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[Refactor] #37353 コメント整理 / Refactor comments.
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "object-hook.h"
17
18 /*!
19  * ループ中で / hack as in leave_store in store.c
20  */
21 static bool leave_bldg = FALSE;
22
23 /*!
24  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
25  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
26  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
27  * @param bldg 施設構造体の参照ポインタ
28  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
29  */
30 static bool is_owner(building_type *bldg)
31 {
32         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
33         {
34                 return (TRUE);
35         }
36
37         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
38         {
39                 return (TRUE);
40         }
41
42         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
44         {
45                 return (TRUE);
46         }
47
48         return (FALSE);
49 }
50
51 /*!
52  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
53  (スペルマスターの特別判定つき)
54  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
55  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
56  * @param bldg 施設構造体の参照ポインタ
57  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
58  * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
59  */
60 static bool is_member(building_type *bldg)
61 {
62         if (bldg->member_class[p_ptr->pclass])
63         {
64                 return (TRUE);
65         }
66
67         if (bldg->member_race[p_ptr->prace])
68         {
69                 return (TRUE);
70         }
71
72         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
74         {
75                 return (TRUE);
76         }
77
78
79         if (p_ptr->pclass == CLASS_SORCERER)
80         {
81                 int i;
82                 bool OK = FALSE;
83                 for (i = 0; i < MAX_MAGIC; i++)
84                 {
85                         if (bldg->member_realm[i+1]) OK = TRUE;
86                 }
87                 return OK;
88         }
89         return (FALSE);
90 }
91
92 /*!
93  * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94  * @details 消去は行毎にヌル文字列で行われる。
95  * @param min_row 開始行番号
96  * @param max_row 末尾行番号
97  * @return なし
98  */
99 static void clear_bldg(int min_row, int max_row)
100 {
101         int   i;
102
103         for (i = min_row; i <= max_row; i++)
104                 prt("", i, 0);
105 }
106
107 /*!
108  * @brief 所持金を表示する。
109  * @return なし
110  */
111 static void building_prt_gold(void)
112 {
113         char tmp_str[80];
114         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116         prt(tmp_str, 23, 68);
117 }
118
119 /*!
120  * @brief 施設のサービス一覧を表示する / Display a building.
121  * @param bldg 施設構造体の参照ポインタ
122  * @return なし
123  */
124 static void show_building(building_type* bldg)
125 {
126         char buff[20];
127         int i;
128         byte action_color;
129         char tmp_str[80];
130
131         Term_clear();
132         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
133         prt(tmp_str, 2, 1);
134
135
136         for (i = 0; i < 8; i++)
137         {
138                 if (bldg->letters[i])
139                 {
140                         if (bldg->action_restr[i] == 0)
141                         {
142                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
144                                 {
145                                         action_color = TERM_WHITE;
146                                         buff[0] = '\0';
147                                 }
148                                 else if (is_owner(bldg))
149                                 {
150                                         action_color = TERM_YELLOW;
151                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
152                                 }
153                                 else
154                                 {
155                                         action_color = TERM_YELLOW;
156                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
157                         }
158                         else if (bldg->action_restr[i] == 1)
159                         {
160                                 if (!is_member(bldg))
161                                 {
162                                         action_color = TERM_L_DARK;
163                                         strcpy(buff, _("(閉店)", "(closed)"));
164                                 }
165                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
167                                 {
168                                         action_color = TERM_WHITE;
169                                         buff[0] = '\0';
170                                 }
171                                 else if (is_owner(bldg))
172                                 {
173                                         action_color = TERM_YELLOW;
174                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
175                                 }
176                                 else
177                                 {
178                                         action_color = TERM_YELLOW;
179                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
180                                 }
181                         }
182                         else
183                         {
184                                 if (!is_owner(bldg))
185                                 {
186                                         action_color = TERM_L_DARK;
187                                         strcpy(buff, _("(閉店)", "(closed)"));
188                                 }
189                                 else if (bldg->member_costs[i] != 0)
190                                 {
191                                         action_color = TERM_YELLOW;
192                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
193                                 }
194                                 else
195                                 {
196                                         action_color = TERM_WHITE;
197                                         buff[0] = '\0';
198                                 }
199                         }
200
201                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
203                 }
204         }
205         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
206 }
207
208 /*!
209  * @brief 闘技場に入るコマンドの処理 / arena commands
210  * @param cmd 闘技場処理のID
211  * @return なし
212  */
213 static void arena_comm(int cmd)
214 {
215         monster_race    *r_ptr;
216         cptr            name;
217
218
219         switch (cmd)
220         {
221                 case BACT_ARENA:
222                         if (p_ptr->arena_number == MAX_ARENA_MONS)
223                         {
224                                 clear_bldg(5, 19);
225                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
226                                 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations!  You have defeated all before you."), 7, 0);
227                                 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
228
229                                 prt("", 10, 0);
230                                 prt("", 11, 0);
231                                 p_ptr->au += 1000000L;
232                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
233                                 msg_print(NULL);
234                                 p_ptr->arena_number++;
235                         }
236                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
237                         {
238                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
239                                 {
240                                         msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
241                                         msg_print(NULL);
242                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
243                                         {       
244                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
245                                                 msg_print(NULL);
246                                         
247                                                 p_ptr->exit_bldg = FALSE;
248                                                 reset_tim_flags();
249
250                                                 /* Save the surface floor as saved floor */
251                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
252
253                                                 p_ptr->inside_arena = TRUE;
254                                                 p_ptr->leaving = TRUE;
255                                                 leave_bldg = TRUE;
256                                         }
257                                         else
258                                         {
259                                                 msg_print(_("残念だ。", "We are disappointed."));
260                                         }
261                                 }
262                                 else
263                                 {
264                                         msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
265                                                                 "You enter the arena briefly and bask in your glory."));
266                                         msg_print(NULL);
267                                 }
268                         }
269                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
270                         {
271                                 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
272                                                         "You don't have permission to enter with pet."));
273                                 msg_print(NULL);
274                         }
275                         else
276                         {
277                                 p_ptr->exit_bldg = FALSE;
278                                 reset_tim_flags();
279
280                                 /* Save the surface floor as saved floor */
281                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
282
283                                 p_ptr->inside_arena = TRUE;
284                                 p_ptr->leaving = TRUE;
285                                 leave_bldg = TRUE;
286                         }
287                         break;
288                 case BACT_POSTER:
289                         if (p_ptr->arena_number == MAX_ARENA_MONS)
290                                 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
291                                                         "You are victorious. Enter the arena for the ceremony."));
292
293                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
294                         {
295                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
296                         }
297                         else
298                         {
299                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300                                 name = (r_name + r_ptr->name);
301                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
302
303                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304                                 p_ptr->window |= (PW_MONSTER);
305                                 window_stuff();
306
307                         }
308                         break;
309                 case BACT_ARENA_RULES:
310
311                         /* Save screen */
312                         screen_save();
313
314                         /* Peruse the arena help file */
315                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
316
317                         /* Load screen */
318                         screen_load();
319
320                         break;
321         }
322 }
323
324 /*!
325  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
326  * @param row シンボルを表示する行の上端
327  * @param col シンボルを表示する行の左端
328  * @param fruit 表示するシンボルID
329  * @return なし
330  */
331 static void display_fruit(int row, int col, int fruit)
332 {
333         switch (fruit)
334         {
335                 case 0: /* lemon */
336                         c_put_str(TERM_YELLOW, "   ####.", row, col);
337                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
338                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
339                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
340                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
341                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
342                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
343                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
344                         prt(                 _(" レモン ",
345                                                            " Lemon  "), row + 8, col);
346                         break;
347                 case 1: /* orange */
348                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
349                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
350                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
351                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
352                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
353                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
354                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
355                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
356                         prt(                 _("オレンジ",
357                                                                    " Orange "), row + 8, col);
358                         break;
359                 case 2: /* sword */
360                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
361                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
362                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
363                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
364                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
365                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
366                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
367                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
368                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
369                         break;
370                 case 3: /* shield */
371                         c_put_str(TERM_SLATE, " ###### ", row, col);
372                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
373                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
374                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
375                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
376                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
377                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
378                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
379                         prt(                _("   盾   ",
380                                                                   " Shield "), row + 8, col);
381                         break;
382                 case 4: /* plum */
383                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
384                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
385                         c_put_str(TERM_VIOLET, "########", row + 2, col);
386                         c_put_str(TERM_VIOLET, "########", row + 3, col);
387                         c_put_str(TERM_VIOLET, "########", row + 4, col);
388                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
389                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
390                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
391                         prt(                 _(" プラム ",
392                                                                    "  Plum  "), row + 8, col);
393                         break;
394                 case 5: /* cherry */
395                         c_put_str(TERM_RED, "      ##", row, col);
396                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
397                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
398                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
399                         c_put_str(TERM_RED, " ###### ", row + 4, col);
400                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
401                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
402                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
403                         prt(              _("チェリー",
404                                                                 " Cherry "), row + 8, col);
405                         break;
406         }
407 }
408
409 /*! @note
410  * kpoker no (tyuto-hannpa na)pakuri desu...
411  * joker ha shineru node haitte masen.
412  *
413  * TODO: donataka! tsukutte!
414  *  - agatta yaku no kiroku (like DQ).
415  *  - kakkoii card no e.
416  *  - sousa-sei no koujyo.
417  *  - code wo wakariyasuku.
418  *  - double up.
419  *  - Joker... -- done.
420  *
421  * 9/13/2000 --Koka
422  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
423  */
424
425 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
426 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
427 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
428
429 static int cards[5]; /*!< ポーカーの現在の手札ID */
430
431 /*!
432  * @brief ポーカーの山札を切る。
433  * @param deck デッキの配列
434  * @return なし
435  */
436 static void reset_deck(int deck[])
437 {
438         int i;
439         for (i = 0; i < 53; i++) deck[i] = i;
440
441         /* shuffle cards */
442         for (i = 0; i < 53; i++){
443                 int tmp1 = randint0(53 - i) + i;
444                 int tmp2 = deck[i];
445                 deck[i] = deck[tmp1];
446                 deck[tmp1] = tmp2;
447         }
448 }
449
450 /*!
451  * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
452  * @return ジョーカーを持っているか。
453  */
454 static bool have_joker(void)
455 {
456         int i;
457
458         for (i = 0; i < 5; i++){
459           if(IS_JOKER(cards[i])) return TRUE;
460         }
461         return FALSE;
462 }
463
464 /*!
465  * @brief ポーカーの手札に該当の番号の札があるかを返す。
466  * @param num 探したいカードの番号。
467  * @return 該当の番号が手札にあるか。
468  */
469 static bool find_card_num(int num)
470 {
471         int i;
472         for (i = 0; i < 5; i++)
473                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
474         return FALSE;
475 }
476
477 /*!
478  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
479  * @return 役の判定結果
480  */
481 static bool yaku_check_flush(void)
482 {
483         int i, suit;
484         bool joker_is_used = FALSE;
485
486         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
487         for (i = 0; i < 5; i++){
488                 if (SUIT_OF(cards[i]) != suit){
489                   if(have_joker() && !joker_is_used)
490                     joker_is_used = TRUE;
491                   else
492                     return FALSE;
493                 }
494         }
495
496         return TRUE;
497 }
498
499 /*!
500  * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
501  * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
502  */
503 static int yaku_check_straight(void)
504 {
505         int i, lowest = 99;
506         bool joker_is_used = FALSE;
507         bool straight = FALSE;
508
509         /* get lowest */
510         for (i = 0; i < 5; i++)
511         {
512                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
513                         lowest = NUM_OF(cards[i]);
514         }
515         
516         /* Check Royal Straight Flush */
517         if (yaku_check_flush())
518         {
519           if( lowest == 0 ){
520                 for (i = 0; i < 4; i++)
521                 {
522                         if (!find_card_num(9 + i)){
523                                 if( have_joker() && !joker_is_used )
524                                   joker_is_used = TRUE;
525                                 else
526                                   break;
527                         }
528                 }
529                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
530           }
531           if(lowest == 9){
532                 for (i = 0; i < 3; i++)
533                 {
534                         if (!find_card_num(10 + i))
535                                 break;
536                 }
537                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
538           }
539         }
540
541         joker_is_used = FALSE;
542
543         /* Straight Only Check */
544
545         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
546                 for (i = 0; i < 4; i++)
547                 {
548                         if (!find_card_num(9 + i)) {
549                                 if (have_joker() && !joker_is_used)
550                                         joker_is_used = TRUE;
551                                 else
552                                         break; /* None */
553                         }
554                 }
555                 if(i == 4) straight = TRUE;
556         }
557
558         joker_is_used = FALSE;
559
560         for (i = 0; i < 5; i++)
561         {
562                 if(!find_card_num(lowest + i)){
563                         if( have_joker() && !joker_is_used )
564                                 joker_is_used = TRUE;
565                         else
566                                 break; /* None */
567                 }
568         }
569         if(i == 5) straight = TRUE;
570         
571         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
572         else if(straight) return 1; /* Only Straight */
573         else return 0;
574 }
575
576 /*!
577  * @brief ポーカーのペア役の状態を返す。
578  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
579  */
580 static int yaku_check_pair(void)
581 {
582         int i, i2, matching = 0;
583
584         for (i = 0; i < 5; i++)
585         {
586                 for (i2 = i+1; i2 < 5; i2++)
587                 {
588                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
589                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
590                                 matching++;
591                 }
592         }
593
594         if(have_joker()){
595           switch(matching){
596           case 0:
597             matching = 1;
598             break;
599           case 1:
600             matching = 3;
601             break;
602           case 2:
603             matching = 4;
604             break;
605           case 3:
606             matching = 6;
607             break;
608           case 6:
609             matching = 7;
610             break;
611           default:
612             /* don't reach */
613             break;
614           }
615         }
616
617         return matching;
618 }
619
620 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
621 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
622 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
623 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
624 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
625 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
626 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
627 #define ODDS_ST 4 /*!< ストレートの役倍率 */
628 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
629 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
630
631 /*!
632  * @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
633  * @return 役のID
634  */
635 static int yaku_check(void)
636 {
637         prt("                            ", 4, 3);
638
639         switch(yaku_check_straight()){
640         case 3: /* RF! */
641                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
642                 return ODDS_RF;
643         case 2: /* SF! */
644                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
645                 return ODDS_SF;
646         case 1:
647                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
648                 return ODDS_ST;
649         default:
650                 /* Not straight -- fall through */
651                 break;
652         }
653
654         if (yaku_check_flush())
655         {
656                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
657                 return ODDS_FL;
658         }
659
660         switch (yaku_check_pair())
661         {
662         case 1:
663                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
664                 return 0;
665         case 2:
666                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
667                 return ODDS_2P;
668         case 3:
669                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
670                 return ODDS_3C;
671         case 4:
672                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
673                 return ODDS_FH;
674         case 6:
675                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
676                 return ODDS_4C;
677         case 7:
678                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
679                 {
680                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
681                         return ODDS_5A;
682                 }
683                 else
684                 {
685                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
686                         return ODDS_5C;
687                 }
688         default:
689                 break;
690         }
691         return 0;
692 }
693
694 /*!
