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(2.2.0.20) #37338 アリーナのポスターで次の対戦相手を思い出サブウィンドウに表示するようにした。 / Update lore info of sub...
[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
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役を得ているかを帰す。
501  * @return 役の判定結果
502  */
503 static int yaku_check_straight(void)
504 {
505         int i, lowest = 99;
506         bool joker_is_used = FALSE;
507
508         /* get lowest */
509         for (i = 0; i < 5; i++)
510         {
511                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
512                         lowest = NUM_OF(cards[i]);
513         }
514         
515         if (yaku_check_flush())
516         {
517           if( lowest == 0 ){
518                 for (i = 0; i < 4; i++)
519                 {
520                         if (!find_card_num(9 + i)){
521                                 if( have_joker() && !joker_is_used )
522                                   joker_is_used = TRUE;
523                                 else
524                                   break;
525                         }
526                 }
527                 if (i == 4) return 3; /* Wow! Royal Flush!!! */
528           }
529           if( lowest == 9 ){
530                 for (i = 0; i < 3; i++)
531                 {
532                         if (!find_card_num(10 + i))
533                                 break;
534                 }
535                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
536           }
537         }
538
539         joker_is_used = FALSE;
540         for (i = 0; i < 5; i++)
541         {
542                 if (!find_card_num(lowest + i)){
543                   if( have_joker() && !joker_is_used )
544                     joker_is_used = TRUE;
545                   else
546                     return 0;
547                 }
548         }
549         
550         if (yaku_check_flush())
551                 return 2; /* Straight Flush */
552
553         return 1;
554 }
555
556 /*!
557  * @brief ポーカーのペア役の状態を返す。
558  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
559  */
560 static int yaku_check_pair(void)
561 {
562         int i, i2, matching = 0;
563
564         for (i = 0; i < 5; i++)
565         {
566                 for (i2 = i+1; i2 < 5; i2++)
567                 {
568                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
569                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
570                                 matching++;
571                 }
572         }
573
574         if(have_joker()){
575           switch(matching){
576           case 0:
577             matching = 1;
578             break;
579           case 1:
580             matching = 3;
581             break;
582           case 2:
583             matching = 4;
584             break;
585           case 3:
586             matching = 6;
587             break;
588           case 6:
589             matching = 7;
590             break;
591           default:
592             /* don't reach */
593             break;
594           }
595         }
596
597         return matching;
598 }
599
600 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
601 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
602 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
603 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
604 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
605 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
606 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
607 #define ODDS_ST 4 /*!< ストレートの役倍率 */
608 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
609 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
610
611 /*!
612  * @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。
613  * @return 役のID
614  */
615 static int yaku_check(void)
616 {
617         prt("                            ", 4, 3);
618
619         switch(yaku_check_straight()){
620         case 3: /* RF! */
621                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
622                 return ODDS_RF;
623         case 2: /* SF! */
624                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
625                 return ODDS_SF;
626         case 1:
627                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
628                 return ODDS_ST;
629         default:
630                 /* Not straight -- fall through */
631                 break;
632         }
633
634         if (yaku_check_flush())
635         {
636                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
637                 return ODDS_FL;
638         }
639
640         switch (yaku_check_pair())
641         {
642         case 1:
643                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
644                 return 0;
645         case 2:
646                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
647                 return ODDS_2P;
648         case 3:
649                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
650                 return ODDS_3C;
651         case 4:
652                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
653                 return ODDS_FH;
654         case 6:
655                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
656                 return ODDS_4C;
657         case 7:
658                 if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
659                 {
660                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
661                         return ODDS_5A;
662                 }
663                 else
664                 {
665                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
666                         return ODDS_5C;
667                 }
668         default:
669                 break;
670         }
671         return 0;
672 }
673
674 /*!
675  * @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。
676  * @param hoge カーソルの現在位置
677  * @param kaeruka カードの捨てる/残すフラグ配列
678  * @return なし
679  */
680 static void display_kaeruka(int hoge, int kaeruka[])
681 {
682         int i;
683         char col = TERM_WHITE;
684         for (i = 0; i < 5; i++)
685         {
686                 if (i == hoge) col = TERM_YELLOW;
687                 else if(kaeruka[i]) col = TERM_WHITE;
688                 else col = TERM_L_BLUE;
689                 
690                 if(kaeruka[i])
691                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
692                 else
693                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
694         }
695         if (hoge > 4) col = TERM_YELLOW;
696         else col = TERM_WHITE;
697         c_put_str(col, _("決定", "Sure"), 16,  38);
698
699         /* Hilite current option */
700         if (hoge < 5) move_cursor(14, 5+hoge*16);
701         else move_cursor(16, 38);
702 }
703
704 /*!
705  * @brief ポーカーの手札を表示する。
706  * @return なし
707  */
708 static void display_cards(void)
709 {
710         int i, j;
711         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
712 #ifdef JP
713         cptr suit[4] = {"★", "●", "¶", "†"};
714         cptr card_grph[13][7] = {{"A   %s     ",
715                                   "     変     ",
716                                   "     愚     ",
717                                   "     蛮     ",
718                                   "     怒     ",
719                                   "     %s     ",
720                                   "          A"},
721                                  {"2          ",
722                                   "     %s     ",
723                                   "            ",
724                                   "            ",
725                                   "            ",
726                                   "     %s     ",
727                                   "          2"},
728                                  {"3          ",
729                                   "     %s     ",
730                                   "            ",
731                                   "     %s     ",
732                                   "            ",
733                                   "     %s     ",
734                                   "          3"},
735                                  {"4          ",
736                                   "   %s  %s   ",
737                                   "            ",
738                                   "            ",
739                                   "            ",
740                                   "   %s  %s   ",
741                                   "          4"},
742                                  {"5          ",
743                                   "   %s  %s   ",
744                                   "            ",
745                                   "     %s     ",
746                                   "            ",
747                                   "   %s  %s   ",
748                                   "          5"},
749                                  {"6          ",
750                                   "   %s  %s   ",
751                                   "            ",
752                                   "   %s  %s   ",
753                                   "            ",
754                                   "   %s  %s   ",
755                                   "          6"},
756                                  {"7          ",
757                                   "   %s  %s   ",
758                                   "     %s     ",
759                                   "   %s  %s   ",
760                                   "            ",
761                                   "   %s  %s   ",
762                                   "          7"},
763                                  {"8          ",
764                                   "   %s  %s   ",
765                                   "     %s     ",
766                                   "   %s  %s   ",
767                                   "     %s     ",
768                                   "   %s  %s   ",
769                                   "          8"},
770                                  {"9 %s  %s   ",
771                                   "            ",
772                                   "   %s  %s   ",
773                                   "     %s     ",
774                                   "   %s  %s   ",
775                                   "            ",
776                                   "   %s  %s 9"},
777                                  {"10 %s  %s   ",
778                                   "     %s     ",
779                                   "   %s  %s   ",
780                                   "            ",
781                                   "   %s  %s   ",
782                                   "     %s     ",
783                                   "   %s  %s 10"},
784                                  {"J   Λ     ",
785                                   "%s   ||     ",
786                                   "     ||     ",
787                                   "     ||     ",
788                                   "     ||     ",
789                                   "   |=亜=| %s",
790                                   "     目   J"},
791                                  {"Q ######   ",
792                                   "%s#      #  ",
793                                   "  # ++++ #  ",
794                                   "  # +==+ #  ",
795                                   "   # ++ #   ",
796                                   "    #  #  %s",
797                                   "     ##   Q"},
798                                  {"K          ",
799                                   "%s `⌒´   ",
800                                   "  γγγλ  ",
801                                   "  ο ο ι  ",
