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[Refactor] #37287 #37353 型の置換。 / Type replacement.
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "object-hook.h"
17
18 /*!
19  * ループ中で / hack as in leave_store in store.c
20  */
21 static bool leave_bldg = FALSE;
22
23 /*!
24  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
25  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
26  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
27  * @param bldg 施設構造体の参照ポインタ
28  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
29  */
30 static bool is_owner(building_type *bldg)
31 {
32         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
33         {
34                 return (TRUE);
35         }
36
37         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
38         {
39                 return (TRUE);
40         }
41
42         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
43                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
44         {
45                 return (TRUE);
46         }
47
48         return (FALSE);
49 }
50
51 /*!
52  * @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
53  (スペルマスターの特別判定つき)
54  * @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
55  * あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
56  * @param bldg 施設構造体の参照ポインタ
57  * @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
58  * @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
59  */
60 static bool is_member(building_type *bldg)
61 {
62         if (bldg->member_class[p_ptr->pclass])
63         {
64                 return (TRUE);
65         }
66
67         if (bldg->member_race[p_ptr->prace])
68         {
69                 return (TRUE);
70         }
71
72         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
73             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
74         {
75                 return (TRUE);
76         }
77
78
79         if (p_ptr->pclass == CLASS_SORCERER)
80         {
81                 int i;
82                 bool OK = FALSE;
83                 for (i = 0; i < MAX_MAGIC; i++)
84                 {
85                         if (bldg->member_realm[i+1]) OK = TRUE;
86                 }
87                 return OK;
88         }
89         return (FALSE);
90 }
91
92 /*!
93  * @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
94  * @details 消去は行毎にヌル文字列で行われる。
95  * @param min_row 開始行番号
96  * @param max_row 末尾行番号
97  * @return なし
98  */
99 static void clear_bldg(int min_row, int max_row)
100 {
101         int   i;
102
103         for (i = min_row; i <= max_row; i++)
104                 prt("", i, 0);
105 }
106
107 /*!
108  * @brief 所持金を表示する。
109  * @return なし
110  */
111 static void building_prt_gold(void)
112 {
113         char tmp_str[80];
114         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
115         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
116         prt(tmp_str, 23, 68);
117 }
118
119 /*!
120  * @brief 施設のサービス一覧を表示する / Display a building.
121  * @param bldg 施設構造体の参照ポインタ
122  * @return なし
123  */
124 static void show_building(building_type* bldg)
125 {
126         char buff[20];
127         int i;
128         byte action_color;
129         char tmp_str[80];
130
131         Term_clear();
132         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
133         prt(tmp_str, 2, 1);
134
135
136         for (i = 0; i < 8; i++)
137         {
138                 if (bldg->letters[i])
139                 {
140                         if (bldg->action_restr[i] == 0)
141                         {
142                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
143                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
144                                 {
145                                         action_color = TERM_WHITE;
146                                         buff[0] = '\0';
147                                 }
148                                 else if (is_owner(bldg))
149                                 {
150                                         action_color = TERM_YELLOW;
151                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
152                                 }
153                                 else
154                                 {
155                                         action_color = TERM_YELLOW;
156                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
157                         }
158                         else if (bldg->action_restr[i] == 1)
159                         {
160                                 if (!is_member(bldg))
161                                 {
162                                         action_color = TERM_L_DARK;
163                                         strcpy(buff, _("(閉店)", "(closed)"));
164                                 }
165                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
166                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
167                                 {
168                                         action_color = TERM_WHITE;
169                                         buff[0] = '\0';
170                                 }
171                                 else if (is_owner(bldg))
172                                 {
173                                         action_color = TERM_YELLOW;
174                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
175                                 }
176                                 else
177                                 {
178                                         action_color = TERM_YELLOW;
179                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
180                                 }
181                         }
182                         else
183                         {
184                                 if (!is_owner(bldg))
185                                 {
186                                         action_color = TERM_L_DARK;
187                                         strcpy(buff, _("(閉店)", "(closed)"));
188                                 }
189                                 else if (bldg->member_costs[i] != 0)
190                                 {
191                                         action_color = TERM_YELLOW;
192                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
193                                 }
194                                 else
195                                 {
196                                         action_color = TERM_WHITE;
197                                         buff[0] = '\0';
198                                 }
199                         }
200
201                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
202                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
203                 }
204         }
205         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
206 }
207
208 /*!
209  * @brief 闘技場に入るコマンドの処理 / arena commands
210  * @param cmd 闘技場処理のID
211  * @return なし
212  */
213 static void arena_comm(int cmd)
214 {
215         monster_race    *r_ptr;
216         cptr            name;
217
218
219         switch (cmd)
220         {
221                 case BACT_ARENA:
222                         if (p_ptr->arena_number == MAX_ARENA_MONS)
223                         {
224                                 clear_bldg(5, 19);
225                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
226                                 prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations!  You have defeated all before you."), 7, 0);
227                                 prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
228
229                                 prt("", 10, 0);
230                                 prt("", 11, 0);
231                                 p_ptr->au += 1000000L;
232                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
233                                 msg_print(NULL);
234                                 p_ptr->arena_number++;
235                         }
236                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
237                         {
238                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
239                                 {
240                                         msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
241                                         msg_print(NULL);
242                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
243                                         {       
244                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
245                                                 msg_print(NULL);
246                                         
247                                                 p_ptr->exit_bldg = FALSE;
248                                                 reset_tim_flags();
249
250                                                 /* Save the surface floor as saved floor */
251                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
252
253                                                 p_ptr->inside_arena = TRUE;
254                                                 p_ptr->leaving = TRUE;
255                                                 leave_bldg = TRUE;
256                                         }
257                                         else
258                                         {
259                                                 msg_print(_("残念だ。", "We are disappointed."));
260                                         }
261                                 }
262                                 else
263                                 {
264                                         msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
265                                                                 "You enter the arena briefly and bask in your glory."));
266                                         msg_print(NULL);
267                                 }
268                         }
269                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
270                         {
271                                 msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
272                                                         "You don't have permission to enter with pet."));
273                                 msg_print(NULL);
274                         }
275                         else
276                         {
277                                 p_ptr->exit_bldg = FALSE;
278                                 reset_tim_flags();
279
280                                 /* Save the surface floor as saved floor */
281                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
282
283                                 p_ptr->inside_arena = TRUE;
284                                 p_ptr->leaving = TRUE;
285                                 leave_bldg = TRUE;
286                         }
287                         break;
288                 case BACT_POSTER:
289                         if (p_ptr->arena_number == MAX_ARENA_MONS)
290                                 msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
291                                                         "You are victorious. Enter the arena for the ceremony."));
292
293                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
294                         {
295                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
296                         }
297                         else
298                         {
299                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
300                                 name = (r_name + r_ptr->name);
301                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
302
303                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
304                                 p_ptr->window |= (PW_MONSTER);
305                                 window_stuff();
306
307                         }
308                         break;
309                 case BACT_ARENA_RULES:
310
311                         /* Save screen */
312                         screen_save();
313
314                         /* Peruse the arena help file */
315                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
316
317                         /* Load screen */
318                         screen_load();
319
320                         break;
321         }
322 }
323
324 /*!
325  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
326  * @param row シンボルを表示する行の上端
327  * @param col シンボルを表示する行の左端
328  * @param fruit 表示するシンボルID
329  * @return なし
330  */
331 static void display_fruit(int row, int col, int fruit)
332 {
333         switch (fruit)
334         {
335                 case 0: /* lemon */
336                         c_put_str(TERM_YELLOW, "   ####.", row, col);
337                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
338                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
339                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
340                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
341                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
342                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
343                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
344                         prt(                 _(" レモン ",
345                                                            " Lemon  "), row + 8, col);
346                         break;
347                 case 1: /* orange */
348                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
349                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
350                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
351                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
352                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
353                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
354                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
355                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
356                         prt(                 _("オレンジ",
357                                                                    " Orange "), row + 8, col);
358                         break;
359                 case 2: /* sword */
360                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
361                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
362                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
363                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
364                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
365                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
366                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
367                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
368                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
369                         break;
370                 case 3: /* shield */
371                         c_put_str(TERM_SLATE, " ###### ", row, col);
372                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
373                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
374                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
375                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
376                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
377                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
378                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
379                         prt(                _("   盾   ",
380                                                                   " Shield "), row + 8, col);
381                         break;
382                 case 4: /* plum */
383                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
384                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
385                         c_put_str(TERM_VIOLET, "########", row + 2, col);
386                         c_put_str(TERM_VIOLET, "########", row + 3, col);
387                         c_put_str(TERM_VIOLET, "########", row + 4, col);
388                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
389                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
390                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
391                         prt(                 _(" プラム ",
392                                                                    "  Plum  "), row + 8, col);
393                         break;
394                 case 5: /* cherry */
395                         c_put_str(TERM_RED, "      ##", row, col);
396                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
397                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
398                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
399                         c_put_str(TERM_RED, " ###### ", row + 4, col);
400                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
401                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
402                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
403                         prt(              _("チェリー",
404                                                                 " Cherry "), row + 8, col);
405                         break;
406         }
407 }
408
409 /*! @note
410  * kpoker no (tyuto-hannpa na)pakuri desu...
411  * joker ha shineru node haitte masen.
412  *
413  * TODO: donataka! tsukutte!
414  *  - agatta yaku no kiroku (like DQ).
415  *  - kakkoii card no e.
416  *  - sousa-sei no koujyo.
417  *  - code wo wakariyasuku.
418  *  - double up.
419  *  - Joker... -- done.
420  *
421  * 9/13/2000 --Koka
422  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
423  */
424
425 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
426 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
427 #define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
428
429 static int cards[5]; /*!< ポーカーの現在の手札ID */
430
431 /*!
432  * @brief ポーカーの山札を切る。
433  * @param deck デッキの配列
434  * @return なし
435  */
436 static void reset_deck(int deck[])
437 {
438         int i;
439         for (i = 0; i < 53; i++) deck[i] = i;
440
441         /* shuffle cards */
442         for (i = 0; i < 53; i++){
443                 int tmp1 = randint0(53 - i) + i;
444                 int tmp2 = deck[i];
445                 deck[i] = deck[tmp1];
446                 deck[tmp1] = tmp2;
447         }
448 }
449
450 /*!
451  * @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
452  * @return ジョーカーを持っているか。
453  */
454 static bool have_joker(void)
455 {
456         int i;
457
458         for (i = 0; i < 5; i++){
459           if(IS_JOKER(cards[i])) return TRUE;
460         }
461         return FALSE;
462 }
463
464 /*!
465  * @brief ポーカーの手札に該当の番号の札があるかを返す。
466  * @param num 探したいカードの番号。
467  * @return 該当の番号が手札にあるか。
468  */
469 static bool find_card_num(int num)
470 {
471         int i;
472         for (i = 0; i < 5; i++)
473                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
474         return FALSE;
475 }
476
477 /*!
478  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
479  * @return 役の判定結果
480  */
481 static bool yaku_check_flush(void)
482 {
483         int i, suit;
484         bool joker_is_used = FALSE;
485
486         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
487         for (i = 0; i < 5; i++){
488                 if (SUIT_OF(cards[i]) != suit){
489                   if(have_joker() && !joker_is_used)
490                     joker_is_used = TRUE;
491                   else
492                     return FALSE;
493                 }
494         }
495
496         return TRUE;
497 }
498
499 /*!
500  * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
501  * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
502  */
503 static int yaku_check_straight(void)
504 {
505         int i, lowest = 99;
506         bool joker_is_used = FALSE;
507         bool straight = FALSE;
508
509         /* get lowest */
510         for (i = 0; i < 5; i++)
511         {
512                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
513                         lowest = NUM_OF(cards[i]);
514         }
515         
516         /* Check Royal Straight Flush */
517         if (yaku_check_flush())
518         {
519           if( lowest == 0 ){
520                 for (i = 0; i < 4; i++)
521                 {
522                         if (!find_card_num(9 + i)){
523                                 if( have_joker() && !joker_is_used )
524                                   joker_is_used = TRUE;
525                                 else
526                                   break;
527                         }
528                 }
529                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
530           }
531           if(lowest == 9){
532                 for (i = 0; i < 3; i++)
533                 {
534                         if (!find_card_num(10 + i))
535                                 break;
536                 }
537                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
538           }
539         }
540
541         joker_is_used = FALSE;
542
543         /* Straight Only Check */
544
545         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
546                 for (i = 0; i < 4; i++)
547                 {
548                         if (!find_card_num(9 + i)) {
549                                 if (have_joker() && !joker_is_used)
550                                         joker_is_used = TRUE;
551                                 else
552                                         break; /* None */
553                         }
554                 }
555                 if(i == 4) straight = TRUE;
556         }
557
558         joker_is_used = FALSE;
559
560         for (i = 0; i < 5; i++)
561         {
562                 if(!find_card_num(lowest + i)){
563                         if( have_joker() && !joker_is_used )
564                                 joker_is_used = TRUE;
565                         else
566                                 break; /* None */
567                 }
568         }
569         if(i == 5) straight = TRUE;
570         
571         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
572         else if(straight) return 1; /* Only Straight */
573         else return 0;
574 }
575
576 /*!
577  * @brief ポーカーのペア役の状態を返す。
578  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
579  */
580 static int yaku_check_pair(void)
581 {
582         int i, i2, matching = 0;
583
584         for (i = 0; i < 5; i++)
585         {
586                 for (i2 = i+1; i2 < 5; i2++)
587                 {
588                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
589                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
590                                 matching++;
591                 }
592         }
593
594         if(have_joker()){
595           switch(matching){
596           case 0:
597             matching = 1;
598             break;
599           case 1:
600             matching = 3;
601             break;
602           case 2:
603             matching = 4;
604             break;
605           case 3:
606             matching = 6;
607             break;
608           case 6:
609             matching = 7;
610             break;
611           default:
612             /* don't reach */
613             break;
614           }
615         }
616
617         return matching;
618 }
619
620 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
621 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
622 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
623 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
624 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
625 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
626 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
627 #define ODDS_ST 4 /*!< ストレートの役倍率 */
628 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
629 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
630
631 /*!
632  * @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
633  * @return 役のID
634  */
635 static int yaku_check(void)
636 {
637         prt("                            ", 4, 3);
638
639         switch(yaku_check_straight()){
640         case 3: /* RF! */
641                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
642                 return ODDS_RF;
643         case 2: /* SF! */
644                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
645                 return ODDS_SF;
646         case 1:
647                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
648                 return ODDS_ST;
649         default:
650                 /* Not straight -- fall through */
651                 break;
652         }
653
654         if (yaku_check_flush())
655         {
656                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
657                 return ODDS_FL;
658         }
659
660         switch (yaku_check_pair())
661         {
662         case 1:
663                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
664                 return 0;
665         case 2:
666                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
667                 return ODDS_2P;
668         case 3:
669                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
670                 return ODDS_3C;
671         case 4:
672                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
673                 return ODDS_FH;
674         case 6:
675                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
676                 return ODDS_4C;
677         case 7:
678                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
679                 {
680                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
681                         return ODDS_5A;
682                 }
683                 else
684                 {
685                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
686                         return ODDS_5C;
687                 }
688         default:
689                 break;
690         }
691         return 0;
692 }
693
694 /*!
