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[Refactor] #37353 xtra1.c から world.c を分離。 / Separate world.c from xtra1.c.
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "object-hook.h"
17 #include "melee.h"
18 #include "world.h"
19
20 /*!
21  * ループ中で / hack as in leave_store in store.c
22  */
23 static bool leave_bldg = FALSE;
24
25 /*!
26  * @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。
27  * @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、
28  * 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。
29  * @param bldg 施設構造体の参照ポインタ
30  * @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。
31  */
32 static bool is_owner(building_type *bldg)
33 {
34         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
35         {
36                 return (TRUE);
37         }
38
39         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
40         {
41                 return (TRUE);
42         }
43
44         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
45                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
46         {
47                 return (TRUE);
48         }
49
50         return (FALSE);
51 }
52
53 /*!
54  * @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。
55  (スペルマスターの特別判定つき)
56  * @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、
57  * 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。
58  * @param bldg 施設構造体の参照ポインタ
59  * @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。
60  * @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。
61  */
62 static bool is_member(building_type *bldg)
63 {
64         if (bldg->member_class[p_ptr->pclass])
65         {
66                 return (TRUE);
67         }
68
69         if (bldg->member_race[p_ptr->prace])
70         {
71                 return (TRUE);
72         }
73
74         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
75             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
76         {
77                 return (TRUE);
78         }
79
80
81         if (p_ptr->pclass == CLASS_SORCERER)
82         {
83                 int i;
84                 bool OK = FALSE;
85                 for (i = 0; i < MAX_MAGIC; i++)
86                 {
87                         if (bldg->member_realm[i+1]) OK = TRUE;
88                 }
89                 return OK;
90         }
91         return (FALSE);
92 }
93
94 /*!
95  * @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
96  * @details 消去は行毎にヌル文字列で行われる。
97  * @param min_row 開始行番号
98  * @param max_row 末尾行番号
99  * @return なし
100  */
101 static void clear_bldg(int min_row, int max_row)
102 {
103         int   i;
104
105         for (i = min_row; i <= max_row; i++)
106                 prt("", i, 0);
107 }
108
109 /*!
110  * @brief 所持金を表示する。
111  * @return なし
112  */
113 static void building_prt_gold(void)
114 {
115         char tmp_str[80];
116         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
117         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
118         prt(tmp_str, 23, 68);
119 }
120
121 /*!
122  * @brief 施設のサービス一覧を表示する / Display a building.
123  * @param bldg 施設構造体の参照ポインタ
124  * @return なし
125  */
126 static void show_building(building_type* bldg)
127 {
128         char buff[20];
129         int i;
130         byte action_color;
131         char tmp_str[80];
132
133         Term_clear();
134         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
135         prt(tmp_str, 2, 1);
136
137
138         for (i = 0; i < 8; i++)
139         {
140                 if (bldg->letters[i])
141                 {
142                         if (bldg->action_restr[i] == 0)
143                         {
144                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
145                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
146                                 {
147                                         action_color = TERM_WHITE;
148                                         buff[0] = '\0';
149                                 }
150                                 else if (is_owner(bldg))
151                                 {
152                                         action_color = TERM_YELLOW;
153                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
154                                 }
155                                 else
156                                 {
157                                         action_color = TERM_YELLOW;
158                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
159                         }
160                         else if (bldg->action_restr[i] == 1)
161                         {
162                                 if (!is_member(bldg))
163                                 {
164                                         action_color = TERM_L_DARK;
165                                         strcpy(buff, _("(閉店)", "(closed)"));
166                                 }
167                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
168                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
169                                 {
170                                         action_color = TERM_WHITE;
171                                         buff[0] = '\0';
172                                 }
173                                 else if (is_owner(bldg))
174                                 {
175                                         action_color = TERM_YELLOW;
176                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
177                                 }
178                                 else
179                                 {
180                                         action_color = TERM_YELLOW;
181                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
182                                 }
183                         }
184                         else
185                         {
186                                 if (!is_owner(bldg))
187                                 {
188                                         action_color = TERM_L_DARK;
189                                         strcpy(buff, _("(閉店)", "(closed)"));
190                                 }
191                                 else if (bldg->member_costs[i] != 0)
192                                 {
193                                         action_color = TERM_YELLOW;
194                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
195                                 }
196                                 else
197                                 {
198                                         action_color = TERM_WHITE;
199                                         buff[0] = '\0';
200                                 }
201                         }
202
203                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
204                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
205                 }
206         }
207         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
208 }
209
210 /*!
211  * @brief 闘技場に入るコマンドの処理 / arena commands
212  * @param cmd 闘技場処理のID
213  * @return なし
214  */
215 static void arena_comm(int cmd)
216 {
217         monster_race    *r_ptr;
218         cptr            name;
219
220
221         switch (cmd)
222         {
223                 case BACT_ARENA:
224                         if (p_ptr->arena_number == MAX_ARENA_MONS)
225                         {
226                                 clear_bldg(5, 19);
227                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
228                                 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);
229                                 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);
230
231                                 prt("", 10, 0);
232                                 prt("", 11, 0);
233                                 p_ptr->au += 1000000L;
234                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
235                                 msg_print(NULL);
236                                 p_ptr->arena_number++;
237                         }
238                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
239                         {
240                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
241                                 {
242                                         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."));
243                                         msg_print(NULL);
244                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
245                                         {       
246                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
247                                                 msg_print(NULL);
248                                         
249                                                 p_ptr->exit_bldg = FALSE;
250                                                 reset_tim_flags();
251
252                                                 /* Save the surface floor as saved floor */
253                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
254
255                                                 p_ptr->inside_arena = TRUE;
256                                                 p_ptr->leaving = TRUE;
257                                                 leave_bldg = TRUE;
258                                         }
259                                         else
260                                         {
261                                                 msg_print(_("残念だ。", "We are disappointed."));
262                                         }
263                                 }
264                                 else
265                                 {
266                                         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。",
267                                                                 "You enter the arena briefly and bask in your glory."));
268                                         msg_print(NULL);
269                                 }
270                         }
271                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
272                         {
273                                 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。",
274                                                         "You don't have permission to enter with pet."));
275                                 msg_print(NULL);
276                         }
277                         else
278                         {
279                                 p_ptr->exit_bldg = FALSE;
280                                 reset_tim_flags();
281
282                                 /* Save the surface floor as saved floor */
283                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
284
285                                 p_ptr->inside_arena = TRUE;
286                                 p_ptr->leaving = TRUE;
287                                 leave_bldg = TRUE;
288                         }
289                         break;
290                 case BACT_POSTER:
291                         if (p_ptr->arena_number == MAX_ARENA_MONS)
292                                 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。",
293                                                         "You are victorious. Enter the arena for the ceremony."));
294
295                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
296                         {
297                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
298                         }
299                         else
300                         {
301                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
302                                 name = (r_name + r_ptr->name);
303                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
304
305                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
306                                 p_ptr->window |= (PW_MONSTER);
307                                 handle_stuff();
308
309                         }
310                         break;
311                 case BACT_ARENA_RULES:
312                         screen_save();
313
314                         /* Peruse the arena help file */
315                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
316                         screen_load();
317
318                         break;
319         }
320 }
321
322 /*!
323  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
324  * @param row シンボルを表示する行の上端
325  * @param col シンボルを表示する行の左端
326  * @param fruit 表示するシンボルID
327  * @return なし
328  */
329 static void display_fruit(int row, int col, int fruit)
330 {
331         switch (fruit)
332         {
333                 case 0: /* lemon */
334                         c_put_str(TERM_YELLOW, "   ####.", row, col);
335                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
336                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
337                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
338                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
339                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
340                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
341                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
342                         prt(                 _(" レモン ",
343                                                            " Lemon  "), row + 8, col);
344                         break;
345                 case 1: /* orange */
346                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
347                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
348                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
349                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
350                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
351                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
352                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
353                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
354                         prt(                 _("オレンジ",
355                                                                    " Orange "), row + 8, col);
356                         break;
357                 case 2: /* sword */
358                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
359                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
360                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
361                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
362                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
363                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
364                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
365                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
366                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
367                         break;
368                 case 3: /* shield */
369                         c_put_str(TERM_SLATE, " ###### ", row, col);
370                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
371                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
372                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
373                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
374                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
375                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
376                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
377                         prt(                _("   盾   ",
378                                                                   " Shield "), row + 8, col);
379                         break;
380                 case 4: /* plum */
381                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
382                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
383                         c_put_str(TERM_VIOLET, "########", row + 2, col);
384                         c_put_str(TERM_VIOLET, "########", row + 3, col);
385                         c_put_str(TERM_VIOLET, "########", row + 4, col);
386                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
387                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
388                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
389                         prt(                 _(" プラム ",
390                                                                    "  Plum  "), row + 8, col);
391                         break;
392                 case 5: /* cherry */
393                         c_put_str(TERM_RED, "      ##", row, col);
394                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
395                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
396                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
397                         c_put_str(TERM_RED, " ###### ", row + 4, col);
398                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
399                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
400                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
401                         prt(              _("チェリー",
402                                                                 " Cherry "), row + 8, col);
403                         break;
404         }
405 }
406
407 /*! @note
408  * kpoker no (tyuto-hannpa na)pakuri desu...
409  * joker ha shineru node haitte masen.
410  *
411  * TODO: donataka! tsukutte!
412  *  - agatta yaku no kiroku (like DQ).
413  *  - kakkoii card no e.
414  *  - sousa-sei no koujyo.
415  *  - code wo wakariyasuku.
416  *  - double up.
417  *  - Joker... -- done.
418  *
419  * 9/13/2000 --Koka
420  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
421  */
422
423 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
424 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
425 #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 */
426
427 static int cards[5]; /*!< ポーカーの現在の手札ID */
428
429 /*!
430  * @brief ポーカーの山札を切る。
431  * @param deck デッキの配列
432  * @return なし
433  */
434 static void reset_deck(int deck[])
435 {
436         int i;
437         for (i = 0; i < 53; i++) deck[i] = i;
438
439         /* shuffle cards */
440         for (i = 0; i < 53; i++){
441                 int tmp1 = randint0(53 - i) + i;
442                 int tmp2 = deck[i];
443                 deck[i] = deck[tmp1];
444                 deck[tmp1] = tmp2;
445         }
446 }
447
448 /*!
449  * @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。
450  * @return ジョーカーを持っているか。
451  */
452 static bool have_joker(void)
453 {
454         int i;
455
456         for (i = 0; i < 5; i++){
457           if(IS_JOKER(cards[i])) return TRUE;
458         }
459         return FALSE;
460 }
461
462 /*!
463  * @brief ポーカーの手札に該当の番号の札があるかを返す。
464  * @param num 探したいカードの番号。
465  * @return 該当の番号が手札にあるか。
466  */
467 static bool find_card_num(int num)
468 {
469         int i;
470         for (i = 0; i < 5; i++)
471                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
472         return FALSE;
473 }
474
475 /*!
476  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
477  * @return 役の判定結果
478  */
479 static bool yaku_check_flush(void)
480 {
481         int i, suit;
482         bool joker_is_used = FALSE;
483
484         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
485         for (i = 0; i < 5; i++){
486                 if (SUIT_OF(cards[i]) != suit){
487                   if(have_joker() && !joker_is_used)
488                     joker_is_used = TRUE;
489                   else
490                     return FALSE;
491                 }
492         }
493
494         return TRUE;
495 }
496
497 /*!
498  * @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。
499  * @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
500  */
501 static int yaku_check_straight(void)
502 {
503         int i, lowest = 99;
504         bool joker_is_used = FALSE;
505         bool straight = FALSE;
506
507         /* get lowest */
508         for (i = 0; i < 5; i++)
509         {
510                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
511                         lowest = NUM_OF(cards[i]);
512         }
513         
514         /* Check Royal Straight Flush */
515         if (yaku_check_flush())
516         {
517           if( lowest == 0 ){
518                 for (i = 0; i < 4; i++)
519                 {
520                         if (!find_card_num(9 + i)){
521                                 if( have_joker() && !joker_is_used )
522                                   joker_is_used = TRUE;
523                                 else
524                                   break;
525                         }
526                 }
527                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
528           }
529           if(lowest == 9){
530                 for (i = 0; i < 3; i++)
531                 {
532                         if (!find_card_num(10 + i))
533                                 break;
534                 }
535                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
536           }
537         }
538
539         joker_is_used = FALSE;
540
541         /* Straight Only Check */
542
543         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
544                 for (i = 0; i < 4; i++)
545                 {
546                         if (!find_card_num(9 + i)) {
547                                 if (have_joker() && !joker_is_used)
548                                         joker_is_used = TRUE;
549                                 else
550                                         break; /* None */
551                         }
552                 }
553                 if(i == 4) straight = TRUE;
554         }
555
556         joker_is_used = FALSE;
557
558         for (i = 0; i < 5; i++)
559         {
560                 if(!find_card_num(lowest + i)){
561                         if( have_joker() && !joker_is_used )
562                                 joker_is_used = TRUE;
563                         else
564                                 break; /* None */
565                 }
566         }
567         if(i == 5) straight = TRUE;
568         
569         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
570         else if(straight) return 1; /* Only Straight */
571         else return 0;
572 }
573
574 /*!
575  * @brief ポーカーのペア役の状態を返す。
576  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
577  */
578 static int yaku_check_pair(void)
579 {
580         int i, i2, matching = 0;
581
582         for (i = 0; i < 5; i++)
583         {
584                 for (i2 = i+1; i2 < 5; i2++)
585                 {
586                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
587                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
588                                 matching++;
589                 }
590         }
591
592         if(have_joker()){
593           switch(matching){
594           case 0:
595             matching = 1;
596             break;
597           case 1:
598             matching = 3;
599             break;
600           case 2:
601             matching = 4;
602             break;
603           case 3:
604             matching = 6;
605             break;
606           case 6:
607             matching = 7;
608             break;
609           default:
610             /* don't reach */
611             break;
612           }
613         }
614
615         return matching;
616 }
617
618 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
619 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
620 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
621 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
622 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
623 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
624 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
625 #define ODDS_ST 4 /*!< ストレートの役倍率 */
626 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
627 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
628
629 /*!
630  * @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。
631  * @return 役のID
632  */
633 static int yaku_check(void)
634 {
635         prt("                            ", 4, 3);
636
637         switch(yaku_check_straight()){
638         case 3: /* RF! */
639                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
640                 return ODDS_RF;
641         case 2: /* SF! */
642                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
643                 return ODDS_SF;
644         case 1:
645                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
646                 return ODDS_ST;
647         default:
648                 /* Not straight -- fall through */
649                 break;
650         }
651
652         if (yaku_check_flush())
653         {
654                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
655                 return ODDS_FL;
656         }
657
658         switch (yaku_check_pair())
659         {
660         case 1:
661                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
662                 return 0;
663         case 2:
664                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
665                 return ODDS_2P;
666         case 3:
667                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
668                 return ODDS_3C;
669         case 4:
670                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
671                 return ODDS_FH;
672         case 6:
673                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
674                 return ODDS_4C;
675         case 7:
676                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
677                 {
678                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
679                         return ODDS_5A;
680                 }
681                 else
682                 {
683                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
684                         return ODDS_5C;
685                 }
686         default:
687                 break;
688         }
689         return 0;
690 }
691
692 /*!
