return なし
1581  */
1582 static void today_target(void)
1583 {
1584         char buf[160];
1585         monster_race *r_ptr = &r_info[today_mon];
1586
1587         clear_bldg(4,18);
1588         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1589         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1590         c_put_str(TERM_YELLOW, buf, 6, 10);
1591         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1592         prt(buf, 8, 10);
1593         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1594         prt(buf, 9, 10);
1595         p_ptr->today_mon = today_mon;
1596 }
1597
1598 /*!
1599  * @brief ツチノコの賞金首情報を表示する。
1600  * @return なし
1601  */
1602 static void tsuchinoko(void)
1603 {
1604         clear_bldg(4,18);
1605         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1606         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);
1607         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1608         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1609         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1610 }
1611
1612 /*!
1613  * @brief 通常の賞金首情報を表示する。
1614  * @return なし
1615  */
1616 static void shoukinkubi(void)
1617 {
1618         int i;
1619         TERM_LEN y = 0;
1620
1621         clear_bldg(4,18);
1622         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);
1623         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1624
1625         for (i = 0; i < MAX_KUBI; i++)
1626         {
1627                 byte color;
1628                 cptr done_mark;
1629                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1630
1631                 if (kubi_r_idx[i] > 10000)
1632                 {
1633                         color = TERM_RED;
1634                         done_mark = _("(済)", "(done)");
1635                 }
1636                 else
1637                 {
1638                         color = TERM_WHITE;
1639                         done_mark = "";
1640                 }
1641
1642                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1643
1644                 y = (y+1) % 10;
1645                 if (!y && (i < MAX_KUBI -1))
1646                 {
1647                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1648                         (void)inkey();
1649                         prt("", 0, 0);
1650                         clear_bldg(7,18);
1651                 }
1652         }
1653 }
1654
1655
1656
1657 /*!
1658  * 賞金首の報酬テーブル / List of prize object
1659  */
1660 static struct {
1661         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1662         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1663 } prize_list[MAX_KUBI] = 
1664 {
1665         {TV_POTION, SV_POTION_CURING},
1666         {TV_POTION, SV_POTION_SPEED},
1667         {TV_POTION, SV_POTION_SPEED},
1668         {TV_POTION, SV_POTION_RESISTANCE},
1669         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1670
1671         {TV_POTION, SV_POTION_HEALING},
1672         {TV_POTION, SV_POTION_RESTORE_MANA},
1673         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1674         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1675         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1676
1677         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1678         {TV_POTION, SV_POTION_STAR_HEALING},
1679         {TV_POTION, SV_POTION_STAR_HEALING},
1680         {TV_POTION, SV_POTION_NEW_LIFE},
1681         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1682
1683         {TV_POTION, SV_POTION_LIFE},
1684         {TV_POTION, SV_POTION_LIFE},
1685         {TV_POTION, SV_POTION_AUGMENTATION},
1686         {TV_POTION, SV_POTION_INVULNERABILITY},
1687         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1688 };
1689
1690 /*!
1691  * @brief 賞金首の引き換え処理 / Get prize
1692  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1693  */
1694 static bool kankin(void)
1695 {
1696         INVENTORY_IDX i;
1697         int j;
1698         bool change = FALSE;
1699         GAME_TEXT o_name[MAX_NLEN];
1700         object_type *o_ptr;
1701
1702         /* Loop for inventory and right/left arm */
1703         for (i = 0; i <= INVEN_LARM; i++)
1704         {
1705                 o_ptr = &inventory[i];
1706
1707                 /* Living Tsuchinoko worthes $1000000 */
1708                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1709                 {
1710                         char buf[MAX_NLEN+20];
1711                         object_desc(o_name, o_ptr, 0);
1712                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1713                         if (get_check(buf))
1714                         {
1715                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1716                                 p_ptr->au += 1000000L * o_ptr->number;
1717                                 p_ptr->redraw |= (PR_GOLD);
1718                                 inven_item_increase(i, -o_ptr->number);
1719                                 inven_item_describe(i);
1720                                 inven_item_optimize(i);
1721                         }
1722                         change = TRUE;
1723                 }
1724         }
1725
1726         for (i = 0; i < INVEN_PACK; i++)
1727         {
1728                 o_ptr = &inventory[i];
1729
1730                 /* Corpse of Tsuchinoko worthes $200000 */
1731                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1732                 {
1733                         char buf[MAX_NLEN+20];
1734                         object_desc(o_name, o_ptr, 0);
1735                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1736                         if (get_check(buf))
1737                         {
1738                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1739                                 p_ptr->au += 200000L * o_ptr->number;
1740                                 p_ptr->redraw |= (PR_GOLD);
1741                                 inven_item_increase(i, -o_ptr->number);
1742                                 inven_item_describe(i);
1743                                 inven_item_optimize(i);
1744                         }
1745                         change = TRUE;
1746                 }
1747         }
1748
1749         for (i = 0; i < INVEN_PACK; i++)
1750         {
1751                 o_ptr = &inventory[i];
1752
1753                 /* Bones of Tsuchinoko worthes $100000 */
1754                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1755                 {
1756                         char buf[MAX_NLEN+20];
1757                         object_desc(o_name, o_ptr, 0);
1758                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1759                         if (get_check(buf))
1760                         {
1761                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1762                                 p_ptr->au += 100000L * o_ptr->number;
1763                                 p_ptr->redraw |= (PR_GOLD);
1764                                 inven_item_increase(i, -o_ptr->number);
1765                                 inven_item_describe(i);
1766                                 inven_item_optimize(i);
1767                         }
1768                         change = TRUE;
1769                 }
1770         }
1771
1772         for (i = 0; i < INVEN_PACK; i++)
1773         {
1774                 o_ptr = &inventory[i];
1775                 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)))
1776                 {
1777                         char buf[MAX_NLEN+20];
1778                         object_desc(o_name, o_ptr, 0);
1779                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1780                         if (get_check(buf))
1781                         {
1782                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1783                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1784                                 p_ptr->redraw |= (PR_GOLD);
1785                                 inven_item_increase(i, -o_ptr->number);
1786                                 inven_item_describe(i);
1787                                 inven_item_optimize(i);
1788                         }
1789                         change = TRUE;
1790                 }
1791         }
1792
1793         for (i = 0; i < INVEN_PACK; i++)
1794         {
1795                 o_ptr = &inventory[i];
1796
1797                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1798                 {
1799                         char buf[MAX_NLEN+20];
1800                         object_desc(o_name, o_ptr, 0);
1801                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1802                         if (get_check(buf))
1803                         {
1804                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1805                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1806                                 p_ptr->redraw |= (PR_GOLD);
1807                                 inven_item_increase(i, -o_ptr->number);
1808                                 inven_item_describe(i);
1809                                 inven_item_optimize(i);
1810                         }
1811                         change = TRUE;
1812                 }
1813         }
1814
1815         for (j = 0; j < MAX_KUBI; j++)
1816         {
1817                 /* Need reverse order --- Positions will be changed in the loop */
1818                 for (i = INVEN_PACK-1; i >= 0; i--)
1819                 {
1820                         o_ptr = &inventory[i];
1821                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1822                         {
1823                                 char buf[MAX_NLEN+20];
1824                                 int num, k;
1825                                 INVENTORY_IDX item_new;
1826                                 object_type forge;
1827
1828                                 object_desc(o_name, o_ptr, 0);
1829                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1830                                 if (!get_check(buf)) continue;
1831
1832 #if 0 /* Obsoleted */
1833                                 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);
1834                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1835                                 p_ptr->redraw |= (PR_GOLD);
1836                                 inven_item_increase(i, -o_ptr->number);
1837                                 inven_item_describe(i);
1838                                 inven_item_optimize(i);
1839                                 chg_virtue(V_JUSTICE, 5);
1840                                 kubi_r_idx[j] += 10000;
1841
1842                                 change = TRUE;
1843 #endif /* Obsoleted */
1844
1845                                 /* Hand it first */
1846                                 inven_item_increase(i, -o_ptr->number);
1847                                 inven_item_describe(i);
1848                                 inven_item_optimize(i);
1849
1850                                 chg_virtue(V_JUSTICE, 5);
1851                                 kubi_r_idx[j] += 10000;
1852
1853                                 /* Count number of unique corpses already handed */
1854                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1855                                 {
1856                                         if (kubi_r_idx[k] >= 10000) num++;
1857                                 }
1858                                 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" : ""));
1859
1860                                 /* Prepare to make a prize */
1861                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1862                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1863
1864                                 /* Identify it fully */
1865                                 object_aware(&forge);
1866                                 object_known(&forge);
1867
1868                                 /*
1869                                  * Hand it --- Assume there is an empty slot.
1870                                  * Since a corpse is handed at first,
1871                                  * there is at least one empty slot.
1872                                  */
1873                                 item_new = inven_carry(&forge);
1874
1875                                 object_desc(o_name, &forge, 0);
1876                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1877
1878                                 /* Auto-inscription */
1879                                 autopick_alter_item(item_new, FALSE);
1880                                 handle_stuff();
1881
1882                                 change = TRUE;
1883                         }
1884                 }
1885         }
1886
1887         if (!change)
1888         {
1889                 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."));
1890                 msg_print(NULL);
1891                 return FALSE;
1892         }
1893         return TRUE;
1894 }
1895
1896 /*!
