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1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16
17
18 /*!
19  * ループ中で / hack as in leave_store in store.c
20  */
21 static bool leave_bldg = FALSE;
22
23 /*!
24  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
25  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
26  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
27  * @param bldg 施設構造体の参照ポインタ
28  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
29  */
30 static bool is_owner(building_type *bldg)
31 {
32         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
33         {
34                 return (TRUE);
35         }
36
37         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
38         {
39                 return (TRUE);
40         }
41
42         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
44         {
45                 return (TRUE);
46         }
47
48         return (FALSE);
49 }
50
51 /*!
52  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
53  (スペルマスターの特別判定つき)
54  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
55  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
56  * @param bldg 施設構造体の参照ポインタ
57  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
58  * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
59  */
60 static bool is_member(building_type *bldg)
61 {
62         if (bldg->member_class[p_ptr->pclass])
63         {
64                 return (TRUE);
65         }
66
67         if (bldg->member_race[p_ptr->prace])
68         {
69                 return (TRUE);
70         }
71
72         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
74         {
75                 return (TRUE);
76         }
77
78
79         if (p_ptr->pclass == CLASS_SORCERER)
80         {
81                 int i;
82                 bool OK = FALSE;
83                 for (i = 0; i < MAX_MAGIC; i++)
84                 {
85                         if (bldg->member_realm[i+1]) OK = TRUE;
86                 }
87                 return OK;
88         }
89         return (FALSE);
90 }
91
92 /*!
93  * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94  * @details 消去は行毎にヌル文字列で行われる。
95  * @param min_row 開始行番号
96  * @param max_row 末尾行番号
97  * @return なし
98  */
99 static void clear_bldg(int min_row, int max_row)
100 {
101         int   i;
102
103         for (i = min_row; i <= max_row; i++)
104                 prt("", i, 0);
105 }
106
107 /*!
108  * @brief 所持金を表示する。
109  * @return なし
110  */
111 static void building_prt_gold(void)
112 {
113         char tmp_str[80];
114         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116         prt(tmp_str, 23, 68);
117 }
118
119 /*!
120  * @brief 施設のサービス一覧を表示する / Display a building.
121  * @param bldg 施設構造体の参照ポインタ
122  * @return なし
123  */
124 static void show_building(building_type* bldg)
125 {
126         char buff[20];
127         int i;
128         byte action_color;
129         char tmp_str[80];
130
131         Term_clear();
132         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
133         prt(tmp_str, 2, 1);
134
135
136         for (i = 0; i < 8; i++)
137         {
138                 if (bldg->letters[i])
139                 {
140                         if (bldg->action_restr[i] == 0)
141                         {
142                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
144                                 {
145                                         action_color = TERM_WHITE;
146                                         buff[0] = '\0';
147                                 }
148                                 else if (is_owner(bldg))
149                                 {
150                                         action_color = TERM_YELLOW;
151                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
152                                 }
153                                 else
154                                 {
155                                         action_color = TERM_YELLOW;
156                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
157                         }
158                         else if (bldg->action_restr[i] == 1)
159                         {
160                                 if (!is_member(bldg))
161                                 {
162                                         action_color = TERM_L_DARK;
163                                         strcpy(buff, _("(閉店)", "(closed)"));
164                                 }
165                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
167                                 {
168                                         action_color = TERM_WHITE;
169                                         buff[0] = '\0';
170                                 }
171                                 else if (is_owner(bldg))
172                                 {
173                                         action_color = TERM_YELLOW;
174                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
175                                 }
176                                 else
177                                 {
178                                         action_color = TERM_YELLOW;
179                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
180                                 }
181                         }
182                         else
183                         {
184                                 if (!is_owner(bldg))
185                                 {
186                                         action_color = TERM_L_DARK;
187                                         strcpy(buff, _("(閉店)", "(closed)"));
188                                 }
189                                 else if (bldg->member_costs[i] != 0)
190                                 {
191                                         action_color = TERM_YELLOW;
192                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
193                                 }
194                                 else
195                                 {
196                                         action_color = TERM_WHITE;
197                                         buff[0] = '\0';
198                                 }
199                         }
200
201                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
203                 }
204         }
205         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
206 }
207
208 /*!
209  * @brief 闘技場に入るコマンドの処理 / arena commands
210  * @param cmd 闘技場処理のID
211  * @return なし
212  */
213 static void arena_comm(int cmd)
214 {
215         monster_race    *r_ptr;
216         cptr            name;
217
218
219         switch (cmd)
220         {
221                 case BACT_ARENA:
222                         if (p_ptr->arena_number == MAX_ARENA_MONS)
223                         {
224                                 clear_bldg(5, 19);
225                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
226                                 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations!  You have defeated all before you."), 7, 0);
227                                 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
228
229                                 prt("", 10, 0);
230                                 prt("", 11, 0);
231                                 p_ptr->au += 1000000L;
232                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
233                                 msg_print(NULL);
234                                 p_ptr->arena_number++;
235                         }
236                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
237                         {
238                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
239                                 {
240                                         msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
241                                         msg_print(NULL);
242                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
243                                         {       
244                         msg_print(_("死ぬがよい。", "Die, maggots."));
245                                                 msg_print(NULL);
246                                         
247                                                 p_ptr->exit_bldg = FALSE;
248                                                 reset_tim_flags();
249
250                                                 /* Save the surface floor as saved floor */
251                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
252
253                                                 p_ptr->inside_arena = TRUE;
254                                                 p_ptr->leaving = TRUE;
255                                                 leave_bldg = TRUE;
256                                         }
257                                         else
258                                         {
259                                                 msg_print(_("残念だ。", "We are disappointed."));
260                                         }
261                                 }
262                                 else
263                                 {
264                                         msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
265                                                                 "You enter the arena briefly and bask in your glory."));
266                                         msg_print(NULL);
267                                 }
268                         }
269                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
270                         {
271                                 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
272                                                         "You don't have permission to enter with pet."));
273                                 msg_print(NULL);
274                         }
275                         else
276                         {
277                                 p_ptr->exit_bldg = FALSE;
278                                 reset_tim_flags();
279
280                                 /* Save the surface floor as saved floor */
281                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
282
283                                 p_ptr->inside_arena = TRUE;
284                                 p_ptr->leaving = TRUE;
285                                 leave_bldg = TRUE;
286                         }
287                         break;
288                 case BACT_POSTER:
289                         if (p_ptr->arena_number == MAX_ARENA_MONS)
290                                 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
291                                                         "You are victorious. Enter the arena for the ceremony."));
292
293                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
294                         {
295                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
296                         }
297                         else
298                         {
299                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300                                 name = (r_name + r_ptr->name);
301                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
302                         }
303                         break;
304                 case BACT_ARENA_RULES:
305
306                         /* Save screen */
307                         screen_save();
308
309                         /* Peruse the arena help file */
310                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
311
312                         /* Load screen */
313                         screen_load();
314
315                         break;
316         }
317 }
318
319 /*!
320  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
321  * @param row シンボルを表示する行の上端
322  * @param col シンボルを表示する行の左端
323  * @param fruit 表示するシンボルID
324  * @return なし
325  */
326 static void display_fruit(int row, int col, int fruit)
327 {
328         switch (fruit)
329         {
330                 case 0: /* lemon */
331                         c_put_str(TERM_YELLOW, "   ####.", row, col);
332                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
333                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
334                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
335                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
336                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
337                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
338                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
339                         prt(                 _(" レモン ",
340                                                            " Lemon  "), row + 8, col);
341                         break;
342                 case 1: /* orange */
343                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
344                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
345                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
346                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
347                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
348                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
349                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
350                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
351                         prt(                 _("オレンジ",
352                                                                    " Orange "), row + 8, col);
353                         break;
354                 case 2: /* sword */
355                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
356                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
357                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
358                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
359                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
360                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
361                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
362                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
363                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
364                         break;
365                 case 3: /* shield */
366                         c_put_str(TERM_SLATE, " ###### ", row, col);
367                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
368                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
369                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
370                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
371                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
372                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
373                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
374                         prt(                _("   盾   ",
375                                                                   " Shield "), row + 8, col);
376                         break;
377                 case 4: /* plum */
378                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
379                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
380                         c_put_str(TERM_VIOLET, "########", row + 2, col);
381                         c_put_str(TERM_VIOLET, "########", row + 3, col);
382                         c_put_str(TERM_VIOLET, "########", row + 4, col);
383                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
384                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
385                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
386                         prt(                 _(" プラム ",
387                                                                    "  Plum  "), row + 8, col);
388                         break;
389                 case 5: /* cherry */
390                         c_put_str(TERM_RED, "      ##", row, col);
391                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
392                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
393                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
394                         c_put_str(TERM_RED, " ###### ", row + 4, col);
395                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
396                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
397                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
398                         prt(              _("チェリー",
399                                                                 " Cherry "), row + 8, col);
400                         break;
401         }
402 }
403
404 /*! @note
405  * kpoker no (tyuto-hannpa na)pakuri desu...
406  * joker ha shineru node haitte masen.
407  *
408  * TODO: donataka! tsukutte!
409  *  - agatta yaku no kiroku (like DQ).
410  *  - kakkoii card no e.
411  *  - sousa-sei no koujyo.
412  *  - code wo wakariyasuku.
413  *  - double up.
414  *  - Joker... -- done.
415  *
416  * 9/13/2000 --Koka
417  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
418  */
419
420 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
421 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
422 #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 */
423
424 static int cards[5]; /*!< ポーカーの現在の手札ID */
425
426 /*!
427  * @brief ポーカーの山札を切る。
428  * @param deck デッキの配列
429  * @return なし
430  */
431 static void reset_deck(int deck[])
432 {
433         int i;
434         for (i = 0; i < 53; i++) deck[i] = i;
435
436         /* shuffle cards */
437         for (i = 0; i < 53; i++){
438                 int tmp1 = randint0(53 - i) + i;
439                 int tmp2 = deck[i];
440                 deck[i] = deck[tmp1];
441                 deck[tmp1] = tmp2;
442         }
443 }
444
445 /*!
446  * @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。
447  * @return ジョーカーを持っているか。
448  */
449 static bool have_joker(void)
450 {
451         int i;
452
453         for (i = 0; i < 5; i++){
454           if(IS_JOKER(cards[i])) return TRUE;
455         }
456         return FALSE;
457 }
458
459 /*!
460  * @brief ポーカーの手札に該当の番号の札があるかを返す。
461  * @param num 探したいカードの番号。
462  * @return 該当の番号が手札にあるか。
463  */
464 static bool find_card_num(int num)
465 {
466         int i;
467         for (i = 0; i < 5; i++)
468                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
469         return FALSE;
470 }
471
472 /*!
473  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
474  * @return 役の判定結果
475  */
476 static bool yaku_check_flush(void)
477 {
478         int i, suit;
479         bool joker_is_used = FALSE;
480
481         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
482         for (i = 0; i < 5; i++){
483                 if (SUIT_OF(cards[i]) != suit){
484                   if(have_joker() && !joker_is_used)
485                     joker_is_used = TRUE;
486                   else
487                     return FALSE;
488                 }
489         }
490
491         return TRUE;
492 }
493
494 /*!
495  * @brief ポーカーの手札がストレート役を得ているかを帰す。
496  * @return 役の判定結果
497  */
498 static int yaku_check_straight(void)
499 {
500         int i, lowest = 99;
501         bool joker_is_used = FALSE;
502
503         /* get lowest */
504         for (i = 0; i < 5; i++)
505         {
506                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
507                         lowest = NUM_OF(cards[i]);
508         }
509         
510         if (yaku_check_flush())
511         {
512           if( lowest == 0 ){
513                 for (i = 0; i < 4; i++)
514                 {
515                         if (!find_card_num(9 + i)){
516                                 if( have_joker() && !joker_is_used )
517                                   joker_is_used = TRUE;
518                                 else
519                                   break;
520                         }
521                 }
522                 if (i == 4) return 3; /* Wow! Royal Flush!!! */
523           }
524           if( lowest == 9 ){
525                 for (i = 0; i < 3; i++)
526                 {
527                         if (!find_card_num(10 + i))
528                                 break;
529                 }
530                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
531           }
532         }
533
534         joker_is_used = FALSE;
535         for (i = 0; i < 5; i++)
536         {
537                 if (!find_card_num(lowest + i)){
538                   if( have_joker() && !joker_is_used )
539                     joker_is_used = TRUE;
540                   else
541                     return 0;
542                 }
543         }
544         
545         if (yaku_check_flush())
546                 return 2; /* Straight Flush */
547
548         return 1;
549 }
550
551 /*!
552  * @brief ポーカーのペア役の状態を返す。
553  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
554  */
555 static int yaku_check_pair(void)
556 {
557         int i, i2, matching = 0;
558
559         for (i = 0; i < 5; i++)
560         {
561                 for (i2 = i+1; i2 < 5; i2++)
562                 {
563                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
564                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
565                                 matching++;
566                 }
567         }
568
569         if(have_joker()){
570           switch(matching){
571           case 0:
572             matching = 1;
573             break;
574           case 1:
575             matching = 3;
576             break;
577           case 2:
578             matching = 4;
579             break;
580           case 3:
581             matching = 6;
582             break;
583           case 6:
584             matching = 7;
585             break;
586           default:
587             /* don't reach */
588             break;
589           }
590         }
591
592         return matching;
593 }
594
595 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
596 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
597 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
598 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
599 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
600 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
601 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
602 #define ODDS_ST 4 /*!< ストレートの役倍率 */
603 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
604 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
605
606 /*!
607  * @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。
608  * @return 役のID
609  */
610 static int yaku_check(void)
611 {
612         prt("                            ", 4, 3);
613
614         switch(yaku_check_straight()){
615         case 3: /* RF! */
616                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
617                 return ODDS_RF;
618         case 2: /* SF! */
619                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
620                 return ODDS_SF;
621         case 1:
622                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
623                 return ODDS_ST;
624         default:
625                 /* Not straight -- fall through */
626                 break;
627         }
628
629         if (yaku_check_flush())
630         {
631                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
632                 return ODDS_FL;
633         }
634
635         switch (yaku_check_pair())
636         {
637         case 1:
638                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
639                 return 0;
640         case 2:
641                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
642                 return ODDS_2P;
643         case 3:
644                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
645                 return ODDS_3C;
646         case 4:
647                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
648                 return ODDS_FH;
649         case 6:
650                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
651                 return ODDS_4C;
652         case 7:
653                 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
654                 {
655                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
656                         return ODDS_5A;
657                 }
658                 else
659                 {
660                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
661                         return ODDS_5C;
662                 }
663         default:
664                 break;
665         }
666         return 0;
667 }
668
669 /*!
670  * @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。
671  * @param hoge カーソルの現在位置
672  * @param kaeruka カードの捨てる/残すフラグ配列
673  * @return なし
674  */
675 static void display_kaeruka(int hoge, int kaeruka[])
676 {
677         int i;
678         char col = TERM_WHITE;
679         for (i = 0; i < 5; i++)
680         {
681                 if (i == hoge) col = TERM_YELLOW;
682                 else if(kaeruka[i]) col = TERM_WHITE;
683                 else col = TERM_L_BLUE;
684                 
685                 if(kaeruka[i])
686                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
687                 else
688                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
689         }
690         if (hoge > 4) col = TERM_YELLOW;
691         else col = TERM_WHITE;
692         c_put_str(col, _("決定", "Sure"), 16,  38);
693
694         /* Hilite current option */
695         if (hoge < 5) move_cursor(14, 5+hoge*16);
696         else move_cursor(16, 38);
697 }
698
699 /*!