802                                   "   υ    ∂ ",
803                                   "    σ ノ %s",
804                                   "          K"}};
805         cptr joker_grph[7] = {    "            ",
806                                   "     J     ",
807                                   "     O     ",
808                                   "     K     ",
809                                   "     E     ",
810                                   "     R     ",
811                                   "            "};
812
813 #else
814
815         cptr suit[4] = {"[]", "qp", "<>", "db"};
816         cptr card_grph[13][7] = {{"A    %s     ",
817                                   "     He     ",
818                                   "     ng     ",
819                                   "     ba     ",
820                                   "     nd     ",
821                                   "     %s     ",
822                                   "           A"},
823                                  {"2           ",
824                                   "     %s     ",
825                                   "            ",
826                                   "            ",
827                                   "            ",
828                                   "     %s     ",
829                                   "           2"},
830                                  {"3           ",
831                                   "     %s     ",
832                                   "            ",
833                                   "     %s     ",
834                                   "            ",
835                                   "     %s     ",
836                                   "           3"},
837                                  {"4           ",
838                                   "   %s  %s   ",
839                                   "            ",
840                                   "            ",
841                                   "            ",
842                                   "   %s  %s   ",
843                                   "           4"},
844                                  {"5           ",
845                                   "   %s  %s   ",
846                                   "            ",
847                                   "     %s     ",
848                                   "            ",
849                                   "   %s  %s   ",
850                                   "           5"},
851                                  {"6           ",
852                                   "   %s  %s   ",
853                                   "            ",
854                                   "   %s  %s   ",
855                                   "            ",
856                                   "   %s  %s   ",
857                                   "           6"},
858                                  {"7           ",
859                                   "   %s  %s   ",
860                                   "     %s     ",
861                                   "   %s  %s   ",
862                                   "            ",
863                                   "   %s  %s   ",
864                                   "           7"},
865                                  {"8           ",
866                                   "   %s  %s   ",
867                                   "     %s     ",
868                                   "   %s  %s   ",
869                                   "     %s     ",
870                                   "   %s  %s   ",
871                                   "           8"},
872                                  {"9  %s  %s   ",
873                                   "            ",
874                                   "   %s  %s   ",
875                                   "     %s     ",
876                                   "   %s  %s   ",
877                                   "            ",
878                                   "   %s  %s  9"},
879                                  {"10 %s  %s   ",
880                                   "     %s     ",
881                                   "   %s  %s   ",
882                                   "            ",
883                                   "   %s  %s   ",
884                                   "     %s     ",
885                                   "   %s  %s 10"},
886                                  {"J    /\\     ",
887                                   "%s   ||     ",
888                                   "     ||     ",
889                                   "     ||     ",
890                                   "     ||     ",
891                                   "   |=HH=| %s",
892                                   "     ][    J"},
893                                  {"Q  ######   ",
894                                   "%s#      #  ",
895                                   "  # ++++ #  ",
896                                   "  # +==+ #  ",
897                                   "   # ++ #   ",
898                                   "    #  #  %s",
899                                   "     ##    Q"},
900                                  {"K           ",
901                                   "%s _'~~`_   ",
902                                   "   jjjjj$&  ",
903                                   "   q q uu   ",
904                                   "   c    &   ",
905                                   "    v__/  %s",
906                                   "           K"}};
907         cptr joker_grph[7] = {    "            ",
908                                   "     J      ",
909                                   "     O      ",
910                                   "     K      ",
911                                   "     E      ",
912                                   "     R      ",
913                                   "            "};
914 #endif
915
916         for (i = 0; i < 5; i++)
917         {
918                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
919         }
920
921         for (i = 0; i < 5; i++)
922         {
923                 for (j = 0; j < 7; j++)
924                 {
925                         prt(_("┃", " |"),  j+6,  i*16);
926                         if(IS_JOKER(cards[i]))
927                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
928                         else
929                                 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);
930                         prt(_("┃", "| "),  j+6,  i*16+14);
931                 }
932         }
933         for (i = 0; i < 5; i++)
934         {
935                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
936         }
937 }
938
939 /*!
940  * @brief ポーカーの1プレイルーチン。
941  * @return 1プレイの役の結果
942  */
943 static int do_poker(void)
944 {
945         int i, k = 2;
946         char cmd;
947         int deck[53]; /* yamafuda : 0...52 */
948         int deck_ptr = 0;
949         int kaeruka[5]; /* 0:kaenai 1:kaeru */
950
951         bool done = FALSE;
952         bool kettei = TRUE;
953         bool kakikae = TRUE;
954
955         reset_deck(deck);
956
957         for (i = 0; i < 5; i++)
958         {
959                 cards[i] = deck[deck_ptr++];
960                 kaeruka[i] = 0; /* default:nokosu */
961         }
962         
963 #if 0
964         /* debug:RF */
965         cards[0] = 12;
966         cards[1] = 0;
967         cards[2] = 9;
968         cards[3] = 11;
969         cards[4] = 10;
970 #endif
971 #if 0
972         /* debug:SF */
973         cards[0] = 3;
974         cards[1] = 2;
975         cards[2] = 4;
976         cards[3] = 6;
977         cards[4] = 5;
978 #endif
979 #if 0
980         /* debug:Four Cards */
981         cards[0] = 0;
982         cards[1] = 0 + 13 * 1;
983         cards[2] = 0 + 13 * 2;
984         cards[3] = 0 + 13 * 3;
985         cards[4] = 51;
986 #endif
987 #if 0
988         /* debug:Straight */
989         cards[0] = 1;
990         cards[1] = 0 + 13;
991         cards[2] = 3;
992         cards[3] = 2 + 26;
993         cards[4] = 4;
994 #endif
995 #if 0
996         /* debug */
997         cards[0] = 52;
998         cards[1] = 0;
999         cards[2] = 1;
1000         cards[3] = 2;
1001         cards[4] = 3;
1002 #endif
1003
1004         /* suteruno wo kimeru */
1005         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);
1006
1007         display_cards();
1008         yaku_check();
1009
1010         while (!done)
1011         {
1012                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1013                 kakikae = FALSE;
1014                 cmd = inkey();
1015                 switch (cmd)
1016                 {
1017                 case '6': case 'l': case 'L': case KTRL('F'):
1018                         if (!kettei) k = (k+1)%5;
1019                         else {k = 0;kettei = FALSE;}
1020                         kakikae = TRUE;
1021                         break;
1022                 case '4': case 'h': case 'H': case KTRL('B'):
1023                         if (!kettei) k = (k+4)%5;
1024                         else {k = 4;kettei = FALSE;}
1025                         kakikae = TRUE;
1026                         break;
1027                 case '2': case 'j': case 'J': case KTRL('N'):
1028                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1029                         break;
1030                 case '8': case 'k': case 'K': case KTRL('P'):
1031                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1032                         break;
1033                 case ' ': case '\r':
1034                         if (kettei) done = TRUE;
1035                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1036                         break;
1037                 default:
1038                         break;
1039                 }
1040         }
1041         
1042         prt("",0,0);
1043
1044         for (i = 0; i < 5; i++)
1045                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1046
1047         display_cards();
1048         
1049         return yaku_check();
1050 }
1051 #undef SUIT_OF
1052 #undef NUM_OF
1053 #undef IS_JOKER
1054 /* end of poker codes --Koka */
1055
1056 /*!
1057  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1058  * @param cmd プレイするゲームID
1059  * @return なし
1060  */
1061 static bool gamble_comm(int cmd)
1062 {
1063         int i;
1064         int roll1, roll2, roll3, choice, odds, win;
1065         s32b wager;
1066         s32b maxbet;
1067         s32b oldgold;
1068
1069         char out_val[160], tmp_str[80], again;
1070         cptr p;
1071
1072         screen_save();
1073
1074         if (cmd == BACT_GAMBLE_RULES)
1075         {
1076                 /* Peruse the gambling help file */
1077                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1078         }
1079         else
1080         {
1081                 /* No money */
1082                 if (p_ptr->au < 1)
1083                 {
1084                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1085                                                 "Hey! You don't have gold - get out of here!"));
1086                         msg_print(NULL);
1087                         screen_load();
1088                         return FALSE;
1089                 }
1090
1091                 clear_bldg(5, 23);
1092
1093                 maxbet = p_ptr->lev * 200;
1094
1095                 /* We can't bet more than we have */
1096                 maxbet = MIN(maxbet, p_ptr->au);
1097
1098                 /* Get the wager */
1099                 strcpy(out_val, "");
1100                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1101
1102
1103                 /*
1104                  * Use get_string() because we may need more than
1105                  * the s16b value returned by get_quantity().