1897  * @brief 宿屋の利用サブルーチン
1898  * @details inn commands\n
1899  * Note that resting for the night was a perfect way to avoid player\n
1900  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1901  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1902  * will not be that useful.  I will keep it in the hopes the player\n
1903  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1904  * Resting at night is also a quick way to restock stores -KMW-\n
1905  * @param cmd 宿屋の利用施設ID
1906  * @return 施設の利用が実際に行われたか否か。
1907  */
1908 static bool inn_comm(int cmd)
1909 {
1910         switch (cmd)
1911         {
1912                 case BACT_FOOD: /* Buy food & drink */
1913                         if (p_ptr->food >= PY_FOOD_FULL)
1914                         {
1915                                 msg_print(_("今は満腹だ。", "You are full now."));
1916                                 return FALSE;
1917                         }
1918                         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."));
1919                         (void)set_food(PY_FOOD_MAX - 1);
1920                         break;
1921
1922                 case BACT_REST: /* Rest for the night */
1923                         if ((p_ptr->poisoned) || (p_ptr->cut))
1924                         {
1925                                 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."));
1926                                 msg_print(NULL);
1927                                 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."));
1928                         }
1929                         else
1930                         {
1931                                 s32b oldturn = turn;
1932                                 int prev_day, prev_hour, prev_min;
1933
1934                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
1935                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
1936                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
1937                                 else
1938                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
1939                                 
1940                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1941                                 if (dungeon_turn < dungeon_turn_limit)
1942                                 {
1943                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1944                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
1945                                 }
1946
1947                                 prevent_turn_overflow();
1948
1949                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
1950                                 p_ptr->chp = p_ptr->mhp;
1951
1952                                 if (ironman_nightmare)
1953                                 {
1954                                         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."));
1955
1956                                         /* Have some nightmares */
1957                                         while(1)
1958                                         {
1959                                                 sanity_blast(NULL, FALSE);
1960                                                 if (!one_in_(3)) break;
1961                                         }
1962
1963                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
1964                                         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."));
1965                                 }
1966                                 else
1967                                 {
1968                                         set_blind(0);
1969                                         set_confused(0);
1970                                         p_ptr->stun = 0;
1971                                         p_ptr->chp = p_ptr->mhp;
1972                                         p_ptr->csp = p_ptr->msp;
1973                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
1974                                         {
1975                                                 int i;
1976                                                 for (i = 0; i < 72; i++)
1977                                                 {
1978                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
1979                                                 }
1980                                                 for (; i < 108; i++)
1981                                                 {
1982                                                         p_ptr->magic_num1[i] = 0;
1983                                                 }
1984                                         }
1985
1986                                         if ((prev_hour >= 6) && (prev_hour <= 17))
1987                                         {
1988                                                 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."));
1989                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
1990                                         }
1991                                         else
1992                                         {
1993                                                 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."));
1994                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
1995                                         }
1996                                 }
1997                         }
1998                         break;
1999
2000                 case BACT_RUMORS: /* Listen for rumors */
2001                         {
2002                                 display_rumor(TRUE);
2003                                 break;
2004                         }
2005         }
2006
2007         return (TRUE);
2008 }
2009
2010
2011 /*!
2012  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2013  * @param questnum クエストのID
2014  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2015  * @return なし
2016  */
2017 static void get_questinfo(IDX questnum, bool do_init)
2018 {
2019         int i;
2020         IDX old_quest;
2021         GAME_TEXT tmp_str[80];
2022
2023         /* Clear the text */
2024         for (i = 0; i < 10; i++)
2025         {
2026                 quest_text[i][0] = '\0';
2027         }
2028
2029         quest_text_line = 0;
2030
2031         /* Set the quest number temporary */
2032         old_quest = p_ptr->inside_quest;
2033         p_ptr->inside_quest = questnum;
2034
2035         /* Get the quest text */
2036         init_flags = INIT_SHOW_TEXT;
2037         if (do_init) init_flags |= INIT_ASSIGN;
2038
2039         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2040
2041         /* Reset the old quest number */
2042         p_ptr->inside_quest = old_quest;
2043
2044         /* Print the quest info */
2045         sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
2046
2047         prt(tmp_str, 5, 0);
2048
2049         prt(quest[questnum].name, 7, 0);
2050
2051         for (i = 0; i < 10; i++)
2052         {
2053                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2054         }
2055 }
2056
2057 /*!
2058  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2059  * @return なし
2060  */
2061 static void castle_quest(void)
2062 {
2063         IDX q_index = 0;
2064         monster_race    *r_ptr;
2065         quest_type      *q_ptr;
2066         cptr            name;
2067
2068
2069         clear_bldg(4, 18);
2070
2071         /* Current quest of the building */
2072         q_index = cave[p_ptr->y][p_ptr->x].special;
2073
2074         /* Is there a quest available at the building? */
2075         if (!q_index)
2076         {
2077                 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);
2078                 return;
2079         }
2080
2081         q_ptr = &quest[q_index];
2082
2083         /* Quest is completed */
2084         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2085         {
2086                 /* Rewarded quest */
2087                 q_ptr->status = QUEST_STATUS_REWARDED;
2088
2089                 get_questinfo(q_index, FALSE);
2090
2091                 reinit_wilderness = TRUE;
2092         }
2093         /* Failed quest */
2094         else if (q_ptr->status == QUEST_STATUS_FAILED)
2095         {
2096                 get_questinfo(q_index, FALSE);
2097
2098                 /* Mark quest as done (but failed) */
2099                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2100
2101                 reinit_wilderness = TRUE;
2102         }
2103         /* Quest is still unfinished */
2104         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2105         {
2106                 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);
2107                 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);
2108                 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);
2109         }
2110         /* No quest yet */
2111         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2112         {
2113                 q_ptr->status = QUEST_STATUS_TAKEN;
2114
2115                 reinit_wilderness = TRUE;
2116
2117                 /* Assign a new quest */
2118                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2119                 {
2120                         if (q_ptr->r_idx == 0)
2121                         {
2122                                 /* Random monster at least 5 - 10 levels out of deep */
2123                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2124                         }
2125
2126                         r_ptr = &r_info[q_ptr->r_idx];
2127
2128                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2129                         {
2130                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2131                                 r_ptr = &r_info[q_ptr->r_idx];
2132                         }
2133
2134                         if (q_ptr->max_num == 0)
2135                         {
2136                                 /* Random monster number */
2137                                 if (randint1(10) > 7)
2138                                         q_ptr->max_num = 1;
2139                                 else
2140                                         q_ptr->max_num = randint1(3) + 1;
2141                         }
2142
2143                         q_ptr->cur_num = 0;
2144                         name = (r_name + r_ptr->name);
2145                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2146                 }
2147                 else
2148                 {
2149                         get_questinfo(q_index, TRUE);
2150                 }
2151         }
2152 }
2153
2154
2155 /*!
2156  * @brief 町に関するヘルプを表示する / Display town history
2157  * @return なし
2158  */
2159 static void town_history(void)
2160 {
2161         screen_save();
2162
2163         /* Peruse the building help file */
2164         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2165         screen_load();
2166 }
2167
2168 /*!
2169  * @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
2170  * @param plus_ammo 矢弾のダメージ修正
2171  * @param plus_bow 弓のダメージ修正
2172  * @return ダメージ期待値
2173  * @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。
2174  */
2175 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2176 {
2177         HIT_POINT i;
2178         object_type *j_ptr =  &inventory[INVEN_BOW];
2179         
2180         /* Extract "shot" power */
2181         i = p_ptr->to_h_b + plus_ammo;
2182         
2183         if (p_ptr->tval_ammo == TV_BOLT)
2184                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2185         else
2186                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2187
2188         /* Snipers can shot more critically with crossbows */
2189         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2190         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2191         
2192         /* Good bow makes more critical */
2193         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2194         
2195         if (i < 0) i = 0;
2196         
2197         return i;
2198 }
2199
2200 /*!
2201  * @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
2202  * @param weight 武器の重量
2203  * @param plus_ammo 矢弾のダメージ修正
2204  * @param plus_bow 弓のダメージ修正
2205  * @param dam 基本ダメージ量
2206  * @return ダメージ期待値
2207  */
2208 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow,  HIT_POINT dam)
2209 {
2210         u32b num;
2211         int i, k, crit;
2212         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2213         
2214         k = 0;
2215         num = 0;
2216         
2217         crit = MIN(500, 900/weight);
2218         num += dam * 3 /2 * crit;
2219         k = crit;
2220         
2221         crit = MIN(500, 1350/weight);
2222         crit -= k;
2223         num += dam * 2 * crit;
2224         k += crit;
2225         
2226         if(k < 500)
2227         {
2228                 crit = 500 - k;
2229                 num += dam * 3 * crit;
2230         }
2231         
2232         num /= 500;
2233         
2234         num *= i;
2235         num += (10000 - i) * dam;
2236         num /= 10000;
2237         
2238         return num;
2239 }
2240
2241 /*!
2242  * @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
2243  * @param weight 武器の重量
2244  * @param plus 武器のダメージ修正
2245  * @param dam 基本ダメージ
2246  * @param meichuu 命中値
2247  * @param dokubari 毒針処理か否か
2248  * @return ダメージ期待値
2249  */
2250 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2251 {
2252         u32b k, num;
2253         int i;
2254         
2255         if(dokubari) return dam;
2256         
2257         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2258         if (i < 0) i = 0;
2259         
2260         k = weight;
2261         num = 0;
2262         
2263         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2264         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2265         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2266         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2267         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2268         
2269         num /= 650;
2270         if(p_ptr->pclass == CLASS_NINJA)
2271         {
2272                 num *= i;
2273                 num += (4444 - i) * dam;
2274                 num /= 4444;
2275         }
2276         else
2277         {
2278                 num *= i;
2279                 num += (5000 - i) * dam;
2280                 num /= 5000;
2281         }
2282         
2283         return num;
2284 }
2285
2286 /*!