700  * @brief ポーカーの手札を表示する。
701  * @return なし
702  */
703 static void display_cards(void)
704 {
705         int i, j;
706         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
707 #ifdef JP
708         cptr suit[4] = {"★", "●", "¶", "†"};
709         cptr card_grph[13][7] = {{"A   %s     ",
710                                   "     変     ",
711                                   "     愚     ",
712                                   "     蛮     ",
713                                   "     怒     ",
714                                   "     %s     ",
715                                   "          A"},
716                                  {"2          ",
717                                   "     %s     ",
718                                   "            ",
719                                   "            ",
720                                   "            ",
721                                   "     %s     ",
722                                   "          2"},
723                                  {"3          ",
724                                   "     %s     ",
725                                   "            ",
726                                   "     %s     ",
727                                   "            ",
728                                   "     %s     ",
729                                   "          3"},
730                                  {"4          ",
731                                   "   %s  %s   ",
732                                   "            ",
733                                   "            ",
734                                   "            ",
735                                   "   %s  %s   ",
736                                   "          4"},
737                                  {"5          ",
738                                   "   %s  %s   ",
739                                   "            ",
740                                   "     %s     ",
741                                   "            ",
742                                   "   %s  %s   ",
743                                   "          5"},
744                                  {"6          ",
745                                   "   %s  %s   ",
746                                   "            ",
747                                   "   %s  %s   ",
748                                   "            ",
749                                   "   %s  %s   ",
750                                   "          6"},
751                                  {"7          ",
752                                   "   %s  %s   ",
753                                   "     %s     ",
754                                   "   %s  %s   ",
755                                   "            ",
756                                   "   %s  %s   ",
757                                   "          7"},
758                                  {"8          ",
759                                   "   %s  %s   ",
760                                   "     %s     ",
761                                   "   %s  %s   ",
762                                   "     %s     ",
763                                   "   %s  %s   ",
764                                   "          8"},
765                                  {"9 %s  %s   ",
766                                   "            ",
767                                   "   %s  %s   ",
768                                   "     %s     ",
769                                   "   %s  %s   ",
770                                   "            ",
771                                   "   %s  %s 9"},
772                                  {"10 %s  %s   ",
773                                   "     %s     ",
774                                   "   %s  %s   ",
775                                   "            ",
776                                   "   %s  %s   ",
777                                   "     %s     ",
778                                   "   %s  %s 10"},
779                                  {"J   Λ     ",
780                                   "%s   ||     ",
781                                   "     ||     ",
782                                   "     ||     ",
783                                   "     ||     ",
784                                   "   |=亜=| %s",
785                                   "     目   J"},
786                                  {"Q ######   ",
787                                   "%s#      #  ",
788                                   "  # ++++ #  ",
789                                   "  # +==+ #  ",
790                                   "   # ++ #   ",
791                                   "    #  #  %s",
792                                   "     ##   Q"},
793                                  {"K          ",
794                                   "%s `⌒´   ",
795                                   "  γγγλ  ",
796                                   "  ο ο ι  ",
797                                   "   υ    ∂ ",
798                                   "    σ ノ %s",
799                                   "          K"}};
800         cptr joker_grph[7] = {    "            ",
801                                   "     J     ",
802                                   "     O     ",
803                                   "     K     ",
804                                   "     E     ",
805                                   "     R     ",
806                                   "            "};
807
808 #else
809
810         cptr suit[4] = {"[]", "qp", "<>", "db"};
811         cptr card_grph[13][7] = {{"A    %s     ",
812                                   "     He     ",
813                                   "     ng     ",
814                                   "     ba     ",
815                                   "     nd     ",
816                                   "     %s     ",
817                                   "           A"},
818                                  {"2           ",
819                                   "     %s     ",
820                                   "            ",
821                                   "            ",
822                                   "            ",
823                                   "     %s     ",
824                                   "           2"},
825                                  {"3           ",
826                                   "     %s     ",
827                                   "            ",
828                                   "     %s     ",
829                                   "            ",
830                                   "     %s     ",
831                                   "           3"},
832                                  {"4           ",
833                                   "   %s  %s   ",
834                                   "            ",
835                                   "            ",
836                                   "            ",
837                                   "   %s  %s   ",
838                                   "           4"},
839                                  {"5           ",
840                                   "   %s  %s   ",
841                                   "            ",
842                                   "     %s     ",
843                                   "            ",
844                                   "   %s  %s   ",
845                                   "           5"},
846                                  {"6           ",
847                                   "   %s  %s   ",
848                                   "            ",
849                                   "   %s  %s   ",
850                                   "            ",
851                                   "   %s  %s   ",
852                                   "           6"},
853                                  {"7           ",
854                                   "   %s  %s   ",
855                                   "     %s     ",
856                                   "   %s  %s   ",
857                                   "            ",
858                                   "   %s  %s   ",
859                                   "           7"},
860                                  {"8           ",
861                                   "   %s  %s   ",
862                                   "     %s     ",
863                                   "   %s  %s   ",
864                                   "     %s     ",
865                                   "   %s  %s   ",
866                                   "           8"},
867                                  {"9  %s  %s   ",
868                                   "            ",
869                                   "   %s  %s   ",
870                                   "     %s     ",
871                                   "   %s  %s   ",
872                                   "            ",
873                                   "   %s  %s  9"},
874                                  {"10 %s  %s   ",
875                                   "     %s     ",
876                                   "   %s  %s   ",
877                                   "            ",
878                                   "   %s  %s   ",
879                                   "     %s     ",
880                                   "   %s  %s 10"},
881                                  {"J    /\\     ",
882                                   "%s   ||     ",
883                                   "     ||     ",
884                                   "     ||     ",
885                                   "     ||     ",
886                                   "   |=HH=| %s",
887                                   "     ][    J"},
888                                  {"Q  ######   ",
889                                   "%s#      #  ",
890                                   "  # ++++ #  ",
891                                   "  # +==+ #  ",
892                                   "   # ++ #   ",
893                                   "    #  #  %s",
894                                   "     ##    Q"},
895                                  {"K           ",
896                                   "%s _'~~`_   ",
897                                   "   jjjjj$&  ",
898                                   "   q q uu   ",
899                                   "   c    &   ",
900                                   "    v__/  %s",
901                                   "           K"}};
902         cptr joker_grph[7] = {    "            ",
903                                   "     J      ",
904                                   "     O      ",
905                                   "     K      ",
906                                   "     E      ",
907                                   "     R      ",
908                                   "            "};
909 #endif
910
911         for (i = 0; i < 5; i++)
912         {
913                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
914         }
915
916         for (i = 0; i < 5; i++)
917         {
918                 for (j = 0; j < 7; j++)
919                 {
920                         prt(_("┃", " |"),  j+6,  i*16);
921                         if(IS_JOKER(cards[i]))
922                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
923                         else
924                                 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);
925                         prt(_("┃", "| "),  j+6,  i*16+14);
926                 }
927         }
928         for (i = 0; i < 5; i++)
929         {
930                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
931         }
932 }
933
934 /*!
935  * @brief ポーカーの1プレイルーチン。
936  * @return 1プレイの役の結果
937  */
938 static int do_poker(void)
939 {
940         int i, k = 2;
941         char cmd;
942         int deck[53]; /* yamafuda : 0...52 */
943         int deck_ptr = 0;
944         int kaeruka[5]; /* 0:kaenai 1:kaeru */
945
946         bool done = FALSE;
947         bool kettei = TRUE;
948         bool kakikae = TRUE;
949
950         reset_deck(deck);
951
952         for (i = 0; i < 5; i++)
953         {
954                 cards[i] = deck[deck_ptr++];
955                 kaeruka[i] = 0; /* default:nokosu */
956         }
957         
958 #if 0
959         /* debug:RF */
960         cards[0] = 12;
961         cards[1] = 0;
962         cards[2] = 9;
963         cards[3] = 11;
964         cards[4] = 10;
965 #endif
966 #if 0
967         /* debug:SF */
968         cards[0] = 3;
969         cards[1] = 2;
970         cards[2] = 4;
971         cards[3] = 6;
972         cards[4] = 5;
973 #endif
974 #if 0
975         /* debug:Four Cards */
976         cards[0] = 0;
977         cards[1] = 0 + 13 * 1;
978         cards[2] = 0 + 13 * 2;
979         cards[3] = 0 + 13 * 3;
980         cards[4] = 51;
981 #endif
982 #if 0
983         /* debug:Straight */
984         cards[0] = 1;
985         cards[1] = 0 + 13;
986         cards[2] = 3;
987         cards[3] = 2 + 26;
988         cards[4] = 4;
989 #endif
990 #if 0
991         /* debug */
992         cards[0] = 52;
993         cards[1] = 0;
994         cards[2] = 1;
995         cards[3] = 2;
996         cards[4] = 3;
997 #endif
998
999         /* suteruno wo kimeru */
1000         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);
1001
1002         display_cards();
1003         yaku_check();
1004
1005         while (!done)
1006         {
1007                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1008                 kakikae = FALSE;
1009                 cmd = inkey();
1010                 switch (cmd)
1011                 {
1012                 case '6': case 'l': case 'L': case KTRL('F'):
1013                         if (!kettei) k = (k+1)%5;
1014                         else {k = 0;kettei = FALSE;}
1015                         kakikae = TRUE;
1016                         break;
1017                 case '4': case 'h': case 'H': case KTRL('B'):
1018                         if (!kettei) k = (k+4)%5;
1019                         else {k = 4;kettei = FALSE;}
1020                         kakikae = TRUE;
1021                         break;
1022                 case '2': case 'j': case 'J': case KTRL('N'):
1023                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1024                         break;
1025                 case '8': case 'k': case 'K': case KTRL('P'):
1026                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1027                         break;
1028                 case ' ': case '\r':
1029                         if (kettei) done = TRUE;
1030                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1031                         break;
1032                 default:
1033                         break;
1034                 }
1035         }
1036         
1037         prt("",0,0);
1038
1039         for (i = 0; i < 5; i++)
1040                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1041
1042         display_cards();
1043         
1044         return yaku_check();
1045 }
1046 #undef SUIT_OF
1047 #undef NUM_OF
1048 #undef IS_JOKER
1049 /* end of poker codes --Koka */
1050
1051 /*!
1052  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1053  * @param cmd プレイするゲームID
1054  * @return なし
1055  */
1056 static bool gamble_comm(int cmd)
1057 {
1058         int i;
1059         int roll1, roll2, roll3, choice, odds, win;
1060         s32b wager;
1061         s32b maxbet;
1062         s32b oldgold;
1063
1064         char out_val[160], tmp_str[80], again;
1065         cptr p;
1066
1067         screen_save();
1068
1069         if (cmd == BACT_GAMBLE_RULES)
1070         {
1071                 /* Peruse the gambling help file */
1072                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1073         }
1074         else
1075         {
1076                 /* No money */
1077                 if (p_ptr->au < 1)
1078                 {
1079                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1080                                                 "Hey! You don't have gold - get out of here!"));
1081                         msg_print(NULL);
1082                         screen_load();
1083                         return FALSE;
1084                 }
1085
1086                 clear_bldg(5, 23);
1087
1088                 maxbet = p_ptr->lev * 200;
1089
1090                 /* We can't bet more than we have */
1091                 maxbet = MIN(maxbet, p_ptr->au);
1092
1093                 /* Get the wager */
1094                 strcpy(out_val, "");
1095                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1096
1097
1098                 /*
1099                  * Use get_string() because we may need more than
1100                  * the s16b value returned by get_quantity().
1101                  */
1102                 if (get_string(tmp_str, out_val, 32))
1103                 {
1104                         /* Strip spaces */
1105                         for (p = out_val; *p == ' '; p++);
1106
1107                         /* Get the wager */
1108                         wager = atol(p);
1109
1110                         if (wager > p_ptr->au)
1111                         {
1112                                 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!"));
1113                                 msg_print(NULL);
1114                                 screen_load();
1115                                 return (FALSE);
1116                         }
1117                         else if (wager > maxbet)
1118                         {
1119                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1120                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1121                                 wager = maxbet;
1122                         }
1123                         else if (wager < 1)
1124                         {
1125                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1126                                 wager = 1;
1127                         }
1128                         msg_print(NULL);
1129                         win = FALSE;
1130                         odds = 0;
1131                         oldgold = p_ptr->au;
1132
1133                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1134                         prt(tmp_str, 20, 2);
1135                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1136                         prt(tmp_str, 21, 2);
1137
1138                         do
1139                         {
1140                                 p_ptr->au -= wager;
1141                                 switch (cmd)
1142                                 {
1143                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1144                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1145
1146                                         odds = 4;
1147                                         win = FALSE;
1148                                         roll1 = randint1(10);
1149                                         roll2 = randint1(10);
1150                                         choice = randint1(10);
1151                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1152
1153                                         prt(tmp_str, 8, 3);
1154                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1155
1156                                         prt(tmp_str, 11, 14);
1157                                         if (((choice > roll1) && (choice < roll2)) ||
1158                                                 ((choice < roll1) && (choice > roll2)))
1159                                                 win = TRUE;
1160                                         break;
1161                                 case BACT_CRAPS:  /* Game of Craps */
1162                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1163
1164                                         win = 3;
1165                                         odds = 2;
1166                                         roll1 = randint1(6);
1167                                         roll2 = randint1(6);
1168                                         roll3 = roll1 +  roll2;
1169                                         choice = roll3;
1170                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1171                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1172                                         prt(tmp_str, 7, 5);
1173                                         if ((roll3 == 7) || (roll3 == 11))
1174                                                 win = TRUE;
1175                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1176                                                 win = FALSE;
1177                                         else
1178                                                 do
1179                                                 {
1180                                                         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"));
1181
1182                                                         msg_print(NULL);
1183                                                         roll1 = randint1(6);
1184                                                         roll2 = randint1(6);
1185                                                         roll3 = roll1 +  roll2;
1186                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1187                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1188                                                         prt(tmp_str, 8, 5);
1189                                                         if (roll3 == choice)
1190                                                                 win = TRUE;
1191                                                         else if (roll3 == 7)
1192                                                                 win = FALSE;
1193                                                 } while ((win != TRUE) && (win != FALSE));
1194                                         break;
1195
1196                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1197                                         win = FALSE;
1198                                         odds = 9;
1199                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1200
1201                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1202                                         prt("--------------------------------", 8, 3);
1203                                         strcpy(out_val, "");
1204                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1205
1206                                         for (p = out_val; iswspace(*p); p++);
1207                                         choice = atol(p);
1208                                         if (choice < 0)
1209                                         {
1210                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1211                                                 choice = 0;
1212                                         }
1213                                         else if (choice > 9)
1214                                         {
1215                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1216                                                 choice = 9;
1217                                         }
1218                                         msg_print(NULL);
1219                                         roll1 = randint0(10);
1220                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1221                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1222                                         prt(tmp_str, 13, 3);
1223                                         prt("", 9, 0);
1224                                         prt("*", 9, (3 * roll1 + 5));
1225                                         if (roll1 == choice)
1226                                                 win = TRUE;
1227                                         break;
1228
1229                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1230                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1231                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1232                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1233                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1234                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1235                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1236                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1237                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1238                                         
1239                                         win = FALSE;
1240                                         roll1 = randint1(21);
1241                                         for (i=6;i>0;i--)
1242                                         {
1243                                                 if ((roll1-i) < 1)
1244                                                 {
1245                                                         roll1 = 7-i;
1246                                                         break;
1247                                                 }
1248                                                 roll1 -= i;
1249                                         }
1250                                         roll2 = randint1(21);
1251                                         for (i=6;i>0;i--)
1252                                         {
1253                                                 if ((roll2-i) < 1)
1254                                                 {
1255                                                         roll2 = 7-i;
1256                                                         break;
1257                                                 }
1258                                                 roll2 -= i;
1259                                         }
1260                                         choice = randint1(21);
1261                                         for (i=6;i>0;i--)
1262                                         {
1263                                                 if ((choice-i) < 1)
1264                                                 {
1265                                                         choice = 7-i;
1266                                                         break;
1267                                                 }
1268                                                 choice -= i;
1269                                         }
1270                                         put_str("/--------------------------\\", 7, 2);
1271                                         prt("\\--------------------------/", 17, 2);
1272                                         display_fruit(8,  3, roll1 - 1);
1273                                         display_fruit(8, 12, roll2 - 1);
1274                                         display_fruit(8, 21, choice - 1);
1275                                         if ((roll1 == roll2) && (roll2 == choice))
1276                                         {
1277                                                 win = TRUE;
1278                                                 switch(roll1)
1279                                                 {
1280                                                 case 1:
1281                                                         odds = 5;break;
1282                                                 case 2:
1283                                                         odds = 10;break;
1284                                                 case 3:
1285                                                         odds = 20;break;
1286                                                 case 4:
1287                                                         odds = 50;break;
1288                                                 case 5:
1289                                                         odds = 200;break;
1290                                                 case 6:
1291                                                         odds = 1000;break;
1292                                                 }
1293                                         }
1294                                         else if ((roll1 == 1) && (roll2 == 1))
1295                                         {
1296                                                 win = TRUE;
1297                                                 odds = 2;
1298                                         }
1299                                         break;
1300                                 case BACT_POKER:
1301                                         win = FALSE;
1302                                         odds = do_poker();
1303                                         if (odds) win = TRUE;
1304                                         break;
1305                                 }
1306
1307                                 if (win)
1308                                 {
1309                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1310
1311                                         p_ptr->au += odds * wager;
1312                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1313
1314                                         prt(tmp_str, 17, 37);
1315                                 }
1316                                 else
1317                                 {
1318                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1319                                         prt("", 17, 37);
1320                                 }
1321                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1322
1323                                 prt(tmp_str, 22, 2);
1324                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1325
1326                                 move_cursor(18, 52);
1327                                 again = inkey();
1328                                 prt("", 16, 37);
1329                                 prt("", 17, 37);
1330                                 prt("", 18, 37);
1331                                 if (wager > p_ptr->au)
1332                                 {
1333                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1334                                                                 "Hey! You don't have the gold - get out of here!"));
1335                                         msg_print(NULL);
1336
1337                                         /* Get out here */
1338                                         break;
1339                                 }
1340                         } while ((again == 'y') || (again == 'Y'));
1341
1342                         prt("", 18, 37);
1343                         if (p_ptr->au >= oldgold)
1344                         {
1345                                 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!」",
1346                                                         "You came out a winner! We'll win next time, I'm sure."));
1347                                 chg_virtue(V_CHANCE, 3);
1348                         }
1349                         else
1350                         {
1351                                 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."));
1352                                 chg_virtue(V_CHANCE, -3);
1353                         }
1354                 }
1355                 msg_print(NULL);
1356         }
1357         screen_load();
1358         return (TRUE);
1359 }
1360
1361 /*!
