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[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16
17
18 /*!
19  * ループ中で / hack as in leave_store in store.c
20  */
21 static bool leave_bldg = FALSE;
22
23 /*!
24  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
25  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
26  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
27  * @param bldg 施設構造体の参照ポインタ
28  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
29  */
30 static bool is_owner(building_type *bldg)
31 {
32         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
33         {
34                 return (TRUE);
35         }
36
37         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
38         {
39                 return (TRUE);
40         }
41
42         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
44         {
45                 return (TRUE);
46         }
47
48         return (FALSE);
49 }
50
51 /*!
52  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
53  (スペルマスターの特別判定つき)
54  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
55  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
56  * @param bldg 施設構造体の参照ポインタ
57  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
58  * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
59  */
60 static bool is_member(building_type *bldg)
61 {
62         if (bldg->member_class[p_ptr->pclass])
63         {
64                 return (TRUE);
65         }
66
67         if (bldg->member_race[p_ptr->prace])
68         {
69                 return (TRUE);
70         }
71
72         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
74         {
75                 return (TRUE);
76         }
77
78
79         if (p_ptr->pclass == CLASS_SORCERER)
80         {
81                 int i;
82                 bool OK = FALSE;
83                 for (i = 0; i < MAX_MAGIC; i++)
84                 {
85                         if (bldg->member_realm[i+1]) OK = TRUE;
86                 }
87                 return OK;
88         }
89         return (FALSE);
90 }
91
92 /*!
93  * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94  * @details 消去は行毎にヌル文字列で行われる。
95  * @param min_row 開始行番号
96  * @param max_row 末尾行番号
97  * @return なし
98  */
99 static void clear_bldg(int min_row, int max_row)
100 {
101         int   i;
102
103         for (i = min_row; i <= max_row; i++)
104                 prt("", i, 0);
105 }
106
107 /*!
108  * @brief 所持金を表示する。
109  * @return なし
110  */
111 static void building_prt_gold(void)
112 {
113         char tmp_str[80];
114         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116         prt(tmp_str, 23, 68);
117 }
118
119 /*!
120  * @brief 施設のサービス一覧を表示する / Display a building.
121  * @param bldg 施設構造体の参照ポインタ
122  * @return なし
123  */
124 static void show_building(building_type* bldg)
125 {
126         char buff[20];
127         int i;
128         byte action_color;
129         char tmp_str[80];
130
131         Term_clear();
132         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
133         prt(tmp_str, 2, 1);
134
135
136         for (i = 0; i < 8; i++)
137         {
138                 if (bldg->letters[i])
139                 {
140                         if (bldg->action_restr[i] == 0)
141                         {
142                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
144                                 {
145                                         action_color = TERM_WHITE;
146                                         buff[0] = '\0';
147                                 }
148                                 else if (is_owner(bldg))
149                                 {
150                                         action_color = TERM_YELLOW;
151                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
152                                 }
153                                 else
154                                 {
155                                         action_color = TERM_YELLOW;
156                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
157                         }
158                         else if (bldg->action_restr[i] == 1)
159                         {
160                                 if (!is_member(bldg))
161                                 {
162                                         action_color = TERM_L_DARK;
163                                         strcpy(buff, _("(閉店)", "(closed)"));
164                                 }
165                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
167                                 {
168                                         action_color = TERM_WHITE;
169                                         buff[0] = '\0';
170                                 }
171                                 else if (is_owner(bldg))
172                                 {
173                                         action_color = TERM_YELLOW;
174                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
175                                 }
176                                 else
177                                 {
178                                         action_color = TERM_YELLOW;
179                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
180                                 }
181                         }
182                         else
183                         {
184                                 if (!is_owner(bldg))
185                                 {
186                                         action_color = TERM_L_DARK;
187                                         strcpy(buff, _("(閉店)", "(closed)"));
188                                 }
189                                 else if (bldg->member_costs[i] != 0)
190                                 {
191                                         action_color = TERM_YELLOW;
192                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
193                                 }
194                                 else
195                                 {
196                                         action_color = TERM_WHITE;
197                                         buff[0] = '\0';
198                                 }
199                         }
200
201                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
203                 }
204         }
205         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
206 }
207
208 /*!
209  * @brief 闘技場に入るコマンドの処理 / arena commands
210  * @param cmd 闘技場処理のID
211  * @return なし
212  */
213 static void arena_comm(int cmd)
214 {
215         monster_race    *r_ptr;
216         cptr            name;
217
218
219         switch (cmd)
220         {
221                 case BACT_ARENA:
222                         if (p_ptr->arena_number == MAX_ARENA_MONS)
223                         {
224                                 clear_bldg(5, 19);
225                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
226                                 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations!  You have defeated all before you."), 7, 0);
227                                 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
228
229                                 prt("", 10, 0);
230                                 prt("", 11, 0);
231                                 p_ptr->au += 1000000L;
232                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
233                                 msg_print(NULL);
234                                 p_ptr->arena_number++;
235                         }
236                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
237                         {
238                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
239                                 {
240                                         msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
241                                         msg_print(NULL);
242                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
243                                         {       
244                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
245                                                 msg_print(NULL);
246                                         
247                                                 p_ptr->exit_bldg = FALSE;
248                                                 reset_tim_flags();
249
250                                                 /* Save the surface floor as saved floor */
251                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
252
253                                                 p_ptr->inside_arena = TRUE;
254                                                 p_ptr->leaving = TRUE;
255                                                 leave_bldg = TRUE;
256                                         }
257                                         else
258                                         {
259                                                 msg_print(_("残念だ。", "We are disappointed."));
260                                         }
261                                 }
262                                 else
263                                 {
264                                         msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
265                                                                 "You enter the arena briefly and bask in your glory."));
266                                         msg_print(NULL);
267                                 }
268                         }
269                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
270                         {
271                                 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
272                                                         "You don't have permission to enter with pet."));
273                                 msg_print(NULL);
274                         }
275                         else
276                         {
277                                 p_ptr->exit_bldg = FALSE;
278                                 reset_tim_flags();
279
280                                 /* Save the surface floor as saved floor */
281                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
282
283                                 p_ptr->inside_arena = TRUE;
284                                 p_ptr->leaving = TRUE;
285                                 leave_bldg = TRUE;
286                         }
287                         break;
288                 case BACT_POSTER:
289                         if (p_ptr->arena_number == MAX_ARENA_MONS)
290                                 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
291                                                         "You are victorious. Enter the arena for the ceremony."));
292
293                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
294                         {
295                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
296                         }
297                         else
298                         {
299                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300                                 name = (r_name + r_ptr->name);
301                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
302
303                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304                                 p_ptr->window |= (PW_MONSTER);
305                                 window_stuff();
306
307                         }
308                         break;
309                 case BACT_ARENA_RULES:
310
311                         /* Save screen */
312                         screen_save();
313
314                         /* Peruse the arena help file */
315                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
316
317                         /* Load screen */
318                         screen_load();
319
320                         break;
321         }
322 }
323
324 /*!
325  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
326  * @param row シンボルを表示する行の上端
327  * @param col シンボルを表示する行の左端
328  * @param fruit 表示するシンボルID
329  * @return なし
330  */
331 static void display_fruit(int row, int col, int fruit)
332 {
333         switch (fruit)
334         {
335                 case 0: /* lemon */
336                         c_put_str(TERM_YELLOW, "   ####.", row, col);
337                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
338                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
339                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
340                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
341                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
342                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
343                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
344                         prt(                 _(" レモン ",
345                                                            " Lemon  "), row + 8, col);
346                         break;
347                 case 1: /* orange */
348                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
349                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
350                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
351                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
352                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
353                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
354                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
355                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
356                         prt(                 _("オレンジ",
357                                                                    " Orange "), row + 8, col);
358                         break;
359                 case 2: /* sword */
360                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
361                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
362                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
363                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
364                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
365                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
366                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
367                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
368                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
369                         break;
370                 case 3: /* shield */
371                         c_put_str(TERM_SLATE, " ###### ", row, col);
372                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
373                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
374                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
375                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
376                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
377                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
378                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
379                         prt(                _("   盾   ",
380                                                                   " Shield "), row + 8, col);
381                         break;
382                 case 4: /* plum */
383                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
384                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
385                         c_put_str(TERM_VIOLET, "########", row + 2, col);
386                         c_put_str(TERM_VIOLET, "########", row + 3, col);
387                         c_put_str(TERM_VIOLET, "########", row + 4, col);
388                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
389                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
390                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
391                         prt(                 _(" プラム ",
392                                                                    "  Plum  "), row + 8, col);
393                         break;
394                 case 5: /* cherry */
395                         c_put_str(TERM_RED, "      ##", row, col);
396                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
397                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
398                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
399                         c_put_str(TERM_RED, " ###### ", row + 4, col);
400                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
401                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
402                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
403                         prt(              _("チェリー",
404                                                                 " Cherry "), row + 8, col);
405                         break;
406         }
407 }
408
409 /*! @note
410  * kpoker no (tyuto-hannpa na)pakuri desu...
411  * joker ha shineru node haitte masen.
412  *
413  * TODO: donataka! tsukutte!
414  *  - agatta yaku no kiroku (like DQ).
415  *  - kakkoii card no e.
416  *  - sousa-sei no koujyo.
417  *  - code wo wakariyasuku.
418  *  - double up.
419  *  - Joker... -- done.
420  *
421  * 9/13/2000 --Koka
422  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
423  */
424
425 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
426 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
427 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
428
429 static int cards[5]; /*!< ポーカーの現在の手札ID */
430
431 /*!
432  * @brief ポーカーの山札を切る。
433  * @param deck デッキの配列
434  * @return なし
435  */
436 static void reset_deck(int deck[])
437 {
438         int i;
439         for (i = 0; i < 53; i++) deck[i] = i;
440
441         /* shuffle cards */
442         for (i = 0; i < 53; i++){
443                 int tmp1 = randint0(53 - i) + i;
444                 int tmp2 = deck[i];
445                 deck[i] = deck[tmp1];
446                 deck[tmp1] = tmp2;
447         }
448 }
449
450 /*!
451  * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
452  * @return ジョーカーを持っているか。
453  */
454 static bool have_joker(void)
455 {
456         int i;
457
458         for (i = 0; i < 5; i++){
459           if(IS_JOKER(cards[i])) return TRUE;
460         }
461         return FALSE;
462 }
463
464 /*!
465  * @brief ポーカーの手札に該当の番号の札があるかを返す。
466  * @param num 探したいカードの番号。
467  * @return 該当の番号が手札にあるか。
468  */
469 static bool find_card_num(int num)
470 {
471         int i;
472         for (i = 0; i < 5; i++)
473                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
474         return FALSE;
475 }
476
477 /*!
478  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
479  * @return 役の判定結果
480  */
481 static bool yaku_check_flush(void)
482 {
483         int i, suit;
484         bool joker_is_used = FALSE;
485
486         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
487         for (i = 0; i < 5; i++){
488                 if (SUIT_OF(cards[i]) != suit){
489                   if(have_joker() && !joker_is_used)
490                     joker_is_used = TRUE;
491                   else
492                     return FALSE;
493                 }
494         }
495
496         return TRUE;
497 }
498
499 /*!
500  * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
501  * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
502  */
503 static int yaku_check_straight(void)
504 {
505         int i, lowest = 99;
506         bool joker_is_used = FALSE;
507         bool straight = FALSE;
508
509         /* get lowest */
510         for (i = 0; i < 5; i++)
511         {
512                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
513                         lowest = NUM_OF(cards[i]);
514         }
515         
516         /* Check Royal Straight Flush */
517         if (yaku_check_flush())
518         {
519           if( lowest == 0 ){
520                 for (i = 0; i < 4; i++)
521                 {
522                         if (!find_card_num(9 + i)){
523                                 if( have_joker() && !joker_is_used )
524                                   joker_is_used = TRUE;
525                                 else
526                                   break;
527                         }
528                 }
529                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
530           }
531           if(lowest == 9){
532                 for (i = 0; i < 3; i++)
533                 {
534                         if (!find_card_num(10 + i))
535                                 break;
536                 }
537                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
538           }
539         }
540
541         joker_is_used = FALSE;
542
543         /* Straight Only Check */
544
545         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
546                 for (i = 0; i < 4; i++)
547                 {
548                         if (!find_card_num(9 + i)) {
549                                 if (have_joker() && !joker_is_used)
550                                         joker_is_used = TRUE;
551                                 else
552                                         break; /* None */
553                         }
554                 }
555                 if(i == 4) straight = TRUE;
556         }
557
558         joker_is_used = FALSE;
559
560         for (i = 0; i < 5; i++)
561         {
562                 if(!find_card_num(lowest + i)){
563                         if( have_joker() && !joker_is_used )
564                                 joker_is_used = TRUE;
565                         else
566                                 break; /* None */
567                 }
568         }
569         if(i == 5) straight = TRUE;
570         
571         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
572         else if(straight) return 1; /* Only Straight */
573         else return 0;
574 }
575
576 /*!
577  * @brief ポーカーのペア役の状態を返す。
578  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
579  */
580 static int yaku_check_pair(void)
581 {
582         int i, i2, matching = 0;
583
584         for (i = 0; i < 5; i++)
585         {
586                 for (i2 = i+1; i2 < 5; i2++)
587                 {
588                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
589                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
590                                 matching++;
591                 }
592         }
593
594         if(have_joker()){
595           switch(matching){
596           case 0:
597             matching = 1;
598             break;
599           case 1:
600             matching = 3;
601             break;
602           case 2:
603             matching = 4;
604             break;
605           case 3:
606             matching = 6;
607             break;
608           case 6:
609             matching = 7;
610             break;
611           default:
612             /* don't reach */
613             break;
614           }
615         }
616
617         return matching;
618 }
619
620 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
621 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
622 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
623 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
624 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
625 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
626 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
627 #define ODDS_ST 4 /*!< ストレートの役倍率 */
628 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
629 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
630
631 /*!
632  * @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。
633  * @return 役のID
634  */
635 static int yaku_check(void)
636 {
637         prt("                            ", 4, 3);
638
639         switch(yaku_check_straight()){
640         case 3: /* RF! */
641                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
642                 return ODDS_RF;
643         case 2: /* SF! */
644                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
645                 return ODDS_SF;
646         case 1:
647                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
648                 return ODDS_ST;
649         default:
650                 /* Not straight -- fall through */
651                 break;
652         }
653
654         if (yaku_check_flush())
655         {
656                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
657                 return ODDS_FL;
658         }
659
660         switch (yaku_check_pair())
661         {
662         case 1:
663                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
664                 return 0;
665         case 2:
666                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
667                 return ODDS_2P;
668         case 3:
669                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
670                 return ODDS_3C;
671         case 4:
672                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
673                 return ODDS_FH;
674         case 6:
675                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
676                 return ODDS_4C;
677         case 7:
678                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
679                 {
680                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
681                         return ODDS_5A;
682                 }
683                 else
684                 {
685                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
686                         return ODDS_5C;
687                 }
688         default:
689                 break;
690         }
691         return 0;
692 }
693
694 /*!
695  * @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。
696  * @param hoge カーソルの現在位置
697  * @param kaeruka カードの捨てる/残すフラグ配列
698  * @return なし
699  */
700 static void display_kaeruka(int hoge, int kaeruka[])
701 {
702         int i;
703         char col = TERM_WHITE;
704         for (i = 0; i < 5; i++)
705         {
706                 if (i == hoge) col = TERM_YELLOW;
707                 else if(kaeruka[i]) col = TERM_WHITE;
708                 else col = TERM_L_BLUE;
709                 
710                 if(kaeruka[i])
711                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
712                 else
713                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
714         }
715         if (hoge > 4) col = TERM_YELLOW;
716         else col = TERM_WHITE;
717         c_put_str(col, _("決定", "Sure"), 16,  38);
718
719         /* Hilite current option */
720         if (hoge < 5) move_cursor(14, 5+hoge*16);
721         else move_cursor(16, 38);
722 }
723
724 /*!