1106                  */
1107                 if (get_string(tmp_str, out_val, 32))
1108                 {
1109                         /* Strip spaces */
1110                         for (p = out_val; *p == ' '; p++);
1111
1112                         /* Get the wager */
1113                         wager = atol(p);
1114
1115                         if (wager > p_ptr->au)
1116                         {
1117                                 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!"));
1118                                 msg_print(NULL);
1119                                 screen_load();
1120                                 return (FALSE);
1121                         }
1122                         else if (wager > maxbet)
1123                         {
1124                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1125                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1126                                 wager = maxbet;
1127                         }
1128                         else if (wager < 1)
1129                         {
1130                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1131                                 wager = 1;
1132                         }
1133                         msg_print(NULL);
1134                         win = FALSE;
1135                         odds = 0;
1136                         oldgold = p_ptr->au;
1137
1138                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1139                         prt(tmp_str, 20, 2);
1140                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1141                         prt(tmp_str, 21, 2);
1142
1143                         do
1144                         {
1145                                 p_ptr->au -= wager;
1146                                 switch (cmd)
1147                                 {
1148                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1149                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1150
1151                                         odds = 4;
1152                                         win = FALSE;
1153                                         roll1 = randint1(10);
1154                                         roll2 = randint1(10);
1155                                         choice = randint1(10);
1156                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1157
1158                                         prt(tmp_str, 8, 3);
1159                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1160
1161                                         prt(tmp_str, 11, 14);
1162                                         if (((choice > roll1) && (choice < roll2)) ||
1163                                                 ((choice < roll1) && (choice > roll2)))
1164                                                 win = TRUE;
1165                                         break;
1166                                 case BACT_CRAPS:  /* Game of Craps */
1167                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1168
1169                                         win = 3;
1170                                         odds = 2;
1171                                         roll1 = randint1(6);
1172                                         roll2 = randint1(6);
1173                                         roll3 = roll1 +  roll2;
1174                                         choice = roll3;
1175                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1176                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1177                                         prt(tmp_str, 7, 5);
1178                                         if ((roll3 == 7) || (roll3 == 11))
1179                                                 win = TRUE;
1180                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1181                                                 win = FALSE;
1182                                         else
1183                                                 do
1184                                                 {
1185                                                         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"));
1186
1187                                                         msg_print(NULL);
1188                                                         roll1 = randint1(6);
1189                                                         roll2 = randint1(6);
1190                                                         roll3 = roll1 +  roll2;
1191                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1192                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1193                                                         prt(tmp_str, 8, 5);
1194                                                         if (roll3 == choice)
1195                                                                 win = TRUE;
1196                                                         else if (roll3 == 7)
1197                                                                 win = FALSE;
1198                                                 } while ((win != TRUE) && (win != FALSE));
1199                                         break;
1200
1201                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1202                                         win = FALSE;
1203                                         odds = 9;
1204                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1205
1206                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1207                                         prt("--------------------------------", 8, 3);
1208                                         strcpy(out_val, "");
1209                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1210
1211                                         for (p = out_val; iswspace(*p); p++);
1212                                         choice = atol(p);
1213                                         if (choice < 0)
1214                                         {
1215                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1216                                                 choice = 0;
1217                                         }
1218                                         else if (choice > 9)
1219                                         {
1220                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1221                                                 choice = 9;
1222                                         }
1223                                         msg_print(NULL);
1224                                         roll1 = randint0(10);
1225                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1226                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1227                                         prt(tmp_str, 13, 3);
1228                                         prt("", 9, 0);
1229                                         prt("*", 9, (3 * roll1 + 5));
1230                                         if (roll1 == choice)
1231                                                 win = TRUE;
1232                                         break;
1233
1234                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1235                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1236                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1237                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1238                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1239                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1240                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1241                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1242                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1243                                         
1244                                         win = FALSE;
1245                                         roll1 = randint1(21);
1246                                         for (i=6;i>0;i--)
1247                                         {
1248                                                 if ((roll1-i) < 1)
1249                                                 {
1250                                                         roll1 = 7-i;
1251                                                         break;
1252                                                 }
1253                                                 roll1 -= i;
1254                                         }
1255                                         roll2 = randint1(21);
1256                                         for (i=6;i>0;i--)
1257                                         {
1258                                                 if ((roll2-i) < 1)
1259                                                 {
1260                                                         roll2 = 7-i;
1261                                                         break;
1262                                                 }
1263                                                 roll2 -= i;
1264                                         }
1265                                         choice = randint1(21);
1266                                         for (i=6;i>0;i--)
1267                                         {
1268                                                 if ((choice-i) < 1)
1269                                                 {
1270                                                         choice = 7-i;
1271                                                         break;
1272                                                 }
1273                                                 choice -= i;
1274                                         }
1275                                         put_str("/--------------------------\\", 7, 2);
1276                                         prt("\\--------------------------/", 17, 2);
1277                                         display_fruit(8,  3, roll1 - 1);
1278                                         display_fruit(8, 12, roll2 - 1);
1279                                         display_fruit(8, 21, choice - 1);
1280                                         if ((roll1 == roll2) && (roll2 == choice))
1281                                         {
1282                                                 win = TRUE;
1283                                                 switch(roll1)
1284                                                 {
1285                                                 case 1:
1286                                                         odds = 5;break;
1287                                                 case 2:
1288                                                         odds = 10;break;
1289                                                 case 3:
1290                                                         odds = 20;break;
1291                                                 case 4:
1292                                                         odds = 50;break;
1293                                                 case 5:
1294                                                         odds = 200;break;
1295                                                 case 6:
1296                                                         odds = 1000;break;
1297                                                 }
1298                                         }
1299                                         else if ((roll1 == 1) && (roll2 == 1))
1300                                         {
1301                                                 win = TRUE;
1302                                                 odds = 2;
1303                                         }
1304                                         break;
1305                                 case BACT_POKER:
1306                                         win = FALSE;
1307                                         odds = do_poker();
1308                                         if (odds) win = TRUE;
1309                                         break;
1310                                 }
1311
1312                                 if (win)
1313                                 {
1314                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1315
1316                                         p_ptr->au += odds * wager;
1317                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1318
1319                                         prt(tmp_str, 17, 37);
1320                                 }
1321                                 else
1322                                 {
1323                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1324                                         prt("", 17, 37);
1325                                 }
1326                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1327
1328                                 prt(tmp_str, 22, 2);
1329                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1330
1331                                 move_cursor(18, 52);
1332                                 again = inkey();
1333                                 prt("", 16, 37);
1334                                 prt("", 17, 37);
1335                                 prt("", 18, 37);
1336                                 if (wager > p_ptr->au)
1337                                 {
1338                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1339                                                                 "Hey! You don't have the gold - get out of here!"));
1340                                         msg_print(NULL);
1341
1342                                         /* Get out here */
1343                                         break;
1344                                 }
1345                         } while ((again == 'y') || (again == 'Y'));
1346
1347                         prt("", 18, 37);
1348                         if (p_ptr->au >= oldgold)
1349                         {
1350                                 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!」",
1351                                                         "You came out a winner! We'll win next time, I'm sure."));
1352                                 chg_virtue(V_CHANCE, 3);
1353                         }
1354                         else
1355                         {
1356                                 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."));
1357                                 chg_virtue(V_CHANCE, -3);
1358                         }
1359                 }
1360                 msg_print(NULL);
1361         }
1362         screen_load();
1363         return (TRUE);
1364 }
1365
1366 /*!
1367  * @brief モンスター闘技場に参加できるモンスターの判定
1368  * @param r_idx モンスターID
1369  * @details 基準はNEVER_MOVE MULTIPLY QUANTUM RF7_AQUATIC RF7_CHAMELEONのいずれも持たず、
1370  * 自爆以外のなんらかのHP攻撃手段を持っていること。
1371  * @return 参加できるか否か
1372  */
1373 static bool vault_aux_battle(int r_idx)
1374 {
1375         int i;
1376         int dam = 0;
1377
1378         monster_race *r_ptr = &r_info[r_idx];
1379
1380         /* Decline town monsters */
1381 /*      if (!mon_hook_dungeon(r_idx)) return FALSE; */
1382
1383         /* Decline unique monsters */
1384 /*      if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
1385 /*      if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
1386
1387         if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
1388         if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
1389         if (r_ptr->flags2 & (RF2_QUANTUM)) return (FALSE);
1390         if (r_ptr->flags7 & (RF7_AQUATIC)) return (FALSE);
1391         if (r_ptr->flags7 & (RF7_CHAMELEON)) return (FALSE);
1392
1393         for (i = 0; i < 4; i++)
1394         {
1395                 if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
1396                 if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
1397         }
1398         if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
1399
1400         /* Okay */
1401         return (TRUE);
1402 }
1403
1404 /*!