693  * @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。
694  * @param hoge カーソルの現在位置
695  * @param kaeruka カードの捨てる/残すフラグ配列
696  * @return なし
697  */
698 static void display_kaeruka(int hoge, int kaeruka[])
699 {
700         int i;
701         char col = TERM_WHITE;
702         for (i = 0; i < 5; i++)
703         {
704                 if (i == hoge) col = TERM_YELLOW;
705                 else if(kaeruka[i]) col = TERM_WHITE;
706                 else col = TERM_L_BLUE;
707                 
708                 if(kaeruka[i])
709                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
710                 else
711                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
712         }
713         if (hoge > 4) col = TERM_YELLOW;
714         else col = TERM_WHITE;
715         c_put_str(col, _("決定", "Sure"), 16,  38);
716
717         /* Hilite current option */
718         if (hoge < 5) move_cursor(14, 5+hoge*16);
719         else move_cursor(16, 38);
720 }
721
722 /*!
723  * @brief ポーカーの手札を表示する。
724  * @return なし
725  */
726 static void display_cards(void)
727 {
728         int i, j;
729         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
730 #ifdef JP
731         cptr suit[4] = {"★", "●", "¶", "†"};
732         cptr card_grph[13][7] = {{"A   %s     ",
733                                   "     変     ",
734                                   "     愚     ",
735                                   "     蛮     ",
736                                   "     怒     ",
737                                   "     %s     ",
738                                   "          A"},
739                                  {"2          ",
740                                   "     %s     ",
741                                   "            ",
742                                   "            ",
743                                   "            ",
744                                   "     %s     ",
745                                   "          2"},
746                                  {"3          ",
747                                   "     %s     ",
748                                   "            ",
749                                   "     %s     ",
750                                   "            ",
751                                   "     %s     ",
752                                   "          3"},
753                                  {"4          ",
754                                   "   %s  %s   ",
755                                   "            ",
756                                   "            ",
757                                   "            ",
758                                   "   %s  %s   ",
759                                   "          4"},
760                                  {"5          ",
761                                   "   %s  %s   ",
762                                   "            ",
763                                   "     %s     ",
764                                   "            ",
765                                   "   %s  %s   ",
766                                   "          5"},
767                                  {"6          ",
768                                   "   %s  %s   ",
769                                   "            ",
770                                   "   %s  %s   ",
771                                   "            ",
772                                   "   %s  %s   ",
773                                   "          6"},
774                                  {"7          ",
775                                   "   %s  %s   ",
776                                   "     %s     ",
777                                   "   %s  %s   ",
778                                   "            ",
779                                   "   %s  %s   ",
780                                   "          7"},
781                                  {"8          ",
782                                   "   %s  %s   ",
783                                   "     %s     ",
784                                   "   %s  %s   ",
785                                   "     %s     ",
786                                   "   %s  %s   ",
787                                   "          8"},
788                                  {"9 %s  %s   ",
789                                   "            ",
790                                   "   %s  %s   ",
791                                   "     %s     ",
792                                   "   %s  %s   ",
793                                   "            ",
794                                   "   %s  %s 9"},
795                                  {"10 %s  %s   ",
796                                   "     %s     ",
797                                   "   %s  %s   ",
798                                   "            ",
799                                   "   %s  %s   ",
800                                   "     %s     ",
801                                   "   %s  %s 10"},
802                                  {"J   Λ     ",
803                                   "%s   ||     ",
804                                   "     ||     ",
805                                   "     ||     ",
806                                   "     ||     ",
807                                   "   |=亜=| %s",
808                                   "     目   J"},
809                                  {"Q ######   ",
810                                   "%s#      #  ",
811                                   "  # ++++ #  ",
812                                   "  # +==+ #  ",
813                                   "   # ++ #   ",
814                                   "    #  #  %s",
815                                   "     ##   Q"},
816                                  {"K          ",
817                                   "%s `⌒´   ",
818                                   "  γγγλ  ",
819                                   "  ο ο ι  ",
820                                   "   υ    ∂ ",
821                                   "    σ ノ %s",
822                                   "          K"}};
823         cptr joker_grph[7] = {    "            ",
824                                   "     J     ",
825                                   "     O     ",
826                                   "     K     ",
827                                   "     E     ",
828                                   "     R     ",
829                                   "            "};
830
831 #else
832
833         cptr suit[4] = {"[]", "qp", "<>", "db"};
834         cptr card_grph[13][7] = {{"A    %s     ",
835                                   "     He     ",
836                                   "     ng     ",
837                                   "     ba     ",
838                                   "     nd     ",
839                                   "     %s     ",
840                                   "           A"},
841                                  {"2           ",
842                                   "     %s     ",
843                                   "            ",
844                                   "            ",
845                                   "            ",
846                                   "     %s     ",
847                                   "           2"},
848                                  {"3           ",
849                                   "     %s     ",
850                                   "            ",
851                                   "     %s     ",
852                                   "            ",
853                                   "     %s     ",
854                                   "           3"},
855                                  {"4           ",
856                                   "   %s  %s   ",
857                                   "            ",
858                                   "            ",
859                                   "            ",
860                                   "   %s  %s   ",
861                                   "           4"},
862                                  {"5           ",
863                                   "   %s  %s   ",
864                                   "            ",
865                                   "     %s     ",
866                                   "            ",
867                                   "   %s  %s   ",
868                                   "           5"},
869                                  {"6           ",
870                                   "   %s  %s   ",
871                                   "            ",
872                                   "   %s  %s   ",
873                                   "            ",
874                                   "   %s  %s   ",
875                                   "           6"},
876                                  {"7           ",
877                                   "   %s  %s   ",
878                                   "     %s     ",
879                                   "   %s  %s   ",
880                                   "            ",
881                                   "   %s  %s   ",
882                                   "           7"},
883                                  {"8           ",
884                                   "   %s  %s   ",
885                                   "     %s     ",
886                                   "   %s  %s   ",
887                                   "     %s     ",
888                                   "   %s  %s   ",
889                                   "           8"},
890                                  {"9  %s  %s   ",
891                                   "            ",
892                                   "   %s  %s   ",
893                                   "     %s     ",
894                                   "   %s  %s   ",
895                                   "            ",
896                                   "   %s  %s  9"},
897                                  {"10 %s  %s   ",
898                                   "     %s     ",
899                                   "   %s  %s   ",
900                                   "            ",
901                                   "   %s  %s   ",
902                                   "     %s     ",
903                                   "   %s  %s 10"},
904                                  {"J    /\\     ",
905                                   "%s   ||     ",
906                                   "     ||     ",
907                                   "     ||     ",
908                                   "     ||     ",
909                                   "   |=HH=| %s",
910                                   "     ][    J"},
911                                  {"Q  ######   ",
912                                   "%s#      #  ",
913                                   "  # ++++ #  ",
914                                   "  # +==+ #  ",
915                                   "   # ++ #   ",
916                                   "    #  #  %s",
917                                   "     ##    Q"},
918                                  {"K           ",
919                                   "%s _'~~`_   ",
920                                   "   jjjjj$&  ",
921                                   "   q q uu   ",
922                                   "   c    &   ",
923                                   "    v__/  %s",
924                                   "           K"}};
925         cptr joker_grph[7] = {    "            ",
926                                   "     J      ",
927                                   "     O      ",
928                                   "     K      ",
929                                   "     E      ",
930                                   "     R      ",
931                                   "            "};
932 #endif
933
934         for (i = 0; i < 5; i++)
935         {
936                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
937         }
938
939         for (i = 0; i < 5; i++)
940         {
941                 for (j = 0; j < 7; j++)
942                 {
943                         prt(_("┃", " |"),  j+6,  i*16);
944                         if(IS_JOKER(cards[i]))
945                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
946                         else
947                                 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);
948                         prt(_("┃", "| "),  j+6,  i*16+14);
949                 }
950         }
951         for (i = 0; i < 5; i++)
952         {
953                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
954         }
955 }
956
957 /*!
958  * @brief ポーカーの1プレイルーチン。
959  * @return 1プレイの役の結果
960  */
961 static int do_poker(void)
962 {
963         int i, k = 2;
964         char cmd;
965         int deck[53]; /* yamafuda : 0...52 */
966         int deck_ptr = 0;
967         int kaeruka[5]; /* 0:kaenai 1:kaeru */
968
969         bool done = FALSE;
970         bool kettei = TRUE;
971         bool kakikae = TRUE;
972
973         reset_deck(deck);
974
975         for (i = 0; i < 5; i++)
976         {
977                 cards[i] = deck[deck_ptr++];
978                 kaeruka[i] = 0; /* default:nokosu */
979         }
980
981         /* suteruno wo kimeru */
982         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);
983
984         display_cards();
985         yaku_check();
986
987         while (!done)
988         {
989                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
990                 kakikae = FALSE;
991                 cmd = inkey();
992                 switch (cmd)
993                 {
994                 case '6': case 'l': case 'L': case KTRL('F'):
995                         if (!kettei) k = (k+1)%5;
996                         else {k = 0;kettei = FALSE;}
997                         kakikae = TRUE;
998                         break;
999                 case '4': case 'h': case 'H': case KTRL('B'):
1000                         if (!kettei) k = (k+4)%5;
1001                         else {k = 4;kettei = FALSE;}
1002                         kakikae = TRUE;
1003                         break;
1004                 case '2': case 'j': case 'J': case KTRL('N'):
1005                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1006                         break;
1007                 case '8': case 'k': case 'K': case KTRL('P'):
1008                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1009                         break;
1010                 case ' ': case '\r':
1011                         if (kettei) done = TRUE;
1012                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1013                         break;
1014                 default:
1015                         break;
1016                 }
1017         }
1018         
1019         prt("",0,0);
1020
1021         for (i = 0; i < 5; i++)
1022                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1023
1024         display_cards();
1025         
1026         return yaku_check();
1027 }
1028 #undef SUIT_OF
1029 #undef NUM_OF
1030 #undef IS_JOKER
1031 /* end of poker codes --Koka */
1032
1033 /*!
1034  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1035  * @param cmd プレイするゲームID
1036  * @return なし
1037  */
1038 static bool gamble_comm(int cmd)
1039 {
1040         int i;
1041         int roll1, roll2, roll3, choice, odds, win;
1042         s32b wager;
1043         s32b maxbet;
1044         s32b oldgold;
1045
1046         char out_val[160], tmp_str[80], again;
1047         cptr p;
1048
1049         screen_save();
1050
1051         if (cmd == BACT_GAMBLE_RULES)
1052         {
1053                 /* Peruse the gambling help file */
1054                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1055         }
1056         else
1057         {
1058                 /* No money */
1059                 if (p_ptr->au < 1)
1060                 {
1061                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1062                                                 "Hey! You don't have gold - get out of here!"));
1063                         msg_print(NULL);
1064                         screen_load();
1065                         return FALSE;
1066                 }
1067
1068                 clear_bldg(5, 23);
1069
1070                 maxbet = p_ptr->lev * 200;
1071
1072                 /* We can't bet more than we have */
1073                 maxbet = MIN(maxbet, p_ptr->au);
1074
1075                 /* Get the wager */
1076                 strcpy(out_val, "");
1077                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1078
1079
1080                 /*
1081                  * Use get_string() because we may need more than
1082                  * the s16b value returned by get_quantity().