725  * @brief ポーカーの手札を表示する。
726  * @return なし
727  */
728 static void display_cards(void)
729 {
730         int i, j;
731         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
732 #ifdef JP
733         cptr suit[4] = {"★", "●", "¶", "†"};
734         cptr card_grph[13][7] = {{"A   %s     ",
735                                   "     変     ",
736                                   "     愚     ",
737                                   "     蛮     ",
738                                   "     怒     ",
739                                   "     %s     ",
740                                   "          A"},
741                                  {"2          ",
742                                   "     %s     ",
743                                   "            ",
744                                   "            ",
745                                   "            ",
746                                   "     %s     ",
747                                   "          2"},
748                                  {"3          ",
749                                   "     %s     ",
750                                   "            ",
751                                   "     %s     ",
752                                   "            ",
753                                   "     %s     ",
754                                   "          3"},
755                                  {"4          ",
756                                   "   %s  %s   ",
757                                   "            ",
758                                   "            ",
759                                   "            ",
760                                   "   %s  %s   ",
761                                   "          4"},
762                                  {"5          ",
763                                   "   %s  %s   ",
764                                   "            ",
765                                   "     %s     ",
766                                   "            ",
767                                   "   %s  %s   ",
768                                   "          5"},
769                                  {"6          ",
770                                   "   %s  %s   ",
771                                   "            ",
772                                   "   %s  %s   ",
773                                   "            ",
774                                   "   %s  %s   ",
775                                   "          6"},
776                                  {"7          ",
777                                   "   %s  %s   ",
778                                   "     %s     ",
779                                   "   %s  %s   ",
780                                   "            ",
781                                   "   %s  %s   ",
782                                   "          7"},
783                                  {"8          ",
784                                   "   %s  %s   ",
785                                   "     %s     ",
786                                   "   %s  %s   ",
787                                   "     %s     ",
788                                   "   %s  %s   ",
789                                   "          8"},
790                                  {"9 %s  %s   ",
791                                   "            ",
792                                   "   %s  %s   ",
793                                   "     %s     ",
794                                   "   %s  %s   ",
795                                   "            ",
796                                   "   %s  %s 9"},
797                                  {"10 %s  %s   ",
798                                   "     %s     ",
799                                   "   %s  %s   ",
800                                   "            ",
801                                   "   %s  %s   ",
802                                   "     %s     ",
803                                   "   %s  %s 10"},
804                                  {"J   Λ     ",
805                                   "%s   ||     ",
806                                   "     ||     ",
807                                   "     ||     ",
808                                   "     ||     ",
809                                   "   |=亜=| %s",
810                                   "     目   J"},
811                                  {"Q ######   ",
812                                   "%s#      #  ",
813                                   "  # ++++ #  ",
814                                   "  # +==+ #  ",
815                                   "   # ++ #   ",
816                                   "    #  #  %s",
817                                   "     ##   Q"},
818                                  {"K          ",
819                                   "%s `⌒´   ",
820                                   "  γγγλ  ",
821                                   "  ο ο ι  ",
822                                   "   υ    ∂ ",
823                                   "    σ ノ %s",
824                                   "          K"}};
825         cptr joker_grph[7] = {    "            ",
826                                   "     J     ",
827                                   "     O     ",
828                                   "     K     ",
829                                   "     E     ",
830                                   "     R     ",
831                                   "            "};
832
833 #else
834
835         cptr suit[4] = {"[]", "qp", "<>", "db"};
836         cptr card_grph[13][7] = {{"A    %s     ",
837                                   "     He     ",
838                                   "     ng     ",
839                                   "     ba     ",
840                                   "     nd     ",
841                                   "     %s     ",
842                                   "           A"},
843                                  {"2           ",
844                                   "     %s     ",
845                                   "            ",
846                                   "            ",
847                                   "            ",
848                                   "     %s     ",
849                                   "           2"},
850                                  {"3           ",
851                                   "     %s     ",
852                                   "            ",
853                                   "     %s     ",
854                                   "            ",
855                                   "     %s     ",
856                                   "           3"},
857                                  {"4           ",
858                                   "   %s  %s   ",
859                                   "            ",
860                                   "            ",
861                                   "            ",
862                                   "   %s  %s   ",
863                                   "           4"},
864                                  {"5           ",
865                                   "   %s  %s   ",
866                                   "            ",
867                                   "     %s     ",
868                                   "            ",
869                                   "   %s  %s   ",
870                                   "           5"},
871                                  {"6           ",
872                                   "   %s  %s   ",
873                                   "            ",
874                                   "   %s  %s   ",
875                                   "            ",
876                                   "   %s  %s   ",
877                                   "           6"},
878                                  {"7           ",
879                                   "   %s  %s   ",
880                                   "     %s     ",
881                                   "   %s  %s   ",
882                                   "            ",
883                                   "   %s  %s   ",
884                                   "           7"},
885                                  {"8           ",
886                                   "   %s  %s   ",
887                                   "     %s     ",
888                                   "   %s  %s   ",
889                                   "     %s     ",
890                                   "   %s  %s   ",
891                                   "           8"},
892                                  {"9  %s  %s   ",
893                                   "            ",
894                                   "   %s  %s   ",
895                                   "     %s     ",
896                                   "   %s  %s   ",
897                                   "            ",
898                                   "   %s  %s  9"},
899                                  {"10 %s  %s   ",
900                                   "     %s     ",
901                                   "   %s  %s   ",
902                                   "            ",
903                                   "   %s  %s   ",
904                                   "     %s     ",
905                                   "   %s  %s 10"},
906                                  {"J    /\\     ",
907                                   "%s   ||     ",
908                                   "     ||     ",
909                                   "     ||     ",
910                                   "     ||     ",
911                                   "   |=HH=| %s",
912                                   "     ][    J"},
913                                  {"Q  ######   ",
914                                   "%s#      #  ",
915                                   "  # ++++ #  ",
916                                   "  # +==+ #  ",
917                                   "   # ++ #   ",
918                                   "    #  #  %s",
919                                   "     ##    Q"},
920                                  {"K           ",
921                                   "%s _'~~`_   ",
922                                   "   jjjjj$&  ",
923                                   "   q q uu   ",
924                                   "   c    &   ",
925                                   "    v__/  %s",
926                                   "           K"}};
927         cptr joker_grph[7] = {    "            ",
928                                   "     J      ",
929                                   "     O      ",
930                                   "     K      ",
931                                   "     E      ",
932                                   "     R      ",
933                                   "            "};
934 #endif
935
936         for (i = 0; i < 5; i++)
937         {
938                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
939         }
940
941         for (i = 0; i < 5; i++)
942         {
943                 for (j = 0; j < 7; j++)
944                 {
945                         prt(_("┃", " |"),  j+6,  i*16);
946                         if(IS_JOKER(cards[i]))
947                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
948                         else
949                                 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);
950                         prt(_("┃", "| "),  j+6,  i*16+14);
951                 }
952         }
953         for (i = 0; i < 5; i++)
954         {
955                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
956         }
957 }
958
959 /*!
960  * @brief ポーカーの1プレイルーチン。
961  * @return 1プレイの役の結果
962  */
963 static int do_poker(void)
964 {
965         int i, k = 2;
966         char cmd;
967         int deck[53]; /* yamafuda : 0...52 */
968         int deck_ptr = 0;
969         int kaeruka[5]; /* 0:kaenai 1:kaeru */
970
971         bool done = FALSE;
972         bool kettei = TRUE;
973         bool kakikae = TRUE;
974
975         reset_deck(deck);
976
977         for (i = 0; i < 5; i++)
978         {
979                 cards[i] = deck[deck_ptr++];
980                 kaeruka[i] = 0; /* default:nokosu */
981         }
982         
983 #if 0
984         /* debug:RF */
985         cards[0] = 12;
986         cards[1] = 0;
987         cards[2] = 9;
988         cards[3] = 11;
989         cards[4] = 10;
990 #endif
991 #if 0
992         /* debug:SF */
993         cards[0] = 3;
994         cards[1] = 2;
995         cards[2] = 4;
996         cards[3] = 6;
997         cards[4] = 5;
998 #endif
999 #if 0
1000         /* debug:Four Cards */
1001         cards[0] = 0;
1002         cards[1] = 0 + 13 * 1;
1003         cards[2] = 0 + 13 * 2;
1004         cards[3] = 0 + 13 * 3;
1005         cards[4] = 51;
1006 #endif
1007 #if 0
1008         /* debug:Straight1 */
1009         cards[0] = 1;
1010         cards[1] = 0 + 13;
1011         cards[2] = 3;
1012         cards[3] = 2 + 26;
1013         cards[4] = 4;
1014 #endif
1015 #if 0
1016         /* debug:Straight2 */
1017         cards[0] = 12;
1018         cards[1] = 0;
1019         cards[2] = 9;
1020         cards[3] = 11 + 13 * 2;
1021         cards[4] = 10;
1022 #endif
1023 #if 0
1024         /* debug:Straight3 */
1025         cards[0] = 52;
1026         cards[1] = 0;
1027         cards[2] = 9;
1028         cards[3] = 11 + 13 * 2;
1029         cards[4] = 10;
1030 #endif
1031 #if 0
1032         /* debug:Straight4 */
1033         cards[0] = 12;
1034         cards[1] = 52;
1035         cards[2] = 9;
1036         cards[3] = 11 + 13 * 2;
1037         cards[4] = 10;
1038 #endif
1039 #if 0
1040         /* debug:Straight5 */
1041         cards[0] = 4;
1042         cards[1] = 5 + 13;
1043         cards[2] = 6;
1044         cards[3] = 7 + 26;
1045         cards[4] = 3;
1046 #endif
1047 #if 0
1048         /* debug:Five Card1 */
1049         cards[0] = 4;
1050         cards[1] = 52;
1051         cards[2] = 4 + 13;
1052         cards[3] = 4 + 26;
1053         cards[4] = 4 + 39;
1054 #endif
1055 #if 0
1056         /* debug:Five Card2 */
1057         cards[1] = 52;
1058         cards[0] = 4;
1059         cards[2] = 4 + 13;
1060         cards[3] = 4 + 26;
1061         cards[4] = 4 + 39;
1062 #endif
1063 #if 0
1064         /* debug */
1065         cards[0] = 52;
1066         cards[1] = 0;
1067         cards[2] = 1;
1068         cards[3] = 2;
1069         cards[4] = 3;
1070 #endif
1071
1072         /* suteruno wo kimeru */
1073         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);
1074
1075         display_cards();
1076         yaku_check();
1077
1078         while (!done)
1079         {
1080                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1081                 kakikae = FALSE;
1082                 cmd = inkey();
1083                 switch (cmd)
1084                 {
1085                 case '6': case 'l': case 'L': case KTRL('F'):
1086                         if (!kettei) k = (k+1)%5;
1087                         else {k = 0;kettei = FALSE;}
1088                         kakikae = TRUE;
1089                         break;
1090                 case '4': case 'h': case 'H': case KTRL('B'):
1091                         if (!kettei) k = (k+4)%5;
1092                         else {k = 4;kettei = FALSE;}
1093                         kakikae = TRUE;
1094                         break;
1095                 case '2': case 'j': case 'J': case KTRL('N'):
1096                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1097                         break;
1098                 case '8': case 'k': case 'K': case KTRL('P'):
1099                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1100                         break;
1101                 case ' ': case '\r':
1102                         if (kettei) done = TRUE;
1103                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1104                         break;
1105                 default:
1106                         break;
1107                 }
1108         }
1109         
1110         prt("",0,0);
1111
1112         for (i = 0; i < 5; i++)
1113                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1114
1115         display_cards();
1116         
1117         return yaku_check();
1118 }
1119 #undef SUIT_OF
1120 #undef NUM_OF
1121 #undef IS_JOKER
1122 /* end of poker codes --Koka */
1123
1124 /*!
1125  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1126  * @param cmd プレイするゲームID
1127  * @return なし
1128  */
1129 static bool gamble_comm(int cmd)
1130 {
1131         int i;
1132         int roll1, roll2, roll3, choice, odds, win;
1133         s32b wager;
1134         s32b maxbet;
1135         s32b oldgold;
1136
1137         char out_val[160], tmp_str[80], again;
1138         cptr p;
1139
1140         screen_save();
1141
1142         if (cmd == BACT_GAMBLE_RULES)
1143         {
1144                 /* Peruse the gambling help file */
1145                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1146         }
1147         else
1148         {
1149                 /* No money */
1150                 if (p_ptr->au < 1)
1151                 {
1152                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1153                                                 "Hey! You don't have gold - get out of here!"));
1154                         msg_print(NULL);
1155                         screen_load();
1156                         return FALSE;
1157                 }
1158
1159                 clear_bldg(5, 23);
1160
1161                 maxbet = p_ptr->lev * 200;
1162
1163                 /* We can't bet more than we have */
1164                 maxbet = MIN(maxbet, p_ptr->au);
1165
1166                 /* Get the wager */
1167                 strcpy(out_val, "");
1168                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1169
1170
1171                 /*
1172                  * Use get_string() because we may need more than
1173                  * the s16b value returned by get_quantity().