2287  * @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
2288  * @param dam 基本ダメージ
2289  * @param mult スレイ倍率(掛け算部分)
2290  * @param div スレイ倍率(割り算部分)
2291  * @param force 理力特別計算フラグ
2292  * @return ダメージ期待値
2293  */
2294 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2295 {
2296         int tmp;
2297         if(force)
2298         {
2299                 tmp = dam * 60;
2300                 tmp *= mult * 3;
2301                 tmp /= div * 2;
2302                 tmp += dam * 60 * 2;
2303                 tmp /= 60;
2304         }
2305         else
2306         {
2307                 tmp = dam * 60;
2308                 tmp *= mult; 
2309                 tmp /= div;
2310                 tmp /= 60;
2311         }
2312         return tmp;
2313 }
2314
2315 /*!
2316  * @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)
2317  * @param dam 基本ダメージ
2318  * @param mult スレイ倍率(掛け算部分)
2319  * @param div スレイ倍率(割り算部分)
2320  * @param force 理力特別計算フラグ
2321  * @param weight 重量
2322  * @param plus 武器ダメージ修正
2323  * @param meichuu 命中値
2324  * @param dokubari 毒針処理か否か
2325  * @param vorpal_mult 切れ味倍率(掛け算部分)
2326  * @param vorpal_div 切れ味倍率(割り算部分)
2327  * @return ダメージ期待値
2328  */
2329 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2330 {
2331         dam = calc_slaydam(dam, mult, div, force);
2332         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2333         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2334         return dam;
2335 }
2336
2337
2338 /*!
2339  * @brief 武器の各条件毎のダメージ期待値を表示する。
2340  * @param r 表示行
2341  * @param c 表示列
2342  * @param mindice ダイス部分最小値
2343  * @param maxdice ダイス部分最大値
2344  * @param blows 攻撃回数
2345  * @param dam_bonus ダメージ修正値
2346  * @param attr 条件内容
2347  * @param color 条件内容の表示色
2348  * @details
2349  * Display the damage figure of an object\n
2350  * (used by compare_weapon_aux)\n
2351  * \n
2352  * Only accurate for the current weapon, because it includes\n
2353  * the current +dam of the player.\n
2354  * @return なし
2355  */
2356 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2357 {
2358         GAME_TEXT tmp_str[80];
2359         int mindam, maxdam;
2360         
2361         mindam = blows * (mindice + dam_bonus);
2362         maxdam = blows * (maxdice + dam_bonus);
2363
2364         /* Print the intro text */
2365         c_put_str(color, attr, r, c);
2366
2367         /* Calculate the min and max damage figures */
2368         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2369         
2370         /* Print the damage */
2371         put_str(tmp_str, r, c + 8);
2372 }
2373
2374
2375 /*!
2376  * @brief 武器一つ毎のダメージ情報を表示する。
2377  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2378  * @param col 表示する行の上端
2379  * @param r 表示する列の左端
2380  * @details
2381  * Show the damage figures for the various monster types\n
2382  * \n
2383  * Only accurate for the current weapon, because it includes\n
2384  * the current number of blows for the player.\n
2385  * @return なし
2386  */
2387 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2388 {
2389         BIT_FLAGS flgs[TR_FLAG_SIZE];
2390         int blow = p_ptr->num_blow[0];
2391         bool force = FALSE;
2392         bool dokubari = FALSE;
2393         
2394         /* Effective dices */
2395         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2396         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2397         
2398         int mindice = eff_dd;
2399         int maxdice = eff_ds * eff_dd;
2400         int mindam = 0;
2401         int maxdam = 0;
2402         int vorpal_mult = 1;
2403         int vorpal_div = 1;
2404         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2405         
2406
2407         /* Get the flags of the weapon */
2408         object_flags(o_ptr, flgs);
2409         
2410         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2411         
2412         
2413         /* Show Critical Damage*/
2414         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2415         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2416         
2417         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2418
2419         
2420         /* Vorpal Hit*/
2421         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2422         {
2423                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2424                 {
2425                         vorpal_mult = 5;
2426                         vorpal_div = 3;
2427                 }
2428                 else
2429                 {
2430                         vorpal_mult = 11;
2431                         vorpal_div = 9;
2432                 }
2433                 
2434                 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);
2435                 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);         
2436                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2437         }       
2438         
2439         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2440         {
2441                 force = TRUE;
2442                 
2443                 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);
2444                 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);
2445                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2446         }
2447                 
2448         /* Print the relevant lines */
2449         if (have_flag(flgs, TR_KILL_ANIMAL))
2450         {
2451                 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);
2452                 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);         
2453                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2454         }
2455         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2456         {
2457                 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);
2458                 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);
2459                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2460         }
2461         if (have_flag(flgs, TR_KILL_EVIL))
2462         {       
2463                 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);
2464                 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);
2465                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2466         }
2467         else if (have_flag(flgs, TR_SLAY_EVIL))
2468         {       
2469                 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);
2470                 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);         
2471                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2472         }
2473         if (have_flag(flgs, TR_KILL_HUMAN))
2474         {       
2475                 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);
2476                 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);
2477                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2478         }
2479         else if (have_flag(flgs, TR_SLAY_HUMAN))
2480         {       
2481                 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);
2482                 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);
2483                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2484         }
2485         if (have_flag(flgs, TR_KILL_UNDEAD))
2486         {
2487                 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);
2488                 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);
2489                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2490         }
2491         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2492         {
2493                 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);
2494                 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);
2495                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2496         }
2497         if (have_flag(flgs, TR_KILL_DEMON))
2498         {       
2499                 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);
2500                 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);
2501                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2502         }
2503         else if (have_flag(flgs, TR_SLAY_DEMON))
2504         {       
2505                 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);
2506                 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);
2507                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2508         }
2509         if (have_flag(flgs, TR_KILL_ORC))
2510         {
2511                 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);
2512                 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);
2513                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2514         }
2515         else if (have_flag(flgs, TR_SLAY_ORC))
2516         {
2517                 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);
2518                 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);
2519                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2520         }
2521         if (have_flag(flgs, TR_KILL_TROLL))
2522         {
2523                 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);
2524                 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);
2525                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2526         }
2527         else if (have_flag(flgs, TR_SLAY_TROLL))
2528         {
2529                 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);
2530                 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);
2531                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2532         }
2533         if (have_flag(flgs, TR_KILL_GIANT))
2534         {
2535                 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);
2536                 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);
2537                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2538         }
2539         else if (have_flag(flgs, TR_SLAY_GIANT))
2540         {
2541                 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);
2542                 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);
2543                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2544         }
2545         if (have_flag(flgs, TR_KILL_DRAGON))
2546         {
2547                 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);
2548                 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);
2549                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2550         }
2551         else if (have_flag(flgs, TR_SLAY_DRAGON))
2552         {               
2553                 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);
2554                 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);
2555                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2556         }
2557         if (have_flag(flgs, TR_BRAND_ACID))
2558         {
2559                 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);
2560                 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);
2561                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2562         }
2563         if (have_flag(flgs, TR_BRAND_ELEC))
2564         {
2565                 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);
2566                 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);
2567                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2568         }
2569         if (have_flag(flgs, TR_BRAND_FIRE))
2570         {
2571                 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);
2572                 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);
2573                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2574         }
2575         if (have_flag(flgs, TR_BRAND_COLD))
2576         {
2577                 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);
2578                 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);
2579                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2580         }
2581         if (have_flag(flgs, TR_BRAND_POIS))
2582         {
2583                 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);
2584                 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);
2585                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2586         }
2587 }
2588
2589 /*!
2590  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2591  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2592  * @param row 表示する列の左端
2593  * @param col 表示する行の上端
2594  * @details
2595  * Displays all info about a weapon
2596  *
2597  * Only accurate for the current weapon, because it includes
2598  * various info about the player's +to_dam and number of blows.
2599  * @return なし
2600  */
2601 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2602 {
2603         GAME_TEXT o_name[MAX_NLEN];
2604         GAME_TEXT tmp_str[80];
2605
2606         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2607         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2608         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2609
2610         /* Print the weapon name */
2611         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2612         c_put_str(TERM_YELLOW, o_name, row, col);
2613
2614         /* Print the player's number of blows */
2615         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2616         put_str(tmp_str, row+1, col);
2617
2618         /* Print to_hit and to_dam of the weapon */
2619         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2620         put_str(tmp_str, row+2, col);
2621
2622         /* Print the weapons base damage dice */
2623         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2624                 (int)hit_chance(reli, 0),
2625                 (int)hit_chance(reli, 50),
2626                 (int)hit_chance(reli, 100),
2627                 (int)hit_chance(reli, 150),
2628                 (int)hit_chance(reli, 200));
2629         put_str(tmp_str, row+3, col);
2630         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2631
2632         /* Damage for one blow (if it hits) */
2633         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2634             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2635                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2636         put_str(tmp_str, row+6, col+1);
2637
2638         /* Damage for the complete attack (if all blows hit) */
2639         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2640                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2641                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2642         put_str(tmp_str, row+7, col+1);
2643 }
2644
2645 /*!