1405  * @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。
1406  * @return なし
1407  */
1408 void battle_monsters(void)
1409 {
1410         int total, i;
1411         int max_dl = 0;
1412         int mon_level;
1413         int power[4];
1414         bool tekitou;
1415         bool old_inside_battle = p_ptr->inside_battle;
1416
1417         for (i = 0; i < max_d_idx; i++)
1418                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1419
1420         mon_level = randint1(MIN(max_dl, 122))+5;
1421         if (randint0(100) < 60)
1422         {
1423                 i = randint1(MIN(max_dl, 122))+5;
1424                 mon_level = MAX(i, mon_level);
1425         }
1426         if (randint0(100) < 30)
1427         {
1428                 i = randint1(MIN(max_dl, 122))+5;
1429                 mon_level = MAX(i, mon_level);
1430         }
1431
1432         while (1)
1433         {
1434                 total = 0;
1435                 tekitou = FALSE;
1436                 for(i=0;i<4;i++)
1437                 {
1438                         int r_idx, j;
1439                         while (1)
1440                         {
1441                                 get_mon_num_prep(vault_aux_battle, NULL);
1442                                 p_ptr->inside_battle = TRUE;
1443                                 r_idx = get_mon_num(mon_level);
1444                                 p_ptr->inside_battle = old_inside_battle;
1445                                 if (!r_idx) continue;
1446
1447                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1448                                 {
1449                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1450                                 }
1451
1452                                 for (j = 0; j < i; j++)
1453                                         if(r_idx == battle_mon[j]) break;
1454                                 if (j<i) continue;
1455
1456                                 break;
1457                         }
1458                         battle_mon[i] = r_idx;
1459                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1460                 }
1461
1462                 for (i=0;i<4;i++)
1463                 {
1464                         monster_race *r_ptr = &r_info[battle_mon[i]];
1465                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1466
1467                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1468                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1469                         else
1470                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1471                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1472                         if (r_ptr->speed > 110)
1473                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1474                         if (r_ptr->speed < 110)
1475                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1476                         if (num_taisei > 2)
1477                                 power[i] = power[i] * (num_taisei*2+5) / 10;
1478                         else if (r_ptr->flags6 & RF6_INVULNER)
1479                                 power[i] = power[i] * 4 / 3;
1480                         else if (r_ptr->flags6 & RF6_HEAL)
1481                                 power[i] = power[i] * 4 / 3;
1482                         else if (r_ptr->flags5 & RF5_DRAIN_MANA)
1483                                 power[i] = power[i] * 11 / 10;
1484                         if (r_ptr->flags1 & RF1_RAND_25)
1485                                 power[i] = power[i] * 9 / 10;
1486                         if (r_ptr->flags1 & RF1_RAND_50)
1487                                 power[i] = power[i] * 9 / 10;
1488                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1489                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1490
1491
1492                         total += power[i];
1493                 }
1494                 for (i=0;i<4;i++)
1495                 {
1496                         power[i] = total*60/power[i];
1497                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1498                         if ((power[i] < 160) && randint0(20)) break;
1499                         if (power[i] < 101) power[i] = 100 + randint1(5);
1500                         mon_odds[i] = power[i];
1501                 }
1502                 if (i == 4) break;
1503         }
1504 }
1505
1506 /*!
1507  * @brief モンスター闘技場のメインルーチン
1508  * @return 賭けを開始したか否か
1509  */
1510 static bool kakutoujou(void)
1511 {
1512         s32b maxbet;
1513         s32b wager;
1514         char out_val[160], tmp_str[80];
1515         cptr p;
1516
1517         if ((turn - old_battle) > TURNS_PER_TICK*250)
1518         {
1519                 battle_monsters();
1520                 old_battle = turn;
1521         }
1522
1523         screen_save();
1524
1525         /* No money */
1526         if (p_ptr->au < 1)
1527         {
1528                 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!"));
1529                 msg_print(NULL);
1530                 screen_load();
1531                 return FALSE;
1532         }
1533         else
1534         {
1535                 int i;
1536
1537                 clear_bldg(4, 10);
1538
1539                 prt(_("モンスター                                                     倍率",
1540                           "Monsters                                                       Odds"), 4, 4);
1541                 for (i=0;i<4;i++)
1542                 {
1543                         char buf[80];
1544                         monster_race *r_ptr = &r_info[battle_mon[i]];
1545
1546                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1547                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1548                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1549                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1550                         prt(buf, 5+i, 1);
1551                 }
1552                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1553                 while(1)
1554                 {
1555                         i = inkey();
1556
1557                         if (i == ESCAPE)
1558                         {
1559                                 screen_load();
1560                                 return FALSE;
1561                         }
1562                         if (i >= '1' && i <= '4')
1563                         {
1564                                 sel_monster = i-'1';
1565                                 battle_odds = mon_odds[sel_monster];
1566                                 break;
1567                         }
1568                         else bell();
1569                 }
1570
1571                 clear_bldg(4,4);
1572                 for (i=0;i<4;i++)
1573                         if (i !=sel_monster) clear_bldg(i+5,i+5);
1574
1575                 maxbet = p_ptr->lev * 200;
1576
1577                 /* We can't bet more than we have */
1578                 maxbet = MIN(maxbet, p_ptr->au);
1579
1580                 /* Get the wager */
1581                 strcpy(out_val, "");
1582                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1583                 /*
1584                  * Use get_string() because we may need more than
1585                  * the s16b value returned by get_quantity().
1586                  */
1587                 if (get_string(tmp_str, out_val, 32))
1588                 {
1589                         /* Strip spaces */
1590                         for (p = out_val; *p == ' '; p++);
1591
1592                         /* Get the wager */
1593                         wager = atol(p);
1594
1595                         if (wager > p_ptr->au)
1596                         {
1597                                 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!"));
1598
1599                                 msg_print(NULL);
1600                                 screen_load();
1601                                 return (FALSE);
1602                         }
1603                         else if (wager > maxbet)
1604                         {
1605                                 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);
1606
1607                                 wager = maxbet;
1608                         }
1609                         else if (wager < 1)
1610                         {
1611                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1612                                 wager = 1;
1613                         }
1614                         msg_print(NULL);
1615                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1616                         kakekin = wager;
1617                         p_ptr->au -= wager;
1618                         reset_tim_flags();
1619
1620                         /* Save the surface floor as saved floor */
1621                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1622
1623                         p_ptr->inside_battle = TRUE;
1624                         p_ptr->leaving = TRUE;
1625
1626                         leave_bldg = TRUE;
1627                         screen_load();
1628
1629                         return (TRUE);
1630                 }
1631         }
1632         screen_load();
1633
1634         return (FALSE);
1635 }
1636
1637 /*!
1638  * @brief 本日の賞金首情報を表示する。
1639  * @return なし
1640  */
1641 static void today_target(void)
1642 {
1643         char buf[160];
1644         monster_race *r_ptr = &r_info[today_mon];
1645
1646         clear_bldg(4,18);
1647         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1648         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1649         c_put_str(TERM_YELLOW, buf, 6, 10);
1650         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"),r_ptr->level * 50 + 100);
1651         prt(buf, 8, 10);
1652         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
1653         prt(buf, 9, 10);
1654         p_ptr->today_mon = today_mon;
1655 }
1656
1657 /*!
1658  * @brief ツチノコの賞金首情報を表示する。
1659  * @return なし
1660  */
1661 static void tsuchinoko(void)
1662 {
1663         clear_bldg(4,18);
1664         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1665         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);
1666         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1667         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1668         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1669 }
1670
1671 /*!
1672  * @brief 通常の賞金首情報を表示する。
1673  * @return なし
1674  */
1675 static void shoukinkubi(void)
1676 {
1677         int i;
1678         int y = 0;
1679
1680         clear_bldg(4,18);
1681         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);
1682         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1683
1684         for (i = 0; i < MAX_KUBI; i++)
1685         {
1686                 byte color;
1687                 cptr done_mark;
1688                 monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
1689
1690                 if (kubi_r_idx[i] > 10000)
1691                 {
1692                         color = TERM_RED;
1693                         done_mark = _("(済)", "(done)");
1694                 }
1695                 else
1696                 {
1697                         color = TERM_WHITE;
1698                         done_mark = "";
1699                 }
1700
1701                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1702
1703                 y = (y+1) % 10;
1704                 if (!y && (i < MAX_KUBI -1))
1705                 {
1706                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1707                         (void)inkey();
1708                         prt("", 0, 0);
1709                         clear_bldg(7,18);
1710                 }
1711         }
1712 }
1713
1714
1715
1716 /*!