1362  * @brief モンスター闘技場に参加できるモンスターの判定
1363  * @param r_idx モンスターID
1364  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1365  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1366  * @return 参加できるか否か
1367  */
1368 static bool vault_aux_battle(int r_idx)
1369 {
1370         int i;
1371         int dam = 0;
1372
1373         monster_race *r_ptr = &r_info[r_idx];
1374
1375         /* Decline town monsters */
1376 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1377
1378         /* Decline unique monsters */
1379 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1380 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1381
1382         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1383         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1384         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1385         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1386         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1387
1388         for (i = 0; i < 4; i++)
1389         {
1390                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1391                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1392         }
1393         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1394
1395         /* Okay */
1396         return (TRUE);
1397 }
1398
1399 /*!
1400  * @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。
1401  * @return なし
1402  */
1403 void battle_monsters(void)
1404 {
1405         int total, i;
1406         int max_dl = 0;
1407         int mon_level;
1408         int power[4];
1409         bool tekitou;
1410         bool old_inside_battle = p_ptr->inside_battle;
1411
1412         for (i = 0; i < max_d_idx; i++)
1413                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1414
1415         mon_level = randint1(MIN(max_dl, 122))+5;
1416         if (randint0(100) < 60)
1417         {
1418                 i = randint1(MIN(max_dl, 122))+5;
1419                 mon_level = MAX(i, mon_level);
1420         }
1421         if (randint0(100) < 30)
1422         {
1423                 i = randint1(MIN(max_dl, 122))+5;
1424                 mon_level = MAX(i, mon_level);
1425         }
1426
1427         while (1)
1428         {
1429                 total = 0;
1430                 tekitou = FALSE;
1431                 for(i=0;i<4;i++)
1432                 {
1433                         int r_idx, j;
1434                         while (1)
1435                         {
1436                                 get_mon_num_prep(vault_aux_battle, NULL);
1437                                 p_ptr->inside_battle = TRUE;
1438                                 r_idx = get_mon_num(mon_level);
1439                                 p_ptr->inside_battle = old_inside_battle;
1440                                 if (!r_idx) continue;
1441
1442                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1443                                 {
1444                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1445                                 }
1446
1447                                 for (j = 0; j < i; j++)
1448                                         if(r_idx == battle_mon[j]) break;
1449                                 if (j<i) continue;
1450
1451                                 break;
1452                         }
1453                         battle_mon[i] = r_idx;
1454                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1455                 }
1456
1457                 for (i=0;i<4;i++)
1458                 {
1459                         monster_race *r_ptr = &r_info[battle_mon[i]];
1460                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1461
1462                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1463                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1464                         else
1465                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1466                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1467                         if (r_ptr->speed > 110)
1468                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1469                         if (r_ptr->speed < 110)
1470                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1471                         if (num_taisei > 2)
1472                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1473                         else if (r_ptr->flags6 & RF6_INVULNER)
1474                                 power[i] = power[i] * 4 / 3;
1475                         else if (r_ptr->flags6 & RF6_HEAL)
1476                                 power[i] = power[i] * 4 / 3;
1477                         else if (r_ptr->flags5 & RF5_DRAIN_MANA)
1478                                 power[i] = power[i] * 11 / 10;
1479                         if (r_ptr->flags1 & RF1_RAND_25)
1480                                 power[i] = power[i] * 9 / 10;
1481                         if (r_ptr->flags1 & RF1_RAND_50)
1482                                 power[i] = power[i] * 9 / 10;
1483
1484                         switch (battle_mon[i])
1485                         {
1486                                 case MON_GREEN_G:
1487                                 case MON_THAT_BAT:
1488                                 case MON_GHOST_Q:
1489                                         power[i] /= 4;
1490                                         break;
1491                                 case MON_LOST_SOUL:
1492                                 case MON_GHOST:
1493                                         power[i] /= 2;
1494                                         break;
1495                                 case MON_UND_BEHOLDER:
1496                                 case MON_SANTACLAUS:
1497                                 case MON_ULT_BEHOLDER:
1498                                 case MON_UNGOLIANT:
1499                                 case MON_ATLACH_NACHA:
1500                                 case MON_Y_GOLONAC:
1501                                         power[i] = power[i] * 3 / 5;
1502                                         break;
1503                                 case MON_ROBIN_HOOD:
1504                                 case MON_RICH:
1505                                 case MON_LICH:
1506                                 case MON_COLOSSUS:
1507                                 case MON_CRYPT_THING:
1508                                 case MON_MASTER_LICH:
1509                                 case MON_DREADMASTER:
1510                                 case MON_DEMILICH:
1511                                 case MON_SHADOWLORD:
1512                                 case MON_ARCHLICH:
1513                                 case MON_BLEYS:
1514                                 case MON_CAINE:
1515                                 case MON_JULIAN:
1516                                 case MON_VENOM_WYRM:
1517                                 case MON_MASTER_MYS:
1518                                 case MON_G_MASTER_MYS:
1519                                         power[i] = power[i] * 3 / 4;
1520                                         break;
1521                                 case MON_VORPAL_BUNNY:
1522                                 case MON_SHAGRAT:
1523                                 case MON_GORBAG:
1524                                 case MON_LOG_MASTER:
1525                                 case MON_JURT:
1526                                 case MON_GRAV_HOUND:
1527                                 case MON_SHIM_VOR:
1528                                 case MON_JUBJUB:
1529                                 case MON_CLUB_DEMON:
1530                                 case MON_LLOIGOR:
1531                                 case MON_NIGHTCRAWLER:
1532                                 case MON_NIGHTWALKER:
1533                                 case MON_RAPHAEL:
1534                                 case MON_SHAMBLER:
1535                                 case MON_SKY_DRAKE:
1536                                 case MON_GERARD:
1537                                 case MON_G_CTHULHU:
1538                                 case MON_SPECT_WYRM:
1539                                 case MON_BAZOOKER:
1540                                 case MON_GCWADL:
1541                                 case MON_KIRIN:
1542                                 case MON_FENGHUANG:
1543                                         power[i] = power[i] * 4 / 3;
1544                                         break;
1545                                 case MON_UMBER_HULK:
1546                                 case MON_FIRE_VOR:
1547                                 case MON_WATER_VOR:
1548                                 case MON_COLD_VOR:
1549                                 case MON_ENERGY_VOR:
1550                                 case MON_GACHAPIN:
1551                                 case MON_REVENANT:
1552                                 case MON_NEXUS_VOR:
1553                                 case MON_PLASMA_VOR:
1554                                 case MON_TIME_VOR:
1555                                 case MON_MANDOR:
1556                                 case MON_KAVLAX:
1557                                 case MON_RINALDO:
1558                                 case MON_STORMBRINGER:
1559                                 case MON_TIME_HOUND:
1560                                 case MON_PLASMA_HOUND:
1561                                 case MON_TINDALOS:
1562                                 case MON_CHAOS_VOR:
1563                                 case MON_AETHER_VOR:
1564                                 case MON_AETHER_HOUND:
1565                                 case MON_CANTORAS:
1566                                 case MON_GODZILLA:
1567                                 case MON_TARRASQUE:
1568                                 case MON_DESTROYER:
1569                                 case MON_MORGOTH:
1570                                 case MON_SERPENT:
1571                                 case MON_OROCHI:
1572                                 case MON_D_ELF_SHADE:
1573                                 case MON_MANA_HOUND:
1574                                 case MON_SHARD_VOR:
1575                                 case MON_BANORLUPART:
1576                                 case MON_BOTEI:
1577                                 case MON_JAIAN:
1578                                 case MON_BAHAMUT:
1579                                 case MON_WAHHA:
1580                                         power[i] = power[i] * 3 / 2;
1581                                         break;
1582                                 case MON_ROLENTO:
1583                                 case MON_CYBER:
1584                                 case MON_CYBER_KING:
1585                                 case MON_UNICORN_ORD:
1586                                         power[i] = power[i] * 5 / 3;
1587                                         break;
1588                                 case MON_ARCH_VILE:
1589                                 case MON_PHANTOM_B:
1590                                 case MON_WYRM_POWER:
1591                                         power[i] *= 2;
1592                                         break;
1593                                 case MON_NODENS:
1594                                 case MON_CULVERIN:
1595                                         power[i] *= 3;
1596                                         break;
1597                                 case MON_ECHIZEN:
1598                                         power[i] *= 9;
1599                                         break;
1600                                 case MON_HAGURE:
1601                                         power[i] *= 100000;
1602                                         break;
1603                                 default:
1604                                         break;
1605                         }
1606                         total += power[i];
1607                 }
1608                 for (i=0;i<4;i++)
1609                 {
1610                         power[i] = total*60/power[i];
1611                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1612                         if ((power[i] < 160) && randint0(20)) break;
1613                         if (power[i] < 101) power[i] = 100 + randint1(5);
1614                         mon_odds[i] = power[i];
1615                 }
1616                 if (i == 4) break;
1617         }
1618 }
1619
1620 /*!
1621  * @brief モンスター闘技場のメインルーチン
1622  * @return 賭けを開始したか否か
1623  */
1624 static bool kakutoujou(void)
1625 {
1626         s32b maxbet;
1627         s32b wager;
1628         char out_val[160], tmp_str[80];
1629         cptr p;
1630
1631         if ((turn - old_battle) > TURNS_PER_TICK*250)
1632         {
1633                 battle_monsters();
1634                 old_battle = turn;
1635         }
1636
1637         screen_save();
1638
1639         /* No money */
1640         if (p_ptr->au < 1)
1641         {
1642                 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!"));
1643                 msg_print(NULL);
1644                 screen_load();
1645                 return FALSE;
1646         }
1647         else
1648         {
1649                 int i;
1650
1651                 clear_bldg(4, 10);
1652
1653                 prt(_("モンスター                                                     倍率",
1654                           "Monsters                                                       Odds"), 4, 4);
1655                 for (i=0;i<4;i++)
1656                 {
1657                         char buf[80];
1658                         monster_race *r_ptr = &r_info[battle_mon[i]];
1659
1660                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1661                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1662                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1663                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1664                         prt(buf, 5+i, 1);
1665                 }
1666                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1667                 while(1)
1668                 {
1669                         i = inkey();
1670
1671                         if (i == ESCAPE)
1672                         {
1673                                 screen_load();
1674                                 return FALSE;
1675                         }
1676                         if (i >= '1' && i <= '4')
1677                         {
1678                                 sel_monster = i-'1';
1679                                 battle_odds = mon_odds[sel_monster];
1680                                 break;
1681                         }
1682                         else bell();
1683                 }
1684
1685                 clear_bldg(4,4);
1686                 for (i=0;i<4;i++)
1687                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1688
1689                 maxbet = p_ptr->lev * 200;
1690
1691                 /* We can't bet more than we have */
1692                 maxbet = MIN(maxbet, p_ptr->au);
1693
1694                 /* Get the wager */
1695                 strcpy(out_val, "");
1696                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1697                 /*
1698                  * Use get_string() because we may need more than
1699                  * the s16b value returned by get_quantity().
1700                  */
1701                 if (get_string(tmp_str, out_val, 32))
1702                 {
1703                         /* Strip spaces */
1704                         for (p = out_val; *p == ' '; p++);
1705
1706                         /* Get the wager */
1707                         wager = atol(p);
1708
1709                         if (wager > p_ptr->au)
1710                         {
1711                                 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!"));
1712
1713                                 msg_print(NULL);
1714                                 screen_load();
1715                                 return (FALSE);
1716                         }
1717                         else if (wager > maxbet)
1718                         {
1719                                 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);
1720
1721                                 wager = maxbet;
1722                         }
1723                         else if (wager < 1)
1724                         {
1725                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1726                                 wager = 1;
1727                         }
1728                         msg_print(NULL);
1729                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1730                         kakekin = wager;
1731                         p_ptr->au -= wager;
1732                         reset_tim_flags();
1733
1734                         /* Save the surface floor as saved floor */
1735                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1736
1737                         p_ptr->inside_battle = TRUE;
1738                         p_ptr->leaving = TRUE;
1739
1740                         leave_bldg = TRUE;
1741                         screen_load();
1742
1743                         return (TRUE);
1744                 }
1745         }
1746         screen_load();
1747
1748         return (FALSE);
1749 }
1750
1751 /*!
1752  * @brief 本日の賞金首情報を表示する。
1753  * @return なし
1754  */
1755 static void today_target(void)
1756 {
1757         char buf[160];
1758         monster_race *r_ptr = &r_info[today_mon];
1759
1760         clear_bldg(4,18);
1761         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1762         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1763         c_put_str(TERM_YELLOW, buf, 6, 10);
1764         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"),r_ptr->level * 50 + 100);
1765         prt(buf, 8, 10);
1766         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
1767         prt(buf, 9, 10);
1768         p_ptr->today_mon = today_mon;
1769 }
1770
1771 /*!
1772  * @brief ツチノコの賞金首情報を表示する。
1773  * @return なし
1774  */
1775 static void tsuchinoko(void)
1776 {
1777         clear_bldg(4,18);
1778         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1779         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);
1780         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1781         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1782         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1783 }
1784
1785 /*!
1786  * @brief 通常の賞金首情報を表示する。
1787  * @return なし
1788  */
1789 static void shoukinkubi(void)
1790 {
1791         int i;
1792         int y = 0;
1793
1794         clear_bldg(4,18);
1795         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);
1796         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1797
1798         for (i = 0; i < MAX_KUBI; i++)
1799         {
1800                 byte color;
1801                 cptr done_mark;
1802                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1803
1804                 if (kubi_r_idx[i] > 10000)
1805                 {
1806                         color = TERM_RED;
1807                         done_mark = _("(済)", "(done)");
1808                 }
1809                 else
1810                 {
1811                         color = TERM_WHITE;
1812                         done_mark = "";
1813                 }
1814
1815                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1816
1817                 y = (y+1) % 10;
1818                 if (!y && (i < MAX_KUBI -1))
1819                 {
1820                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1821                         (void)inkey();
1822                         prt("", 0, 0);
1823                         clear_bldg(7,18);
1824                 }
1825         }
1826 }
1827
1828
1829
1830 /*!
1831  * 賞金首の報酬テーブル / List of prize object
1832  */
1833 static struct {
1834         s16b tval; /*!< ベースアイテムのメイン種別ID */
1835         s16b sval; /*!< ベースアイテムのサブ種別ID */
1836 } prize_list[MAX_KUBI] = 
1837 {
1838         {TV_POTION, SV_POTION_CURING},
1839         {TV_POTION, SV_POTION_SPEED},
1840         {TV_POTION, SV_POTION_SPEED},
1841         {TV_POTION, SV_POTION_RESISTANCE},
1842         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1843
1844         {TV_POTION, SV_POTION_HEALING},
1845         {TV_POTION, SV_POTION_RESTORE_MANA},
1846         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1847         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1848         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1849
1850         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1851         {TV_POTION, SV_POTION_STAR_HEALING},
1852         {TV_POTION, SV_POTION_STAR_HEALING},
1853         {TV_POTION, SV_POTION_NEW_LIFE},
1854         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1855
1856         {TV_POTION, SV_POTION_LIFE},
1857         {TV_POTION, SV_POTION_LIFE},
1858         {TV_POTION, SV_POTION_AUGMENTATION},
1859         {TV_POTION, SV_POTION_INVULNERABILITY},
1860         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1861 };
1862
1863 /*!