695  * @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
696  * @param hoge カーソルの現在位置
697  * @param kaeruka カードの捨てる/残すフラグ配列
698  * @return なし
699  */
700 static void display_kaeruka(int hoge, int kaeruka[])
701 {
702         int i;
703         char col = TERM_WHITE;
704         for (i = 0; i < 5; i++)
705         {
706                 if (i == hoge) col = TERM_YELLOW;
707                 else if(kaeruka[i]) col = TERM_WHITE;
708                 else col = TERM_L_BLUE;
709                 
710                 if(kaeruka[i])
711                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
712                 else
713                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
714         }
715         if (hoge > 4) col = TERM_YELLOW;
716         else col = TERM_WHITE;
717         c_put_str(col, _("決定", "Sure"), 16,  38);
718
719         /* Hilite current option */
720         if (hoge < 5) move_cursor(14, 5+hoge*16);
721         else move_cursor(16, 38);
722 }
723
724 /*!
725  * @brief ポーカーの手札を表示する。
726  * @return なし
727  */
728 static void display_cards(void)
729 {
730         int i, j;
731         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
732 #ifdef JP
733         cptr suit[4] = {"★", "●", "¶", "†"};
734         cptr card_grph[13][7] = {{"A   %s     ",
735                                   "     変     ",
736                                   "     愚     ",
737                                   "     蛮     ",
738                                   "     怒     ",
739                                   "     %s     ",
740                                   "          A"},
741                                  {"2          ",
742                                   "     %s     ",
743                                   "            ",
744                                   "            ",
745                                   "            ",
746                                   "     %s     ",
747                                   "          2"},
748                                  {"3          ",
749                                   "     %s     ",
750                                   "            ",
751                                   "     %s     ",
752                                   "            ",
753                                   "     %s     ",
754                                   "          3"},
755                                  {"4          ",
756                                   "   %s  %s   ",
757                                   "            ",
758                                   "            ",
759                                   "            ",
760                                   "   %s  %s   ",
761                                   "          4"},
762                                  {"5          ",
763                                   "   %s  %s   ",
764                                   "            ",
765                                   "     %s     ",
766                                   "            ",
767                                   "   %s  %s   ",
768                                   "          5"},
769                                  {"6          ",
770                                   "   %s  %s   ",
771                                   "            ",
772                                   "   %s  %s   ",
773                                   "            ",
774                                   "   %s  %s   ",
775                                   "          6"},
776                                  {"7          ",
777                                   "   %s  %s   ",
778                                   "     %s     ",
779                                   "   %s  %s   ",
780                                   "            ",
781                                   "   %s  %s   ",
782                                   "          7"},
783                                  {"8          ",
784                                   "   %s  %s   ",
785                                   "     %s     ",
786                                   "   %s  %s   ",
787                                   "     %s     ",
788                                   "   %s  %s   ",
789                                   "          8"},
790                                  {"9 %s  %s   ",
791                                   "            ",
792                                   "   %s  %s   ",
793                                   "     %s     ",
794                                   "   %s  %s   ",
795                                   "            ",
796                                   "   %s  %s 9"},
797                                  {"10 %s  %s   ",
798                                   "     %s     ",
799                                   "   %s  %s   ",
800                                   "            ",
801                                   "   %s  %s   ",
802                                   "     %s     ",
803                                   "   %s  %s 10"},
804                                  {"J   Λ     ",
805                                   "%s   ||     ",
806                                   "     ||     ",
807                                   "     ||     ",
808                                   "     ||     ",
809                                   "   |=亜=| %s",
810                                   "     目   J"},
811                                  {"Q ######   ",
812                                   "%s#      #  ",
813                                   "  # ++++ #  ",
814                                   "  # +==+ #  ",
815                                   "   # ++ #   ",
816                                   "    #  #  %s",
817                                   "     ##   Q"},
818                                  {"K          ",
819                                   "%s `⌒´   ",
820                                   "  γγγλ  ",
821                                   "  ο ο ι  ",
822                                   "   υ    ∂ ",
823                                   "    σ ノ %s",
824                                   "          K"}};
825         cptr joker_grph[7] = {    "            ",
826                                   "     J     ",
827                                   "     O     ",
828                                   "     K     ",
829                                   "     E     ",
830                                   "     R     ",
831                                   "            "};
832
833 #else
834
835         cptr suit[4] = {"[]", "qp", "<>", "db"};
836         cptr card_grph[13][7] = {{"A    %s     ",
837                                   "     He     ",
838                                   "     ng     ",
839                                   "     ba     ",
840                                   "     nd     ",
841                                   "     %s     ",
842                                   "           A"},
843                                  {"2           ",
844                                   "     %s     ",
845                                   "            ",
846                                   "            ",
847                                   "            ",
848                                   "     %s     ",
849                                   "           2"},
850                                  {"3           ",
851                                   "     %s     ",
852                                   "            ",
853                                   "     %s     ",
854                                   "            ",
855                                   "     %s     ",
856                                   "           3"},
857                                  {"4           ",
858                                   "   %s  %s   ",
859                                   "            ",
860                                   "            ",
861                                   "            ",
862                                   "   %s  %s   ",
863                                   "           4"},
864                                  {"5           ",
865                                   "   %s  %s   ",
866                                   "            ",
867                                   "     %s     ",
868                                   "            ",
869                                   "   %s  %s   ",
870                                   "           5"},
871                                  {"6           ",
872                                   "   %s  %s   ",
873                                   "            ",
874                                   "   %s  %s   ",
875                                   "            ",
876                                   "   %s  %s   ",
877                                   "           6"},
878                                  {"7           ",
879                                   "   %s  %s   ",
880                                   "     %s     ",
881                                   "   %s  %s   ",
882                                   "            ",
883                                   "   %s  %s   ",
884                                   "           7"},
885                                  {"8           ",
886                                   "   %s  %s   ",
887                                   "     %s     ",
888                                   "   %s  %s   ",
889                                   "     %s     ",
890                                   "   %s  %s   ",
891                                   "           8"},
892                                  {"9  %s  %s   ",
893                                   "            ",
894                                   "   %s  %s   ",
895                                   "     %s     ",
896                                   "   %s  %s   ",
897                                   "            ",
898                                   "   %s  %s  9"},
899                                  {"10 %s  %s   ",
900                                   "     %s     ",
901                                   "   %s  %s   ",
902                                   "            ",
903                                   "   %s  %s   ",
904                                   "     %s     ",
905                                   "   %s  %s 10"},
906                                  {"J    /\\     ",
907                                   "%s   ||     ",
908                                   "     ||     ",
909                                   "     ||     ",
910                                   "     ||     ",
911                                   "   |=HH=| %s",
912                                   "     ][    J"},
913                                  {"Q  ######   ",
914                                   "%s#      #  ",
915                                   "  # ++++ #  ",
916                                   "  # +==+ #  ",
917                                   "   # ++ #   ",
918                                   "    #  #  %s",
919                                   "     ##    Q"},
920                                  {"K           ",
921                                   "%s _'~~`_   ",
922                                   "   jjjjj$&  ",
923                                   "   q q uu   ",
924                                   "   c    &   ",
925                                   "    v__/  %s",
926                                   "           K"}};
927         cptr joker_grph[7] = {    "            ",
928                                   "     J      ",
929                                   "     O      ",
930                                   "     K      ",
931                                   "     E      ",
932                                   "     R      ",
933                                   "            "};
934 #endif
935
936         for (i = 0; i < 5; i++)
937         {
938                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
939         }
940
941         for (i = 0; i < 5; i++)
942         {
943                 for (j = 0; j < 7; j++)
944                 {
945                         prt(_("┃", " |"),  j+6,  i*16);
946                         if(IS_JOKER(cards[i]))
947                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
948                         else
949                                 c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]),  j+6,  2+i*16);
950                         prt(_("┃", "| "),  j+6,  i*16+14);
951                 }
952         }
953         for (i = 0; i < 5; i++)
954         {
955                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
956         }
957 }
958
959 /*!
960  * @brief ポーカーの1プレイルーチン。
961  * @return 1プレイの役の結果
962  */
963 static int do_poker(void)
964 {
965         int i, k = 2;
966         char cmd;
967         int deck[53]; /* yamafuda : 0...52 */
968         int deck_ptr = 0;
969         int kaeruka[5]; /* 0:kaenai 1:kaeru */
970
971         bool done = FALSE;
972         bool kettei = TRUE;
973         bool kakikae = TRUE;
974
975         reset_deck(deck);
976
977         for (i = 0; i < 5; i++)
978         {
979                 cards[i] = deck[deck_ptr++];
980                 kaeruka[i] = 0; /* default:nokosu */
981         }
982         
983 #if 0
984         /* debug:RF */
985         cards[0] = 12;
986         cards[1] = 0;
987         cards[2] = 9;
988         cards[3] = 11;
989         cards[4] = 10;
990 #endif
991 #if 0
992         /* debug:SF */
993         cards[0] = 3;
994         cards[1] = 2;
995         cards[2] = 4;
996         cards[3] = 6;
997         cards[4] = 5;
998 #endif
999 #if 0
1000         /* debug:Four Cards */
1001         cards[0] = 0;
1002         cards[1] = 0 + 13 * 1;
1003         cards[2] = 0 + 13 * 2;
1004         cards[3] = 0 + 13 * 3;
1005         cards[4] = 51;
1006 #endif
1007 #if 0
1008         /* debug:Straight1 */
1009         cards[0] = 1;
1010         cards[1] = 0 + 13;
1011         cards[2] = 3;
1012         cards[3] = 2 + 26;
1013         cards[4] = 4;
1014 #endif
1015 #if 0
1016         /* debug:Straight2 */
1017         cards[0] = 12;
1018         cards[1] = 0;
1019         cards[2] = 9;
1020         cards[3] = 11 + 13 * 2;
1021         cards[4] = 10;
1022 #endif
1023 #if 0
1024         /* debug:Straight3 */
1025         cards[0] = 52;
1026         cards[1] = 0;
1027         cards[2] = 9;
1028         cards[3] = 11 + 13 * 2;
1029         cards[4] = 10;
1030 #endif
1031 #if 0
1032         /* debug:Straight4 */
1033         cards[0] = 12;
1034         cards[1] = 52;
1035         cards[2] = 9;
1036         cards[3] = 11 + 13 * 2;
1037         cards[4] = 10;
1038 #endif
1039 #if 0
1040         /* debug:Straight5 */
1041         cards[0] = 4;
1042         cards[1] = 5 + 13;
1043         cards[2] = 6;
1044         cards[3] = 7 + 26;
1045         cards[4] = 3;
1046 #endif
1047 #if 0
1048         /* debug:Five Card1 */
1049         cards[0] = 4;
1050         cards[1] = 52;
1051         cards[2] = 4 + 13;
1052         cards[3] = 4 + 26;
1053         cards[4] = 4 + 39;
1054 #endif
1055 #if 0
1056         /* debug:Five Card2 */
1057         cards[1] = 52;
1058         cards[0] = 4;
1059         cards[2] = 4 + 13;
1060         cards[3] = 4 + 26;
1061         cards[4] = 4 + 39;
1062 #endif
1063 #if 0
1064         /* debug */
1065         cards[0] = 52;
1066         cards[1] = 0;
1067         cards[2] = 1;
1068         cards[3] = 2;
1069         cards[4] = 3;
1070 #endif
1071
1072         /* suteruno wo kimeru */
1073         prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
1074
1075         display_cards();
1076         yaku_check();
1077
1078         while (!done)
1079         {
1080                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1081                 kakikae = FALSE;
1082                 cmd = inkey();
1083                 switch (cmd)
1084                 {
1085                 case '6': case 'l': case 'L': case KTRL('F'):
1086                         if (!kettei) k = (k+1)%5;
1087                         else {k = 0;kettei = FALSE;}
1088                         kakikae = TRUE;
1089                         break;
1090                 case '4': case 'h': case 'H': case KTRL('B'):
1091                         if (!kettei) k = (k+4)%5;
1092                         else {k = 4;kettei = FALSE;}
1093                         kakikae = TRUE;
1094                         break;
1095                 case '2': case 'j': case 'J': case KTRL('N'):
1096                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1097                         break;
1098                 case '8': case 'k': case 'K': case KTRL('P'):
1099                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1100                         break;
1101                 case ' ': case '\r':
1102                         if (kettei) done = TRUE;
1103                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1104                         break;
1105                 default:
1106                         break;
1107                 }
1108         }
1109         
1110         prt("",0,0);
1111
1112         for (i = 0; i < 5; i++)
1113                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1114
1115         display_cards();
1116         
1117         return yaku_check();
1118 }
1119 #undef SUIT_OF
1120 #undef NUM_OF
1121 #undef IS_JOKER
1122 /* end of poker codes --Koka */
1123
1124 /*!
1125  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1126  * @param cmd プレイするゲームID
1127  * @return なし
1128  */
1129 static bool gamble_comm(int cmd)
1130 {
1131         int i;
1132         int roll1, roll2, roll3, choice, odds, win;
1133         s32b wager;
1134         s32b maxbet;
1135         s32b oldgold;
1136
1137         char out_val[160], tmp_str[80], again;
1138         cptr p;
1139
1140         screen_save();
1141
1142         if (cmd == BACT_GAMBLE_RULES)
1143         {
1144                 /* Peruse the gambling help file */
1145                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1146         }
1147         else
1148         {
1149                 /* No money */
1150                 if (p_ptr->au < 1)
1151                 {
1152                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1153                                                 "Hey! You don't have gold - get out of here!"));
1154                         msg_print(NULL);
1155                         screen_load();
1156                         return FALSE;
1157                 }
1158
1159                 clear_bldg(5, 23);
1160
1161                 maxbet = p_ptr->lev * 200;
1162
1163                 /* We can't bet more than we have */
1164                 maxbet = MIN(maxbet, p_ptr->au);
1165
1166                 /* Get the wager */
1167                 strcpy(out_val, "");
1168                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1169
1170
1171                 /*
1172                  * Use get_string() because we may need more than
1173                  * the s16b value returned by get_quantity().