1174                  */
1175                 if (get_string(tmp_str, out_val, 32))
1176                 {
1177                         /* Strip spaces */
1178                         for (p = out_val; *p == ' '; p++);
1179
1180                         /* Get the wager */
1181                         wager = atol(p);
1182
1183                         if (wager > p_ptr->au)
1184                         {
1185                                 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!"));
1186                                 msg_print(NULL);
1187                                 screen_load();
1188                                 return (FALSE);
1189                         }
1190                         else if (wager > maxbet)
1191                         {
1192                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1193                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1194                                 wager = maxbet;
1195                         }
1196                         else if (wager < 1)
1197                         {
1198                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1199                                 wager = 1;
1200                         }
1201                         msg_print(NULL);
1202                         win = FALSE;
1203                         odds = 0;
1204                         oldgold = p_ptr->au;
1205
1206                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1207                         prt(tmp_str, 20, 2);
1208                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1209                         prt(tmp_str, 21, 2);
1210
1211                         do
1212                         {
1213                                 p_ptr->au -= wager;
1214                                 switch (cmd)
1215                                 {
1216                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1217                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1218
1219                                         odds = 4;
1220                                         win = FALSE;
1221                                         roll1 = randint1(10);
1222                                         roll2 = randint1(10);
1223                                         choice = randint1(10);
1224                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1225
1226                                         prt(tmp_str, 8, 3);
1227                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1228
1229                                         prt(tmp_str, 11, 14);
1230                                         if (((choice > roll1) && (choice < roll2)) ||
1231                                                 ((choice < roll1) && (choice > roll2)))
1232                                                 win = TRUE;
1233                                         break;
1234                                 case BACT_CRAPS:  /* Game of Craps */
1235                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1236
1237                                         win = 3;
1238                                         odds = 2;
1239                                         roll1 = randint1(6);
1240                                         roll2 = randint1(6);
1241                                         roll3 = roll1 +  roll2;
1242                                         choice = roll3;
1243                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1244                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1245                                         prt(tmp_str, 7, 5);
1246                                         if ((roll3 == 7) || (roll3 == 11))
1247                                                 win = TRUE;
1248                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1249                                                 win = FALSE;
1250                                         else
1251                                                 do
1252                                                 {
1253                                                         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"));
1254
1255                                                         msg_print(NULL);
1256                                                         roll1 = randint1(6);
1257                                                         roll2 = randint1(6);
1258                                                         roll3 = roll1 +  roll2;
1259                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1260                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1261                                                         prt(tmp_str, 8, 5);
1262                                                         if (roll3 == choice)
1263                                                                 win = TRUE;
1264                                                         else if (roll3 == 7)
1265                                                                 win = FALSE;
1266                                                 } while ((win != TRUE) && (win != FALSE));
1267                                         break;
1268
1269                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1270                                         win = FALSE;
1271                                         odds = 9;
1272                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1273
1274                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1275                                         prt("--------------------------------", 8, 3);
1276                                         strcpy(out_val, "");
1277                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1278
1279                                         for (p = out_val; iswspace(*p); p++);
1280                                         choice = atol(p);
1281                                         if (choice < 0)
1282                                         {
1283                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1284                                                 choice = 0;
1285                                         }
1286                                         else if (choice > 9)
1287                                         {
1288                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1289                                                 choice = 9;
1290                                         }
1291                                         msg_print(NULL);
1292                                         roll1 = randint0(10);
1293                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1294                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1295                                         prt(tmp_str, 13, 3);
1296                                         prt("", 9, 0);
1297                                         prt("*", 9, (3 * roll1 + 5));
1298                                         if (roll1 == choice)
1299                                                 win = TRUE;
1300                                         break;
1301
1302                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1303                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1304                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1305                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1306                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1307                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1308                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1309                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1310                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1311                                         
1312                                         win = FALSE;
1313                                         roll1 = randint1(21);
1314                                         for (i=6;i>0;i--)
1315                                         {
1316                                                 if ((roll1-i) < 1)
1317                                                 {
1318                                                         roll1 = 7-i;
1319                                                         break;
1320                                                 }
1321                                                 roll1 -= i;
1322                                         }
1323                                         roll2 = randint1(21);
1324                                         for (i=6;i>0;i--)
1325                                         {
1326                                                 if ((roll2-i) < 1)
1327                                                 {
1328                                                         roll2 = 7-i;
1329                                                         break;
1330                                                 }
1331                                                 roll2 -= i;
1332                                         }
1333                                         choice = randint1(21);
1334                                         for (i=6;i>0;i--)
1335                                         {
1336                                                 if ((choice-i) < 1)
1337                                                 {
1338                                                         choice = 7-i;
1339                                                         break;
1340                                                 }
1341                                                 choice -= i;
1342                                         }
1343                                         put_str("/--------------------------\\", 7, 2);
1344                                         prt("\\--------------------------/", 17, 2);
1345                                         display_fruit(8,  3, roll1 - 1);
1346                                         display_fruit(8, 12, roll2 - 1);
1347                                         display_fruit(8, 21, choice - 1);
1348                                         if ((roll1 == roll2) && (roll2 == choice))
1349                                         {
1350                                                 win = TRUE;
1351                                                 switch(roll1)
1352                                                 {
1353                                                 case 1:
1354                                                         odds = 5;break;
1355                                                 case 2:
1356                                                         odds = 10;break;
1357                                                 case 3:
1358                                                         odds = 20;break;
1359                                                 case 4:
1360                                                         odds = 50;break;
1361                                                 case 5:
1362                                                         odds = 200;break;
1363                                                 case 6:
1364                                                         odds = 1000;break;
1365                                                 }
1366                                         }
1367                                         else if ((roll1 == 1) && (roll2 == 1))
1368                                         {
1369                                                 win = TRUE;
1370                                                 odds = 2;
1371                                         }
1372                                         break;
1373                                 case BACT_POKER:
1374                                         win = FALSE;
1375                                         odds = do_poker();
1376                                         if (odds) win = TRUE;
1377                                         break;
1378                                 }
1379
1380                                 if (win)
1381                                 {
1382                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1383
1384                                         p_ptr->au += odds * wager;
1385                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1386
1387                                         prt(tmp_str, 17, 37);
1388                                 }
1389                                 else
1390                                 {
1391                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1392                                         prt("", 17, 37);
1393                                 }
1394                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1395
1396                                 prt(tmp_str, 22, 2);
1397                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1398
1399                                 move_cursor(18, 52);
1400                                 again = inkey();
1401                                 prt("", 16, 37);
1402                                 prt("", 17, 37);
1403                                 prt("", 18, 37);
1404                                 if (wager > p_ptr->au)
1405                                 {
1406                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1407                                                                 "Hey! You don't have the gold - get out of here!"));
1408                                         msg_print(NULL);
1409
1410                                         /* Get out here */
1411                                         break;
1412                                 }
1413                         } while ((again == 'y') || (again == 'Y'));
1414
1415                         prt("", 18, 37);
1416                         if (p_ptr->au >= oldgold)
1417                         {
1418                                 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!」",
1419                                                         "You came out a winner! We'll win next time, I'm sure."));
1420                                 chg_virtue(V_CHANCE, 3);
1421                         }
1422                         else
1423                         {
1424                                 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."));
1425                                 chg_virtue(V_CHANCE, -3);
1426                         }
1427                 }
1428                 msg_print(NULL);
1429         }
1430         screen_load();
1431         return (TRUE);
1432 }
1433
1434 /*!
1435  * @brief モンスター闘技場に参加できるモンスターの判定
1436  * @param r_idx モンスターID
1437  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1438  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1439  * @return 参加できるか否か
1440  */
1441 static bool vault_aux_battle(MONRACE_IDX r_idx)
1442 {
1443         int i;
1444         int dam = 0;
1445
1446         monster_race *r_ptr = &r_info[r_idx];
1447
1448         /* Decline town monsters */
1449 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1450
1451         /* Decline unique monsters */
1452 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1453 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1454
1455         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1456         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1457         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1458         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1459         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1460
1461         for (i = 0; i < 4; i++)
1462         {
1463                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1464                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1465         }
1466         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1467
1468         /* Okay */
1469         return (TRUE);
1470 }
1471
1472 /*!
1473  * @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。
1474  * @return なし
1475  */
1476 void battle_monsters(void)
1477 {
1478         int total, i;
1479         int max_dl = 0;
1480         int mon_level;
1481         int power[4];
1482         bool tekitou;
1483         bool old_inside_battle = p_ptr->inside_battle;
1484
1485         for (i = 0; i < max_d_idx; i++)
1486                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1487
1488         mon_level = randint1(MIN(max_dl, 122))+5;
1489         if (randint0(100) < 60)
1490         {
1491                 i = randint1(MIN(max_dl, 122))+5;
1492                 mon_level = MAX(i, mon_level);
1493         }
1494         if (randint0(100) < 30)
1495         {
1496                 i = randint1(MIN(max_dl, 122))+5;
1497                 mon_level = MAX(i, mon_level);
1498         }
1499
1500         while (1)
1501         {
1502                 total = 0;
1503                 tekitou = FALSE;
1504                 for(i = 0; i < 4; i++)
1505                 {
1506                         MONRACE_IDX r_idx;
1507                         int j;
1508                         while (1)
1509                         {
1510                                 get_mon_num_prep(vault_aux_battle, NULL);
1511                                 p_ptr->inside_battle = TRUE;
1512                                 r_idx = get_mon_num(mon_level);
1513                                 p_ptr->inside_battle = old_inside_battle;
1514                                 if (!r_idx) continue;
1515
1516                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1517                                 {
1518                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1519                                 }
1520
1521                                 for (j = 0; j < i; j++)
1522                                         if(r_idx == battle_mon[j]) break;
1523                                 if (j<i) continue;
1524
1525                                 break;
1526                         }
1527                         battle_mon[i] = r_idx;
1528                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1529                 }
1530
1531                 for (i=0;i<4;i++)
1532                 {
1533                         monster_race *r_ptr = &r_info[battle_mon[i]];
1534                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1535
1536                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1537                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1538                         else
1539                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1540                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1541                         if (r_ptr->speed > 110)
1542                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1543                         if (r_ptr->speed < 110)
1544                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1545                         if (num_taisei > 2)
1546                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1547                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1548                                 power[i] = power[i] * 4 / 3;
1549                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1550                                 power[i] = power[i] * 4 / 3;
1551                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1552                                 power[i] = power[i] * 11 / 10;
1553                         if (r_ptr->flags1 & RF1_RAND_25)
1554                                 power[i] = power[i] * 9 / 10;
1555                         if (r_ptr->flags1 & RF1_RAND_50)
1556                                 power[i] = power[i] * 9 / 10;
1557                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1558                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1559
1560
1561                         total += power[i];
1562                 }
1563                 for (i=0;i<4;i++)
1564                 {
1565                         power[i] = total*60/power[i];
1566                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1567                         if ((power[i] < 160) && randint0(20)) break;
1568                         if (power[i] < 101) power[i] = 100 + randint1(5);
1569                         mon_odds[i] = power[i];
1570                 }
1571                 if (i == 4) break;
1572         }
1573 }
1574
1575 /*!
1576  * @brief モンスター闘技場のメインルーチン
1577  * @return 賭けを開始したか否か
1578  */
1579 static bool kakutoujou(void)
1580 {
1581         s32b maxbet;
1582         s32b wager;
1583         char out_val[160], tmp_str[80];
1584         cptr p;
1585
1586         if ((turn - old_battle) > TURNS_PER_TICK*250)
1587         {
1588                 battle_monsters();
1589                 old_battle = turn;
1590         }
1591
1592         screen_save();
1593
1594         /* No money */
1595         if (p_ptr->au < 1)
1596         {
1597                 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!"));
1598                 msg_print(NULL);
1599                 screen_load();
1600                 return FALSE;
1601         }
1602         else
1603         {
1604                 int i;
1605
1606                 clear_bldg(4, 10);
1607
1608                 prt(_("モンスター                                                     倍率",
1609                           "Monsters                                                       Odds"), 4, 4);
1610                 for (i=0;i<4;i++)
1611                 {
1612                         char buf[80];
1613                         monster_race *r_ptr = &r_info[battle_mon[i]];
1614
1615                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1616                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1617                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1618                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1619                         prt(buf, 5+i, 1);
1620                 }
1621                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1622                 while(1)
1623                 {
1624                         i = inkey();
1625
1626                         if (i == ESCAPE)
1627                         {
1628                                 screen_load();
1629                                 return FALSE;
1630                         }
1631                         if (i >= '1' && i <= '4')
1632                         {
1633                                 sel_monster = i-'1';
1634                                 battle_odds = mon_odds[sel_monster];
1635                                 break;
1636                         }
1637                         else bell();
1638                 }
1639
1640                 clear_bldg(4,4);
1641                 for (i=0;i<4;i++)
1642                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1643
1644                 maxbet = p_ptr->lev * 200;
1645
1646                 /* We can't bet more than we have */
1647                 maxbet = MIN(maxbet, p_ptr->au);
1648
1649                 /* Get the wager */
1650                 strcpy(out_val, "");
1651                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1652                 /*
1653                  * Use get_string() because we may need more than
1654                  * the s16b value returned by get_quantity().
1655                  */
1656                 if (get_string(tmp_str, out_val, 32))
1657                 {
1658                         /* Strip spaces */
1659                         for (p = out_val; *p == ' '; p++);
1660
1661                         /* Get the wager */
1662                         wager = atol(p);
1663
1664                         if (wager > p_ptr->au)
1665                         {
1666                                 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!"));
1667
1668                                 msg_print(NULL);
1669                                 screen_load();
1670                                 return (FALSE);
1671                         }
1672                         else if (wager > maxbet)
1673                         {
1674                                 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);
1675
1676                                 wager = maxbet;
1677                         }
1678                         else if (wager < 1)
1679                         {
1680                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1681                                 wager = 1;
1682                         }
1683                         msg_print(NULL);
1684                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1685                         kakekin = wager;
1686                         p_ptr->au -= wager;
1687                         reset_tim_flags();
1688
1689                         /* Save the surface floor as saved floor */
1690                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1691
1692                         p_ptr->inside_battle = TRUE;
1693                         p_ptr->leaving = TRUE;
1694
1695                         leave_bldg = TRUE;
1696                         screen_load();
1697
1698                         return (TRUE);
1699                 }
1700         }
1701         screen_load();
1702
1703         return (FALSE);
1704 }
1705
1706 /*!
1707  * @brief 本日の賞金首情報を表示する。
1708  * @return なし
1709  */
1710 static void today_target(void)
1711 {
1712         char buf[160];
1713         monster_race *r_ptr = &r_info[today_mon];
1714
1715         clear_bldg(4,18);
1716         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1717         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1718         c_put_str(TERM_YELLOW, buf, 6, 10);
1719         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1720         prt(buf, 8, 10);
1721         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1722         prt(buf, 9, 10);
1723         p_ptr->today_mon = today_mon;
1724 }
1725
1726 /*!
1727  * @brief ツチノコの賞金首情報を表示する。
1728  * @return なし
1729  */
1730 static void tsuchinoko(void)
1731 {
1732         clear_bldg(4,18);
1733         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1734         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);
1735         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1736         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1737         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1738 }
1739
1740 /*!
1741  * @brief 通常の賞金首情報を表示する。
1742  * @return なし
1743  */
1744 static void shoukinkubi(void)
1745 {
1746         int i;
1747         int y = 0;
1748
1749         clear_bldg(4,18);
1750         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);
1751         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1752
1753         for (i = 0; i < MAX_KUBI; i++)
1754         {
1755                 byte color;
1756                 cptr done_mark;
1757                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1758
1759                 if (kubi_r_idx[i] > 10000)
1760                 {
1761                         color = TERM_RED;
1762                         done_mark = _("(済)", "(done)");
1763                 }
1764                 else
1765                 {
1766                         color = TERM_WHITE;
1767                         done_mark = "";
1768                 }
1769
1770                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1771
1772                 y = (y+1) % 10;
1773                 if (!y && (i < MAX_KUBI -1))
1774                 {
1775                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1776                         (void)inkey();
1777                         prt("", 0, 0);
1778                         clear_bldg(7,18);
1779                 }
1780         }
1781 }
1782
1783
1784
1785 /*!
1786  * 賞金首の報酬テーブル / List of prize object
1787  */
1788 static struct {
1789         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1790         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1791 } prize_list[MAX_KUBI] = 
1792 {
1793         {TV_POTION, SV_POTION_CURING},
1794         {TV_POTION, SV_POTION_SPEED},
1795         {TV_POTION, SV_POTION_SPEED},
1796         {TV_POTION, SV_POTION_RESISTANCE},
1797         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1798
1799         {TV_POTION, SV_POTION_HEALING},
1800         {TV_POTION, SV_POTION_RESTORE_MANA},
1801         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1802         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1803         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1804
1805         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1806         {TV_POTION, SV_POTION_STAR_HEALING},
1807         {TV_POTION, SV_POTION_STAR_HEALING},
1808         {TV_POTION, SV_POTION_NEW_LIFE},
1809         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1810
1811         {TV_POTION, SV_POTION_LIFE},
1812         {TV_POTION, SV_POTION_LIFE},
1813         {TV_POTION, SV_POTION_AUGMENTATION},
1814         {TV_POTION, SV_POTION_INVULNERABILITY},
1815         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1816 };
1817
1818 /*!