2646  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2647  * @details 
2648  * Copies the weapons to compare into the weapon-slot and\n
2649  * compares the values for both weapons.\n
2650  * 武器1つだけで比較をしないなら費用は半額になる。
2651  * @param bcost 基本鑑定費用
2652  * @return 最終的にかかった費用
2653  */
2654 static PRICE compare_weapons(PRICE bcost)
2655 {
2656         int i, n;
2657         OBJECT_IDX item, item2;
2658         object_type *o_ptr[2];
2659         object_type orig_weapon;
2660         object_type *i_ptr;
2661         cptr q, s;
2662         TERM_LEN row = 2;
2663         TERM_LEN wid = 38, mgn = 2;
2664         bool old_character_xtra = character_xtra;
2665         char ch;
2666         PRICE total = 0;
2667         PRICE cost = 0; /* First time no price */
2668
2669         screen_save();
2670         clear_bldg(0, 22);
2671
2672         /* Store copy of original wielded weapon */
2673         i_ptr = &inventory[INVEN_RARM];
2674         object_copy(&orig_weapon, i_ptr);
2675
2676         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2677
2678         /* Get the first weapon */
2679         q = _("第一の武器は?", "What is your first weapon? ");
2680         s = _("比べるものがありません。", "You have nothing to compare.");
2681
2682         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2683         if (!o_ptr)
2684         {
2685                 screen_load();
2686                 return (0);
2687         }
2688
2689         n = 1;
2690         total = bcost;
2691
2692         while (TRUE)
2693         {
2694                 clear_bldg(0, 22);
2695
2696                 /* Only compare melee weapons */
2697                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2698
2699                 /* Hack -- prevent "icky" message */
2700                 character_xtra = TRUE;
2701
2702                 /* Diaplay selected weapon's infomation */
2703                 for (i = 0; i < n; i++)
2704                 {
2705                         int col = (wid * i + mgn);
2706
2707                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2708                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2709
2710                         p_ptr->update |= PU_BONUS;
2711                         handle_stuff();
2712
2713                         /* List the new values */
2714                         list_weapon(o_ptr[i], row, col);
2715                         compare_weapon_aux(o_ptr[i], col, row + 8);
2716
2717                         /* Copy back the original weapon into the weapon slot */
2718                         object_copy(i_ptr, &orig_weapon);
2719                 }
2720
2721                 /* Reset the values for the old weapon */
2722                 p_ptr->update |= PU_BONUS;
2723                 handle_stuff();
2724
2725                 character_xtra = old_character_xtra;
2726
2727 #ifdef JP
2728                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2729                 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);
2730                 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);
2731 #else
2732                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2733                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2734                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2735 #endif
2736
2737                 flush();
2738                 ch = inkey();
2739
2740                 if (ch == 's')
2741                 {
2742                         if (total + cost > p_ptr->au)
2743                         {
2744                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2745                                 msg_print(NULL);
2746                                 continue;
2747                         }
2748
2749                         q = _("第二の武器は?", "What is your second weapon? ");
2750                         s = _("比べるものがありません。", "You have nothing to compare.");
2751
2752                         /* Get the second weapon */
2753                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2754                         if (!o_ptr) continue;
2755
2756                         total += cost;
2757                         cost = bcost / 2;
2758                         n = 2;
2759                 }
2760                 else
2761                 {
2762                         break;
2763                 }
2764         }
2765         screen_load();
2766
2767         return (total);
2768 }
2769
2770
2771 /*!
2772  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2773  * @details 
2774  * Calculate and display the dodge-rate and the protection-rate
2775  * based on AC
2776  * @param iAC プレイヤーのAC。
2777  * @return 常にTRUEを返す。
2778  */
2779 static bool eval_ac(ARMOUR_CLASS iAC)
2780 {
2781 #ifdef JP
2782         const char memo[] =
2783                 "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"
2784                 "何パーセント軽減するかを示します。\n"
2785                 "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"
2786                 "に対してのみ効果があります。\n \n"
2787                 "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"
2788                 "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"
2789                 "敵のレベルとあなたのACによって決定されます。\n \n"
2790                 "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"
2791                 "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";
2792 #else
2793         const char memo[] =
2794                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2795                 "Note that the Protection rate is effective only against normal "
2796                 "'attack' and 'shatter' type melee attacks, "
2797                 "and has no effect against any other types such as 'poison'.\n \n"
2798                 "'Dodge Rate' indicates the success rate on dodging the "
2799                 "monster's melee attacks.  "
2800                 "It is depend on the level of the monster and your AC.\n \n"
2801                 "'Average Damage' indicates the expected amount of damage "
2802                 "when you are attacked by normal melee attacks with power=100.";
2803 #endif
2804
2805         int protection;
2806         TERM_LEN col, row = 2;
2807         DEPTH lvl;
2808         char buf[80*20], *t;
2809
2810         /* AC lower than zero has no effect */
2811         if (iAC < 0) iAC = 0;
2812
2813         /* ダメージ軽減率を計算 */
2814         protection = 100 * MIN(iAC, 150) / 250;
2815
2816         screen_save();
2817         clear_bldg(0, 22);
2818
2819 #ifdef JP
2820         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2821         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
2822         row++;
2823
2824         put_str("敵のレベル      :", row + 0, 0);
2825         put_str("回避率          :", row + 1, 0);
2826         put_str("ダメージ期待値  :", row + 2, 0);
2827 #else
2828         put_str(format("Your current AC : %3d", iAC), row++, 0);
2829         put_str(format("Protection rate : %3d%%", protection), row++, 0);
2830         row++;
2831
2832         put_str("Level of Monster:", row + 0, 0);
2833         put_str("Dodge Rate      :", row + 1, 0);
2834         put_str("Average Damage  :", row + 2, 0);
2835 #endif
2836     
2837         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2838         {
2839                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2840                 int dodge;   /* 回避率(%) */
2841                 int average; /* ダメージ期待値 */
2842
2843                 put_str(format("%3d", lvl), row + 0, col);
2844
2845                 /* 回避率を計算 */
2846                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2847                 put_str(format("%3d%%", dodge), row + 1, col);
2848
2849                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2850                 average = (100 - dodge) * (100 - protection) / 100;
2851                 put_str(format("%3d", average), row + 2, col);
2852         }
2853
2854         /* Display note */
2855         roff_to_buf(memo, 70, buf, sizeof(buf));
2856         for (t = buf; t[0]; t += strlen(t) + 1)
2857                 put_str(t, (row++) + 4, 4);
2858
2859         prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
2860   
2861         flush();
2862         (void)inkey();
2863         screen_load();
2864
2865         return (TRUE);
2866 }
2867
2868
2869
2870 /*!
2871  * @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。
2872  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2873  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2874  * @return 修復対象になるならTRUEを返す。
2875  */
2876 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2877 {
2878         int i, n = 0;
2879         int cand[TR_FLAG_MAX];
2880         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2881         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2882
2883         object_flags(to_ptr, to_flgs);
2884         object_flags(from_ptr, from_flgs);
2885
2886         for (i = 0; i < TR_FLAG_MAX; i++)
2887         {
2888                 switch (i)
2889                 {
2890                 case TR_IGNORE_ACID:
2891                 case TR_IGNORE_ELEC:
2892                 case TR_IGNORE_FIRE:
2893                 case TR_IGNORE_COLD:
2894                 case TR_ACTIVATE:
2895                 case TR_RIDING:
2896                 case TR_THROW:
2897                 case TR_SHOW_MODS:
2898                 case TR_HIDE_TYPE:
2899                 case TR_ES_ATTACK:
2900                 case TR_ES_AC:
2901                 case TR_FULL_NAME:
2902                 case TR_FIXED_FLAVOR:
2903                         break;
2904                 default:
2905                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2906                         {
2907                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2908                         }
2909                 }
2910         }
2911
2912         if (n > 0)
2913         {
2914                 int bmax;
2915                 int tr_idx = cand[randint0(n)];
2916                 add_flag(to_ptr->art_flags, tr_idx);
2917                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2918                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2919                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2920                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2921         }
2922
2923         return;
2924 }
2925
2926 /*!