1864  * @brief 賞金首の引き換え処理 / Get prize
1865  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1866  */
1867 static bool kankin(void)
1868 {
1869         int i, j;
1870         bool change = FALSE;
1871         char o_name[MAX_NLEN];
1872         object_type *o_ptr;
1873
1874         /* Loop for inventory and right/left arm */
1875         for (i = 0; i <= INVEN_LARM; i++)
1876         {
1877                 o_ptr = &inventory[i];
1878
1879                 /* Living Tsuchinoko worthes $1000000 */
1880                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1881                 {
1882                         char buf[MAX_NLEN+20];
1883                         object_desc(o_name, o_ptr, 0);
1884                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1885                         if (get_check(buf))
1886                         {
1887                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1888                                 p_ptr->au += 1000000L * o_ptr->number;
1889                                 p_ptr->redraw |= (PR_GOLD);
1890                                 inven_item_increase(i, -o_ptr->number);
1891                                 inven_item_describe(i);
1892                                 inven_item_optimize(i);
1893                         }
1894                         change = TRUE;
1895                 }
1896         }
1897
1898         for (i = 0; i < INVEN_PACK; i++)
1899         {
1900                 o_ptr = &inventory[i];
1901
1902                 /* Corpse of Tsuchinoko worthes $200000 */
1903                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1904                 {
1905                         char buf[MAX_NLEN+20];
1906                         object_desc(o_name, o_ptr, 0);
1907                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1908                         if (get_check(buf))
1909                         {
1910                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1911                                 p_ptr->au += 200000L * o_ptr->number;
1912                                 p_ptr->redraw |= (PR_GOLD);
1913                                 inven_item_increase(i, -o_ptr->number);
1914                                 inven_item_describe(i);
1915                                 inven_item_optimize(i);
1916                         }
1917                         change = TRUE;
1918                 }
1919         }
1920
1921         for (i = 0; i < INVEN_PACK; i++)
1922         {
1923                 o_ptr = &inventory[i];
1924
1925                 /* Bones of Tsuchinoko worthes $100000 */
1926                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1927                 {
1928                         char buf[MAX_NLEN+20];
1929                         object_desc(o_name, o_ptr, 0);
1930                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1931                         if (get_check(buf))
1932                         {
1933                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1934                                 p_ptr->au += 100000L * o_ptr->number;
1935                                 p_ptr->redraw |= (PR_GOLD);
1936                                 inven_item_increase(i, -o_ptr->number);
1937                                 inven_item_describe(i);
1938                                 inven_item_optimize(i);
1939                         }
1940                         change = TRUE;
1941                 }
1942         }
1943
1944         for (i = 0; i < INVEN_PACK; i++)
1945         {
1946                 o_ptr = &inventory[i];
1947                 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)))
1948                 {
1949                         char buf[MAX_NLEN+20];
1950                         object_desc(o_name, o_ptr, 0);
1951                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1952                         if (get_check(buf))
1953                         {
1954                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1955                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1956                                 p_ptr->redraw |= (PR_GOLD);
1957                                 inven_item_increase(i, -o_ptr->number);
1958                                 inven_item_describe(i);
1959                                 inven_item_optimize(i);
1960                         }
1961                         change = TRUE;
1962                 }
1963         }
1964
1965         for (i = 0; i < INVEN_PACK; i++)
1966         {
1967                 o_ptr = &inventory[i];
1968
1969                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1970                 {
1971                         char buf[MAX_NLEN+20];
1972                         object_desc(o_name, o_ptr, 0);
1973                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1974                         if (get_check(buf))
1975                         {
1976                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1977                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1978                                 p_ptr->redraw |= (PR_GOLD);
1979                                 inven_item_increase(i, -o_ptr->number);
1980                                 inven_item_describe(i);
1981                                 inven_item_optimize(i);
1982                         }
1983                         change = TRUE;
1984                 }
1985         }
1986
1987         for (j = 0; j < MAX_KUBI; j++)
1988         {
1989                 /* Need reverse order --- Positions will be changed in the loop */
1990                 for (i = INVEN_PACK-1; i >= 0; i--)
1991                 {
1992                         o_ptr = &inventory[i];
1993                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1994                         {
1995                                 char buf[MAX_NLEN+20];
1996                                 int num, k, item_new;
1997                                 object_type forge;
1998
1999                                 object_desc(o_name, o_ptr, 0);
2000                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
2001                                 if (!get_check(buf)) continue;
2002
2003 #if 0 /* Obsoleted */
2004                                 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);
2005                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
2006                                 p_ptr->redraw |= (PR_GOLD);
2007                                 inven_item_increase(i, -o_ptr->number);
2008                                 inven_item_describe(i);
2009                                 inven_item_optimize(i);
2010                                 chg_virtue(V_JUSTICE, 5);
2011                                 kubi_r_idx[j] += 10000;
2012
2013                                 change = TRUE;
2014 #endif /* Obsoleted */
2015
2016                                 /* Hand it first */
2017                                 inven_item_increase(i, -o_ptr->number);
2018                                 inven_item_describe(i);
2019                                 inven_item_optimize(i);
2020
2021                                 chg_virtue(V_JUSTICE, 5);
2022                                 kubi_r_idx[j] += 10000;
2023
2024                                 /* Count number of unique corpses already handed */
2025                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
2026                                 {
2027                                         if (kubi_r_idx[k] >= 10000) num++;
2028                                 }
2029                                 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" : ""));
2030
2031                                 /* Prepare to make a prize */
2032                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
2033                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
2034
2035                                 /* Identify it fully */
2036                                 object_aware(&forge);
2037                                 object_known(&forge);
2038
2039                                 /*
2040                                  * Hand it --- Assume there is an empty slot.
2041                                  * Since a corpse is handed at first,
2042                                  * there is at least one empty slot.
2043                                  */
2044                                 item_new = inven_carry(&forge);
2045
2046                                 /* Describe the object */
2047                                 object_desc(o_name, &forge, 0);
2048                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2049
2050                                 /* Auto-inscription */
2051                                 autopick_alter_item(item_new, FALSE);
2052
2053                                 /* Handle stuff */
2054                                 handle_stuff();
2055
2056                                 change = TRUE;
2057                         }
2058                 }
2059         }
2060
2061         if (!change)
2062         {
2063                 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."));
2064                 msg_print(NULL);
2065                 return FALSE;
2066         }
2067         return TRUE;
2068 }
2069
2070 /*!
2071  * @brief 悪夢の元凶となるモンスターかどうかを返す。
2072  * @param r_idx 判定対象となるモンスターのID
2073  * @return 悪夢の元凶となり得るか否か。
2074  */
2075 bool get_nightmare(int r_idx)
2076 {
2077         monster_race *r_ptr = &r_info[r_idx];
2078
2079         /* Require eldritch horrors */
2080         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2081
2082         /* Require high level */
2083         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2084
2085         /* Accept this monster */
2086         return (TRUE);
2087 }
2088
2089 /*!
2090  * @brief 悪夢モード時に睡眠/麻痺に陥った際のEldritchHorror処理
2091  * @param r_idx 狂気の元凶となるモンスターのID
2092  * @return なし
2093  * @todo 重複関数あり、要リファクタリング。
2094  */
2095 void have_nightmare(int r_idx)
2096 {
2097         bool happened = FALSE;
2098         monster_race *r_ptr = &r_info[r_idx];
2099         int power = r_ptr->level + 10;
2100         char m_name[80];
2101         cptr desc = r_name + r_ptr->name;
2102
2103         /* Describe it */
2104 #ifndef JP
2105         if (!(r_ptr->flags1 & RF1_UNIQUE))
2106                 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2107         else
2108 #endif
2109                 sprintf(m_name, "%s", desc);
2110
2111         if (!(r_ptr->flags1 & RF1_UNIQUE))
2112         {
2113                 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2114         }
2115         else power *= 2;
2116
2117         if (saving_throw(p_ptr->skill_sav * 100 / power))
2118         {
2119                 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
2120                 /* Safe */
2121                 return;
2122         }
2123
2124         if (p_ptr->image)
2125         {
2126                 /* Something silly happens... */
2127                 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2128                                         funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2129
2130                 if (one_in_(3))
2131                 {
2132                         msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2133                         p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2134                 }
2135
2136                 /* Never mind; we can't see it clearly enough */
2137                 return;
2138         }
2139
2140         /* Something frightening happens... */
2141         msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2142                                   horror_desc[randint0(MAX_SAN_HORROR)], desc);
2143
2144         r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2145
2146         if (!p_ptr->mimic_form)
2147         {
2148                 switch (p_ptr->prace)
2149                 {
2150                 /* Demons may make a saving throw */
2151                 case RACE_IMP:
2152                 case RACE_DEMON:
2153                         if (saving_throw(20 + p_ptr->lev)) return;
2154                         break;
2155                 /* Undead may make a saving throw */
2156                 case RACE_SKELETON:
2157                 case RACE_ZOMBIE:
2158                 case RACE_SPECTRE:
2159                 case RACE_VAMPIRE:
2160                         if (saving_throw(10 + p_ptr->lev)) return;
2161                         break;
2162                 }
2163         }
2164         else
2165         {
2166                 /* Demons may make a saving throw */
2167                 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2168                 {
2169                         if (saving_throw(20 + p_ptr->lev)) return;
2170                 }
2171                 /* Undead may make a saving throw */
2172                 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2173                 {
2174                         if (saving_throw(10 + p_ptr->lev)) return;
2175                 }
2176         }
2177
2178         /* Mind blast */
2179         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2180         {
2181                 if (!p_ptr->resist_conf)
2182                 {
2183                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2184                 }
2185                 if (!p_ptr->resist_chaos && one_in_(3))
2186                 {
2187                         (void)set_image(p_ptr->image + randint0(250) + 150);
2188                 }
2189                 return;
2190         }
2191
2192         /* Lose int & wis */
2193         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2194         {
2195                 do_dec_stat(A_INT);
2196                 do_dec_stat(A_WIS);
2197                 return;
2198         }
2199
2200         /* Brain smash */
2201         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2202         {
2203                 if (!p_ptr->resist_conf)
2204                 {
2205                         (void)set_confused(p_ptr->confused + randint0(4) + 4);
2206                 }
2207                 if (!p_ptr->free_act)
2208                 {
2209                         (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2210                 }
2211                 while (!saving_throw(p_ptr->skill_sav))
2212                 {
2213                         (void)do_dec_stat(A_INT);
2214                 }
2215                 while (!saving_throw(p_ptr->skill_sav))
2216                 {
2217                         (void)do_dec_stat(A_WIS);
2218                 }
2219                 if (!p_ptr->resist_chaos)
2220                 {
2221                         (void)set_image(p_ptr->image + randint0(250) + 150);
2222                 }
2223                 return;
2224         }
2225
2226
2227         /* Amnesia */
2228         if (!saving_throw(p_ptr->skill_sav * 100 / power))
2229         {
2230                 if (lose_all_info())
2231                 {
2232                         msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
2233                 }
2234                 return;
2235         }
2236
2237         /* Else gain permanent insanity */
2238         if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
2239                 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2240                 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2241         {
2242                 /* The poor bastard already has all possible insanities! */
2243                 return;
2244         }
2245
2246         while (!happened)
2247         {
2248                 switch (randint1(4))
2249                 {
2250                         case 1:
2251                         {
2252                                 if (!(p_ptr->muta3 & MUT3_MORONIC))
2253                                 {
2254                                         if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2255                                         {
2256                                                 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
2257                                         }
2258                                         else
2259                                         {
2260                                                 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
2261                                         }
2262
2263                                         if (p_ptr->muta3 & MUT3_HYPER_INT)
2264                                         {
2265                                                 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
2266                                                 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2267                                         }
2268                                         p_ptr->muta3 |= MUT3_MORONIC;
2269                                         happened = TRUE;
2270                                 }
2271                                 break;
2272                         }
2273                         case 2:
2274                         {
2275                                 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2276                                 {
2277                                         msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2278
2279                                         /* Duh, the following should never happen, but anyway... */
2280                                         if (p_ptr->muta3 & MUT3_FEARLESS)
2281                                         {
2282                                                 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
2283                                                 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2284                                         }
2285
2286                                         p_ptr->muta2 |= MUT2_COWARDICE;
2287                                         happened = TRUE;
2288                                 }
2289                                 break;
2290                         }
2291                         case 3:
2292                         {
2293                                 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2294                                 {
2295                                         msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
2296                                         p_ptr->muta2 |= MUT2_HALLU;
2297                                         happened = TRUE;
2298                                 }
2299                                 break;
2300                         }
2301                         default:
2302                         {
2303                                 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2304                                 {
2305                                         msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
2306                                         p_ptr->muta2 |= MUT2_BERS_RAGE;
2307                                         happened = TRUE;
2308                                 }
2309                                 break;
2310                         }
2311                 }
2312         }
2313
2314         p_ptr->update |= PU_BONUS;
2315         handle_stuff();
2316 }
2317
2318
2319 /*!
2320  * @brief 宿屋の利用サブルーチン
2321  * @details inn commands\n
2322  * Note that resting for the night was a perfect way to avoid player\n
2323  * ghosts in the town *if* you could only make it to the inn in time (-:\n
2324  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2325  * will not be that useful.  I will keep it in the hopes the player\n
2326  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2327  * Resting at night is also a quick way to restock stores -KMW-\n
2328  * @param cmd 宿屋の利用施設ID
2329  * @return 施設の利用が実際に行われたか否か。
2330  */
2331 static bool inn_comm(int cmd)
2332 {
2333         switch (cmd)
2334         {
2335                 case BACT_FOOD: /* Buy food & drink */
2336                         if (p_ptr->food >= PY_FOOD_FULL)
2337                         {
2338                                 msg_print(_("今は満腹だ。", "You are full now."));
2339                                 return FALSE;
2340                         }
2341                         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."));
2342                         (void)set_food(PY_FOOD_MAX - 1);
2343                         break;
2344
2345                 case BACT_REST: /* Rest for the night */
2346                         if ((p_ptr->poisoned) || (p_ptr->cut))
2347                         {
2348                                 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."));
2349                                 msg_print(NULL);
2350                                 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."));
2351                         }
2352                         else
2353                         {
2354                                 s32b oldturn = turn;
2355                                 int prev_day, prev_hour, prev_min;
2356
2357                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2358                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2359                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2360                                 else
2361                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2362                                 
2363                                 turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
2364                                 if (dungeon_turn < dungeon_turn_limit)
2365                                 {
2366                                         dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK * 250);
2367                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2368                                 }
2369
2370                                 prevent_turn_overflow();
2371
2372                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2373                                 p_ptr->chp = p_ptr->mhp;
2374
2375                                 if (ironman_nightmare)
2376                                 {
2377                                         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."));
2378
2379                                         /* Pick a nightmare */
2380                                         get_mon_num_prep(get_nightmare, NULL);
2381
2382                                         /* Have some nightmares */
2383                                         while(1)
2384                                         {
2385                                                 have_nightmare(get_mon_num(MAX_DEPTH));
2386
2387                                                 if (!one_in_(3)) break;
2388                                         }
2389
2390                                         /* Remove the monster restriction */
2391                                         get_mon_num_prep(NULL, NULL);
2392
2393                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2394                                         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."));
2395                                 }
2396                                 else
2397                                 {
2398                                         set_blind(0);
2399                                         set_confused(0);
2400                                         p_ptr->stun = 0;
2401                                         p_ptr->chp = p_ptr->mhp;
2402                                         p_ptr->csp = p_ptr->msp;
2403                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2404                                         {
2405                                                 int i;
2406                                                 for (i = 0; i < 72; i++)
2407                                                 {
2408                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
2409                                                 }
2410                                                 for (; i < 108; i++)
2411                                                 {
2412                                                         p_ptr->magic_num1[i] = 0;
2413                                                 }
2414                                         }
2415
2416                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2417                                         {
2418                                                 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."));
2419                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2420                                         }
2421                                         else
2422                                         {
2423                                                 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."));
2424                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2425                                         }
2426                                 }
2427                         }
2428                         break;
2429
2430                 case BACT_RUMORS: /* Listen for rumors */
2431                         {
2432                                 display_rumor(TRUE);
2433                                 break;
2434                         }
2435         }
2436
2437         return (TRUE);
2438 }
2439
2440
2441 /*!
2442  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2443  * @param questnum クエストのID
2444  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2445  * @return なし
2446  */
2447 static void get_questinfo(int questnum, bool do_init)
2448 {
2449         int     i;
2450         int     old_quest;
2451         char    tmp_str[80];
2452
2453
2454         /* Clear the text */
2455         for (i = 0; i < 10; i++)
2456         {
2457                 quest_text[i][0] = '\0';
2458         }
2459
2460         quest_text_line = 0;
2461
2462         /* Set the quest number temporary */
2463         old_quest = p_ptr->inside_quest;
2464         p_ptr->inside_quest = questnum;
2465
2466         /* Get the quest text */
2467         init_flags = INIT_SHOW_TEXT;
2468         if (do_init) init_flags |= INIT_ASSIGN;
2469
2470         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2471
2472         /* Reset the old quest number */
2473         p_ptr->inside_quest = old_quest;
2474
2475         /* Print the quest info */
2476         sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
2477
2478         prt(tmp_str, 5, 0);
2479
2480         prt(quest[questnum].name, 7, 0);
2481
2482         for (i = 0; i < 10; i++)
2483         {
2484                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2485         }
2486 }
2487
2488 /*!
2489  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2490  * @return なし
2491  */
2492 static void castle_quest(void)
2493 {
2494         int             q_index = 0;
2495         monster_race    *r_ptr;
2496         quest_type      *q_ptr;
2497         cptr            name;
2498
2499
2500         clear_bldg(4, 18);
2501
2502         /* Current quest of the building */
2503         q_index = cave[py][px].special;
2504
2505         /* Is there a quest available at the building? */
2506         if (!q_index)
2507         {
2508                 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);
2509                 return;
2510         }
2511
2512         q_ptr = &quest[q_index];
2513
2514         /* Quest is completed */
2515         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2516         {
2517                 /* Rewarded quest */
2518                 q_ptr->status = QUEST_STATUS_REWARDED;
2519
2520                 get_questinfo(q_index, FALSE);
2521
2522                 reinit_wilderness = TRUE;
2523         }
2524         /* Failed quest */
2525         else if (q_ptr->status == QUEST_STATUS_FAILED)
2526         {
2527                 get_questinfo(q_index, FALSE);
2528
2529                 /* Mark quest as done (but failed) */
2530                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2531
2532                 reinit_wilderness = TRUE;
2533         }
2534         /* Quest is still unfinished */
2535         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2536         {
2537                 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);
2538                 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);
2539                 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);
2540         }
2541         /* No quest yet */
2542         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2543         {
2544                 q_ptr->status = QUEST_STATUS_TAKEN;
2545
2546                 reinit_wilderness = TRUE;
2547
2548                 /* Assign a new quest */
2549                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2550                 {
2551                         if (q_ptr->r_idx == 0)
2552                         {
2553                                 /* Random monster at least 5 - 10 levels out of deep */
2554                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2555                         }
2556
2557                         r_ptr = &r_info[q_ptr->r_idx];
2558
2559                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2560                         {
2561                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2562                                 r_ptr = &r_info[q_ptr->r_idx];
2563                         }
2564
2565                         if (q_ptr->max_num == 0)
2566                         {
2567                                 /* Random monster number */
2568                                 if (randint1(10) > 7)
2569                                         q_ptr->max_num = 1;
2570                                 else
2571                                         q_ptr->max_num = randint1(3) + 1;
2572                         }
2573
2574                         q_ptr->cur_num = 0;
2575                         name = (r_name + r_ptr->name);
2576                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2577                 }
2578                 else
2579                 {
2580                         get_questinfo(q_index, TRUE);
2581                 }
2582         }
2583 }
2584
2585
2586 /*!