1717  * 賞金首の報酬テーブル / List of prize object
1718  */
1719 static struct {
1720         s16b tval; /*!< ベースアイテムのメイン種別ID */
1721         s16b sval; /*!< ベースアイテムのサブ種別ID */
1722 } prize_list[MAX_KUBI] = 
1723 {
1724         {TV_POTION, SV_POTION_CURING},
1725         {TV_POTION, SV_POTION_SPEED},
1726         {TV_POTION, SV_POTION_SPEED},
1727         {TV_POTION, SV_POTION_RESISTANCE},
1728         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1729
1730         {TV_POTION, SV_POTION_HEALING},
1731         {TV_POTION, SV_POTION_RESTORE_MANA},
1732         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1733         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1734         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1735
1736         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1737         {TV_POTION, SV_POTION_STAR_HEALING},
1738         {TV_POTION, SV_POTION_STAR_HEALING},
1739         {TV_POTION, SV_POTION_NEW_LIFE},
1740         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1741
1742         {TV_POTION, SV_POTION_LIFE},
1743         {TV_POTION, SV_POTION_LIFE},
1744         {TV_POTION, SV_POTION_AUGMENTATION},
1745         {TV_POTION, SV_POTION_INVULNERABILITY},
1746         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1747 };
1748
1749 /*!
1750  * @brief 賞金首の引き換え処理 / Get prize
1751  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1752  */
1753 static bool kankin(void)
1754 {
1755         int i, j;
1756         bool change = FALSE;
1757         char o_name[MAX_NLEN];
1758         object_type *o_ptr;
1759
1760         /* Loop for inventory and right/left arm */
1761         for (i = 0; i <= INVEN_LARM; i++)
1762         {
1763                 o_ptr = &inventory[i];
1764
1765                 /* Living Tsuchinoko worthes $1000000 */
1766                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1767                 {
1768                         char buf[MAX_NLEN+20];
1769                         object_desc(o_name, o_ptr, 0);
1770                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1771                         if (get_check(buf))
1772                         {
1773                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1774                                 p_ptr->au += 1000000L * o_ptr->number;
1775                                 p_ptr->redraw |= (PR_GOLD);
1776                                 inven_item_increase(i, -o_ptr->number);
1777                                 inven_item_describe(i);
1778                                 inven_item_optimize(i);
1779                         }
1780                         change = TRUE;
1781                 }
1782         }
1783
1784         for (i = 0; i < INVEN_PACK; i++)
1785         {
1786                 o_ptr = &inventory[i];
1787
1788                 /* Corpse of Tsuchinoko worthes $200000 */
1789                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1790                 {
1791                         char buf[MAX_NLEN+20];
1792                         object_desc(o_name, o_ptr, 0);
1793                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1794                         if (get_check(buf))
1795                         {
1796                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1797                                 p_ptr->au += 200000L * o_ptr->number;
1798                                 p_ptr->redraw |= (PR_GOLD);
1799                                 inven_item_increase(i, -o_ptr->number);
1800                                 inven_item_describe(i);
1801                                 inven_item_optimize(i);
1802                         }
1803                         change = TRUE;
1804                 }
1805         }
1806
1807         for (i = 0; i < INVEN_PACK; i++)
1808         {
1809                 o_ptr = &inventory[i];
1810
1811                 /* Bones of Tsuchinoko worthes $100000 */
1812                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1813                 {
1814                         char buf[MAX_NLEN+20];
1815                         object_desc(o_name, o_ptr, 0);
1816                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1817                         if (get_check(buf))
1818                         {
1819                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1820                                 p_ptr->au += 100000L * o_ptr->number;
1821                                 p_ptr->redraw |= (PR_GOLD);
1822                                 inven_item_increase(i, -o_ptr->number);
1823                                 inven_item_describe(i);
1824                                 inven_item_optimize(i);
1825                         }
1826                         change = TRUE;
1827                 }
1828         }
1829
1830         for (i = 0; i < INVEN_PACK; i++)
1831         {
1832                 o_ptr = &inventory[i];
1833                 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)))
1834                 {
1835                         char buf[MAX_NLEN+20];
1836                         object_desc(o_name, o_ptr, 0);
1837                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1838                         if (get_check(buf))
1839                         {
1840                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1841                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1842                                 p_ptr->redraw |= (PR_GOLD);
1843                                 inven_item_increase(i, -o_ptr->number);
1844                                 inven_item_describe(i);
1845                                 inven_item_optimize(i);
1846                         }
1847                         change = TRUE;
1848                 }
1849         }
1850
1851         for (i = 0; i < INVEN_PACK; i++)
1852         {
1853                 o_ptr = &inventory[i];
1854
1855                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1856                 {
1857                         char buf[MAX_NLEN+20];
1858                         object_desc(o_name, o_ptr, 0);
1859                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1860                         if (get_check(buf))
1861                         {
1862                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1863                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1864                                 p_ptr->redraw |= (PR_GOLD);
1865                                 inven_item_increase(i, -o_ptr->number);
1866                                 inven_item_describe(i);
1867                                 inven_item_optimize(i);
1868                         }
1869                         change = TRUE;
1870                 }
1871         }
1872
1873         for (j = 0; j < MAX_KUBI; j++)
1874         {
1875                 /* Need reverse order --- Positions will be changed in the loop */
1876                 for (i = INVEN_PACK-1; i >= 0; i--)
1877                 {
1878                         o_ptr = &inventory[i];
1879                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
1880                         {
1881                                 char buf[MAX_NLEN+20];
1882                                 int num, k, item_new;
1883                                 object_type forge;
1884
1885                                 object_desc(o_name, o_ptr, 0);
1886                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1887                                 if (!get_check(buf)) continue;
1888
1889 #if 0 /* Obsoleted */
1890                                 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);
1891                                 p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
1892                                 p_ptr->redraw |= (PR_GOLD);
1893                                 inven_item_increase(i, -o_ptr->number);
1894                                 inven_item_describe(i);
1895                                 inven_item_optimize(i);
1896                                 chg_virtue(V_JUSTICE, 5);
1897                                 kubi_r_idx[j] += 10000;
1898
1899                                 change = TRUE;
1900 #endif /* Obsoleted */
1901
1902                                 /* Hand it first */
1903                                 inven_item_increase(i, -o_ptr->number);
1904                                 inven_item_describe(i);
1905                                 inven_item_optimize(i);
1906
1907                                 chg_virtue(V_JUSTICE, 5);
1908                                 kubi_r_idx[j] += 10000;
1909
1910                                 /* Count number of unique corpses already handed */
1911                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1912                                 {
1913                                         if (kubi_r_idx[k] >= 10000) num++;
1914                                 }
1915                                 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" : ""));
1916
1917                                 /* Prepare to make a prize */
1918                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1919                                 apply_magic(&forge, object_level, AM_NO_FIXED_ART);
1920
1921                                 /* Identify it fully */
1922                                 object_aware(&forge);
1923                                 object_known(&forge);
1924
1925                                 /*
1926                                  * Hand it --- Assume there is an empty slot.
1927                                  * Since a corpse is handed at first,
1928                                  * there is at least one empty slot.
1929                                  */
1930                                 item_new = inven_carry(&forge);
1931
1932                                 /* Describe the object */
1933                                 object_desc(o_name, &forge, 0);
1934                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1935
1936                                 /* Auto-inscription */
1937                                 autopick_alter_item(item_new, FALSE);
1938
1939                                 /* Handle stuff */
1940                                 handle_stuff();
1941
1942                                 change = TRUE;
1943                         }
1944                 }
1945         }
1946
1947         if (!change)
1948         {
1949                 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."));
1950                 msg_print(NULL);
1951                 return FALSE;
1952         }
1953         return TRUE;
1954 }
1955
1956 /*!
1957  * @brief 悪夢の元凶となるモンスターかどうかを返す。
1958  * @param r_idx 判定対象となるモンスターのID
1959  * @return 悪夢の元凶となり得るか否か。
1960  */
1961 bool get_nightmare(int r_idx)
1962 {
1963         monster_race *r_ptr = &r_info[r_idx];
1964
1965         /* Require eldritch horrors */
1966         if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
1967
1968         /* Require high level */
1969         if (r_ptr->level <= p_ptr->lev) return (FALSE);
1970
1971         /* Accept this monster */
1972         return (TRUE);
1973 }
1974
1975 /*!
