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