1083                  */
1084                 if (get_string(tmp_str, out_val, 32))
1085                 {
1086                         /* Strip spaces */
1087                         for (p = out_val; *p == ' '; p++);
1088
1089                         /* Get the wager */
1090                         wager = atol(p);
1091
1092                         if (wager > p_ptr->au)
1093                         {
1094                                 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!"));
1095                                 msg_print(NULL);
1096                                 screen_load();
1097                                 return (FALSE);
1098                         }
1099                         else if (wager > maxbet)
1100                         {
1101                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1102                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1103                                 wager = maxbet;
1104                         }
1105                         else if (wager < 1)
1106                         {
1107                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1108                                 wager = 1;
1109                         }
1110                         msg_print(NULL);
1111                         win = FALSE;
1112                         odds = 0;
1113                         oldgold = p_ptr->au;
1114
1115                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1116                         prt(tmp_str, 20, 2);
1117                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1118                         prt(tmp_str, 21, 2);
1119
1120                         do
1121                         {
1122                                 p_ptr->au -= wager;
1123                                 switch (cmd)
1124                                 {
1125                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1126                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1127
1128                                         odds = 4;
1129                                         win = FALSE;
1130                                         roll1 = randint1(10);
1131                                         roll2 = randint1(10);
1132                                         choice = randint1(10);
1133                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1134
1135                                         prt(tmp_str, 8, 3);
1136                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1137
1138                                         prt(tmp_str, 11, 14);
1139                                         if (((choice > roll1) && (choice < roll2)) ||
1140                                                 ((choice < roll1) && (choice > roll2)))
1141                                                 win = TRUE;
1142                                         break;
1143                                 case BACT_CRAPS:  /* Game of Craps */
1144                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1145
1146                                         win = 3;
1147                                         odds = 2;
1148                                         roll1 = randint1(6);
1149                                         roll2 = randint1(6);
1150                                         roll3 = roll1 +  roll2;
1151                                         choice = roll3;
1152                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1153                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1154                                         prt(tmp_str, 7, 5);
1155                                         if ((roll3 == 7) || (roll3 == 11))
1156                                                 win = TRUE;
1157                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1158                                                 win = FALSE;
1159                                         else
1160                                                 do
1161                                                 {
1162                                                         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"));
1163
1164                                                         msg_print(NULL);
1165                                                         roll1 = randint1(6);
1166                                                         roll2 = randint1(6);
1167                                                         roll3 = roll1 +  roll2;
1168                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1169                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1170                                                         prt(tmp_str, 8, 5);
1171                                                         if (roll3 == choice)
1172                                                                 win = TRUE;
1173                                                         else if (roll3 == 7)
1174                                                                 win = FALSE;
1175                                                 } while ((win != TRUE) && (win != FALSE));
1176                                         break;
1177
1178                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1179                                         win = FALSE;
1180                                         odds = 9;
1181                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1182
1183                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1184                                         prt("--------------------------------", 8, 3);
1185                                         strcpy(out_val, "");
1186                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1187
1188                                         for (p = out_val; iswspace(*p); p++);
1189                                         choice = atol(p);
1190                                         if (choice < 0)
1191                                         {
1192                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1193                                                 choice = 0;
1194                                         }
1195                                         else if (choice > 9)
1196                                         {
1197                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1198                                                 choice = 9;
1199                                         }
1200                                         msg_print(NULL);
1201                                         roll1 = randint0(10);
1202                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1203                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1204                                         prt(tmp_str, 13, 3);
1205                                         prt("", 9, 0);
1206                                         prt("*", 9, (3 * roll1 + 5));
1207                                         if (roll1 == choice)
1208                                                 win = TRUE;
1209                                         break;
1210
1211                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1212                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1213                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1214                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1215                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1216                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1217                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1218                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1219                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1220                                         
1221                                         win = FALSE;
1222                                         roll1 = randint1(21);
1223                                         for (i=6;i>0;i--)
1224                                         {
1225                                                 if ((roll1-i) < 1)
1226                                                 {
1227                                                         roll1 = 7-i;
1228                                                         break;
1229                                                 }
1230                                                 roll1 -= i;
1231                                         }
1232                                         roll2 = randint1(21);
1233                                         for (i=6;i>0;i--)
1234                                         {
1235                                                 if ((roll2-i) < 1)
1236                                                 {
1237                                                         roll2 = 7-i;
1238                                                         break;
1239                                                 }
1240                                                 roll2 -= i;
1241                                         }
1242                                         choice = randint1(21);
1243                                         for (i=6;i>0;i--)
1244                                         {
1245                                                 if ((choice-i) < 1)
1246                                                 {
1247                                                         choice = 7-i;
1248                                                         break;
1249                                                 }
1250                                                 choice -= i;
1251                                         }
1252                                         put_str("/--------------------------\\", 7, 2);
1253                                         prt("\\--------------------------/", 17, 2);
1254                                         display_fruit(8,  3, roll1 - 1);
1255                                         display_fruit(8, 12, roll2 - 1);
1256                                         display_fruit(8, 21, choice - 1);
1257                                         if ((roll1 == roll2) && (roll2 == choice))
1258                                         {
1259                                                 win = TRUE;
1260                                                 switch(roll1)
1261                                                 {
1262                                                 case 1:
1263                                                         odds = 5;break;
1264                                                 case 2:
1265                                                         odds = 10;break;
1266                                                 case 3:
1267                                                         odds = 20;break;
1268                                                 case 4:
1269                                                         odds = 50;break;
1270                                                 case 5:
1271                                                         odds = 200;break;
1272                                                 case 6:
1273                                                         odds = 1000;break;
1274                                                 }
1275                                         }
1276                                         else if ((roll1 == 1) && (roll2 == 1))
1277                                         {
1278                                                 win = TRUE;
1279                                                 odds = 2;
1280                                         }
1281                                         break;
1282                                 case BACT_POKER:
1283                                         win = FALSE;
1284                                         odds = do_poker();
1285                                         if (odds) win = TRUE;
1286                                         break;
1287                                 }
1288
1289                                 if (win)
1290                                 {
1291                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1292
1293                                         p_ptr->au += odds * wager;
1294                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1295
1296                                         prt(tmp_str, 17, 37);
1297                                 }
1298                                 else
1299                                 {
1300                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1301                                         prt("", 17, 37);
1302                                 }
1303                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1304
1305                                 prt(tmp_str, 22, 2);
1306                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1307
1308                                 move_cursor(18, 52);
1309                                 again = inkey();
1310                                 prt("", 16, 37);
1311                                 prt("", 17, 37);
1312                                 prt("", 18, 37);
1313                                 if (wager > p_ptr->au)
1314                                 {
1315                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1316                                                                 "Hey! You don't have the gold - get out of here!"));
1317                                         msg_print(NULL);
1318
1319                                         /* Get out here */
1320                                         break;
1321                                 }
1322                         } while ((again == 'y') || (again == 'Y'));
1323
1324                         prt("", 18, 37);
1325                         if (p_ptr->au >= oldgold)
1326                         {
1327                                 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!」",
1328                                                         "You came out a winner! We'll win next time, I'm sure."));
1329                                 chg_virtue(V_CHANCE, 3);
1330                         }
1331                         else
1332                         {
1333                                 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."));
1334                                 chg_virtue(V_CHANCE, -3);
1335                         }
1336                 }
1337                 msg_print(NULL);
1338         }
1339         screen_load();
1340         return (TRUE);
1341 }
1342
1343 /*!
1344  * @brief モンスター闘技場に参加できるモンスターの判定
1345  * @param r_idx モンスターID
1346  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1347  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1348  * @return 参加できるか否か
1349  */
1350 static bool vault_aux_battle(MONRACE_IDX r_idx)
1351 {
1352         int i;
1353         HIT_POINT dam = 0;
1354
1355         monster_race *r_ptr = &r_info[r_idx];
1356
1357         /* Decline town monsters */
1358 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1359
1360         /* Decline unique monsters */
1361 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1362 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1363
1364         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1365         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1366         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1367         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1368         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1369
1370         for (i = 0; i < 4; i++)
1371         {
1372                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1373                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1374         }
1375         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);
1376
1377         return (TRUE);
1378 }
1379
1380 /*!
1381  * @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。
1382  * @return なし
1383  */
1384 void battle_monsters(void)
1385 {
1386         int total, i;
1387         int max_dl = 0;
1388         int mon_level;
1389         int power[4];
1390         bool tekitou;
1391         bool old_inside_battle = p_ptr->inside_battle;
1392
1393         for (i = 0; i < max_d_idx; i++)
1394                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1395
1396         mon_level = randint1(MIN(max_dl, 122))+5;
1397         if (randint0(100) < 60)
1398         {
1399                 i = randint1(MIN(max_dl, 122))+5;
1400                 mon_level = MAX(i, mon_level);
1401         }
1402         if (randint0(100) < 30)
1403         {
1404                 i = randint1(MIN(max_dl, 122))+5;
1405                 mon_level = MAX(i, mon_level);
1406         }
1407
1408         while (1)
1409         {
1410                 total = 0;
1411                 tekitou = FALSE;
1412                 for(i = 0; i < 4; i++)
1413                 {
1414                         MONRACE_IDX r_idx;
1415                         int j;
1416                         while (1)
1417                         {
1418                                 get_mon_num_prep(vault_aux_battle, NULL);
1419                                 p_ptr->inside_battle = TRUE;
1420                                 r_idx = get_mon_num(mon_level);
1421                                 p_ptr->inside_battle = old_inside_battle;
1422                                 if (!r_idx) continue;
1423
1424                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1425                                 {
1426                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1427                                 }
1428
1429                                 for (j = 0; j < i; j++)
1430                                         if(r_idx == battle_mon[j]) break;
1431                                 if (j<i) continue;
1432
1433                                 break;
1434                         }
1435                         battle_mon[i] = r_idx;
1436                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1437                 }
1438
1439                 for (i=0;i<4;i++)
1440                 {
1441                         monster_race *r_ptr = &r_info[battle_mon[i]];
1442                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1443
1444                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1445                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1446                         else
1447                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1448                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1449                         if (r_ptr->speed > 110)
1450                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1451                         if (r_ptr->speed < 110)
1452                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1453                         if (num_taisei > 2)
1454                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1455                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1456                                 power[i] = power[i] * 4 / 3;
1457                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1458                                 power[i] = power[i] * 4 / 3;
1459                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1460                                 power[i] = power[i] * 11 / 10;
1461                         if (r_ptr->flags1 & RF1_RAND_25)
1462                                 power[i] = power[i] * 9 / 10;
1463                         if (r_ptr->flags1 & RF1_RAND_50)
1464                                 power[i] = power[i] * 9 / 10;
1465                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1466                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1467
1468
1469                         total += power[i];
1470                 }
1471                 for (i=0;i<4;i++)
1472                 {
1473                         power[i] = total*60/power[i];
1474                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1475                         if ((power[i] < 160) && randint0(20)) break;
1476                         if (power[i] < 101) power[i] = 100 + randint1(5);
1477                         mon_odds[i] = power[i];
1478                 }
1479                 if (i == 4) break;
1480         }
1481 }
1482
1483 /*!
1484  * @brief モンスター闘技場のメインルーチン
1485  * @return 賭けを開始したか否か
1486  */
1487 static bool kakutoujou(void)
1488 {
1489         s32b maxbet;
1490         s32b wager;
1491         char out_val[160], tmp_str[80];
1492         cptr p;
1493
1494         if ((turn - old_battle) > TURNS_PER_TICK*250)
1495         {
1496                 battle_monsters();
1497                 old_battle = turn;
1498         }
1499
1500         screen_save();
1501
1502         /* No money */
1503         if (p_ptr->au < 1)
1504         {
1505                 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!"));
1506                 msg_print(NULL);
1507                 screen_load();
1508                 return FALSE;
1509         }
1510         else
1511         {
1512                 int i;
1513
1514                 clear_bldg(4, 10);
1515
1516                 prt(_("モンスター                                                     倍率",
1517                           "Monsters                                                       Odds"), 4, 4);
1518                 for (i=0;i<4;i++)
1519                 {
1520                         char buf[80];
1521                         monster_race *r_ptr = &r_info[battle_mon[i]];
1522
1523                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1524                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1525                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1526                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1527                         prt(buf, 5+i, 1);
1528                 }
1529                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1530                 while(1)
1531                 {
1532                         i = inkey();
1533
1534                         if (i == ESCAPE)
1535                         {
1536                                 screen_load();
1537                                 return FALSE;
1538                         }
1539                         if (i >= '1' && i <= '4')
1540                         {
1541                                 sel_monster = i-'1';
1542                                 battle_odds = mon_odds[sel_monster];
1543                                 break;
1544                         }
1545                         else bell();
1546                 }
1547
1548                 clear_bldg(4,4);
1549                 for (i=0;i<4;i++)
1550                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1551
1552                 maxbet = p_ptr->lev * 200;
1553
1554                 /* We can't bet more than we have */
1555                 maxbet = MIN(maxbet, p_ptr->au);
1556
1557                 /* Get the wager */
1558                 strcpy(out_val, "");
1559                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1560                 /*
1561                  * Use get_string() because we may need more than
1562                  * the s16b value returned by get_quantity().
1563                  */
1564                 if (get_string(tmp_str, out_val, 32))
1565                 {
1566                         /* Strip spaces */
1567                         for (p = out_val; *p == ' '; p++);
1568
1569                         /* Get the wager */
1570                         wager = atol(p);
1571
1572                         if (wager > p_ptr->au)
1573                         {
1574                                 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!"));
1575
1576                                 msg_print(NULL);
1577                                 screen_load();
1578                                 return (FALSE);
1579                         }
1580                         else if (wager > maxbet)
1581                         {
1582                                 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);
1583
1584                                 wager = maxbet;
1585                         }
1586                         else if (wager < 1)
1587                         {
1588                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1589                                 wager = 1;
1590                         }
1591                         msg_print(NULL);
1592                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1593                         kakekin = wager;
1594                         p_ptr->au -= wager;
1595                         reset_tim_flags();
1596
1597                         /* Save the surface floor as saved floor */
1598                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1599
1600                         p_ptr->inside_battle = TRUE;
1601                         p_ptr->leaving = TRUE;
1602
1603                         leave_bldg = TRUE;
1604                         screen_load();
1605
1606                         return (TRUE);
1607                 }
1608         }
1609         screen_load();
1610
1611         return (FALSE);
1612 }
1613
1614 /*!
1615  * @brief 本日の賞金首情報を表示する。
1616  * @return なし
1617  */
1618 static void today_target(void)
1619 {
1620         char buf[160];
1621         monster_race *r_ptr = &r_info[today_mon];
1622
1623         clear_bldg(4,18);
1624         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1625         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1626         c_put_str(TERM_YELLOW, buf, 6, 10);
1627         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1628         prt(buf, 8, 10);
1629         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1630         prt(buf, 9, 10);
1631         p_ptr->today_mon = today_mon;
1632 }
1633
1634 /*!
1635  * @brief ツチノコの賞金首情報を表示する。
1636  * @return なし
1637  */
1638 static void tsuchinoko(void)
1639 {
1640         clear_bldg(4,18);
1641         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1642         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);
1643         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1644         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1645         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1646 }
1647
1648 /*!
1649  * @brief 通常の賞金首情報を表示する。
1650  * @return なし
1651  */
1652 static void shoukinkubi(void)
1653 {
1654         int i;
1655         TERM_LEN y = 0;
1656
1657         clear_bldg(4,18);
1658         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);
1659         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1660
1661         for (i = 0; i < MAX_KUBI; i++)
1662         {
1663                 byte color;
1664                 cptr done_mark;
1665                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1666
1667                 if (kubi_r_idx[i] > 10000)
1668                 {
1669                         color = TERM_RED;
1670                         done_mark = _("(済)", "(done)");
1671                 }
1672                 else
1673                 {
1674                         color = TERM_WHITE;
1675                         done_mark = "";
1676                 }
1677
1678                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1679
1680                 y = (y+1) % 10;
1681                 if (!y && (i < MAX_KUBI -1))
1682                 {
1683                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1684                         (void)inkey();
1685                         prt("", 0, 0);
1686                         clear_bldg(7,18);
1687                 }
1688         }
1689 }
1690
1691
1692
1693 /*!
1694  * 賞金首の報酬テーブル / List of prize object
1695  */
1696 static struct {
1697         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1698         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1699 } prize_list[MAX_KUBI] = 
1700 {
1701         {TV_POTION, SV_POTION_CURING},
1702         {TV_POTION, SV_POTION_SPEED},
1703         {TV_POTION, SV_POTION_SPEED},
1704         {TV_POTION, SV_POTION_RESISTANCE},
1705         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1706
1707         {TV_POTION, SV_POTION_HEALING},
1708         {TV_POTION, SV_POTION_RESTORE_MANA},
1709         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1710         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1711         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1712
1713         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1714         {TV_POTION, SV_POTION_STAR_HEALING},
1715         {TV_POTION, SV_POTION_STAR_HEALING},
1716         {TV_POTION, SV_POTION_NEW_LIFE},
1717         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1718
1719         {TV_POTION, SV_POTION_LIFE},
1720         {TV_POTION, SV_POTION_LIFE},
1721         {TV_POTION, SV_POTION_AUGMENTATION},
1722         {TV_POTION, SV_POTION_INVULNERABILITY},
1723         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1724 };
1725
1726 /*!