2587  * @brief 町に関するヘルプを表示する / Display town history
2588  * @return なし
2589  */
2590 static void town_history(void)
2591 {
2592         /* Save screen */
2593         screen_save();
2594
2595         /* Peruse the building help file */
2596         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2597
2598         /* Load screen */
2599         screen_load();
2600 }
2601
2602 /*!
2603  * @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
2604  * @param weight 武器の重量
2605  * @param plus_ammo 矢弾のダメージ修正
2606  * @param plus_bow 弓のダメージ修正
2607  * @param dam 基本ダメージ量
2608  * @return ダメージ期待値
2609  */
2610 s16b calc_crit_ratio_shot(int weight, int plus_ammo, int plus_bow,  int dam)
2611 {
2612         int i;
2613         object_type *j_ptr =  &inventory[INVEN_BOW];
2614         
2615         /* Extract "shot" power */
2616         i = p_ptr->to_h_b + plus_ammo;
2617         
2618         if (p_ptr->tval_ammo == TV_BOLT)
2619                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2620         else
2621                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2622
2623         /* Snipers can shot more critically with crossbows */
2624         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2625         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2626         
2627         /* Good bow makes more critical */
2628         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2629         
2630         if (i < 0) i = 0;
2631         
2632         return i;
2633 }
2634
2635 /*!
2636  * @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
2637  * @param weight 武器の重量
2638  * @param plus_ammo 矢弾のダメージ修正
2639  * @param plus_bow 弓のダメージ修正
2640  * @param dam 基本ダメージ量
2641  * @return ダメージ期待値
2642  */
2643 s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow,  int dam)
2644 {
2645         u32b num;
2646         int i, k, crit;
2647         i = calc_crit_ratio_shot(weight, plus_ammo, plus_bow, dam);
2648         
2649         k = 0;
2650         num = 0;
2651         
2652         crit = MIN(500, 900/weight);
2653         num += dam * 3 /2 * crit;
2654         k = crit;
2655         
2656         crit = MIN(500, 1350/weight);
2657         crit -= k;
2658         num += dam * 2 * crit;
2659         k += crit;
2660         
2661         if(k < 500)
2662         {
2663                 crit = 500 - k;
2664                 num += dam * 3 * crit;
2665         }
2666         
2667         num /= 500;
2668         
2669         num *= i;
2670         num += (10000 - i) * dam;
2671         num /= 10000;
2672         
2673         return num;
2674 }
2675
2676 /*!
2677  * @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
2678  * @param weight 武器の重量
2679  * @param plus 武器のダメージ修正
2680  * @param dam 基本ダメージ
2681  * @param meichuu 命中値
2682  * @param dokubari 毒針処理か否か
2683  * @return ダメージ期待値
2684  */
2685 s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
2686 {
2687         u32b k, num;
2688         int i;
2689         
2690         if(dokubari) return dam;
2691         
2692         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2693         if (i < 0) i = 0;
2694         
2695         k = weight;
2696         num = 0;
2697         
2698         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2699         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2700         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2701         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2702         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2703         
2704         num /= 650;
2705         if(p_ptr->pclass == CLASS_NINJA)
2706         {
2707                 num *= i;
2708                 num += (4444 - i) * dam;
2709                 num /= 4444;
2710         }
2711         else
2712         {
2713                 num *= i;
2714                 num += (5000 - i) * dam;
2715                 num /= 5000;
2716         }
2717         
2718         return num;
2719 }
2720
2721 /*!
2722  * @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
2723  * @param dam 基本ダメージ
2724  * @param mult スレイ倍率(掛け算部分)
2725  * @param div スレイ倍率(割り算部分)
2726  * @param force 理力特別計算フラグ
2727  * @return ダメージ期待値
2728  */
2729 static s16b calc_slaydam(int dam, int mult, int div, bool force)
2730 {
2731         int tmp;
2732         if(force)
2733         {
2734                 tmp = dam * 60;
2735                 tmp *= mult * 3;
2736                 tmp /= div * 2;
2737                 tmp += dam * 60 * 2;
2738                 tmp /= 60;
2739         }
2740         else
2741         {
2742                 tmp = dam * 60;
2743                 tmp *= mult; 
2744                 tmp /= div;
2745                 tmp /= 60;
2746         }
2747         return tmp;
2748 }
2749
2750 /*!
2751  * @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)
2752  * @param dam 基本ダメージ
2753  * @param mult スレイ倍率(掛け算部分)
2754  * @param div スレイ倍率(割り算部分)
2755  * @param force 理力特別計算フラグ
2756  * @param weight 重量
2757  * @param plus 武器ダメージ修正
2758  * @param meichuu 命中値
2759  * @param dokubari 毒針処理か否か
2760  * @param vorpal_mult 切れ味倍率(掛け算部分)
2761  * @param vorpal_div 切れ味倍率(割り算部分)
2762  * @return ダメージ期待値
2763  */
2764 static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
2765 {
2766         dam = calc_slaydam(dam, mult, div, force);
2767         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2768         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2769         return dam;
2770 }
2771
2772
2773 /*!
2774  * @brief 武器の各条件毎のダメージ期待値を表示する。
2775  * @param r 表示行
2776  * @param c 表示列
2777  * @param mindice ダイス部分最小値
2778  * @param maxdice ダイス部分最大値
2779  * @param blows 攻撃回数
2780  * @param dam_bonus ダメージ修正値
2781  * @param attr 条件内容
2782  * @param color 条件内容の表示色
2783  * @details
2784  * Display the damage figure of an object\n
2785  * (used by compare_weapon_aux)\n
2786  * \n
2787  * Only accurate for the current weapon, because it includes\n
2788  * the current +dam of the player.\n
2789  * @return なし
2790  */
2791 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2792 {
2793         char tmp_str[80];
2794         int mindam, maxdam;
2795         
2796         mindam = blows * (mindice + dam_bonus);
2797         maxdam = blows * (maxdice + dam_bonus);
2798
2799         /* Print the intro text */
2800         c_put_str(color, attr, r, c);
2801
2802         /* Calculate the min and max damage figures */
2803         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2804         
2805         /* Print the damage */
2806         put_str(tmp_str, r, c + 8);
2807 }
2808
2809
2810 /*!
2811  * @brief 武器一つ毎のダメージ情報を表示する。
2812  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2813  * @param col 表示する行の上端
2814  * @param r 表示する列の左端
2815  * @details
2816  * Show the damage figures for the various monster types\n
2817  * \n
2818  * Only accurate for the current weapon, because it includes\n
2819  * the current number of blows for the player.\n
2820  * @return なし
2821  */
2822 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2823 {
2824         u32b flgs[TR_FLAG_SIZE];
2825         int blow = p_ptr->num_blow[0];
2826         bool force = FALSE;
2827         bool dokubari = FALSE;
2828         
2829         /* Effective dices */
2830         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2831         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2832         
2833         int mindice = eff_dd;
2834         int maxdice = eff_ds * eff_dd;
2835         int mindam = 0;
2836         int maxdam = 0;
2837         int vorpal_mult = 1;
2838         int vorpal_div = 1;
2839         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2840         
2841
2842         /* Get the flags of the weapon */
2843         object_flags(o_ptr, flgs);
2844         
2845         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2846         
2847         
2848         /* Show Critical Damage*/
2849         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2850         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2851         
2852         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2853
2854         
2855         /* Vorpal Hit*/
2856         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2857         {
2858                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2859                 {
2860                         vorpal_mult = 5;
2861                         vorpal_div = 3;
2862                 }
2863                 else
2864                 {
2865                         vorpal_mult = 11;
2866                         vorpal_div = 9;
2867                 }
2868                 
2869                 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);
2870                 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);         
2871                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2872         }       
2873         
2874         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2875         {
2876                 force = TRUE;
2877                 
2878                 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);
2879                 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);
2880                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2881         }
2882                 
2883         /* Print the relevant lines */
2884         if (have_flag(flgs, TR_KILL_ANIMAL))
2885         {
2886                 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);
2887                 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);         
2888                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2889         }
2890         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2891         {
2892                 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);
2893                 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);
2894                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2895         }
2896         if (have_flag(flgs, TR_KILL_EVIL))
2897         {       
2898                 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);
2899                 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);
2900                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2901         }
2902         else if (have_flag(flgs, TR_SLAY_EVIL))
2903         {       
2904                 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);
2905                 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);         
2906                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2907         }
2908         if (have_flag(flgs, TR_KILL_HUMAN))
2909         {       
2910                 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);
2911                 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);
2912                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2913         }
2914         else if (have_flag(flgs, TR_SLAY_HUMAN))
2915         {       
2916                 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);
2917                 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);
2918                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2919         }
2920         if (have_flag(flgs, TR_KILL_UNDEAD))
2921         {
2922                 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);
2923                 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);
2924                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2925         }
2926         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2927         {
2928                 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);
2929                 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);
2930                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2931         }
2932         if (have_flag(flgs, TR_KILL_DEMON))
2933         {       
2934                 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);
2935                 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);
2936                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2937         }
2938         else if (have_flag(flgs, TR_SLAY_DEMON))
2939         {       
2940                 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);
2941                 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);
2942                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2943         }
2944         if (have_flag(flgs, TR_KILL_ORC))
2945         {
2946                 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);
2947                 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);
2948                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2949         }
2950         else if (have_flag(flgs, TR_SLAY_ORC))
2951         {
2952                 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);
2953                 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);
2954                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2955         }
2956         if (have_flag(flgs, TR_KILL_TROLL))
2957         {
2958                 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);
2959                 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);
2960                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2961         }
2962         else if (have_flag(flgs, TR_SLAY_TROLL))
2963         {
2964                 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);
2965                 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);
2966                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2967         }
2968         if (have_flag(flgs, TR_KILL_GIANT))
2969         {
2970                 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);
2971                 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);
2972                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2973         }
2974         else if (have_flag(flgs, TR_SLAY_GIANT))
2975         {
2976                 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);
2977                 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);
2978                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2979         }
2980         if (have_flag(flgs, TR_KILL_DRAGON))
2981         {
2982                 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);
2983                 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);
2984                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2985         }
2986         else if (have_flag(flgs, TR_SLAY_DRAGON))
2987         {               
2988                 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);
2989                 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);
2990                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2991         }
2992         if (have_flag(flgs, TR_BRAND_ACID))
2993         {
2994                 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);
2995                 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);
2996                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2997         }
2998         if (have_flag(flgs, TR_BRAND_ELEC))
2999         {
3000                 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);
3001                 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);
3002                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
3003         }
3004         if (have_flag(flgs, TR_BRAND_FIRE))
3005         {
3006                 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);
3007                 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);
3008                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
3009         }
3010         if (have_flag(flgs, TR_BRAND_COLD))
3011         {
3012                 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);
3013                 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);
3014                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
3015         }
3016         if (have_flag(flgs, TR_BRAND_POIS))
3017         {
3018                 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);
3019                 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);
3020                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
3021         }
3022 }
3023
3024 /*!
3025  * @brief モンスターへの命中率の計算
3026  * @param to_h 命中値
3027  * @param ac 敵AC
3028  * @return なし
3029  */
3030 static int hit_chance(int to_h, int ac)
3031 {
3032         int chance = 0;
3033         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
3034
3035         if (meichuu <= 0) return 5;
3036
3037         chance = 100 - ((ac * 75) / meichuu);
3038
3039         if (chance > 95) chance = 95;
3040         if (chance < 5) chance = 5;
3041         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
3042                 chance = (chance*19+9)/20;
3043         return chance;
3044 }
3045
3046 /*!
3047  * @brief 武器匠における武器一つ毎の完全情報を表示する。
3048  * @param o_ptr オブジェクトの構造体の参照ポインタ。
3049  * @param row 表示する列の左端
3050  * @param col 表示する行の上端
3051  * @details
3052  * Displays all info about a weapon
3053  *
3054  * Only accurate for the current weapon, because it includes
3055  * various info about the player's +to_dam and number of blows.
3056  * @return なし
3057  */
3058 static void list_weapon(object_type *o_ptr, int row, int col)
3059 {
3060         char o_name[MAX_NLEN];
3061         char tmp_str[80];
3062
3063         /* Effective dices */
3064         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
3065         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
3066
3067         /* Print the weapon name */
3068         object_desc(o_name, o_ptr, OD_NAME_ONLY);
3069         c_put_str(TERM_YELLOW, o_name, row, col);
3070
3071         /* Print the player's number of blows */
3072         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
3073         put_str(tmp_str, row+1, col);
3074
3075         /* Print to_hit and to_dam of the weapon */
3076         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
3077         put_str(tmp_str, row+2, col);
3078
3079         /* Print the weapons base damage dice */
3080         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
3081                                 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
3082                                 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
3083         put_str(tmp_str, row+3, col);
3084         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
3085
3086         /* Damage for one blow (if it hits) */
3087         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
3088             eff_dd + o_ptr->to_d + p_ptr->to_d[0],
3089             eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
3090         put_str(tmp_str, row+6, col+1);
3091
3092         /* Damage for the complete attack (if all blows hit) */
3093         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
3094             p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
3095             p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
3096         put_str(tmp_str, row+7, col+1);
3097 }
3098
3099
3100 /*!
3101  * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
3102  * @param o_ptr オブジェクトの構造体の参照ポインタ。
3103  * @return 対象になるならTRUEを返す。
3104  */
3105 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
3106 {
3107         switch (o_ptr->tval)
3108         {
3109                 case TV_HAFTED:
3110                 case TV_POLEARM:
3111                 case TV_DIGGING:
3112                 {
3113                         return (TRUE);
3114                 }
3115                 case TV_SWORD:
3116                 {
3117                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
3118                 }
3119         }
3120
3121         return (FALSE);
3122 }
3123
3124
3125 /*!
3126  * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
3127  * @param o_ptr オブジェクトの構造体の参照ポインタ。
3128  * @return 対象になるならTRUEを返す。
3129  */
3130 static bool item_tester_hook_ammo(object_type *o_ptr)
3131 {
3132         switch (o_ptr->tval)
3133         {
3134                 case TV_SHOT:
3135                 case TV_ARROW:
3136                 case TV_BOLT:
3137                 {
3138                         return (TRUE);
3139                 }
3140         }
3141
3142         return (FALSE);
3143 }
3144
3145
3146 /*!