1976  * @brief 宿屋の利用サブルーチン
1977  * @details inn commands\n
1978  * Note that resting for the night was a perfect way to avoid player\n
1979  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1980  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1981  * will not be that useful.  I will keep it in the hopes the player\n
1982  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1983  * Resting at night is also a quick way to restock stores -KMW-\n
1984  * @param cmd 宿屋の利用施設ID
1985  * @return 施設の利用が実際に行われたか否か。
1986  */
1987 static bool inn_comm(int cmd)
1988 {
1989         switch (cmd)
1990         {
1991                 case BACT_FOOD: /* Buy food & drink */
1992                         if (p_ptr->food >= PY_FOOD_FULL)
1993                         {
1994                                 msg_print(_("今は満腹だ。", "You are full now."));
1995                                 return FALSE;
1996                         }
1997                         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."));
1998                         (void)set_food(PY_FOOD_MAX - 1);
1999                         break;
2000
2001                 case BACT_REST: /* Rest for the night */
2002                         if ((p_ptr->poisoned) || (p_ptr->cut))
2003                         {
2004                                 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."));
2005                                 msg_print(NULL);
2006                                 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."));
2007                         }
2008                         else
2009                         {
2010                                 s32b oldturn = turn;
2011                                 int prev_day, prev_hour, prev_min;
2012
2013                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2014                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2015                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2016                                 else
2017                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2018                                 
2019                                 turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2020                                 if (dungeon_turn < dungeon_turn_limit)
2021                                 {
2022                                         dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2023                                         if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
2024                                 }
2025
2026                                 prevent_turn_overflow();
2027
2028                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2029                                 p_ptr->chp = p_ptr->mhp;
2030
2031                                 if (ironman_nightmare)
2032                                 {
2033                                         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."));
2034
2035                                         /* Have some nightmares */
2036                                         while(1)
2037                                         {
2038                                                 sanity_blast(NULL, FALSE);
2039                                                 if (!one_in_(3)) break;
2040                                         }
2041
2042                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2043                                         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."));
2044                                 }
2045                                 else
2046                                 {
2047                                         set_blind(0);
2048                                         set_confused(0);
2049                                         p_ptr->stun = 0;
2050                                         p_ptr->chp = p_ptr->mhp;
2051                                         p_ptr->csp = p_ptr->msp;
2052                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2053                                         {
2054                                                 int i;
2055                                                 for (i = 0; i < 72; i++)
2056                                                 {
2057                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2058                                                 }
2059                                                 for (; i < 108; i++)
2060                                                 {
2061                                                         p_ptr->magic_num1[i] = 0;
2062                                                 }
2063                                         }
2064
2065                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2066                                         {
2067                                                 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."));
2068                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2069                                         }
2070                                         else
2071                                         {
2072                                                 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."));
2073                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2074                                         }
2075                                 }
2076                         }
2077                         break;
2078
2079                 case BACT_RUMORS: /* Listen for rumors */
2080                         {
2081                                 display_rumor(TRUE);
2082                                 break;
2083                         }
2084         }
2085
2086         return (TRUE);
2087 }
2088
2089
2090 /*!
2091  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2092  * @param questnum クエストのID
2093  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2094  * @return なし
2095  */
2096 static void get_questinfo(int questnum, bool do_init)
2097 {
2098         int     i;
2099         int     old_quest;
2100         char    tmp_str[80];
2101
2102         /* Clear the text */
2103         for (i = 0; i < 10; i++)
2104         {
2105                 quest_text[i][0] = '\0';
2106         }
2107
2108         quest_text_line = 0;
2109
2110         /* Set the quest number temporary */
2111         old_quest = p_ptr->inside_quest;
2112         p_ptr->inside_quest = questnum;
2113
2114         /* Get the quest text */
2115         init_flags = INIT_SHOW_TEXT;
2116         if (do_init) init_flags |= INIT_ASSIGN;
2117
2118         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2119
2120         /* Reset the old quest number */
2121         p_ptr->inside_quest = old_quest;
2122
2123         /* Print the quest info */
2124         sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
2125
2126         prt(tmp_str, 5, 0);
2127
2128         prt(quest[questnum].name, 7, 0);
2129
2130         for (i = 0; i < 10; i++)
2131         {
2132                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2133         }
2134 }
2135
2136 /*!
2137  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2138  * @return なし
2139  */
2140 static void castle_quest(void)
2141 {
2142         int             q_index = 0;
2143         monster_race    *r_ptr;
2144         quest_type      *q_ptr;
2145         cptr            name;
2146
2147
2148         clear_bldg(4, 18);
2149
2150         /* Current quest of the building */
2151         q_index = cave[p_ptr->y][p_ptr->x].special;
2152
2153         /* Is there a quest available at the building? */
2154         if (!q_index)
2155         {
2156                 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);
2157                 return;
2158         }
2159
2160         q_ptr = &quest[q_index];
2161
2162         /* Quest is completed */
2163         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2164         {
2165                 /* Rewarded quest */
2166                 q_ptr->status = QUEST_STATUS_REWARDED;
2167
2168                 get_questinfo(q_index, FALSE);
2169
2170                 reinit_wilderness = TRUE;
2171         }
2172         /* Failed quest */
2173         else if (q_ptr->status == QUEST_STATUS_FAILED)
2174         {
2175                 get_questinfo(q_index, FALSE);
2176
2177                 /* Mark quest as done (but failed) */
2178                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2179
2180                 reinit_wilderness = TRUE;
2181         }
2182         /* Quest is still unfinished */
2183         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2184         {
2185                 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);
2186                 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);
2187                 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);
2188         }
2189         /* No quest yet */
2190         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2191         {
2192                 q_ptr->status = QUEST_STATUS_TAKEN;
2193
2194                 reinit_wilderness = TRUE;
2195
2196                 /* Assign a new quest */
2197                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2198                 {
2199                         if (q_ptr->r_idx == 0)
2200                         {
2201                                 /* Random monster at least 5 - 10 levels out of deep */
2202                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2203                         }
2204
2205                         r_ptr = &r_info[q_ptr->r_idx];
2206
2207                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2208                         {
2209                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2210                                 r_ptr = &r_info[q_ptr->r_idx];
2211                         }
2212
2213                         if (q_ptr->max_num == 0)
2214                         {
2215                                 /* Random monster number */
2216                                 if (randint1(10) > 7)
2217                                         q_ptr->max_num = 1;
2218                                 else
2219                                         q_ptr->max_num = randint1(3) + 1;
2220                         }
2221
2222                         q_ptr->cur_num = 0;
2223                         name = (r_name + r_ptr->name);
2224                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2225                 }
2226                 else
2227                 {
2228                         get_questinfo(q_index, TRUE);
2229                 }
2230         }
2231 }
2232
2233
2234 /*!
2235  * @brief 町に関するヘルプを表示する / Display town history
2236  * @return なし
2237  */
2238 static void town_history(void)
2239 {
2240         /* Save screen */
2241         screen_save();
2242
2243         /* Peruse the building help file */
2244         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2245
2246         /* Load screen */
2247         screen_load();
2248 }
2249
2250 /*!
2251  * @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
2252  * @param plus_ammo 矢弾のダメージ修正
2253  * @param plus_bow 弓のダメージ修正
2254  * @return ダメージ期待値
2255  * @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。
2256  */
2257 s16b calc_crit_ratio_shot(int plus_ammo, int plus_bow)
2258 {
2259         int i;
2260         object_type *j_ptr =  &inventory[INVEN_BOW];
2261         
2262         /* Extract "shot" power */
2263         i = p_ptr->to_h_b + plus_ammo;
2264         
2265         if (p_ptr->tval_ammo == TV_BOLT)
2266                 i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
2267         else
2268                 i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
2269
2270         /* Snipers can shot more critically with crossbows */
2271         if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
2272         if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
2273         
2274         /* Good bow makes more critical */
2275         i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
2276         
2277         if (i < 0) i = 0;
2278         
2279         return i;
2280 }
2281
2282 /*!