1727  * @brief 賞金首の引き換え処理 / Get prize
1728  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1729  */
1730 static bool kankin(void)
1731 {
1732         INVENTORY_IDX i;
1733         int j;
1734         bool change = FALSE;
1735         GAME_TEXT o_name[MAX_NLEN];
1736         object_type *o_ptr;
1737
1738         /* Loop for inventory and right/left arm */
1739         for (i = 0; i <= INVEN_LARM; i++)
1740         {
1741                 o_ptr = &inventory[i];
1742
1743                 /* Living Tsuchinoko worthes $1000000 */
1744                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1745                 {
1746                         char buf[MAX_NLEN+20];
1747                         object_desc(o_name, o_ptr, 0);
1748                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1749                         if (get_check(buf))
1750                         {
1751                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1752                                 p_ptr->au += 1000000L * o_ptr->number;
1753                                 p_ptr->redraw |= (PR_GOLD);
1754                                 inven_item_increase(i, -o_ptr->number);
1755                                 inven_item_describe(i);
1756                                 inven_item_optimize(i);
1757                         }
1758                         change = TRUE;
1759                 }
1760         }
1761
1762         for (i = 0; i < INVEN_PACK; i++)
1763         {
1764                 o_ptr = &inventory[i];
1765
1766                 /* Corpse of Tsuchinoko worthes $200000 */
1767                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1768                 {
1769                         char buf[MAX_NLEN+20];
1770                         object_desc(o_name, o_ptr, 0);
1771                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1772                         if (get_check(buf))
1773                         {
1774                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1775                                 p_ptr->au += 200000L * o_ptr->number;
1776                                 p_ptr->redraw |= (PR_GOLD);
1777                                 inven_item_increase(i, -o_ptr->number);
1778                                 inven_item_describe(i);
1779                                 inven_item_optimize(i);
1780                         }
1781                         change = TRUE;
1782                 }
1783         }
1784
1785         for (i = 0; i < INVEN_PACK; i++)
1786         {
1787                 o_ptr = &inventory[i];
1788
1789                 /* Bones of Tsuchinoko worthes $100000 */
1790                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1791                 {
1792                         char buf[MAX_NLEN+20];
1793                         object_desc(o_name, o_ptr, 0);
1794                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1795                         if (get_check(buf))
1796                         {
1797                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1798                                 p_ptr->au += 100000L * o_ptr->number;
1799                                 p_ptr->redraw |= (PR_GOLD);
1800                                 inven_item_increase(i, -o_ptr->number);
1801                                 inven_item_describe(i);
1802                                 inven_item_optimize(i);
1803                         }
1804                         change = TRUE;
1805                 }
1806         }
1807
1808         for (i = 0; i < INVEN_PACK; i++)
1809         {
1810                 o_ptr = &inventory[i];
1811                 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)))
1812                 {
1813                         char buf[MAX_NLEN+20];
1814                         object_desc(o_name, o_ptr, 0);
1815                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1816                         if (get_check(buf))
1817                         {
1818                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1819                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1820                                 p_ptr->redraw |= (PR_GOLD);
1821                                 inven_item_increase(i, -o_ptr->number);
1822                                 inven_item_describe(i);
1823                                 inven_item_optimize(i);
1824                         }
1825                         change = TRUE;
1826                 }
1827         }
1828
1829         for (i = 0; i < INVEN_PACK; i++)
1830         {
1831                 o_ptr = &inventory[i];
1832
1833                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1834                 {
1835                         char buf[MAX_NLEN+20];
1836                         object_desc(o_name, o_ptr, 0);
1837                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1838                         if (get_check(buf))
1839                         {
1840                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1841                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1842                                 p_ptr->redraw |= (PR_GOLD);
1843                                 inven_item_increase(i, -o_ptr->number);
1844                                 inven_item_describe(i);
1845                                 inven_item_optimize(i);
1846                         }
1847                         change = TRUE;
1848                 }
1849         }
1850
1851         for (j = 0; j < MAX_KUBI; j++)
1852         {
1853                 /* Need reverse order --- Positions will be changed in the loop */
1854                 for (i = INVEN_PACK-1; i >= 0; i--)
1855                 {
1856                         o_ptr = &inventory[i];
1857                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1858                         {
1859                                 char buf[MAX_NLEN+20];
1860                                 int num, k;
1861                                 INVENTORY_IDX item_new;
1862                                 object_type forge;
1863
1864                                 object_desc(o_name, o_ptr, 0);
1865                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1866                                 if (!get_check(buf)) continue;
1867
1868 #if 0 /* Obsoleted */
1869                                 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);
1870                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1871                                 p_ptr->redraw |= (PR_GOLD);
1872                                 inven_item_increase(i, -o_ptr->number);
1873                                 inven_item_describe(i);
1874                                 inven_item_optimize(i);
1875                                 chg_virtue(V_JUSTICE, 5);
1876                                 kubi_r_idx[j] += 10000;
1877
1878                                 change = TRUE;
1879 #endif /* Obsoleted */
1880
1881                                 /* Hand it first */
1882                                 inven_item_increase(i, -o_ptr->number);
1883                                 inven_item_describe(i);
1884                                 inven_item_optimize(i);
1885
1886                                 chg_virtue(V_JUSTICE, 5);
1887                                 kubi_r_idx[j] += 10000;
1888
1889                                 /* Count number of unique corpses already handed */
1890                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1891                                 {
1892                                         if (kubi_r_idx[k] >= 10000) num++;
1893                                 }
1894                                 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" : ""));
1895
1896                                 /* Prepare to make a prize */
1897                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1898                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1899
1900                                 /* Identify it fully */
1901                                 object_aware(&forge);
1902                                 object_known(&forge);
1903
1904                                 /*
1905                                  * Hand it --- Assume there is an empty slot.
1906                                  * Since a corpse is handed at first,
1907                                  * there is at least one empty slot.
1908                                  */
1909                                 item_new = inven_carry(&forge);
1910
1911                                 object_desc(o_name, &forge, 0);
1912                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1913
1914                                 /* Auto-inscription */
1915                                 autopick_alter_item(item_new, FALSE);
1916                                 handle_stuff();
1917
1918                                 change = TRUE;
1919                         }
1920                 }
1921         }
1922
1923         if (!change)
1924         {
1925                 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."));
1926                 msg_print(NULL);
1927                 return FALSE;
1928         }
1929         return TRUE;
1930 }
1931
1932 /*!
1933  * @brief 悪夢の元凶となるモンスターかどうかを返す。
1934  * @param r_idx 判定対象となるモンスターのID
1935  * @return 悪夢の元凶となり得るか否か。
1936  */
1937 bool get_nightmare(MONRACE_IDX r_idx)
1938 {
1939         monster_race *r_ptr = &r_info[r_idx];
1940
1941         /* Require eldritch horrors */
1942         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
1943
1944         /* Require high level */
1945         if (r_ptr->level <= p_ptr->lev) return (FALSE);
1946
1947         /* Accept this monster */
1948         return (TRUE);
1949 }
1950
1951 /*!
1952  * @brief 宿屋の利用サブルーチン
1953  * @details inn commands\n
1954  * Note that resting for the night was a perfect way to avoid player\n
1955  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1956  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1957  * will not be that useful.  I will keep it in the hopes the player\n
1958  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1959  * Resting at night is also a quick way to restock stores -KMW-\n
1960  * @param cmd 宿屋の利用施設ID
1961  * @return 施設の利用が実際に行われたか否か。
1962  */
1963 static bool inn_comm(int cmd)
1964 {
1965         switch (cmd)
1966         {
1967                 case BACT_FOOD: /* Buy food & drink */
1968                         if (p_ptr->food >= PY_FOOD_FULL)
1969                         {
1970                                 msg_print(_("今は満腹だ。", "You are full now."));
1971                                 return FALSE;
1972                         }
1973                         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."));
1974                         (void)set_food(PY_FOOD_MAX - 1);
1975                         break;
1976
1977                 case BACT_REST: /* Rest for the night */
1978                         if ((p_ptr->poisoned) || (p_ptr->cut))
1979                         {
1980                                 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."));
1981                                 msg_print(NULL);
1982                                 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."));
1983                         }
1984                         else
1985                         {
1986                                 s32b oldturn = turn;
1987                                 int prev_day, prev_hour, prev_min;
1988
1989                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
1990                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
1991                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
1992                                 else
1993                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
1994                                 
1995                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
1996                                 if (dungeon_turn < dungeon_turn_limit)
1997                                 {
1998                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
1999                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2000                                 }
2001
2002                                 prevent_turn_overflow();
2003
2004                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2005                                 p_ptr->chp = p_ptr->mhp;
2006
2007                                 if (ironman_nightmare)
2008                                 {
2009                                         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."));
2010
2011                                         /* Have some nightmares */
2012                                         while(1)
2013                                         {
2014                                                 sanity_blast(NULL, FALSE);
2015                                                 if (!one_in_(3)) break;
2016                                         }
2017
2018                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2019                                         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."));
2020                                 }
2021                                 else
2022                                 {
2023                                         set_blind(0);
2024                                         set_confused(0);
2025                                         p_ptr->stun = 0;
2026                                         p_ptr->chp = p_ptr->mhp;
2027                                         p_ptr->csp = p_ptr->msp;
2028                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2029                                         {
2030                                                 int i;
2031                                                 for (i = 0; i < 72; i++)
2032                                                 {
2033                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2034                                                 }
2035                                                 for (; i < 108; i++)
2036                                                 {
2037                                                         p_ptr->magic_num1[i] = 0;
2038                                                 }
2039                                         }
2040
2041                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2042                                         {
2043                                                 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."));
2044                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2045                                         }
2046                                         else
2047                                         {
2048                                                 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."));
2049                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2050                                         }
2051                                 }
2052                         }
2053                         break;
2054
2055                 case BACT_RUMORS: /* Listen for rumors */
2056                         {
2057                                 display_rumor(TRUE);
2058                                 break;
2059                         }
2060         }
2061
2062         return (TRUE);
2063 }
2064
2065
2066 /*!
2067  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2068  * @param questnum クエストのID
2069  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2070  * @return なし
2071  */
2072 static void get_questinfo(IDX questnum, bool do_init)
2073 {
2074         int     i;
2075         IDX     old_quest;
2076         char    tmp_str[80];
2077
2078         /* Clear the text */
2079         for (i = 0; i < 10; i++)
2080         {
2081                 quest_text[i][0] = '\0';
2082         }
2083
2084         quest_text_line = 0;
2085
2086         /* Set the quest number temporary */
2087         old_quest = p_ptr->inside_quest;
2088         p_ptr->inside_quest = questnum;
2089
2090         /* Get the quest text */
2091         init_flags = INIT_SHOW_TEXT;
2092         if (do_init) init_flags |= INIT_ASSIGN;
2093
2094         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2095
2096         /* Reset the old quest number */
2097         p_ptr->inside_quest = old_quest;
2098
2099         /* Print the quest info */
2100         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);
2101
2102         prt(tmp_str, 5, 0);
2103
2104         prt(quest[questnum].name, 7, 0);
2105
2106         for (i = 0; i < 10; i++)
2107         {
2108                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2109         }
2110 }
2111
2112 /*!
2113  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2114  * @return なし
2115  */
2116 static void castle_quest(void)
2117 {
2118         IDX q_index = 0;
2119         monster_race    *r_ptr;
2120         quest_type      *q_ptr;
2121         cptr            name;
2122
2123
2124         clear_bldg(4, 18);
2125
2126         /* Current quest of the building */
2127         q_index = cave[p_ptr->y][p_ptr->x].special;
2128
2129         /* Is there a quest available at the building? */
2130         if (!q_index)
2131         {
2132                 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);
2133                 return;
2134         }
2135
2136         q_ptr = &quest[q_index];
2137
2138         /* Quest is completed */
2139         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2140         {
2141                 /* Rewarded quest */
2142                 q_ptr->status = QUEST_STATUS_REWARDED;
2143
2144                 get_questinfo(q_index, FALSE);
2145
2146                 reinit_wilderness = TRUE;
2147         }
2148         /* Failed quest */
2149         else if (q_ptr->status == QUEST_STATUS_FAILED)
2150         {
2151                 get_questinfo(q_index, FALSE);
2152
2153                 /* Mark quest as done (but failed) */
2154                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2155
2156                 reinit_wilderness = TRUE;
2157         }
2158         /* Quest is still unfinished */
2159         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2160         {
2161                 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);
2162                 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);
2163                 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);
2164         }
2165         /* No quest yet */
2166         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2167         {
2168                 q_ptr->status = QUEST_STATUS_TAKEN;
2169
2170                 reinit_wilderness = TRUE;
2171
2172                 /* Assign a new quest */
2173                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2174                 {
2175                         if (q_ptr->r_idx == 0)
2176                         {
2177                                 /* Random monster at least 5 - 10 levels out of deep */
2178                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2179                         }
2180
2181                         r_ptr = &r_info[q_ptr->r_idx];
2182
2183                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2184                         {
2185                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2186                                 r_ptr = &r_info[q_ptr->r_idx];
2187                         }
2188
2189                         if (q_ptr->max_num == 0)
2190                         {
2191                                 /* Random monster number */
2192                                 if (randint1(10) > 7)
2193                                         q_ptr->max_num = 1;
2194                                 else
2195                                         q_ptr->max_num = randint1(3) + 1;
2196                         }
2197
2198                         q_ptr->cur_num = 0;
2199                         name = (r_name + r_ptr->name);
2200                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2201                 }
2202                 else
2203                 {
2204                         get_questinfo(q_index, TRUE);
2205                 }
2206         }
2207 }
2208
2209
2210 /*!
2211  * @brief 町に関するヘルプを表示する / Display town history
2212  * @return なし
2213  */
2214 static void town_history(void)
2215 {
2216         screen_save();
2217
2218         /* Peruse the building help file */
2219         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2220         screen_load();
2221 }
2222
2223 /*!
2224  * @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
2225  * @param plus_ammo 矢弾のダメージ修正
2226  * @param plus_bow 弓のダメージ修正
2227  * @return ダメージ期待値
2228  * @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。
2229  */
2230 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2231 {
2232         HIT_POINT i;
2233         object_type *j_ptr =  &inventory[INVEN_BOW];
2234         
2235         /* Extract "shot" power */
2236         i = p_ptr->to_h_b + plus_ammo;
2237         
2238         if (p_ptr->tval_ammo == TV_BOLT)
2239                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2240         else
2241                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2242
2243         /* Snipers can shot more critically with crossbows */
2244         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2245         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2246         
2247         /* Good bow makes more critical */
2248         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2249         
2250         if (i < 0) i = 0;
2251         
2252         return i;
2253 }
2254
2255 /*!
2256  * @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
2257  * @param weight 武器の重量
2258  * @param plus_ammo 矢弾のダメージ修正
2259  * @param plus_bow 弓のダメージ修正
2260  * @param dam 基本ダメージ量
2261  * @return ダメージ期待値
2262  */
2263 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow,  HIT_POINT dam)
2264 {
2265         u32b num;
2266         int i, k, crit;
2267         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2268         
2269         k = 0;
2270         num = 0;
2271         
2272         crit = MIN(500, 900/weight);
2273         num += dam * 3 /2 * crit;
2274         k = crit;
2275         
2276         crit = MIN(500, 1350/weight);
2277         crit -= k;
2278         num += dam * 2 * crit;
2279         k += crit;
2280         
2281         if(k < 500)
2282         {
2283                 crit = 500 - k;
2284                 num += dam * 3 * crit;
2285         }
2286         
2287         num /= 500;
2288         
2289         num *= i;
2290         num += (10000 - i) * dam;
2291         num /= 10000;
2292         
2293         return num;
2294 }
2295
2296 /*!