1174                  */
1175                 if (get_string(tmp_str, out_val, 32))
1176                 {
1177                         /* Strip spaces */
1178                         for (p = out_val; *p == ' '; p++);
1179
1180                         /* Get the wager */
1181                         wager = atol(p);
1182
1183                         if (wager > p_ptr->au)
1184                         {
1185                                 msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
1186                                 msg_print(NULL);
1187                                 screen_load();
1188                                 return (FALSE);
1189                         }
1190                         else if (wager > maxbet)
1191                         {
1192                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1193                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1194                                 wager = maxbet;
1195                         }
1196                         else if (wager < 1)
1197                         {
1198                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1199                                 wager = 1;
1200                         }
1201                         msg_print(NULL);
1202                         win = FALSE;
1203                         odds = 0;
1204                         oldgold = p_ptr->au;
1205
1206                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1207                         prt(tmp_str, 20, 2);
1208                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1209                         prt(tmp_str, 21, 2);
1210
1211                         do
1212                         {
1213                                 p_ptr->au -= wager;
1214                                 switch (cmd)
1215                                 {
1216                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1217                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1218
1219                                         odds = 4;
1220                                         win = FALSE;
1221                                         roll1 = randint1(10);
1222                                         roll2 = randint1(10);
1223                                         choice = randint1(10);
1224                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1225
1226                                         prt(tmp_str, 8, 3);
1227                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1228
1229                                         prt(tmp_str, 11, 14);
1230                                         if (((choice > roll1) && (choice < roll2)) ||
1231                                                 ((choice < roll1) && (choice > roll2)))
1232                                                 win = TRUE;
1233                                         break;
1234                                 case BACT_CRAPS:  /* Game of Craps */
1235                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1236
1237                                         win = 3;
1238                                         odds = 2;
1239                                         roll1 = randint1(6);
1240                                         roll2 = randint1(6);
1241                                         roll3 = roll1 +  roll2;
1242                                         choice = roll3;
1243                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1244                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1245                                         prt(tmp_str, 7, 5);
1246                                         if ((roll3 == 7) || (roll3 == 11))
1247                                                 win = TRUE;
1248                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1249                                                 win = FALSE;
1250                                         else
1251                                                 do
1252                                                 {
1253                                                         msg_print(_("なにかキーを押すともう一回振ります。", "Hit any key to roll again"));
1254
1255                                                         msg_print(NULL);
1256                                                         roll1 = randint1(6);
1257                                                         roll2 = randint1(6);
1258                                                         roll3 = roll1 +  roll2;
1259                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1260                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1261                                                         prt(tmp_str, 8, 5);
1262                                                         if (roll3 == choice)
1263                                                                 win = TRUE;
1264                                                         else if (roll3 == 7)
1265                                                                 win = FALSE;
1266                                                 } while ((win != TRUE) && (win != FALSE));
1267                                         break;
1268
1269                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1270                                         win = FALSE;
1271                                         odds = 9;
1272                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1273
1274                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1275                                         prt("--------------------------------", 8, 3);
1276                                         strcpy(out_val, "");
1277                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1278
1279                                         for (p = out_val; iswspace(*p); p++);
1280                                         choice = atol(p);
1281                                         if (choice < 0)
1282                                         {
1283                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1284                                                 choice = 0;
1285                                         }
1286                                         else if (choice > 9)
1287                                         {
1288                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1289                                                 choice = 9;
1290                                         }
1291                                         msg_print(NULL);
1292                                         roll1 = randint0(10);
1293                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1294                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1295                                         prt(tmp_str, 13, 3);
1296                                         prt("", 9, 0);
1297                                         prt("*", 9, (3 * roll1 + 5));
1298                                         if (roll1 == choice)
1299                                                 win = TRUE;
1300                                         break;
1301
1302                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1303                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1304                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1305                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1306                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1307                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1308                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1309                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1310                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1311                                         
1312                                         win = FALSE;
1313                                         roll1 = randint1(21);
1314                                         for (i=6;i>0;i--)
1315                                         {
1316                                                 if ((roll1-i) < 1)
1317                                                 {
1318                                                         roll1 = 7-i;
1319                                                         break;
1320                                                 }
1321                                                 roll1 -= i;
1322                                         }
1323                                         roll2 = randint1(21);
1324                                         for (i=6;i>0;i--)
1325                                         {
1326                                                 if ((roll2-i) < 1)
1327                                                 {
1328                                                         roll2 = 7-i;
1329                                                         break;
1330                                                 }
1331                                                 roll2 -= i;
1332                                         }
1333                                         choice = randint1(21);
1334                                         for (i=6;i>0;i--)
1335                                         {
1336                                                 if ((choice-i) < 1)
1337                                                 {
1338                                                         choice = 7-i;
1339                                                         break;
1340                                                 }
1341                                                 choice -= i;
1342                                         }
1343                                         put_str("/--------------------------\\", 7, 2);
1344                                         prt("\\--------------------------/", 17, 2);
1345                                         display_fruit(8,  3, roll1 - 1);
1346                                         display_fruit(8, 12, roll2 - 1);
1347                                         display_fruit(8, 21, choice - 1);
1348                                         if ((roll1 == roll2) && (roll2 == choice))
1349                                         {
1350                                                 win = TRUE;
1351                                                 switch(roll1)
1352                                                 {
1353                                                 case 1:
1354                                                         odds = 5;break;
1355                                                 case 2:
1356                                                         odds = 10;break;
1357                                                 case 3:
1358                                                         odds = 20;break;
1359                                                 case 4:
1360                                                         odds = 50;break;
1361                                                 case 5:
1362                                                         odds = 200;break;
1363                                                 case 6:
1364                                                         odds = 1000;break;
1365                                                 }
1366                                         }
1367                                         else if ((roll1 == 1) && (roll2 == 1))
1368                                         {
1369                                                 win = TRUE;
1370                                                 odds = 2;
1371                                         }
1372                                         break;
1373                                 case BACT_POKER:
1374                                         win = FALSE;
1375                                         odds = do_poker();
1376                                         if (odds) win = TRUE;
1377                                         break;
1378                                 }
1379
1380                                 if (win)
1381                                 {
1382                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1383
1384                                         p_ptr->au += odds * wager;
1385                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1386
1387                                         prt(tmp_str, 17, 37);
1388                                 }
1389                                 else
1390                                 {
1391                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1392                                         prt("", 17, 37);
1393                                 }
1394                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1395
1396                                 prt(tmp_str, 22, 2);
1397                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1398
1399                                 move_cursor(18, 52);
1400                                 again = inkey();
1401                                 prt("", 16, 37);
1402                                 prt("", 17, 37);
1403                                 prt("", 18, 37);
1404                                 if (wager > p_ptr->au)
1405                                 {
1406                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1407                                                                 "Hey! You don't have the gold - get out of here!"));
1408                                         msg_print(NULL);
1409
1410                                         /* Get out here */
1411                                         break;
1412                                 }
1413                         } while ((again == 'y') || (again == 'Y'));
1414
1415                         prt("", 18, 37);
1416                         if (p_ptr->au >= oldgold)
1417                         {
1418                                 msg_print(_("「今回は儲けたな!でも次はこっちが勝ってやるからな、絶対に!」",
1419                                                         "You came out a winner! We'll win next time, I'm sure."));
1420                                 chg_virtue(V_CHANCE, 3);
1421                         }
1422                         else
1423                         {
1424                                 msg_print(_("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」", "You lost gold! Haha, better head home."));
1425                                 chg_virtue(V_CHANCE, -3);
1426                         }
1427                 }
1428                 msg_print(NULL);
1429         }
1430         screen_load();
1431         return (TRUE);
1432 }
1433
1434 /*!
1435  * @brief モンスター闘技場に参加できるモンスターの判定
1436  * @param r_idx モンスターID
1437  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1438  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1439  * @return 参加できるか否か
1440  */
1441 static bool vault_aux_battle(MONRACE_IDX r_idx)
1442 {
1443         int i;
1444         HIT_POINT dam = 0;
1445
1446         monster_race *r_ptr = &r_info[r_idx];
1447
1448         /* Decline town monsters */
1449 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1450
1451         /* Decline unique monsters */
1452 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1453 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1454
1455         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1456         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1457         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1458         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1459         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1460
1461         for (i = 0; i < 4; i++)
1462         {
1463                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1464                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1465         }
1466         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1467
1468         /* Okay */
1469         return (TRUE);
1470 }
1471
1472 /*!
1473  * @brief モンスター闘技場に参加するモンスターをリセットする。
1474  * @return なし
1475  */
1476 void battle_monsters(void)
1477 {
1478         int total, i;
1479         int max_dl = 0;
1480         int mon_level;
1481         int power[4];
1482         bool tekitou;
1483         bool old_inside_battle = p_ptr->inside_battle;
1484
1485         for (i = 0; i < max_d_idx; i++)
1486                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1487
1488         mon_level = randint1(MIN(max_dl, 122))+5;
1489         if (randint0(100) < 60)
1490         {
1491                 i = randint1(MIN(max_dl, 122))+5;
1492                 mon_level = MAX(i, mon_level);
1493         }
1494         if (randint0(100) < 30)
1495         {
1496                 i = randint1(MIN(max_dl, 122))+5;
1497                 mon_level = MAX(i, mon_level);
1498         }
1499
1500         while (1)
1501         {
1502                 total = 0;
1503                 tekitou = FALSE;
1504                 for(i = 0; i < 4; i++)
1505                 {
1506                         MONRACE_IDX r_idx;
1507                         int j;
1508                         while (1)
1509                         {
1510                                 get_mon_num_prep(vault_aux_battle, NULL);
1511                                 p_ptr->inside_battle = TRUE;
1512                                 r_idx = get_mon_num(mon_level);
1513                                 p_ptr->inside_battle = old_inside_battle;
1514                                 if (!r_idx) continue;
1515
1516                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1517                                 {
1518                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1519                                 }
1520
1521                                 for (j = 0; j < i; j++)
1522                                         if(r_idx == battle_mon[j]) break;
1523                                 if (j<i) continue;
1524
1525                                 break;
1526                         }
1527                         battle_mon[i] = r_idx;
1528                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1529                 }
1530
1531                 for (i=0;i<4;i++)
1532                 {
1533                         monster_race *r_ptr = &r_info[battle_mon[i]];
1534                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1535
1536                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1537                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1538                         else
1539                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1540                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1541                         if (r_ptr->speed > 110)
1542                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1543                         if (r_ptr->speed < 110)
1544                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1545                         if (num_taisei > 2)
1546                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1547                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1548                                 power[i] = power[i] * 4 / 3;
1549                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1550                                 power[i] = power[i] * 4 / 3;
1551                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1552                                 power[i] = power[i] * 11 / 10;
1553                         if (r_ptr->flags1 & RF1_RAND_25)
1554                                 power[i] = power[i] * 9 / 10;
1555                         if (r_ptr->flags1 & RF1_RAND_50)
1556                                 power[i] = power[i] * 9 / 10;
1557                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1558                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1559
1560
1561                         total += power[i];
1562                 }
1563                 for (i=0;i<4;i++)
1564                 {
1565                         power[i] = total*60/power[i];
1566                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1567                         if ((power[i] < 160) && randint0(20)) break;
1568                         if (power[i] < 101) power[i] = 100 + randint1(5);
1569                         mon_odds[i] = power[i];
1570                 }
1571                 if (i == 4) break;
1572         }
1573 }
1574
1575 /*!
1576  * @brief モンスター闘技場のメインルーチン
1577  * @return 賭けを開始したか否か
1578  */
1579 static bool kakutoujou(void)
1580 {
1581         s32b maxbet;
1582         s32b wager;
1583         char out_val[160], tmp_str[80];
1584         cptr p;
1585
1586         if ((turn - old_battle) > TURNS_PER_TICK*250)
1587         {
1588                 battle_monsters();
1589                 old_battle = turn;
1590         }
1591
1592         screen_save();
1593
1594         /* No money */
1595         if (p_ptr->au < 1)
1596         {
1597                 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", "Hey! You don't have gold - get out of here!"));
1598                 msg_print(NULL);
1599                 screen_load();
1600                 return FALSE;
1601         }
1602         else
1603         {
1604                 int i;
1605
1606                 clear_bldg(4, 10);
1607
1608                 prt(_("モンスター                                                     倍率",
1609                           "Monsters                                                       Odds"), 4, 4);
1610                 for (i=0;i<4;i++)
1611                 {
1612                         char buf[80];
1613                         monster_race *r_ptr = &r_info[battle_mon[i]];
1614
1615                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1616                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1617                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1618                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1619                         prt(buf, 5+i, 1);
1620                 }
1621                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1622                 while(1)
1623                 {
1624                         i = inkey();
1625
1626                         if (i == ESCAPE)
1627                         {
1628                                 screen_load();
1629                                 return FALSE;
1630                         }
1631                         if (i >= '1' && i <= '4')
1632                         {
1633                                 sel_monster = i-'1';
1634                                 battle_odds = mon_odds[sel_monster];
1635                                 break;
1636                         }
1637                         else bell();
1638                 }
1639
1640                 clear_bldg(4,4);
1641                 for (i=0;i<4;i++)
1642                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1643
1644                 maxbet = p_ptr->lev * 200;
1645
1646                 /* We can't bet more than we have */
1647                 maxbet = MIN(maxbet, p_ptr->au);
1648
1649                 /* Get the wager */
1650                 strcpy(out_val, "");
1651                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1652                 /*
1653                  * Use get_string() because we may need more than
1654                  * the s16b value returned by get_quantity().
1655                  */
1656                 if (get_string(tmp_str, out_val, 32))
1657                 {
1658                         /* Strip spaces */
1659                         for (p = out_val; *p == ' '; p++);
1660
1661                         /* Get the wager */
1662                         wager = atol(p);
1663
1664                         if (wager > p_ptr->au)
1665                         {
1666                                 msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
1667
1668                                 msg_print(NULL);
1669                                 screen_load();
1670                                 return (FALSE);
1671                         }
1672                         else if (wager > maxbet)
1673                         {
1674                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。", "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1675
1676                                 wager = maxbet;
1677                         }
1678                         else if (wager < 1)
1679                         {
1680                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1681                                 wager = 1;
1682                         }
1683                         msg_print(NULL);
1684                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1685                         kakekin = wager;
1686                         p_ptr->au -= wager;
1687                         reset_tim_flags();
1688
1689                         /* Save the surface floor as saved floor */
1690                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1691
1692                         p_ptr->inside_battle = TRUE;
1693                         p_ptr->leaving = TRUE;
1694
1695                         leave_bldg = TRUE;
1696                         screen_load();
1697
1698                         return (TRUE);
1699                 }
1700         }
1701         screen_load();
1702
1703         return (FALSE);
1704 }
1705
1706 /*!
1707  * @brief 本日の賞金首情報を表示する。
1708  * @return なし
1709  */
1710 static void today_target(void)
1711 {
1712         char buf[160];
1713         monster_race *r_ptr = &r_info[today_mon];
1714
1715         clear_bldg(4,18);
1716         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1717         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1718         c_put_str(TERM_YELLOW, buf, 6, 10);
1719         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1720         prt(buf, 8, 10);
1721         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1722         prt(buf, 9, 10);
1723         p_ptr->today_mon = today_mon;
1724 }
1725
1726 /*!
1727  * @brief ツチノコの賞金首情報を表示する。
1728  * @return なし
1729  */
1730 static void tsuchinoko(void)
1731 {
1732         clear_bldg(4,18);
1733         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1734         c_put_str(TERM_YELLOW, _("ターゲット:幻の珍獣「ツチノコ」", "target: the rarest animal 'Tsuchinoko'"), 6, 10);
1735         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1736         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1737         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1738 }
1739
1740 /*!
1741  * @brief 通常の賞金首情報を表示する。
1742  * @return なし
1743  */
1744 static void shoukinkubi(void)
1745 {
1746         int i;
1747         int y = 0;
1748
1749         clear_bldg(4,18);
1750         prt(_("死体を持ち帰れば報酬を差し上げます。", "Offer a prize when you bring a wanted monster's corpse"),4 ,10);
1751         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1752
1753         for (i = 0; i < MAX_KUBI; i++)
1754         {
1755                 byte color;
1756                 cptr done_mark;
1757                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1758
1759                 if (kubi_r_idx[i] > 10000)
1760                 {
1761                         color = TERM_RED;
1762                         done_mark = _("(済)", "(done)");
1763                 }
1764                 else
1765                 {
1766                         color = TERM_WHITE;
1767                         done_mark = "";
1768                 }
1769
1770                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1771
1772                 y = (y+1) % 10;
1773                 if (!y && (i < MAX_KUBI -1))
1774                 {
1775                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1776                         (void)inkey();
1777                         prt("", 0, 0);
1778                         clear_bldg(7,18);
1779                 }
1780         }
1781 }
1782
1783
1784
1785 /*!
1786  * 賞金首の報酬テーブル / List of prize object
1787  */
1788 static struct {
1789         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1790         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1791 } prize_list[MAX_KUBI] = 
1792 {
1793         {TV_POTION, SV_POTION_CURING},
1794         {TV_POTION, SV_POTION_SPEED},
1795         {TV_POTION, SV_POTION_SPEED},
1796         {TV_POTION, SV_POTION_RESISTANCE},
1797         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1798
1799         {TV_POTION, SV_POTION_HEALING},
1800         {TV_POTION, SV_POTION_RESTORE_MANA},
1801         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1802         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1803         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1804
1805         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1806         {TV_POTION, SV_POTION_STAR_HEALING},
1807         {TV_POTION, SV_POTION_STAR_HEALING},
1808         {TV_POTION, SV_POTION_NEW_LIFE},
1809         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1810
1811         {TV_POTION, SV_POTION_LIFE},
1812         {TV_POTION, SV_POTION_LIFE},
1813         {TV_POTION, SV_POTION_AUGMENTATION},
1814         {TV_POTION, SV_POTION_INVULNERABILITY},
1815         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1816 };
1817
1818 /*!