2927  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2928  * @param bcost 基本修復費用
2929  * @return 実際にかかった費用
2930  */
2931 static PRICE repair_broken_weapon_aux(PRICE bcost)
2932 {
2933         PRICE cost;
2934         OBJECT_IDX item, mater;
2935         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2936         object_kind *k_ptr;
2937         int i, dd_bonus, ds_bonus;
2938         KIND_OBJECT_IDX k_idx;
2939         char basenm[MAX_NLEN];
2940         cptr q, s;
2941         int row = 7;
2942         clear_bldg(0, 22);
2943
2944         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);
2945         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);
2946
2947         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2948         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2949
2950         /* Only forge broken weapons */
2951         item_tester_hook = item_tester_hook_broken_weapon;
2952
2953         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2954         if (!o_ptr) return (0);
2955
2956         /* It is worthless */
2957         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2958         {
2959                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2960                 return (0);
2961         }
2962
2963         /* They are too many */
2964         if (o_ptr->number > 1)
2965         {
2966                 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!"));
2967                 return (0);
2968         }
2969
2970         /* Display item name */
2971         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2972         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2973
2974         q = _("材料となる武器は?", "Which weapon for material? ");
2975         s = _("材料となる武器がありません。", "You have no material to repair.");
2976
2977         /* Only forge broken weapons */
2978         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2979
2980         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2981         if (!mo_ptr) return (0);
2982         if (mater == item)
2983         {
2984                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2985                 return (0);
2986         }
2987
2988         /* Display item name */
2989         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2990         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2991
2992         /* Get the value of one of the items (except curses) */
2993         cost = bcost + object_value_real(o_ptr) * 2;
2994
2995         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);
2996
2997         /* Check if the player has enough money */
2998         if (p_ptr->au < cost)
2999         {
3000                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3001                 msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
3002                 msg_print(NULL);
3003                 return (0);
3004         }
3005
3006         p_ptr->total_weight -= o_ptr->weight;
3007
3008         if (o_ptr->sval == SV_BROKEN_DAGGER)
3009         {
3010                 KIND_OBJECT_IDX j;
3011                 int n = 1;
3012
3013                 /* Suppress compiler warning */
3014                 k_idx = 0;
3015
3016                 for (j = 1; j < max_k_idx; j++)
3017                 {
3018                         object_kind *k_aux_ptr = &k_info[j];
3019
3020                         if (k_aux_ptr->tval != TV_SWORD) continue;
3021                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3022                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3023                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3024                         if (k_aux_ptr->weight > 99) continue;
3025
3026                         if (one_in_(n)) 
3027                         {
3028                                 k_idx = j;
3029                                 n++;
3030                         }
3031                 }
3032         }
3033         else /* TV_BROKEN_SWORD */
3034         {
3035                 /* Repair to a sword or sometimes material's type weapon */
3036                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3037
3038                 while(1)
3039                 {
3040                         object_kind *ck_ptr;
3041
3042                         k_idx = lookup_kind(tval, SV_ANY);
3043                         ck_ptr = &k_info[k_idx];
3044
3045                         if (tval == TV_SWORD)
3046                         {
3047                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3048                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3049                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3050                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3051                         }
3052                         if (tval == TV_POLEARM)
3053                         {
3054                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3055                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3056                         }
3057                         if (tval == TV_HAFTED)
3058                         {
3059                                 if ((ck_ptr->sval == SV_GROND) ||
3060                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3061                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3062                         }
3063
3064                         break;
3065                 }
3066         }
3067
3068         /* Calculate dice bonuses */
3069         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3070         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3071         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3072         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3073
3074         /* Change base object */
3075         k_ptr = &k_info[k_idx];
3076         o_ptr->k_idx = k_idx;
3077         o_ptr->weight = k_ptr->weight;
3078         o_ptr->tval = k_ptr->tval;
3079         o_ptr->sval = k_ptr->sval;
3080         o_ptr->dd = k_ptr->dd;
3081         o_ptr->ds = k_ptr->ds;
3082
3083         /* Copy base object's ability */
3084         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3085         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3086         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3087
3088         /* Dice up */
3089         if (dd_bonus > 0)
3090         {
3091                 o_ptr->dd++;
3092                 for (i = 1; i < dd_bonus; i++)
3093                 {
3094                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3095                 }
3096         }
3097         if (ds_bonus > 0)
3098         {
3099                 o_ptr->ds++;
3100                 for (i = 1; i < ds_bonus; i++)
3101                 {
3102                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3103                 }
3104         }
3105
3106         if (have_flag(k_ptr->flags, TR_BLOWS))
3107         {
3108                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3109                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3110         }
3111
3112         /* Add one random ability from material weapon */
3113         give_one_ability_of_object(o_ptr, mo_ptr);
3114
3115         /* Add to-dam, to-hit and to-ac from material weapon */
3116         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3117         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3118         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3119
3120         if ((o_ptr->name1 == ART_NARSIL) ||
3121                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3122                 (object_is_ego(o_ptr) && one_in_(7)))
3123         {
3124                 /* Forge it */
3125                 if (object_is_ego(o_ptr))
3126                 {
3127                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3128                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3129                 }
3130
3131                 /* Add one random ability from material weapon */
3132                 give_one_ability_of_object(o_ptr, mo_ptr);
3133
3134                 /* Add one random activation */
3135                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3136
3137                 /* Narsil */
3138                 if (o_ptr->name1 == ART_NARSIL)
3139                 {
3140                         one_high_resistance(o_ptr);
3141                         one_ability(o_ptr);
3142                 }
3143
3144                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3145         }
3146
3147         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3148 #ifdef JP
3149         msg_format("$%dで%sに修復しました。", cost, basenm);
3150 #else
3151         msg_format("Repaired into %s for %d gold.", basenm, cost);
3152 #endif
3153         msg_print(NULL);
3154
3155         /* Remove BROKEN flag */
3156         o_ptr->ident &= ~(IDENT_BROKEN);
3157
3158         /* Add repaired flag */
3159         o_ptr->discount = 99;
3160
3161         p_ptr->total_weight += o_ptr->weight;
3162         calc_android_exp();
3163
3164         /* Decrease material object */
3165         inven_item_increase(mater, -1);
3166         inven_item_optimize(mater);
3167
3168         /* Copyback */
3169         p_ptr->update |= PU_BONUS;
3170         handle_stuff();
3171
3172         /* Something happened */
3173         return (cost);
3174 }
3175
3176 /*!
3177  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3178  * @param bcost 基本鑑定費用
3179  * @return 実際にかかった費用
3180  */
3181 static int repair_broken_weapon(PRICE bcost)
3182 {
3183         PRICE cost;
3184         screen_save();
3185         cost = repair_broken_weapon_aux(bcost);
3186         screen_load();
3187         return cost;
3188 }
3189
3190
3191 /*!
3192  * @brief アイテムの強化を行う。 / Enchant item
3193  * @param cost 1回毎の費用
3194  * @param to_hit 命中をアップさせる量
3195  * @param to_dam ダメージをアップさせる量
3196  * @param to_ac ACをアップさせる量
3197  * @return 実際に行ったらTRUE
3198  */
3199 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3200 {
3201         int i;
3202         OBJECT_IDX item;
3203         bool okay = FALSE;
3204         object_type *o_ptr;
3205         cptr q, s;
3206         int maxenchant = (p_ptr->lev / 5);
3207         char tmp_str[MAX_NLEN];
3208
3209         clear_bldg(4, 18);
3210         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3211         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3212
3213         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3214         s = _("改良できるものがありません。", "You have nothing to improve.");
3215
3216         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3217         if (!o_ptr) return (FALSE);
3218
3219         /* Check if the player has enough money */
3220         if (p_ptr->au < (cost * o_ptr->number))
3221         {
3222                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3223                 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);
3224                 return (FALSE);
3225         }
3226
3227         /* Enchant to hit */
3228         for (i = 0; i < to_hit; i++)
3229         {
3230                 if (o_ptr->to_h < maxenchant)
3231                 {
3232                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3233                         {
3234                                 okay = TRUE;
3235                                 break;
3236                         }
3237                 }
3238         }
3239
3240         /* Enchant to damage */
3241         for (i = 0; i < to_dam; i++)
3242         {
3243                 if (o_ptr->to_d < maxenchant)
3244                 {
3245                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3246                         {
3247                                 okay = TRUE;
3248                                 break;
3249                         }
3250                 }
3251         }
3252
3253         /* Enchant to AC */
3254         for (i = 0; i < to_ac; i++)
3255         {
3256                 if (o_ptr->to_a < maxenchant)
3257                 {
3258                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3259                         {
3260                                 okay = TRUE;
3261                                 break;
3262                         }
3263                 }
3264         }
3265
3266         /* Failure */
3267         if (!okay)
3268         {
3269                 if (flush_failure) flush();
3270                 msg_print(_("改良に失敗した。", "The improvement failed."));
3271                 return (FALSE);
3272         }
3273         else
3274         {
3275                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3276 #ifdef JP
3277                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3278 #else
3279                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3280 #endif
3281
3282                 /* Charge the money */
3283                 p_ptr->au -= (cost * o_ptr->number);
3284
3285                 if (item >= INVEN_RARM) calc_android_exp();
3286
3287                 /* Something happened */
3288                 return (TRUE);
3289         }
3290 }
3291
3292
3293 /*!
3294  * @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
3295  * @details
3296  * The player can select the number of charges to add\n
3297  * (up to a limit), and the recharge never fails.\n
3298  *\n
3299  * The cost for rods depends on the level of the rod. The prices\n
3300  * for recharging wands and staves are dependent on the cost of\n
3301  * the base-item.\n
3302  * @return なし
3303  */
3304 static void building_recharge(void)
3305 {
3306         OBJECT_IDX  item;
3307         DEPTH       lev;
3308         object_type *o_ptr;
3309         object_kind *k_ptr;
3310         cptr        q, s;
3311         PRICE       price;
3312         PARAMETER_VALUE charges;
3313         int         max_charges;
3314         char        tmp_str[MAX_NLEN];
3315
3316         msg_flag = FALSE;
3317
3318         /* Display some info */
3319         clear_bldg(4, 18);
3320         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);
3321
3322
3323         /* Only accept legal items */
3324         item_tester_hook = item_tester_hook_recharge;
3325
3326         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3327         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3328
3329         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3330         if (!o_ptr) return;
3331
3332         k_ptr = &k_info[o_ptr->k_idx];
3333
3334         /*
3335          * We don't want to give the player free info about
3336          * the level of the item or the number of charges.