1819  * @brief 賞金首の引き換え処理 / Get prize
1820  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1821  */
1822 static bool kankin(void)
1823 {
1824         int i, j;
1825         bool change = FALSE;
1826         char o_name[MAX_NLEN];
1827         object_type *o_ptr;
1828
1829         /* Loop for inventory and right/left arm */
1830         for (i = 0; i <= INVEN_LARM; i++)
1831         {
1832                 o_ptr = &inventory[i];
1833
1834                 /* Living Tsuchinoko worthes $1000000 */
1835                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1836                 {
1837                         char buf[MAX_NLEN+20];
1838                         object_desc(o_name, o_ptr, 0);
1839                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1840                         if (get_check(buf))
1841                         {
1842                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1843                                 p_ptr->au += 1000000L * o_ptr->number;
1844                                 p_ptr->redraw |= (PR_GOLD);
1845                                 inven_item_increase(i, -o_ptr->number);
1846                                 inven_item_describe(i);
1847                                 inven_item_optimize(i);
1848                         }
1849                         change = TRUE;
1850                 }
1851         }
1852
1853         for (i = 0; i < INVEN_PACK; i++)
1854         {
1855                 o_ptr = &inventory[i];
1856
1857                 /* Corpse of Tsuchinoko worthes $200000 */
1858                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1859                 {
1860                         char buf[MAX_NLEN+20];
1861                         object_desc(o_name, o_ptr, 0);
1862                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1863                         if (get_check(buf))
1864                         {
1865                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1866                                 p_ptr->au += 200000L * o_ptr->number;
1867                                 p_ptr->redraw |= (PR_GOLD);
1868                                 inven_item_increase(i, -o_ptr->number);
1869                                 inven_item_describe(i);
1870                                 inven_item_optimize(i);
1871                         }
1872                         change = TRUE;
1873                 }
1874         }
1875
1876         for (i = 0; i < INVEN_PACK; i++)
1877         {
1878                 o_ptr = &inventory[i];
1879
1880                 /* Bones of Tsuchinoko worthes $100000 */
1881                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1882                 {
1883                         char buf[MAX_NLEN+20];
1884                         object_desc(o_name, o_ptr, 0);
1885                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1886                         if (get_check(buf))
1887                         {
1888                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1889                                 p_ptr->au += 100000L * o_ptr->number;
1890                                 p_ptr->redraw |= (PR_GOLD);
1891                                 inven_item_increase(i, -o_ptr->number);
1892                                 inven_item_describe(i);
1893                                 inven_item_optimize(i);
1894                         }
1895                         change = TRUE;
1896                 }
1897         }
1898
1899         for (i = 0; i < INVEN_PACK; i++)
1900         {
1901                 o_ptr = &inventory[i];
1902                 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)))
1903                 {
1904                         char buf[MAX_NLEN+20];
1905                         object_desc(o_name, o_ptr, 0);
1906                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1907                         if (get_check(buf))
1908                         {
1909                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1910                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1911                                 p_ptr->redraw |= (PR_GOLD);
1912                                 inven_item_increase(i, -o_ptr->number);
1913                                 inven_item_describe(i);
1914                                 inven_item_optimize(i);
1915                         }
1916                         change = TRUE;
1917                 }
1918         }
1919
1920         for (i = 0; i < INVEN_PACK; i++)
1921         {
1922                 o_ptr = &inventory[i];
1923
1924                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1925                 {
1926                         char buf[MAX_NLEN+20];
1927                         object_desc(o_name, o_ptr, 0);
1928                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1929                         if (get_check(buf))
1930                         {
1931                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1932                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1933                                 p_ptr->redraw |= (PR_GOLD);
1934                                 inven_item_increase(i, -o_ptr->number);
1935                                 inven_item_describe(i);
1936                                 inven_item_optimize(i);
1937                         }
1938                         change = TRUE;
1939                 }
1940         }
1941
1942         for (j = 0; j < MAX_KUBI; j++)
1943         {
1944                 /* Need reverse order --- Positions will be changed in the loop */
1945                 for (i = INVEN_PACK-1; i >= 0; i--)
1946                 {
1947                         o_ptr = &inventory[i];
1948                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1949                         {
1950                                 char buf[MAX_NLEN+20];
1951                                 int num, k, item_new;
1952                                 object_type forge;
1953
1954                                 object_desc(o_name, o_ptr, 0);
1955                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1956                                 if (!get_check(buf)) continue;
1957
1958 #if 0 /* Obsoleted */
1959                                 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);
1960                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1961                                 p_ptr->redraw |= (PR_GOLD);
1962                                 inven_item_increase(i, -o_ptr->number);
1963                                 inven_item_describe(i);
1964                                 inven_item_optimize(i);
1965                                 chg_virtue(V_JUSTICE, 5);
1966                                 kubi_r_idx[j] += 10000;
1967
1968                                 change = TRUE;
1969 #endif /* Obsoleted */
1970
1971                                 /* Hand it first */
1972                                 inven_item_increase(i, -o_ptr->number);
1973                                 inven_item_describe(i);
1974                                 inven_item_optimize(i);
1975
1976                                 chg_virtue(V_JUSTICE, 5);
1977                                 kubi_r_idx[j] += 10000;
1978
1979                                 /* Count number of unique corpses already handed */
1980                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1981                                 {
1982                                         if (kubi_r_idx[k] >= 10000) num++;
1983                                 }
1984                                 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" : ""));
1985
1986                                 /* Prepare to make a prize */
1987                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1988                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1989
1990                                 /* Identify it fully */
1991                                 object_aware(&forge);
1992                                 object_known(&forge);
1993
1994                                 /*
1995                                  * Hand it --- Assume there is an empty slot.
1996                                  * Since a corpse is handed at first,
1997                                  * there is at least one empty slot.
1998                                  */
1999                                 item_new = inven_carry(&forge);
2000
2001                                 /* Describe the object */
2002                                 object_desc(o_name, &forge, 0);
2003                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2004
2005                                 /* Auto-inscription */
2006                                 autopick_alter_item(item_new, FALSE);
2007
2008                                 /* Handle stuff */
2009                                 handle_stuff();
2010
2011                                 change = TRUE;
2012                         }
2013                 }
2014         }
2015
2016         if (!change)
2017         {
2018                 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."));
2019                 msg_print(NULL);
2020                 return FALSE;
2021         }
2022         return TRUE;
2023 }
2024
2025 /*!
2026  * @brief 悪夢の元凶となるモンスターかどうかを返す。
2027  * @param r_idx 判定対象となるモンスターのID
2028  * @return 悪夢の元凶となり得るか否か。
2029  */
2030 bool get_nightmare(MONRACE_IDX r_idx)
2031 {
2032         monster_race *r_ptr = &r_info[r_idx];
2033
2034         /* Require eldritch horrors */
2035         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2036
2037         /* Require high level */
2038         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2039
2040         /* Accept this monster */
2041         return (TRUE);
2042 }
2043
2044 /*!
2045  * @brief 宿屋の利用サブルーチン
2046  * @details inn commands\n
2047  * Note that resting for the night was a perfect way to avoid player\n
2048  * ghosts in the town *if* you could only make it to the inn in time (-:\n
2049  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2050  * will not be that useful.  I will keep it in the hopes the player\n
2051  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2052  * Resting at night is also a quick way to restock stores -KMW-\n
2053  * @param cmd 宿屋の利用施設ID
2054  * @return 施設の利用が実際に行われたか否か。
2055  */
2056 static bool inn_comm(int cmd)
2057 {
2058         switch (cmd)
2059         {
2060                 case BACT_FOOD: /* Buy food & drink */
2061                         if (p_ptr->food >= PY_FOOD_FULL)
2062                         {
2063                                 msg_print(_("今は満腹だ。", "You are full now."));
2064                                 return FALSE;
2065                         }
2066                         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."));
2067                         (void)set_food(PY_FOOD_MAX - 1);
2068                         break;
2069
2070                 case BACT_REST: /* Rest for the night */
2071                         if ((p_ptr->poisoned) || (p_ptr->cut))
2072                         {
2073                                 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."));
2074                                 msg_print(NULL);
2075                                 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."));
2076                         }
2077                         else
2078                         {
2079                                 s32b oldturn = turn;
2080                                 int prev_day, prev_hour, prev_min;
2081
2082                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2083                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2084                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2085                                 else
2086                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2087                                 
2088                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2089                                 if (dungeon_turn < dungeon_turn_limit)
2090                                 {
2091                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2092                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2093                                 }
2094
2095                                 prevent_turn_overflow();
2096
2097                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2098                                 p_ptr->chp = p_ptr->mhp;
2099
2100                                 if (ironman_nightmare)
2101                                 {
2102                                         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."));
2103
2104                                         /* Have some nightmares */
2105                                         while(1)
2106                                         {
2107                                                 sanity_blast(NULL, FALSE);
2108                                                 if (!one_in_(3)) break;
2109                                         }
2110
2111                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2112                                         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."));
2113                                 }
2114                                 else
2115                                 {
2116                                         set_blind(0);
2117                                         set_confused(0);
2118                                         p_ptr->stun = 0;
2119                                         p_ptr->chp = p_ptr->mhp;
2120                                         p_ptr->csp = p_ptr->msp;
2121                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2122                                         {
2123                                                 int i;
2124                                                 for (i = 0; i < 72; i++)
2125                                                 {
2126                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2127                                                 }
2128                                                 for (; i < 108; i++)
2129                                                 {
2130                                                         p_ptr->magic_num1[i] = 0;
2131                                                 }
2132                                         }
2133
2134                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2135                                         {
2136                                                 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."));
2137                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2138                                         }
2139                                         else
2140                                         {
2141                                                 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."));
2142                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2143                                         }
2144                                 }
2145                         }
2146                         break;
2147
2148                 case BACT_RUMORS: /* Listen for rumors */
2149                         {
2150                                 display_rumor(TRUE);
2151                                 break;
2152                         }
2153         }
2154
2155         return (TRUE);
2156 }
2157
2158
2159 /*!
2160  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2161  * @param questnum クエストのID
2162  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2163  * @return なし
2164  */
2165 static void get_questinfo(IDX questnum, bool do_init)
2166 {
2167         int     i;
2168         IDX     old_quest;
2169         char    tmp_str[80];
2170
2171         /* Clear the text */
2172         for (i = 0; i < 10; i++)
2173         {
2174                 quest_text[i][0] = '\0';
2175         }
2176
2177         quest_text_line = 0;
2178
2179         /* Set the quest number temporary */
2180         old_quest = p_ptr->inside_quest;
2181         p_ptr->inside_quest = questnum;
2182
2183         /* Get the quest text */
2184         init_flags = INIT_SHOW_TEXT;
2185         if (do_init) init_flags |= INIT_ASSIGN;
2186
2187         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2188
2189         /* Reset the old quest number */
2190         p_ptr->inside_quest = old_quest;
2191
2192         /* Print the quest info */
2193         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);
2194
2195         prt(tmp_str, 5, 0);
2196
2197         prt(quest[questnum].name, 7, 0);
2198
2199         for (i = 0; i < 10; i++)
2200         {
2201                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2202         }
2203 }
2204
2205 /*!
2206  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2207  * @return なし
2208  */
2209 static void castle_quest(void)
2210 {
2211         IDX q_index = 0;
2212         monster_race    *r_ptr;
2213         quest_type      *q_ptr;
2214         cptr            name;
2215
2216
2217         clear_bldg(4, 18);
2218
2219         /* Current quest of the building */
2220         q_index = cave[p_ptr->y][p_ptr->x].special;
2221
2222         /* Is there a quest available at the building? */
2223         if (!q_index)
2224         {
2225                 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);
2226                 return;
2227         }
2228
2229         q_ptr = &quest[q_index];
2230
2231         /* Quest is completed */
2232         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2233         {
2234                 /* Rewarded quest */
2235                 q_ptr->status = QUEST_STATUS_REWARDED;
2236
2237                 get_questinfo(q_index, FALSE);
2238
2239                 reinit_wilderness = TRUE;
2240         }
2241         /* Failed quest */
2242         else if (q_ptr->status == QUEST_STATUS_FAILED)
2243         {
2244                 get_questinfo(q_index, FALSE);
2245
2246                 /* Mark quest as done (but failed) */
2247                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2248
2249                 reinit_wilderness = TRUE;
2250         }
2251         /* Quest is still unfinished */
2252         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2253         {
2254                 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);
2255                 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);
2256                 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);
2257         }
2258         /* No quest yet */
2259         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2260         {
2261                 q_ptr->status = QUEST_STATUS_TAKEN;
2262
2263                 reinit_wilderness = TRUE;
2264
2265                 /* Assign a new quest */
2266                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2267                 {
2268                         if (q_ptr->r_idx == 0)
2269                         {
2270                                 /* Random monster at least 5 - 10 levels out of deep */
2271                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2272                         }
2273
2274                         r_ptr = &r_info[q_ptr->r_idx];
2275
2276                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2277                         {
2278                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2279                                 r_ptr = &r_info[q_ptr->r_idx];
2280                         }
2281
2282                         if (q_ptr->max_num == 0)
2283                         {
2284                                 /* Random monster number */
2285                                 if (randint1(10) > 7)
2286                                         q_ptr->max_num = 1;
2287                                 else
2288                                         q_ptr->max_num = randint1(3) + 1;
2289                         }
2290
2291                         q_ptr->cur_num = 0;
2292                         name = (r_name + r_ptr->name);
2293                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2294                 }
2295                 else
2296                 {
2297                         get_questinfo(q_index, TRUE);
2298                 }
2299         }
2300 }
2301
2302
2303 /*!
2304  * @brief 町に関するヘルプを表示する / Display town history
2305  * @return なし
2306  */
2307 static void town_history(void)
2308 {
2309         /* Save screen */
2310         screen_save();
2311
2312         /* Peruse the building help file */
2313         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2314
2315         /* Load screen */
2316         screen_load();
2317 }
2318
2319 /*!
2320  * @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
2321  * @param plus_ammo 矢弾のダメージ修正
2322  * @param plus_bow 弓のダメージ修正
2323  * @return ダメージ期待値
2324  * @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。
2325  */
2326 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2327 {
2328         HIT_POINT i;
2329         object_type *j_ptr =  &inventory[INVEN_BOW];
2330         
2331         /* Extract "shot" power */
2332         i = p_ptr->to_h_b + plus_ammo;
2333         
2334         if (p_ptr->tval_ammo == TV_BOLT)
2335                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2336         else
2337                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2338
2339         /* Snipers can shot more critically with crossbows */
2340         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2341         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2342         
2343         /* Good bow makes more critical */
2344         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2345         
2346         if (i < 0) i = 0;
2347         
2348         return i;
2349 }
2350
2351 /*!
2352  * @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
2353  * @param weight 武器の重量
2354  * @param plus_ammo 矢弾のダメージ修正
2355  * @param plus_bow 弓のダメージ修正
2356  * @param dam 基本ダメージ量
2357  * @return ダメージ期待値
2358  */
2359 HIT_POINT calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow,  int dam)
2360 {
2361         u32b num;
2362         int i, k, crit;
2363         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2364         
2365         k = 0;
2366         num = 0;
2367         
2368         crit = MIN(500, 900/weight);
2369         num += dam * 3 /2 * crit;
2370         k = crit;
2371         
2372         crit = MIN(500, 1350/weight);
2373         crit -= k;
2374         num += dam * 2 * crit;
2375         k += crit;
2376         
2377         if(k < 500)
2378         {
2379                 crit = 500 - k;
2380                 num += dam * 3 * crit;
2381         }
2382         
2383         num /= 500;
2384         
2385         num *= i;
2386         num += (10000 - i) * dam;
2387         num /= 10000;
2388         
2389         return num;
2390 }
2391
2392 /*!
2393  * @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
2394  * @param weight 武器の重量
2395  * @param plus 武器のダメージ修正
2396  * @param dam 基本ダメージ
2397  * @param meichuu 命中値
2398  * @param dokubari 毒針処理か否か
2399  * @return ダメージ期待値
2400  */
2401 HIT_POINT calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
2402 {
2403         u32b k, num;
2404         int i;
2405         
2406         if(dokubari) return dam;
2407         
2408         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2409         if (i < 0) i = 0;
2410         
2411         k = weight;
2412         num = 0;
2413         
2414         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2415         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2416         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2417         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2418         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2419         
2420         num /= 650;
2421         if(p_ptr->pclass == CLASS_NINJA)
2422         {
2423                 num *= i;
2424                 num += (4444 - i) * dam;
2425                 num /= 4444;
2426         }
2427         else
2428         {
2429                 num *= i;
2430                 num += (5000 - i) * dam;
2431                 num /= 5000;
2432         }
2433         
2434         return num;
2435 }
2436
2437 /*!