695  * @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
696  * @param hoge カーソルの現在位置
697  * @param kaeruka カードの捨てる/残すフラグ配列
698  * @return なし
699  */
700 static void display_kaeruka(int hoge, int kaeruka[])
701 {
702         int i;
703         char col = TERM_WHITE;
704         for (i = 0; i < 5; i++)
705         {
706                 if (i == hoge) col = TERM_YELLOW;
707                 else if(kaeruka[i]) col = TERM_WHITE;
708                 else col = TERM_L_BLUE;
709                 
710                 if(kaeruka[i])
711                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
712                 else
713                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
714         }
715         if (hoge > 4) col = TERM_YELLOW;
716         else col = TERM_WHITE;
717         c_put_str(col, _("決定", "Sure"), 16,  38);
718
719         /* Hilite current option */
720         if (hoge < 5) move_cursor(14, 5+hoge*16);
721         else move_cursor(16, 38);
722 }
723
724 /*!
725  * @brief ポーカーの手札を表示する。
726  * @return なし
727  */
728 static void display_cards(void)
729 {
730         int i, j;
731         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
732 #ifdef JP
733         cptr suit[4] = {"★", "●", "¶", "†"};
734         cptr card_grph[13][7] = {{"A   %s     ",
735                                   "     変     ",
736                                   "     愚     ",
737                                   "     蛮     ",
738                                   "     怒     ",
739                                   "     %s     ",
740                                   "          A"},
741                                  {"2          ",
742                                   "     %s     ",
743                                   "            ",
744                                   "            ",
745                                   "            ",
746                                   "     %s     ",
747                                   "          2"},
748                                  {"3          ",
749                                   "     %s     ",
750                                   "            ",
751                                   "     %s     ",
752                                   "            ",
753                                   "     %s     ",
754                                   "          3"},
755                                  {"4          ",
756                                   "   %s  %s   ",
757                                   "            ",
758                                   "            ",
759                                   "            ",
760                                   "   %s  %s   ",
761                                   "          4"},
762                                  {"5          ",
763                                   "   %s  %s   ",
764                                   "            ",
765                                   "     %s     ",
766                                   "            ",
767                                   "   %s  %s   ",
768                                   "          5"},
769                                  {"6          ",
770                                   "   %s  %s   ",
771                                   "            ",
772                                   "   %s  %s   ",
773                                   "            ",
774                                   "   %s  %s   ",
775                                   "          6"},
776                                  {"7          ",
777                                   "   %s  %s   ",
778                                   "     %s     ",
779                                   "   %s  %s   ",
780                                   "            ",
781                                   "   %s  %s   ",
782                                   "          7"},
783                                  {"8          ",
784                                   "   %s  %s   ",
785                                   "     %s     ",
786                                   "   %s  %s   ",
787                                   "     %s     ",
788                                   "   %s  %s   ",
789                                   "          8"},
790                                  {"9 %s  %s   ",
791                                   "            ",
792                                   "   %s  %s   ",
793                                   "     %s     ",
794                                   "   %s  %s   ",
795                                   "            ",
796                                   "   %s  %s 9"},
797                                  {"10 %s  %s   ",
798                                   "     %s     ",
799                                   "   %s  %s   ",
800                                   "            ",
801                                   "   %s  %s   ",
802                                   "     %s     ",
803                                   "   %s  %s 10"},
804                                  {"J   Λ     ",
805                                   "%s   ||     ",
806                                   "     ||     ",
807                                   "     ||     ",
808                                   "     ||     ",
809                                   "   |=亜=| %s",
810                                   "     目   J"},
811                                  {"Q ######   ",
812                                   "%s#      #  ",
813                                   "  # ++++ #  ",
814                                   "  # +==+ #  ",
815                                   "   # ++ #   ",
816                                   "    #  #  %s",
817                                   "     ##   Q"},
818                                  {"K          ",
819                                   "%s `⌒´   ",
820                                   "  γγγλ  ",
821                                   "  ο ο ι  ",
822                                   "   υ    ∂ ",
823                                   "    σ ノ %s",
824                                   "          K"}};
825         cptr joker_grph[7] = {    "            ",
826                                   "     J     ",
827                                   "     O     ",
828                                   "     K     ",
829                                   "     E     ",
830                                   "     R     ",
831                                   "            "};
832
833 #else
834
835         cptr suit[4] = {"[]", "qp", "<>", "db"};
836         cptr card_grph[13][7] = {{"A    %s     ",
837                                   "     He     ",
838                                   "     ng     ",
839                                   "     ba     ",
840                                   "     nd     ",
841                                   "     %s     ",
842                                   "           A"},
843                                  {"2           ",
844                                   "     %s     ",
845                                   "            ",
846                                   "            ",
847                                   "            ",
848                                   "     %s     ",
849                                   "           2"},
850                                  {"3           ",
851                                   "     %s     ",
852                                   "            ",
853                                   "     %s     ",
854                                   "            ",
855                                   "     %s     ",
856                                   "           3"},
857                                  {"4           ",
858                                   "   %s  %s   ",
859                                   "            ",
860                                   "            ",
861                                   "            ",
862                                   "   %s  %s   ",
863                                   "           4"},
864                                  {"5           ",
865                                   "   %s  %s   ",
866                                   "            ",
867                                   "     %s     ",
868                                   "            ",
869                                   "   %s  %s   ",
870                                   "           5"},
871                                  {"6           ",
872                                   "   %s  %s   ",
873                                   "            ",
874                                   "   %s  %s   ",
875                                   "            ",
876                                   "   %s  %s   ",
877                                   "           6"},
878                                  {"7           ",
879                                   "   %s  %s   ",
880                                   "     %s     ",
881                                   "   %s  %s   ",
882                                   "            ",
883                                   "   %s  %s   ",
884                                   "           7"},
885                                  {"8           ",
886                                   "   %s  %s   ",
887                                   "     %s     ",
888                                   "   %s  %s   ",
889                                   "     %s     ",
890                                   "   %s  %s   ",
891                                   "           8"},
892                                  {"9  %s  %s   ",
893                                   "            ",
894                                   "   %s  %s   ",
895                                   "     %s     ",
896                                   "   %s  %s   ",
897                                   "            ",
898                                   "   %s  %s  9"},
899                                  {"10 %s  %s   ",
900                                   "     %s     ",
901                                   "   %s  %s   ",
902                                   "            ",
903                                   "   %s  %s   ",
904                                   "     %s     ",
905                                   "   %s  %s 10"},
906                                  {"J    /\\     ",
907                                   "%s   ||     ",
908                                   "     ||     ",
909                                   "     ||     ",
910                                   "     ||     ",
911                                   "   |=HH=| %s",
912                                   "     ][    J"},
913                                  {"Q  ######   ",
914                                   "%s#      #  ",
915                                   "  # ++++ #  ",
916                                   "  # +==+ #  ",
917                                   "   # ++ #   ",
918                                   "    #  #  %s",
919                                   "     ##    Q"},
920                                  {"K           ",
921                                   "%s _'~~`_   ",
922                                   "   jjjjj$&  ",
923                                   "   q q uu   ",
924                                   "   c    &   ",
925                                   "    v__/  %s",
926                                   "           K"}};
927         cptr joker_grph[7] = {    "            ",
928                                   "     J      ",
929                                   "     O      ",
930                                   "     K      ",
931                                   "     E      ",
932                                   "     R      ",
933                                   "            "};
934 #endif
935
936         for (i = 0; i < 5; i++)
937         {
938                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
939         }
940
941         for (i = 0; i < 5; i++)
942         {
943                 for (j = 0; j < 7; j++)
944                 {
945                         prt(_("┃", " |"),  j+6,  i*16);
946                         if(IS_JOKER(cards[i]))
947                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
948                         else
949                                 c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]),  j+6,  2+i*16);
950                         prt(_("┃", "| "),  j+6,  i*16+14);
951                 }
952         }
953         for (i = 0; i < 5; i++)
954         {
955                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
956         }
957 }
958
959 /*!
960  * @brief ポーカーの1プレイルーチン。
961  * @return 1プレイの役の結果
962  */
963 static int do_poker(void)
964 {
965         int i, k = 2;
966         char cmd;
967         int deck[53]; /* yamafuda : 0...52 */
968         int deck_ptr = 0;
969         int kaeruka[5]; /* 0:kaenai 1:kaeru */
970
971         bool done = FALSE;
972         bool kettei = TRUE;
973         bool kakikae = TRUE;
974
975         reset_deck(deck);
976
977         for (i = 0; i < 5; i++)
978         {
979                 cards[i] = deck[deck_ptr++];
980                 kaeruka[i] = 0; /* default:nokosu */
981         }
982         
983 #if 0
984         /* debug:RF */
985         cards[0] = 12;
986         cards[1] = 0;
987         cards[2] = 9;
988         cards[3] = 11;
989         cards[4] = 10;
990 #endif
991 #if 0
992         /* debug:SF */
993         cards[0] = 3;
994         cards[1] = 2;
995         cards[2] = 4;
996         cards[3] = 6;
997         cards[4] = 5;
998 #endif
999 #if 0
1000         /* debug:Four Cards */
1001         cards[0] = 0;
1002         cards[1] = 0 + 13 * 1;
1003         cards[2] = 0 + 13 * 2;
1004         cards[3] = 0 + 13 * 3;
1005         cards[4] = 51;
1006 #endif
1007 #if 0
1008         /* debug:Straight1 */
1009         cards[0] = 1;
1010         cards[1] = 0 + 13;
1011         cards[2] = 3;
1012         cards[3] = 2 + 26;
1013         cards[4] = 4;
1014 #endif
1015 #if 0
1016         /* debug:Straight2 */
1017         cards[0] = 12;
1018         cards[1] = 0;
1019         cards[2] = 9;
1020         cards[3] = 11 + 13 * 2;
1021         cards[4] = 10;
1022 #endif
1023 #if 0
1024         /* debug:Straight3 */
1025         cards[0] = 52;
1026         cards[1] = 0;
1027         cards[2] = 9;
1028         cards[3] = 11 + 13 * 2;
1029         cards[4] = 10;
1030 #endif
1031 #if 0
1032         /* debug:Straight4 */
1033         cards[0] = 12;
1034         cards[1] = 52;
1035         cards[2] = 9;
1036         cards[3] = 11 + 13 * 2;
1037         cards[4] = 10;
1038 #endif
1039 #if 0
1040         /* debug:Straight5 */
1041         cards[0] = 4;
1042         cards[1] = 5 + 13;
1043         cards[2] = 6;
1044         cards[3] = 7 + 26;
1045         cards[4] = 3;
1046 #endif
1047 #if 0
1048         /* debug:Five Card1 */
1049         cards[0] = 4;
1050         cards[1] = 52;
1051         cards[2] = 4 + 13;
1052         cards[3] = 4 + 26;
1053         cards[4] = 4 + 39;
1054 #endif
1055 #if 0
1056         /* debug:Five Card2 */
1057         cards[1] = 52;
1058         cards[0] = 4;
1059         cards[2] = 4 + 13;
1060         cards[3] = 4 + 26;
1061         cards[4] = 4 + 39;
1062 #endif
1063 #if 0
1064         /* debug */
1065         cards[0] = 52;
1066         cards[1] = 0;
1067         cards[2] = 1;
1068         cards[3] = 2;
1069         cards[4] = 3;
1070 #endif
1071
1072         /* suteruno wo kimeru */
1073         prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
1074
1075         display_cards();
1076         yaku_check();
1077
1078         while (!done)
1079         {
1080                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1081                 kakikae = FALSE;
1082                 cmd = inkey();
1083                 switch (cmd)
1084                 {
1085                 case '6': case 'l': case 'L': case KTRL('F'):
1086                         if (!kettei) k = (k+1)%5;
1087                         else {k = 0;kettei = FALSE;}
1088                         kakikae = TRUE;
1089                         break;
1090                 case '4': case 'h': case 'H': case KTRL('B'):
1091                         if (!kettei) k = (k+4)%5;
1092                         else {k = 4;kettei = FALSE;}
1093                         kakikae = TRUE;
1094                         break;
1095                 case '2': case 'j': case 'J': case KTRL('N'):
1096                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1097                         break;
1098                 case '8': case 'k': case 'K': case KTRL('P'):
1099                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1100                         break;
1101                 case ' ': case '\r':
1102                         if (kettei) done = TRUE;
1103                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1104                         break;
1105                 default:
1106                         break;
1107                 }
1108         }
1109         
1110         prt("",0,0);
1111
1112         for (i = 0; i < 5; i++)
1113                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1114
1115         display_cards();
1116         
1117         return yaku_check();
1118 }
1119 #undef SUIT_OF
1120 #undef NUM_OF
1121 #undef IS_JOKER
1122 /* end of poker codes --Koka */
1123
1124 /*!
1125  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1126  * @param cmd プレイするゲームID
1127  * @return なし
1128  */
1129 static bool gamble_comm(int cmd)
1130 {
1131         int i;
1132         int roll1, roll2, roll3, choice, odds, win;
1133         s32b wager;
1134         s32b maxbet;
1135         s32b oldgold;
1136
1137         char out_val[160], tmp_str[80], again;
1138         cptr p;
1139
1140         screen_save();
1141
1142         if (cmd == BACT_GAMBLE_RULES)
1143         {
1144                 /* Peruse the gambling help file */
1145                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1146         }
1147         else
1148         {
1149                 /* No money */
1150                 if (p_ptr->au < 1)
1151                 {
1152                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1153                                                 "Hey! You don't have gold - get out of here!"));
1154                         msg_print(NULL);
1155                         screen_load();
1156                         return FALSE;
1157                 }
1158
1159                 clear_bldg(5, 23);
1160
1161                 maxbet = p_ptr->lev * 200;
1162
1163                 /* We can't bet more than we have */
1164                 maxbet = MIN(maxbet, p_ptr->au);
1165
1166                 /* Get the wager */
1167                 strcpy(out_val, "");
1168                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1169
1170
1171                 /*
1172                  * Use get_string() because we may need more than
1173                  * the s16b value returned by get_quantity().