3147  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
3148  * @details 
3149  * Copies the weapons to compare into the weapon-slot and\n
3150  * compares the values for both weapons.\n
3151  * 武器1つだけで比較をしないなら費用は半額になる。
3152  * @param bcost 基本鑑定費用
3153  * @return 最終的にかかった費用
3154  */
3155 static int compare_weapons(int bcost)
3156 {
3157         int i, n;
3158         int item, item2;
3159         object_type *o_ptr[2];
3160         object_type orig_weapon;
3161         object_type *i_ptr;
3162         cptr q, s;
3163         int row = 2;
3164         int wid = 38, mgn = 2;
3165         bool old_character_xtra = character_xtra;
3166         char ch;
3167         int total = 0;
3168         int cost = 0; /* First time no price */
3169
3170         /* Save the screen */
3171         screen_save();
3172
3173         /* Clear the screen */
3174         clear_bldg(0, 22);
3175
3176         /* Store copy of original wielded weapon */
3177         i_ptr = &inventory[INVEN_RARM];
3178         object_copy(&orig_weapon, i_ptr);
3179
3180         /* Only compare melee weapons */
3181         item_tester_no_ryoute = TRUE;
3182         item_tester_hook = item_tester_hook_melee_weapon;
3183
3184         /* Get the first weapon */
3185         q = _("第一の武器は?", "What is your first weapon? ");
3186         s = _("比べるものがありません。", "You have nothing to compare.");
3187
3188         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
3189         {
3190                 screen_load();
3191                 return (0);
3192         }
3193
3194         /* Get the item (in the pack) */
3195         o_ptr[0] = &inventory[item];
3196         n = 1;
3197         total = bcost;
3198
3199         while (TRUE)
3200         {
3201                 /* Clear the screen */
3202                 clear_bldg(0, 22);
3203
3204                 /* Only compare melee weapons */
3205                 item_tester_no_ryoute = TRUE;
3206                 item_tester_hook = item_tester_hook_melee_weapon;
3207
3208                 /* Hack -- prevent "icky" message */
3209                 character_xtra = TRUE;
3210
3211                 /* Diaplay selected weapon's infomation */
3212                 for (i = 0; i < n; i++)
3213                 {
3214                         int col = (wid * i + mgn);
3215
3216                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
3217                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
3218
3219                         /* Get the new values */
3220                         calc_bonuses();
3221
3222                         /* List the new values */
3223                         list_weapon(o_ptr[i], row, col);
3224                         compare_weapon_aux(o_ptr[i], col, row + 8);
3225
3226                         /* Copy back the original weapon into the weapon slot */
3227                         object_copy(i_ptr, &orig_weapon);
3228                 }
3229
3230                 /* Reset the values for the old weapon */
3231                 calc_bonuses();
3232
3233                 character_xtra = old_character_xtra;
3234
3235 #ifdef JP
3236                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
3237                 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);
3238                 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);
3239 #else
3240                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
3241                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
3242                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
3243 #endif
3244
3245                 flush();
3246                 ch = inkey();
3247
3248                 if (ch == 's')
3249                 {
3250                         if (total + cost > p_ptr->au)
3251                         {
3252                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
3253                                 msg_print(NULL);
3254                                 continue;
3255                         }
3256
3257                         q = _("第二の武器は?", "What is your second weapon? ");
3258                         s = _("比べるものがありません。", "You have nothing to compare.");
3259
3260                         /* Get the second weapon */
3261                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
3262
3263                         total += cost;
3264                         cost = bcost / 2;
3265
3266                         /* Get the item (in the pack) */
3267                         o_ptr[1] = &inventory[item2];
3268                         n = 2;
3269                 }
3270                 else
3271                 {
3272                         break;
3273                 }
3274         }
3275
3276         /* Restore the screen */
3277         screen_load();
3278
3279         /* Done */
3280         return (total);
3281 }
3282
3283
3284 /*!
3285  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
3286  * @details 
3287  * Calculate and display the dodge-rate and the protection-rate
3288  * based on AC
3289  * @param iAC プレイヤーのAC。
3290  * @return 常にTRUEを返す。
3291  */
3292 static bool eval_ac(int iAC)
3293 {
3294 #ifdef JP
3295         const char memo[] =
3296                 "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"
3297                 "何パーセント軽減するかを示します。\n"
3298                 "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"
3299                 "に対してのみ効果があります。\n \n"
3300                 "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"
3301                 "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"
3302                 "敵のレベルとあなたのACによって決定されます。\n \n"
3303                 "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"
3304                 "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";
3305 #else
3306         const char memo[] =
3307                 "'Protection Rate' means how much damage is reduced by your armor.\n"
3308                 "Note that the Protection rate is effective only against normal "
3309                 "'attack' and 'shatter' type melee attacks, "
3310                 "and has no effect against any other types such as 'poison'.\n \n"
3311                 "'Dodge Rate' indicates the success rate on dodging the "
3312                 "monster's melee attacks.  "
3313                 "It is depend on the level of the monster and your AC.\n \n"
3314                 "'Average Damage' indicates the expected amount of damage "
3315                 "when you are attacked by normal melee attacks with power=100.";
3316 #endif
3317
3318         int protection;
3319         int col, row = 2;
3320         int lvl;
3321         char buf[80*20], *t;
3322
3323         /* AC lower than zero has no effect */
3324         if (iAC < 0) iAC = 0;
3325
3326         /* ダメージ軽減率を計算 */
3327         protection = 100 * MIN(iAC, 150) / 250;
3328
3329         screen_save();
3330         clear_bldg(0, 22);
3331
3332 #ifdef JP
3333         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3334         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
3335         row++;
3336
3337         put_str("敵のレベル      :", row + 0, 0);
3338         put_str("回避率          :", row + 1, 0);
3339         put_str("ダメージ期待値  :", row + 2, 0);
3340 #else
3341         put_str(format("Your current AC : %3d", iAC), row++, 0);
3342         put_str(format("Protection rate : %3d%%", protection), row++, 0);
3343         row++;
3344
3345         put_str("Level of Monster:", row + 0, 0);
3346         put_str("Dodge Rate      :", row + 1, 0);
3347         put_str("Average Damage  :", row + 2, 0);
3348 #endif
3349     
3350         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3351         {
3352                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3353                 int dodge;   /* 回避率(%) */
3354                 int average; /* ダメージ期待値 */
3355
3356                 put_str(format("%3d", lvl), row + 0, col);
3357
3358                 /* 回避率を計算 */
3359                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3360                 put_str(format("%3d%%", dodge), row + 1, col);
3361
3362                 /* 100点の攻撃に対してのダメージ期待値を計算 */
3363                 average = (100 - dodge) * (100 - protection) / 100;
3364                 put_str(format("%3d", average), row + 2, col);
3365         }
3366
3367         /* Display note */
3368         roff_to_buf(memo, 70, buf, sizeof(buf));
3369         for (t = buf; t[0]; t += strlen(t) + 1)
3370                 put_str(t, (row++) + 4, 4);
3371
3372 #ifdef JP
3373         prt("現在のあなたの装備からすると、あなたの防御力は"
3374                    "これくらいです:", 0, 0);
3375 #else
3376         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3377 #endif
3378   
3379         flush();
3380         (void)inkey();
3381         screen_load();
3382
3383         /* Done */
3384         return (TRUE);
3385 }
3386
3387
3388 /*!
3389  * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
3390  * @param o_ptr オブジェクトの構造体の参照ポインタ。
3391  * @return 修復対象になるならTRUEを返す。
3392  */
3393 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
3394 {
3395         if (o_ptr->tval != TV_SWORD) return FALSE;
3396
3397         switch (o_ptr->sval)
3398         {
3399         case SV_BROKEN_DAGGER:
3400         case SV_BROKEN_SWORD:
3401                 return TRUE;
3402         }
3403
3404         return FALSE;
3405 }
3406
3407 /*!
3408  * @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。
3409  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3410  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3411  * @return 修復対象になるならTRUEを返す。
3412  */
3413 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3414 {
3415         int i, n = 0;
3416         int cand[TR_FLAG_MAX];
3417         u32b to_flgs[TR_FLAG_SIZE];
3418         u32b from_flgs[TR_FLAG_SIZE];
3419
3420         object_flags(to_ptr, to_flgs);
3421         object_flags(from_ptr, from_flgs);
3422
3423         for (i = 0; i < TR_FLAG_MAX; i++)
3424         {
3425                 switch (i)
3426                 {
3427                 case TR_IGNORE_ACID:
3428                 case TR_IGNORE_ELEC:
3429                 case TR_IGNORE_FIRE:
3430                 case TR_IGNORE_COLD:
3431                 case TR_ACTIVATE:
3432                 case TR_RIDING:
3433                 case TR_THROW:
3434                 case TR_SHOW_MODS:
3435                 case TR_HIDE_TYPE:
3436                 case TR_ES_ATTACK:
3437                 case TR_ES_AC:
3438                 case TR_FULL_NAME:
3439                 case TR_FIXED_FLAVOR:
3440                         break;
3441                 default:
3442                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3443                         {
3444                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3445                         }
3446                 }
3447         }
3448
3449         if (n > 0)
3450         {
3451                 int bmax;
3452                 int tr_idx = cand[randint0(n)];
3453                 add_flag(to_ptr->art_flags, tr_idx);
3454                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3455                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3456                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3457                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3458         }
3459
3460         return;
3461 }
3462
3463 /*!
3464  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3465  * @param bcost 基本鑑定費用
3466  * @return 実際にかかった費用
3467  */
3468 static int repair_broken_weapon_aux(int bcost)
3469 {
3470         s32b cost;
3471         int item, mater;
3472         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3473         object_kind *k_ptr;
3474         int i, k_idx, dd_bonus, ds_bonus;
3475         char basenm[MAX_NLEN];
3476         cptr q, s; /* For get_item prompt */
3477         int row = 7;
3478
3479         /* Clear screen */
3480         clear_bldg(0, 22);
3481
3482         /* Notice */
3483         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);
3484         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);
3485
3486         /* Get an item */
3487         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3488         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3489
3490         /* Only forge broken weapons */
3491         item_tester_hook = item_tester_hook_broken_weapon;
3492
3493         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3494
3495         /* Get the item (in the pack) */
3496         o_ptr = &inventory[item];
3497
3498         /* It is worthless */
3499         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3500         {
3501                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3502                 return (0);
3503         }
3504
3505         /* They are too many */
3506         if (o_ptr->number > 1)
3507         {
3508                 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!"));
3509                 return (0);
3510         }
3511
3512         /* Display item name */
3513         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3514         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3515
3516         /* Get an item */
3517         q = _("材料となる武器は?", "Which weapon for material? ");
3518         s = _("材料となる武器がありません。", "You have no material to repair.");
3519
3520         /* Only forge broken weapons */
3521         item_tester_hook = item_tester_hook_melee_weapon;
3522
3523         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3524         if (mater == item)
3525         {
3526                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3527                 return (0);
3528         }
3529
3530         /* Get the item (in the pack) */
3531         mo_ptr = &inventory[mater];
3532
3533         /* Display item name */
3534         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3535         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3536
3537         /* Get the value of one of the items (except curses) */
3538         cost = bcost + object_value_real(o_ptr) * 2;
3539
3540         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);
3541
3542         /* Check if the player has enough money */
3543         if (p_ptr->au < cost)
3544         {
3545                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3546                 msg_format(_("%sを修復するだけのゴールドがありません!",
3547                         "You do not have the gold to repair %s!"), basenm);
3548                 msg_print(NULL);
3549                 return (0);
3550         }
3551
3552         if (o_ptr->sval == SV_BROKEN_DAGGER)
3553         {
3554                 int i, n = 1;
3555
3556                 /* Suppress compiler warning */
3557                 k_idx = 0;
3558
3559                 for (i = 1; i < max_k_idx; i++)
3560                 {
3561                         object_kind *k_ptr = &k_info[i];
3562
3563                         if (k_ptr->tval != TV_SWORD) continue;
3564                         if ((k_ptr->sval == SV_BROKEN_DAGGER) ||
3565                                 (k_ptr->sval == SV_BROKEN_SWORD) ||
3566                                 (k_ptr->sval == SV_DOKUBARI)) continue;
3567                         if (k_ptr->weight > 99) continue;
3568
3569                         if (one_in_(n)) 
3570                         {
3571                                 k_idx = i;
3572                                 n++;
3573                         }
3574                 }
3575         }
3576         else /* TV_BROKEN_SWORD */
3577         {
3578                 /* Repair to a sword or sometimes material's type weapon */
3579                 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3580
3581                 while(1)
3582                 {
3583                         object_kind *ck_ptr;
3584
3585                         k_idx = lookup_kind(tval, SV_ANY);
3586                         ck_ptr = &k_info[k_idx];
3587
3588                         if (tval == TV_SWORD)
3589                         {
3590                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3591                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3592                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3593                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3594                         }
3595                         if (tval == TV_POLEARM)
3596                         {
3597                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3598                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3599                         }
3600                         if (tval == TV_HAFTED)
3601                         {
3602                                 if ((ck_ptr->sval == SV_GROND) ||
3603                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3604                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3605                         }
3606
3607                         break;
3608                 }
3609         }
3610
3611         /* Calculate dice bonuses */
3612         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3613         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3614         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3615         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3616
3617         /* Change base object */
3618         k_ptr = &k_info[k_idx];
3619         o_ptr->k_idx = k_idx;
3620         o_ptr->weight = k_ptr->weight;
3621         o_ptr->tval = k_ptr->tval;
3622         o_ptr->sval = k_ptr->sval;
3623         o_ptr->dd = k_ptr->dd;
3624         o_ptr->ds = k_ptr->ds;
3625
3626         /* Copy base object's ability */
3627         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3628         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3629         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
3630
3631         /* Dice up */
3632         if (dd_bonus > 0)
3633         {
3634                 o_ptr->dd++;
3635                 for (i = 0; i < dd_bonus; i++)
3636                 {
3637                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3638                 }
3639         }
3640         if (ds_bonus > 0)
3641         {
3642                 o_ptr->ds++;
3643                 for (i = 0; i < ds_bonus; i++)
3644                 {
3645                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3646                 }
3647         }
3648
3649         /* */
3650         if (have_flag(k_ptr->flags, TR_BLOWS))
3651         {
3652                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3653                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3654         }
3655
3656         /* Add one random ability from material weapon */
3657         give_one_ability_of_object(o_ptr, mo_ptr);
3658
3659         /* Add to-dam, to-hit and to-ac from material weapon */
3660         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3661         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3662         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3663
3664         if ((o_ptr->name1 == ART_NARSIL) ||
3665                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3666                 (object_is_ego(o_ptr) && one_in_(7)))
3667         {
3668                 /* Forge it */
3669                 if (object_is_ego(o_ptr))
3670                 {
3671                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3672                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3673                 }
3674
3675                 /* Add one random ability from material weapon */
3676                 give_one_ability_of_object(o_ptr, mo_ptr);
3677
3678                 /* Add one random activation */
3679                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3680
3681                 /* Narsil */
3682                 if (o_ptr->name1 == ART_NARSIL)
3683                 {
3684                         one_high_resistance(o_ptr);
3685                         one_ability(o_ptr);
3686                 }
3687
3688                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3689         }
3690
3691         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3692 #ifdef JP
3693         msg_format("$%dで%sに修復しました。", cost, basenm);
3694 #else
3695         msg_format("Repaired into %s for %d gold.", basenm, cost);
3696 #endif
3697         msg_print(NULL);
3698
3699         /* Remove BROKEN flag */
3700         o_ptr->ident &= ~(IDENT_BROKEN);
3701
3702         /* Add repaired flag */
3703         o_ptr->discount = 99;
3704
3705         /* Decrease material object */
3706         inven_item_increase(mater, -1);
3707         inven_item_optimize(mater);
3708
3709         /* Copyback */
3710         p_ptr->update |= PU_BONUS;
3711         handle_stuff();
3712
3713         /* Something happened */
3714         return (cost);
3715 }
3716
3717 /*!
3718  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3719  * @param bcost 基本鑑定費用
3720  * @return 実際にかかった費用
3721  */
3722 static int repair_broken_weapon(int bcost)
3723 {
3724         int cost;
3725
3726         screen_save();
3727         cost = repair_broken_weapon_aux(bcost);
3728         screen_load();
3729         return cost;
3730 }
3731
3732
3733 /*!
3734  * @brief アイテムの強化を行う。 / Enchant item
3735  * @param cost 1回毎の費用
3736  * @param to_hit 命中をアップさせる量
3737  * @param to_dam ダメージをアップさせる量
3738  * @param to_ac ACをアップさせる量
3739  * @return 実際にかかった費用
3740  */
3741 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3742 {
3743         int         i, item;
3744         bool        okay = FALSE;
3745         object_type *o_ptr;
3746         cptr        q, s;
3747         int         maxenchant = (p_ptr->lev / 5);
3748         char        tmp_str[MAX_NLEN];
3749
3750         clear_bldg(4, 18);
3751 #ifdef JP
3752         prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3753         prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3754 #else
3755         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3756         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3757 #endif
3758
3759         item_tester_no_ryoute = TRUE;
3760
3761         /* Get an item */
3762         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3763         s = _("改良できるものがありません。", "You have nothing to improve.");
3764
3765         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3766
3767         /* Get the item (in the pack) */
3768         o_ptr = &inventory[item];
3769
3770         /* Check if the player has enough money */
3771         if (p_ptr->au < (cost * o_ptr->number))
3772         {
3773                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3774                 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);
3775                 return (FALSE);
3776         }
3777
3778         /* Enchant to hit */
3779         for (i = 0; i < to_hit; i++)
3780         {
3781                 if (o_ptr->to_h < maxenchant)
3782                 {
3783                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3784                         {
3785                                 okay = TRUE;
3786                                 break;
3787                         }
3788                 }
3789         }
3790
3791         /* Enchant to damage */
3792         for (i = 0; i < to_dam; i++)
3793         {
3794                 if (o_ptr->to_d < maxenchant)
3795                 {
3796                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3797                         {
3798                                 okay = TRUE;
3799                                 break;
3800                         }
3801                 }
3802         }
3803
3804         /* Enchant to AC */
3805         for (i = 0; i < to_ac; i++)
3806         {
3807                 if (o_ptr->to_a < maxenchant)
3808                 {
3809                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3810                         {
3811                                 okay = TRUE;
3812                                 break;
3813                         }
3814                 }
3815         }
3816
3817         /* Failure */
3818         if (!okay)
3819         {
3820                 /* Flush */
3821                 if (flush_failure) flush();
3822
3823                 /* Message */
3824                 msg_print(_("改良に失敗した。", "The improvement failed."));
3825
3826                 return (FALSE);
3827         }
3828         else
3829         {
3830                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3831 #ifdef JP
3832                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3833 #else
3834                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3835 #endif
3836
3837                 /* Charge the money */
3838                 p_ptr->au -= (cost * o_ptr->number);
3839
3840                 if (item >= INVEN_RARM) calc_android_exp();
3841
3842                 /* Something happened */
3843                 return (TRUE);
3844         }
3845 }
3846
3847
3848 /*!