1819  * @brief 賞金首の引き換え処理 / Get prize
1820  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1821  */
1822 static bool kankin(void)
1823 {
1824         INVENTORY_IDX i;
1825         int j;
1826         bool change = FALSE;
1827         char o_name[MAX_NLEN];
1828         object_type *o_ptr;
1829
1830         /* Loop for inventory and right/left arm */
1831         for (i = 0; i <= INVEN_LARM; i++)
1832         {
1833                 o_ptr = &inventory[i];
1834
1835                 /* Living Tsuchinoko worthes $1000000 */
1836                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1837                 {
1838                         char buf[MAX_NLEN+20];
1839                         object_desc(o_name, o_ptr, 0);
1840                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1841                         if (get_check(buf))
1842                         {
1843                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1844                                 p_ptr->au += 1000000L * o_ptr->number;
1845                                 p_ptr->redraw |= (PR_GOLD);
1846                                 inven_item_increase(i, -o_ptr->number);
1847                                 inven_item_describe(i);
1848                                 inven_item_optimize(i);
1849                         }
1850                         change = TRUE;
1851                 }
1852         }
1853
1854         for (i = 0; i < INVEN_PACK; i++)
1855         {
1856                 o_ptr = &inventory[i];
1857
1858                 /* Corpse of Tsuchinoko worthes $200000 */
1859                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1860                 {
1861                         char buf[MAX_NLEN+20];
1862                         object_desc(o_name, o_ptr, 0);
1863                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1864                         if (get_check(buf))
1865                         {
1866                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1867                                 p_ptr->au += 200000L * o_ptr->number;
1868                                 p_ptr->redraw |= (PR_GOLD);
1869                                 inven_item_increase(i, -o_ptr->number);
1870                                 inven_item_describe(i);
1871                                 inven_item_optimize(i);
1872                         }
1873                         change = TRUE;
1874                 }
1875         }
1876
1877         for (i = 0; i < INVEN_PACK; i++)
1878         {
1879                 o_ptr = &inventory[i];
1880
1881                 /* Bones of Tsuchinoko worthes $100000 */
1882                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1883                 {
1884                         char buf[MAX_NLEN+20];
1885                         object_desc(o_name, o_ptr, 0);
1886                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1887                         if (get_check(buf))
1888                         {
1889                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1890                                 p_ptr->au += 100000L * o_ptr->number;
1891                                 p_ptr->redraw |= (PR_GOLD);
1892                                 inven_item_increase(i, -o_ptr->number);
1893                                 inven_item_describe(i);
1894                                 inven_item_optimize(i);
1895                         }
1896                         change = TRUE;
1897                 }
1898         }
1899
1900         for (i = 0; i < INVEN_PACK; i++)
1901         {
1902                 o_ptr = &inventory[i];
1903                 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)))
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$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1911                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1912                                 p_ptr->redraw |= (PR_GOLD);
1913                                 inven_item_increase(i, -o_ptr->number);
1914                                 inven_item_describe(i);
1915                                 inven_item_optimize(i);
1916                         }
1917                         change = TRUE;
1918                 }
1919         }
1920
1921         for (i = 0; i < INVEN_PACK; i++)
1922         {
1923                 o_ptr = &inventory[i];
1924
1925                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1926                 {
1927                         char buf[MAX_NLEN+20];
1928                         object_desc(o_name, o_ptr, 0);
1929                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1930                         if (get_check(buf))
1931                         {
1932                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1933                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1934                                 p_ptr->redraw |= (PR_GOLD);
1935                                 inven_item_increase(i, -o_ptr->number);
1936                                 inven_item_describe(i);
1937                                 inven_item_optimize(i);
1938                         }
1939                         change = TRUE;
1940                 }
1941         }
1942
1943         for (j = 0; j < MAX_KUBI; j++)
1944         {
1945                 /* Need reverse order --- Positions will be changed in the loop */
1946                 for (i = INVEN_PACK-1; i >= 0; i--)
1947                 {
1948                         o_ptr = &inventory[i];
1949                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1950                         {
1951                                 char buf[MAX_NLEN+20];
1952                                 int num, k;
1953                                 INVENTORY_IDX item_new;
1954                                 object_type forge;
1955
1956                                 object_desc(o_name, o_ptr, 0);
1957                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1958                                 if (!get_check(buf)) continue;
1959
1960 #if 0 /* Obsoleted */
1961                                 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);
1962                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1963                                 p_ptr->redraw |= (PR_GOLD);
1964                                 inven_item_increase(i, -o_ptr->number);
1965                                 inven_item_describe(i);
1966                                 inven_item_optimize(i);
1967                                 chg_virtue(V_JUSTICE, 5);
1968                                 kubi_r_idx[j] += 10000;
1969
1970                                 change = TRUE;
1971 #endif /* Obsoleted */
1972
1973                                 /* Hand it first */
1974                                 inven_item_increase(i, -o_ptr->number);
1975                                 inven_item_describe(i);
1976                                 inven_item_optimize(i);
1977
1978                                 chg_virtue(V_JUSTICE, 5);
1979                                 kubi_r_idx[j] += 10000;
1980
1981                                 /* Count number of unique corpses already handed */
1982                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1983                                 {
1984                                         if (kubi_r_idx[k] >= 10000) num++;
1985                                 }
1986                                 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" : ""));
1987
1988                                 /* Prepare to make a prize */
1989                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1990                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1991
1992                                 /* Identify it fully */
1993                                 object_aware(&forge);
1994                                 object_known(&forge);
1995
1996                                 /*
1997                                  * Hand it --- Assume there is an empty slot.
1998                                  * Since a corpse is handed at first,
1999                                  * there is at least one empty slot.
2000                                  */
2001                                 item_new = inven_carry(&forge);
2002
2003                                 /* Describe the object */
2004                                 object_desc(o_name, &forge, 0);
2005                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
2006
2007                                 /* Auto-inscription */
2008                                 autopick_alter_item(item_new, FALSE);
2009
2010                                 /* Handle stuff */
2011                                 handle_stuff();
2012
2013                                 change = TRUE;
2014                         }
2015                 }
2016         }
2017
2018         if (!change)
2019         {
2020                 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."));
2021                 msg_print(NULL);
2022                 return FALSE;
2023         }
2024         return TRUE;
2025 }
2026
2027 /*!
2028  * @brief 悪夢の元凶となるモンスターかどうかを返す。
2029  * @param r_idx 判定対象となるモンスターのID
2030  * @return 悪夢の元凶となり得るか否か。
2031  */
2032 bool get_nightmare(MONRACE_IDX r_idx)
2033 {
2034         monster_race *r_ptr = &r_info[r_idx];
2035
2036         /* Require eldritch horrors */
2037         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
2038
2039         /* Require high level */
2040         if (r_ptr->level <= p_ptr->lev) return (FALSE);
2041
2042         /* Accept this monster */
2043         return (TRUE);
2044 }
2045
2046 /*!
2047  * @brief 宿屋の利用サブルーチン
2048  * @details inn commands\n
2049  * Note that resting for the night was a perfect way to avoid player\n
2050  * ghosts in the town *if* you could only make it to the inn in time (-:\n
2051  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
2052  * will not be that useful.  I will keep it in the hopes the player\n
2053  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
2054  * Resting at night is also a quick way to restock stores -KMW-\n
2055  * @param cmd 宿屋の利用施設ID
2056  * @return 施設の利用が実際に行われたか否か。
2057  */
2058 static bool inn_comm(int cmd)
2059 {
2060         switch (cmd)
2061         {
2062                 case BACT_FOOD: /* Buy food & drink */
2063                         if (p_ptr->food >= PY_FOOD_FULL)
2064                         {
2065                                 msg_print(_("今は満腹だ。", "You are full now."));
2066                                 return FALSE;
2067                         }
2068                         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."));
2069                         (void)set_food(PY_FOOD_MAX - 1);
2070                         break;
2071
2072                 case BACT_REST: /* Rest for the night */
2073                         if ((p_ptr->poisoned) || (p_ptr->cut))
2074                         {
2075                                 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."));
2076                                 msg_print(NULL);
2077                                 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."));
2078                         }
2079                         else
2080                         {
2081                                 s32b oldturn = turn;
2082                                 int prev_day, prev_hour, prev_min;
2083
2084                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2085                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2086                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2087                                 else
2088                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2089                                 
2090                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2091                                 if (dungeon_turn < dungeon_turn_limit)
2092                                 {
2093                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2094                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2095                                 }
2096
2097                                 prevent_turn_overflow();
2098
2099                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2100                                 p_ptr->chp = p_ptr->mhp;
2101
2102                                 if (ironman_nightmare)
2103                                 {
2104                                         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."));
2105
2106                                         /* Have some nightmares */
2107                                         while(1)
2108                                         {
2109                                                 sanity_blast(NULL, FALSE);
2110                                                 if (!one_in_(3)) break;
2111                                         }
2112
2113                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2114                                         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."));
2115                                 }
2116                                 else
2117                                 {
2118                                         set_blind(0);
2119                                         set_confused(0);
2120                                         p_ptr->stun = 0;
2121                                         p_ptr->chp = p_ptr->mhp;
2122                                         p_ptr->csp = p_ptr->msp;
2123                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2124                                         {
2125                                                 int i;
2126                                                 for (i = 0; i < 72; i++)
2127                                                 {
2128                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2129                                                 }
2130                                                 for (; i < 108; i++)
2131                                                 {
2132                                                         p_ptr->magic_num1[i] = 0;
2133                                                 }
2134                                         }
2135
2136                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2137                                         {
2138                                                 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."));
2139                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2140                                         }
2141                                         else
2142                                         {
2143                                                 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."));
2144                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2145                                         }
2146                                 }
2147                         }
2148                         break;
2149
2150                 case BACT_RUMORS: /* Listen for rumors */
2151                         {
2152                                 display_rumor(TRUE);
2153                                 break;
2154                         }
2155         }
2156
2157         return (TRUE);
2158 }
2159
2160
2161 /*!
2162  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2163  * @param questnum クエストのID
2164  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2165  * @return なし
2166  */
2167 static void get_questinfo(IDX questnum, bool do_init)
2168 {
2169         int     i;
2170         IDX     old_quest;
2171         char    tmp_str[80];
2172
2173         /* Clear the text */
2174         for (i = 0; i < 10; i++)
2175         {
2176                 quest_text[i][0] = '\0';
2177         }
2178
2179         quest_text_line = 0;
2180
2181         /* Set the quest number temporary */
2182         old_quest = p_ptr->inside_quest;
2183         p_ptr->inside_quest = questnum;
2184
2185         /* Get the quest text */
2186         init_flags = INIT_SHOW_TEXT;
2187         if (do_init) init_flags |= INIT_ASSIGN;
2188
2189         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2190
2191         /* Reset the old quest number */
2192         p_ptr->inside_quest = old_quest;
2193
2194         /* Print the quest info */
2195         sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
2196
2197         prt(tmp_str, 5, 0);
2198
2199         prt(quest[questnum].name, 7, 0);
2200
2201         for (i = 0; i < 10; i++)
2202         {
2203                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2204         }
2205 }
2206
2207 /*!
2208  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2209  * @return なし
2210  */
2211 static void castle_quest(void)
2212 {
2213         IDX q_index = 0;
2214         monster_race    *r_ptr;
2215         quest_type      *q_ptr;
2216         cptr            name;
2217
2218
2219         clear_bldg(4, 18);
2220
2221         /* Current quest of the building */
2222         q_index = cave[p_ptr->y][p_ptr->x].special;
2223
2224         /* Is there a quest available at the building? */
2225         if (!q_index)
2226         {
2227                 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);
2228                 return;
2229         }
2230
2231         q_ptr = &quest[q_index];
2232
2233         /* Quest is completed */
2234         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2235         {
2236                 /* Rewarded quest */
2237                 q_ptr->status = QUEST_STATUS_REWARDED;
2238
2239                 get_questinfo(q_index, FALSE);
2240
2241                 reinit_wilderness = TRUE;
2242         }
2243         /* Failed quest */
2244         else if (q_ptr->status == QUEST_STATUS_FAILED)
2245         {
2246                 get_questinfo(q_index, FALSE);
2247
2248                 /* Mark quest as done (but failed) */
2249                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2250
2251                 reinit_wilderness = TRUE;
2252         }
2253         /* Quest is still unfinished */
2254         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2255         {
2256                 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);
2257                 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);
2258                 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);
2259         }
2260         /* No quest yet */
2261         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2262         {
2263                 q_ptr->status = QUEST_STATUS_TAKEN;
2264
2265                 reinit_wilderness = TRUE;
2266
2267                 /* Assign a new quest */
2268                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2269                 {
2270                         if (q_ptr->r_idx == 0)
2271                         {
2272                                 /* Random monster at least 5 - 10 levels out of deep */
2273                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2274                         }
2275
2276                         r_ptr = &r_info[q_ptr->r_idx];
2277
2278                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2279                         {
2280                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2281                                 r_ptr = &r_info[q_ptr->r_idx];
2282                         }
2283
2284                         if (q_ptr->max_num == 0)
2285                         {
2286                                 /* Random monster number */
2287                                 if (randint1(10) > 7)
2288                                         q_ptr->max_num = 1;
2289                                 else
2290                                         q_ptr->max_num = randint1(3) + 1;
2291                         }
2292
2293                         q_ptr->cur_num = 0;
2294                         name = (r_name + r_ptr->name);
2295                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2296                 }
2297                 else
2298                 {
2299                         get_questinfo(q_index, TRUE);
2300                 }
2301         }
2302 }
2303
2304
2305 /*!
2306  * @brief 町に関するヘルプを表示する / Display town history
2307  * @return なし
2308  */
2309 static void town_history(void)
2310 {
2311         /* Save screen */
2312         screen_save();
2313
2314         /* Peruse the building help file */
2315         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2316
2317         /* Load screen */
2318         screen_load();
2319 }
2320
2321 /*!
2322  * @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
2323  * @param plus_ammo 矢弾のダメージ修正
2324  * @param plus_bow 弓のダメージ修正
2325  * @return ダメージ期待値
2326  * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
2327  */
2328 HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
2329 {
2330         HIT_POINT i;
2331         object_type *j_ptr =  &inventory[INVEN_BOW];
2332         
2333         /* Extract "shot" power */
2334         i = p_ptr->to_h_b + plus_ammo;
2335         
2336         if (p_ptr->tval_ammo == TV_BOLT)
2337                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2338         else
2339                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2340
2341         /* Snipers can shot more critically with crossbows */
2342         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2343         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2344         
2345         /* Good bow makes more critical */
2346         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2347         
2348         if (i < 0) i = 0;
2349         
2350         return i;
2351 }
2352
2353 /*!