2297  * @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
2298  * @param weight 武器の重量
2299  * @param plus 武器のダメージ修正
2300  * @param dam 基本ダメージ
2301  * @param meichuu 命中値
2302  * @param dokubari 毒針処理か否か
2303  * @return ダメージ期待値
2304  */
2305 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2306 {
2307         u32b k, num;
2308         int i;
2309         
2310         if(dokubari) return dam;
2311         
2312         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2313         if (i < 0) i = 0;
2314         
2315         k = weight;
2316         num = 0;
2317         
2318         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2319         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2320         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2321         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2322         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2323         
2324         num /= 650;
2325         if(p_ptr->pclass == CLASS_NINJA)
2326         {
2327                 num *= i;
2328                 num += (4444 - i) * dam;
2329                 num /= 4444;
2330         }
2331         else
2332         {
2333                 num *= i;
2334                 num += (5000 - i) * dam;
2335                 num /= 5000;
2336         }
2337         
2338         return num;
2339 }
2340
2341 /*!
2342  * @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
2343  * @param dam 基本ダメージ
2344  * @param mult スレイ倍率(掛け算部分)
2345  * @param div スレイ倍率(割り算部分)
2346  * @param force 理力特別計算フラグ
2347  * @return ダメージ期待値
2348  */
2349 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2350 {
2351         int tmp;
2352         if(force)
2353         {
2354                 tmp = dam * 60;
2355                 tmp *= mult * 3;
2356                 tmp /= div * 2;
2357                 tmp += dam * 60 * 2;
2358                 tmp /= 60;
2359         }
2360         else
2361         {
2362                 tmp = dam * 60;
2363                 tmp *= mult; 
2364                 tmp /= div;
2365                 tmp /= 60;
2366         }
2367         return tmp;
2368 }
2369
2370 /*!
2371  * @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)
2372  * @param dam 基本ダメージ
2373  * @param mult スレイ倍率(掛け算部分)
2374  * @param div スレイ倍率(割り算部分)
2375  * @param force 理力特別計算フラグ
2376  * @param weight 重量
2377  * @param plus 武器ダメージ修正
2378  * @param meichuu 命中値
2379  * @param dokubari 毒針処理か否か
2380  * @param vorpal_mult 切れ味倍率(掛け算部分)
2381  * @param vorpal_div 切れ味倍率(割り算部分)
2382  * @return ダメージ期待値
2383  */
2384 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2385 {
2386         dam = calc_slaydam(dam, mult, div, force);
2387         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2388         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2389         return dam;
2390 }
2391
2392
2393 /*!
2394  * @brief 武器の各条件毎のダメージ期待値を表示する。
2395  * @param r 表示行
2396  * @param c 表示列
2397  * @param mindice ダイス部分最小値
2398  * @param maxdice ダイス部分最大値
2399  * @param blows 攻撃回数
2400  * @param dam_bonus ダメージ修正値
2401  * @param attr 条件内容
2402  * @param color 条件内容の表示色
2403  * @details
2404  * Display the damage figure of an object\n
2405  * (used by compare_weapon_aux)\n
2406  * \n
2407  * Only accurate for the current weapon, because it includes\n
2408  * the current +dam of the player.\n
2409  * @return なし
2410  */
2411 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2412 {
2413         char tmp_str[80];
2414         int mindam, maxdam;
2415         
2416         mindam = blows * (mindice + dam_bonus);
2417         maxdam = blows * (maxdice + dam_bonus);
2418
2419         /* Print the intro text */
2420         c_put_str(color, attr, r, c);
2421
2422         /* Calculate the min and max damage figures */
2423         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2424         
2425         /* Print the damage */
2426         put_str(tmp_str, r, c + 8);
2427 }
2428
2429
2430 /*!
2431  * @brief 武器一つ毎のダメージ情報を表示する。
2432  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2433  * @param col 表示する行の上端
2434  * @param r 表示する列の左端
2435  * @details
2436  * Show the damage figures for the various monster types\n
2437  * \n
2438  * Only accurate for the current weapon, because it includes\n
2439  * the current number of blows for the player.\n
2440  * @return なし
2441  */
2442 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2443 {
2444         BIT_FLAGS flgs[TR_FLAG_SIZE];
2445         int blow = p_ptr->num_blow[0];
2446         bool force = FALSE;
2447         bool dokubari = FALSE;
2448         
2449         /* Effective dices */
2450         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2451         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2452         
2453         int mindice = eff_dd;
2454         int maxdice = eff_ds * eff_dd;
2455         int mindam = 0;
2456         int maxdam = 0;
2457         int vorpal_mult = 1;
2458         int vorpal_div = 1;
2459         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2460         
2461
2462         /* Get the flags of the weapon */
2463         object_flags(o_ptr, flgs);
2464         
2465         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2466         
2467         
2468         /* Show Critical Damage*/
2469         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2470         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2471         
2472         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2473
2474         
2475         /* Vorpal Hit*/
2476         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2477         {
2478                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2479                 {
2480                         vorpal_mult = 5;
2481                         vorpal_div = 3;
2482                 }
2483                 else
2484                 {
2485                         vorpal_mult = 11;
2486                         vorpal_div = 9;
2487                 }
2488                 
2489                 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);
2490                 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);         
2491                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2492         }       
2493         
2494         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2495         {
2496                 force = TRUE;
2497                 
2498                 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);
2499                 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);
2500                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2501         }
2502                 
2503         /* Print the relevant lines */
2504         if (have_flag(flgs, TR_KILL_ANIMAL))
2505         {
2506                 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);
2507                 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);         
2508                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2509         }
2510         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2511         {
2512                 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);
2513                 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);
2514                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2515         }
2516         if (have_flag(flgs, TR_KILL_EVIL))
2517         {       
2518                 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);
2519                 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);
2520                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2521         }
2522         else if (have_flag(flgs, TR_SLAY_EVIL))
2523         {       
2524                 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);
2525                 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);         
2526                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2527         }
2528         if (have_flag(flgs, TR_KILL_HUMAN))
2529         {       
2530                 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);
2531                 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);
2532                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2533         }
2534         else if (have_flag(flgs, TR_SLAY_HUMAN))
2535         {       
2536                 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);
2537                 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);
2538                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2539         }
2540         if (have_flag(flgs, TR_KILL_UNDEAD))
2541         {
2542                 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);
2543                 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);
2544                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2545         }
2546         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2547         {
2548                 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);
2549                 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);
2550                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2551         }
2552         if (have_flag(flgs, TR_KILL_DEMON))
2553         {       
2554                 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);
2555                 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);
2556                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2557         }
2558         else if (have_flag(flgs, TR_SLAY_DEMON))
2559         {       
2560                 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);
2561                 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);
2562                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2563         }
2564         if (have_flag(flgs, TR_KILL_ORC))
2565         {
2566                 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);
2567                 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);
2568                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2569         }
2570         else if (have_flag(flgs, TR_SLAY_ORC))
2571         {
2572                 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);
2573                 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);
2574                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2575         }
2576         if (have_flag(flgs, TR_KILL_TROLL))
2577         {
2578                 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);
2579                 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);
2580                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2581         }
2582         else if (have_flag(flgs, TR_SLAY_TROLL))
2583         {
2584                 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);
2585                 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);
2586                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2587         }
2588         if (have_flag(flgs, TR_KILL_GIANT))
2589         {
2590                 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);
2591                 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);
2592                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2593         }
2594         else if (have_flag(flgs, TR_SLAY_GIANT))
2595         {
2596                 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);
2597                 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);
2598                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2599         }
2600         if (have_flag(flgs, TR_KILL_DRAGON))
2601         {
2602                 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);
2603                 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);
2604                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2605         }
2606         else if (have_flag(flgs, TR_SLAY_DRAGON))
2607         {               
2608                 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);
2609                 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);
2610                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2611         }
2612         if (have_flag(flgs, TR_BRAND_ACID))
2613         {
2614                 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);
2615                 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);
2616                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2617         }
2618         if (have_flag(flgs, TR_BRAND_ELEC))
2619         {
2620                 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);
2621                 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);
2622                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2623         }
2624         if (have_flag(flgs, TR_BRAND_FIRE))
2625         {
2626                 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);
2627                 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);
2628                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2629         }
2630         if (have_flag(flgs, TR_BRAND_COLD))
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,  _("冷属性:", "Cold:"), TERM_RED);
2635         }
2636         if (have_flag(flgs, TR_BRAND_POIS))
2637         {
2638                 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);
2639                 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);
2640                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2641         }
2642 }
2643
2644 /*!
2645  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2646  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2647  * @param row 表示する列の左端
2648  * @param col 表示する行の上端
2649  * @details
2650  * Displays all info about a weapon
2651  *
2652  * Only accurate for the current weapon, because it includes
2653  * various info about the player's +to_dam and number of blows.
2654  * @return なし
2655  */
2656 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2657 {
2658         GAME_TEXT o_name[MAX_NLEN];
2659         char tmp_str[80];
2660
2661         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2662         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2663         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2664
2665         /* Print the weapon name */
2666         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2667         c_put_str(TERM_YELLOW, o_name, row, col);
2668
2669         /* Print the player's number of blows */
2670         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2671         put_str(tmp_str, row+1, col);
2672
2673         /* Print to_hit and to_dam of the weapon */
2674         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2675         put_str(tmp_str, row+2, col);
2676
2677         /* Print the weapons base damage dice */
2678         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2679                 hit_chance(reli, 0),
2680                 hit_chance(reli, 50),
2681                 hit_chance(reli, 100),
2682                 hit_chance(reli, 150),
2683                 hit_chance(reli, 200));
2684         put_str(tmp_str, row+3, col);
2685         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2686
2687         /* Damage for one blow (if it hits) */
2688         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2689             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2690                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2691         put_str(tmp_str, row+6, col+1);
2692
2693         /* Damage for the complete attack (if all blows hit) */
2694         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2695                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2696                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2697         put_str(tmp_str, row+7, col+1);
2698 }
2699
2700 /*!
2701  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2702  * @details 
2703  * Copies the weapons to compare into the weapon-slot and\n
2704  * compares the values for both weapons.\n
2705  * 武器1つだけで比較をしないなら費用は半額になる。
2706  * @param bcost 基本鑑定費用
2707  * @return 最終的にかかった費用
2708  */
2709 static PRICE compare_weapons(PRICE bcost)
2710 {
2711         int i, n;
2712         OBJECT_IDX item, item2;
2713         object_type *o_ptr[2];
2714         object_type orig_weapon;
2715         object_type *i_ptr;
2716         cptr q, s;
2717         TERM_LEN row = 2;
2718         TERM_LEN wid = 38, mgn = 2;
2719         bool old_character_xtra = character_xtra;
2720         char ch;
2721         PRICE total = 0;
2722         PRICE cost = 0; /* First time no price */
2723
2724         screen_save();
2725         clear_bldg(0, 22);
2726
2727         /* Store copy of original wielded weapon */
2728         i_ptr = &inventory[INVEN_RARM];
2729         object_copy(&orig_weapon, i_ptr);
2730
2731         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2732
2733         /* Get the first weapon */
2734         q = _("第一の武器は?", "What is your first weapon? ");
2735         s = _("比べるものがありません。", "You have nothing to compare.");
2736
2737         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2738         if (!o_ptr)
2739         {
2740                 screen_load();
2741                 return (0);
2742         }
2743
2744         n = 1;
2745         total = bcost;
2746
2747         while (TRUE)
2748         {
2749                 clear_bldg(0, 22);
2750
2751                 /* Only compare melee weapons */
2752                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2753
2754                 /* Hack -- prevent "icky" message */
2755                 character_xtra = TRUE;
2756
2757                 /* Diaplay selected weapon's infomation */
2758                 for (i = 0; i < n; i++)
2759                 {
2760                         int col = (wid * i + mgn);
2761
2762                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2763                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2764
2765                         p_ptr->update |= PU_BONUS;
2766                         handle_stuff();
2767
2768                         /* List the new values */
2769                         list_weapon(o_ptr[i], row, col);
2770                         compare_weapon_aux(o_ptr[i], col, row + 8);
2771
2772                         /* Copy back the original weapon into the weapon slot */
2773                         object_copy(i_ptr, &orig_weapon);
2774                 }
2775
2776                 /* Reset the values for the old weapon */
2777                 p_ptr->update |= PU_BONUS;
2778                 handle_stuff();
2779
2780                 character_xtra = old_character_xtra;
2781
2782 #ifdef JP
2783                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2784                 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);
2785                 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);
2786 #else
2787                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2788                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2789                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2790 #endif
2791
2792                 flush();
2793                 ch = inkey();
2794
2795                 if (ch == 's')
2796                 {
2797                         if (total + cost > p_ptr->au)
2798                         {
2799                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2800                                 msg_print(NULL);
2801                                 continue;
2802                         }
2803
2804                         q = _("第二の武器は?", "What is your second weapon? ");
2805                         s = _("比べるものがありません。", "You have nothing to compare.");
2806
2807                         /* Get the second weapon */
2808                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2809                         if (!o_ptr) continue;
2810
2811                         total += cost;
2812                         cost = bcost / 2;
2813                         n = 2;
2814                 }
2815                 else
2816                 {
2817                         break;
2818                 }
2819         }
2820         screen_load();
2821
2822         return (total);
2823 }
2824
2825
2826 /*!