3337          */
3338         /* The item must be "known" */
3339         if (!object_is_known(o_ptr))
3340         {
3341                 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!"));
3342                 msg_print(NULL);
3343
3344                 if ((p_ptr->au >= 50) &&
3345                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3346
3347                 {
3348                         p_ptr->au -= 50;
3349                         identify_item(o_ptr);
3350                         object_desc(tmp_str, o_ptr, 0);
3351                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3352
3353                         /* Auto-inscription */
3354                         autopick_alter_item(item, FALSE);
3355
3356                         /* Update the gold display */
3357                         building_prt_gold();
3358                 }
3359                 else
3360                 {
3361                         return;
3362                 }
3363         }
3364
3365         /* Extract the object "level" */
3366         lev = k_info[o_ptr->k_idx].level;
3367
3368         /* Price for a rod */
3369         if (o_ptr->tval == TV_ROD)
3370         {
3371                 if (o_ptr->timeout > 0)
3372                 {
3373                         /* Fully recharge */
3374                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3375                 }
3376                 else
3377                 {
3378                         /* No recharge necessary */
3379                         price = 0;
3380                         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."));
3381                         return;
3382                 }
3383         }
3384         else if (o_ptr->tval == TV_STAFF)
3385         {
3386                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3387                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3388
3389                 /* Pay at least 10 gold per charge */
3390                 price = MAX(10, price);
3391         }
3392         else
3393         {
3394                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3395                 price = (k_info[o_ptr->k_idx].cost / 10);
3396
3397                 /* Pay at least 10 gold per charge */
3398                 price = MAX(10, price);
3399         }
3400
3401         /* Limit the number of charges for wands and staffs */
3402         if (o_ptr->tval == TV_WAND
3403                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3404         {
3405                 if (o_ptr->number > 1)
3406                 {
3407                         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."));
3408                 }
3409                 else
3410                 {
3411                         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."));
3412                 }
3413                 return;
3414         }
3415         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3416         {
3417                 if (o_ptr->number > 1)
3418                 {
3419                         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."));
3420                 }
3421                 else
3422                 {
3423                         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."));
3424                 }
3425                 return;
3426         }
3427
3428         /* Check if the player has enough money */
3429         if (p_ptr->au < price)
3430         {
3431                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3432 #ifdef JP
3433                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3434 #else
3435                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3436 #endif
3437
3438                 return;
3439         }
3440
3441         if (o_ptr->tval == TV_ROD)
3442         {
3443 #ifdef JP
3444                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3445 #else
3446                 if (get_check(format("Recharge the %s for %d gold? ",
3447                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3448 #endif
3449
3450                 {
3451                         /* Recharge fully */
3452                         o_ptr->timeout = 0;
3453                 }
3454                 else
3455                 {
3456                         return;
3457                 }
3458         }
3459         else
3460         {
3461                 if (o_ptr->tval == TV_STAFF)
3462                         max_charges = k_ptr->pval - o_ptr->pval;
3463                 else
3464                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3465
3466                 /* Get the quantity for staves and wands */
3467                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3468                                         MIN(p_ptr->au / price, max_charges));
3469
3470                 /* Do nothing */
3471                 if (charges < 1) return;
3472
3473                 /* Get the new price */
3474                 price *= charges;
3475
3476                 /* Recharge */
3477                 o_ptr->pval += charges;
3478
3479                 /* We no longer think the item is empty */
3480                 o_ptr->ident &= ~(IDENT_EMPTY);
3481         }
3482
3483         /* Give feedback */
3484         object_desc(tmp_str, o_ptr, 0);
3485 #ifdef JP
3486         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3487 #else
3488         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3489 #endif
3490
3491         /* Combine / Reorder the pack (later) */
3492         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3493
3494         p_ptr->window |= (PW_INVEN);
3495
3496         /* Pay the price */
3497         p_ptr->au -= price;
3498
3499         /* Finished */
3500         return;
3501 }
3502
3503
3504 /*!
3505  * @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
3506  * @details
3507  * The player can select the number of charges to add\n
3508  * (up to a limit), and the recharge never fails.\n
3509  *\n
3510  * The cost for rods depends on the level of the rod. The prices\n
3511  * for recharging wands and staves are dependent on the cost of\n
3512  * the base-item.\n
3513  * @return なし
3514  */
3515 static void building_recharge_all(void)
3516 {
3517         INVENTORY_IDX i;
3518         DEPTH lev;
3519         object_type *o_ptr;
3520         object_kind *k_ptr;
3521         PRICE price = 0;
3522         PRICE total_cost = 0;
3523
3524
3525         /* Display some info */
3526         msg_flag = FALSE;
3527         clear_bldg(4, 18);
3528         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);
3529
3530         /* Calculate cost */
3531         for ( i = 0; i < INVEN_PACK; i++)
3532         {
3533                 o_ptr = &inventory[i];
3534                                 
3535                 /* skip non magic device */
3536                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3537
3538                 /* need identified */
3539                 if (!object_is_known(o_ptr)) total_cost += 50;
3540
3541                 /* Extract the object "level" */
3542                 lev = k_info[o_ptr->k_idx].level;
3543
3544                 k_ptr = &k_info[o_ptr->k_idx];
3545
3546                 switch (o_ptr->tval)
3547                 {
3548                 case TV_ROD:
3549                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3550                         break;
3551
3552                 case TV_STAFF:
3553                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3554                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3555
3556                         /* Pay at least 10 gold per charge */
3557                         price = MAX(10, price);
3558
3559                         /* Fully charge */
3560                         price = (k_ptr->pval - o_ptr->pval) * price;
3561                         break;
3562
3563                 case TV_WAND:
3564                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3565                         price = (k_info[o_ptr->k_idx].cost / 10);
3566
3567                         /* Pay at least 10 gold per charge */
3568                         price = MAX(10, price);
3569
3570                         /* Fully charge */
3571                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3572                         break;
3573                 }
3574
3575                 /* if price <= 0 then item have enough charge */
3576                 if (price > 0) total_cost += price;
3577         }
3578
3579         if (!total_cost)
3580         {
3581                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3582                 msg_print(NULL);
3583                 return;
3584         }
3585
3586         /* Check if the player has enough money */
3587         if (p_ptr->au < total_cost)
3588         {
3589                 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 );
3590                 msg_print(NULL);
3591                 return;
3592         }
3593         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3594         
3595         for (i = 0; i < INVEN_PACK; i++)
3596         {
3597                 o_ptr = &inventory[i];
3598                 k_ptr = &k_info[o_ptr->k_idx];
3599
3600                 /* skip non magic device */
3601                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3602
3603                 if (!object_is_known(o_ptr))
3604                 {
3605                         identify_item(o_ptr);
3606
3607                         /* Auto-inscription */
3608                         autopick_alter_item(i, FALSE);
3609                 }
3610
3611                 /* Recharge */
3612                 switch (o_ptr->tval)
3613                 {
3614                 case TV_ROD:
3615                         o_ptr->timeout = 0;
3616                         break;
3617                 case TV_STAFF:
3618                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3619                         /* We no longer think the item is empty */
3620                         o_ptr->ident &= ~(IDENT_EMPTY);
3621                         break;
3622                 case TV_WAND:
3623                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3624                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3625                         /* We no longer think the item is empty */
3626                         o_ptr->ident &= ~(IDENT_EMPTY);
3627                         break;
3628                 }
3629         }
3630
3631         /* Give feedback */
3632         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3633         msg_print(NULL);
3634
3635         /* Combine / Reorder the pack (later) */
3636         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3637
3638         p_ptr->window |= (PW_INVEN);
3639
3640         /* Pay the price */
3641         p_ptr->au -= total_cost;
3642
3643         /* Finished */
3644         return;
3645 }
3646
3647 /*!
3648  * @brief 町間のテレポートを行うメインルーチン。
3649  * @return テレポート処理を決定したか否か
3650  */
3651 bool tele_town(void)
3652 {
3653         int i;
3654         POSITION x, y;
3655         int num = 0;
3656
3657         if (dun_level)
3658         {
3659                 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!"));
3660                 return FALSE;
3661         }
3662
3663         if (p_ptr->inside_arena || p_ptr->inside_battle)
3664         {
3665                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3666                 return FALSE;
3667         }
3668
3669         screen_save();
3670         clear_bldg(4, 10);
3671
3672         for (i = 1; i < max_towns; i++)
3673         {
3674                 char buf[80];
3675
3676                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3677
3678                 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3679                 prt(buf, 5 + i, 5);
3680                 num++;
3681         }
3682
3683         if (!num)
3684         {
3685                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3686                 msg_print(NULL);
3687                 screen_load();
3688                 return FALSE;
3689         }
3690
3691         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3692         while(1)
3693         {
3694                 i = inkey();
3695
3696                 if (i == ESCAPE)
3697                 {
3698                         screen_load();
3699                         return FALSE;
3700                 }
3701                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3702                 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;
3703                 break;
3704         }
3705
3706         for (y = 0; y < max_wild_y; y++)
3707         {
3708                 for (x = 0; x < max_wild_x; x++)
3709                 {
3710                         if(wilderness[y][x].town == (i-'a'+1))
3711                         {
3712                                 p_ptr->wilderness_y = y;
3713                                 p_ptr->wilderness_x = x;
3714                         }
3715                 }
3716         }
3717
3718         p_ptr->leaving = TRUE;
3719         leave_bldg = TRUE;
3720         p_ptr->teleport_town = TRUE;
3721         screen_load();
3722         return TRUE;
3723 }
3724
3725 /*!