2354  * @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
2355  * @param weight 武器の重量
2356  * @param plus_ammo 矢弾のダメージ修正
2357  * @param plus_bow 弓のダメージ修正
2358  * @param dam 基本ダメージ量
2359  * @return ダメージ期待値
2360  */
2361 HIT_POINT calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow,  HIT_POINT dam)
2362 {
2363         u32b num;
2364         int i, k, crit;
2365         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2366         
2367         k = 0;
2368         num = 0;
2369         
2370         crit = MIN(500, 900/weight);
2371         num += dam * 3 /2 * crit;
2372         k = crit;
2373         
2374         crit = MIN(500, 1350/weight);
2375         crit -= k;
2376         num += dam * 2 * crit;
2377         k += crit;
2378         
2379         if(k < 500)
2380         {
2381                 crit = 500 - k;
2382                 num += dam * 3 * crit;
2383         }
2384         
2385         num /= 500;
2386         
2387         num *= i;
2388         num += (10000 - i) * dam;
2389         num /= 10000;
2390         
2391         return num;
2392 }
2393
2394 /*!
2395  * @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
2396  * @param weight 武器の重量
2397  * @param plus 武器のダメージ修正
2398  * @param dam 基本ダメージ
2399  * @param meichuu 命中値
2400  * @param dokubari 毒針処理か否か
2401  * @return ダメージ期待値
2402  */
2403 HIT_POINT calc_expect_crit(int weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
2404 {
2405         u32b k, num;
2406         int i;
2407         
2408         if(dokubari) return dam;
2409         
2410         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2411         if (i < 0) i = 0;
2412         
2413         k = weight;
2414         num = 0;
2415         
2416         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2417         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2418         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2419         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2420         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2421         
2422         num /= 650;
2423         if(p_ptr->pclass == CLASS_NINJA)
2424         {
2425                 num *= i;
2426                 num += (4444 - i) * dam;
2427                 num /= 4444;
2428         }
2429         else
2430         {
2431                 num *= i;
2432                 num += (5000 - i) * dam;
2433                 num /= 5000;
2434         }
2435         
2436         return num;
2437 }
2438
2439 /*!
2440  * @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
2441  * @param dam 基本ダメージ
2442  * @param mult スレイ倍率(掛け算部分)
2443  * @param div スレイ倍率(割り算部分)
2444  * @param force 理力特別計算フラグ
2445  * @return ダメージ期待値
2446  */
2447 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2448 {
2449         int tmp;
2450         if(force)
2451         {
2452                 tmp = dam * 60;
2453                 tmp *= mult * 3;
2454                 tmp /= div * 2;
2455                 tmp += dam * 60 * 2;
2456                 tmp /= 60;
2457         }
2458         else
2459         {
2460                 tmp = dam * 60;
2461                 tmp *= mult; 
2462                 tmp /= div;
2463                 tmp /= 60;
2464         }
2465         return tmp;
2466 }
2467
2468 /*!
2469  * @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)
2470  * @param dam 基本ダメージ
2471  * @param mult スレイ倍率(掛け算部分)
2472  * @param div スレイ倍率(割り算部分)
2473  * @param force 理力特別計算フラグ
2474  * @param weight 重量
2475  * @param plus 武器ダメージ修正
2476  * @param meichuu 命中値
2477  * @param dokubari 毒針処理か否か
2478  * @param vorpal_mult 切れ味倍率(掛け算部分)
2479  * @param vorpal_div 切れ味倍率(割り算部分)
2480  * @return ダメージ期待値
2481  */
2482 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)
2483 {
2484         dam = calc_slaydam(dam, mult, div, force);
2485         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2486         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2487         return dam;
2488 }
2489
2490
2491 /*!
2492  * @brief 武器の各条件毎のダメージ期待値を表示する。
2493  * @param r 表示行
2494  * @param c 表示列
2495  * @param mindice ダイス部分最小値
2496  * @param maxdice ダイス部分最大値
2497  * @param blows 攻撃回数
2498  * @param dam_bonus ダメージ修正値
2499  * @param attr 条件内容
2500  * @param color 条件内容の表示色
2501  * @details
2502  * Display the damage figure of an object\n
2503  * (used by compare_weapon_aux)\n
2504  * \n
2505  * Only accurate for the current weapon, because it includes\n
2506  * the current +dam of the player.\n
2507  * @return なし
2508  */
2509 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2510 {
2511         char tmp_str[80];
2512         int mindam, maxdam;
2513         
2514         mindam = blows * (mindice + dam_bonus);
2515         maxdam = blows * (maxdice + dam_bonus);
2516
2517         /* Print the intro text */
2518         c_put_str(color, attr, r, c);
2519
2520         /* Calculate the min and max damage figures */
2521         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2522         
2523         /* Print the damage */
2524         put_str(tmp_str, r, c + 8);
2525 }
2526
2527
2528 /*!
2529  * @brief 武器一つ毎のダメージ情報を表示する。
2530  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2531  * @param col 表示する行の上端
2532  * @param r 表示する列の左端
2533  * @details
2534  * Show the damage figures for the various monster types\n
2535  * \n
2536  * Only accurate for the current weapon, because it includes\n
2537  * the current number of blows for the player.\n
2538  * @return なし
2539  */
2540 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2541 {
2542         u32b flgs[TR_FLAG_SIZE];
2543         int blow = p_ptr->num_blow[0];
2544         bool force = FALSE;
2545         bool dokubari = FALSE;
2546         
2547         /* Effective dices */
2548         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2549         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2550         
2551         int mindice = eff_dd;
2552         int maxdice = eff_ds * eff_dd;
2553         int mindam = 0;
2554         int maxdam = 0;
2555         int vorpal_mult = 1;
2556         int vorpal_div = 1;
2557         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2558         
2559
2560         /* Get the flags of the weapon */
2561         object_flags(o_ptr, flgs);
2562         
2563         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2564         
2565         
2566         /* Show Critical Damage*/
2567         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2568         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2569         
2570         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2571
2572         
2573         /* Vorpal Hit*/
2574         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2575         {
2576                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2577                 {
2578                         vorpal_mult = 5;
2579                         vorpal_div = 3;
2580                 }
2581                 else
2582                 {
2583                         vorpal_mult = 11;
2584                         vorpal_div = 9;
2585                 }
2586                 
2587                 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);
2588                 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);         
2589                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2590         }       
2591         
2592         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2593         {
2594                 force = TRUE;
2595                 
2596                 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);
2597                 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);
2598                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2599         }
2600                 
2601         /* Print the relevant lines */
2602         if (have_flag(flgs, TR_KILL_ANIMAL))
2603         {
2604                 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);
2605                 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);         
2606                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2607         }
2608         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2609         {
2610                 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);
2611                 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);
2612                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2613         }
2614         if (have_flag(flgs, TR_KILL_EVIL))
2615         {       
2616                 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);
2617                 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);
2618                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2619         }
2620         else if (have_flag(flgs, TR_SLAY_EVIL))
2621         {       
2622                 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);
2623                 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);         
2624                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2625         }
2626         if (have_flag(flgs, TR_KILL_HUMAN))
2627         {       
2628                 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);
2629                 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);
2630                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2631         }
2632         else if (have_flag(flgs, TR_SLAY_HUMAN))
2633         {       
2634                 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);
2635                 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);
2636                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2637         }
2638         if (have_flag(flgs, TR_KILL_UNDEAD))
2639         {
2640                 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);
2641                 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);
2642                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2643         }
2644         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2645         {
2646                 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);
2647                 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);
2648                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2649         }
2650         if (have_flag(flgs, TR_KILL_DEMON))
2651         {       
2652                 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);
2653                 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);
2654                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2655         }
2656         else if (have_flag(flgs, TR_SLAY_DEMON))
2657         {       
2658                 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);
2659                 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);
2660                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2661         }
2662         if (have_flag(flgs, TR_KILL_ORC))
2663         {
2664                 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);
2665                 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);
2666                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2667         }
2668         else if (have_flag(flgs, TR_SLAY_ORC))
2669         {
2670                 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);
2671                 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);
2672                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2673         }
2674         if (have_flag(flgs, TR_KILL_TROLL))
2675         {
2676                 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);
2677                 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);
2678                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2679         }
2680         else if (have_flag(flgs, TR_SLAY_TROLL))
2681         {
2682                 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);
2683                 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);
2684                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2685         }
2686         if (have_flag(flgs, TR_KILL_GIANT))
2687         {
2688                 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);
2689                 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);
2690                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2691         }
2692         else if (have_flag(flgs, TR_SLAY_GIANT))
2693         {
2694                 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);
2695                 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);
2696                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2697         }
2698         if (have_flag(flgs, TR_KILL_DRAGON))
2699         {
2700                 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);
2701                 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);
2702                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2703         }
2704         else if (have_flag(flgs, TR_SLAY_DRAGON))
2705         {               
2706                 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);
2707                 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);
2708                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2709         }
2710         if (have_flag(flgs, TR_BRAND_ACID))
2711         {
2712                 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);
2713                 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);
2714                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2715         }
2716         if (have_flag(flgs, TR_BRAND_ELEC))
2717         {
2718                 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);
2719                 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);
2720                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2721         }
2722         if (have_flag(flgs, TR_BRAND_FIRE))
2723         {
2724                 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);
2725                 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);
2726                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2727         }
2728         if (have_flag(flgs, TR_BRAND_COLD))
2729         {
2730                 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);
2731                 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);
2732                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2733         }
2734         if (have_flag(flgs, TR_BRAND_POIS))
2735         {
2736                 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);
2737                 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);
2738                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2739         }
2740 }
2741
2742 /*!
2743  * @brief モンスターへの命中率の計算
2744  * @param to_h 命中値
2745  * @param ac 敵AC
2746  * @return 命中確率
2747  */
2748 static PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
2749 {
2750         PERCENTAGE chance = 0;
2751         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2752
2753         if (meichuu <= 0) return 5;
2754
2755         chance = 100 - ((ac * 75) / meichuu);
2756
2757         if (chance > 95) chance = 95;
2758         if (chance < 5) chance = 5;
2759         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2760                 chance = (chance * 19 + 9) / 20;
2761         return chance;
2762 }
2763
2764 /*!
2765  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2766  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2767  * @param row 表示する列の左端
2768  * @param col 表示する行の上端
2769  * @details
2770  * Displays all info about a weapon
2771  *
2772  * Only accurate for the current weapon, because it includes
2773  * various info about the player's +to_dam and number of blows.
2774  * @return なし
2775  */
2776 static void list_weapon(object_type *o_ptr, TERM_POSITION row, TERM_POSITION col)
2777 {
2778         char o_name[MAX_NLEN];
2779         char tmp_str[80];
2780
2781         /* Effective dices */
2782         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2783         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2784
2785         /* Print the weapon name */
2786         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2787         c_put_str(TERM_YELLOW, o_name, row, col);
2788
2789         /* Print the player's number of blows */
2790         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2791         put_str(tmp_str, row+1, col);
2792
2793         /* Print to_hit and to_dam of the weapon */
2794         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2795         put_str(tmp_str, row+2, col);
2796
2797         /* Print the weapons base damage dice */
2798         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2799                                 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2800                                 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2801         put_str(tmp_str, row+3, col);
2802         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2803
2804         /* Damage for one blow (if it hits) */
2805         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2806             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2807                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2808         put_str(tmp_str, row+6, col+1);
2809
2810         /* Damage for the complete attack (if all blows hit) */
2811         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2812                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2813                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2814         put_str(tmp_str, row+7, col+1);
2815 }
2816
2817 /*!
2818  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2819  * @details 
2820  * Copies the weapons to compare into the weapon-slot and\n
2821  * compares the values for both weapons.\n
2822  * 武器1つだけで比較をしないなら費用は半額になる。
2823  * @param bcost 基本鑑定費用
2824  * @return 最終的にかかった費用
2825  */
2826 static PRICE compare_weapons(PRICE bcost)
2827 {
2828         int i, n;
2829         OBJECT_IDX item, item2;
2830         object_type *o_ptr[2];
2831         object_type orig_weapon;
2832         object_type *i_ptr;
2833         cptr q, s;
2834         TERM_POSITION row = 2;
2835         TERM_POSITION wid = 38, mgn = 2;
2836         bool old_character_xtra = character_xtra;
2837         char ch;
2838         PRICE total = 0;
2839         PRICE cost = 0; /* First time no price */
2840
2841         /* Save the screen */
2842         screen_save();
2843
2844         /* Clear the screen */
2845         clear_bldg(0, 22);
2846
2847         /* Store copy of original wielded weapon */
2848         i_ptr = &inventory[INVEN_RARM];
2849         object_copy(&orig_weapon, i_ptr);
2850
2851         /* Only compare melee weapons */
2852         item_tester_no_ryoute = TRUE;
2853         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2854
2855         /* Get the first weapon */
2856         q = _("第一の武器は?", "What is your first weapon? ");
2857         s = _("比べるものがありません。", "You have nothing to compare.");
2858
2859         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2860         {
2861                 screen_load();
2862                 return (0);
2863         }
2864
2865         /* Get the item (in the pack) */
2866         o_ptr[0] = &inventory[item];
2867         n = 1;
2868         total = bcost;
2869
2870         while (TRUE)
2871         {
2872                 /* Clear the screen */
2873                 clear_bldg(0, 22);
2874
2875                 /* Only compare melee weapons */
2876                 item_tester_no_ryoute = TRUE;
2877                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2878
2879                 /* Hack -- prevent "icky" message */
2880                 character_xtra = TRUE;
2881
2882                 /* Diaplay selected weapon's infomation */
2883                 for (i = 0; i < n; i++)
2884                 {
2885                         int col = (wid * i + mgn);
2886
2887                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2888                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2889
2890                         /* Get the new values */
2891                         calc_bonuses();
2892
2893                         /* List the new values */
2894                         list_weapon(o_ptr[i], row, col);
2895                         compare_weapon_aux(o_ptr[i], col, row + 8);
2896
2897                         /* Copy back the original weapon into the weapon slot */
2898                         object_copy(i_ptr, &orig_weapon);
2899                 }
2900
2901                 /* Reset the values for the old weapon */
2902                 calc_bonuses();
2903
2904                 character_xtra = old_character_xtra;
2905
2906 #ifdef JP
2907                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2908                 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);
2909                 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);
2910 #else
2911                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2912                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2913                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2914 #endif
2915
2916                 flush();
2917                 ch = inkey();
2918
2919                 if (ch == 's')
2920                 {
2921                         if (total + cost > p_ptr->au)
2922                         {
2923                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2924                                 msg_print(NULL);
2925                                 continue;
2926                         }
2927
2928                         q = _("第二の武器は?", "What is your second weapon? ");
2929                         s = _("比べるものがありません。", "You have nothing to compare.");
2930
2931                         /* Get the second weapon */
2932                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2933
2934                         total += cost;
2935                         cost = bcost / 2;
2936
2937                         /* Get the item (in the pack) */
2938                         o_ptr[1] = &inventory[item2];
2939                         n = 2;
2940                 }
2941                 else
2942                 {
2943                         break;
2944                 }
2945         }
2946
2947         /* Restore the screen */
2948         screen_load();
2949
2950         /* Done */
2951         return (total);
2952 }
2953
2954
2955 /*!