2438  * @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
2439  * @param dam 基本ダメージ
2440  * @param mult スレイ倍率(掛け算部分)
2441  * @param div スレイ倍率(割り算部分)
2442  * @param force 理力特別計算フラグ
2443  * @return ダメージ期待値
2444  */
2445 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2446 {
2447         int tmp;
2448         if(force)
2449         {
2450                 tmp = dam * 60;
2451                 tmp *= mult * 3;
2452                 tmp /= div * 2;
2453                 tmp += dam * 60 * 2;
2454                 tmp /= 60;
2455         }
2456         else
2457         {
2458                 tmp = dam * 60;
2459                 tmp *= mult; 
2460                 tmp /= div;
2461                 tmp /= 60;
2462         }
2463         return tmp;
2464 }
2465
2466 /*!
2467  * @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)
2468  * @param dam 基本ダメージ
2469  * @param mult スレイ倍率(掛け算部分)
2470  * @param div スレイ倍率(割り算部分)
2471  * @param force 理力特別計算フラグ
2472  * @param weight 重量
2473  * @param plus 武器ダメージ修正
2474  * @param meichuu 命中値
2475  * @param dokubari 毒針処理か否か
2476  * @param vorpal_mult 切れ味倍率(掛け算部分)
2477  * @param vorpal_div 切れ味倍率(割り算部分)
2478  * @return ダメージ期待値
2479  */
2480 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2481 {
2482         dam = calc_slaydam(dam, mult, div, force);
2483         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2484         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2485         return dam;
2486 }
2487
2488
2489 /*!
2490  * @brief 武器の各条件毎のダメージ期待値を表示する。
2491  * @param r 表示行
2492  * @param c 表示列
2493  * @param mindice ダイス部分最小値
2494  * @param maxdice ダイス部分最大値
2495  * @param blows 攻撃回数
2496  * @param dam_bonus ダメージ修正値
2497  * @param attr 条件内容
2498  * @param color 条件内容の表示色
2499  * @details
2500  * Display the damage figure of an object\n
2501  * (used by compare_weapon_aux)\n
2502  * \n
2503  * Only accurate for the current weapon, because it includes\n
2504  * the current +dam of the player.\n
2505  * @return なし
2506  */
2507 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2508 {
2509         char tmp_str[80];
2510         int mindam, maxdam;
2511         
2512         mindam = blows * (mindice + dam_bonus);
2513         maxdam = blows * (maxdice + dam_bonus);
2514
2515         /* Print the intro text */
2516         c_put_str(color, attr, r, c);
2517
2518         /* Calculate the min and max damage figures */
2519         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2520         
2521         /* Print the damage */
2522         put_str(tmp_str, r, c + 8);
2523 }
2524
2525
2526 /*!
2527  * @brief 武器一つ毎のダメージ情報を表示する。
2528  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2529  * @param col 表示する行の上端
2530  * @param r 表示する列の左端
2531  * @details
2532  * Show the damage figures for the various monster types\n
2533  * \n
2534  * Only accurate for the current weapon, because it includes\n
2535  * the current number of blows for the player.\n
2536  * @return なし
2537  */
2538 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2539 {
2540         u32b flgs[TR_FLAG_SIZE];
2541         int blow = p_ptr->num_blow[0];
2542         bool force = FALSE;
2543         bool dokubari = FALSE;
2544         
2545         /* Effective dices */
2546         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2547         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2548         
2549         int mindice = eff_dd;
2550         int maxdice = eff_ds * eff_dd;
2551         int mindam = 0;
2552         int maxdam = 0;
2553         int vorpal_mult = 1;
2554         int vorpal_div = 1;
2555         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2556         
2557
2558         /* Get the flags of the weapon */
2559         object_flags(o_ptr, flgs);
2560         
2561         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2562         
2563         
2564         /* Show Critical Damage*/
2565         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2566         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2567         
2568         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2569
2570         
2571         /* Vorpal Hit*/
2572         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2573         {
2574                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2575                 {
2576                         vorpal_mult = 5;
2577                         vorpal_div = 3;
2578                 }
2579                 else
2580                 {
2581                         vorpal_mult = 11;
2582                         vorpal_div = 9;
2583                 }
2584                 
2585                 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);
2586                 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);         
2587                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2588         }       
2589         
2590         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2591         {
2592                 force = TRUE;
2593                 
2594                 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);
2595                 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);
2596                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2597         }
2598                 
2599         /* Print the relevant lines */
2600         if (have_flag(flgs, TR_KILL_ANIMAL))
2601         {
2602                 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);
2603                 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);         
2604                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2605         }
2606         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2607         {
2608                 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);
2609                 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);
2610                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2611         }
2612         if (have_flag(flgs, TR_KILL_EVIL))
2613         {       
2614                 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);
2615                 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);
2616                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2617         }
2618         else if (have_flag(flgs, TR_SLAY_EVIL))
2619         {       
2620                 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);
2621                 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);         
2622                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2623         }
2624         if (have_flag(flgs, TR_KILL_HUMAN))
2625         {       
2626                 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);
2627                 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);
2628                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2629         }
2630         else if (have_flag(flgs, TR_SLAY_HUMAN))
2631         {       
2632                 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);
2633                 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);
2634                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2635         }
2636         if (have_flag(flgs, TR_KILL_UNDEAD))
2637         {
2638                 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);
2639                 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);
2640                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2641         }
2642         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2643         {
2644                 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);
2645                 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);
2646                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2647         }
2648         if (have_flag(flgs, TR_KILL_DEMON))
2649         {       
2650                 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);
2651                 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);
2652                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2653         }
2654         else if (have_flag(flgs, TR_SLAY_DEMON))
2655         {       
2656                 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);
2657                 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);
2658                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2659         }
2660         if (have_flag(flgs, TR_KILL_ORC))
2661         {
2662                 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);
2663                 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);
2664                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2665         }
2666         else if (have_flag(flgs, TR_SLAY_ORC))
2667         {
2668                 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);
2669                 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);
2670                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2671         }
2672         if (have_flag(flgs, TR_KILL_TROLL))
2673         {
2674                 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);
2675                 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);
2676                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2677         }
2678         else if (have_flag(flgs, TR_SLAY_TROLL))
2679         {
2680                 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);
2681                 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);
2682                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2683         }
2684         if (have_flag(flgs, TR_KILL_GIANT))
2685         {
2686                 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);
2687                 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);
2688                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2689         }
2690         else if (have_flag(flgs, TR_SLAY_GIANT))
2691         {
2692                 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);
2693                 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);
2694                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2695         }
2696         if (have_flag(flgs, TR_KILL_DRAGON))
2697         {
2698                 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);
2699                 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);
2700                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2701         }
2702         else if (have_flag(flgs, TR_SLAY_DRAGON))
2703         {               
2704                 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);
2705                 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);
2706                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2707         }
2708         if (have_flag(flgs, TR_BRAND_ACID))
2709         {
2710                 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);
2711                 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);
2712                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2713         }
2714         if (have_flag(flgs, TR_BRAND_ELEC))
2715         {
2716                 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);
2717                 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);
2718                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2719         }
2720         if (have_flag(flgs, TR_BRAND_FIRE))
2721         {
2722                 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);
2723                 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);
2724                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2725         }
2726         if (have_flag(flgs, TR_BRAND_COLD))
2727         {
2728                 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);
2729                 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);
2730                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2731         }
2732         if (have_flag(flgs, TR_BRAND_POIS))
2733         {
2734                 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);
2735                 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);
2736                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2737         }
2738 }
2739
2740 /*!
2741  * @brief モンスターへの命中率の計算
2742  * @param to_h 命中値
2743  * @param ac 敵AC
2744  * @return なし
2745  */
2746 static int hit_chance(int to_h, int ac)
2747 {
2748         int chance = 0;
2749         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2750
2751         if (meichuu <= 0) return 5;
2752
2753         chance = 100 - ((ac * 75) / meichuu);
2754
2755         if (chance > 95) chance = 95;
2756         if (chance < 5) chance = 5;
2757         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2758                 chance = (chance * 19 + 9) / 20;
2759         return chance;
2760 }
2761
2762 /*!
2763  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2764  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2765  * @param row 表示する列の左端
2766  * @param col 表示する行の上端
2767  * @details
2768  * Displays all info about a weapon
2769  *
2770  * Only accurate for the current weapon, because it includes
2771  * various info about the player's +to_dam and number of blows.
2772  * @return なし
2773  */
2774 static void list_weapon(object_type *o_ptr, int row, int col)
2775 {
2776         char o_name[MAX_NLEN];
2777         char tmp_str[80];
2778
2779         /* Effective dices */
2780         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2781         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2782
2783         /* Print the weapon name */
2784         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2785         c_put_str(TERM_YELLOW, o_name, row, col);
2786
2787         /* Print the player's number of blows */
2788         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2789         put_str(tmp_str, row+1, col);
2790
2791         /* Print to_hit and to_dam of the weapon */
2792         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2793         put_str(tmp_str, row+2, col);
2794
2795         /* Print the weapons base damage dice */
2796         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2797                                 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2798                                 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2799         put_str(tmp_str, row+3, col);
2800         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2801
2802         /* Damage for one blow (if it hits) */
2803         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2804             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2805                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2806         put_str(tmp_str, row+6, col+1);
2807
2808         /* Damage for the complete attack (if all blows hit) */
2809         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2810                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2811                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2812         put_str(tmp_str, row+7, col+1);
2813 }
2814
2815
2816 /*!
2817  * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2818  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2819  * @return 対象になるならTRUEを返す。
2820  */
2821 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
2822 {
2823         switch (o_ptr->tval)
2824         {
2825                 case TV_HAFTED:
2826                 case TV_POLEARM:
2827                 case TV_DIGGING:
2828                 {
2829                         return (TRUE);
2830                 }
2831                 case TV_SWORD:
2832                 {
2833                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2834                 }
2835         }
2836
2837         return (FALSE);
2838 }
2839
2840
2841 /*!
2842  * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2843  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2844  * @return 対象になるならTRUEを返す。
2845  */
2846 static bool item_tester_hook_ammo(object_type *o_ptr)
2847 {
2848         switch (o_ptr->tval)
2849         {
2850                 case TV_SHOT:
2851                 case TV_ARROW:
2852                 case TV_BOLT:
2853                 {
2854                         return (TRUE);
2855                 }
2856         }
2857
2858         return (FALSE);
2859 }
2860
2861
2862 /*!
2863  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2864  * @details 
2865  * Copies the weapons to compare into the weapon-slot and\n
2866  * compares the values for both weapons.\n
2867  * 武器1つだけで比較をしないなら費用は半額になる。
2868  * @param bcost 基本鑑定費用
2869  * @return 最終的にかかった費用
2870  */
2871 static int compare_weapons(int bcost)
2872 {
2873         int i, n;
2874         OBJECT_IDX item, item2;
2875         object_type *o_ptr[2];
2876         object_type orig_weapon;
2877         object_type *i_ptr;
2878         cptr q, s;
2879         int row = 2;
2880         int wid = 38, mgn = 2;
2881         bool old_character_xtra = character_xtra;
2882         char ch;
2883         int total = 0;
2884         int cost = 0; /* First time no price */
2885
2886         /* Save the screen */
2887         screen_save();
2888
2889         /* Clear the screen */
2890         clear_bldg(0, 22);
2891
2892         /* Store copy of original wielded weapon */
2893         i_ptr = &inventory[INVEN_RARM];
2894         object_copy(&orig_weapon, i_ptr);
2895
2896         /* Only compare melee weapons */
2897         item_tester_no_ryoute = TRUE;
2898         item_tester_hook = item_tester_hook_melee_weapon;
2899
2900         /* Get the first weapon */
2901         q = _("第一の武器は?", "What is your first weapon? ");
2902         s = _("比べるものがありません。", "You have nothing to compare.");
2903
2904         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2905         {
2906                 screen_load();
2907                 return (0);
2908         }
2909
2910         /* Get the item (in the pack) */
2911         o_ptr[0] = &inventory[item];
2912         n = 1;
2913         total = bcost;
2914
2915         while (TRUE)
2916         {
2917                 /* Clear the screen */
2918                 clear_bldg(0, 22);
2919
2920                 /* Only compare melee weapons */
2921                 item_tester_no_ryoute = TRUE;
2922                 item_tester_hook = item_tester_hook_melee_weapon;
2923
2924                 /* Hack -- prevent "icky" message */
2925                 character_xtra = TRUE;
2926
2927                 /* Diaplay selected weapon's infomation */
2928                 for (i = 0; i < n; i++)
2929                 {
2930                         int col = (wid * i + mgn);
2931
2932                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2933                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2934
2935                         /* Get the new values */
2936                         calc_bonuses();
2937
2938                         /* List the new values */
2939                         list_weapon(o_ptr[i], row, col);
2940                         compare_weapon_aux(o_ptr[i], col, row + 8);
2941
2942                         /* Copy back the original weapon into the weapon slot */
2943                         object_copy(i_ptr, &orig_weapon);
2944                 }
2945
2946                 /* Reset the values for the old weapon */
2947                 calc_bonuses();
2948
2949                 character_xtra = old_character_xtra;
2950
2951 #ifdef JP
2952                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2953                 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);
2954                 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);
2955 #else
2956                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2957                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2958                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2959 #endif
2960
2961                 flush();
2962                 ch = inkey();
2963
2964                 if (ch == 's')
2965                 {
2966                         if (total + cost > p_ptr->au)
2967                         {
2968                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2969                                 msg_print(NULL);
2970                                 continue;
2971                         }
2972
2973                         q = _("第二の武器は?", "What is your second weapon? ");
2974                         s = _("比べるものがありません。", "You have nothing to compare.");
2975
2976                         /* Get the second weapon */
2977                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2978
2979                         total += cost;
2980                         cost = bcost / 2;
2981
2982                         /* Get the item (in the pack) */
2983                         o_ptr[1] = &inventory[item2];
2984                         n = 2;
2985                 }
2986                 else
2987                 {
2988                         break;
2989                 }
2990         }
2991
2992         /* Restore the screen */
2993         screen_load();
2994
2995         /* Done */
2996         return (total);
2997 }
2998
2999
3000 /*!