2827  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2828  * @details 
2829  * Calculate and display the dodge-rate and the protection-rate
2830  * based on AC
2831  * @param iAC プレイヤーのAC。
2832  * @return 常にTRUEを返す。
2833  */
2834 static bool eval_ac(ARMOUR_CLASS iAC)
2835 {
2836 #ifdef JP
2837         const char memo[] =
2838                 "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"
2839                 "何パーセント軽減するかを示します。\n"
2840                 "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"
2841                 "に対してのみ効果があります。\n \n"
2842                 "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"
2843                 "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"
2844                 "敵のレベルとあなたのACによって決定されます。\n \n"
2845                 "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"
2846                 "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";
2847 #else
2848         const char memo[] =
2849                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2850                 "Note that the Protection rate is effective only against normal "
2851                 "'attack' and 'shatter' type melee attacks, "
2852                 "and has no effect against any other types such as 'poison'.\n \n"
2853                 "'Dodge Rate' indicates the success rate on dodging the "
2854                 "monster's melee attacks.  "
2855                 "It is depend on the level of the monster and your AC.\n \n"
2856                 "'Average Damage' indicates the expected amount of damage "
2857                 "when you are attacked by normal melee attacks with power=100.";
2858 #endif
2859
2860         int protection;
2861         TERM_LEN col, row = 2;
2862         DEPTH lvl;
2863         char buf[80*20], *t;
2864
2865         /* AC lower than zero has no effect */
2866         if (iAC < 0) iAC = 0;
2867
2868         /* ダメージ軽減率を計算 */
2869         protection = 100 * MIN(iAC, 150) / 250;
2870
2871         screen_save();
2872         clear_bldg(0, 22);
2873
2874 #ifdef JP
2875         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2876         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
2877         row++;
2878
2879         put_str("敵のレベル      :", row + 0, 0);
2880         put_str("回避率          :", row + 1, 0);
2881         put_str("ダメージ期待値  :", row + 2, 0);
2882 #else
2883         put_str(format("Your current AC : %3d", iAC), row++, 0);
2884         put_str(format("Protection rate : %3d%%", protection), row++, 0);
2885         row++;
2886
2887         put_str("Level of Monster:", row + 0, 0);
2888         put_str("Dodge Rate      :", row + 1, 0);
2889         put_str("Average Damage  :", row + 2, 0);
2890 #endif
2891     
2892         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2893         {
2894                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2895                 int dodge;   /* 回避率(%) */
2896                 int average; /* ダメージ期待値 */
2897
2898                 put_str(format("%3d", lvl), row + 0, col);
2899
2900                 /* 回避率を計算 */
2901                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2902                 put_str(format("%3d%%", dodge), row + 1, col);
2903
2904                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2905                 average = (100 - dodge) * (100 - protection) / 100;
2906                 put_str(format("%3d", average), row + 2, col);
2907         }
2908
2909         /* Display note */
2910         roff_to_buf(memo, 70, buf, sizeof(buf));
2911         for (t = buf; t[0]; t += strlen(t) + 1)
2912                 put_str(t, (row++) + 4, 4);
2913
2914         prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
2915   
2916         flush();
2917         (void)inkey();
2918         screen_load();
2919
2920         return (TRUE);
2921 }
2922
2923
2924
2925 /*!
2926  * @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。
2927  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2928  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2929  * @return 修復対象になるならTRUEを返す。
2930  */
2931 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2932 {
2933         int i, n = 0;
2934         int cand[TR_FLAG_MAX];
2935         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2936         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2937
2938         object_flags(to_ptr, to_flgs);
2939         object_flags(from_ptr, from_flgs);
2940
2941         for (i = 0; i < TR_FLAG_MAX; i++)
2942         {
2943                 switch (i)
2944                 {
2945                 case TR_IGNORE_ACID:
2946                 case TR_IGNORE_ELEC:
2947                 case TR_IGNORE_FIRE:
2948                 case TR_IGNORE_COLD:
2949                 case TR_ACTIVATE:
2950                 case TR_RIDING:
2951                 case TR_THROW:
2952                 case TR_SHOW_MODS:
2953                 case TR_HIDE_TYPE:
2954                 case TR_ES_ATTACK:
2955                 case TR_ES_AC:
2956                 case TR_FULL_NAME:
2957                 case TR_FIXED_FLAVOR:
2958                         break;
2959                 default:
2960                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2961                         {
2962                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2963                         }
2964                 }
2965         }
2966
2967         if (n > 0)
2968         {
2969                 int bmax;
2970                 int tr_idx = cand[randint0(n)];
2971                 add_flag(to_ptr->art_flags, tr_idx);
2972                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2973                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2974                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2975                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2976         }
2977
2978         return;
2979 }
2980
2981 /*!
2982  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2983  * @param bcost 基本修復費用
2984  * @return 実際にかかった費用
2985  */
2986 static PRICE repair_broken_weapon_aux(PRICE bcost)
2987 {
2988         PRICE cost;
2989         OBJECT_IDX item, mater;
2990         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2991         object_kind *k_ptr;
2992         int i, dd_bonus, ds_bonus;
2993         KIND_OBJECT_IDX k_idx;
2994         char basenm[MAX_NLEN];
2995         cptr q, s;
2996         int row = 7;
2997         clear_bldg(0, 22);
2998
2999         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);
3000         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);
3001
3002         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3003         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3004
3005         /* Only forge broken weapons */
3006         item_tester_hook = item_tester_hook_broken_weapon;
3007
3008         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
3009         if (!o_ptr) return (0);
3010
3011         /* It is worthless */
3012         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3013         {
3014                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3015                 return (0);
3016         }
3017
3018         /* They are too many */
3019         if (o_ptr->number > 1)
3020         {
3021                 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!"));
3022                 return (0);
3023         }
3024
3025         /* Display item name */
3026         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3027         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3028
3029         q = _("材料となる武器は?", "Which weapon for material? ");
3030         s = _("材料となる武器がありません。", "You have no material to repair.");
3031
3032         /* Only forge broken weapons */
3033         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
3034
3035         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
3036         if (!mo_ptr) return (0);
3037         if (mater == item)
3038         {
3039                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3040                 return (0);
3041         }
3042
3043         /* Display item name */
3044         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3045         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3046
3047         /* Get the value of one of the items (except curses) */
3048         cost = bcost + object_value_real(o_ptr) * 2;
3049
3050         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);
3051
3052         /* Check if the player has enough money */
3053         if (p_ptr->au < cost)
3054         {
3055                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3056                 msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
3057                 msg_print(NULL);
3058                 return (0);
3059         }
3060
3061         p_ptr->total_weight -= o_ptr->weight;
3062
3063         if (o_ptr->sval == SV_BROKEN_DAGGER)
3064         {
3065                 KIND_OBJECT_IDX j;
3066                 int n = 1;
3067
3068                 /* Suppress compiler warning */
3069                 k_idx = 0;
3070
3071                 for (j = 1; j < max_k_idx; j++)
3072                 {
3073                         object_kind *k_aux_ptr = &k_info[j];
3074
3075                         if (k_aux_ptr->tval != TV_SWORD) continue;
3076                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3077                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3078                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3079                         if (k_aux_ptr->weight > 99) continue;
3080
3081                         if (one_in_(n)) 
3082                         {
3083                                 k_idx = j;
3084                                 n++;
3085                         }
3086                 }
3087         }
3088         else /* TV_BROKEN_SWORD */
3089         {
3090                 /* Repair to a sword or sometimes material's type weapon */
3091                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3092
3093                 while(1)
3094                 {
3095                         object_kind *ck_ptr;
3096
3097                         k_idx = lookup_kind(tval, SV_ANY);
3098                         ck_ptr = &k_info[k_idx];
3099
3100                         if (tval == TV_SWORD)
3101                         {
3102                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3103                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3104                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3105                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3106                         }
3107                         if (tval == TV_POLEARM)
3108                         {
3109                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3110                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3111                         }
3112                         if (tval == TV_HAFTED)
3113                         {
3114                                 if ((ck_ptr->sval == SV_GROND) ||
3115                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3116                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3117                         }
3118
3119                         break;
3120                 }
3121         }
3122
3123         /* Calculate dice bonuses */
3124         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3125         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3126         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3127         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3128
3129         /* Change base object */
3130         k_ptr = &k_info[k_idx];
3131         o_ptr->k_idx = k_idx;
3132         o_ptr->weight = k_ptr->weight;
3133         o_ptr->tval = k_ptr->tval;
3134         o_ptr->sval = k_ptr->sval;
3135         o_ptr->dd = k_ptr->dd;
3136         o_ptr->ds = k_ptr->ds;
3137
3138         /* Copy base object's ability */
3139         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3140         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3141         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3142
3143         /* Dice up */
3144         if (dd_bonus > 0)
3145         {
3146                 o_ptr->dd++;
3147                 for (i = 1; i < dd_bonus; i++)
3148                 {
3149                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3150                 }
3151         }
3152         if (ds_bonus > 0)
3153         {
3154                 o_ptr->ds++;
3155                 for (i = 1; i < ds_bonus; i++)
3156                 {
3157                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3158                 }
3159         }
3160
3161         if (have_flag(k_ptr->flags, TR_BLOWS))
3162         {
3163                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3164                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3165         }
3166
3167         /* Add one random ability from material weapon */
3168         give_one_ability_of_object(o_ptr, mo_ptr);
3169
3170         /* Add to-dam, to-hit and to-ac from material weapon */
3171         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3172         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3173         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3174
3175         if ((o_ptr->name1 == ART_NARSIL) ||
3176                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3177                 (object_is_ego(o_ptr) && one_in_(7)))
3178         {
3179                 /* Forge it */
3180                 if (object_is_ego(o_ptr))
3181                 {
3182                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3183                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3184                 }
3185
3186                 /* Add one random ability from material weapon */
3187                 give_one_ability_of_object(o_ptr, mo_ptr);
3188
3189                 /* Add one random activation */
3190                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3191
3192                 /* Narsil */
3193                 if (o_ptr->name1 == ART_NARSIL)
3194                 {
3195                         one_high_resistance(o_ptr);
3196                         one_ability(o_ptr);
3197                 }
3198
3199                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3200         }
3201
3202         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3203 #ifdef JP
3204         msg_format("$%dで%sに修復しました。", cost, basenm);
3205 #else
3206         msg_format("Repaired into %s for %d gold.", basenm, cost);
3207 #endif
3208         msg_print(NULL);
3209
3210         /* Remove BROKEN flag */
3211         o_ptr->ident &= ~(IDENT_BROKEN);
3212
3213         /* Add repaired flag */
3214         o_ptr->discount = 99;
3215
3216         p_ptr->total_weight += o_ptr->weight;
3217         calc_android_exp();
3218
3219         /* Decrease material object */
3220         inven_item_increase(mater, -1);
3221         inven_item_optimize(mater);
3222
3223         /* Copyback */
3224         p_ptr->update |= PU_BONUS;
3225         handle_stuff();
3226
3227         /* Something happened */
3228         return (cost);
3229 }
3230
3231 /*!
3232  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3233  * @param bcost 基本鑑定費用
3234  * @return 実際にかかった費用
3235  */
3236 static int repair_broken_weapon(PRICE bcost)
3237 {
3238         PRICE cost;
3239         screen_save();
3240         cost = repair_broken_weapon_aux(bcost);
3241         screen_load();
3242         return cost;
3243 }
3244
3245
3246 /*!
3247  * @brief アイテムの強化を行う。 / Enchant item
3248  * @param cost 1回毎の費用
3249  * @param to_hit 命中をアップさせる量
3250  * @param to_dam ダメージをアップさせる量
3251  * @param to_ac ACをアップさせる量
3252  * @return 実際に行ったらTRUE
3253  */
3254 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3255 {
3256         int i;
3257         OBJECT_IDX item;
3258         bool okay = FALSE;
3259         object_type *o_ptr;
3260         cptr q, s;
3261         int maxenchant = (p_ptr->lev / 5);
3262         char tmp_str[MAX_NLEN];
3263
3264         clear_bldg(4, 18);
3265         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3266         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3267
3268         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3269         s = _("改良できるものがありません。", "You have nothing to improve.");
3270
3271         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3272         if (!o_ptr) return (FALSE);
3273
3274         /* Check if the player has enough money */
3275         if (p_ptr->au < (cost * o_ptr->number))
3276         {
3277                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3278                 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);
3279                 return (FALSE);
3280         }
3281
3282         /* Enchant to hit */
3283         for (i = 0; i < to_hit; i++)
3284         {
3285                 if (o_ptr->to_h < maxenchant)
3286                 {
3287                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3288                         {
3289                                 okay = TRUE;
3290                                 break;
3291                         }
3292                 }
3293         }
3294
3295         /* Enchant to damage */
3296         for (i = 0; i < to_dam; i++)
3297         {
3298                 if (o_ptr->to_d < maxenchant)
3299                 {
3300                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3301                         {
3302                                 okay = TRUE;
3303                                 break;
3304                         }
3305                 }
3306         }
3307
3308         /* Enchant to AC */
3309         for (i = 0; i < to_ac; i++)
3310         {
3311                 if (o_ptr->to_a < maxenchant)
3312                 {
3313                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3314                         {
3315                                 okay = TRUE;
3316                                 break;
3317                         }
3318                 }
3319         }
3320
3321         /* Failure */
3322         if (!okay)
3323         {
3324                 if (flush_failure) flush();
3325                 msg_print(_("改良に失敗した。", "The improvement failed."));
3326                 return (FALSE);
3327         }
3328         else
3329         {
3330                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3331 #ifdef JP
3332                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3333 #else
3334                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3335 #endif
3336
3337                 /* Charge the money */
3338                 p_ptr->au -= (cost * o_ptr->number);
3339
3340                 if (item >= INVEN_RARM) calc_android_exp();
3341
3342                 /* Something happened */
3343                 return (TRUE);
3344         }
3345 }
3346
3347
3348 /*!
3349  * @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
3350  * @details
3351  * The player can select the number of charges to add\n
3352  * (up to a limit), and the recharge never fails.\n
3353  *\n
3354  * The cost for rods depends on the level of the rod. The prices\n
3355  * for recharging wands and staves are dependent on the cost of\n
3356  * the base-item.\n
3357  * @return なし
3358  */
3359 static void building_recharge(void)
3360 {
3361         OBJECT_IDX  item;
3362         DEPTH       lev;
3363         object_type *o_ptr;
3364         object_kind *k_ptr;
3365         cptr        q, s;
3366         PRICE       price;
3367         PARAMETER_VALUE charges;
3368         int         max_charges;
3369         char        tmp_str[MAX_NLEN];
3370
3371         msg_flag = FALSE;
3372
3373         /* Display some info */
3374         clear_bldg(4, 18);
3375         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);
3376
3377
3378         /* Only accept legal items */
3379         item_tester_hook = item_tester_hook_recharge;
3380
3381         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3382         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3383
3384         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3385         if (!o_ptr) return;
3386
3387         k_ptr = &k_info[o_ptr->k_idx];
3388
3389         /*
3390          * We don't want to give the player free info about
3391          * the level of the item or the number of charges.