3849  * @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
3850  * @details
3851  * The player can select the number of charges to add\n
3852  * (up to a limit), and the recharge never fails.\n
3853  *\n
3854  * The cost for rods depends on the level of the rod. The prices\n
3855  * for recharging wands and staves are dependent on the cost of\n
3856  * the base-item.\n
3857  * @return なし
3858  */
3859 static void building_recharge(void)
3860 {
3861         int         item, lev;
3862         object_type *o_ptr;
3863         object_kind *k_ptr;
3864         cptr        q, s;
3865         int         price;
3866         int         charges;
3867         int         max_charges;
3868         char        tmp_str[MAX_NLEN];
3869
3870         msg_flag = FALSE;
3871
3872         /* Display some info */
3873         clear_bldg(4, 18);
3874         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);
3875
3876
3877         /* Only accept legal items */
3878         item_tester_hook = item_tester_hook_recharge;
3879
3880         /* Get an item */
3881         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3882         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3883         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3884
3885         /* Get the item (in the pack) */
3886         if (item >= 0)
3887         {
3888                 o_ptr = &inventory[item];
3889         }
3890
3891         /* Get the item (on the floor) */
3892         else
3893         {
3894                 o_ptr = &o_list[0 - item];
3895         }
3896
3897         k_ptr = &k_info[o_ptr->k_idx];
3898
3899         /*
3900          * We don't want to give the player free info about
3901          * the level of the item or the number of charges.
3902          */
3903         /* The item must be "known" */
3904         if (!object_is_known(o_ptr))
3905         {
3906                 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!"));
3907                 msg_print(NULL);
3908
3909                 if ((p_ptr->au >= 50) &&
3910                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3911
3912                 {
3913                         /* Pay the price */
3914                         p_ptr->au -= 50;
3915
3916                         /* Identify it */
3917                         identify_item(o_ptr);
3918
3919                         /* Description */
3920                         object_desc(tmp_str, o_ptr, 0);
3921                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3922
3923                         /* Auto-inscription */
3924                         autopick_alter_item(item, FALSE);
3925
3926                         /* Update the gold display */
3927                         building_prt_gold();
3928                 }
3929                 else
3930                 {
3931                         return;
3932                 }
3933         }
3934
3935         /* Extract the object "level" */
3936         lev = k_info[o_ptr->k_idx].level;
3937
3938         /* Price for a rod */
3939         if (o_ptr->tval == TV_ROD)
3940         {
3941                 if (o_ptr->timeout > 0)
3942                 {
3943                         /* Fully recharge */
3944                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3945                 }
3946                 else
3947                 {
3948                         /* No recharge necessary */
3949                         price = 0;
3950                         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."));
3951                         return;
3952                 }
3953         }
3954         else if (o_ptr->tval == TV_STAFF)
3955         {
3956                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3957                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3958
3959                 /* Pay at least 10 gold per charge */
3960                 price = MAX(10, price);
3961         }
3962         else
3963         {
3964                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3965                 price = (k_info[o_ptr->k_idx].cost / 10);
3966
3967                 /* Pay at least 10 gold per charge */
3968                 price = MAX(10, price);
3969         }
3970
3971         /* Limit the number of charges for wands and staffs */
3972         if (o_ptr->tval == TV_WAND
3973                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3974         {
3975                 if (o_ptr->number > 1)
3976                 {
3977                         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."));
3978                 }
3979                 else
3980                 {
3981                         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."));
3982                 }
3983                 return;
3984         }
3985         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3986         {
3987                 if (o_ptr->number > 1)
3988                 {
3989                         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."));
3990                 }
3991                 else
3992                 {
3993                         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."));
3994                 }
3995                 return;
3996         }
3997
3998         /* Check if the player has enough money */
3999         if (p_ptr->au < price)
4000         {
4001                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
4002 #ifdef JP
4003                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
4004 #else
4005                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
4006 #endif
4007
4008                 return;
4009         }
4010
4011         if (o_ptr->tval == TV_ROD)
4012         {
4013 #ifdef JP
4014 if (get_check(format("そのロッドを$%d で再充填しますか?",
4015  price)))
4016 #else
4017                 if (get_check(format("Recharge the %s for %d gold? ",
4018                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
4019 #endif
4020
4021                 {
4022                         /* Recharge fully */
4023                         o_ptr->timeout = 0;
4024                 }
4025                 else
4026                 {
4027                         return;
4028                 }
4029         }
4030         else
4031         {
4032                 if (o_ptr->tval == TV_STAFF)
4033                         max_charges = k_ptr->pval - o_ptr->pval;
4034                 else
4035                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
4036
4037                 /* Get the quantity for staves and wands */
4038                 charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
4039                                         MIN(p_ptr->au / price, max_charges));
4040
4041                 /* Do nothing */
4042                 if (charges < 1) return;
4043
4044                 /* Get the new price */
4045                 price *= charges;
4046
4047                 /* Recharge */
4048                 o_ptr->pval += charges;
4049
4050                 /* We no longer think the item is empty */
4051                 o_ptr->ident &= ~(IDENT_EMPTY);
4052         }
4053
4054         /* Give feedback */
4055         object_desc(tmp_str, o_ptr, 0);
4056 #ifdef JP
4057         msg_format("%sを$%d で再充填しました。", tmp_str, price);
4058 #else
4059         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
4060 #endif
4061
4062         /* Combine / Reorder the pack (later) */
4063         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4064
4065         /* Window stuff */
4066         p_ptr->window |= (PW_INVEN);
4067
4068         /* Pay the price */
4069         p_ptr->au -= price;
4070
4071         /* Finished */
4072         return;
4073 }
4074
4075
4076 /*!
4077  * @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
4078  * @details
4079  * The player can select the number of charges to add\n
4080  * (up to a limit), and the recharge never fails.\n
4081  *\n
4082  * The cost for rods depends on the level of the rod. The prices\n
4083  * for recharging wands and staves are dependent on the cost of\n
4084  * the base-item.\n
4085  * @return なし
4086  */
4087 static void building_recharge_all(void)
4088 {
4089         int         i;
4090         int         lev;
4091         object_type *o_ptr;
4092         object_kind *k_ptr;
4093         int         price = 0;
4094         int         total_cost = 0;
4095
4096
4097         /* Display some info */
4098         msg_flag = FALSE;
4099         clear_bldg(4, 18);
4100         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);
4101
4102         /* Calculate cost */
4103         for ( i = 0; i < INVEN_PACK; i++)
4104         {
4105                 o_ptr = &inventory[i];
4106                                 
4107                 /* skip non magic device */
4108                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4109
4110                 /* need identified */
4111                 if (!object_is_known(o_ptr)) total_cost += 50;
4112
4113                 /* Extract the object "level" */
4114                 lev = k_info[o_ptr->k_idx].level;
4115
4116                 k_ptr = &k_info[o_ptr->k_idx];
4117
4118                 switch (o_ptr->tval)
4119                 {
4120                 case TV_ROD:
4121                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
4122                         break;
4123
4124                 case TV_STAFF:
4125                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4126                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
4127
4128                         /* Pay at least 10 gold per charge */
4129                         price = MAX(10, price);
4130
4131                         /* Fully charge */
4132                         price = (k_ptr->pval - o_ptr->pval) * price;
4133                         break;
4134
4135                 case TV_WAND:
4136                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
4137                         price = (k_info[o_ptr->k_idx].cost / 10);
4138
4139                         /* Pay at least 10 gold per charge */
4140                         price = MAX(10, price);
4141
4142                         /* Fully charge */
4143                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
4144                         break;
4145                 }
4146
4147                 /* if price <= 0 then item have enough charge */
4148                 if (price > 0) total_cost += price;
4149         }
4150
4151         if (!total_cost)
4152         {
4153                 msg_print(_("充填する必要はありません。", "No need to recharge."));
4154                 msg_print(NULL);
4155                 return;
4156         }
4157
4158         /* Check if the player has enough money */
4159         if (p_ptr->au < total_cost)
4160         {
4161                 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 );
4162                 msg_print(NULL);
4163                 return;
4164         }
4165         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
4166         
4167         for (i = 0; i < INVEN_PACK; i++)
4168         {
4169                 o_ptr = &inventory[i];
4170                 k_ptr = &k_info[o_ptr->k_idx];
4171
4172                 /* skip non magic device */
4173                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
4174
4175                 /* Identify it */
4176                 if (!object_is_known(o_ptr))
4177                 {
4178                         identify_item(o_ptr);
4179
4180                         /* Auto-inscription */
4181                         autopick_alter_item(i, FALSE);
4182                 }
4183
4184                 /* Recharge */
4185                 switch (o_ptr->tval)
4186                 {
4187                 case TV_ROD:
4188                         o_ptr->timeout = 0;
4189                         break;
4190                 case TV_STAFF:
4191                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
4192                         /* We no longer think the item is empty */
4193                         o_ptr->ident &= ~(IDENT_EMPTY);
4194                         break;
4195                 case TV_WAND:
4196                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
4197                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
4198                         /* We no longer think the item is empty */
4199                         o_ptr->ident &= ~(IDENT_EMPTY);
4200                         break;
4201                 }
4202         }
4203
4204         /* Give feedback */
4205         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
4206         msg_print(NULL);
4207
4208         /* Combine / Reorder the pack (later) */
4209         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
4210
4211         /* Window stuff */
4212         p_ptr->window |= (PW_INVEN);
4213
4214         /* Pay the price */
4215         p_ptr->au -= total_cost;
4216
4217         /* Finished */
4218         return;
4219 }
4220
4221 /*!
4222  * @brief 町間のテレポートを行うメインルーチン。
4223  * @return テレポート処理を決定したか否か
4224  */
4225 bool tele_town(void)
4226 {
4227         int i, x, y;
4228         int num = 0;
4229
4230         if (dun_level)
4231         {
4232                 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!"));
4233                 return FALSE;
4234         }
4235
4236         if (p_ptr->inside_arena || p_ptr->inside_battle)
4237         {
4238                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
4239                 return FALSE;
4240         }
4241
4242         screen_save();
4243         clear_bldg(4, 10);
4244
4245         for (i=1;i<max_towns;i++)
4246         {
4247                 char buf[80];
4248
4249                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
4250
4251                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
4252                 prt(buf, 5+i, 5);
4253                 num++;
4254         }
4255
4256         if (!num)
4257         {
4258                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
4259                 msg_print(NULL);
4260                 screen_load();
4261                 return FALSE;
4262         }
4263
4264         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
4265         while(1)
4266         {
4267                 i = inkey();
4268
4269                 if (i == ESCAPE)
4270                 {
4271                         screen_load();
4272                         return FALSE;
4273                 }
4274                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
4275                 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;
4276                 break;
4277         }
4278
4279         for (y = 0; y < max_wild_y; y++)
4280         {
4281                 for (x = 0; x < max_wild_x; x++)
4282                 {
4283                         if(wilderness[y][x].town == (i-'a'+1))
4284                         {
4285                                 p_ptr->wilderness_y = y;
4286                                 p_ptr->wilderness_x = x;
4287                         }
4288                 }
4289         }
4290
4291         p_ptr->leaving = TRUE;
4292         leave_bldg = TRUE;
4293         p_ptr->teleport_town = TRUE;
4294         screen_load();
4295         return TRUE;
4296 }
4297
4298 /*!
4299  * @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-
4300  * @return 常にTRUEを返す。
4301  * @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。
4302  */
4303 static bool research_mon(void)
4304 {
4305         int i, n, r_idx;
4306         char sym, query;
4307         char buf[128];
4308
4309         bool notpicked;
4310
4311         bool recall = FALSE;
4312
4313         u16b why = 0;
4314
4315         u16b    *who;
4316
4317         /* XTRA HACK WHATSEARCH */
4318         bool    all = FALSE;
4319         bool    uniq = FALSE;
4320         bool    norm = FALSE;
4321         char temp[80] = "";
4322
4323         /* XTRA HACK REMEMBER_IDX */
4324         static int old_sym = '\0';
4325         static int old_i = 0;
4326
4327
4328         /* Save the screen */
4329         screen_save();
4330
4331         /* Get a character, or abort */
4332         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):",
4333                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
4334
4335         {
4336                 /* Restore */
4337                 screen_load();
4338
4339                 return (FALSE);
4340         }
4341
4342         /* Find that character info, and describe it */
4343         for (i = 0; ident_info[i]; ++i)
4344         {
4345                 if (sym == ident_info[i][0]) break;
4346         }
4347
4348                 /* XTRA HACK WHATSEARCH */
4349         if (sym == KTRL('A'))
4350         {
4351                 all = TRUE;
4352                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4353         }
4354         else if (sym == KTRL('U'))
4355         {
4356                 all = uniq = TRUE;
4357                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4358         }
4359         else if (sym == KTRL('N'))
4360         {
4361                 all = norm = TRUE;
4362                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4363         }
4364         else if (sym == KTRL('M'))
4365         {
4366                 all = TRUE;
4367                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4368                 {
4369                         temp[0]=0;
4370
4371                         /* Restore */
4372                         screen_load();
4373
4374                         return FALSE;
4375                 }
4376                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4377         }
4378         else if (ident_info[i])
4379         {
4380                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4381         }
4382         else
4383         {
4384                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4385         }
4386
4387         /* Display the result */
4388         prt(buf, 16, 10);
4389
4390
4391         /* Allocate the "who" array */
4392         C_MAKE(who, max_r_idx, u16b);
4393
4394         /* Collect matching monsters */
4395         for (n = 0, i = 1; i < max_r_idx; i++)
4396         {
4397                 monster_race *r_ptr = &r_info[i];
4398
4399                 /* Empty monster */
4400                 if (!r_ptr->name) continue;
4401
4402                 /* XTRA HACK WHATSEARCH */
4403                 /* Require non-unique monsters if needed */
4404                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4405
4406                 /* Require unique monsters if needed */
4407                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4408
4409                 /* 名前検索 */
4410                 if (temp[0])
4411                 {
4412                         int xx;
4413                         char temp2[80];
4414
4415                         for (xx = 0; temp[xx] && xx < 80; xx++)
4416                         {
4417 #ifdef JP
4418                                 if (iskanji(temp[xx]))
4419                                 {
4420                                         xx++;
4421                                         continue;
4422                                 }
4423 #endif
4424                                 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4425                         }
4426   
4427 #ifdef JP
4428                         strcpy(temp2, r_name + r_ptr->E_name);
4429 #else
4430                         strcpy(temp2, r_name + r_ptr->name);
4431 #endif
4432                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4433                                 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4434
4435 #ifdef JP
4436                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4437 #else
4438                         if (my_strstr(temp2, temp))
4439 #endif
4440                                 who[n++] = i;
4441                 }
4442                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4443         }
4444
4445         /* Nothing to recall */
4446         if (!n)
4447         {
4448                 /* Free the "who" array */
4449                 C_KILL(who, max_r_idx, u16b);
4450
4451                 /* Restore */
4452                 screen_load();
4453
4454                 return (FALSE);
4455         }
4456
4457         /* Sort by level */
4458         why = 2;
4459         query = 'y';
4460
4461         /* Sort if needed */
4462         if (why)
4463         {
4464                 /* Select the sort method */
4465                 ang_sort_comp = ang_sort_comp_hook;
4466                 ang_sort_swap = ang_sort_swap_hook;
4467
4468                 /* Sort the array */
4469                 ang_sort(who, &why, n);
4470         }
4471
4472
4473         /* Start at the end */
4474         /* XTRA HACK REMEMBER_IDX */
4475         if (old_sym == sym && old_i < n) i = old_i;
4476         else i = n - 1;
4477
4478         notpicked = TRUE;
4479
4480         /* Scan the monster memory */
4481         while (notpicked)
4482         {
4483                 /* Extract a race */
4484                 r_idx = who[i];
4485
4486                 /* Hack -- Begin the prompt */
4487                 roff_top(r_idx);
4488
4489                 /* Hack -- Complete the prompt */
4490                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4491
4492                 /* Interact */
4493                 while (1)
4494                 {
4495                         /* Recall */
4496                         if (recall)
4497                         {
4498                                 /*** Recall on screen ***/
4499
4500                                 /* Get maximal info about this monster */
4501                                 lore_do_probe(r_idx);
4502
4503                                 /* Save this monster ID */
4504                                 monster_race_track(r_idx);
4505
4506                                 /* Hack -- Handle stuff */
4507                                 handle_stuff();
4508
4509                                 /* know every thing mode */
4510                                 screen_roff(r_idx, 0x01);
4511                                 notpicked = FALSE;
4512
4513                                 /* XTRA HACK REMEMBER_IDX */
4514                                 old_sym = sym;
4515                                 old_i = i;
4516                         }
4517
4518                         /* Command */
4519                         query = inkey();
4520
4521                         /* Normal commands */
4522                         if (query != 'r') break;
4523
4524                         /* Toggle recall */
4525                         recall = !recall;
4526                 }
4527
4528                 /* Stop scanning */
4529                 if (query == ESCAPE) break;
4530
4531                 /* Move to "prev" monster */
4532                 if (query == '-')
4533                 {
4534                         if (++i == n)
4535                         {
4536                                 i = 0;
4537                                 if (!expand_list) break;
4538                         }
4539                 }
4540
4541                 /* Move to "next" monster */
4542                 else
4543                 {
4544                         if (i-- == 0)
4545                         {
4546                                 i = n - 1;
4547                                 if (!expand_list) break;
4548                         }
4549                 }
4550         }
4551
4552
4553         /* Re-display the identity */
4554         /* prt(buf, 5, 5);*/
4555
4556         /* Free the "who" array */
4557         C_KILL(who, max_r_idx, u16b);
4558
4559         /* Restore */
4560         screen_load();
4561
4562         return (!notpicked);
4563 }
4564
4565
4566 /*!