2956  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2957  * @details 
2958  * Calculate and display the dodge-rate and the protection-rate
2959  * based on AC
2960  * @param iAC プレイヤーのAC。
2961  * @return 常にTRUEを返す。
2962  */
2963 static bool eval_ac(ARMOUR_CLASS iAC)
2964 {
2965 #ifdef JP
2966         const char memo[] =
2967                 "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"
2968                 "何パーセント軽減するかを示します。\n"
2969                 "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"
2970                 "に対してのみ効果があります。\n \n"
2971                 "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"
2972                 "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"
2973                 "敵のレベルとあなたのACによって決定されます。\n \n"
2974                 "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"
2975                 "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";
2976 #else
2977         const char memo[] =
2978                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2979                 "Note that the Protection rate is effective only against normal "
2980                 "'attack' and 'shatter' type melee attacks, "
2981                 "and has no effect against any other types such as 'poison'.\n \n"
2982                 "'Dodge Rate' indicates the success rate on dodging the "
2983                 "monster's melee attacks.  "
2984                 "It is depend on the level of the monster and your AC.\n \n"
2985                 "'Average Damage' indicates the expected amount of damage "
2986                 "when you are attacked by normal melee attacks with power=100.";
2987 #endif
2988
2989         int protection;
2990         TERM_POSITION col, row = 2;
2991         DEPTH lvl;
2992         char buf[80*20], *t;
2993
2994         /* AC lower than zero has no effect */
2995         if (iAC < 0) iAC = 0;
2996
2997         /* ダメージ軽減率を計算 */
2998         protection = 100 * MIN(iAC, 150) / 250;
2999
3000         screen_save();
3001         clear_bldg(0, 22);
3002
3003 #ifdef JP
3004         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
3005         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
3006         row++;
3007
3008         put_str("敵のレベル      :", row + 0, 0);
3009         put_str("回避率          :", row + 1, 0);
3010         put_str("ダメージ期待値  :", row + 2, 0);
3011 #else
3012         put_str(format("Your current AC : %3d", iAC), row++, 0);
3013         put_str(format("Protection rate : %3d%%", protection), row++, 0);
3014         row++;
3015
3016         put_str("Level of Monster:", row + 0, 0);
3017         put_str("Dodge Rate      :", row + 1, 0);
3018         put_str("Average Damage  :", row + 2, 0);
3019 #endif
3020     
3021         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
3022         {
3023                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3024                 int dodge;   /* 回避率(%) */
3025                 int average; /* ダメージ期待値 */
3026
3027                 put_str(format("%3d", lvl), row + 0, col);
3028
3029                 /* 回避率を計算 */
3030                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3031                 put_str(format("%3d%%", dodge), row + 1, col);
3032
3033                 /* 100点の攻撃に対してのダメージ期待値を計算 */
3034                 average = (100 - dodge) * (100 - protection) / 100;
3035                 put_str(format("%3d", average), row + 2, col);
3036         }
3037
3038         /* Display note */
3039         roff_to_buf(memo, 70, buf, sizeof(buf));
3040         for (t = buf; t[0]; t += strlen(t) + 1)
3041                 put_str(t, (row++) + 4, 4);
3042
3043 #ifdef JP
3044         prt("現在のあなたの装備からすると、あなたの防御力は"
3045                    "これくらいです:", 0, 0);
3046 #else
3047         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3048 #endif
3049   
3050         flush();
3051         (void)inkey();
3052         screen_load();
3053
3054         /* Done */
3055         return (TRUE);
3056 }
3057
3058
3059
3060 /*!
3061  * @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。
3062  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3063  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3064  * @return 修復対象になるならTRUEを返す。
3065  */
3066 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3067 {
3068         int i, n = 0;
3069         int cand[TR_FLAG_MAX];
3070         u32b to_flgs[TR_FLAG_SIZE];
3071         u32b from_flgs[TR_FLAG_SIZE];
3072
3073         object_flags(to_ptr, to_flgs);
3074         object_flags(from_ptr, from_flgs);
3075
3076         for (i = 0; i < TR_FLAG_MAX; i++)
3077         {
3078                 switch (i)
3079                 {
3080                 case TR_IGNORE_ACID:
3081                 case TR_IGNORE_ELEC:
3082                 case TR_IGNORE_FIRE:
3083                 case TR_IGNORE_COLD:
3084                 case TR_ACTIVATE:
3085                 case TR_RIDING:
3086                 case TR_THROW:
3087                 case TR_SHOW_MODS:
3088                 case TR_HIDE_TYPE:
3089                 case TR_ES_ATTACK:
3090                 case TR_ES_AC:
3091                 case TR_FULL_NAME:
3092                 case TR_FIXED_FLAVOR:
3093                         break;
3094                 default:
3095                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3096                         {
3097                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3098                         }
3099                 }
3100         }
3101
3102         if (n > 0)
3103         {
3104                 int bmax;
3105                 int tr_idx = cand[randint0(n)];
3106                 add_flag(to_ptr->art_flags, tr_idx);
3107                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3108                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3109                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3110                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3111         }
3112
3113         return;
3114 }
3115
3116 /*!
3117  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3118  * @param bcost 基本鑑定費用
3119  * @return 実際にかかった費用
3120  */
3121 static int repair_broken_weapon_aux(int bcost)
3122 {
3123         s32b cost;
3124         OBJECT_IDX item, mater;
3125         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3126         object_kind *k_ptr;
3127         int i, dd_bonus, ds_bonus;
3128         IDX k_idx;
3129         char basenm[MAX_NLEN];
3130         cptr q, s; /* For get_item prompt */
3131         int row = 7;
3132
3133         /* Clear screen */
3134         clear_bldg(0, 22);
3135
3136         /* Notice */
3137         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);
3138         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);
3139
3140         /* Get an item */
3141         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3142         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3143
3144         /* Only forge broken weapons */
3145         item_tester_hook = item_tester_hook_broken_weapon;
3146
3147         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3148
3149         /* Get the item (in the pack) */
3150         o_ptr = &inventory[item];
3151
3152         /* It is worthless */
3153         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3154         {
3155                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3156                 return (0);
3157         }
3158
3159         /* They are too many */
3160         if (o_ptr->number > 1)
3161         {
3162                 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!"));
3163                 return (0);
3164         }
3165
3166         /* Display item name */
3167         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3168         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3169
3170         /* Get an item */
3171         q = _("材料となる武器は?", "Which weapon for material? ");
3172         s = _("材料となる武器がありません。", "You have no material to repair.");
3173
3174         /* Only forge broken weapons */
3175         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
3176
3177         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3178         if (mater == item)
3179         {
3180                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3181                 return (0);
3182         }
3183
3184         /* Get the item (in the pack) */
3185         mo_ptr = &inventory[mater];
3186
3187         /* Display item name */
3188         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3189         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3190
3191         /* Get the value of one of the items (except curses) */
3192         cost = bcost + object_value_real(o_ptr) * 2;
3193
3194         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);
3195
3196         /* Check if the player has enough money */
3197         if (p_ptr->au < cost)
3198         {
3199                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3200                 msg_format(_("%sを修復するだけのゴールドがありません!",
3201                         "You do not have the gold to repair %s!"), basenm);
3202                 msg_print(NULL);
3203                 return (0);
3204         }
3205
3206         if (o_ptr->sval == SV_BROKEN_DAGGER)
3207         {
3208                 IDX j;
3209                 int n = 1;
3210
3211                 /* Suppress compiler warning */
3212                 k_idx = 0;
3213
3214                 for (j = 1; j < max_k_idx; j++)
3215                 {
3216                         object_kind *k_aux_ptr = &k_info[j];
3217
3218                         if (k_aux_ptr->tval != TV_SWORD) continue;
3219                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3220                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3221                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3222                         if (k_aux_ptr->weight > 99) continue;
3223
3224                         if (one_in_(n)) 
3225                         {
3226                                 k_idx = j;
3227                                 n++;
3228                         }
3229                 }
3230         }
3231         else /* TV_BROKEN_SWORD */
3232         {
3233                 /* Repair to a sword or sometimes material's type weapon */
3234                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3235
3236                 while(1)
3237                 {
3238                         object_kind *ck_ptr;
3239
3240                         k_idx = lookup_kind(tval, SV_ANY);
3241                         ck_ptr = &k_info[k_idx];
3242
3243                         if (tval == TV_SWORD)
3244                         {
3245                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3246                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3247                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3248                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3249                         }
3250                         if (tval == TV_POLEARM)
3251                         {
3252                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3253                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3254                         }
3255                         if (tval == TV_HAFTED)
3256                         {
3257                                 if ((ck_ptr->sval == SV_GROND) ||
3258                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3259                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3260                         }
3261
3262                         break;
3263                 }
3264         }
3265
3266         /* Calculate dice bonuses */
3267         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3268         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3269         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3270         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3271
3272         /* Change base object */
3273         k_ptr = &k_info[k_idx];
3274         o_ptr->k_idx = k_idx;
3275         o_ptr->weight = k_ptr->weight;
3276         o_ptr->tval = k_ptr->tval;
3277         o_ptr->sval = k_ptr->sval;
3278         o_ptr->dd = k_ptr->dd;
3279         o_ptr->ds = k_ptr->ds;
3280
3281         /* Copy base object's ability */
3282         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3283         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3284         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3285
3286         /* Dice up */
3287         if (dd_bonus > 0)
3288         {
3289                 o_ptr->dd++;
3290                 for (i = 1; i < dd_bonus; i++)
3291                 {
3292                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3293                 }
3294         }
3295         if (ds_bonus > 0)
3296         {
3297                 o_ptr->ds++;
3298                 for (i = 1; i < ds_bonus; i++)
3299                 {
3300                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3301                 }
3302         }
3303
3304         /* */
3305         if (have_flag(k_ptr->flags, TR_BLOWS))
3306         {
3307                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3308                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3309         }
3310
3311         /* Add one random ability from material weapon */
3312         give_one_ability_of_object(o_ptr, mo_ptr);
3313
3314         /* Add to-dam, to-hit and to-ac from material weapon */
3315         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3316         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3317         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3318
3319         if ((o_ptr->name1 == ART_NARSIL) ||
3320                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3321                 (object_is_ego(o_ptr) && one_in_(7)))
3322         {
3323                 /* Forge it */
3324                 if (object_is_ego(o_ptr))
3325                 {
3326                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3327                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3328                 }
3329
3330                 /* Add one random ability from material weapon */
3331                 give_one_ability_of_object(o_ptr, mo_ptr);
3332
3333                 /* Add one random activation */
3334                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3335
3336                 /* Narsil */
3337                 if (o_ptr->name1 == ART_NARSIL)
3338                 {
3339                         one_high_resistance(o_ptr);
3340                         one_ability(o_ptr);
3341                 }
3342
3343                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3344         }
3345
3346         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3347 #ifdef JP
3348         msg_format("$%dで%sに修復しました。", cost, basenm);
3349 #else
3350         msg_format("Repaired into %s for %d gold.", basenm, cost);
3351 #endif
3352         msg_print(NULL);
3353
3354         /* Remove BROKEN flag */
3355         o_ptr->ident &= ~(IDENT_BROKEN);
3356
3357         /* Add repaired flag */
3358         o_ptr->discount = 99;
3359
3360         /* Decrease material object */
3361         inven_item_increase(mater, -1);
3362         inven_item_optimize(mater);
3363
3364         /* Copyback */
3365         p_ptr->update |= PU_BONUS;
3366         handle_stuff();
3367
3368         /* Something happened */
3369         return (cost);
3370 }
3371
3372 /*!
3373  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3374  * @param bcost 基本鑑定費用
3375  * @return 実際にかかった費用
3376  */
3377 static int repair_broken_weapon(PRICE bcost)
3378 {
3379         PRICE cost;
3380         screen_save();
3381         cost = repair_broken_weapon_aux(bcost);
3382         screen_load();
3383         return cost;
3384 }
3385
3386
3387 /*!
3388  * @brief アイテムの強化を行う。 / Enchant item
3389  * @param cost 1回毎の費用
3390  * @param to_hit 命中をアップさせる量
3391  * @param to_dam ダメージをアップさせる量
3392  * @param to_ac ACをアップさせる量
3393  * @return 実際に行ったらTRUE
3394  */
3395 static bool enchant_item(PRICE cost, int to_hit, int to_dam, int to_ac)
3396 {
3397         int         i;
3398         OBJECT_IDX  item;
3399         bool        okay = FALSE;
3400         object_type *o_ptr;
3401         cptr        q, s;
3402         int         maxenchant = (p_ptr->lev / 5);
3403         char        tmp_str[MAX_NLEN];
3404
3405         clear_bldg(4, 18);
3406 #ifdef JP
3407         prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3408         prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3409 #else
3410         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3411         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3412 #endif
3413
3414         item_tester_no_ryoute = TRUE;
3415
3416         /* Get an item */
3417         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3418         s = _("改良できるものがありません。", "You have nothing to improve.");
3419
3420         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3421
3422         /* Get the item (in the pack) */
3423         o_ptr = &inventory[item];
3424
3425         /* Check if the player has enough money */
3426         if (p_ptr->au < (cost * o_ptr->number))
3427         {
3428                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3429                 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);
3430                 return (FALSE);
3431         }
3432
3433         /* Enchant to hit */
3434         for (i = 0; i < to_hit; i++)
3435         {
3436                 if (o_ptr->to_h < maxenchant)
3437                 {
3438                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3439                         {
3440                                 okay = TRUE;
3441                                 break;
3442                         }
3443                 }
3444         }
3445
3446         /* Enchant to damage */
3447         for (i = 0; i < to_dam; i++)
3448         {
3449                 if (o_ptr->to_d < maxenchant)
3450                 {
3451                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3452                         {
3453                                 okay = TRUE;
3454                                 break;
3455                         }
3456                 }
3457         }
3458
3459         /* Enchant to AC */
3460         for (i = 0; i < to_ac; i++)
3461         {
3462                 if (o_ptr->to_a < maxenchant)
3463                 {
3464                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3465                         {
3466                                 okay = TRUE;
3467                                 break;
3468                         }
3469                 }
3470         }
3471
3472         /* Failure */
3473         if (!okay)
3474         {
3475                 /* Flush */
3476                 if (flush_failure) flush();
3477
3478                 /* Message */
3479                 msg_print(_("改良に失敗した。", "The improvement failed."));
3480
3481                 return (FALSE);
3482         }
3483         else
3484         {
3485                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3486 #ifdef JP
3487                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3488 #else
3489                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3490 #endif
3491
3492                 /* Charge the money */
3493                 p_ptr->au -= (cost * o_ptr->number);
3494
3495                 if (item >= INVEN_RARM) calc_android_exp();
3496
3497                 /* Something happened */
3498                 return (TRUE);
3499         }
3500 }
3501
3502
3503 /*!
3504  * @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
3505  * @details
3506  * The player can select the number of charges to add\n
3507  * (up to a limit), and the recharge never fails.\n
3508  *\n
3509  * The cost for rods depends on the level of the rod. The prices\n
3510  * for recharging wands and staves are dependent on the cost of\n
3511  * the base-item.\n
3512  * @return なし
3513  */
3514 static void building_recharge(void)
3515 {
3516         OBJECT_IDX  item;
3517         DEPTH       lev;
3518         object_type *o_ptr;
3519         object_kind *k_ptr;
3520         cptr        q, s;
3521         PRICE       price;
3522         PARAMETER_VALUE charges;
3523         int         max_charges;
3524         char        tmp_str[MAX_NLEN];
3525
3526         msg_flag = FALSE;
3527
3528         /* Display some info */
3529         clear_bldg(4, 18);
3530         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);
3531
3532
3533         /* Only accept legal items */
3534         item_tester_hook = item_tester_hook_recharge;
3535
3536         /* Get an item */
3537         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3538         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3539         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3540
3541         /* Get the item (in the pack) */
3542         if (item >= 0)
3543         {
3544                 o_ptr = &inventory[item];
3545         }
3546
3547         /* Get the item (on the floor) */
3548         else
3549         {
3550                 o_ptr = &o_list[0 - item];
3551         }
3552
3553         k_ptr = &k_info[o_ptr->k_idx];
3554
3555         /*
3556          * We don't want to give the player free info about
3557          * the level of the item or the number of charges.