3392          */
3393         /* The item must be "known" */
3394         if (!object_is_known(o_ptr))
3395         {
3396                 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!"));
3397                 msg_print(NULL);
3398
3399                 if ((p_ptr->au >= 50) &&
3400                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3401
3402                 {
3403                         /* Pay the price */
3404                         p_ptr->au -= 50;
3405
3406                         /* Identify it */
3407                         identify_item(o_ptr);
3408
3409                         /* Description */
3410                         object_desc(tmp_str, o_ptr, 0);
3411                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3412
3413                         /* Auto-inscription */
3414                         autopick_alter_item(item, FALSE);
3415
3416                         /* Update the gold display */
3417                         building_prt_gold();
3418                 }
3419                 else
3420                 {
3421                         return;
3422                 }
3423         }
3424
3425         /* Extract the object "level" */
3426         lev = k_info[o_ptr->k_idx].level;
3427
3428         /* Price for a rod */
3429         if (o_ptr->tval == TV_ROD)
3430         {
3431                 if (o_ptr->timeout > 0)
3432                 {
3433                         /* Fully recharge */
3434                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3435                 }
3436                 else
3437                 {
3438                         /* No recharge necessary */
3439                         price = 0;
3440                         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."));
3441                         return;
3442                 }
3443         }
3444         else if (o_ptr->tval == TV_STAFF)
3445         {
3446                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3447                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3448
3449                 /* Pay at least 10 gold per charge */
3450                 price = MAX(10, price);
3451         }
3452         else
3453         {
3454                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3455                 price = (k_info[o_ptr->k_idx].cost / 10);
3456
3457                 /* Pay at least 10 gold per charge */
3458                 price = MAX(10, price);
3459         }
3460
3461         /* Limit the number of charges for wands and staffs */
3462         if (o_ptr->tval == TV_WAND
3463                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3464         {
3465                 if (o_ptr->number > 1)
3466                 {
3467                         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."));
3468                 }
3469                 else
3470                 {
3471                         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."));
3472                 }
3473                 return;
3474         }
3475         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3476         {
3477                 if (o_ptr->number > 1)
3478                 {
3479                         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."));
3480                 }
3481                 else
3482                 {
3483                         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."));
3484                 }
3485                 return;
3486         }
3487
3488         /* Check if the player has enough money */
3489         if (p_ptr->au < price)
3490         {
3491                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3492 #ifdef JP
3493                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3494 #else
3495                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3496 #endif
3497
3498                 return;
3499         }
3500
3501         if (o_ptr->tval == TV_ROD)
3502         {
3503 #ifdef JP
3504 if (get_check(format("そのロッドを$%d で再充填しますか?",
3505  price)))
3506 #else
3507                 if (get_check(format("Recharge the %s for %d gold? ",
3508                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3509 #endif
3510
3511                 {
3512                         /* Recharge fully */
3513                         o_ptr->timeout = 0;
3514                 }
3515                 else
3516                 {
3517                         return;
3518                 }
3519         }
3520         else
3521         {
3522                 if (o_ptr->tval == TV_STAFF)
3523                         max_charges = k_ptr->pval - o_ptr->pval;
3524                 else
3525                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3526
3527                 /* Get the quantity for staves and wands */
3528                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3529                                         MIN(p_ptr->au / price, max_charges));
3530
3531                 /* Do nothing */
3532                 if (charges < 1) return;
3533
3534                 /* Get the new price */
3535                 price *= charges;
3536
3537                 /* Recharge */
3538                 o_ptr->pval += charges;
3539
3540                 /* We no longer think the item is empty */
3541                 o_ptr->ident &= ~(IDENT_EMPTY);
3542         }
3543
3544         /* Give feedback */
3545         object_desc(tmp_str, o_ptr, 0);
3546 #ifdef JP
3547         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3548 #else
3549         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3550 #endif
3551
3552         /* Combine / Reorder the pack (later) */
3553         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3554
3555         p_ptr->window |= (PW_INVEN);
3556
3557         /* Pay the price */
3558         p_ptr->au -= price;
3559
3560         /* Finished */
3561         return;
3562 }
3563
3564
3565 /*!
3566  * @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
3567  * @details
3568  * The player can select the number of charges to add\n
3569  * (up to a limit), and the recharge never fails.\n
3570  *\n
3571  * The cost for rods depends on the level of the rod. The prices\n
3572  * for recharging wands and staves are dependent on the cost of\n
3573  * the base-item.\n
3574  * @return なし
3575  */
3576 static void building_recharge_all(void)
3577 {
3578         INVENTORY_IDX i;
3579         DEPTH lev;
3580         object_type *o_ptr;
3581         object_kind *k_ptr;
3582         PRICE price = 0;
3583         PRICE total_cost = 0;
3584
3585
3586         /* Display some info */
3587         msg_flag = FALSE;
3588         clear_bldg(4, 18);
3589         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);
3590
3591         /* Calculate cost */
3592         for ( i = 0; i < INVEN_PACK; i++)
3593         {
3594                 o_ptr = &inventory[i];
3595                                 
3596                 /* skip non magic device */
3597                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3598
3599                 /* need identified */
3600                 if (!object_is_known(o_ptr)) total_cost += 50;
3601
3602                 /* Extract the object "level" */
3603                 lev = k_info[o_ptr->k_idx].level;
3604
3605                 k_ptr = &k_info[o_ptr->k_idx];
3606
3607                 switch (o_ptr->tval)
3608                 {
3609                 case TV_ROD:
3610                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3611                         break;
3612
3613                 case TV_STAFF:
3614                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3615                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3616
3617                         /* Pay at least 10 gold per charge */
3618                         price = MAX(10, price);
3619
3620                         /* Fully charge */
3621                         price = (k_ptr->pval - o_ptr->pval) * price;
3622                         break;
3623
3624                 case TV_WAND:
3625                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3626                         price = (k_info[o_ptr->k_idx].cost / 10);
3627
3628                         /* Pay at least 10 gold per charge */
3629                         price = MAX(10, price);
3630
3631                         /* Fully charge */
3632                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3633                         break;
3634                 }
3635
3636                 /* if price <= 0 then item have enough charge */
3637                 if (price > 0) total_cost += price;
3638         }
3639
3640         if (!total_cost)
3641         {
3642                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3643                 msg_print(NULL);
3644                 return;
3645         }
3646
3647         /* Check if the player has enough money */
3648         if (p_ptr->au < total_cost)
3649         {
3650                 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 );
3651                 msg_print(NULL);
3652                 return;
3653         }
3654         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3655         
3656         for (i = 0; i < INVEN_PACK; i++)
3657         {
3658                 o_ptr = &inventory[i];
3659                 k_ptr = &k_info[o_ptr->k_idx];
3660
3661                 /* skip non magic device */
3662                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3663
3664                 /* Identify it */
3665                 if (!object_is_known(o_ptr))
3666                 {
3667                         identify_item(o_ptr);
3668
3669                         /* Auto-inscription */
3670                         autopick_alter_item(i, FALSE);
3671                 }
3672
3673                 /* Recharge */
3674                 switch (o_ptr->tval)
3675                 {
3676                 case TV_ROD:
3677                         o_ptr->timeout = 0;
3678                         break;
3679                 case TV_STAFF:
3680                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3681                         /* We no longer think the item is empty */
3682                         o_ptr->ident &= ~(IDENT_EMPTY);
3683                         break;
3684                 case TV_WAND:
3685                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3686                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3687                         /* We no longer think the item is empty */
3688                         o_ptr->ident &= ~(IDENT_EMPTY);
3689                         break;
3690                 }
3691         }
3692
3693         /* Give feedback */
3694         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3695         msg_print(NULL);
3696
3697         /* Combine / Reorder the pack (later) */
3698         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3699
3700         p_ptr->window |= (PW_INVEN);
3701
3702         /* Pay the price */
3703         p_ptr->au -= total_cost;
3704
3705         /* Finished */
3706         return;
3707 }
3708
3709 /*!
3710  * @brief 町間のテレポートを行うメインルーチン。
3711  * @return テレポート処理を決定したか否か
3712  */
3713 bool tele_town(void)
3714 {
3715         int i, x, y;
3716         int num = 0;
3717
3718         if (dun_level)
3719         {
3720                 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!"));
3721                 return FALSE;
3722         }
3723
3724         if (p_ptr->inside_arena || p_ptr->inside_battle)
3725         {
3726                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3727                 return FALSE;
3728         }
3729
3730         screen_save();
3731         clear_bldg(4, 10);
3732
3733         for (i = 1; i < max_towns; i++)
3734         {
3735                 char buf[80];
3736
3737                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3738
3739                 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3740                 prt(buf, 5 + i, 5);
3741                 num++;
3742         }
3743
3744         if (!num)
3745         {
3746                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3747                 msg_print(NULL);
3748                 screen_load();
3749                 return FALSE;
3750         }
3751
3752         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3753         while(1)
3754         {
3755                 i = inkey();
3756
3757                 if (i == ESCAPE)
3758                 {
3759                         screen_load();
3760                         return FALSE;
3761                 }
3762                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3763                 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;
3764                 break;
3765         }
3766
3767         for (y = 0; y < max_wild_y; y++)
3768         {
3769                 for (x = 0; x < max_wild_x; x++)
3770                 {
3771                         if(wilderness[y][x].town == (i-'a'+1))
3772                         {
3773                                 p_ptr->wilderness_y = y;
3774                                 p_ptr->wilderness_x = x;
3775                         }
3776                 }
3777         }
3778
3779         p_ptr->leaving = TRUE;
3780         leave_bldg = TRUE;
3781         p_ptr->teleport_town = TRUE;
3782         screen_load();
3783         return TRUE;
3784 }
3785
3786 /*!
3787  * @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-
3788  * @return 常にTRUEを返す。
3789  * @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。
3790  */
3791 static bool research_mon(void)
3792 {
3793         IDX i;
3794         int n;
3795         MONRACE_IDX r_idx;
3796         char sym, query;
3797         char buf[128];
3798         bool notpicked;
3799         bool recall = FALSE;
3800         u16b why = 0;
3801         MONSTER_IDX *who;
3802
3803         /* XTRA HACK WHATSEARCH */
3804         bool    all = FALSE;
3805         bool    uniq = FALSE;
3806         bool    norm = FALSE;
3807         char temp[80] = "";
3808
3809         /* XTRA HACK REMEMBER_IDX */
3810         static int old_sym = '\0';
3811         static IDX old_i = 0;
3812
3813         screen_save();
3814
3815         /* Get a character, or abort */
3816         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):",
3817                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3818
3819         {
3820                 /* Restore */
3821                 screen_load();
3822
3823                 return (FALSE);
3824         }
3825
3826         /* Find that character info, and describe it */
3827         for (i = 0; ident_info[i]; ++i)
3828         {
3829                 if (sym == ident_info[i][0]) break;
3830         }
3831
3832                 /* XTRA HACK WHATSEARCH */
3833         if (sym == KTRL('A'))
3834         {
3835                 all = TRUE;
3836                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3837         }
3838         else if (sym == KTRL('U'))
3839         {
3840                 all = uniq = TRUE;
3841                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3842         }
3843         else if (sym == KTRL('N'))
3844         {
3845                 all = norm = TRUE;
3846                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3847         }
3848         else if (sym == KTRL('M'))
3849         {
3850                 all = TRUE;
3851                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3852                 {
3853                         temp[0]=0;
3854
3855                         /* Restore */
3856                         screen_load();
3857
3858                         return FALSE;
3859                 }
3860                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3861         }
3862         else if (ident_info[i])
3863         {
3864                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3865         }
3866         else
3867         {
3868                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3869         }
3870
3871         /* Display the result */
3872         prt(buf, 16, 10);
3873
3874
3875         /* Allocate the "who" array */
3876         C_MAKE(who, max_r_idx, IDX);
3877
3878         /* Collect matching monsters */
3879         for (n = 0, i = 1; i < max_r_idx; i++)
3880         {
3881                 monster_race *r_ptr = &r_info[i];
3882
3883                 /* Empty monster */
3884                 if (!r_ptr->name) continue;
3885
3886                 /* XTRA HACK WHATSEARCH */
3887                 /* Require non-unique monsters if needed */
3888                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3889
3890                 /* Require unique monsters if needed */
3891                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3892
3893                 /* 名前検索 */
3894                 if (temp[0])
3895                 {
3896                         int xx;
3897                         char temp2[80];
3898
3899                         for (xx = 0; temp[xx] && xx < 80; xx++)
3900                         {
3901 #ifdef JP
3902                                 if (iskanji(temp[xx]))
3903                                 {
3904                                         xx++;
3905                                         continue;
3906                                 }
3907 #endif
3908                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3909                         }
3910   
3911 #ifdef JP
3912                         strcpy(temp2, r_name + r_ptr->E_name);
3913 #else
3914                         strcpy(temp2, r_name + r_ptr->name);
3915 #endif
3916                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3917                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3918
3919 #ifdef JP
3920                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3921 #else
3922                         if (my_strstr(temp2, temp))
3923 #endif
3924                                 who[n++] = i;
3925                 }
3926                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3927         }
3928
3929         /* Nothing to recall */
3930         if (!n)
3931         {
3932                 /* Free the "who" array */
3933                 C_KILL(who, max_r_idx, IDX);
3934
3935                 /* Restore */
3936                 screen_load();
3937
3938                 return (FALSE);
3939         }
3940
3941         /* Sort by level */
3942         why = 2;
3943         query = 'y';
3944
3945         /* Sort if needed */
3946         if (why)
3947         {
3948                 /* Select the sort method */
3949                 ang_sort_comp = ang_sort_comp_hook;
3950                 ang_sort_swap = ang_sort_swap_hook;
3951
3952                 /* Sort the array */
3953                 ang_sort(who, &why, n);
3954         }
3955
3956
3957         /* Start at the end */
3958         /* XTRA HACK REMEMBER_IDX */
3959         if (old_sym == sym && old_i < n) i = old_i;
3960         else i = n - 1;
3961
3962         notpicked = TRUE;
3963
3964         /* Scan the monster memory */
3965         while (notpicked)
3966         {
3967                 /* Extract a race */
3968                 r_idx = who[i];
3969
3970                 /* Hack -- Begin the prompt */
3971                 roff_top(r_idx);
3972
3973                 /* Hack -- Complete the prompt */
3974                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3975
3976                 /* Interact */
3977                 while (1)
3978                 {
3979                         /* Recall */
3980                         if (recall)
3981                         {
3982                                 /*** Recall on screen ***/
3983
3984                                 /* Get maximal info about this monster */
3985                                 lore_do_probe(r_idx);
3986
3987                                 /* Save this monster ID */
3988                                 monster_race_track(r_idx);
3989                                 handle_stuff();
3990
3991                                 /* know every thing mode */
3992                                 screen_roff(r_idx, 0x01);
3993                                 notpicked = FALSE;
3994
3995                                 /* XTRA HACK REMEMBER_IDX */
3996                                 old_sym = sym;
3997                                 old_i = i;
3998                         }
3999
4000                         /* Command */
4001                         query = inkey();
4002
4003                         /* Normal commands */
4004                         if (query != 'r') break;
4005
4006                         /* Toggle recall */
4007                         recall = !recall;
4008                 }
4009
4010                 /* Stop scanning */
4011                 if (query == ESCAPE) break;
4012
4013                 /* Move to "prev" monster */
4014                 if (query == '-')
4015                 {
4016                         if (++i == n)
4017                         {
4018                                 i = 0;
4019                                 if (!expand_list) break;
4020                         }
4021                 }
4022
4023                 /* Move to "next" monster */
4024                 else
4025                 {
4026                         if (i-- == 0)
4027                         {
4028                                 i = n - 1;
4029                                 if (!expand_list) break;
4030                         }
4031                 }
4032         }
4033
4034
4035         /* Re-display the identity */
4036         /* prt(buf, 5, 5);*/
4037
4038         /* Free the "who" array */
4039         C_KILL(who, max_r_idx, IDX);
4040
4041         /* Restore */
4042         screen_load();
4043
4044         return (!notpicked);
4045 }
4046
4047
4048 /*!