1174                  */
1175                 if (get_string(tmp_str, out_val, 32))
1176                 {
1177                         /* Strip spaces */
1178                         for (p = out_val; *p == ' '; p++);
1179
1180                         /* Get the wager */
1181                         wager = atol(p);
1182
1183                         if (wager > p_ptr->au)
1184                         {
1185                                 msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
1186                                 msg_print(NULL);
1187                                 screen_load();
1188                                 return (FALSE);
1189                         }
1190                         else if (wager > maxbet)
1191                         {
1192                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1193                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1194                                 wager = maxbet;
1195                         }
1196                         else if (wager < 1)
1197                         {
1198                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1199                                 wager = 1;
1200                         }
1201                         msg_print(NULL);
1202                         win = FALSE;
1203                         odds = 0;
1204                         oldgold = p_ptr->au;
1205
1206                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1207                         prt(tmp_str, 20, 2);
1208                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1209                         prt(tmp_str, 21, 2);
1210
1211                         do
1212                         {
1213                                 p_ptr->au -= wager;
1214                                 switch (cmd)
1215                                 {
1216                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1217                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1218
1219                                         odds = 4;
1220                                         win = FALSE;
1221                                         roll1 = randint1(10);
1222                                         roll2 = randint1(10);
1223                                         choice = randint1(10);
1224                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1225
1226                                         prt(tmp_str, 8, 3);
1227                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1228
1229                                         prt(tmp_str, 11, 14);
1230                                         if (((choice > roll1) && (choice < roll2)) ||
1231                                                 ((choice < roll1) && (choice > roll2)))
1232                                                 win = TRUE;
1233                                         break;
1234                                 case BACT_CRAPS:  /* Game of Craps */
1235                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1236
1237                                         win = 3;
1238                                         odds = 2;
1239                                         roll1 = randint1(6);
1240                                         roll2 = randint1(6);
1241                                         roll3 = roll1 +  roll2;
1242                                         choice = roll3;
1243                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1244                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1245                                         prt(tmp_str, 7, 5);
1246                                         if ((roll3 == 7) || (roll3 == 11))
1247                                                 win = TRUE;
1248                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1249                                                 win = FALSE;
1250                                         else
1251                                                 do
1252                                                 {
1253                                                         msg_print(_("なにかキーを押すともう一回振ります。", "Hit any key to roll again"));
1254
1255                                                         msg_print(NULL);
1256                                                         roll1 = randint1(6);
1257                                                         roll2 = randint1(6);
1258                                                         roll3 = roll1 +  roll2;
1259                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1260                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1261                                                         prt(tmp_str, 8, 5);
1262                                                         if (roll3 == choice)
1263                                                                 win = TRUE;
1264                                                         else if (roll3 == 7)
1265                                                                 win = FALSE;
1266                                                 } while ((win != TRUE) && (win != FALSE));
1267                                         break;
1268
1269                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1270                                         win = FALSE;
1271                                         odds = 9;
1272                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1273
1274                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1275                                         prt("--------------------------------", 8, 3);
1276                                         strcpy(out_val, "");
1277                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1278
1279                                         for (p = out_val; iswspace(*p); p++);
1280                                         choice = atol(p);
1281                                         if (choice < 0)
1282                                         {
1283                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1284                                                 choice = 0;
1285                                         }
1286                                         else if (choice > 9)
1287                                         {
1288                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1289                                                 choice = 9;
1290                                         }
1291                                         msg_print(NULL);
1292                                         roll1 = randint0(10);
1293                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1294                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1295                                         prt(tmp_str, 13, 3);
1296                                         prt("", 9, 0);
1297                                         prt("*", 9, (3 * roll1 + 5));
1298                                         if (roll1 == choice)
1299                                                 win = TRUE;
1300                                         break;
1301
1302                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1303                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1304                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1305                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1306                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1307                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1308                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1309                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1310                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1311                                         
1312                                         win = FALSE;
1313                                         roll1 = randint1(21);
1314                                         for (i=6;i>0;i--)
1315                                         {
1316                                                 if ((roll1-i) < 1)
1317                                                 {
1318                                                         roll1 = 7-i;
1319                                                         break;
1320                                                 }
1321                                                 roll1 -= i;
1322                                         }
1323                                         roll2 = randint1(21);
1324                                         for (i=6;i>0;i--)
1325                                         {
1326                                                 if ((roll2-i) < 1)
1327                                                 {
1328                                                         roll2 = 7-i;
1329                                                         break;
1330                                                 }
1331                                                 roll2 -= i;
1332                                         }
1333                                         choice = randint1(21);
1334                                         for (i=6;i>0;i--)
1335                                         {
1336                                                 if ((choice-i) < 1)
1337                                                 {
1338                                                         choice = 7-i;
1339                                                         break;
1340                                                 }
1341                                                 choice -= i;
1342                                         }
1343                                         put_str("/--------------------------\\", 7, 2);
1344                                         prt("\\--------------------------/", 17, 2);
1345                                         display_fruit(8,  3, roll1 - 1);
1346                                         display_fruit(8, 12, roll2 - 1);
1347                                         display_fruit(8, 21, choice - 1);
1348                                         if ((roll1 == roll2) && (roll2 == choice))
1349                                         {
1350                                                 win = TRUE;
1351                                                 switch(roll1)
1352                                                 {
1353                                                 case 1:
1354                                                         odds = 5;break;
1355                                                 case 2:
1356                                                         odds = 10;break;
1357                                                 case 3:
1358                                                         odds = 20;break;
1359                                                 case 4:
1360                                                         odds = 50;break;
1361                                                 case 5:
1362                                                         odds = 200;break;
1363                                                 case 6:
1364                                                         odds = 1000;break;
1365                                                 }
1366                                         }
1367                                         else if ((roll1 == 1) && (roll2 == 1))
1368                                         {
1369                                                 win = TRUE;
1370                                                 odds = 2;
1371                                         }
1372                                         break;
1373                                 case BACT_POKER:
1374                                         win = FALSE;
1375                                         odds = do_poker();
1376                                         if (odds) win = TRUE;
1377                                         break;
1378                                 }
1379
1380                                 if (win)
1381                                 {
1382                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1383
1384                                         p_ptr->au += odds * wager;
1385                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1386
1387                                         prt(tmp_str, 17, 37);
1388                                 }
1389                                 else
1390                                 {
1391                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1392                                         prt("", 17, 37);
1393                                 }
1394                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1395
1396                                 prt(tmp_str, 22, 2);
1397                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1398
1399                                 move_cursor(18, 52);
1400                                 again = inkey();
1401                                 prt("", 16, 37);
1402                                 prt("", 17, 37);
1403                                 prt("", 18, 37);
1404                                 if (wager > p_ptr->au)
1405                                 {
1406                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1407                                                                 "Hey! You don't have the gold - get out of here!"));
1408                                         msg_print(NULL);
1409
1410                                         /* Get out here */
1411                                         break;
1412                                 }
1413                         } while ((again == 'y') || (again == 'Y'));
1414
1415                         prt("", 18, 37);
1416                         if (p_ptr->au >= oldgold)
1417                         {
1418                                 msg_print(_("「今回は儲けたな!でも次はこっちが勝ってやるからな、絶対に!」",
1419                                                         "You came out a winner! We'll win next time, I'm sure."));
1420                                 chg_virtue(V_CHANCE, 3);
1421                         }
1422                         else
1423                         {
1424                                 msg_print(_("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」", "You lost gold! Haha, better head home."));
1425                                 chg_virtue(V_CHANCE, -3);
1426                         }
1427                 }
1428                 msg_print(NULL);
1429         }
1430         screen_load();
1431         return (TRUE);
1432 }
1433
1434 /*!
1435  * @brief モンスター闘技場に参加できるモンスターの判定
1436  * @param r_idx モンスターID
1437  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1438  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1439  * @return 参加できるか否か
1440  */
1441 static bool vault_aux_battle(MONRACE_IDX r_idx)
1442 {
1443         int i;
1444         HIT_POINT dam = 0;
1445
1446         monster_race *r_ptr = &r_info[r_idx];
1447
1448         /* Decline town monsters */
1449 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1450
1451         /* Decline unique monsters */
1452 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1453 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1454
1455         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1456         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1457         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1458         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1459         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1460
1461         for (i = 0; i < 4; i++)
1462         {
1463                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1464                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1465         }
1466         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1467
1468         return (TRUE);
1469 }
1470
1471 /*!
1472  * @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。
1473  * @return なし
1474  */
1475 void battle_monsters(void)
1476 {
1477         int total, i;
1478         int max_dl = 0;
1479         int mon_level;
1480         int power[4];
1481         bool tekitou;
1482         bool old_inside_battle = p_ptr->inside_battle;
1483
1484         for (i = 0; i < max_d_idx; i++)
1485                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1486
1487         mon_level = randint1(MIN(max_dl, 122))+5;
1488         if (randint0(100) < 60)
1489         {
1490                 i = randint1(MIN(max_dl, 122))+5;
1491                 mon_level = MAX(i, mon_level);
1492         }
1493         if (randint0(100) < 30)
1494         {
1495                 i = randint1(MIN(max_dl, 122))+5;
1496                 mon_level = MAX(i, mon_level);
1497         }
1498
1499         while (1)
1500         {
1501                 total = 0;
1502                 tekitou = FALSE;
1503                 for(i = 0; i < 4; i++)
1504                 {
1505                         MONRACE_IDX r_idx;
1506                         int j;
1507                         while (1)
1508                         {
1509                                 get_mon_num_prep(vault_aux_battle, NULL);
1510                                 p_ptr->inside_battle = TRUE;
1511                                 r_idx = get_mon_num(mon_level);
1512                                 p_ptr->inside_battle = old_inside_battle;
1513                                 if (!r_idx) continue;
1514
1515                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1516                                 {
1517                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1518                                 }
1519
1520                                 for (j = 0; j < i; j++)
1521                                         if(r_idx == battle_mon[j]) break;
1522                                 if (j<i) continue;
1523
1524                                 break;
1525                         }
1526                         battle_mon[i] = r_idx;
1527                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1528                 }
1529
1530                 for (i=0;i<4;i++)
1531                 {
1532                         monster_race *r_ptr = &r_info[battle_mon[i]];
1533                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1534
1535                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1536                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1537                         else
1538                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1539                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1540                         if (r_ptr->speed > 110)
1541                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1542                         if (r_ptr->speed < 110)
1543                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1544                         if (num_taisei > 2)
1545                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1546                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1547                                 power[i] = power[i] * 4 / 3;
1548                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1549                                 power[i] = power[i] * 4 / 3;
1550                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1551                                 power[i] = power[i] * 11 / 10;
1552                         if (r_ptr->flags1 & RF1_RAND_25)
1553                                 power[i] = power[i] * 9 / 10;
1554                         if (r_ptr->flags1 & RF1_RAND_50)
1555                                 power[i] = power[i] * 9 / 10;
1556                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1557                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1558
1559
1560                         total += power[i];
1561                 }
1562                 for (i=0;i<4;i++)
1563                 {
1564                         power[i] = total*60/power[i];
1565                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1566                         if ((power[i] < 160) && randint0(20)) break;
1567                         if (power[i] < 101) power[i] = 100 + randint1(5);
1568                         mon_odds[i] = power[i];
1569                 }
1570                 if (i == 4) break;
1571         }
1572 }
1573
1574 /*!
1575  * @brief モンスター闘技場のメインルーチン
1576  * @return 賭けを開始したか否か
1577  */
1578 static bool kakutoujou(void)
1579 {
1580         s32b maxbet;
1581         s32b wager;
1582         char out_val[160], tmp_str[80];
1583         cptr p;
1584
1585         if ((turn - old_battle) > TURNS_PER_TICK*250)
1586         {
1587                 battle_monsters();
1588                 old_battle = turn;
1589         }
1590
1591         screen_save();
1592
1593         /* No money */
1594         if (p_ptr->au < 1)
1595         {
1596                 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!"));
1597                 msg_print(NULL);
1598                 screen_load();
1599                 return FALSE;
1600         }
1601         else
1602         {
1603                 int i;
1604
1605                 clear_bldg(4, 10);
1606
1607                 prt(_("モンスター                                                     倍率",
1608                           "Monsters                                                       Odds"), 4, 4);
1609                 for (i=0;i<4;i++)
1610                 {
1611                         char buf[80];
1612                         monster_race *r_ptr = &r_info[battle_mon[i]];
1613
1614                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1615                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1616                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1617                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1618                         prt(buf, 5+i, 1);
1619                 }
1620                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1621                 while(1)
1622                 {
1623                         i = inkey();
1624
1625                         if (i == ESCAPE)
1626                         {
1627                                 screen_load();
1628                                 return FALSE;
1629                         }
1630                         if (i >= '1' && i <= '4')
1631                         {
1632                                 sel_monster = i-'1';
1633                                 battle_odds = mon_odds[sel_monster];
1634                                 break;
1635                         }
1636                         else bell();
1637                 }
1638
1639                 clear_bldg(4,4);
1640                 for (i=0;i<4;i++)
1641                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1642
1643                 maxbet = p_ptr->lev * 200;
1644
1645                 /* We can't bet more than we have */
1646                 maxbet = MIN(maxbet, p_ptr->au);
1647
1648                 /* Get the wager */
1649                 strcpy(out_val, "");
1650                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1651                 /*
1652                  * Use get_string() because we may need more than
1653                  * the s16b value returned by get_quantity().
1654                  */
1655                 if (get_string(tmp_str, out_val, 32))
1656                 {
1657                         /* Strip spaces */
1658                         for (p = out_val; *p == ' '; p++);
1659
1660                         /* Get the wager */
1661                         wager = atol(p);
1662
1663                         if (wager > p_ptr->au)
1664                         {
1665                                 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!"));
1666
1667                                 msg_print(NULL);
1668                                 screen_load();
1669                                 return (FALSE);
1670                         }
1671                         else if (wager > maxbet)
1672                         {
1673                                 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);
1674
1675                                 wager = maxbet;
1676                         }
1677                         else if (wager < 1)
1678                         {
1679                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1680                                 wager = 1;
1681                         }
1682                         msg_print(NULL);
1683                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1684                         kakekin = wager;
1685                         p_ptr->au -= wager;
1686                         reset_tim_flags();
1687
1688                         /* Save the surface floor as saved floor */
1689                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1690
1691                         p_ptr->inside_battle = TRUE;
1692                         p_ptr->leaving = TRUE;
1693
1694                         leave_bldg = TRUE;
1695                         screen_load();
1696
1697                         return (TRUE);
1698                 }
1699         }
1700         screen_load();
1701
1702         return (FALSE);
1703 }
1704
1705 /*!
1706  * @brief 本日の賞金首情報を表示する。
1707  * @return なし
1708  */
1709 static void today_target(void)
1710 {
1711         char buf[160];
1712         monster_race *r_ptr = &r_info[today_mon];
1713
1714         clear_bldg(4,18);
1715         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1716         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1717         c_put_str(TERM_YELLOW, buf, 6, 10);
1718         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1719         prt(buf, 8, 10);
1720         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1721         prt(buf, 9, 10);
1722         p_ptr->today_mon = today_mon;
1723 }
1724
1725 /*!
1726  * @brief ツチノコの賞金首情報を表示する。
1727  * @return なし
1728  */
1729 static void tsuchinoko(void)
1730 {
1731         clear_bldg(4,18);
1732         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1733         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);
1734         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1735         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1736         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1737 }
1738
1739 /*!
1740  * @brief 通常の賞金首情報を表示する。
1741  * @return なし
1742  */
1743 static void shoukinkubi(void)
1744 {
1745         int i;
1746         TERM_LEN y = 0;
1747
1748         clear_bldg(4,18);
1749         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);
1750         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1751
1752         for (i = 0; i < MAX_KUBI; i++)
1753         {
1754                 byte color;
1755                 cptr done_mark;
1756                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1757
1758                 if (kubi_r_idx[i] > 10000)
1759                 {
1760                         color = TERM_RED;
1761                         done_mark = _("(済)", "(done)");
1762                 }
1763                 else
1764                 {
1765                         color = TERM_WHITE;
1766                         done_mark = "";
1767                 }
1768
1769                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1770
1771                 y = (y+1) % 10;
1772                 if (!y && (i < MAX_KUBI -1))
1773                 {
1774                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1775                         (void)inkey();
1776                         prt("", 0, 0);
1777                         clear_bldg(7,18);
1778                 }
1779         }
1780 }
1781
1782
1783
1784 /*!
1785  * 賞金首の報酬テーブル / List of prize object
1786  */
1787 static struct {
1788         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1789         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1790 } prize_list[MAX_KUBI] = 
1791 {
1792         {TV_POTION, SV_POTION_CURING},
1793         {TV_POTION, SV_POTION_SPEED},
1794         {TV_POTION, SV_POTION_SPEED},
1795         {TV_POTION, SV_POTION_RESISTANCE},
1796         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1797
1798         {TV_POTION, SV_POTION_HEALING},
1799         {TV_POTION, SV_POTION_RESTORE_MANA},
1800         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1801         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1802         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1803
1804         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1805         {TV_POTION, SV_POTION_STAR_HEALING},
1806         {TV_POTION, SV_POTION_STAR_HEALING},
1807         {TV_POTION, SV_POTION_NEW_LIFE},
1808         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1809
1810         {TV_POTION, SV_POTION_LIFE},
1811         {TV_POTION, SV_POTION_LIFE},
1812         {TV_POTION, SV_POTION_AUGMENTATION},
1813         {TV_POTION, SV_POTION_INVULNERABILITY},
1814         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1815 };
1816
1817 /*!