2283  * @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
2284  * @param weight 武器の重量
2285  * @param plus_ammo 矢弾のダメージ修正
2286  * @param plus_bow 弓のダメージ修正
2287  * @param dam 基本ダメージ量
2288  * @return ダメージ期待値
2289  */
2290 s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow,  int dam)
2291 {
2292         u32b num;
2293         int i, k, crit;
2294         i = calc_crit_ratio_shot(plus_ammo, plus_bow);
2295         
2296         k = 0;
2297         num = 0;
2298         
2299         crit = MIN(500, 900/weight);
2300         num += dam * 3 /2 * crit;
2301         k = crit;
2302         
2303         crit = MIN(500, 1350/weight);
2304         crit -= k;
2305         num += dam * 2 * crit;
2306         k += crit;
2307         
2308         if(k < 500)
2309         {
2310                 crit = 500 - k;
2311                 num += dam * 3 * crit;
2312         }
2313         
2314         num /= 500;
2315         
2316         num *= i;
2317         num += (10000 - i) * dam;
2318         num /= 10000;
2319         
2320         return num;
2321 }
2322
2323 /*!
2324  * @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
2325  * @param weight 武器の重量
2326  * @param plus 武器のダメージ修正
2327  * @param dam 基本ダメージ
2328  * @param meichuu 命中値
2329  * @param dokubari 毒針処理か否か
2330  * @return ダメージ期待値
2331  */
2332 s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
2333 {
2334         u32b k, num;
2335         int i;
2336         
2337         if(dokubari) return dam;
2338         
2339         i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
2340         if (i < 0) i = 0;
2341         
2342         k = weight;
2343         num = 0;
2344         
2345         if (k < 400)                                            num += (2 * dam + 5) * (400 - k);
2346         if (k < 700)                                            num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
2347         if (k > (700 - 650) && k < 900)         num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
2348         if (k > (900 - 650) && k < 1300)                num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
2349         if (k > (1300 - 650))                                   num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
2350         
2351         num /= 650;
2352         if(p_ptr->pclass == CLASS_NINJA)
2353         {
2354                 num *= i;
2355                 num += (4444 - i) * dam;
2356                 num /= 4444;
2357         }
2358         else
2359         {
2360                 num *= i;
2361                 num += (5000 - i) * dam;
2362                 num /= 5000;
2363         }
2364         
2365         return num;
2366 }
2367
2368 /*!
2369  * @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
2370  * @param dam 基本ダメージ
2371  * @param mult スレイ倍率(掛け算部分)
2372  * @param div スレイ倍率(割り算部分)
2373  * @param force 理力特別計算フラグ
2374  * @return ダメージ期待値
2375  */
2376 static s16b calc_slaydam(int dam, int mult, int div, bool force)
2377 {
2378         int tmp;
2379         if(force)
2380         {
2381                 tmp = dam * 60;
2382                 tmp *= mult * 3;
2383                 tmp /= div * 2;
2384                 tmp += dam * 60 * 2;
2385                 tmp /= 60;
2386         }
2387         else
2388         {
2389                 tmp = dam * 60;
2390                 tmp *= mult; 
2391                 tmp /= div;
2392                 tmp /= 60;
2393         }
2394         return tmp;
2395 }
2396
2397 /*!
2398  * @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)
2399  * @param dam 基本ダメージ
2400  * @param mult スレイ倍率(掛け算部分)
2401  * @param div スレイ倍率(割り算部分)
2402  * @param force 理力特別計算フラグ
2403  * @param weight 重量
2404  * @param plus 武器ダメージ修正
2405  * @param meichuu 命中値
2406  * @param dokubari 毒針処理か否か
2407  * @param vorpal_mult 切れ味倍率(掛け算部分)
2408  * @param vorpal_div 切れ味倍率(割り算部分)
2409  * @return ダメージ期待値
2410  */
2411 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)
2412 {
2413         dam = calc_slaydam(dam, mult, div, force);
2414         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2415         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2416         return dam;
2417 }
2418
2419
2420 /*!
2421  * @brief 武器の各条件毎のダメージ期待値を表示する。
2422  * @param r 表示行
2423  * @param c 表示列
2424  * @param mindice ダイス部分最小値
2425  * @param maxdice ダイス部分最大値
2426  * @param blows 攻撃回数
2427  * @param dam_bonus ダメージ修正値
2428  * @param attr 条件内容
2429  * @param color 条件内容の表示色
2430  * @details
2431  * Display the damage figure of an object\n
2432  * (used by compare_weapon_aux)\n
2433  * \n
2434  * Only accurate for the current weapon, because it includes\n
2435  * the current +dam of the player.\n
2436  * @return なし
2437  */
2438 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
2439 {
2440         char tmp_str[80];
2441         int mindam, maxdam;
2442         
2443         mindam = blows * (mindice + dam_bonus);
2444         maxdam = blows * (maxdice + dam_bonus);
2445
2446         /* Print the intro text */
2447         c_put_str(color, attr, r, c);
2448
2449         /* Calculate the min and max damage figures */
2450         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2451         
2452         /* Print the damage */
2453         put_str(tmp_str, r, c + 8);
2454 }
2455
2456
2457 /*!
2458  * @brief 武器一つ毎のダメージ情報を表示する。
2459  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2460  * @param col 表示する行の上端
2461  * @param r 表示する列の左端
2462  * @details
2463  * Show the damage figures for the various monster types\n
2464  * \n
2465  * Only accurate for the current weapon, because it includes\n
2466  * the current number of blows for the player.\n
2467  * @return なし
2468  */
2469 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2470 {
2471         u32b flgs[TR_FLAG_SIZE];
2472         int blow = p_ptr->num_blow[0];
2473         bool force = FALSE;
2474         bool dokubari = FALSE;
2475         
2476         /* Effective dices */
2477         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2478         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2479         
2480         int mindice = eff_dd;
2481         int maxdice = eff_ds * eff_dd;
2482         int mindam = 0;
2483         int maxdam = 0;
2484         int vorpal_mult = 1;
2485         int vorpal_div = 1;
2486         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2487         
2488
2489         /* Get the flags of the weapon */
2490         object_flags(o_ptr, flgs);
2491         
2492         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2493         
2494         
2495         /* Show Critical Damage*/
2496         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2497         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2498         
2499         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2500
2501         
2502         /* Vorpal Hit*/
2503         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2504         {
2505                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2506                 {
2507                         vorpal_mult = 5;
2508                         vorpal_div = 3;
2509                 }
2510                 else
2511                 {
2512                         vorpal_mult = 11;
2513                         vorpal_div = 9;
2514                 }
2515                 
2516                 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);
2517                 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);         
2518                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2519         }       
2520         
2521         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2522         {
2523                 force = TRUE;
2524                 
2525                 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);
2526                 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);
2527                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2528         }
2529                 
2530         /* Print the relevant lines */
2531         if (have_flag(flgs, TR_KILL_ANIMAL))
2532         {
2533                 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);
2534                 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);         
2535                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2536         }
2537         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2538         {
2539                 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);
2540                 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);
2541                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2542         }
2543         if (have_flag(flgs, TR_KILL_EVIL))
2544         {       
2545                 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);
2546                 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);
2547                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2548         }
2549         else if (have_flag(flgs, TR_SLAY_EVIL))
2550         {       
2551                 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);
2552                 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);         
2553                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2554         }
2555         if (have_flag(flgs, TR_KILL_HUMAN))
2556         {       
2557                 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);
2558                 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);
2559                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2560         }
2561         else if (have_flag(flgs, TR_SLAY_HUMAN))
2562         {       
2563                 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);
2564                 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);
2565                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2566         }
2567         if (have_flag(flgs, TR_KILL_UNDEAD))
2568         {
2569                 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);
2570                 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);
2571                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2572         }
2573         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2574         {
2575                 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);
2576                 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);
2577                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2578         }
2579         if (have_flag(flgs, TR_KILL_DEMON))
2580         {       
2581                 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);
2582                 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);
2583                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2584         }
2585         else if (have_flag(flgs, TR_SLAY_DEMON))
2586         {       
2587                 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);
2588                 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);
2589                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2590         }
2591         if (have_flag(flgs, TR_KILL_ORC))
2592         {
2593                 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);
2594                 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);
2595                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2596         }
2597         else if (have_flag(flgs, TR_SLAY_ORC))
2598         {
2599                 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);
2600                 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);
2601                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2602         }
2603         if (have_flag(flgs, TR_KILL_TROLL))
2604         {
2605                 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);
2606                 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);
2607                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2608         }
2609         else if (have_flag(flgs, TR_SLAY_TROLL))
2610         {
2611                 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);
2612                 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);
2613                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2614         }
2615         if (have_flag(flgs, TR_KILL_GIANT))
2616         {
2617                 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);
2618                 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);
2619                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2620         }
2621         else if (have_flag(flgs, TR_SLAY_GIANT))
2622         {
2623                 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);
2624                 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);
2625                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2626         }
2627         if (have_flag(flgs, TR_KILL_DRAGON))
2628         {
2629                 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);
2630                 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);
2631                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2632         }
2633         else if (have_flag(flgs, TR_SLAY_DRAGON))
2634         {               
2635                 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);
2636                 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);
2637                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2638         }
2639         if (have_flag(flgs, TR_BRAND_ACID))
2640         {
2641                 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);
2642                 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);
2643                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2644         }
2645         if (have_flag(flgs, TR_BRAND_ELEC))
2646         {
2647                 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);
2648                 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);
2649                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2650         }
2651         if (have_flag(flgs, TR_BRAND_FIRE))
2652         {
2653                 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);
2654                 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);
2655                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2656         }
2657         if (have_flag(flgs, TR_BRAND_COLD))
2658         {
2659                 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);
2660                 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);
2661                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2662         }
2663         if (have_flag(flgs, TR_BRAND_POIS))
2664         {
2665                 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);
2666                 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);
2667                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2668         }
2669 }
2670
2671 /*!