3726  * @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-
3727  * @return 常にTRUEを返す。
3728  * @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。
3729  */
3730 static bool research_mon(void)
3731 {
3732         IDX i;
3733         int n;
3734         MONRACE_IDX r_idx;
3735         char sym, query;
3736         char buf[128];
3737         bool notpicked;
3738         bool recall = FALSE;
3739         u16b why = 0;
3740         MONSTER_IDX *who;
3741
3742         /* XTRA HACK WHATSEARCH */
3743         bool    all = FALSE;
3744         bool    uniq = FALSE;
3745         bool    norm = FALSE;
3746         char temp[80] = "";
3747
3748         /* XTRA HACK REMEMBER_IDX */
3749         static int old_sym = '\0';
3750         static IDX old_i = 0;
3751
3752         screen_save();
3753
3754         /* Get a character, or abort */
3755         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):",
3756                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3757
3758         {
3759                 /* Restore */
3760                 screen_load();
3761
3762                 return (FALSE);
3763         }
3764
3765         /* Find that character info, and describe it */
3766         for (i = 0; ident_info[i]; ++i)
3767         {
3768                 if (sym == ident_info[i][0]) break;
3769         }
3770
3771                 /* XTRA HACK WHATSEARCH */
3772         if (sym == KTRL('A'))
3773         {
3774                 all = TRUE;
3775                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3776         }
3777         else if (sym == KTRL('U'))
3778         {
3779                 all = uniq = TRUE;
3780                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3781         }
3782         else if (sym == KTRL('N'))
3783         {
3784                 all = norm = TRUE;
3785                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3786         }
3787         else if (sym == KTRL('M'))
3788         {
3789                 all = TRUE;
3790                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3791                 {
3792                         temp[0]=0;
3793
3794                         /* Restore */
3795                         screen_load();
3796
3797                         return FALSE;
3798                 }
3799                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3800         }
3801         else if (ident_info[i])
3802         {
3803                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3804         }
3805         else
3806         {
3807                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3808         }
3809
3810         /* Display the result */
3811         prt(buf, 16, 10);
3812
3813
3814         /* Allocate the "who" array */
3815         C_MAKE(who, max_r_idx, MONRACE_IDX);
3816
3817         /* Collect matching monsters */
3818         for (n = 0, i = 1; i < max_r_idx; i++)
3819         {
3820                 monster_race *r_ptr = &r_info[i];
3821
3822                 /* Empty monster */
3823                 if (!r_ptr->name) continue;
3824
3825                 /* XTRA HACK WHATSEARCH */
3826                 /* Require non-unique monsters if needed */
3827                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3828
3829                 /* Require unique monsters if needed */
3830                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3831
3832                 /* 名前検索 */
3833                 if (temp[0])
3834                 {
3835                         int xx;
3836                         char temp2[80];
3837
3838                         for (xx = 0; temp[xx] && xx < 80; xx++)
3839                         {
3840 #ifdef JP
3841                                 if (iskanji(temp[xx]))
3842                                 {
3843                                         xx++;
3844                                         continue;
3845                                 }
3846 #endif
3847                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3848                         }
3849   
3850 #ifdef JP
3851                         strcpy(temp2, r_name + r_ptr->E_name);
3852 #else
3853                         strcpy(temp2, r_name + r_ptr->name);
3854 #endif
3855                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3856                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3857
3858 #ifdef JP
3859                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3860 #else
3861                         if (my_strstr(temp2, temp))
3862 #endif
3863                                 who[n++] = i;
3864                 }
3865                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3866         }
3867
3868         /* Nothing to recall */
3869         if (!n)
3870         {
3871                 /* Free the "who" array */
3872                 C_KILL(who, max_r_idx, MONRACE_IDX);
3873
3874                 /* Restore */
3875                 screen_load();
3876
3877                 return (FALSE);
3878         }
3879
3880         /* Sort by level */
3881         why = 2;
3882         query = 'y';
3883
3884         /* Sort if needed */
3885         if (why)
3886         {
3887                 /* Select the sort method */
3888                 ang_sort_comp = ang_sort_comp_hook;
3889                 ang_sort_swap = ang_sort_swap_hook;
3890
3891                 /* Sort the array */
3892                 ang_sort(who, &why, n);
3893         }
3894
3895
3896         /* Start at the end */
3897         /* XTRA HACK REMEMBER_IDX */
3898         if (old_sym == sym && old_i < n) i = old_i;
3899         else i = n - 1;
3900
3901         notpicked = TRUE;
3902
3903         /* Scan the monster memory */
3904         while (notpicked)
3905         {
3906                 /* Extract a race */
3907                 r_idx = who[i];
3908
3909                 /* Hack -- Begin the prompt */
3910                 roff_top(r_idx);
3911
3912                 /* Hack -- Complete the prompt */
3913                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3914
3915                 /* Interact */
3916                 while (1)
3917                 {
3918                         /* Recall */
3919                         if (recall)
3920                         {
3921                                 /*** Recall on screen ***/
3922
3923                                 /* Get maximal info about this monster */
3924                                 lore_do_probe(r_idx);
3925
3926                                 /* Save this monster ID */
3927                                 monster_race_track(r_idx);
3928                                 handle_stuff();
3929
3930                                 /* know every thing mode */
3931                                 screen_roff(r_idx, 0x01);
3932                                 notpicked = FALSE;
3933
3934                                 /* XTRA HACK REMEMBER_IDX */
3935                                 old_sym = sym;
3936                                 old_i = i;
3937                         }
3938
3939                         /* Command */
3940                         query = inkey();
3941
3942                         /* Normal commands */
3943                         if (query != 'r') break;
3944
3945                         /* Toggle recall */
3946                         recall = !recall;
3947                 }
3948
3949                 /* Stop scanning */
3950                 if (query == ESCAPE) break;
3951
3952                 /* Move to "prev" monster */
3953                 if (query == '-')
3954                 {
3955                         if (++i == n)
3956                         {
3957                                 i = 0;
3958                                 if (!expand_list) break;
3959                         }
3960                 }
3961
3962                 /* Move to "next" monster */
3963                 else
3964                 {
3965                         if (i-- == 0)
3966                         {
3967                                 i = n - 1;
3968                                 if (!expand_list) break;
3969                         }
3970                 }
3971         }
3972
3973
3974         /* Re-display the identity */
3975         /* prt(buf, 5, 5);*/
3976
3977         /* Free the "who" array */
3978         C_KILL(who, max_r_idx, MONRACE_IDX);
3979
3980         /* Restore */
3981         screen_load();
3982
3983         return (!notpicked);
3984 }
3985
3986
3987 /*!
3988  * @brief 施設の処理実行メインルーチン / Execute a building command
3989  * @param bldg 施設構造体の参照ポインタ
3990  * @param i 実行したい施設のサービステーブルの添字
3991  * @return なし
3992  */
3993 static void bldg_process_command(building_type *bldg, int i)
3994 {
3995         BACT_IDX bact = bldg->actions[i];
3996         PRICE bcost;
3997         bool paid = FALSE;
3998
3999         msg_flag = FALSE;
4000         msg_erase();
4001
4002         if (is_owner(bldg))
4003                 bcost = bldg->member_costs[i];
4004         else
4005                 bcost = bldg->other_costs[i];
4006
4007         /* action restrictions */
4008         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4009             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4010         {
4011                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4012                 return;
4013         }
4014
4015         /* check gold (HACK - Recharge uses variable costs) */
4016         if ((bact != BACT_RECHARGE) &&
4017             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4018              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4019         {
4020                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4021                 return;
4022         }
4023
4024         switch (bact)
4025         {
4026         case BACT_NOTHING:
4027                 /* Do nothing */
4028                 break;
4029         case BACT_RESEARCH_ITEM:
4030                 paid = identify_fully(FALSE);
4031                 break;
4032         case BACT_TOWN_HISTORY:
4033                 town_history();
4034                 break;
4035         case BACT_RACE_LEGENDS:
4036                 race_legends();
4037                 break;
4038         case BACT_QUEST:
4039                 castle_quest();
4040                 break;
4041         case BACT_KING_LEGENDS:
4042         case BACT_ARENA_LEGENDS:
4043         case BACT_LEGENDS:
4044                 show_highclass();
4045                 break;
4046         case BACT_POSTER:
4047         case BACT_ARENA_RULES:
4048         case BACT_ARENA:
4049                 arena_comm(bact);
4050                 break;
4051         case BACT_IN_BETWEEN:
4052         case BACT_CRAPS:
4053         case BACT_SPIN_WHEEL:
4054         case BACT_DICE_SLOTS:
4055         case BACT_GAMBLE_RULES:
4056         case BACT_POKER:
4057                 gamble_comm(bact);
4058                 break;
4059         case BACT_REST:
4060         case BACT_RUMORS:
4061         case BACT_FOOD:
4062                 paid = inn_comm(bact);
4063                 break;
4064         case BACT_RESEARCH_MONSTER:
4065                 paid = research_mon();
4066                 break;
4067         case BACT_COMPARE_WEAPONS:
4068                 paid = TRUE;
4069                 bcost = compare_weapons(bcost);
4070                 break;
4071         case BACT_ENCHANT_WEAPON:
4072                 item_tester_hook = object_allow_enchant_melee_weapon;
4073                 enchant_item(bcost, 1, 1, 0);
4074                 break;
4075         case BACT_ENCHANT_ARMOR:
4076                 item_tester_hook = object_is_armour;
4077                 enchant_item(bcost, 0, 0, 1);
4078                 break;
4079         case BACT_RECHARGE:
4080                 building_recharge();
4081                 break;
4082         case BACT_RECHARGE_ALL:
4083                 building_recharge_all();
4084                 break;
4085         case BACT_IDENTS: /* needs work */
4086                 if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
4087                 identify_pack();
4088                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4089                 paid = TRUE;
4090                 break;
4091         case BACT_IDENT_ONE: /* needs work */
4092                 paid = ident_spell(FALSE);
4093                 break;
4094         case BACT_LEARN:
4095                 do_cmd_study();
4096                 break;
4097         case BACT_HEALING: /* needs work */
4098                 paid = cure_critical_wounds(200);
4099                 break;
4100         case BACT_RESTORE: /* needs work */
4101                 paid = restore_all_status();
4102                 break;
4103         case BACT_ENCHANT_ARROWS:
4104                 item_tester_hook = item_tester_hook_ammo;
4105                 enchant_item(bcost, 1, 1, 0);
4106                 break;
4107         case BACT_ENCHANT_BOW:
4108                 item_tester_tval = TV_BOW;
4109                 enchant_item(bcost, 1, 1, 0);
4110                 break;
4111
4112         case BACT_RECALL:
4113                 if (recall_player(p_ptr, 1)) paid = TRUE;
4114                 break;
4115
4116         case BACT_TELEPORT_LEVEL:
4117                 clear_bldg(4, 20);
4118                 paid = free_level_recall(p_ptr);
4119                 break;
4120
4121         case BACT_LOSE_MUTATION:
4122                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4123                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4124                 {
4125                         while(!lose_mutation(0));
4126                         paid = TRUE;
4127                 }
4128                 else
4129                 {
4130                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4131                         msg_print(NULL);
4132                 }
4133                 break;
4134
4135         case BACT_BATTLE:
4136                 kakutoujou();
4137                 break;
4138
4139         case BACT_TSUCHINOKO:
4140                 tsuchinoko();
4141                 break;
4142
4143         case BACT_KUBI:
4144                 shoukinkubi();
4145                 break;
4146
4147         case BACT_TARGET:
4148                 today_target();
4149                 break;
4150
4151         case BACT_KANKIN:
4152                 kankin();
4153                 break;
4154
4155         case BACT_HEIKOUKA:
4156                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4157                 set_virtue(V_COMPASSION, 0);
4158                 set_virtue(V_HONOUR, 0);
4159                 set_virtue(V_JUSTICE, 0);
4160                 set_virtue(V_SACRIFICE, 0);
4161                 set_virtue(V_KNOWLEDGE, 0);
4162                 set_virtue(V_FAITH, 0);
4163                 set_virtue(V_ENLIGHTEN, 0);
4164                 set_virtue(V_ENCHANT, 0);
4165                 set_virtue(V_CHANCE, 0);
4166                 set_virtue(V_NATURE, 0);
4167                 set_virtue(V_HARMONY, 0);
4168                 set_virtue(V_VITALITY, 0);
4169                 set_virtue(V_UNLIFE, 0);
4170                 set_virtue(V_PATIENCE, 0);
4171                 set_virtue(V_TEMPERANCE, 0);
4172                 set_virtue(V_DILIGENCE, 0);
4173                 set_virtue(V_VALOUR, 0);
4174                 set_virtue(V_INDIVIDUALISM, 0);
4175                 get_virtues();
4176                 paid = TRUE;
4177                 break;
4178
4179         case BACT_TELE_TOWN:
4180                 paid = tele_town();
4181                 break;
4182
4183         case BACT_EVAL_AC:
4184                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4185                 break;
4186
4187         case BACT_BROKEN_WEAPON:
4188                 paid = TRUE;
4189                 bcost = repair_broken_weapon(bcost);
4190                 break;
4191         }
4192
4193         if (paid)
4194         {
4195                 p_ptr->au -= bcost;
4196         }
4197 }
4198
4199 /*!