1818  * @brief 賞金首の引き換え処理 / Get prize
1819  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1820  */
1821 static bool kankin(void)
1822 {
1823         INVENTORY_IDX i;
1824         int j;
1825         bool change = FALSE;
1826         char o_name[MAX_NLEN];
1827         object_type *o_ptr;
1828
1829         /* Loop for inventory and right/left arm */
1830         for (i = 0; i <= INVEN_LARM; i++)
1831         {
1832                 o_ptr = &inventory[i];
1833
1834                 /* Living Tsuchinoko worthes $1000000 */
1835                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1836                 {
1837                         char buf[MAX_NLEN+20];
1838                         object_desc(o_name, o_ptr, 0);
1839                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1840                         if (get_check(buf))
1841                         {
1842                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1843                                 p_ptr->au += 1000000L * o_ptr->number;
1844                                 p_ptr->redraw |= (PR_GOLD);
1845                                 inven_item_increase(i, -o_ptr->number);
1846                                 inven_item_describe(i);
1847                                 inven_item_optimize(i);
1848                         }
1849                         change = TRUE;
1850                 }
1851         }
1852
1853         for (i = 0; i < INVEN_PACK; i++)
1854         {
1855                 o_ptr = &inventory[i];
1856
1857                 /* Corpse of Tsuchinoko worthes $200000 */
1858                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1859                 {
1860                         char buf[MAX_NLEN+20];
1861                         object_desc(o_name, o_ptr, 0);
1862                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1863                         if (get_check(buf))
1864                         {
1865                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1866                                 p_ptr->au += 200000L * o_ptr->number;
1867                                 p_ptr->redraw |= (PR_GOLD);
1868                                 inven_item_increase(i, -o_ptr->number);
1869                                 inven_item_describe(i);
1870                                 inven_item_optimize(i);
1871                         }
1872                         change = TRUE;
1873                 }
1874         }
1875
1876         for (i = 0; i < INVEN_PACK; i++)
1877         {
1878                 o_ptr = &inventory[i];
1879
1880                 /* Bones of Tsuchinoko worthes $100000 */
1881                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1882                 {
1883                         char buf[MAX_NLEN+20];
1884                         object_desc(o_name, o_ptr, 0);
1885                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1886                         if (get_check(buf))
1887                         {
1888                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1889                                 p_ptr->au += 100000L * o_ptr->number;
1890                                 p_ptr->redraw |= (PR_GOLD);
1891                                 inven_item_increase(i, -o_ptr->number);
1892                                 inven_item_describe(i);
1893                                 inven_item_optimize(i);
1894                         }
1895                         change = TRUE;
1896                 }
1897         }
1898
1899         for (i = 0; i < INVEN_PACK; i++)
1900         {
1901                 o_ptr = &inventory[i];
1902                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1903                 {
1904                         char buf[MAX_NLEN+20];
1905                         object_desc(o_name, o_ptr, 0);
1906                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1907                         if (get_check(buf))
1908                         {
1909                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1910                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1911                                 p_ptr->redraw |= (PR_GOLD);
1912                                 inven_item_increase(i, -o_ptr->number);
1913                                 inven_item_describe(i);
1914                                 inven_item_optimize(i);
1915                         }
1916                         change = TRUE;
1917                 }
1918         }
1919
1920         for (i = 0; i < INVEN_PACK; i++)
1921         {
1922                 o_ptr = &inventory[i];
1923
1924                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1925                 {
1926                         char buf[MAX_NLEN+20];
1927                         object_desc(o_name, o_ptr, 0);
1928                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1929                         if (get_check(buf))
1930                         {
1931                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1932                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1933                                 p_ptr->redraw |= (PR_GOLD);
1934                                 inven_item_increase(i, -o_ptr->number);
1935                                 inven_item_describe(i);
1936                                 inven_item_optimize(i);
1937                         }
1938                         change = TRUE;
1939                 }
1940         }
1941
1942         for (j = 0; j < MAX_KUBI; j++)
1943         {
1944                 /* Need reverse order --- Positions will be changed in the loop */
1945                 for (i = INVEN_PACK-1; i >= 0; i--)
1946                 {
1947                         o_ptr = &inventory[i];
1948                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1949                         {
1950                                 char buf[MAX_NLEN+20];
1951                                 int num, k;
1952                                 INVENTORY_IDX item_new;
1953                                 object_type forge;
1954
1955                                 object_desc(o_name, o_ptr, 0);
1956                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1957                                 if (!get_check(buf)) continue;
1958
1959 #if 0 /* Obsoleted */
1960                                 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);
1961                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1962                                 p_ptr->redraw |= (PR_GOLD);
1963                                 inven_item_increase(i, -o_ptr->number);
1964                                 inven_item_describe(i);
1965                                 inven_item_optimize(i);
1966                                 chg_virtue(V_JUSTICE, 5);
1967                                 kubi_r_idx[j] += 10000;
1968
1969                                 change = TRUE;
1970 #endif /* Obsoleted */
1971
1972                                 /* Hand it first */
1973                                 inven_item_increase(i, -o_ptr->number);
1974                                 inven_item_describe(i);
1975                                 inven_item_optimize(i);
1976
1977                                 chg_virtue(V_JUSTICE, 5);
1978                                 kubi_r_idx[j] += 10000;
1979
1980                                 /* Count number of unique corpses already handed */
1981                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1982                                 {
1983                                         if (kubi_r_idx[k] >= 10000) num++;
1984                                 }
1985                                 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" : ""));
1986
1987                                 /* Prepare to make a prize */
1988                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1989                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1990
1991                                 /* Identify it fully */
1992                                 object_aware(&forge);
1993                                 object_known(&forge);
1994
1995                                 /*
1996                                  * Hand it --- Assume there is an empty slot.
1997                                  * Since a corpse is handed at first,
1998                                  * there is at least one empty slot.
1999                                  */
2000                                 item_new = inven_carry(&forge);
2001
2002                                 /* Describe the object */
2003                                 object_desc(o_name, &forge, 0);
2004                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2005
2006                                 /* Auto-inscription */
2007                                 autopick_alter_item(item_new, FALSE);
2008
2009                                 /* Handle stuff */
2010                                 handle_stuff();
2011
2012                                 change = TRUE;
2013                         }
2014                 }
2015         }
2016
2017         if (!change)
2018         {
2019                 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."));
2020                 msg_print(NULL);
2021                 return FALSE;
2022         }
2023         return TRUE;
2024 }
2025
2026 /*!
2027  * @brief 悪夢の元凶となるモンスターかどうかを返す。
2028  * @param r_idx 判定対象となるモンスターのID
2029  * @return 悪夢の元凶となり得るか否か。
2030  */
2031 bool get_nightmare(MONRACE_IDX r_idx)
2032 {
2033         monster_race *r_ptr = &r_info[r_idx];
2034
2035         /* Require eldritch horrors */
2036         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2037
2038         /* Require high level */
2039         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2040
2041         /* Accept this monster */
2042         return (TRUE);
2043 }
2044
2045 /*!
2046  * @brief 宿屋の利用サブルーチン
2047  * @details inn commands\n
2048  * Note that resting for the night was a perfect way to avoid player\n
2049  * ghosts in the town *if* you could only make it to the inn in time (-:\n
2050  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2051  * will not be that useful.  I will keep it in the hopes the player\n
2052  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2053  * Resting at night is also a quick way to restock stores -KMW-\n
2054  * @param cmd 宿屋の利用施設ID
2055  * @return 施設の利用が実際に行われたか否か。
2056  */
2057 static bool inn_comm(int cmd)
2058 {
2059         switch (cmd)
2060         {
2061                 case BACT_FOOD: /* Buy food & drink */
2062                         if (p_ptr->food >= PY_FOOD_FULL)
2063                         {
2064                                 msg_print(_("今は満腹だ。", "You are full now."));
2065                                 return FALSE;
2066                         }
2067                         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."));
2068                         (void)set_food(PY_FOOD_MAX - 1);
2069                         break;
2070
2071                 case BACT_REST: /* Rest for the night */
2072                         if ((p_ptr->poisoned) || (p_ptr->cut))
2073                         {
2074                                 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."));
2075                                 msg_print(NULL);
2076                                 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."));
2077                         }
2078                         else
2079                         {
2080                                 s32b oldturn = turn;
2081                                 int prev_day, prev_hour, prev_min;
2082
2083                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2084                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2085                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2086                                 else
2087                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2088                                 
2089                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2090                                 if (dungeon_turn < dungeon_turn_limit)
2091                                 {
2092                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2093                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2094                                 }
2095
2096                                 prevent_turn_overflow();
2097
2098                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2099                                 p_ptr->chp = p_ptr->mhp;
2100
2101                                 if (ironman_nightmare)
2102                                 {
2103                                         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."));
2104
2105                                         /* Have some nightmares */
2106                                         while(1)
2107                                         {
2108                                                 sanity_blast(NULL, FALSE);
2109                                                 if (!one_in_(3)) break;
2110                                         }
2111
2112                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2113                                         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."));
2114                                 }
2115                                 else
2116                                 {
2117                                         set_blind(0);
2118                                         set_confused(0);
2119                                         p_ptr->stun = 0;
2120                                         p_ptr->chp = p_ptr->mhp;
2121                                         p_ptr->csp = p_ptr->msp;
2122                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2123                                         {
2124                                                 int i;
2125                                                 for (i = 0; i < 72; i++)
2126                                                 {
2127                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2128                                                 }
2129                                                 for (; i < 108; i++)
2130                                                 {
2131                                                         p_ptr->magic_num1[i] = 0;
2132                                                 }
2133                                         }
2134
2135                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2136                                         {
2137                                                 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."));
2138                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2139                                         }
2140                                         else
2141                                         {
2142                                                 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."));
2143                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2144                                         }
2145                                 }
2146                         }
2147                         break;
2148
2149                 case BACT_RUMORS: /* Listen for rumors */
2150                         {
2151                                 display_rumor(TRUE);
2152                                 break;
2153                         }
2154         }
2155
2156         return (TRUE);
2157 }
2158
2159
2160 /*!
2161  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2162  * @param questnum クエストのID
2163  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2164  * @return なし
2165  */
2166 static void get_questinfo(IDX questnum, bool do_init)
2167 {
2168         int     i;
2169         IDX     old_quest;
2170         char    tmp_str[80];
2171
2172         /* Clear the text */
2173         for (i = 0; i < 10; i++)
2174         {
2175                 quest_text[i][0] = '\0';
2176         }
2177
2178         quest_text_line = 0;
2179
2180         /* Set the quest number temporary */
2181         old_quest = p_ptr->inside_quest;
2182         p_ptr->inside_quest = questnum;
2183
2184         /* Get the quest text */
2185         init_flags = INIT_SHOW_TEXT;
2186         if (do_init) init_flags |= INIT_ASSIGN;
2187
2188         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2189
2190         /* Reset the old quest number */
2191         p_ptr->inside_quest = old_quest;
2192
2193         /* Print the quest info */
2194         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);
2195
2196         prt(tmp_str, 5, 0);
2197
2198         prt(quest[questnum].name, 7, 0);
2199
2200         for (i = 0; i < 10; i++)
2201         {
2202                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2203         }
2204 }
2205
2206 /*!
2207  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2208  * @return なし
2209  */
2210 static void castle_quest(void)
2211 {
2212         IDX q_index = 0;
2213         monster_race    *r_ptr;
2214         quest_type      *q_ptr;
2215         cptr            name;
2216
2217
2218         clear_bldg(4, 18);
2219
2220         /* Current quest of the building */
2221         q_index = cave[p_ptr->y][p_ptr->x].special;
2222
2223         /* Is there a quest available at the building? */
2224         if (!q_index)
2225         {
2226                 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);
2227                 return;
2228         }
2229
2230         q_ptr = &quest[q_index];
2231
2232         /* Quest is completed */
2233         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2234         {
2235                 /* Rewarded quest */
2236                 q_ptr->status = QUEST_STATUS_REWARDED;
2237
2238                 get_questinfo(q_index, FALSE);
2239
2240                 reinit_wilderness = TRUE;
2241         }
2242         /* Failed quest */
2243         else if (q_ptr->status == QUEST_STATUS_FAILED)
2244         {
2245                 get_questinfo(q_index, FALSE);
2246
2247                 /* Mark quest as done (but failed) */
2248                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2249
2250                 reinit_wilderness = TRUE;
2251         }
2252         /* Quest is still unfinished */
2253         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2254         {
2255                 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);
2256                 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);
2257                 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);
2258         }
2259         /* No quest yet */
2260         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2261         {
2262                 q_ptr->status = QUEST_STATUS_TAKEN;
2263
2264                 reinit_wilderness = TRUE;
2265
2266                 /* Assign a new quest */
2267                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2268                 {
2269                         if (q_ptr->r_idx == 0)
2270                         {
2271                                 /* Random monster at least 5 - 10 levels out of deep */
2272                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2273                         }
2274
2275                         r_ptr = &r_info[q_ptr->r_idx];
2276
2277                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2278                         {
2279                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2280                                 r_ptr = &r_info[q_ptr->r_idx];
2281                         }
2282
2283                         if (q_ptr->max_num == 0)
2284                         {
2285                                 /* Random monster number */
2286                                 if (randint1(10) > 7)
2287                                         q_ptr->max_num = 1;
2288                                 else
2289                                         q_ptr->max_num = randint1(3) + 1;
2290                         }
2291
2292                         q_ptr->cur_num = 0;
2293                         name = (r_name + r_ptr->name);
2294                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2295                 }
2296                 else
2297                 {
2298                         get_questinfo(q_index, TRUE);
2299                 }
2300         }
2301 }
2302
2303
2304 /*!
2305  * @brief 町に関するヘルプを表示する / Display town history
2306  * @return なし
2307  */
2308 static void town_history(void)
2309 {
2310         /* Save screen */
2311         screen_save();
2312
2313         /* Peruse the building help file */
2314         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2315
2316         /* Load screen */
2317         screen_load();
2318 }
2319
2320 /*!
2321  * @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
2322  * @param plus_ammo 矢弾のダメージ修正
2323  * @param plus_bow 弓のダメージ修正
2324  * @return ダメージ期待値
2325  * @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。
2326  */
2327 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2328 {
2329         HIT_POINT i;
2330         object_type *j_ptr =  &inventory[INVEN_BOW];
2331         
2332         /* Extract "shot" power */
2333         i = p_ptr->to_h_b + plus_ammo;
2334         
2335         if (p_ptr->tval_ammo == TV_BOLT)
2336                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2337         else
2338                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2339
2340         /* Snipers can shot more critically with crossbows */
2341         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2342         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2343         
2344         /* Good bow makes more critical */
2345         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2346         
2347         if (i < 0) i = 0;
2348         
2349         return i;
2350 }
2351
2352 /*!