4049  * @brief 施設の処理実行メインルーチン / Execute a building command
4050  * @param bldg 施設構造体の参照ポインタ
4051  * @param i 実行したい施設のサービステーブルの添字
4052  * @return なし
4053  */
4054 static void bldg_process_command(building_type *bldg, int i)
4055 {
4056         BACT_IDX bact = bldg->actions[i];
4057         PRICE bcost;
4058         bool paid = FALSE;
4059         int amt;
4060
4061         msg_flag = FALSE;
4062         msg_erase();
4063
4064         if (is_owner(bldg))
4065                 bcost = bldg->member_costs[i];
4066         else
4067                 bcost = bldg->other_costs[i];
4068
4069         /* action restrictions */
4070         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4071             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4072         {
4073                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4074                 return;
4075         }
4076
4077         /* check gold (HACK - Recharge uses variable costs) */
4078         if ((bact != BACT_RECHARGE) &&
4079             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4080              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4081         {
4082                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4083                 return;
4084         }
4085
4086         switch (bact)
4087         {
4088         case BACT_NOTHING:
4089                 /* Do nothing */
4090                 break;
4091         case BACT_RESEARCH_ITEM:
4092                 paid = identify_fully(FALSE);
4093                 break;
4094         case BACT_TOWN_HISTORY:
4095                 town_history();
4096                 break;
4097         case BACT_RACE_LEGENDS:
4098                 race_legends();
4099                 break;
4100         case BACT_QUEST:
4101                 castle_quest();
4102                 break;
4103         case BACT_KING_LEGENDS:
4104         case BACT_ARENA_LEGENDS:
4105         case BACT_LEGENDS:
4106                 show_highclass();
4107                 break;
4108         case BACT_POSTER:
4109         case BACT_ARENA_RULES:
4110         case BACT_ARENA:
4111                 arena_comm(bact);
4112                 break;
4113         case BACT_IN_BETWEEN:
4114         case BACT_CRAPS:
4115         case BACT_SPIN_WHEEL:
4116         case BACT_DICE_SLOTS:
4117         case BACT_GAMBLE_RULES:
4118         case BACT_POKER:
4119                 gamble_comm(bact);
4120                 break;
4121         case BACT_REST:
4122         case BACT_RUMORS:
4123         case BACT_FOOD:
4124                 paid = inn_comm(bact);
4125                 break;
4126         case BACT_RESEARCH_MONSTER:
4127                 paid = research_mon();
4128                 break;
4129         case BACT_COMPARE_WEAPONS:
4130                 paid = TRUE;
4131                 bcost = compare_weapons(bcost);
4132                 break;
4133         case BACT_ENCHANT_WEAPON:
4134                 item_tester_hook = object_allow_enchant_melee_weapon;
4135                 enchant_item(bcost, 1, 1, 0);
4136                 break;
4137         case BACT_ENCHANT_ARMOR:
4138                 item_tester_hook = object_is_armour;
4139                 enchant_item(bcost, 0, 0, 1);
4140                 break;
4141         case BACT_RECHARGE:
4142                 building_recharge();
4143                 break;
4144         case BACT_RECHARGE_ALL:
4145                 building_recharge_all();
4146                 break;
4147         case BACT_IDENTS: /* needs work */
4148                 if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
4149                 identify_pack();
4150                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4151                 paid = TRUE;
4152                 break;
4153         case BACT_IDENT_ONE: /* needs work */
4154                 paid = ident_spell(FALSE);
4155                 break;
4156         case BACT_LEARN:
4157                 do_cmd_study();
4158                 break;
4159         case BACT_HEALING: /* needs work */
4160                 paid = cure_critical_wounds(200);
4161                 break;
4162         case BACT_RESTORE: /* needs work */
4163                 paid = restore_all_status();
4164                 break;
4165         case BACT_ENCHANT_ARROWS:
4166                 item_tester_hook = item_tester_hook_ammo;
4167                 enchant_item(bcost, 1, 1, 0);
4168                 break;
4169         case BACT_ENCHANT_BOW:
4170                 item_tester_tval = TV_BOW;
4171                 enchant_item(bcost, 1, 1, 0);
4172                 break;
4173         case BACT_RECALL:
4174                 if (recall_player(1)) paid = TRUE;
4175                 break;
4176         case BACT_TELEPORT_LEVEL:
4177         {
4178                 IDX select_dungeon;
4179                 DEPTH max_depth;
4180
4181                 clear_bldg(4, 20);
4182                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4183                 show_building(bldg);
4184                 if (!select_dungeon) return;
4185
4186                 max_depth = d_info[select_dungeon].maxdepth;
4187
4188                 /* Limit depth in Angband */
4189                 if (select_dungeon == DUNGEON_ANGBAND)
4190                 {
4191                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4192                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4193                 }
4194                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4195                                                         d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
4196
4197                 if (amt > 0)
4198                 {
4199                         p_ptr->word_recall = 1;
4200                         p_ptr->recall_dungeon = select_dungeon;
4201                         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));
4202                         if (record_maxdepth)
4203                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4204                                 
4205                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4206
4207                         paid = TRUE;
4208                         p_ptr->redraw |= (PR_STATUS);
4209                 }
4210                 break;
4211         }
4212         case BACT_LOSE_MUTATION:
4213                 if (p_ptr->muta1 || p_ptr->muta2 ||
4214                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4215                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4216                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4217                 {
4218                         while(!lose_mutation(0));
4219                         paid = TRUE;
4220                 }
4221                 else
4222                 {
4223                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4224                         msg_print(NULL);
4225                 }
4226                 break;
4227         case BACT_BATTLE:
4228                 kakutoujou();
4229                 break;
4230         case BACT_TSUCHINOKO:
4231                 tsuchinoko();
4232                 break;
4233         case BACT_KUBI:
4234                 shoukinkubi();
4235                 break;
4236         case BACT_TARGET:
4237                 today_target();
4238                 break;
4239         case BACT_KANKIN:
4240                 kankin();
4241                 break;
4242         case BACT_HEIKOUKA:
4243                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4244                 set_virtue(V_COMPASSION, 0);
4245                 set_virtue(V_HONOUR, 0);
4246                 set_virtue(V_JUSTICE, 0);
4247                 set_virtue(V_SACRIFICE, 0);
4248                 set_virtue(V_KNOWLEDGE, 0);
4249                 set_virtue(V_FAITH, 0);
4250                 set_virtue(V_ENLIGHTEN, 0);
4251                 set_virtue(V_ENCHANT, 0);
4252                 set_virtue(V_CHANCE, 0);
4253                 set_virtue(V_NATURE, 0);
4254                 set_virtue(V_HARMONY, 0);
4255                 set_virtue(V_VITALITY, 0);
4256                 set_virtue(V_UNLIFE, 0);
4257                 set_virtue(V_PATIENCE, 0);
4258                 set_virtue(V_TEMPERANCE, 0);
4259                 set_virtue(V_DILIGENCE, 0);
4260                 set_virtue(V_VALOUR, 0);
4261                 set_virtue(V_INDIVIDUALISM, 0);
4262                 get_virtues();
4263                 paid = TRUE;
4264                 break;
4265         case BACT_TELE_TOWN:
4266                 paid = tele_town();
4267                 break;
4268         case BACT_EVAL_AC:
4269                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4270                 break;
4271         case BACT_BROKEN_WEAPON:
4272                 paid = TRUE;
4273                 bcost = repair_broken_weapon(bcost);
4274                 break;
4275         }
4276
4277         if (paid)
4278         {
4279                 p_ptr->au -= bcost;
4280         }
4281 }
4282
4283 /*!
4284  * @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
4285  * @return なし
4286  */
4287 void do_cmd_quest(void)
4288 {
4289         p_ptr->energy_use = 100;
4290
4291         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4292         {
4293                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4294                 return;
4295         }
4296         else
4297         {
4298                 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."));
4299                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4300                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4301                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4302
4303                 /* Player enters a new quest */
4304                 p_ptr->oldpy = 0;
4305                 p_ptr->oldpx = 0;
4306
4307                 leave_quest_check();
4308
4309                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4310                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4311
4312                 p_ptr->leaving = TRUE;
4313         }
4314 }
4315
4316
4317 /*!
4318  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4319  * @return なし
4320  */
4321 void do_cmd_bldg(void)
4322 {
4323         int             i, which;
4324         char            command;
4325         bool            validcmd;
4326         building_type   *bldg;
4327
4328
4329         p_ptr->energy_use = 100;
4330
4331         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4332         {
4333                 msg_print(_("ここには建物はない。", "You see no building here."));
4334                 return;
4335         }
4336
4337         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4338
4339         bldg = &building[which];
4340
4341         /* Don't re-init the wilderness */
4342         reinit_wilderness = FALSE;
4343
4344         if ((which == 2) && (p_ptr->arena_number < 0))
4345         {
4346                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4347                 return;
4348         }
4349         else if ((which == 2) && p_ptr->inside_arena)
4350         {
4351                 if (!p_ptr->exit_bldg && m_cnt > 0)
4352                 {
4353                         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);
4354                 }
4355                 else
4356                 {
4357                         /* Don't save the arena as saved floor */
4358                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4359
4360                         p_ptr->inside_arena = FALSE;
4361                         p_ptr->leaving = TRUE;
4362
4363                         /* Re-enter the arena */
4364                         command_new = SPECIAL_KEY_BUILDING;
4365
4366                         /* No energy needed to re-enter the arena */
4367                         p_ptr->energy_use = 0;
4368                 }
4369
4370                 return;
4371         }
4372         else if (p_ptr->inside_battle)
4373         {
4374                 /* Don't save the arena as saved floor */
4375                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4376
4377                 p_ptr->leaving = TRUE;
4378                 p_ptr->inside_battle = FALSE;
4379
4380                 /* Re-enter the monster arena */
4381                 command_new = SPECIAL_KEY_BUILDING;
4382
4383                 /* No energy needed to re-enter the arena */
4384                 p_ptr->energy_use = 0;
4385
4386                 return;
4387         }
4388         else
4389         {
4390                 p_ptr->oldpy = p_ptr->y;
4391                 p_ptr->oldpx = p_ptr->x;
4392         }
4393
4394         forget_lite();
4395         forget_view();
4396
4397         /* Hack -- Increase "icky" depth */
4398         character_icky++;
4399
4400         command_arg = 0;
4401         command_rep = 0;
4402         command_new = 0;
4403
4404         show_building(bldg);
4405         leave_bldg = FALSE;
4406
4407         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4408
4409         while (!leave_bldg)
4410         {
4411                 validcmd = FALSE;
4412                 prt("", 1, 0);
4413
4414                 building_prt_gold();
4415
4416                 command = inkey();
4417
4418                 if (command == ESCAPE)
4419                 {
4420                         leave_bldg = TRUE;
4421                         p_ptr->inside_arena = FALSE;
4422                         p_ptr->inside_battle = FALSE;
4423                         break;
4424                 }
4425
4426                 for (i = 0; i < 8; i++)
4427                 {
4428                         if (bldg->letters[i])
4429                         {
4430                                 if (bldg->letters[i] == command)
4431                                 {
4432                                         validcmd = TRUE;
4433                                         break;
4434                                 }
4435                         }
4436                 }
4437
4438                 if(validcmd) bldg_process_command(bldg, i);
4439
4440                 handle_stuff();
4441         }
4442
4443         select_floor_music();
4444
4445         msg_flag = FALSE;
4446         msg_erase();
4447
4448         /* Reinit wilderness to activate quests ... */
4449         if (reinit_wilderness)
4450         {
4451                 p_ptr->leaving = TRUE;
4452         }
4453
4454         /* Hack -- Decrease "icky" depth */
4455         character_icky--;
4456
4457         Term_clear();
4458
4459         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4460         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4461         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4462 }
4463
4464
4465 /*!
4466  * @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
4467  */
4468 static cptr find_quest[] =
4469 {
4470         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4471         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4472         _("メッセージを見つけた:", "There is a sign saying"),
4473         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4474         _("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"),
4475 };
4476
4477
4478 /*!
4479  * @brief クエストの導入メッセージを表示する / Discover quest
4480  * @param q_idx 開始されたクエストのID
4481  */
4482 void quest_discovery(QUEST_IDX q_idx)
4483 {
4484         quest_type *q_ptr = &quest[q_idx];
4485         monster_race *r_ptr = &r_info[q_ptr->r_idx];
4486         MONSTER_NUMBER q_num = q_ptr->max_num;
4487         GAME_TEXT name[MAX_NLEN];
4488
4489         /* No quest index */
4490         if (!q_idx) return;
4491
4492         strcpy(name, (r_name + r_ptr->name));
4493
4494         msg_print(find_quest[rand_range(0, 4)]);
4495         msg_print(NULL);
4496
4497         if (q_num == 1)
4498         {
4499                 /* Unique */
4500
4501                 /* Hack -- "unique" monsters must be "unique" */
4502                 if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
4503                 {
4504                         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..."));
4505                         /* The unique is already dead */
4506                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4507                         q_ptr->complev = 0;
4508                         update_playtime();
4509                         q_ptr->comptime = playtime;
4510                 }
4511                 else
4512                 {
4513                         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);
4514                 }
4515         }
4516         else
4517         {
4518                 /* Normal monsters */
4519 #ifndef JP
4520                 plural_aux(name);
4521 #endif
4522                 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);
4523
4524         }
4525 }
4526
4527
4528 /*!
4529  * @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。
4530  * / Hack -- Check if a level is a "quest" level
4531  * @param level 検索対象になる階
4532  * @return クエストIDを返す。該当がない場合0を返す。
4533  */
4534 QUEST_IDX quest_number(DEPTH level)
4535 {
4536         QUEST_IDX i;
4537
4538         /* Check quests */
4539         if (p_ptr->inside_quest)
4540                 return (p_ptr->inside_quest);
4541
4542         for (i = 0; i < max_q_idx; i++)
4543         {
4544                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4545
4546                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4547                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4548                     (quest[i].level == level) &&
4549                     (quest[i].dungeon == dungeon_type))
4550                         return (i);
4551         }
4552
4553         /* Check for random quest */
4554         return (random_quest_number(level));
4555 }
4556
4557 /*!
4558  * @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。
4559  * @param level 検索対象になる階
4560  * @return クエストIDを返す。該当がない場合0を返す。
4561  */
4562 QUEST_IDX random_quest_number(DEPTH level)
4563 {
4564         QUEST_IDX i;
4565
4566         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4567
4568         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4569         {
4570                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4571                         (quest[i].status == QUEST_STATUS_TAKEN) &&
4572                         (quest[i].level == level) &&
4573                         (quest[i].dungeon == DUNGEON_ANGBAND))
4574                 {
4575                         return i;
4576                 }
4577         }
4578
4579         return 0;
4580 }