3558          */
3559         /* The item must be "known" */
3560         if (!object_is_known(o_ptr))
3561         {
3562                 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!"));
3563                 msg_print(NULL);
3564
3565                 if ((p_ptr->au >= 50) &&
3566                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3567
3568                 {
3569                         /* Pay the price */
3570                         p_ptr->au -= 50;
3571
3572                         /* Identify it */
3573                         identify_item(o_ptr);
3574
3575                         /* Description */
3576                         object_desc(tmp_str, o_ptr, 0);
3577                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3578
3579                         /* Auto-inscription */
3580                         autopick_alter_item(item, FALSE);
3581
3582                         /* Update the gold display */
3583                         building_prt_gold();
3584                 }
3585                 else
3586                 {
3587                         return;
3588                 }
3589         }
3590
3591         /* Extract the object "level" */
3592         lev = k_info[o_ptr->k_idx].level;
3593
3594         /* Price for a rod */
3595         if (o_ptr->tval == TV_ROD)
3596         {
3597                 if (o_ptr->timeout > 0)
3598                 {
3599                         /* Fully recharge */
3600                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3601                 }
3602                 else
3603                 {
3604                         /* No recharge necessary */
3605                         price = 0;
3606                         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."));
3607                         return;
3608                 }
3609         }
3610         else if (o_ptr->tval == TV_STAFF)
3611         {
3612                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3613                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3614
3615                 /* Pay at least 10 gold per charge */
3616                 price = MAX(10, price);
3617         }
3618         else
3619         {
3620                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3621                 price = (k_info[o_ptr->k_idx].cost / 10);
3622
3623                 /* Pay at least 10 gold per charge */
3624                 price = MAX(10, price);
3625         }
3626
3627         /* Limit the number of charges for wands and staffs */
3628         if (o_ptr->tval == TV_WAND
3629                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3630         {
3631                 if (o_ptr->number > 1)
3632                 {
3633                         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."));
3634                 }
3635                 else
3636                 {
3637                         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."));
3638                 }
3639                 return;
3640         }
3641         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3642         {
3643                 if (o_ptr->number > 1)
3644                 {
3645                         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."));
3646                 }
3647                 else
3648                 {
3649                         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."));
3650                 }
3651                 return;
3652         }
3653
3654         /* Check if the player has enough money */
3655         if (p_ptr->au < price)
3656         {
3657                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3658 #ifdef JP
3659                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3660 #else
3661                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3662 #endif
3663
3664                 return;
3665         }
3666
3667         if (o_ptr->tval == TV_ROD)
3668         {
3669 #ifdef JP
3670 if (get_check(format("そのロッドを$%d で再充填しますか?",
3671  price)))
3672 #else
3673                 if (get_check(format("Recharge the %s for %d gold? ",
3674                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3675 #endif
3676
3677                 {
3678                         /* Recharge fully */
3679                         o_ptr->timeout = 0;
3680                 }
3681                 else
3682                 {
3683                         return;
3684                 }
3685         }
3686         else
3687         {
3688                 if (o_ptr->tval == TV_STAFF)
3689                         max_charges = k_ptr->pval - o_ptr->pval;
3690                 else
3691                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3692
3693                 /* Get the quantity for staves and wands */
3694                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3695                                         MIN(p_ptr->au / price, max_charges));
3696
3697                 /* Do nothing */
3698                 if (charges < 1) return;
3699
3700                 /* Get the new price */
3701                 price *= charges;
3702
3703                 /* Recharge */
3704                 o_ptr->pval += charges;
3705
3706                 /* We no longer think the item is empty */
3707                 o_ptr->ident &= ~(IDENT_EMPTY);
3708         }
3709
3710         /* Give feedback */
3711         object_desc(tmp_str, o_ptr, 0);
3712 #ifdef JP
3713         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3714 #else
3715         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3716 #endif
3717
3718         /* Combine / Reorder the pack (later) */
3719         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3720
3721         /* Window stuff */
3722         p_ptr->window |= (PW_INVEN);
3723
3724         /* Pay the price */
3725         p_ptr->au -= price;
3726
3727         /* Finished */
3728         return;
3729 }
3730
3731
3732 /*!
3733  * @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
3734  * @details
3735  * The player can select the number of charges to add\n
3736  * (up to a limit), and the recharge never fails.\n
3737  *\n
3738  * The cost for rods depends on the level of the rod. The prices\n
3739  * for recharging wands and staves are dependent on the cost of\n
3740  * the base-item.\n
3741  * @return なし
3742  */
3743 static void building_recharge_all(void)
3744 {
3745         INVENTORY_IDX i;
3746         DEPTH lev;
3747         object_type *o_ptr;
3748         object_kind *k_ptr;
3749         PRICE price = 0;
3750         PRICE total_cost = 0;
3751
3752
3753         /* Display some info */
3754         msg_flag = FALSE;
3755         clear_bldg(4, 18);
3756         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);
3757
3758         /* Calculate cost */
3759         for ( i = 0; i < INVEN_PACK; i++)
3760         {
3761                 o_ptr = &inventory[i];
3762                                 
3763                 /* skip non magic device */
3764                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3765
3766                 /* need identified */
3767                 if (!object_is_known(o_ptr)) total_cost += 50;
3768
3769                 /* Extract the object "level" */
3770                 lev = k_info[o_ptr->k_idx].level;
3771
3772                 k_ptr = &k_info[o_ptr->k_idx];
3773
3774                 switch (o_ptr->tval)
3775                 {
3776                 case TV_ROD:
3777                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3778                         break;
3779
3780                 case TV_STAFF:
3781                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3782                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3783
3784                         /* Pay at least 10 gold per charge */
3785                         price = MAX(10, price);
3786
3787                         /* Fully charge */
3788                         price = (k_ptr->pval - o_ptr->pval) * price;
3789                         break;
3790
3791                 case TV_WAND:
3792                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3793                         price = (k_info[o_ptr->k_idx].cost / 10);
3794
3795                         /* Pay at least 10 gold per charge */
3796                         price = MAX(10, price);
3797
3798                         /* Fully charge */
3799                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3800                         break;
3801                 }
3802
3803                 /* if price <= 0 then item have enough charge */
3804                 if (price > 0) total_cost += price;
3805         }
3806
3807         if (!total_cost)
3808         {
3809                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3810                 msg_print(NULL);
3811                 return;
3812         }
3813
3814         /* Check if the player has enough money */
3815         if (p_ptr->au < total_cost)
3816         {
3817                 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 );
3818                 msg_print(NULL);
3819                 return;
3820         }
3821         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3822         
3823         for (i = 0; i < INVEN_PACK; i++)
3824         {
3825                 o_ptr = &inventory[i];
3826                 k_ptr = &k_info[o_ptr->k_idx];
3827
3828                 /* skip non magic device */
3829                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3830
3831                 /* Identify it */
3832                 if (!object_is_known(o_ptr))
3833                 {
3834                         identify_item(o_ptr);
3835
3836                         /* Auto-inscription */
3837                         autopick_alter_item(i, FALSE);
3838                 }
3839
3840                 /* Recharge */
3841                 switch (o_ptr->tval)
3842                 {
3843                 case TV_ROD:
3844                         o_ptr->timeout = 0;
3845                         break;
3846                 case TV_STAFF:
3847                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3848                         /* We no longer think the item is empty */
3849                         o_ptr->ident &= ~(IDENT_EMPTY);
3850                         break;
3851                 case TV_WAND:
3852                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3853                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3854                         /* We no longer think the item is empty */
3855                         o_ptr->ident &= ~(IDENT_EMPTY);
3856                         break;
3857                 }
3858         }
3859
3860         /* Give feedback */
3861         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3862         msg_print(NULL);
3863
3864         /* Combine / Reorder the pack (later) */
3865         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3866
3867         /* Window stuff */
3868         p_ptr->window |= (PW_INVEN);
3869
3870         /* Pay the price */
3871         p_ptr->au -= total_cost;
3872
3873         /* Finished */
3874         return;
3875 }
3876
3877 /*!
3878  * @brief 町間のテレポートを行うメインルーチン。
3879  * @return テレポート処理を決定したか否か
3880  */
3881 bool tele_town(void)
3882 {
3883         int i, x, y;
3884         int num = 0;
3885
3886         if (dun_level)
3887         {
3888                 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!"));
3889                 return FALSE;
3890         }
3891
3892         if (p_ptr->inside_arena || p_ptr->inside_battle)
3893         {
3894                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3895                 return FALSE;
3896         }
3897
3898         screen_save();
3899         clear_bldg(4, 10);
3900
3901         for (i = 1; i < max_towns; i++)
3902         {
3903                 char buf[80];
3904
3905                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3906
3907                 sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
3908                 prt(buf, 5 + i, 5);
3909                 num++;
3910         }
3911
3912         if (!num)
3913         {
3914                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3915                 msg_print(NULL);
3916                 screen_load();
3917                 return FALSE;
3918         }
3919
3920         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3921         while(1)
3922         {
3923                 i = inkey();
3924
3925                 if (i == ESCAPE)
3926                 {
3927                         screen_load();
3928                         return FALSE;
3929                 }
3930                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3931                 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;
3932                 break;
3933         }
3934
3935         for (y = 0; y < max_wild_y; y++)
3936         {
3937                 for (x = 0; x < max_wild_x; x++)
3938                 {
3939                         if(wilderness[y][x].town == (i-'a'+1))
3940                         {
3941                                 p_ptr->wilderness_y = y;
3942                                 p_ptr->wilderness_x = x;
3943                         }
3944                 }
3945         }
3946
3947         p_ptr->leaving = TRUE;
3948         leave_bldg = TRUE;
3949         p_ptr->teleport_town = TRUE;
3950         screen_load();
3951         return TRUE;
3952 }
3953
3954 /*!
3955  * @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-
3956  * @return 常にTRUEを返す。
3957  * @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。
3958  */
3959 static bool research_mon(void)
3960 {
3961         IDX i;
3962         int n;
3963         MONRACE_IDX r_idx;
3964         char sym, query;
3965         char buf[128];
3966         bool notpicked;
3967         bool recall = FALSE;
3968         u16b why = 0;
3969         MONSTER_IDX *who;
3970
3971         /* XTRA HACK WHATSEARCH */
3972         bool    all = FALSE;
3973         bool    uniq = FALSE;
3974         bool    norm = FALSE;
3975         char temp[80] = "";
3976
3977         /* XTRA HACK REMEMBER_IDX */
3978         static int old_sym = '\0';
3979         static IDX old_i = 0;
3980
3981
3982         /* Save the screen */
3983         screen_save();
3984
3985         /* Get a character, or abort */
3986         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):",
3987                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3988
3989         {
3990                 /* Restore */
3991                 screen_load();
3992
3993                 return (FALSE);
3994         }
3995
3996         /* Find that character info, and describe it */
3997         for (i = 0; ident_info[i]; ++i)
3998         {
3999                 if (sym == ident_info[i][0]) break;
4000         }
4001
4002                 /* XTRA HACK WHATSEARCH */
4003         if (sym == KTRL('A'))
4004         {
4005                 all = TRUE;
4006                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4007         }
4008         else if (sym == KTRL('U'))
4009         {
4010                 all = uniq = TRUE;
4011                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4012         }
4013         else if (sym == KTRL('N'))
4014         {
4015                 all = norm = TRUE;
4016                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4017         }
4018         else if (sym == KTRL('M'))
4019         {
4020                 all = TRUE;
4021                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4022                 {
4023                         temp[0]=0;
4024
4025                         /* Restore */
4026                         screen_load();
4027
4028                         return FALSE;
4029                 }
4030                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4031         }
4032         else if (ident_info[i])
4033         {
4034                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4035         }
4036         else
4037         {
4038                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4039         }
4040
4041         /* Display the result */
4042         prt(buf, 16, 10);
4043
4044
4045         /* Allocate the "who" array */
4046         C_MAKE(who, max_r_idx, IDX);
4047
4048         /* Collect matching monsters */
4049         for (n = 0, i = 1; i < max_r_idx; i++)
4050         {
4051                 monster_race *r_ptr = &r_info[i];
4052
4053                 /* Empty monster */
4054                 if (!r_ptr->name) continue;
4055
4056                 /* XTRA HACK WHATSEARCH */
4057                 /* Require non-unique monsters if needed */
4058                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4059
4060                 /* Require unique monsters if needed */
4061                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4062
4063                 /* 名前検索 */
4064                 if (temp[0])
4065                 {
4066                         int xx;
4067                         char temp2[80];
4068
4069                         for (xx = 0; temp[xx] && xx < 80; xx++)
4070                         {
4071 #ifdef JP
4072                                 if (iskanji(temp[xx]))
4073                                 {
4074                                         xx++;
4075                                         continue;
4076                                 }
4077 #endif
4078                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
4079                         }
4080   
4081 #ifdef JP
4082                         strcpy(temp2, r_name + r_ptr->E_name);
4083 #else
4084                         strcpy(temp2, r_name + r_ptr->name);
4085 #endif
4086                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4087                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
4088
4089 #ifdef JP
4090                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4091 #else
4092                         if (my_strstr(temp2, temp))
4093 #endif
4094                                 who[n++] = i;
4095                 }
4096                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4097         }
4098
4099         /* Nothing to recall */
4100         if (!n)
4101         {
4102                 /* Free the "who" array */
4103                 C_KILL(who, max_r_idx, IDX);
4104
4105                 /* Restore */
4106                 screen_load();
4107
4108                 return (FALSE);
4109         }
4110
4111         /* Sort by level */
4112         why = 2;
4113         query = 'y';
4114
4115         /* Sort if needed */
4116         if (why)
4117         {
4118                 /* Select the sort method */
4119                 ang_sort_comp = ang_sort_comp_hook;
4120                 ang_sort_swap = ang_sort_swap_hook;
4121
4122                 /* Sort the array */
4123                 ang_sort(who, &why, n);
4124         }
4125
4126
4127         /* Start at the end */
4128         /* XTRA HACK REMEMBER_IDX */
4129         if (old_sym == sym && old_i < n) i = old_i;
4130         else i = n - 1;
4131
4132         notpicked = TRUE;
4133
4134         /* Scan the monster memory */
4135         while (notpicked)
4136         {
4137                 /* Extract a race */
4138                 r_idx = who[i];
4139
4140                 /* Hack -- Begin the prompt */
4141                 roff_top(r_idx);
4142
4143                 /* Hack -- Complete the prompt */
4144                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4145
4146                 /* Interact */
4147                 while (1)
4148                 {
4149                         /* Recall */
4150                         if (recall)
4151                         {
4152                                 /*** Recall on screen ***/
4153
4154                                 /* Get maximal info about this monster */
4155                                 lore_do_probe(r_idx);
4156
4157                                 /* Save this monster ID */
4158                                 monster_race_track(r_idx);
4159
4160                                 /* Hack -- Handle stuff */
4161                                 handle_stuff();
4162
4163                                 /* know every thing mode */
4164                                 screen_roff(r_idx, 0x01);
4165                                 notpicked = FALSE;
4166
4167                                 /* XTRA HACK REMEMBER_IDX */
4168                                 old_sym = sym;
4169                                 old_i = i;
4170                         }
4171
4172                         /* Command */
4173                         query = inkey();
4174
4175                         /* Normal commands */
4176                         if (query != 'r') break;
4177
4178                         /* Toggle recall */
4179                         recall = !recall;
4180                 }
4181
4182                 /* Stop scanning */
4183                 if (query == ESCAPE) break;
4184
4185                 /* Move to "prev" monster */
4186                 if (query == '-')
4187                 {
4188                         if (++i == n)
4189                         {
4190                                 i = 0;
4191                                 if (!expand_list) break;
4192                         }
4193                 }
4194
4195                 /* Move to "next" monster */
4196                 else
4197                 {
4198                         if (i-- == 0)
4199                         {
4200                                 i = n - 1;
4201                                 if (!expand_list) break;
4202                         }
4203                 }
4204         }
4205
4206
4207         /* Re-display the identity */
4208         /* prt(buf, 5, 5);*/
4209
4210         /* Free the "who" array */
4211         C_KILL(who, max_r_idx, IDX);
4212
4213         /* Restore */
4214         screen_load();
4215
4216         return (!notpicked);
4217 }
4218
4219
4220 /*!