2353  * @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
2354  * @param weight 武器の重量
2355  * @param plus_ammo 矢弾のダメージ修正
2356  * @param plus_bow 弓のダメージ修正
2357  * @param dam 基本ダメージ量
2358  * @return ダメージ期待値
2359  */
2360 HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow,  HIT_POINT dam)
2361 {
2362         u32b num;
2363         int i, k, crit;
2364         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2365         
2366         k = 0;
2367         num = 0;
2368         
2369         crit = MIN(500, 900/weight);
2370         num += dam * 3 /2 * crit;
2371         k = crit;
2372         
2373         crit = MIN(500, 1350/weight);
2374         crit -= k;
2375         num += dam * 2 * crit;
2376         k += crit;
2377         
2378         if(k < 500)
2379         {
2380                 crit = 500 - k;
2381                 num += dam * 3 * crit;
2382         }
2383         
2384         num /= 500;
2385         
2386         num *= i;
2387         num += (10000 - i) * dam;
2388         num /= 10000;
2389         
2390         return num;
2391 }
2392
2393 /*!
2394  * @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
2395  * @param weight 武器の重量
2396  * @param plus 武器のダメージ修正
2397  * @param dam 基本ダメージ
2398  * @param meichuu 命中値
2399  * @param dokubari 毒針処理か否か
2400  * @return ダメージ期待値
2401  */
2402 HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2403 {
2404         u32b k, num;
2405         int i;
2406         
2407         if(dokubari) return dam;
2408         
2409         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2410         if (i < 0) i = 0;
2411         
2412         k = weight;
2413         num = 0;
2414         
2415         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2416         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2417         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2418         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2419         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2420         
2421         num /= 650;
2422         if(p_ptr->pclass == CLASS_NINJA)
2423         {
2424                 num *= i;
2425                 num += (4444 - i) * dam;
2426                 num /= 4444;
2427         }
2428         else
2429         {
2430                 num *= i;
2431                 num += (5000 - i) * dam;
2432                 num /= 5000;
2433         }
2434         
2435         return num;
2436 }
2437
2438 /*!
2439  * @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
2440  * @param dam 基本ダメージ
2441  * @param mult スレイ倍率(掛け算部分)
2442  * @param div スレイ倍率(割り算部分)
2443  * @param force 理力特別計算フラグ
2444  * @return ダメージ期待値
2445  */
2446 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2447 {
2448         int tmp;
2449         if(force)
2450         {
2451                 tmp = dam * 60;
2452                 tmp *= mult * 3;
2453                 tmp /= div * 2;
2454                 tmp += dam * 60 * 2;
2455                 tmp /= 60;
2456         }
2457         else
2458         {
2459                 tmp = dam * 60;
2460                 tmp *= mult; 
2461                 tmp /= div;
2462                 tmp /= 60;
2463         }
2464         return tmp;
2465 }
2466
2467 /*!
2468  * @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)
2469  * @param dam 基本ダメージ
2470  * @param mult スレイ倍率(掛け算部分)
2471  * @param div スレイ倍率(割り算部分)
2472  * @param force 理力特別計算フラグ
2473  * @param weight 重量
2474  * @param plus 武器ダメージ修正
2475  * @param meichuu 命中値
2476  * @param dokubari 毒針処理か否か
2477  * @param vorpal_mult 切れ味倍率(掛け算部分)
2478  * @param vorpal_div 切れ味倍率(割り算部分)
2479  * @return ダメージ期待値
2480  */
2481 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)
2482 {
2483         dam = calc_slaydam(dam, mult, div, force);
2484         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2485         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2486         return dam;
2487 }
2488
2489
2490 /*!
2491  * @brief 武器の各条件毎のダメージ期待値を表示する。
2492  * @param r 表示行
2493  * @param c 表示列
2494  * @param mindice ダイス部分最小値
2495  * @param maxdice ダイス部分最大値
2496  * @param blows 攻撃回数
2497  * @param dam_bonus ダメージ修正値
2498  * @param attr 条件内容
2499  * @param color 条件内容の表示色
2500  * @details
2501  * Display the damage figure of an object\n
2502  * (used by compare_weapon_aux)\n
2503  * \n
2504  * Only accurate for the current weapon, because it includes\n
2505  * the current +dam of the player.\n
2506  * @return なし
2507  */
2508 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2509 {
2510         char tmp_str[80];
2511         int mindam, maxdam;
2512         
2513         mindam = blows * (mindice + dam_bonus);
2514         maxdam = blows * (maxdice + dam_bonus);
2515
2516         /* Print the intro text */
2517         c_put_str(color, attr, r, c);
2518
2519         /* Calculate the min and max damage figures */
2520         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2521         
2522         /* Print the damage */
2523         put_str(tmp_str, r, c + 8);
2524 }
2525
2526
2527 /*!
2528  * @brief 武器一つ毎のダメージ情報を表示する。
2529  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2530  * @param col 表示する行の上端
2531  * @param r 表示する列の左端
2532  * @details
2533  * Show the damage figures for the various monster types\n
2534  * \n
2535  * Only accurate for the current weapon, because it includes\n
2536  * the current number of blows for the player.\n
2537  * @return なし
2538  */
2539 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2540 {
2541         BIT_FLAGS flgs[TR_FLAG_SIZE];
2542         int blow = p_ptr->num_blow[0];
2543         bool force = FALSE;
2544         bool dokubari = FALSE;
2545         
2546         /* Effective dices */
2547         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2548         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2549         
2550         int mindice = eff_dd;
2551         int maxdice = eff_ds * eff_dd;
2552         int mindam = 0;
2553         int maxdam = 0;
2554         int vorpal_mult = 1;
2555         int vorpal_div = 1;
2556         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2557         
2558
2559         /* Get the flags of the weapon */
2560         object_flags(o_ptr, flgs);
2561         
2562         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2563         
2564         
2565         /* Show Critical Damage*/
2566         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2567         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2568         
2569         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2570
2571         
2572         /* Vorpal Hit*/
2573         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2574         {
2575                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2576                 {
2577                         vorpal_mult = 5;
2578                         vorpal_div = 3;
2579                 }
2580                 else
2581                 {
2582                         vorpal_mult = 11;
2583                         vorpal_div = 9;
2584                 }
2585                 
2586                 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);
2587                 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);         
2588                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2589         }       
2590         
2591         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2592         {
2593                 force = TRUE;
2594                 
2595                 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);
2596                 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);
2597                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2598         }
2599                 
2600         /* Print the relevant lines */
2601         if (have_flag(flgs, TR_KILL_ANIMAL))
2602         {
2603                 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);
2604                 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);         
2605                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2606         }
2607         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2608         {
2609                 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);
2610                 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);
2611                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2612         }
2613         if (have_flag(flgs, TR_KILL_EVIL))
2614         {       
2615                 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);
2616                 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);
2617                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2618         }
2619         else if (have_flag(flgs, TR_SLAY_EVIL))
2620         {       
2621                 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);
2622                 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);         
2623                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2624         }
2625         if (have_flag(flgs, TR_KILL_HUMAN))
2626         {       
2627                 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);
2628                 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);
2629                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2630         }
2631         else if (have_flag(flgs, TR_SLAY_HUMAN))
2632         {       
2633                 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);
2634                 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);
2635                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2636         }
2637         if (have_flag(flgs, TR_KILL_UNDEAD))
2638         {
2639                 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);
2640                 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);
2641                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2642         }
2643         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2644         {
2645                 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);
2646                 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);
2647                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2648         }
2649         if (have_flag(flgs, TR_KILL_DEMON))
2650         {       
2651                 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);
2652                 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);
2653                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2654         }
2655         else if (have_flag(flgs, TR_SLAY_DEMON))
2656         {       
2657                 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);
2658                 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);
2659                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2660         }
2661         if (have_flag(flgs, TR_KILL_ORC))
2662         {
2663                 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);
2664                 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);
2665                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2666         }
2667         else if (have_flag(flgs, TR_SLAY_ORC))
2668         {
2669                 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);
2670                 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);
2671                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2672         }
2673         if (have_flag(flgs, TR_KILL_TROLL))
2674         {
2675                 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);
2676                 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);
2677                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2678         }
2679         else if (have_flag(flgs, TR_SLAY_TROLL))
2680         {
2681                 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);
2682                 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);
2683                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2684         }
2685         if (have_flag(flgs, TR_KILL_GIANT))
2686         {
2687                 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);
2688                 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);
2689                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2690         }
2691         else if (have_flag(flgs, TR_SLAY_GIANT))
2692         {
2693                 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);
2694                 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);
2695                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2696         }
2697         if (have_flag(flgs, TR_KILL_DRAGON))
2698         {
2699                 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);
2700                 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);
2701                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2702         }
2703         else if (have_flag(flgs, TR_SLAY_DRAGON))
2704         {               
2705                 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);
2706                 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);
2707                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2708         }
2709         if (have_flag(flgs, TR_BRAND_ACID))
2710         {
2711                 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);
2712                 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);
2713                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2714         }
2715         if (have_flag(flgs, TR_BRAND_ELEC))
2716         {
2717                 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);
2718                 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);
2719                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2720         }
2721         if (have_flag(flgs, TR_BRAND_FIRE))
2722         {
2723                 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);
2724                 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);
2725                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2726         }
2727         if (have_flag(flgs, TR_BRAND_COLD))
2728         {
2729                 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);
2730                 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);
2731                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2732         }
2733         if (have_flag(flgs, TR_BRAND_POIS))
2734         {
2735                 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);
2736                 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);
2737                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2738         }
2739 }
2740
2741 /*!
2742  * @brief モンスターへの命中率の計算
2743  * @param to_h 命中値
2744  * @param ac 敵AC
2745  * @return 命中確率
2746  */
2747 static PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
2748 {
2749         PERCENTAGE chance = 0;
2750         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2751
2752         if (meichuu <= 0) return 5;
2753
2754         chance = 100 - ((ac * 75) / meichuu);
2755
2756         if (chance > 95) chance = 95;
2757         if (chance < 5) chance = 5;
2758         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2759                 chance = (chance * 19 + 9) / 20;
2760         return chance;
2761 }
2762
2763 /*!
2764  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2765  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2766  * @param row 表示する列の左端
2767  * @param col 表示する行の上端
2768  * @details
2769  * Displays all info about a weapon
2770  *
2771  * Only accurate for the current weapon, because it includes
2772  * various info about the player's +to_dam and number of blows.
2773  * @return なし
2774  */
2775 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2776 {
2777         char o_name[MAX_NLEN];
2778         char tmp_str[80];
2779
2780         /* Effective dices */
2781         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2782         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2783
2784         /* Print the weapon name */
2785         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2786         c_put_str(TERM_YELLOW, o_name, row, col);
2787
2788         /* Print the player's number of blows */
2789         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2790         put_str(tmp_str, row+1, col);
2791
2792         /* Print to_hit and to_dam of the weapon */
2793         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2794         put_str(tmp_str, row+2, col);
2795
2796         /* Print the weapons base damage dice */
2797         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2798                                 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2799                                 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2800         put_str(tmp_str, row+3, col);
2801         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2802
2803         /* Damage for one blow (if it hits) */
2804         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2805             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2806                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2807         put_str(tmp_str, row+6, col+1);
2808
2809         /* Damage for the complete attack (if all blows hit) */
2810         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2811                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2812                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2813         put_str(tmp_str, row+7, col+1);
2814 }
2815
2816 /*!
2817  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2818  * @details 
2819  * Copies the weapons to compare into the weapon-slot and\n
2820  * compares the values for both weapons.\n
2821  * 武器1つだけで比較をしないなら費用は半額になる。
2822  * @param bcost 基本鑑定費用
2823  * @return 最終的にかかった費用
2824  */
2825 static PRICE compare_weapons(PRICE bcost)
2826 {
2827         int i, n;
2828         OBJECT_IDX item, item2;
2829         object_type *o_ptr[2];
2830         object_type orig_weapon;
2831         object_type *i_ptr;
2832         cptr q, s;
2833         TERM_LEN row = 2;
2834         TERM_LEN wid = 38, mgn = 2;
2835         bool old_character_xtra = character_xtra;
2836         char ch;
2837         PRICE total = 0;
2838         PRICE cost = 0; /* First time no price */
2839
2840         /* Save the screen */
2841         screen_save();
2842
2843         /* Clear the screen */
2844         clear_bldg(0, 22);
2845
2846         /* Store copy of original wielded weapon */
2847         i_ptr = &inventory[INVEN_RARM];
2848         object_copy(&orig_weapon, i_ptr);
2849
2850         /* Only compare melee weapons */
2851         item_tester_no_ryoute = TRUE;
2852         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2853
2854         /* Get the first weapon */
2855         q = _("第一の武器は?", "What is your first weapon? ");
2856         s = _("比べるものがありません。", "You have nothing to compare.");
2857
2858         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2859         {
2860                 screen_load();
2861                 return (0);
2862         }
2863
2864         /* Get the item (in the pack) */
2865         o_ptr[0] = &inventory[item];
2866         n = 1;
2867         total = bcost;
2868
2869         while (TRUE)
2870         {
2871                 /* Clear the screen */
2872                 clear_bldg(0, 22);
2873
2874                 /* Only compare melee weapons */
2875                 item_tester_no_ryoute = TRUE;
2876                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2877
2878                 /* Hack -- prevent "icky" message */
2879                 character_xtra = TRUE;
2880
2881                 /* Diaplay selected weapon's infomation */
2882                 for (i = 0; i < n; i++)
2883                 {
2884                         int col = (wid * i + mgn);
2885
2886                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2887                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2888
2889                         /* Get the new values */
2890                         calc_bonuses();
2891
2892                         /* List the new values */
2893                         list_weapon(o_ptr[i], row, col);
2894                         compare_weapon_aux(o_ptr[i], col, row + 8);
2895
2896                         /* Copy back the original weapon into the weapon slot */
2897                         object_copy(i_ptr, &orig_weapon);
2898                 }
2899
2900                 /* Reset the values for the old weapon */
2901                 calc_bonuses();
2902
2903                 character_xtra = old_character_xtra;
2904
2905 #ifdef JP
2906                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2907                 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);
2908                 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);
2909 #else
2910                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2911                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2912                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2913 #endif
2914
2915                 flush();
2916                 ch = inkey();
2917
2918                 if (ch == 's')
2919                 {
2920                         if (total + cost > p_ptr->au)
2921                         {
2922                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2923                                 msg_print(NULL);
2924                                 continue;
2925                         }
2926
2927                         q = _("第二の武器は?", "What is your second weapon? ");
2928                         s = _("比べるものがありません。", "You have nothing to compare.");
2929
2930                         /* Get the second weapon */
2931                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2932
2933                         total += cost;
2934                         cost = bcost / 2;
2935
2936                         /* Get the item (in the pack) */
2937                         o_ptr[1] = &inventory[item2];
2938                         n = 2;
2939                 }
2940                 else
2941                 {
2942                         break;
2943                 }
2944         }
2945
2946         /* Restore the screen */
2947         screen_load();
2948
2949         return (total);
2950 }
2951
2952
2953 /*!