3001  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
3002  * @details 
3003  * Calculate and display the dodge-rate and the protection-rate
3004  * based on AC
3005  * @param iAC プレイヤーのAC。
3006  * @return 常にTRUEを返す。
3007  */
3008 static bool eval_ac(int iAC)
3009 {
3010 #ifdef JP
3011         const char memo[] =
3012                 "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"
3013                 "何パーセント軽減するかを示します。\n"
3014                 "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"
3015                 "に対してのみ効果があります。\n \n"
3016                 "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"
3017                 "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"
3018                 "敵のレベルとあなたのACによって決定されます。\n \n"
3019                 "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"
3020                 "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";
3021 #else
3022         const char memo[] =
3023                 "'Protection Rate' means how much damage is reduced by your armor.\n"
3024                 "Note that the Protection rate is effective only against normal "
3025                 "'attack' and 'shatter' type melee attacks, "
3026                 "and has no effect against any other types such as 'poison'.\n \n"
3027                 "'Dodge Rate' indicates the success rate on dodging the "
3028                 "monster's melee attacks.  "
3029                 "It is depend on the level of the monster and your AC.\n \n"
3030                 "'Average Damage' indicates the expected amount of damage "
3031                 "when you are attacked by normal melee attacks with power=100.";
3032 #endif
3033
3034         int protection;
3035         int col, row = 2;
3036         int lvl;
3037         char buf[80*20], *t;
3038
3039         /* AC lower than zero has no effect */
3040         if (iAC < 0) iAC = 0;
3041
3042         /* ダメージ軽減率を計算 */
3043         protection = 100 * MIN(iAC, 150) / 250;
3044
3045         screen_save();
3046         clear_bldg(0, 22);
3047
3048 #ifdef JP
3049         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3050         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
3051         row++;
3052
3053         put_str("敵のレベル      :", row + 0, 0);
3054         put_str("回避率          :", row + 1, 0);
3055         put_str("ダメージ期待値  :", row + 2, 0);
3056 #else
3057         put_str(format("Your current AC : %3d", iAC), row++, 0);
3058         put_str(format("Protection rate : %3d%%", protection), row++, 0);
3059         row++;
3060
3061         put_str("Level of Monster:", row + 0, 0);
3062         put_str("Dodge Rate      :", row + 1, 0);
3063         put_str("Average Damage  :", row + 2, 0);
3064 #endif
3065     
3066         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3067         {
3068                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3069                 int dodge;   /* 回避率(%) */
3070                 int average; /* ダメージ期待値 */
3071
3072                 put_str(format("%3d", lvl), row + 0, col);
3073
3074                 /* 回避率を計算 */
3075                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3076                 put_str(format("%3d%%", dodge), row + 1, col);
3077
3078                 /* 100点の攻撃に対してのダメージ期待値を計算 */
3079                 average = (100 - dodge) * (100 - protection) / 100;
3080                 put_str(format("%3d", average), row + 2, col);
3081         }
3082
3083         /* Display note */
3084         roff_to_buf(memo, 70, buf, sizeof(buf));
3085         for (t = buf; t[0]; t += strlen(t) + 1)
3086                 put_str(t, (row++) + 4, 4);
3087
3088 #ifdef JP
3089         prt("現在のあなたの装備からすると、あなたの防御力は"
3090                    "これくらいです:", 0, 0);
3091 #else
3092         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3093 #endif
3094   
3095         flush();
3096         (void)inkey();
3097         screen_load();
3098
3099         /* Done */
3100         return (TRUE);
3101 }
3102
3103
3104 /*!
3105  * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
3106  * @param o_ptr オブジェクトの構造体の参照ポインタ。
3107  * @return 修復対象になるならTRUEを返す。
3108  */
3109 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
3110 {
3111         if (o_ptr->tval != TV_SWORD) return FALSE;
3112
3113         switch (o_ptr->sval)
3114         {
3115         case SV_BROKEN_DAGGER:
3116         case SV_BROKEN_SWORD:
3117                 return TRUE;
3118         }
3119
3120         return FALSE;
3121 }
3122
3123 /*!
3124  * @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。
3125  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3126  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3127  * @return 修復対象になるならTRUEを返す。
3128  */
3129 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3130 {
3131         int i, n = 0;
3132         int cand[TR_FLAG_MAX];
3133         u32b to_flgs[TR_FLAG_SIZE];
3134         u32b from_flgs[TR_FLAG_SIZE];
3135
3136         object_flags(to_ptr, to_flgs);
3137         object_flags(from_ptr, from_flgs);
3138
3139         for (i = 0; i < TR_FLAG_MAX; i++)
3140         {
3141                 switch (i)
3142                 {
3143                 case TR_IGNORE_ACID:
3144                 case TR_IGNORE_ELEC:
3145                 case TR_IGNORE_FIRE:
3146                 case TR_IGNORE_COLD:
3147                 case TR_ACTIVATE:
3148                 case TR_RIDING:
3149                 case TR_THROW:
3150                 case TR_SHOW_MODS:
3151                 case TR_HIDE_TYPE:
3152                 case TR_ES_ATTACK:
3153                 case TR_ES_AC:
3154                 case TR_FULL_NAME:
3155                 case TR_FIXED_FLAVOR:
3156                         break;
3157                 default:
3158                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3159                         {
3160                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3161                         }
3162                 }
3163         }
3164
3165         if (n > 0)
3166         {
3167                 int bmax;
3168                 int tr_idx = cand[randint0(n)];
3169                 add_flag(to_ptr->art_flags, tr_idx);
3170                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3171                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3172                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3173                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3174         }
3175
3176         return;
3177 }
3178
3179 /*!
3180  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3181  * @param bcost 基本鑑定費用
3182  * @return 実際にかかった費用
3183  */
3184 static int repair_broken_weapon_aux(int bcost)
3185 {
3186         s32b cost;
3187         OBJECT_IDX item, mater;
3188         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3189         object_kind *k_ptr;
3190         int i, dd_bonus, ds_bonus;
3191         IDX k_idx;
3192         char basenm[MAX_NLEN];
3193         cptr q, s; /* For get_item prompt */
3194         int row = 7;
3195
3196         /* Clear screen */
3197         clear_bldg(0, 22);
3198
3199         /* Notice */
3200         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);
3201         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);
3202
3203         /* Get an item */
3204         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3205         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3206
3207         /* Only forge broken weapons */
3208         item_tester_hook = item_tester_hook_broken_weapon;
3209
3210         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3211
3212         /* Get the item (in the pack) */
3213         o_ptr = &inventory[item];
3214
3215         /* It is worthless */
3216         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3217         {
3218                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3219                 return (0);
3220         }
3221
3222         /* They are too many */
3223         if (o_ptr->number > 1)
3224         {
3225                 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!"));
3226                 return (0);
3227         }
3228
3229         /* Display item name */
3230         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3231         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3232
3233         /* Get an item */
3234         q = _("材料となる武器は?", "Which weapon for material? ");
3235         s = _("材料となる武器がありません。", "You have no material to repair.");
3236
3237         /* Only forge broken weapons */
3238         item_tester_hook = item_tester_hook_melee_weapon;
3239
3240         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3241         if (mater == item)
3242         {
3243                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3244                 return (0);
3245         }
3246
3247         /* Get the item (in the pack) */
3248         mo_ptr = &inventory[mater];
3249
3250         /* Display item name */
3251         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3252         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3253
3254         /* Get the value of one of the items (except curses) */
3255         cost = bcost + object_value_real(o_ptr) * 2;
3256
3257         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);
3258
3259         /* Check if the player has enough money */
3260         if (p_ptr->au < cost)
3261         {
3262                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3263                 msg_format(_("%sを修復するだけのゴールドがありません!",
3264                         "You do not have the gold to repair %s!"), basenm);
3265                 msg_print(NULL);
3266                 return (0);
3267         }
3268
3269         if (o_ptr->sval == SV_BROKEN_DAGGER)
3270         {
3271                 IDX j;
3272                 int n = 1;
3273
3274                 /* Suppress compiler warning */
3275                 k_idx = 0;
3276
3277                 for (j = 1; j < max_k_idx; j++)
3278                 {
3279                         object_kind *k_aux_ptr = &k_info[j];
3280
3281                         if (k_aux_ptr->tval != TV_SWORD) continue;
3282                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3283                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3284                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3285                         if (k_aux_ptr->weight > 99) continue;
3286
3287                         if (one_in_(n)) 
3288                         {
3289                                 k_idx = j;
3290                                 n++;
3291                         }
3292                 }
3293         }
3294         else /* TV_BROKEN_SWORD */
3295         {
3296                 /* Repair to a sword or sometimes material's type weapon */
3297                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3298
3299                 while(1)
3300                 {
3301                         object_kind *ck_ptr;
3302
3303                         k_idx = lookup_kind(tval, SV_ANY);
3304                         ck_ptr = &k_info[k_idx];
3305
3306                         if (tval == TV_SWORD)
3307                         {
3308                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3309                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3310                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3311                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3312                         }
3313                         if (tval == TV_POLEARM)
3314                         {
3315                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3316                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3317                         }
3318                         if (tval == TV_HAFTED)
3319                         {
3320                                 if ((ck_ptr->sval == SV_GROND) ||
3321                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3322                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3323                         }
3324
3325                         break;
3326                 }
3327         }
3328
3329         /* Calculate dice bonuses */
3330         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3331         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3332         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3333         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3334
3335         /* Change base object */
3336         k_ptr = &k_info[k_idx];
3337         o_ptr->k_idx = k_idx;
3338         o_ptr->weight = k_ptr->weight;
3339         o_ptr->tval = k_ptr->tval;
3340         o_ptr->sval = k_ptr->sval;
3341         o_ptr->dd = k_ptr->dd;
3342         o_ptr->ds = k_ptr->ds;
3343
3344         /* Copy base object's ability */
3345         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3346         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3347         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3348
3349         /* Dice up */
3350         if (dd_bonus > 0)
3351         {
3352                 o_ptr->dd++;
3353                 for (i = 1; i < dd_bonus; i++)
3354                 {
3355                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3356                 }
3357         }
3358         if (ds_bonus > 0)
3359         {
3360                 o_ptr->ds++;
3361                 for (i = 1; i < ds_bonus; i++)
3362                 {
3363                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3364                 }
3365         }
3366
3367         /* */
3368         if (have_flag(k_ptr->flags, TR_BLOWS))
3369         {
3370                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3371                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3372         }
3373
3374         /* Add one random ability from material weapon */
3375         give_one_ability_of_object(o_ptr, mo_ptr);
3376
3377         /* Add to-dam, to-hit and to-ac from material weapon */
3378         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3379         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3380         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3381
3382         if ((o_ptr->name1 == ART_NARSIL) ||
3383                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3384                 (object_is_ego(o_ptr) && one_in_(7)))
3385         {
3386                 /* Forge it */
3387                 if (object_is_ego(o_ptr))
3388                 {
3389                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3390                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3391                 }
3392
3393                 /* Add one random ability from material weapon */
3394                 give_one_ability_of_object(o_ptr, mo_ptr);
3395
3396                 /* Add one random activation */
3397                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3398
3399                 /* Narsil */
3400                 if (o_ptr->name1 == ART_NARSIL)
3401                 {
3402                         one_high_resistance(o_ptr);
3403                         one_ability(o_ptr);
3404                 }
3405
3406                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3407         }
3408
3409         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3410 #ifdef JP
3411         msg_format("$%dで%sに修復しました。", cost, basenm);
3412 #else
3413         msg_format("Repaired into %s for %d gold.", basenm, cost);
3414 #endif
3415         msg_print(NULL);
3416
3417         /* Remove BROKEN flag */
3418         o_ptr->ident &= ~(IDENT_BROKEN);
3419
3420         /* Add repaired flag */
3421         o_ptr->discount = 99;
3422
3423         /* Decrease material object */
3424         inven_item_increase(mater, -1);
3425         inven_item_optimize(mater);
3426
3427         /* Copyback */
3428         p_ptr->update |= PU_BONUS;
3429         handle_stuff();
3430
3431         /* Something happened */
3432         return (cost);
3433 }
3434
3435 /*!
3436  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3437  * @param bcost 基本鑑定費用
3438  * @return 実際にかかった費用
3439  */
3440 static int repair_broken_weapon(int bcost)
3441 {
3442         int cost;
3443
3444         screen_save();
3445         cost = repair_broken_weapon_aux(bcost);
3446         screen_load();
3447         return cost;
3448 }
3449
3450
3451 /*!
3452  * @brief アイテムの強化を行う。 / Enchant item
3453  * @param cost 1回毎の費用
3454  * @param to_hit 命中をアップさせる量
3455  * @param to_dam ダメージをアップさせる量
3456  * @param to_ac ACをアップさせる量
3457  * @return 実際にかかった費用
3458  */
3459 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3460 {
3461         int         i;
3462         OBJECT_IDX  item;
3463         bool        okay = FALSE;
3464         object_type *o_ptr;
3465         cptr        q, s;
3466         int         maxenchant = (p_ptr->lev / 5);
3467         char        tmp_str[MAX_NLEN];
3468
3469         clear_bldg(4, 18);
3470 #ifdef JP
3471         prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3472         prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3473 #else
3474         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3475         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3476 #endif
3477
3478         item_tester_no_ryoute = TRUE;
3479
3480         /* Get an item */
3481         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3482         s = _("改良できるものがありません。", "You have nothing to improve.");
3483
3484         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3485
3486         /* Get the item (in the pack) */
3487         o_ptr = &inventory[item];
3488
3489         /* Check if the player has enough money */
3490         if (p_ptr->au < (cost * o_ptr->number))
3491         {
3492                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3493                 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);
3494                 return (FALSE);
3495         }
3496
3497         /* Enchant to hit */
3498         for (i = 0; i < to_hit; i++)
3499         {
3500                 if (o_ptr->to_h < maxenchant)
3501                 {
3502                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3503                         {
3504                                 okay = TRUE;
3505                                 break;
3506                         }
3507                 }
3508         }
3509
3510         /* Enchant to damage */
3511         for (i = 0; i < to_dam; i++)
3512         {
3513                 if (o_ptr->to_d < maxenchant)
3514                 {
3515                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3516                         {
3517                                 okay = TRUE;
3518                                 break;
3519                         }
3520                 }
3521         }
3522
3523         /* Enchant to AC */
3524         for (i = 0; i < to_ac; i++)
3525         {
3526                 if (o_ptr->to_a < maxenchant)
3527                 {
3528                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3529                         {
3530                                 okay = TRUE;
3531                                 break;
3532                         }
3533                 }
3534         }
3535
3536         /* Failure */
3537         if (!okay)
3538         {
3539                 /* Flush */
3540                 if (flush_failure) flush();
3541
3542                 /* Message */
3543                 msg_print(_("改良に失敗した。", "The improvement failed."));
3544
3545                 return (FALSE);
3546         }
3547         else
3548         {
3549                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3550 #ifdef JP
3551                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3552 #else
3553                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3554 #endif
3555
3556                 /* Charge the money */
3557                 p_ptr->au -= (cost * o_ptr->number);
3558
3559                 if (item >= INVEN_RARM) calc_android_exp();
3560
3561                 /* Something happened */
3562                 return (TRUE);
3563         }
3564 }
3565
3566
3567 /*!
3568  * @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
3569  * @details
3570  * The player can select the number of charges to add\n
3571  * (up to a limit), and the recharge never fails.\n
3572  *\n
3573  * The cost for rods depends on the level of the rod. The prices\n
3574  * for recharging wands and staves are dependent on the cost of\n
3575  * the base-item.\n
3576  * @return なし
3577  */
3578 static void building_recharge(void)
3579 {
3580         OBJECT_IDX  item;
3581         int         lev;
3582         object_type *o_ptr;
3583         object_kind *k_ptr;
3584         cptr        q, s;
3585         int         price;
3586         PARAMETER_VALUE charges;
3587         int         max_charges;
3588         char        tmp_str[MAX_NLEN];
3589
3590         msg_flag = FALSE;
3591
3592         /* Display some info */
3593         clear_bldg(4, 18);
3594         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);
3595
3596
3597         /* Only accept legal items */
3598         item_tester_hook = item_tester_hook_recharge;
3599
3600         /* Get an item */
3601         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3602         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3603         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3604
3605         /* Get the item (in the pack) */
3606         if (item >= 0)
3607         {
3608                 o_ptr = &inventory[item];
3609         }
3610
3611         /* Get the item (on the floor) */
3612         else
3613         {
3614                 o_ptr = &o_list[0 - item];
3615         }
3616
3617         k_ptr = &k_info[o_ptr->k_idx];
3618
3619         /*
3620          * We don't want to give the player free info about
3621          * the level of the item or the number of charges.