4221  * @brief 施設の処理実行メインルーチン / Execute a building command
4222  * @param bldg 施設構造体の参照ポインタ
4223  * @param i 実行したい施設のサービステーブルの添字
4224  * @return なし
4225  */
4226 static void bldg_process_command(building_type *bldg, int i)
4227 {
4228         BACT_IDX bact = bldg->actions[i];
4229         PRICE bcost;
4230         bool paid = FALSE;
4231         int amt;
4232
4233         /* Flush messages XXX XXX XXX */
4234         msg_flag = FALSE;
4235         msg_print(NULL);
4236
4237         if (is_owner(bldg))
4238                 bcost = bldg->member_costs[i];
4239         else
4240                 bcost = bldg->other_costs[i];
4241
4242         /* action restrictions */
4243         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4244             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4245         {
4246                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4247                 return;
4248         }
4249
4250         /* check gold (HACK - Recharge uses variable costs) */
4251         if ((bact != BACT_RECHARGE) &&
4252             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4253              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4254         {
4255                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4256                 return;
4257         }
4258
4259         switch (bact)
4260         {
4261         case BACT_NOTHING:
4262                 /* Do nothing */
4263                 break;
4264         case BACT_RESEARCH_ITEM:
4265                 paid = identify_fully(FALSE);
4266                 break;
4267         case BACT_TOWN_HISTORY:
4268                 town_history();
4269                 break;
4270         case BACT_RACE_LEGENDS:
4271                 race_legends();
4272                 break;
4273         case BACT_QUEST:
4274                 castle_quest();
4275                 break;
4276         case BACT_KING_LEGENDS:
4277         case BACT_ARENA_LEGENDS:
4278         case BACT_LEGENDS:
4279                 show_highclass();
4280                 break;
4281         case BACT_POSTER:
4282         case BACT_ARENA_RULES:
4283         case BACT_ARENA:
4284                 arena_comm(bact);
4285                 break;
4286         case BACT_IN_BETWEEN:
4287         case BACT_CRAPS:
4288         case BACT_SPIN_WHEEL:
4289         case BACT_DICE_SLOTS:
4290         case BACT_GAMBLE_RULES:
4291         case BACT_POKER:
4292                 gamble_comm(bact);
4293                 break;
4294         case BACT_REST:
4295         case BACT_RUMORS:
4296         case BACT_FOOD:
4297                 paid = inn_comm(bact);
4298                 break;
4299         case BACT_RESEARCH_MONSTER:
4300                 paid = research_mon();
4301                 break;
4302         case BACT_COMPARE_WEAPONS:
4303                 paid = TRUE;
4304                 bcost = compare_weapons(bcost);
4305                 break;
4306         case BACT_ENCHANT_WEAPON:
4307                 item_tester_hook = object_allow_enchant_melee_weapon;
4308                 enchant_item(bcost, 1, 1, 0);
4309                 break;
4310         case BACT_ENCHANT_ARMOR:
4311                 item_tester_hook = object_is_armour;
4312                 enchant_item(bcost, 0, 0, 1);
4313                 break;
4314         case BACT_RECHARGE:
4315                 building_recharge();
4316                 break;
4317         case BACT_RECHARGE_ALL:
4318                 building_recharge_all();
4319                 break;
4320         case BACT_IDENTS: /* needs work */
4321                 if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
4322                 identify_pack();
4323                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4324                 paid = TRUE;
4325                 break;
4326         case BACT_IDENT_ONE: /* needs work */
4327                 paid = ident_spell(FALSE);
4328                 break;
4329         case BACT_LEARN:
4330                 do_cmd_study();
4331                 break;
4332         case BACT_HEALING: /* needs work */
4333                 paid = cure_critical_wounds(200);
4334                 break;
4335         case BACT_RESTORE: /* needs work */
4336                 paid = restore_all_status();
4337                 break;
4338         case BACT_ENCHANT_ARROWS:
4339                 item_tester_hook = item_tester_hook_ammo;
4340                 enchant_item(bcost, 1, 1, 0);
4341                 break;
4342         case BACT_ENCHANT_BOW:
4343                 item_tester_tval = TV_BOW;
4344                 enchant_item(bcost, 1, 1, 0);
4345                 break;
4346         case BACT_RECALL:
4347                 if (recall_player(1)) paid = TRUE;
4348                 break;
4349         case BACT_TELEPORT_LEVEL:
4350         {
4351                 IDX select_dungeon;
4352                 DEPTH max_depth;
4353
4354                 clear_bldg(4, 20);
4355                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4356                 show_building(bldg);
4357                 if (!select_dungeon) return;
4358
4359                 max_depth = d_info[select_dungeon].maxdepth;
4360
4361                 /* Limit depth in Angband */
4362                 if (select_dungeon == DUNGEON_ANGBAND)
4363                 {
4364                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4365                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4366                 }
4367                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4368                                                         d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
4369
4370                 if (amt > 0)
4371                 {
4372                         p_ptr->word_recall = 1;
4373                         p_ptr->recall_dungeon = select_dungeon;
4374                         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));
4375                         if (record_maxdepth)
4376                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4377                                 
4378                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4379
4380                         paid = TRUE;
4381                         p_ptr->redraw |= (PR_STATUS);
4382                 }
4383                 break;
4384         }
4385         case BACT_LOSE_MUTATION:
4386                 if (p_ptr->muta1 || p_ptr->muta2 ||
4387                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4388                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4389                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4390                 {
4391                         while(!lose_mutation(0));
4392                         paid = TRUE;
4393                 }
4394                 else
4395                 {
4396                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4397                         msg_print(NULL);
4398                 }
4399                 break;
4400         case BACT_BATTLE:
4401                 kakutoujou();
4402                 break;
4403         case BACT_TSUCHINOKO:
4404                 tsuchinoko();
4405                 break;
4406         case BACT_KUBI:
4407                 shoukinkubi();
4408                 break;
4409         case BACT_TARGET:
4410                 today_target();
4411                 break;
4412         case BACT_KANKIN:
4413                 kankin();
4414                 break;
4415         case BACT_HEIKOUKA:
4416                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4417                 set_virtue(V_COMPASSION, 0);
4418                 set_virtue(V_HONOUR, 0);
4419                 set_virtue(V_JUSTICE, 0);
4420                 set_virtue(V_SACRIFICE, 0);
4421                 set_virtue(V_KNOWLEDGE, 0);
4422                 set_virtue(V_FAITH, 0);
4423                 set_virtue(V_ENLIGHTEN, 0);
4424                 set_virtue(V_ENCHANT, 0);
4425                 set_virtue(V_CHANCE, 0);
4426                 set_virtue(V_NATURE, 0);
4427                 set_virtue(V_HARMONY, 0);
4428                 set_virtue(V_VITALITY, 0);
4429                 set_virtue(V_UNLIFE, 0);
4430                 set_virtue(V_PATIENCE, 0);
4431                 set_virtue(V_TEMPERANCE, 0);
4432                 set_virtue(V_DILIGENCE, 0);
4433                 set_virtue(V_VALOUR, 0);
4434                 set_virtue(V_INDIVIDUALISM, 0);
4435                 get_virtues();
4436                 paid = TRUE;
4437                 break;
4438         case BACT_TELE_TOWN:
4439                 paid = tele_town();
4440                 break;
4441         case BACT_EVAL_AC:
4442                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4443                 break;
4444         case BACT_BROKEN_WEAPON:
4445                 paid = TRUE;
4446                 bcost = repair_broken_weapon(bcost);
4447                 break;
4448         }
4449
4450         if (paid)
4451         {
4452                 p_ptr->au -= bcost;
4453         }
4454 }
4455
4456 /*!
4457  * @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
4458  * @return なし
4459  */
4460 void do_cmd_quest(void)
4461 {
4462         p_ptr->energy_use = 100;
4463
4464         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4465         {
4466                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4467                 return;
4468         }
4469         else
4470         {
4471                 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."));
4472                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4473                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4474                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4475
4476                 /* Player enters a new quest */
4477                 p_ptr->oldpy = 0;
4478                 p_ptr->oldpx = 0;
4479
4480                 leave_quest_check();
4481
4482                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4483                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4484
4485                 p_ptr->leaving = TRUE;
4486         }
4487 }
4488
4489
4490 /*!
4491  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4492  * @return なし
4493  */
4494 void do_cmd_bldg(void)
4495 {
4496         int             i, which;
4497         char            command;
4498         bool            validcmd;
4499         building_type   *bldg;
4500
4501
4502         p_ptr->energy_use = 100;
4503
4504         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4505         {
4506                 msg_print(_("ここには建物はない。", "You see no building here."));
4507                 return;
4508         }
4509
4510         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4511
4512         bldg = &building[which];
4513
4514         /* Don't re-init the wilderness */
4515         reinit_wilderness = FALSE;
4516
4517         if ((which == 2) && (p_ptr->arena_number < 0))
4518         {
4519                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4520                 return;
4521         }
4522         else if ((which == 2) && p_ptr->inside_arena)
4523         {
4524                 if (!p_ptr->exit_bldg && m_cnt > 0)
4525                 {
4526                         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);
4527                 }
4528                 else
4529                 {
4530                         /* Don't save the arena as saved floor */
4531                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4532
4533                         p_ptr->inside_arena = FALSE;
4534                         p_ptr->leaving = TRUE;
4535
4536                         /* Re-enter the arena */
4537                         command_new = SPECIAL_KEY_BUILDING;
4538
4539                         /* No energy needed to re-enter the arena */
4540                         p_ptr->energy_use = 0;
4541                 }
4542
4543                 return;
4544         }
4545         else if (p_ptr->inside_battle)
4546         {
4547                 /* Don't save the arena as saved floor */
4548                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4549
4550                 p_ptr->leaving = TRUE;
4551                 p_ptr->inside_battle = FALSE;
4552
4553                 /* Re-enter the monster arena */
4554                 command_new = SPECIAL_KEY_BUILDING;
4555
4556                 /* No energy needed to re-enter the arena */
4557                 p_ptr->energy_use = 0;
4558
4559                 return;
4560         }
4561         else
4562         {
4563                 p_ptr->oldpy = p_ptr->y;
4564                 p_ptr->oldpx = p_ptr->x;
4565         }
4566
4567         /* Forget the lite */
4568         forget_lite();
4569
4570         /* Forget the view */
4571         forget_view();
4572
4573         /* Hack -- Increase "icky" depth */
4574         character_icky++;
4575
4576         command_arg = 0;
4577         command_rep = 0;
4578         command_new = 0;
4579
4580         show_building(bldg);
4581         leave_bldg = FALSE;
4582
4583         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4584
4585         while (!leave_bldg)
4586         {
4587                 validcmd = FALSE;
4588                 prt("", 1, 0);
4589
4590                 building_prt_gold();
4591
4592                 command = inkey();
4593
4594                 if (command == ESCAPE)
4595                 {
4596                         leave_bldg = TRUE;
4597                         p_ptr->inside_arena = FALSE;
4598                         p_ptr->inside_battle = FALSE;
4599                         break;
4600                 }
4601
4602                 for (i = 0; i < 8; i++)
4603                 {
4604                         if (bldg->letters[i])
4605                         {
4606                                 if (bldg->letters[i] == command)
4607                                 {
4608                                         validcmd = TRUE;
4609                                         break;
4610                                 }
4611                         }
4612                 }
4613
4614                 if (validcmd)
4615                         bldg_process_command(bldg, i);
4616
4617                 /* Notice stuff */
4618                 notice_stuff();
4619
4620                 /* Handle stuff */
4621                 handle_stuff();
4622         }
4623
4624         select_floor_music();
4625
4626         /* Flush messages XXX XXX XXX */
4627         msg_flag = FALSE;
4628         msg_print(NULL);
4629
4630         /* Reinit wilderness to activate quests ... */
4631         if (reinit_wilderness)
4632         {
4633                 p_ptr->leaving = TRUE;
4634         }
4635
4636         /* Hack -- Decrease "icky" depth */
4637         character_icky--;
4638
4639         /* Clear the screen */
4640         Term_clear();
4641
4642         /* Update the visuals */
4643         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4644
4645         /* Redraw entire screen */
4646         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4647
4648         /* Window stuff */
4649         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4650 }
4651
4652
4653 /*!
4654  * @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
4655  */
4656 static cptr find_quest[] =
4657 {
4658         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4659         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4660         _("メッセージを見つけた:", "There is a sign saying"),
4661         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4662         _("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"),
4663 };
4664
4665
4666 /*!
4667  * @brief クエストの導入メッセージを表示する / Discover quest
4668  * @param q_idx 開始されたクエストのID
4669  */
4670 void quest_discovery(QUEST_IDX q_idx)
4671 {
4672         quest_type      *q_ptr = &quest[q_idx];
4673         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
4674         int             q_num = q_ptr->max_num;
4675         char            name[80];
4676
4677         /* No quest index */
4678         if (!q_idx) return;
4679
4680         strcpy(name, (r_name + r_ptr->name));
4681
4682         msg_print(find_quest[rand_range(0, 4)]);
4683         msg_print(NULL);
4684
4685         if (q_num == 1)
4686         {
4687                 /* Unique */
4688
4689                 /* Hack -- "unique" monsters must be "unique" */
4690                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4691                     (0 == r_ptr->max_num))
4692                 {
4693                         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..."));
4694                         /* The unique is already dead */
4695                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4696                         q_ptr->complev = 0;
4697                         update_playtime();
4698                         q_ptr->comptime = playtime;
4699                 }
4700                 else
4701                 {
4702                         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);
4703                 }
4704         }
4705         else
4706         {
4707                 /* Normal monsters */
4708 #ifndef JP
4709                 plural_aux(name);
4710 #endif
4711                 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);
4712
4713         }
4714 }
4715
4716
4717 /*!
4718  * @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。
4719  * / Hack -- Check if a level is a "quest" level
4720  * @param level 検索対象になる階
4721  * @return クエストIDを返す。該当がない場合0を返す。
4722  */
4723 QUEST_IDX quest_number(DEPTH level)
4724 {
4725         QUEST_IDX i;
4726
4727         /* Check quests */
4728         if (p_ptr->inside_quest)
4729                 return (p_ptr->inside_quest);
4730
4731         for (i = 0; i < max_q_idx; i++)
4732         {
4733                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4734
4735                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4736                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4737                     (quest[i].level == level) &&
4738                     (quest[i].dungeon == dungeon_type))
4739                         return (i);
4740         }
4741
4742         /* Check for random quest */
4743         return (random_quest_number(level));
4744 }
4745
4746 /*!
4747  * @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。
4748  * @param level 検索対象になる階
4749  * @return クエストIDを返す。該当がない場合0を返す。
4750  */
4751 QUEST_IDX random_quest_number(DEPTH level)
4752 {
4753         QUEST_IDX i;
4754
4755         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4756
4757         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4758         {
4759                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4760                         (quest[i].status == QUEST_STATUS_TAKEN) &&
4761                         (quest[i].level == level) &&
4762                         (quest[i].dungeon == DUNGEON_ANGBAND))
4763                 {
4764                         return i;
4765                 }
4766         }
4767
4768         /* Nope */
4769         return 0;
4770 }