2954  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2955  * @details 
2956  * Calculate and display the dodge-rate and the protection-rate
2957  * based on AC
2958  * @param iAC プレイヤーのAC。
2959  * @return 常にTRUEを返す。
2960  */
2961 static bool eval_ac(ARMOUR_CLASS iAC)
2962 {
2963 #ifdef JP
2964         const char memo[] =
2965                 "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"
2966                 "何パーセント軽減するかを示します。\n"
2967                 "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"
2968                 "に対してのみ効果があります。\n \n"
2969                 "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"
2970                 "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"
2971                 "敵のレベルとあなたのACによって決定されます。\n \n"
2972                 "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"
2973                 "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";
2974 #else
2975         const char memo[] =
2976                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2977                 "Note that the Protection rate is effective only against normal "
2978                 "'attack' and 'shatter' type melee attacks, "
2979                 "and has no effect against any other types such as 'poison'.\n \n"
2980                 "'Dodge Rate' indicates the success rate on dodging the "
2981                 "monster's melee attacks.  "
2982                 "It is depend on the level of the monster and your AC.\n \n"
2983                 "'Average Damage' indicates the expected amount of damage "
2984                 "when you are attacked by normal melee attacks with power=100.";
2985 #endif
2986
2987         int protection;
2988         TERM_LEN col, row = 2;
2989         DEPTH lvl;
2990         char buf[80*20], *t;
2991
2992         /* AC lower than zero has no effect */
2993         if (iAC < 0) iAC = 0;
2994
2995         /* ダメージ軽減率を計算 */
2996         protection = 100 * MIN(iAC, 150) / 250;
2997
2998         screen_save();
2999         clear_bldg(0, 22);
3000
3001 #ifdef JP
3002         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3003         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
3004         row++;
3005
3006         put_str("敵のレベル      :", row + 0, 0);
3007         put_str("回避率          :", row + 1, 0);
3008         put_str("ダメージ期待値  :", row + 2, 0);
3009 #else
3010         put_str(format("Your current AC : %3d", iAC), row++, 0);
3011         put_str(format("Protection rate : %3d%%", protection), row++, 0);
3012         row++;
3013
3014         put_str("Level of Monster:", row + 0, 0);
3015         put_str("Dodge Rate      :", row + 1, 0);
3016         put_str("Average Damage  :", row + 2, 0);
3017 #endif
3018     
3019         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3020         {
3021                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3022                 int dodge;   /* 回避率(%) */
3023                 int average; /* ダメージ期待値 */
3024
3025                 put_str(format("%3d", lvl), row + 0, col);
3026
3027                 /* 回避率を計算 */
3028                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3029                 put_str(format("%3d%%", dodge), row + 1, col);
3030
3031                 /* 100点の攻撃に対してのダメージ期待値を計算 */
3032                 average = (100 - dodge) * (100 - protection) / 100;
3033                 put_str(format("%3d", average), row + 2, col);
3034         }
3035
3036         /* Display note */
3037         roff_to_buf(memo, 70, buf, sizeof(buf));
3038         for (t = buf; t[0]; t += strlen(t) + 1)
3039                 put_str(t, (row++) + 4, 4);
3040
3041         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);
3042   
3043         flush();
3044         (void)inkey();
3045         screen_load();
3046
3047         return (TRUE);
3048 }
3049
3050
3051
3052 /*!
3053  * @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。
3054  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3055  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3056  * @return 修復対象になるならTRUEを返す。
3057  */
3058 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3059 {
3060         int i, n = 0;
3061         int cand[TR_FLAG_MAX];
3062         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
3063         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
3064
3065         object_flags(to_ptr, to_flgs);
3066         object_flags(from_ptr, from_flgs);
3067
3068         for (i = 0; i < TR_FLAG_MAX; i++)
3069         {
3070                 switch (i)
3071                 {
3072                 case TR_IGNORE_ACID:
3073                 case TR_IGNORE_ELEC:
3074                 case TR_IGNORE_FIRE:
3075                 case TR_IGNORE_COLD:
3076                 case TR_ACTIVATE:
3077                 case TR_RIDING:
3078                 case TR_THROW:
3079                 case TR_SHOW_MODS:
3080                 case TR_HIDE_TYPE:
3081                 case TR_ES_ATTACK:
3082                 case TR_ES_AC:
3083                 case TR_FULL_NAME:
3084                 case TR_FIXED_FLAVOR:
3085                         break;
3086                 default:
3087                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3088                         {
3089                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3090                         }
3091                 }
3092         }
3093
3094         if (n > 0)
3095         {
3096                 int bmax;
3097                 int tr_idx = cand[randint0(n)];
3098                 add_flag(to_ptr->art_flags, tr_idx);
3099                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3100                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3101                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3102                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3103         }
3104
3105         return;
3106 }
3107
3108 /*!
3109  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3110  * @param bcost 基本修復費用
3111  * @return 実際にかかった費用
3112  */
3113 static PRICE repair_broken_weapon_aux(PRICE bcost)
3114 {
3115         PRICE cost;
3116         OBJECT_IDX item, mater;
3117         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3118         object_kind *k_ptr;
3119         int i, dd_bonus, ds_bonus;
3120         KIND_OBJECT_IDX k_idx;
3121         char basenm[MAX_NLEN];
3122         cptr q, s; /* For get_item prompt */
3123         int row = 7;
3124
3125         /* Clear screen */
3126         clear_bldg(0, 22);
3127
3128         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);
3129         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);
3130
3131         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3132         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3133
3134         /* Only forge broken weapons */
3135         item_tester_hook = item_tester_hook_broken_weapon;
3136
3137         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3138
3139         /* Get the item (in the pack) */
3140         o_ptr = &inventory[item];
3141
3142         /* It is worthless */
3143         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3144         {
3145                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3146                 return (0);
3147         }
3148
3149         /* They are too many */
3150         if (o_ptr->number > 1)
3151         {
3152                 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!"));
3153                 return (0);
3154         }
3155
3156         /* Display item name */
3157         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3158         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3159
3160         q = _("材料となる武器は?", "Which weapon for material? ");
3161         s = _("材料となる武器がありません。", "You have no material to repair.");
3162
3163         /* Only forge broken weapons */
3164         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
3165
3166         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3167         if (mater == item)
3168         {
3169                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3170                 return (0);
3171         }
3172
3173         /* Get the item (in the pack) */
3174         mo_ptr = &inventory[mater];
3175
3176         /* Display item name */
3177         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3178         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3179
3180         /* Get the value of one of the items (except curses) */
3181         cost = bcost + object_value_real(o_ptr) * 2;
3182
3183         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);
3184
3185         /* Check if the player has enough money */
3186         if (p_ptr->au < cost)
3187         {
3188                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3189                 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);
3190                 msg_print(NULL);
3191                 return (0);
3192         }
3193
3194         if (o_ptr->sval == SV_BROKEN_DAGGER)
3195         {
3196                 IDX j;
3197                 int n = 1;
3198
3199                 /* Suppress compiler warning */
3200                 k_idx = 0;
3201
3202                 for (j = 1; j < max_k_idx; j++)
3203                 {
3204                         object_kind *k_aux_ptr = &k_info[j];
3205
3206                         if (k_aux_ptr->tval != TV_SWORD) continue;
3207                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3208                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3209                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3210                         if (k_aux_ptr->weight > 99) continue;
3211
3212                         if (one_in_(n)) 
3213                         {
3214                                 k_idx = j;
3215                                 n++;
3216                         }
3217                 }
3218         }
3219         else /* TV_BROKEN_SWORD */
3220         {
3221                 /* Repair to a sword or sometimes material's type weapon */
3222                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3223
3224                 while(1)
3225                 {
3226                         object_kind *ck_ptr;
3227
3228                         k_idx = lookup_kind(tval, SV_ANY);
3229                         ck_ptr = &k_info[k_idx];
3230
3231                         if (tval == TV_SWORD)
3232                         {
3233                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3234                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3235                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3236                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3237                         }
3238                         if (tval == TV_POLEARM)
3239                         {
3240                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3241                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3242                         }
3243                         if (tval == TV_HAFTED)
3244                         {
3245                                 if ((ck_ptr->sval == SV_GROND) ||
3246                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3247                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3248                         }
3249
3250                         break;
3251                 }
3252         }
3253
3254         /* Calculate dice bonuses */
3255         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3256         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3257         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3258         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3259
3260         /* Change base object */
3261         k_ptr = &k_info[k_idx];
3262         o_ptr->k_idx = k_idx;
3263         o_ptr->weight = k_ptr->weight;
3264         o_ptr->tval = k_ptr->tval;
3265         o_ptr->sval = k_ptr->sval;
3266         o_ptr->dd = k_ptr->dd;
3267         o_ptr->ds = k_ptr->ds;
3268
3269         /* Copy base object's ability */
3270         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3271         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3272         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3273
3274         /* Dice up */
3275         if (dd_bonus > 0)
3276         {
3277                 o_ptr->dd++;
3278                 for (i = 1; i < dd_bonus; i++)
3279                 {
3280                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3281                 }
3282         }
3283         if (ds_bonus > 0)
3284         {
3285                 o_ptr->ds++;
3286                 for (i = 1; i < ds_bonus; i++)
3287                 {
3288                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3289                 }
3290         }
3291
3292         /* */
3293         if (have_flag(k_ptr->flags, TR_BLOWS))
3294         {
3295                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3296                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3297         }
3298
3299         /* Add one random ability from material weapon */
3300         give_one_ability_of_object(o_ptr, mo_ptr);
3301
3302         /* Add to-dam, to-hit and to-ac from material weapon */
3303         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3304         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3305         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3306
3307         if ((o_ptr->name1 == ART_NARSIL) ||
3308                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3309                 (object_is_ego(o_ptr) && one_in_(7)))
3310         {
3311                 /* Forge it */
3312                 if (object_is_ego(o_ptr))
3313                 {
3314                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3315                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3316                 }
3317
3318                 /* Add one random ability from material weapon */
3319                 give_one_ability_of_object(o_ptr, mo_ptr);
3320
3321                 /* Add one random activation */
3322                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3323
3324                 /* Narsil */
3325                 if (o_ptr->name1 == ART_NARSIL)
3326                 {
3327                         one_high_resistance(o_ptr);
3328                         one_ability(o_ptr);
3329                 }
3330
3331                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3332         }
3333
3334         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3335 #ifdef JP
3336         msg_format("$%dで%sに修復しました。", cost, basenm);
3337 #else
3338         msg_format("Repaired into %s for %d gold.", basenm, cost);
3339 #endif
3340         msg_print(NULL);
3341
3342         /* Remove BROKEN flag */
3343         o_ptr->ident &= ~(IDENT_BROKEN);
3344
3345         /* Add repaired flag */
3346         o_ptr->discount = 99;
3347
3348         /* Decrease material object */
3349         inven_item_increase(mater, -1);
3350         inven_item_optimize(mater);
3351
3352         /* Copyback */
3353         p_ptr->update |= PU_BONUS;
3354         handle_stuff();
3355
3356         /* Something happened */
3357         return (cost);
3358 }
3359
3360 /*!
3361  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3362  * @param bcost 基本鑑定費用
3363  * @return 実際にかかった費用
3364  */
3365 static int repair_broken_weapon(PRICE bcost)
3366 {
3367         PRICE cost;
3368         screen_save();
3369         cost = repair_broken_weapon_aux(bcost);
3370         screen_load();
3371         return cost;
3372 }
3373
3374
3375 /*!
3376  * @brief アイテムの強化を行う。 / Enchant item
3377  * @param cost 1回毎の費用
3378  * @param to_hit 命中をアップさせる量
3379  * @param to_dam ダメージをアップさせる量
3380  * @param to_ac ACをアップさせる量
3381  * @return 実際に行ったらTRUE
3382  */
3383 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3384 {
3385         int         i;
3386         OBJECT_IDX  item;
3387         bool        okay = FALSE;
3388         object_type *o_ptr;
3389         cptr        q, s;
3390         int         maxenchant = (p_ptr->lev / 5);
3391         char        tmp_str[MAX_NLEN];
3392
3393         clear_bldg(4, 18);
3394 #ifdef JP
3395         prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3396         prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3397 #else
3398         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3399         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3400 #endif
3401
3402         item_tester_no_ryoute = TRUE;
3403
3404         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3405         s = _("改良できるものがありません。", "You have nothing to improve.");
3406
3407         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3408
3409         /* Get the item (in the pack) */
3410         o_ptr = &inventory[item];
3411
3412         /* Check if the player has enough money */
3413         if (p_ptr->au < (cost * o_ptr->number))
3414         {
3415                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3416                 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);
3417                 return (FALSE);
3418         }
3419
3420         /* Enchant to hit */
3421         for (i = 0; i < to_hit; i++)
3422         {
3423                 if (o_ptr->to_h < maxenchant)
3424                 {
3425                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3426                         {
3427                                 okay = TRUE;
3428                                 break;
3429                         }
3430                 }
3431         }
3432
3433         /* Enchant to damage */
3434         for (i = 0; i < to_dam; i++)
3435         {
3436                 if (o_ptr->to_d < maxenchant)
3437                 {
3438                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3439                         {
3440                                 okay = TRUE;
3441                                 break;
3442                         }
3443                 }
3444         }
3445
3446         /* Enchant to AC */
3447         for (i = 0; i < to_ac; i++)
3448         {
3449                 if (o_ptr->to_a < maxenchant)
3450                 {
3451                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3452                         {
3453                                 okay = TRUE;
3454                                 break;
3455                         }
3456                 }
3457         }
3458
3459         /* Failure */
3460         if (!okay)
3461         {
3462                 /* Flush */
3463                 if (flush_failure) flush();
3464
3465                 msg_print(_("改良に失敗した。", "The improvement failed."));
3466
3467                 return (FALSE);
3468         }
3469         else
3470         {
3471                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3472 #ifdef JP
3473                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3474 #else
3475                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3476 #endif
3477
3478                 /* Charge the money */
3479                 p_ptr->au -= (cost * o_ptr->number);
3480
3481                 if (item >= INVEN_RARM) calc_android_exp();
3482
3483                 /* Something happened */
3484                 return (TRUE);
3485         }
3486 }
3487
3488
3489 /*!
3490  * @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
3491  * @details
3492  * The player can select the number of charges to add\n
3493  * (up to a limit), and the recharge never fails.\n
3494  *\n
3495  * The cost for rods depends on the level of the rod. The prices\n
3496  * for recharging wands and staves are dependent on the cost of\n
3497  * the base-item.\n
3498  * @return なし
3499  */
3500 static void building_recharge(void)
3501 {
3502         OBJECT_IDX  item;
3503         DEPTH       lev;
3504         object_type *o_ptr;
3505         object_kind *k_ptr;
3506         cptr        q, s;
3507         PRICE       price;
3508         PARAMETER_VALUE charges;
3509         int         max_charges;
3510         char        tmp_str[MAX_NLEN];
3511
3512         msg_flag = FALSE;
3513
3514         /* Display some info */
3515         clear_bldg(4, 18);
3516         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);
3517
3518
3519         /* Only accept legal items */
3520         item_tester_hook = item_tester_hook_recharge;
3521
3522         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3523         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3524         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3525
3526         /* Get the item (in the pack) */
3527         if (item >= 0)
3528         {
3529                 o_ptr = &inventory[item];
3530         }
3531
3532         /* Get the item (on the floor) */
3533         else
3534         {
3535                 o_ptr = &o_list[0 - item];
3536         }
3537
3538         k_ptr = &k_info[o_ptr->k_idx];
3539
3540         /*
3541          * We don't want to give the player free info about
3542          * the level of the item or the number of charges.