4200  * @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
4201  * @return なし
4202  */
4203 void do_cmd_quest(void)
4204 {
4205         if(p_ptr->wild_mode) return;
4206
4207         p_ptr->energy_use = 100;
4208
4209         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4210         {
4211                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4212                 return;
4213         }
4214         else
4215         {
4216                 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."));
4217                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4218                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4219                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4220
4221                 /* Player enters a new quest */
4222                 p_ptr->oldpy = 0;
4223                 p_ptr->oldpx = 0;
4224
4225                 leave_quest_check();
4226
4227                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4228                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4229
4230                 p_ptr->leaving = TRUE;
4231         }
4232 }
4233
4234
4235 /*!
4236  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4237  * @return なし
4238  */
4239 void do_cmd_bldg(void)
4240 {
4241         int             i, which;
4242         char            command;
4243         bool            validcmd;
4244         building_type   *bldg;
4245
4246         if(p_ptr->wild_mode) return;
4247
4248         p_ptr->energy_use = 100;
4249
4250         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4251         {
4252                 msg_print(_("ここには建物はない。", "You see no building here."));
4253                 return;
4254         }
4255
4256         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4257
4258         bldg = &building[which];
4259
4260         /* Don't re-init the wilderness */
4261         reinit_wilderness = FALSE;
4262
4263         if ((which == 2) && (p_ptr->arena_number < 0))
4264         {
4265                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4266                 return;
4267         }
4268         else if ((which == 2) && p_ptr->inside_arena)
4269         {
4270                 if (!p_ptr->exit_bldg && m_cnt > 0)
4271                 {
4272                         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);
4273                 }
4274                 else
4275                 {
4276                         /* Don't save the arena as saved floor */
4277                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4278
4279                         p_ptr->inside_arena = FALSE;
4280                         p_ptr->leaving = TRUE;
4281
4282                         /* Re-enter the arena */
4283                         command_new = SPECIAL_KEY_BUILDING;
4284
4285                         /* No energy needed to re-enter the arena */
4286                         p_ptr->energy_use = 0;
4287                 }
4288
4289                 return;
4290         }
4291         else if (p_ptr->inside_battle)
4292         {
4293                 /* Don't save the arena as saved floor */
4294                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4295
4296                 p_ptr->leaving = TRUE;
4297                 p_ptr->inside_battle = FALSE;
4298
4299                 /* Re-enter the monster arena */
4300                 command_new = SPECIAL_KEY_BUILDING;
4301
4302                 /* No energy needed to re-enter the arena */
4303                 p_ptr->energy_use = 0;
4304
4305                 return;
4306         }
4307         else
4308         {
4309                 p_ptr->oldpy = p_ptr->y;
4310                 p_ptr->oldpx = p_ptr->x;
4311         }
4312
4313         forget_lite();
4314         forget_view();
4315
4316         /* Hack -- Increase "icky" depth */
4317         character_icky++;
4318
4319         command_arg = 0;
4320         command_rep = 0;
4321         command_new = 0;
4322
4323         show_building(bldg);
4324         leave_bldg = FALSE;
4325
4326         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4327
4328         while (!leave_bldg)
4329         {
4330                 validcmd = FALSE;
4331                 prt("", 1, 0);
4332
4333                 building_prt_gold();
4334
4335                 command = inkey();
4336
4337                 if (command == ESCAPE)
4338                 {
4339                         leave_bldg = TRUE;
4340                         p_ptr->inside_arena = FALSE;
4341                         p_ptr->inside_battle = FALSE;
4342                         break;
4343                 }
4344
4345                 for (i = 0; i < 8; i++)
4346                 {
4347                         if (bldg->letters[i])
4348                         {
4349                                 if (bldg->letters[i] == command)
4350                                 {
4351                                         validcmd = TRUE;
4352                                         break;
4353                                 }
4354                         }
4355                 }
4356
4357                 if(validcmd) bldg_process_command(bldg, i);
4358
4359                 handle_stuff();
4360         }
4361
4362         select_floor_music();
4363
4364         msg_flag = FALSE;
4365         msg_erase();
4366
4367         /* Reinit wilderness to activate quests ... */
4368         if (reinit_wilderness)
4369         {
4370                 p_ptr->leaving = TRUE;
4371         }
4372
4373         /* Hack -- Decrease "icky" depth */
4374         character_icky--;
4375
4376         Term_clear();
4377
4378         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4379         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4380         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4381 }
4382
4383
4384 /*!
4385  * @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
4386  */
4387 static cptr find_quest[] =
4388 {
4389         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4390         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4391         _("メッセージを見つけた:", "There is a sign saying"),
4392         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4393         _("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"),
4394 };
4395
4396
4397 /*!
4398  * @brief クエストの導入メッセージを表示する / Discover quest
4399  * @param q_idx 開始されたクエストのID
4400  */
4401 void quest_discovery(QUEST_IDX q_idx)
4402 {
4403         quest_type *q_ptr = &quest[q_idx];
4404         monster_race *r_ptr = &r_info[q_ptr->r_idx];
4405         MONSTER_NUMBER q_num = q_ptr->max_num;
4406         GAME_TEXT name[MAX_NLEN];
4407
4408         /* No quest index */
4409         if (!q_idx) return;
4410
4411         strcpy(name, (r_name + r_ptr->name));
4412
4413         msg_print(find_quest[rand_range(0, 4)]);
4414         msg_print(NULL);
4415
4416         if (q_num == 1)
4417         {
4418                 /* Unique */
4419
4420                 /* Hack -- "unique" monsters must be "unique" */
4421                 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
4422                 {
4423                         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..."));
4424                         /* The unique is already dead */
4425                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4426                         q_ptr->complev = 0;
4427                         update_playtime();
4428                         q_ptr->comptime = playtime;
4429                 }
4430                 else
4431                 {
4432                         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);
4433                 }
4434         }
4435         else
4436         {
4437                 /* Normal monsters */
4438 #ifndef JP
4439                 plural_aux(name);
4440 #endif
4441                 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);
4442
4443         }
4444 }
4445
4446
4447 /*!
4448  * @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。
4449  * / Hack -- Check if a level is a "quest" level
4450  * @param level 検索対象になる階
4451  * @return クエストIDを返す。該当がない場合0を返す。
4452  */
4453 QUEST_IDX quest_number(DEPTH level)
4454 {
4455         QUEST_IDX i;
4456
4457         /* Check quests */
4458         if (p_ptr->inside_quest)
4459                 return (p_ptr->inside_quest);
4460
4461         for (i = 0; i < max_q_idx; i++)
4462         {
4463                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4464
4465                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4466                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4467                     (quest[i].level == level) &&
4468                     (quest[i].dungeon == dungeon_type))
4469                         return (i);
4470         }
4471
4472         /* Check for random quest */
4473         return (random_quest_number(level));
4474 }
4475
4476 /*!
4477  * @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。
4478  * @param level 検索対象になる階
4479  * @return クエストIDを返す。該当がない場合0を返す。
4480  */
4481 QUEST_IDX random_quest_number(DEPTH level)
4482 {
4483         QUEST_IDX i;
4484
4485         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4486
4487         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4488         {
4489                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4490                         (quest[i].status == QUEST_STATUS_TAKEN) &&
4491                         (quest[i].level == level) &&
4492                         (quest[i].dungeon == DUNGEON_ANGBAND))
4493                 {
4494                         return i;
4495                 }
4496         }
4497
4498         return 0;
4499 }