3622          */
3623         /* The item must be "known" */
3624         if (!object_is_known(o_ptr))
3625         {
3626                 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!"));
3627                 msg_print(NULL);
3628
3629                 if ((p_ptr->au >= 50) &&
3630                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3631
3632                 {
3633                         /* Pay the price */
3634                         p_ptr->au -= 50;
3635
3636                         /* Identify it */
3637                         identify_item(o_ptr);
3638
3639                         /* Description */
3640                         object_desc(tmp_str, o_ptr, 0);
3641                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3642
3643                         /* Auto-inscription */
3644                         autopick_alter_item(item, FALSE);
3645
3646                         /* Update the gold display */
3647                         building_prt_gold();
3648                 }
3649                 else
3650                 {
3651                         return;
3652                 }
3653         }
3654
3655         /* Extract the object "level" */
3656         lev = k_info[o_ptr->k_idx].level;
3657
3658         /* Price for a rod */
3659         if (o_ptr->tval == TV_ROD)
3660         {
3661                 if (o_ptr->timeout > 0)
3662                 {
3663                         /* Fully recharge */
3664                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3665                 }
3666                 else
3667                 {
3668                         /* No recharge necessary */
3669                         price = 0;
3670                         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."));
3671                         return;
3672                 }
3673         }
3674         else if (o_ptr->tval == TV_STAFF)
3675         {
3676                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3677                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3678
3679                 /* Pay at least 10 gold per charge */
3680                 price = MAX(10, price);
3681         }
3682         else
3683         {
3684                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3685                 price = (k_info[o_ptr->k_idx].cost / 10);
3686
3687                 /* Pay at least 10 gold per charge */
3688                 price = MAX(10, price);
3689         }
3690
3691         /* Limit the number of charges for wands and staffs */
3692         if (o_ptr->tval == TV_WAND
3693                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3694         {
3695                 if (o_ptr->number > 1)
3696                 {
3697                         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."));
3698                 }
3699                 else
3700                 {
3701                         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."));
3702                 }
3703                 return;
3704         }
3705         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3706         {
3707                 if (o_ptr->number > 1)
3708                 {
3709                         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."));
3710                 }
3711                 else
3712                 {
3713                         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."));
3714                 }
3715                 return;
3716         }
3717
3718         /* Check if the player has enough money */
3719         if (p_ptr->au < price)
3720         {
3721                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3722 #ifdef JP
3723                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3724 #else
3725                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3726 #endif
3727
3728                 return;
3729         }
3730
3731         if (o_ptr->tval == TV_ROD)
3732         {
3733 #ifdef JP
3734 if (get_check(format("そのロッドを$%d で再充填しますか?",
3735  price)))
3736 #else
3737                 if (get_check(format("Recharge the %s for %d gold? ",
3738                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3739 #endif
3740
3741                 {
3742                         /* Recharge fully */
3743                         o_ptr->timeout = 0;
3744                 }
3745                 else
3746                 {
3747                         return;
3748                 }
3749         }
3750         else
3751         {
3752                 if (o_ptr->tval == TV_STAFF)
3753                         max_charges = k_ptr->pval - o_ptr->pval;
3754                 else
3755                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3756
3757                 /* Get the quantity for staves and wands */
3758                 charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3759                                         MIN(p_ptr->au / price, max_charges));
3760
3761                 /* Do nothing */
3762                 if (charges < 1) return;
3763
3764                 /* Get the new price */
3765                 price *= charges;
3766
3767                 /* Recharge */
3768                 o_ptr->pval += charges;
3769
3770                 /* We no longer think the item is empty */
3771                 o_ptr->ident &= ~(IDENT_EMPTY);
3772         }
3773
3774         /* Give feedback */
3775         object_desc(tmp_str, o_ptr, 0);
3776 #ifdef JP
3777         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3778 #else
3779         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3780 #endif
3781
3782         /* Combine / Reorder the pack (later) */
3783         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3784
3785         /* Window stuff */
3786         p_ptr->window |= (PW_INVEN);
3787
3788         /* Pay the price */
3789         p_ptr->au -= price;
3790
3791         /* Finished */
3792         return;
3793 }
3794
3795
3796 /*!
3797  * @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
3798  * @details
3799  * The player can select the number of charges to add\n
3800  * (up to a limit), and the recharge never fails.\n
3801  *\n
3802  * The cost for rods depends on the level of the rod. The prices\n
3803  * for recharging wands and staves are dependent on the cost of\n
3804  * the base-item.\n
3805  * @return なし
3806  */
3807 static void building_recharge_all(void)
3808 {
3809         int         i;
3810         int         lev;
3811         object_type *o_ptr;
3812         object_kind *k_ptr;
3813         int         price = 0;
3814         int         total_cost = 0;
3815
3816
3817         /* Display some info */
3818         msg_flag = FALSE;
3819         clear_bldg(4, 18);
3820         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);
3821
3822         /* Calculate cost */
3823         for ( i = 0; i < INVEN_PACK; i++)
3824         {
3825                 o_ptr = &inventory[i];
3826                                 
3827                 /* skip non magic device */
3828                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3829
3830                 /* need identified */
3831                 if (!object_is_known(o_ptr)) total_cost += 50;
3832
3833                 /* Extract the object "level" */
3834                 lev = k_info[o_ptr->k_idx].level;
3835
3836                 k_ptr = &k_info[o_ptr->k_idx];
3837
3838                 switch (o_ptr->tval)
3839                 {
3840                 case TV_ROD:
3841                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3842                         break;
3843
3844                 case TV_STAFF:
3845                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3846                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3847
3848                         /* Pay at least 10 gold per charge */
3849                         price = MAX(10, price);
3850
3851                         /* Fully charge */
3852                         price = (k_ptr->pval - o_ptr->pval) * price;
3853                         break;
3854
3855                 case TV_WAND:
3856                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3857                         price = (k_info[o_ptr->k_idx].cost / 10);
3858
3859                         /* Pay at least 10 gold per charge */
3860                         price = MAX(10, price);
3861
3862                         /* Fully charge */
3863                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3864                         break;
3865                 }
3866
3867                 /* if price <= 0 then item have enough charge */
3868                 if (price > 0) total_cost += price;
3869         }
3870
3871         if (!total_cost)
3872         {
3873                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3874                 msg_print(NULL);
3875                 return;
3876         }
3877
3878         /* Check if the player has enough money */
3879         if (p_ptr->au < total_cost)
3880         {
3881                 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 );
3882                 msg_print(NULL);
3883                 return;
3884         }
3885         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3886         
3887         for (i = 0; i < INVEN_PACK; i++)
3888         {
3889                 o_ptr = &inventory[i];
3890                 k_ptr = &k_info[o_ptr->k_idx];
3891
3892                 /* skip non magic device */
3893                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3894
3895                 /* Identify it */
3896                 if (!object_is_known(o_ptr))
3897                 {
3898                         identify_item(o_ptr);
3899
3900                         /* Auto-inscription */
3901                         autopick_alter_item(i, FALSE);
3902                 }
3903
3904                 /* Recharge */
3905                 switch (o_ptr->tval)
3906                 {
3907                 case TV_ROD:
3908                         o_ptr->timeout = 0;
3909                         break;
3910                 case TV_STAFF:
3911                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3912                         /* We no longer think the item is empty */
3913                         o_ptr->ident &= ~(IDENT_EMPTY);
3914                         break;
3915                 case TV_WAND:
3916                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3917                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3918                         /* We no longer think the item is empty */
3919                         o_ptr->ident &= ~(IDENT_EMPTY);
3920                         break;
3921                 }
3922         }
3923
3924         /* Give feedback */
3925         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3926         msg_print(NULL);
3927
3928         /* Combine / Reorder the pack (later) */
3929         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3930
3931         /* Window stuff */
3932         p_ptr->window |= (PW_INVEN);
3933
3934         /* Pay the price */
3935         p_ptr->au -= total_cost;
3936
3937         /* Finished */
3938         return;
3939 }
3940
3941 /*!
3942  * @brief 町間のテレポートを行うメインルーチン。
3943  * @return テレポート処理を決定したか否か
3944  */
3945 bool tele_town(void)
3946 {
3947         int i, x, y;
3948         int num = 0;
3949
3950         if (dun_level)
3951         {
3952                 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!"));
3953                 return FALSE;
3954         }
3955
3956         if (p_ptr->inside_arena || p_ptr->inside_battle)
3957         {
3958                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3959                 return FALSE;
3960         }
3961
3962         screen_save();
3963         clear_bldg(4, 10);
3964
3965         for (i=1;i<max_towns;i++)
3966         {
3967                 char buf[80];
3968
3969                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
3970
3971                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
3972                 prt(buf, 5+i, 5);
3973                 num++;
3974         }
3975
3976         if (!num)
3977         {
3978                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3979                 msg_print(NULL);
3980                 screen_load();
3981                 return FALSE;
3982         }
3983
3984         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3985         while(1)
3986         {
3987                 i = inkey();
3988
3989                 if (i == ESCAPE)
3990                 {
3991                         screen_load();
3992                         return FALSE;
3993                 }
3994                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3995                 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;
3996                 break;
3997         }
3998
3999         for (y = 0; y < max_wild_y; y++)
4000         {
4001                 for (x = 0; x < max_wild_x; x++)
4002                 {
4003                         if(wilderness[y][x].town == (i-'a'+1))
4004                         {
4005                                 p_ptr->wilderness_y = y;
4006                                 p_ptr->wilderness_x = x;
4007                         }
4008                 }
4009         }
4010
4011         p_ptr->leaving = TRUE;
4012         leave_bldg = TRUE;
4013         p_ptr->teleport_town = TRUE;
4014         screen_load();
4015         return TRUE;
4016 }
4017
4018 /*!
4019  * @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-
4020  * @return 常にTRUEを返す。
4021  * @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。
4022  */
4023 static bool research_mon(void)
4024 {
4025         IDX i;
4026         int n;
4027         MONRACE_IDX r_idx;
4028         char sym, query;
4029         char buf[128];
4030
4031         bool notpicked;
4032
4033         bool recall = FALSE;
4034
4035         u16b why = 0;
4036
4037         IDX *who;
4038
4039         /* XTRA HACK WHATSEARCH */
4040         bool    all = FALSE;
4041         bool    uniq = FALSE;
4042         bool    norm = FALSE;
4043         char temp[80] = "";
4044
4045         /* XTRA HACK REMEMBER_IDX */
4046         static int old_sym = '\0';
4047         static IDX old_i = 0;
4048
4049
4050         /* Save the screen */
4051         screen_save();
4052
4053         /* Get a character, or abort */
4054         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):",
4055                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
4056
4057         {
4058                 /* Restore */
4059                 screen_load();
4060
4061                 return (FALSE);
4062         }
4063
4064         /* Find that character info, and describe it */
4065         for (i = 0; ident_info[i]; ++i)
4066         {
4067                 if (sym == ident_info[i][0]) break;
4068         }
4069
4070                 /* XTRA HACK WHATSEARCH */
4071         if (sym == KTRL('A'))
4072         {
4073                 all = TRUE;
4074                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4075         }
4076         else if (sym == KTRL('U'))
4077         {
4078                 all = uniq = TRUE;
4079                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4080         }
4081         else if (sym == KTRL('N'))
4082         {
4083                 all = norm = TRUE;
4084                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4085         }
4086         else if (sym == KTRL('M'))
4087         {
4088                 all = TRUE;
4089                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4090                 {
4091                         temp[0]=0;
4092
4093                         /* Restore */
4094                         screen_load();
4095
4096                         return FALSE;
4097                 }
4098                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4099         }
4100         else if (ident_info[i])
4101         {
4102                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4103         }
4104         else
4105         {
4106                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4107         }
4108
4109         /* Display the result */
4110         prt(buf, 16, 10);
4111
4112
4113         /* Allocate the "who" array */
4114         C_MAKE(who, max_r_idx, IDX);
4115
4116         /* Collect matching monsters */
4117         for (n = 0, i = 1; i < max_r_idx; i++)
4118         {
4119                 monster_race *r_ptr = &r_info[i];
4120
4121                 /* Empty monster */
4122                 if (!r_ptr->name) continue;
4123
4124                 /* XTRA HACK WHATSEARCH */
4125                 /* Require non-unique monsters if needed */
4126                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4127
4128                 /* Require unique monsters if needed */
4129                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4130
4131                 /* 名前検索 */
4132                 if (temp[0])
4133                 {
4134                         int xx;
4135                         char temp2[80];
4136
4137                         for (xx = 0; temp[xx] && xx < 80; xx++)
4138                         {
4139 #ifdef JP
4140                                 if (iskanji(temp[xx]))
4141                                 {
4142                                         xx++;
4143                                         continue;
4144                                 }
4145 #endif
4146                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
4147                         }
4148   
4149 #ifdef JP
4150                         strcpy(temp2, r_name + r_ptr->E_name);
4151 #else
4152                         strcpy(temp2, r_name + r_ptr->name);
4153 #endif
4154                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4155                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
4156
4157 #ifdef JP
4158                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4159 #else
4160                         if (my_strstr(temp2, temp))
4161 #endif
4162                                 who[n++] = i;
4163                 }
4164                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4165         }
4166
4167         /* Nothing to recall */
4168         if (!n)
4169         {
4170                 /* Free the "who" array */
4171                 C_KILL(who, max_r_idx, IDX);
4172
4173                 /* Restore */
4174                 screen_load();
4175
4176                 return (FALSE);
4177         }
4178
4179         /* Sort by level */
4180         why = 2;
4181         query = 'y';
4182
4183         /* Sort if needed */
4184         if (why)
4185         {
4186                 /* Select the sort method */
4187                 ang_sort_comp = ang_sort_comp_hook;
4188                 ang_sort_swap = ang_sort_swap_hook;
4189
4190                 /* Sort the array */
4191                 ang_sort(who, &why, n);
4192         }
4193
4194
4195         /* Start at the end */
4196         /* XTRA HACK REMEMBER_IDX */
4197         if (old_sym == sym && old_i < n) i = old_i;
4198         else i = n - 1;
4199
4200         notpicked = TRUE;
4201
4202         /* Scan the monster memory */
4203         while (notpicked)
4204         {
4205                 /* Extract a race */
4206                 r_idx = who[i];
4207
4208                 /* Hack -- Begin the prompt */
4209                 roff_top(r_idx);
4210
4211                 /* Hack -- Complete the prompt */
4212                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4213
4214                 /* Interact */
4215                 while (1)
4216                 {
4217                         /* Recall */
4218                         if (recall)
4219                         {
4220                                 /*** Recall on screen ***/
4221
4222                                 /* Get maximal info about this monster */
4223                                 lore_do_probe(r_idx);
4224
4225                                 /* Save this monster ID */
4226                                 monster_race_track(r_idx);
4227
4228                                 /* Hack -- Handle stuff */
4229                                 handle_stuff();
4230
4231                                 /* know every thing mode */
4232                                 screen_roff(r_idx, 0x01);
4233                                 notpicked = FALSE;
4234
4235                                 /* XTRA HACK REMEMBER_IDX */
4236                                 old_sym = sym;
4237                                 old_i = i;
4238                         }
4239
4240                         /* Command */
4241                         query = inkey();
4242
4243                         /* Normal commands */
4244                         if (query != 'r') break;
4245
4246                         /* Toggle recall */
4247                         recall = !recall;
4248                 }
4249
4250                 /* Stop scanning */
4251                 if (query == ESCAPE) break;
4252
4253                 /* Move to "prev" monster */
4254                 if (query == '-')
4255                 {
4256                         if (++i == n)
4257                         {
4258                                 i = 0;
4259                                 if (!expand_list) break;
4260                         }
4261                 }
4262
4263                 /* Move to "next" monster */
4264                 else
4265                 {
4266                         if (i-- == 0)
4267                         {
4268                                 i = n - 1;
4269                                 if (!expand_list) break;
4270                         }
4271                 }
4272         }
4273
4274
4275         /* Re-display the identity */
4276         /* prt(buf, 5, 5);*/
4277
4278         /* Free the "who" array */
4279         C_KILL(who, max_r_idx, IDX);
4280
4281         /* Restore */
4282         screen_load();
4283
4284         return (!notpicked);
4285 }
4286
4287
4288 /*!