4567  * @brief 施設の処理実行メインルーチン / Execute a building command
4568  * @param bldg 施設構造体の参照ポインタ
4569  * @param i 実行したい施設のサービステーブルの添字
4570  * @return なし
4571  */
4572 static void bldg_process_command(building_type *bldg, int i)
4573 {
4574         int bact = bldg->actions[i];
4575         int bcost;
4576         bool paid = FALSE;
4577         int amt;
4578
4579         /* Flush messages XXX XXX XXX */
4580         msg_flag = FALSE;
4581         msg_print(NULL);
4582
4583         if (is_owner(bldg))
4584                 bcost = bldg->member_costs[i];
4585         else
4586                 bcost = bldg->other_costs[i];
4587
4588         /* action restrictions */
4589         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4590             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4591         {
4592                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4593                 return;
4594         }
4595
4596         /* check gold (HACK - Recharge uses variable costs) */
4597         if ((bact != BACT_RECHARGE) &&
4598             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4599              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4600         {
4601                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4602                 return;
4603         }
4604
4605         switch (bact)
4606         {
4607         case BACT_NOTHING:
4608                 /* Do nothing */
4609                 break;
4610         case BACT_RESEARCH_ITEM:
4611                 paid = identify_fully(FALSE);
4612                 break;
4613         case BACT_TOWN_HISTORY:
4614                 town_history();
4615                 break;
4616         case BACT_RACE_LEGENDS:
4617                 race_legends();
4618                 break;
4619         case BACT_QUEST:
4620                 castle_quest();
4621                 break;
4622         case BACT_KING_LEGENDS:
4623         case BACT_ARENA_LEGENDS:
4624         case BACT_LEGENDS:
4625                 show_highclass();
4626                 break;
4627         case BACT_POSTER:
4628         case BACT_ARENA_RULES:
4629         case BACT_ARENA:
4630                 arena_comm(bact);
4631                 break;
4632         case BACT_IN_BETWEEN:
4633         case BACT_CRAPS:
4634         case BACT_SPIN_WHEEL:
4635         case BACT_DICE_SLOTS:
4636         case BACT_GAMBLE_RULES:
4637         case BACT_POKER:
4638                 gamble_comm(bact);
4639                 break;
4640         case BACT_REST:
4641         case BACT_RUMORS:
4642         case BACT_FOOD:
4643                 paid = inn_comm(bact);
4644                 break;
4645         case BACT_RESEARCH_MONSTER:
4646                 paid = research_mon();
4647                 break;
4648         case BACT_COMPARE_WEAPONS:
4649                 paid = TRUE;
4650                 bcost = compare_weapons(bcost);
4651                 break;
4652         case BACT_ENCHANT_WEAPON:
4653                 item_tester_hook = object_allow_enchant_melee_weapon;
4654                 enchant_item(bcost, 1, 1, 0);
4655                 break;
4656         case BACT_ENCHANT_ARMOR:
4657                 item_tester_hook = object_is_armour;
4658                 enchant_item(bcost, 0, 0, 1);
4659                 break;
4660         case BACT_RECHARGE:
4661                 building_recharge();
4662                 break;
4663         case BACT_RECHARGE_ALL:
4664                 building_recharge_all();
4665                 break;
4666         case BACT_IDENTS: /* needs work */
4667 #ifdef JP
4668                 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4669                 identify_pack();
4670                 msg_print(" 持ち物全てが鑑定されました。");
4671 #else
4672                 if (!get_check("Do you pay for identify all your possession? ")) break;
4673                 identify_pack();
4674                 msg_print("Your possessions have been identified.");
4675 #endif
4676
4677                 paid = TRUE;
4678                 break;
4679         case BACT_IDENT_ONE: /* needs work */
4680                 paid = ident_spell(FALSE);
4681                 break;
4682         case BACT_LEARN:
4683                 do_cmd_study();
4684                 break;
4685         case BACT_HEALING: /* needs work */
4686                 hp_player(200);
4687                 set_poisoned(0);
4688                 set_blind(0);
4689                 set_confused(0);
4690                 set_cut(0);
4691                 set_stun(0);
4692                 paid = TRUE;
4693                 break;
4694         case BACT_RESTORE: /* needs work */
4695                 if (do_res_stat(A_STR)) paid = TRUE;
4696                 if (do_res_stat(A_INT)) paid = TRUE;
4697                 if (do_res_stat(A_WIS)) paid = TRUE;
4698                 if (do_res_stat(A_DEX)) paid = TRUE;
4699                 if (do_res_stat(A_CON)) paid = TRUE;
4700                 if (do_res_stat(A_CHR)) paid = TRUE;
4701                 break;
4702         case BACT_ENCHANT_ARROWS:
4703                 item_tester_hook = item_tester_hook_ammo;
4704                 enchant_item(bcost, 1, 1, 0);
4705                 break;
4706         case BACT_ENCHANT_BOW:
4707                 item_tester_tval = TV_BOW;
4708                 enchant_item(bcost, 1, 1, 0);
4709                 break;
4710         case BACT_RECALL:
4711                 if (recall_player(1)) paid = TRUE;
4712                 break;
4713         case BACT_TELEPORT_LEVEL:
4714         {
4715                 int select_dungeon;
4716                 int max_depth;
4717
4718                 clear_bldg(4, 20);
4719                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4720                 show_building(bldg);
4721                 if (!select_dungeon) return;
4722
4723                 max_depth = d_info[select_dungeon].maxdepth;
4724
4725                 /* Limit depth in Angband */
4726                 if (select_dungeon == DUNGEON_ANGBAND)
4727                 {
4728                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4729                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4730                 }
4731                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4732                                                         d_name + d_info[select_dungeon].name), max_depth);
4733
4734                 if (amt > 0)
4735                 {
4736                         p_ptr->word_recall = 1;
4737                         p_ptr->recall_dungeon = select_dungeon;
4738                         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));
4739                         if (record_maxdepth)
4740                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4741                                 
4742                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4743
4744                         paid = TRUE;
4745                         p_ptr->redraw |= (PR_STATUS);
4746                 }
4747                 break;
4748         }
4749         case BACT_LOSE_MUTATION:
4750                 if (p_ptr->muta1 || p_ptr->muta2 ||
4751                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4752                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4753                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4754                 {
4755                         while(!lose_mutation(0));
4756                         paid = TRUE;
4757                 }
4758                 else
4759                 {
4760                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4761                         msg_print(NULL);
4762                 }
4763                 break;
4764         case BACT_BATTLE:
4765                 kakutoujou();
4766                 break;
4767         case BACT_TSUCHINOKO:
4768                 tsuchinoko();
4769                 break;
4770         case BACT_KUBI:
4771                 shoukinkubi();
4772                 break;
4773         case BACT_TARGET:
4774                 today_target();
4775                 break;
4776         case BACT_KANKIN:
4777                 kankin();
4778                 break;
4779         case BACT_HEIKOUKA:
4780                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4781                 set_virtue(V_COMPASSION, 0);
4782                 set_virtue(V_HONOUR, 0);
4783                 set_virtue(V_JUSTICE, 0);
4784                 set_virtue(V_SACRIFICE, 0);
4785                 set_virtue(V_KNOWLEDGE, 0);
4786                 set_virtue(V_FAITH, 0);
4787                 set_virtue(V_ENLIGHTEN, 0);
4788                 set_virtue(V_ENCHANT, 0);
4789                 set_virtue(V_CHANCE, 0);
4790                 set_virtue(V_NATURE, 0);
4791                 set_virtue(V_HARMONY, 0);
4792                 set_virtue(V_VITALITY, 0);
4793                 set_virtue(V_UNLIFE, 0);
4794                 set_virtue(V_PATIENCE, 0);
4795                 set_virtue(V_TEMPERANCE, 0);
4796                 set_virtue(V_DILIGENCE, 0);
4797                 set_virtue(V_VALOUR, 0);
4798                 set_virtue(V_INDIVIDUALISM, 0);
4799                 get_virtues();
4800                 paid = TRUE;
4801                 break;
4802         case BACT_TELE_TOWN:
4803                 paid = tele_town();
4804                 break;
4805         case BACT_EVAL_AC:
4806                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4807                 break;
4808         case BACT_BROKEN_WEAPON:
4809                 paid = TRUE;
4810                 bcost = repair_broken_weapon(bcost);
4811                 break;
4812         }
4813
4814         if (paid)
4815         {
4816                 p_ptr->au -= bcost;
4817         }
4818 }
4819
4820 /*!
4821  * @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
4822  * @return なし
4823  */
4824 void do_cmd_quest(void)
4825 {
4826         energy_use = 100;
4827
4828         if (!cave_have_flag_bold(py, px, FF_QUEST_ENTER))
4829         {
4830                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4831                 return;
4832         }
4833         else
4834         {
4835                 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."));
4836                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4837                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4838                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4839
4840                 /* Player enters a new quest */
4841                 p_ptr->oldpy = 0;
4842                 p_ptr->oldpx = 0;
4843
4844                 leave_quest_check();
4845
4846                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4847                 p_ptr->inside_quest = cave[py][px].special;
4848
4849                 p_ptr->leaving = TRUE;
4850         }
4851 }
4852
4853
4854 /*!
4855  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4856  * @return なし
4857  */
4858 void do_cmd_bldg(void)
4859 {
4860         int             i, which;
4861         char            command;
4862         bool            validcmd;
4863         building_type   *bldg;
4864
4865
4866         energy_use = 100;
4867
4868         if (!cave_have_flag_bold(py, px, FF_BLDG))
4869         {
4870                 msg_print(_("ここには建物はない。", "You see no building here."));
4871                 return;
4872         }
4873
4874         which = f_info[cave[py][px].feat].subtype;
4875
4876         bldg = &building[which];
4877
4878         /* Don't re-init the wilderness */
4879         reinit_wilderness = FALSE;
4880
4881         if ((which == 2) && (p_ptr->arena_number < 0))
4882         {
4883                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4884                 return;
4885         }
4886         else if ((which == 2) && p_ptr->inside_arena)
4887         {
4888                 if (!p_ptr->exit_bldg && m_cnt > 0)
4889                 {
4890                         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);
4891                 }
4892                 else
4893                 {
4894                         /* Don't save the arena as saved floor */
4895                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4896
4897                         p_ptr->inside_arena = FALSE;
4898                         p_ptr->leaving = TRUE;
4899
4900                         /* Re-enter the arena */
4901                         command_new = SPECIAL_KEY_BUILDING;
4902
4903                         /* No energy needed to re-enter the arena */
4904                         energy_use = 0;
4905                 }
4906
4907                 return;
4908         }
4909         else if (p_ptr->inside_battle)
4910         {
4911                 /* Don't save the arena as saved floor */
4912                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4913
4914                 p_ptr->leaving = TRUE;
4915                 p_ptr->inside_battle = FALSE;
4916
4917                 /* Re-enter the monster arena */
4918                 command_new = SPECIAL_KEY_BUILDING;
4919
4920                 /* No energy needed to re-enter the arena */
4921                 energy_use = 0;
4922
4923                 return;
4924         }
4925         else
4926         {
4927                 p_ptr->oldpy = py;
4928                 p_ptr->oldpx = px;
4929         }
4930
4931         /* Forget the lite */
4932         forget_lite();
4933
4934         /* Forget the view */
4935         forget_view();
4936
4937         /* Hack -- Increase "icky" depth */
4938         character_icky++;
4939
4940         command_arg = 0;
4941         command_rep = 0;
4942         command_new = 0;
4943
4944         show_building(bldg);
4945         leave_bldg = FALSE;
4946
4947         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4948
4949         while (!leave_bldg)
4950         {
4951                 validcmd = FALSE;
4952                 prt("", 1, 0);
4953
4954                 building_prt_gold();
4955
4956                 command = inkey();
4957
4958                 if (command == ESCAPE)
4959                 {
4960                         leave_bldg = TRUE;
4961                         p_ptr->inside_arena = FALSE;
4962                         p_ptr->inside_battle = FALSE;
4963                         break;
4964                 }
4965
4966                 for (i = 0; i < 8; i++)
4967                 {
4968                         if (bldg->letters[i])
4969                         {
4970                                 if (bldg->letters[i] == command)
4971                                 {
4972                                         validcmd = TRUE;
4973                                         break;
4974                                 }
4975                         }
4976                 }
4977
4978                 if (validcmd)
4979                         bldg_process_command(bldg, i);
4980
4981                 /* Notice stuff */
4982                 notice_stuff();
4983
4984                 /* Handle stuff */
4985                 handle_stuff();
4986         }
4987
4988         select_floor_music();
4989
4990         /* Flush messages XXX XXX XXX */
4991         msg_flag = FALSE;
4992         msg_print(NULL);
4993
4994         /* Reinit wilderness to activate quests ... */
4995         if (reinit_wilderness)
4996         {
4997                 p_ptr->leaving = TRUE;
4998         }
4999
5000         /* Hack -- Decrease "icky" depth */
5001         character_icky--;
5002
5003         /* Clear the screen */
5004         Term_clear();
5005
5006         /* Update the visuals */
5007         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
5008
5009         /* Redraw entire screen */
5010         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
5011
5012         /* Window stuff */
5013         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5014 }
5015
5016
5017 /*!
5018  * @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
5019  */
5020 static cptr find_quest[] =
5021 {
5022         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
5023         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
5024         _("メッセージを見つけた:", "There is a sign saying"),
5025         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
5026         _("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"),
5027 };
5028
5029
5030 /*!
5031  * @brief クエストの導入メッセージを表示する / Discover quest
5032  * @param q_idx 開始されたクエストのID
5033  */
5034 void quest_discovery(int q_idx)
5035 {
5036         quest_type      *q_ptr = &quest[q_idx];
5037         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
5038         int             q_num = q_ptr->max_num;
5039         char            name[80];
5040
5041         /* No quest index */
5042         if (!q_idx) return;
5043
5044         strcpy(name, (r_name + r_ptr->name));
5045
5046         msg_print(find_quest[rand_range(0, 4)]);
5047         msg_print(NULL);
5048
5049         if (q_num == 1)
5050         {
5051                 /* Unique */
5052
5053                 /* Hack -- "unique" monsters must be "unique" */
5054                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
5055                     (0 == r_ptr->max_num))
5056                 {
5057                         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..."));
5058                         /* The unique is already dead */
5059                         quest[q_idx].status = QUEST_STATUS_FINISHED;
5060                         q_ptr->complev = 0;
5061                         update_playtime();
5062                         q_ptr->comptime = playtime;
5063                 }
5064                 else
5065                 {
5066                         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);
5067                 }
5068         }
5069         else
5070         {
5071                 /* Normal monsters */
5072 #ifndef JP
5073                 plural_aux(name);
5074 #endif
5075                 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);
5076
5077         }
5078 }
5079
5080
5081 /*!
5082  * @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。
5083  * / Hack -- Check if a level is a "quest" level
5084  * @param level 検索対象になる階
5085  * @return クエストIDを返す。該当がない場合0を返す。
5086  */
5087 int quest_number(int level)
5088 {
5089         int i;
5090
5091         /* Check quests */
5092         if (p_ptr->inside_quest)
5093                 return (p_ptr->inside_quest);
5094
5095         for (i = 0; i < max_quests; i++)
5096         {
5097                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
5098
5099                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
5100                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
5101                     (quest[i].level == level) &&
5102                     (quest[i].dungeon == dungeon_type))
5103                         return (i);
5104         }
5105
5106         /* Check for random quest */
5107         return (random_quest_number(level));
5108 }
5109
5110 /*!
5111  * @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。
5112  * @param level 検索対象になる階
5113  * @return クエストIDを返す。該当がない場合0を返す。
5114  */
5115 int random_quest_number(int level)
5116 {
5117         int i;
5118
5119         if (dungeon_type != DUNGEON_ANGBAND) return 0;
5120
5121         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
5122         {
5123                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
5124                     (quest[i].status == QUEST_STATUS_TAKEN) &&
5125                     (quest[i].level == level) &&
5126                     (quest[i].dungeon == DUNGEON_ANGBAND))
5127                 {
5128                         return i;
5129                 }
5130         }
5131
5132         /* Nope */
5133         return 0;
5134 }