3543          */
3544         /* The item must be "known" */
3545         if (!object_is_known(o_ptr))
3546         {
3547                 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!"));
3548                 msg_print(NULL);
3549
3550                 if ((p_ptr->au >= 50) &&
3551                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3552
3553                 {
3554                         /* Pay the price */
3555                         p_ptr->au -= 50;
3556
3557                         /* Identify it */
3558                         identify_item(o_ptr);
3559
3560                         /* Description */
3561                         object_desc(tmp_str, o_ptr, 0);
3562                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3563
3564                         /* Auto-inscription */
3565                         autopick_alter_item(item, FALSE);
3566
3567                         /* Update the gold display */
3568                         building_prt_gold();
3569                 }
3570                 else
3571                 {
3572                         return;
3573                 }
3574         }
3575
3576         /* Extract the object "level" */
3577         lev = k_info[o_ptr->k_idx].level;
3578
3579         /* Price for a rod */
3580         if (o_ptr->tval == TV_ROD)
3581         {
3582                 if (o_ptr->timeout > 0)
3583                 {
3584                         /* Fully recharge */
3585                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3586                 }
3587                 else
3588                 {
3589                         /* No recharge necessary */
3590                         price = 0;
3591                         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."));
3592                         return;
3593                 }
3594         }
3595         else if (o_ptr->tval == TV_STAFF)
3596         {
3597                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3598                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3599
3600                 /* Pay at least 10 gold per charge */
3601                 price = MAX(10, price);
3602         }
3603         else
3604         {
3605                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3606                 price = (k_info[o_ptr->k_idx].cost / 10);
3607
3608                 /* Pay at least 10 gold per charge */
3609                 price = MAX(10, price);
3610         }
3611
3612         /* Limit the number of charges for wands and staffs */
3613         if (o_ptr->tval == TV_WAND
3614                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3615         {
3616                 if (o_ptr->number > 1)
3617                 {
3618                         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."));
3619                 }
3620                 else
3621                 {
3622                         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."));
3623                 }
3624                 return;
3625         }
3626         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3627         {
3628                 if (o_ptr->number > 1)
3629                 {
3630                         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."));
3631                 }
3632                 else
3633                 {
3634                         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."));
3635                 }
3636                 return;
3637         }
3638
3639         /* Check if the player has enough money */
3640         if (p_ptr->au < price)
3641         {
3642                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3643 #ifdef JP
3644                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3645 #else
3646                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3647 #endif
3648
3649                 return;
3650         }
3651
3652         if (o_ptr->tval == TV_ROD)
3653         {
3654 #ifdef JP
3655 if (get_check(format("そのロッドを$%d で再充填しますか?",
3656  price)))
3657 #else
3658                 if (get_check(format("Recharge the %s for %d gold? ",
3659                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3660 #endif
3661
3662                 {
3663                         /* Recharge fully */
3664                         o_ptr->timeout = 0;
3665                 }
3666                 else
3667                 {
3668                         return;
3669                 }
3670         }
3671         else
3672         {
3673                 if (o_ptr->tval == TV_STAFF)
3674                         max_charges = k_ptr->pval - o_ptr->pval;
3675                 else
3676                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3677
3678                 /* Get the quantity for staves and wands */
3679                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3680                                         MIN(p_ptr->au / price, max_charges));
3681
3682                 /* Do nothing */
3683                 if (charges < 1) return;
3684
3685                 /* Get the new price */
3686                 price *= charges;
3687
3688                 /* Recharge */
3689                 o_ptr->pval += charges;
3690
3691                 /* We no longer think the item is empty */
3692                 o_ptr->ident &= ~(IDENT_EMPTY);
3693         }
3694
3695         /* Give feedback */
3696         object_desc(tmp_str, o_ptr, 0);
3697 #ifdef JP
3698         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3699 #else
3700         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3701 #endif
3702
3703         /* Combine / Reorder the pack (later) */
3704         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3705
3706         p_ptr->window |= (PW_INVEN);
3707
3708         /* Pay the price */
3709         p_ptr->au -= price;
3710
3711         /* Finished */
3712         return;
3713 }
3714
3715
3716 /*!
3717  * @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
3718  * @details
3719  * The player can select the number of charges to add\n
3720  * (up to a limit), and the recharge never fails.\n
3721  *\n
3722  * The cost for rods depends on the level of the rod. The prices\n
3723  * for recharging wands and staves are dependent on the cost of\n
3724  * the base-item.\n
3725  * @return なし
3726  */
3727 static void building_recharge_all(void)
3728 {
3729         INVENTORY_IDX i;
3730         DEPTH lev;
3731         object_type *o_ptr;
3732         object_kind *k_ptr;
3733         PRICE price = 0;
3734         PRICE total_cost = 0;
3735
3736
3737         /* Display some info */
3738         msg_flag = FALSE;
3739         clear_bldg(4, 18);
3740         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);
3741
3742         /* Calculate cost */
3743         for ( i = 0; i < INVEN_PACK; i++)
3744         {
3745                 o_ptr = &inventory[i];
3746                                 
3747                 /* skip non magic device */
3748                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3749
3750                 /* need identified */
3751                 if (!object_is_known(o_ptr)) total_cost += 50;
3752
3753                 /* Extract the object "level" */
3754                 lev = k_info[o_ptr->k_idx].level;
3755
3756                 k_ptr = &k_info[o_ptr->k_idx];
3757
3758                 switch (o_ptr->tval)
3759                 {
3760                 case TV_ROD:
3761                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3762                         break;
3763
3764                 case TV_STAFF:
3765                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3766                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3767
3768                         /* Pay at least 10 gold per charge */
3769                         price = MAX(10, price);
3770
3771                         /* Fully charge */
3772                         price = (k_ptr->pval - o_ptr->pval) * price;
3773                         break;
3774
3775                 case TV_WAND:
3776                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3777                         price = (k_info[o_ptr->k_idx].cost / 10);
3778
3779                         /* Pay at least 10 gold per charge */
3780                         price = MAX(10, price);
3781
3782                         /* Fully charge */
3783                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3784                         break;
3785                 }
3786
3787                 /* if price <= 0 then item have enough charge */
3788                 if (price > 0) total_cost += price;
3789         }
3790
3791         if (!total_cost)
3792         {
3793                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3794                 msg_print(NULL);
3795                 return;
3796         }
3797
3798         /* Check if the player has enough money */
3799         if (p_ptr->au < total_cost)
3800         {
3801                 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 );
3802                 msg_print(NULL);
3803                 return;
3804         }
3805         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3806         
3807         for (i = 0; i < INVEN_PACK; i++)
3808         {
3809                 o_ptr = &inventory[i];
3810                 k_ptr = &k_info[o_ptr->k_idx];
3811
3812                 /* skip non magic device */
3813                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3814
3815                 /* Identify it */
3816                 if (!object_is_known(o_ptr))
3817                 {
3818                         identify_item(o_ptr);
3819
3820                         /* Auto-inscription */
3821                         autopick_alter_item(i, FALSE);
3822                 }
3823
3824                 /* Recharge */
3825                 switch (o_ptr->tval)
3826                 {
3827                 case TV_ROD:
3828                         o_ptr->timeout = 0;
3829                         break;
3830                 case TV_STAFF:
3831                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3832                         /* We no longer think the item is empty */
3833                         o_ptr->ident &= ~(IDENT_EMPTY);
3834                         break;
3835                 case TV_WAND:
3836                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3837                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3838                         /* We no longer think the item is empty */
3839                         o_ptr->ident &= ~(IDENT_EMPTY);
3840                         break;
3841                 }
3842         }
3843
3844         /* Give feedback */
3845         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3846         msg_print(NULL);
3847
3848         /* Combine / Reorder the pack (later) */
3849         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3850
3851         p_ptr->window |= (PW_INVEN);
3852
3853         /* Pay the price */
3854         p_ptr->au -= total_cost;
3855
3856         /* Finished */
3857         return;
3858 }
3859
3860 /*!
3861  * @brief 町間のテレポートを行うメインルーチン。
3862  * @return テレポート処理を決定したか否か
3863  */
3864 bool tele_town(void)
3865 {
3866         int i, x, y;
3867         int num = 0;
3868
3869         if (dun_level)
3870         {
3871                 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!"));
3872                 return FALSE;
3873         }
3874
3875         if (p_ptr->inside_arena || p_ptr->inside_battle)
3876         {
3877                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3878                 return FALSE;
3879         }
3880
3881         screen_save();
3882         clear_bldg(4, 10);
3883
3884         for (i = 1; i < max_towns; i++)
3885         {
3886                 char buf[80];
3887
3888                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3889
3890                 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3891                 prt(buf, 5 + i, 5);
3892                 num++;
3893         }
3894
3895         if (!num)
3896         {
3897                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3898                 msg_print(NULL);
3899                 screen_load();
3900                 return FALSE;
3901         }
3902
3903         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3904         while(1)
3905         {
3906                 i = inkey();
3907
3908                 if (i == ESCAPE)
3909                 {
3910                         screen_load();
3911                         return FALSE;
3912                 }
3913                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3914                 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;
3915                 break;
3916         }
3917
3918         for (y = 0; y < max_wild_y; y++)
3919         {
3920                 for (x = 0; x < max_wild_x; x++)
3921                 {
3922                         if(wilderness[y][x].town == (i-'a'+1))
3923                         {
3924                                 p_ptr->wilderness_y = y;
3925                                 p_ptr->wilderness_x = x;
3926                         }
3927                 }
3928         }
3929
3930         p_ptr->leaving = TRUE;
3931         leave_bldg = TRUE;
3932         p_ptr->teleport_town = TRUE;
3933         screen_load();
3934         return TRUE;
3935 }
3936
3937 /*!
3938  * @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-
3939  * @return 常にTRUEを返す。
3940  * @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。
3941  */
3942 static bool research_mon(void)
3943 {
3944         IDX i;
3945         int n;
3946         MONRACE_IDX r_idx;
3947         char sym, query;
3948         char buf[128];
3949         bool notpicked;
3950         bool recall = FALSE;
3951         u16b why = 0;
3952         MONSTER_IDX *who;
3953
3954         /* XTRA HACK WHATSEARCH */
3955         bool    all = FALSE;
3956         bool    uniq = FALSE;
3957         bool    norm = FALSE;
3958         char temp[80] = "";
3959
3960         /* XTRA HACK REMEMBER_IDX */
3961         static int old_sym = '\0';
3962         static IDX old_i = 0;
3963
3964
3965         /* Save the screen */
3966         screen_save();
3967
3968         /* Get a character, or abort */
3969         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):",
3970                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3971
3972         {
3973                 /* Restore */
3974                 screen_load();
3975
3976                 return (FALSE);
3977         }
3978
3979         /* Find that character info, and describe it */
3980         for (i = 0; ident_info[i]; ++i)
3981         {
3982                 if (sym == ident_info[i][0]) break;
3983         }
3984
3985                 /* XTRA HACK WHATSEARCH */
3986         if (sym == KTRL('A'))
3987         {
3988                 all = TRUE;
3989                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3990         }
3991         else if (sym == KTRL('U'))
3992         {
3993                 all = uniq = TRUE;
3994                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3995         }
3996         else if (sym == KTRL('N'))
3997         {
3998                 all = norm = TRUE;
3999                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4000         }
4001         else if (sym == KTRL('M'))
4002         {
4003                 all = TRUE;
4004                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4005                 {
4006                         temp[0]=0;
4007
4008                         /* Restore */
4009                         screen_load();
4010
4011                         return FALSE;
4012                 }
4013                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4014         }
4015         else if (ident_info[i])
4016         {
4017                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4018         }
4019         else
4020         {
4021                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4022         }
4023
4024         /* Display the result */
4025         prt(buf, 16, 10);
4026
4027
4028         /* Allocate the "who" array */
4029         C_MAKE(who, max_r_idx, IDX);
4030
4031         /* Collect matching monsters */
4032         for (n = 0, i = 1; i < max_r_idx; i++)
4033         {
4034                 monster_race *r_ptr = &r_info[i];
4035
4036                 /* Empty monster */
4037                 if (!r_ptr->name) continue;
4038
4039                 /* XTRA HACK WHATSEARCH */
4040                 /* Require non-unique monsters if needed */
4041                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4042
4043                 /* Require unique monsters if needed */
4044                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4045
4046                 /* 名前検索 */
4047                 if (temp[0])
4048                 {
4049                         int xx;
4050                         char temp2[80];
4051
4052                         for (xx = 0; temp[xx] && xx < 80; xx++)
4053                         {
4054 #ifdef JP
4055                                 if (iskanji(temp[xx]))
4056                                 {
4057                                         xx++;
4058                                         continue;
4059                                 }
4060 #endif
4061                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
4062                         }
4063   
4064 #ifdef JP
4065                         strcpy(temp2, r_name + r_ptr->E_name);
4066 #else
4067                         strcpy(temp2, r_name + r_ptr->name);
4068 #endif
4069                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4070                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
4071
4072 #ifdef JP
4073                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4074 #else
4075                         if (my_strstr(temp2, temp))
4076 #endif
4077                                 who[n++] = i;
4078                 }
4079                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4080         }
4081
4082         /* Nothing to recall */
4083         if (!n)
4084         {
4085                 /* Free the "who" array */
4086                 C_KILL(who, max_r_idx, IDX);
4087
4088                 /* Restore */
4089                 screen_load();
4090
4091                 return (FALSE);
4092         }
4093
4094         /* Sort by level */
4095         why = 2;
4096         query = 'y';
4097
4098         /* Sort if needed */
4099         if (why)
4100         {
4101                 /* Select the sort method */
4102                 ang_sort_comp = ang_sort_comp_hook;
4103                 ang_sort_swap = ang_sort_swap_hook;
4104
4105                 /* Sort the array */
4106                 ang_sort(who, &why, n);
4107         }
4108
4109
4110         /* Start at the end */
4111         /* XTRA HACK REMEMBER_IDX */
4112         if (old_sym == sym && old_i < n) i = old_i;
4113         else i = n - 1;
4114
4115         notpicked = TRUE;
4116
4117         /* Scan the monster memory */
4118         while (notpicked)
4119         {
4120                 /* Extract a race */
4121                 r_idx = who[i];
4122
4123                 /* Hack -- Begin the prompt */
4124                 roff_top(r_idx);
4125
4126                 /* Hack -- Complete the prompt */
4127                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4128
4129                 /* Interact */
4130                 while (1)
4131                 {
4132                         /* Recall */
4133                         if (recall)
4134                         {
4135                                 /*** Recall on screen ***/
4136
4137                                 /* Get maximal info about this monster */
4138                                 lore_do_probe(r_idx);
4139
4140                                 /* Save this monster ID */
4141                                 monster_race_track(r_idx);
4142
4143                                 /* Hack -- Handle stuff */
4144                                 handle_stuff();
4145
4146                                 /* know every thing mode */
4147                                 screen_roff(r_idx, 0x01);
4148                                 notpicked = FALSE;
4149
4150                                 /* XTRA HACK REMEMBER_IDX */
4151                                 old_sym = sym;
4152                                 old_i = i;
4153                         }
4154
4155                         /* Command */
4156                         query = inkey();
4157
4158                         /* Normal commands */
4159                         if (query != 'r') break;
4160
4161                         /* Toggle recall */
4162                         recall = !recall;
4163                 }
4164
4165                 /* Stop scanning */
4166                 if (query == ESCAPE) break;
4167
4168                 /* Move to "prev" monster */
4169                 if (query == '-')
4170                 {
4171                         if (++i == n)
4172                         {
4173                                 i = 0;
4174                                 if (!expand_list) break;
4175                         }
4176                 }
4177
4178                 /* Move to "next" monster */
4179                 else
4180                 {
4181                         if (i-- == 0)
4182                         {
4183                                 i = n - 1;
4184                                 if (!expand_list) break;
4185                         }
4186                 }
4187         }
4188
4189
4190         /* Re-display the identity */
4191         /* prt(buf, 5, 5);*/
4192
4193         /* Free the "who" array */
4194         C_KILL(who, max_r_idx, IDX);
4195
4196         /* Restore */
4197         screen_load();
4198
4199         return (!notpicked);
4200 }
4201
4202
4203 /*!