4289  * @brief 施設の処理実行メインルーチン / Execute a building command
4290  * @param bldg 施設構造体の参照ポインタ
4291  * @param i 実行したい施設のサービステーブルの添字
4292  * @return なし
4293  */
4294 static void bldg_process_command(building_type *bldg, int i)
4295 {
4296         int bact = bldg->actions[i];
4297         int bcost;
4298         bool paid = FALSE;
4299         int amt;
4300
4301         /* Flush messages XXX XXX XXX */
4302         msg_flag = FALSE;
4303         msg_print(NULL);
4304
4305         if (is_owner(bldg))
4306                 bcost = bldg->member_costs[i];
4307         else
4308                 bcost = bldg->other_costs[i];
4309
4310         /* action restrictions */
4311         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4312             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4313         {
4314                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4315                 return;
4316         }
4317
4318         /* check gold (HACK - Recharge uses variable costs) */
4319         if ((bact != BACT_RECHARGE) &&
4320             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4321              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4322         {
4323                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4324                 return;
4325         }
4326
4327         switch (bact)
4328         {
4329         case BACT_NOTHING:
4330                 /* Do nothing */
4331                 break;
4332         case BACT_RESEARCH_ITEM:
4333                 paid = identify_fully(FALSE);
4334                 break;
4335         case BACT_TOWN_HISTORY:
4336                 town_history();
4337                 break;
4338         case BACT_RACE_LEGENDS:
4339                 race_legends();
4340                 break;
4341         case BACT_QUEST:
4342                 castle_quest();
4343                 break;
4344         case BACT_KING_LEGENDS:
4345         case BACT_ARENA_LEGENDS:
4346         case BACT_LEGENDS:
4347                 show_highclass();
4348                 break;
4349         case BACT_POSTER:
4350         case BACT_ARENA_RULES:
4351         case BACT_ARENA:
4352                 arena_comm(bact);
4353                 break;
4354         case BACT_IN_BETWEEN:
4355         case BACT_CRAPS:
4356         case BACT_SPIN_WHEEL:
4357         case BACT_DICE_SLOTS:
4358         case BACT_GAMBLE_RULES:
4359         case BACT_POKER:
4360                 gamble_comm(bact);
4361                 break;
4362         case BACT_REST:
4363         case BACT_RUMORS:
4364         case BACT_FOOD:
4365                 paid = inn_comm(bact);
4366                 break;
4367         case BACT_RESEARCH_MONSTER:
4368                 paid = research_mon();
4369                 break;
4370         case BACT_COMPARE_WEAPONS:
4371                 paid = TRUE;
4372                 bcost = compare_weapons(bcost);
4373                 break;
4374         case BACT_ENCHANT_WEAPON:
4375                 item_tester_hook = object_allow_enchant_melee_weapon;
4376                 enchant_item(bcost, 1, 1, 0);
4377                 break;
4378         case BACT_ENCHANT_ARMOR:
4379                 item_tester_hook = object_is_armour;
4380                 enchant_item(bcost, 0, 0, 1);
4381                 break;
4382         case BACT_RECHARGE:
4383                 building_recharge();
4384                 break;
4385         case BACT_RECHARGE_ALL:
4386                 building_recharge_all();
4387                 break;
4388         case BACT_IDENTS: /* needs work */
4389 #ifdef JP
4390                 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4391                 identify_pack();
4392                 msg_print(" 持ち物全てが鑑定されました。");
4393 #else
4394                 if (!get_check("Do you pay for identify all your possession? ")) break;
4395                 identify_pack();
4396                 msg_print("Your possessions have been identified.");
4397 #endif
4398
4399                 paid = TRUE;
4400                 break;
4401         case BACT_IDENT_ONE: /* needs work */
4402                 paid = ident_spell(FALSE);
4403                 break;
4404         case BACT_LEARN:
4405                 do_cmd_study();
4406                 break;
4407         case BACT_HEALING: /* needs work */
4408                 hp_player(200);
4409                 set_poisoned(0);
4410                 set_blind(0);
4411                 set_confused(0);
4412                 set_cut(0);
4413                 set_stun(0);
4414                 paid = TRUE;
4415                 break;
4416         case BACT_RESTORE: /* needs work */
4417                 if (do_res_stat(A_STR)) paid = TRUE;
4418                 if (do_res_stat(A_INT)) paid = TRUE;
4419                 if (do_res_stat(A_WIS)) paid = TRUE;
4420                 if (do_res_stat(A_DEX)) paid = TRUE;
4421                 if (do_res_stat(A_CON)) paid = TRUE;
4422                 if (do_res_stat(A_CHR)) paid = TRUE;
4423                 break;
4424         case BACT_ENCHANT_ARROWS:
4425                 item_tester_hook = item_tester_hook_ammo;
4426                 enchant_item(bcost, 1, 1, 0);
4427                 break;
4428         case BACT_ENCHANT_BOW:
4429                 item_tester_tval = TV_BOW;
4430                 enchant_item(bcost, 1, 1, 0);
4431                 break;
4432         case BACT_RECALL:
4433                 if (recall_player(1)) paid = TRUE;
4434                 break;
4435         case BACT_TELEPORT_LEVEL:
4436         {
4437                 IDX select_dungeon;
4438                 DEPTH max_depth;
4439
4440                 clear_bldg(4, 20);
4441                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4442                 show_building(bldg);
4443                 if (!select_dungeon) return;
4444
4445                 max_depth = d_info[select_dungeon].maxdepth;
4446
4447                 /* Limit depth in Angband */
4448                 if (select_dungeon == DUNGEON_ANGBAND)
4449                 {
4450                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4451                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4452                 }
4453                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4454                                                         d_name + d_info[select_dungeon].name), max_depth);
4455
4456                 if (amt > 0)
4457                 {
4458                         p_ptr->word_recall = 1;
4459                         p_ptr->recall_dungeon = select_dungeon;
4460                         max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4461                         if (record_maxdepth)
4462                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4463                                 
4464                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4465
4466                         paid = TRUE;
4467                         p_ptr->redraw |= (PR_STATUS);
4468                 }
4469                 break;
4470         }
4471         case BACT_LOSE_MUTATION:
4472                 if (p_ptr->muta1 || p_ptr->muta2 ||
4473                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4474                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4475                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4476                 {
4477                         while(!lose_mutation(0));
4478                         paid = TRUE;
4479                 }
4480                 else
4481                 {
4482                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4483                         msg_print(NULL);
4484                 }
4485                 break;
4486         case BACT_BATTLE:
4487                 kakutoujou();
4488                 break;
4489         case BACT_TSUCHINOKO:
4490                 tsuchinoko();
4491                 break;
4492         case BACT_KUBI:
4493                 shoukinkubi();
4494                 break;
4495         case BACT_TARGET:
4496                 today_target();
4497                 break;
4498         case BACT_KANKIN:
4499                 kankin();
4500                 break;
4501         case BACT_HEIKOUKA:
4502                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4503                 set_virtue(V_COMPASSION, 0);
4504                 set_virtue(V_HONOUR, 0);
4505                 set_virtue(V_JUSTICE, 0);
4506                 set_virtue(V_SACRIFICE, 0);
4507                 set_virtue(V_KNOWLEDGE, 0);
4508                 set_virtue(V_FAITH, 0);
4509                 set_virtue(V_ENLIGHTEN, 0);
4510                 set_virtue(V_ENCHANT, 0);
4511                 set_virtue(V_CHANCE, 0);
4512                 set_virtue(V_NATURE, 0);
4513                 set_virtue(V_HARMONY, 0);
4514                 set_virtue(V_VITALITY, 0);
4515                 set_virtue(V_UNLIFE, 0);
4516                 set_virtue(V_PATIENCE, 0);
4517                 set_virtue(V_TEMPERANCE, 0);
4518                 set_virtue(V_DILIGENCE, 0);
4519                 set_virtue(V_VALOUR, 0);
4520                 set_virtue(V_INDIVIDUALISM, 0);
4521                 get_virtues();
4522                 paid = TRUE;
4523                 break;
4524         case BACT_TELE_TOWN:
4525                 paid = tele_town();
4526                 break;
4527         case BACT_EVAL_AC:
4528                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4529                 break;
4530         case BACT_BROKEN_WEAPON:
4531                 paid = TRUE;
4532                 bcost = repair_broken_weapon(bcost);
4533                 break;
4534         }
4535
4536         if (paid)
4537         {
4538                 p_ptr->au -= bcost;
4539         }
4540 }
4541
4542 /*!
4543  * @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
4544  * @return なし
4545  */
4546 void do_cmd_quest(void)
4547 {
4548         p_ptr->energy_use = 100;
4549
4550         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4551         {
4552                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4553                 return;
4554         }
4555         else
4556         {
4557                 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."));
4558                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4559                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4560                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4561
4562                 /* Player enters a new quest */
4563                 p_ptr->oldpy = 0;
4564                 p_ptr->oldpx = 0;
4565
4566                 leave_quest_check();
4567
4568                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4569                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4570
4571                 p_ptr->leaving = TRUE;
4572         }
4573 }
4574
4575
4576 /*!
4577  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4578  * @return なし
4579  */
4580 void do_cmd_bldg(void)
4581 {
4582         int             i, which;
4583         char            command;
4584         bool            validcmd;
4585         building_type   *bldg;
4586
4587
4588         p_ptr->energy_use = 100;
4589
4590         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4591         {
4592                 msg_print(_("ここには建物はない。", "You see no building here."));
4593                 return;
4594         }
4595
4596         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4597
4598         bldg = &building[which];
4599
4600         /* Don't re-init the wilderness */
4601         reinit_wilderness = FALSE;
4602
4603         if ((which == 2) && (p_ptr->arena_number < 0))
4604         {
4605                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4606                 return;
4607         }
4608         else if ((which == 2) && p_ptr->inside_arena)
4609         {
4610                 if (!p_ptr->exit_bldg && m_cnt > 0)
4611                 {
4612                         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);
4613                 }
4614                 else
4615                 {
4616                         /* Don't save the arena as saved floor */
4617                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4618
4619                         p_ptr->inside_arena = FALSE;
4620                         p_ptr->leaving = TRUE;
4621
4622                         /* Re-enter the arena */
4623                         command_new = SPECIAL_KEY_BUILDING;
4624
4625                         /* No energy needed to re-enter the arena */
4626                         p_ptr->energy_use = 0;
4627                 }
4628
4629                 return;
4630         }
4631         else if (p_ptr->inside_battle)
4632         {
4633                 /* Don't save the arena as saved floor */
4634                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4635
4636                 p_ptr->leaving = TRUE;
4637                 p_ptr->inside_battle = FALSE;
4638
4639                 /* Re-enter the monster arena */
4640                 command_new = SPECIAL_KEY_BUILDING;
4641
4642                 /* No energy needed to re-enter the arena */
4643                 p_ptr->energy_use = 0;
4644
4645                 return;
4646         }
4647         else
4648         {
4649                 p_ptr->oldpy = p_ptr->y;
4650                 p_ptr->oldpx = p_ptr->x;
4651         }
4652
4653         /* Forget the lite */
4654         forget_lite();
4655
4656         /* Forget the view */
4657         forget_view();
4658
4659         /* Hack -- Increase "icky" depth */
4660         character_icky++;
4661
4662         command_arg = 0;
4663         command_rep = 0;
4664         command_new = 0;
4665
4666         show_building(bldg);
4667         leave_bldg = FALSE;
4668
4669         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4670
4671         while (!leave_bldg)
4672         {
4673                 validcmd = FALSE;
4674                 prt("", 1, 0);
4675
4676                 building_prt_gold();
4677
4678                 command = inkey();
4679
4680                 if (command == ESCAPE)
4681                 {
4682                         leave_bldg = TRUE;
4683                         p_ptr->inside_arena = FALSE;
4684                         p_ptr->inside_battle = FALSE;
4685                         break;
4686                 }
4687
4688                 for (i = 0; i < 8; i++)
4689                 {
4690                         if (bldg->letters[i])
4691                         {
4692                                 if (bldg->letters[i] == command)
4693                                 {
4694                                         validcmd = TRUE;
4695                                         break;
4696                                 }
4697                         }
4698                 }
4699
4700                 if (validcmd)
4701                         bldg_process_command(bldg, i);
4702
4703                 /* Notice stuff */
4704                 notice_stuff();
4705
4706                 /* Handle stuff */
4707                 handle_stuff();
4708         }
4709
4710         select_floor_music();
4711
4712         /* Flush messages XXX XXX XXX */
4713         msg_flag = FALSE;
4714         msg_print(NULL);
4715
4716         /* Reinit wilderness to activate quests ... */
4717         if (reinit_wilderness)
4718         {
4719                 p_ptr->leaving = TRUE;
4720         }
4721
4722         /* Hack -- Decrease "icky" depth */
4723         character_icky--;
4724
4725         /* Clear the screen */
4726         Term_clear();
4727
4728         /* Update the visuals */
4729         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4730
4731         /* Redraw entire screen */
4732         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4733
4734         /* Window stuff */
4735         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4736 }
4737
4738
4739 /*!
4740  * @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
4741  */
4742 static cptr find_quest[] =
4743 {
4744         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4745         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4746         _("メッセージを見つけた:", "There is a sign saying"),
4747         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4748         _("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"),
4749 };
4750
4751
4752 /*!
4753  * @brief クエストの導入メッセージを表示する / Discover quest
4754  * @param q_idx 開始されたクエストのID
4755  */
4756 void quest_discovery(int q_idx)
4757 {
4758         quest_type      *q_ptr = &quest[q_idx];
4759         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
4760         int             q_num = q_ptr->max_num;
4761         char            name[80];
4762
4763         /* No quest index */
4764         if (!q_idx) return;
4765
4766         strcpy(name, (r_name + r_ptr->name));
4767
4768         msg_print(find_quest[rand_range(0, 4)]);
4769         msg_print(NULL);
4770
4771         if (q_num == 1)
4772         {
4773                 /* Unique */
4774
4775                 /* Hack -- "unique" monsters must be "unique" */
4776                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4777                     (0 == r_ptr->max_num))
4778                 {
4779                         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..."));
4780                         /* The unique is already dead */
4781                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4782                         q_ptr->complev = 0;
4783                         update_playtime();
4784                         q_ptr->comptime = playtime;
4785                 }
4786                 else
4787                 {
4788                         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);
4789                 }
4790         }
4791         else
4792         {
4793                 /* Normal monsters */
4794 #ifndef JP
4795                 plural_aux(name);
4796 #endif
4797                 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);
4798
4799         }
4800 }
4801
4802
4803 /*!
4804  * @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。
4805  * / Hack -- Check if a level is a "quest" level
4806  * @param level 検索対象になる階
4807  * @return クエストIDを返す。該当がない場合0を返す。
4808  */
4809 IDX quest_number(DEPTH level)
4810 {
4811         IDX i;
4812
4813         /* Check quests */
4814         if (p_ptr->inside_quest)
4815                 return (p_ptr->inside_quest);
4816
4817         for (i = 0; i < max_quests; i++)
4818         {
4819                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4820
4821                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4822                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4823                     (quest[i].level == level) &&
4824                     (quest[i].dungeon == dungeon_type))
4825                         return (i);
4826         }
4827
4828         /* Check for random quest */
4829         return (random_quest_number(level));
4830 }
4831
4832 /*!
4833  * @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。
4834  * @param level 検索対象になる階
4835  * @return クエストIDを返す。該当がない場合0を返す。
4836  */
4837 IDX random_quest_number(DEPTH level)
4838 {
4839         IDX i;
4840
4841         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4842
4843         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4844         {
4845                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4846                         (quest[i].status == QUEST_STATUS_TAKEN) &&
4847                         (quest[i].level == level) &&
4848                         (quest[i].dungeon == DUNGEON_ANGBAND))
4849                 {
4850                         return i;
4851                 }
4852         }
4853
4854         /* Nope */
4855         return 0;
4856 }