4204  * @brief 施設の処理実行メインルーチン / Execute a building command
4205  * @param bldg 施設構造体の参照ポインタ
4206  * @param i 実行したい施設のサービステーブルの添字
4207  * @return なし
4208  */
4209 static void bldg_process_command(building_type *bldg, int i)
4210 {
4211         BACT_IDX bact = bldg->actions[i];
4212         PRICE bcost;
4213         bool paid = FALSE;
4214         int amt;
4215
4216         /* Flush messages */
4217         msg_flag = FALSE;
4218         msg_print(NULL);
4219
4220         if (is_owner(bldg))
4221                 bcost = bldg->member_costs[i];
4222         else
4223                 bcost = bldg->other_costs[i];
4224
4225         /* action restrictions */
4226         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4227             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4228         {
4229                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4230                 return;
4231         }
4232
4233         /* check gold (HACK - Recharge uses variable costs) */
4234         if ((bact != BACT_RECHARGE) &&
4235             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4236              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4237         {
4238                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4239                 return;
4240         }
4241
4242         switch (bact)
4243         {
4244         case BACT_NOTHING:
4245                 /* Do nothing */
4246                 break;
4247         case BACT_RESEARCH_ITEM:
4248                 paid = identify_fully(FALSE);
4249                 break;
4250         case BACT_TOWN_HISTORY:
4251                 town_history();
4252                 break;
4253         case BACT_RACE_LEGENDS:
4254                 race_legends();
4255                 break;
4256         case BACT_QUEST:
4257                 castle_quest();
4258                 break;
4259         case BACT_KING_LEGENDS:
4260         case BACT_ARENA_LEGENDS:
4261         case BACT_LEGENDS:
4262                 show_highclass();
4263                 break;
4264         case BACT_POSTER:
4265         case BACT_ARENA_RULES:
4266         case BACT_ARENA:
4267                 arena_comm(bact);
4268                 break;
4269         case BACT_IN_BETWEEN:
4270         case BACT_CRAPS:
4271         case BACT_SPIN_WHEEL:
4272         case BACT_DICE_SLOTS:
4273         case BACT_GAMBLE_RULES:
4274         case BACT_POKER:
4275                 gamble_comm(bact);
4276                 break;
4277         case BACT_REST:
4278         case BACT_RUMORS:
4279         case BACT_FOOD:
4280                 paid = inn_comm(bact);
4281                 break;
4282         case BACT_RESEARCH_MONSTER:
4283                 paid = research_mon();
4284                 break;
4285         case BACT_COMPARE_WEAPONS:
4286                 paid = TRUE;
4287                 bcost = compare_weapons(bcost);
4288                 break;
4289         case BACT_ENCHANT_WEAPON:
4290                 item_tester_hook = object_allow_enchant_melee_weapon;
4291                 enchant_item(bcost, 1, 1, 0);
4292                 break;
4293         case BACT_ENCHANT_ARMOR:
4294                 item_tester_hook = object_is_armour;
4295                 enchant_item(bcost, 0, 0, 1);
4296                 break;
4297         case BACT_RECHARGE:
4298                 building_recharge();
4299                 break;
4300         case BACT_RECHARGE_ALL:
4301                 building_recharge_all();
4302                 break;
4303         case BACT_IDENTS: /* needs work */
4304                 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;
4305                 identify_pack();
4306                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4307                 paid = TRUE;
4308                 break;
4309         case BACT_IDENT_ONE: /* needs work */
4310                 paid = ident_spell(FALSE);
4311                 break;
4312         case BACT_LEARN:
4313                 do_cmd_study();
4314                 break;
4315         case BACT_HEALING: /* needs work */
4316                 paid = cure_critical_wounds(200);
4317                 break;
4318         case BACT_RESTORE: /* needs work */
4319                 paid = restore_all_status();
4320                 break;
4321         case BACT_ENCHANT_ARROWS:
4322                 item_tester_hook = item_tester_hook_ammo;
4323                 enchant_item(bcost, 1, 1, 0);
4324                 break;
4325         case BACT_ENCHANT_BOW:
4326                 item_tester_tval = TV_BOW;
4327                 enchant_item(bcost, 1, 1, 0);
4328                 break;
4329         case BACT_RECALL:
4330                 if (recall_player(1)) paid = TRUE;
4331                 break;
4332         case BACT_TELEPORT_LEVEL:
4333         {
4334                 IDX select_dungeon;
4335                 DEPTH max_depth;
4336
4337                 clear_bldg(4, 20);
4338                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4339                 show_building(bldg);
4340                 if (!select_dungeon) return;
4341
4342                 max_depth = d_info[select_dungeon].maxdepth;
4343
4344                 /* Limit depth in Angband */
4345                 if (select_dungeon == DUNGEON_ANGBAND)
4346                 {
4347                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4348                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4349                 }
4350                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4351                                                         d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
4352
4353                 if (amt > 0)
4354                 {
4355                         p_ptr->word_recall = 1;
4356                         p_ptr->recall_dungeon = select_dungeon;
4357                         max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
4358                         if (record_maxdepth)
4359                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4360                                 
4361                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4362
4363                         paid = TRUE;
4364                         p_ptr->redraw |= (PR_STATUS);
4365                 }
4366                 break;
4367         }
4368         case BACT_LOSE_MUTATION:
4369                 if (p_ptr->muta1 || p_ptr->muta2 ||
4370                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4371                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4372                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4373                 {
4374                         while(!lose_mutation(0));
4375                         paid = TRUE;
4376                 }
4377                 else
4378                 {
4379                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4380                         msg_print(NULL);
4381                 }
4382                 break;
4383         case BACT_BATTLE:
4384                 kakutoujou();
4385                 break;
4386         case BACT_TSUCHINOKO:
4387                 tsuchinoko();
4388                 break;
4389         case BACT_KUBI:
4390                 shoukinkubi();
4391                 break;
4392         case BACT_TARGET:
4393                 today_target();
4394                 break;
4395         case BACT_KANKIN:
4396                 kankin();
4397                 break;
4398         case BACT_HEIKOUKA:
4399                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4400                 set_virtue(V_COMPASSION, 0);
4401                 set_virtue(V_HONOUR, 0);
4402                 set_virtue(V_JUSTICE, 0);
4403                 set_virtue(V_SACRIFICE, 0);
4404                 set_virtue(V_KNOWLEDGE, 0);
4405                 set_virtue(V_FAITH, 0);
4406                 set_virtue(V_ENLIGHTEN, 0);
4407                 set_virtue(V_ENCHANT, 0);
4408                 set_virtue(V_CHANCE, 0);
4409                 set_virtue(V_NATURE, 0);
4410                 set_virtue(V_HARMONY, 0);
4411                 set_virtue(V_VITALITY, 0);
4412                 set_virtue(V_UNLIFE, 0);
4413                 set_virtue(V_PATIENCE, 0);
4414                 set_virtue(V_TEMPERANCE, 0);
4415                 set_virtue(V_DILIGENCE, 0);
4416                 set_virtue(V_VALOUR, 0);
4417                 set_virtue(V_INDIVIDUALISM, 0);
4418                 get_virtues();
4419                 paid = TRUE;
4420                 break;
4421         case BACT_TELE_TOWN:
4422                 paid = tele_town();
4423                 break;
4424         case BACT_EVAL_AC:
4425                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4426                 break;
4427         case BACT_BROKEN_WEAPON:
4428                 paid = TRUE;
4429                 bcost = repair_broken_weapon(bcost);
4430                 break;
4431         }
4432
4433         if (paid)
4434         {
4435                 p_ptr->au -= bcost;
4436         }
4437 }
4438
4439 /*!
4440  * @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
4441  * @return なし
4442  */
4443 void do_cmd_quest(void)
4444 {
4445         p_ptr->energy_use = 100;
4446
4447         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4448         {
4449                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4450                 return;
4451         }
4452         else
4453         {
4454                 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."));
4455                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4456                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4457                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4458
4459                 /* Player enters a new quest */
4460                 p_ptr->oldpy = 0;
4461                 p_ptr->oldpx = 0;
4462
4463                 leave_quest_check();
4464
4465                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4466                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4467
4468                 p_ptr->leaving = TRUE;
4469         }
4470 }
4471
4472
4473 /*!
4474  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4475  * @return なし
4476  */
4477 void do_cmd_bldg(void)
4478 {
4479         int             i, which;
4480         char            command;
4481         bool            validcmd;
4482         building_type   *bldg;
4483
4484
4485         p_ptr->energy_use = 100;
4486
4487         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4488         {
4489                 msg_print(_("ここには建物はない。", "You see no building here."));
4490                 return;
4491         }
4492
4493         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4494
4495         bldg = &building[which];
4496
4497         /* Don't re-init the wilderness */
4498         reinit_wilderness = FALSE;
4499
4500         if ((which == 2) && (p_ptr->arena_number < 0))
4501         {
4502                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4503                 return;
4504         }
4505         else if ((which == 2) && p_ptr->inside_arena)
4506         {
4507                 if (!p_ptr->exit_bldg && m_cnt > 0)
4508                 {
4509                         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);
4510                 }
4511                 else
4512                 {
4513                         /* Don't save the arena as saved floor */
4514                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4515
4516                         p_ptr->inside_arena = FALSE;
4517                         p_ptr->leaving = TRUE;
4518
4519                         /* Re-enter the arena */
4520                         command_new = SPECIAL_KEY_BUILDING;
4521
4522                         /* No energy needed to re-enter the arena */
4523                         p_ptr->energy_use = 0;
4524                 }
4525
4526                 return;
4527         }
4528         else if (p_ptr->inside_battle)
4529         {
4530                 /* Don't save the arena as saved floor */
4531                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4532
4533                 p_ptr->leaving = TRUE;
4534                 p_ptr->inside_battle = FALSE;
4535
4536                 /* Re-enter the monster arena */
4537                 command_new = SPECIAL_KEY_BUILDING;
4538
4539                 /* No energy needed to re-enter the arena */
4540                 p_ptr->energy_use = 0;
4541
4542                 return;
4543         }
4544         else
4545         {
4546                 p_ptr->oldpy = p_ptr->y;
4547                 p_ptr->oldpx = p_ptr->x;
4548         }
4549
4550         /* Forget the lite */
4551         forget_lite();
4552
4553         /* Forget the view */
4554         forget_view();
4555
4556         /* Hack -- Increase "icky" depth */
4557         character_icky++;
4558
4559         command_arg = 0;
4560         command_rep = 0;
4561         command_new = 0;
4562
4563         show_building(bldg);
4564         leave_bldg = FALSE;
4565
4566         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4567
4568         while (!leave_bldg)
4569         {
4570                 validcmd = FALSE;
4571                 prt("", 1, 0);
4572
4573                 building_prt_gold();
4574
4575                 command = inkey();
4576
4577                 if (command == ESCAPE)
4578                 {
4579                         leave_bldg = TRUE;
4580                         p_ptr->inside_arena = FALSE;
4581                         p_ptr->inside_battle = FALSE;
4582                         break;
4583                 }
4584
4585                 for (i = 0; i < 8; i++)
4586                 {
4587                         if (bldg->letters[i])
4588                         {
4589                                 if (bldg->letters[i] == command)
4590                                 {
4591                                         validcmd = TRUE;
4592                                         break;
4593                                 }
4594                         }
4595                 }
4596
4597                 if (validcmd)
4598                         bldg_process_command(bldg, i);
4599
4600                 /* Notice stuff */
4601                 notice_stuff();
4602
4603                 /* Handle stuff */
4604                 handle_stuff();
4605         }
4606
4607         select_floor_music();
4608
4609         /* Flush messages */
4610         msg_flag = FALSE;
4611         msg_print(NULL);
4612
4613         /* Reinit wilderness to activate quests ... */
4614         if (reinit_wilderness)
4615         {
4616                 p_ptr->leaving = TRUE;
4617         }
4618
4619         /* Hack -- Decrease "icky" depth */
4620         character_icky--;
4621
4622         /* Clear the screen */
4623         Term_clear();
4624
4625         /* Update the visuals */
4626         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4627
4628         /* Redraw entire screen */
4629         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4630
4631         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4632 }
4633
4634
4635 /*!
4636  * @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
4637  */
4638 static cptr find_quest[] =
4639 {
4640         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4641         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4642         _("メッセージを見つけた:", "There is a sign saying"),
4643         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4644         _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
4645 };
4646
4647
4648 /*!
4649  * @brief クエストの導入メッセージを表示する / Discover quest
4650  * @param q_idx 開始されたクエストのID
4651  */
4652 void quest_discovery(QUEST_IDX q_idx)
4653 {
4654         quest_type      *q_ptr = &quest[q_idx];
4655         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
4656         int             q_num = q_ptr->max_num;
4657         char            name[80];
4658
4659         /* No quest index */
4660         if (!q_idx) return;
4661
4662         strcpy(name, (r_name + r_ptr->name));
4663
4664         msg_print(find_quest[rand_range(0, 4)]);
4665         msg_print(NULL);
4666
4667         if (q_num == 1)
4668         {
4669                 /* Unique */
4670
4671                 /* Hack -- "unique" monsters must be "unique" */
4672                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4673                     (0 == r_ptr->max_num))
4674                 {
4675                         msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
4676                         /* The unique is already dead */
4677                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4678                         q_ptr->complev = 0;
4679                         update_playtime();
4680                         q_ptr->comptime = playtime;
4681                 }
4682                 else
4683                 {
4684                         msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
4685                 }
4686         }
4687         else
4688         {
4689                 /* Normal monsters */
4690 #ifndef JP
4691                 plural_aux(name);
4692 #endif
4693                 msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
4694
4695         }
4696 }
4697
4698
4699 /*!
4700  * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4701  * / Hack -- Check if a level is a "quest" level
4702  * @param level 検索対象になる階
4703  * @return クエストIDを返す。該当がない場合0を返す。
4704  */
4705 QUEST_IDX quest_number(DEPTH level)
4706 {
4707         QUEST_IDX i;
4708
4709         /* Check quests */
4710         if (p_ptr->inside_quest)
4711                 return (p_ptr->inside_quest);
4712
4713         for (i = 0; i < max_q_idx; i++)
4714         {
4715                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4716
4717                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4718                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4719                     (quest[i].level == level) &&
4720                     (quest[i].dungeon == dungeon_type))
4721                         return (i);
4722         }
4723
4724         /* Check for random quest */
4725         return (random_quest_number(level));
4726 }
4727
4728 /*!
4729  * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
4730  * @param level 検索対象になる階
4731  * @return クエストIDを返す。該当がない場合0を返す。
4732  */
4733 QUEST_IDX random_quest_number(DEPTH level)
4734 {
4735         QUEST_IDX i;
4736
4737         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4738
4739         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4740         {
4741                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4742                         (quest[i].status == QUEST_STATUS_TAKEN) &&
4743                         (quest[i].level == level) &&
4744                         (quest[i].dungeon == DUNGEON_ANGBAND))
4745                 {
4746                         return i;
4747                 }
4748         }
4749
4750         return 0;
4751 }