2672  * @brief モンスターへの命中率の計算
2673  * @param to_h 命中値
2674  * @param ac 敵AC
2675  * @return なし
2676  */
2677 static int hit_chance(int to_h, int ac)
2678 {
2679         int chance = 0;
2680         int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
2681
2682         if (meichuu <= 0) return 5;
2683
2684         chance = 100 - ((ac * 75) / meichuu);
2685
2686         if (chance > 95) chance = 95;
2687         if (chance < 5) chance = 5;
2688         if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2689                 chance = (chance*19+9)/20;
2690         return chance;
2691 }
2692
2693 /*!
2694  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2695  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2696  * @param row 表示する列の左端
2697  * @param col 表示する行の上端
2698  * @details
2699  * Displays all info about a weapon
2700  *
2701  * Only accurate for the current weapon, because it includes
2702  * various info about the player's +to_dam and number of blows.
2703  * @return なし
2704  */
2705 static void list_weapon(object_type *o_ptr, int row, int col)
2706 {
2707         char o_name[MAX_NLEN];
2708         char tmp_str[80];
2709
2710         /* Effective dices */
2711         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2712         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2713
2714         /* Print the weapon name */
2715         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2716         c_put_str(TERM_YELLOW, o_name, row, col);
2717
2718         /* Print the player's number of blows */
2719         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2720         put_str(tmp_str, row+1, col);
2721
2722         /* Print to_hit and to_dam of the weapon */
2723         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2724         put_str(tmp_str, row+2, col);
2725
2726         /* Print the weapons base damage dice */
2727         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2728                                 hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
2729                                 hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
2730         put_str(tmp_str, row+3, col);
2731         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2732
2733         /* Damage for one blow (if it hits) */
2734         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2735             eff_dd + o_ptr->to_d + p_ptr->to_d[0],
2736             eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
2737         put_str(tmp_str, row+6, col+1);
2738
2739         /* Damage for the complete attack (if all blows hit) */
2740         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2741             p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2742             p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2743         put_str(tmp_str, row+7, col+1);
2744 }
2745
2746
2747 /*!
2748  * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2749  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2750  * @return 対象になるならTRUEを返す。
2751  */
2752 static bool item_tester_hook_melee_weapon(object_type *o_ptr)
2753 {
2754         switch (o_ptr->tval)
2755         {
2756                 case TV_HAFTED:
2757                 case TV_POLEARM:
2758                 case TV_DIGGING:
2759                 {
2760                         return (TRUE);
2761                 }
2762                 case TV_SWORD:
2763                 {
2764                         if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
2765                 }
2766         }
2767
2768         return (FALSE);
2769 }
2770
2771
2772 /*!
2773  * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
2774  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2775  * @return 対象になるならTRUEを返す。
2776  */
2777 static bool item_tester_hook_ammo(object_type *o_ptr)
2778 {
2779         switch (o_ptr->tval)
2780         {
2781                 case TV_SHOT:
2782                 case TV_ARROW:
2783                 case TV_BOLT:
2784                 {
2785                         return (TRUE);
2786                 }
2787         }
2788
2789         return (FALSE);
2790 }
2791
2792
2793 /*!
2794  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2795  * @details 
2796  * Copies the weapons to compare into the weapon-slot and\n
2797  * compares the values for both weapons.\n
2798  * 武器1つだけで比較をしないなら費用は半額になる。
2799  * @param bcost 基本鑑定費用
2800  * @return 最終的にかかった費用
2801  */
2802 static int compare_weapons(int bcost)
2803 {
2804         int i, n;
2805         int item, item2;
2806         object_type *o_ptr[2];
2807         object_type orig_weapon;
2808         object_type *i_ptr;
2809         cptr q, s;
2810         int row = 2;
2811         int wid = 38, mgn = 2;
2812         bool old_character_xtra = character_xtra;
2813         char ch;
2814         int total = 0;
2815         int cost = 0; /* First time no price */
2816
2817         /* Save the screen */
2818         screen_save();
2819
2820         /* Clear the screen */
2821         clear_bldg(0, 22);
2822
2823         /* Store copy of original wielded weapon */
2824         i_ptr = &inventory[INVEN_RARM];
2825         object_copy(&orig_weapon, i_ptr);
2826
2827         /* Only compare melee weapons */
2828         item_tester_no_ryoute = TRUE;
2829         item_tester_hook = item_tester_hook_melee_weapon;
2830
2831         /* Get the first weapon */
2832         q = _("第一の武器は?", "What is your first weapon? ");
2833         s = _("比べるものがありません。", "You have nothing to compare.");
2834
2835         if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
2836         {
2837                 screen_load();
2838                 return (0);
2839         }
2840
2841         /* Get the item (in the pack) */
2842         o_ptr[0] = &inventory[item];
2843         n = 1;
2844         total = bcost;
2845
2846         while (TRUE)
2847         {
2848                 /* Clear the screen */
2849                 clear_bldg(0, 22);
2850
2851                 /* Only compare melee weapons */
2852                 item_tester_no_ryoute = TRUE;
2853                 item_tester_hook = item_tester_hook_melee_weapon;
2854
2855                 /* Hack -- prevent "icky" message */
2856                 character_xtra = TRUE;
2857
2858                 /* Diaplay selected weapon's infomation */
2859                 for (i = 0; i < n; i++)
2860                 {
2861                         int col = (wid * i + mgn);
2862
2863                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2864                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2865
2866                         /* Get the new values */
2867                         calc_bonuses();
2868
2869                         /* List the new values */
2870                         list_weapon(o_ptr[i], row, col);
2871                         compare_weapon_aux(o_ptr[i], col, row + 8);
2872
2873                         /* Copy back the original weapon into the weapon slot */
2874                         object_copy(i_ptr, &orig_weapon);
2875                 }
2876
2877                 /* Reset the values for the old weapon */
2878                 calc_bonuses();
2879
2880                 character_xtra = old_character_xtra;
2881
2882 #ifdef JP
2883                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2884                 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);
2885                 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);
2886 #else
2887                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2888                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2889                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2890 #endif
2891
2892                 flush();
2893                 ch = inkey();
2894
2895                 if (ch == 's')
2896                 {
2897                         if (total + cost > p_ptr->au)
2898                         {
2899                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2900                                 msg_print(NULL);
2901                                 continue;
2902                         }
2903
2904                         q = _("第二の武器は?", "What is your second weapon? ");
2905                         s = _("比べるものがありません。", "You have nothing to compare.");
2906
2907                         /* Get the second weapon */
2908                         if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
2909
2910                         total += cost;
2911                         cost = bcost / 2;
2912
2913                         /* Get the item (in the pack) */
2914                         o_ptr[1] = &inventory[item2];
2915                         n = 2;
2916                 }
2917                 else
2918                 {
2919                         break;
2920                 }
2921         }
2922
2923         /* Restore the screen */
2924         screen_load();
2925
2926         /* Done */
2927         return (total);
2928 }
2929
2930
2931 /*!
2932  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2933  * @details 
2934  * Calculate and display the dodge-rate and the protection-rate
2935  * based on AC
2936  * @param iAC プレイヤーのAC。
2937  * @return 常にTRUEを返す。
2938  */
2939 static bool eval_ac(int iAC)
2940 {
2941 #ifdef JP
2942         const char memo[] =
2943                 "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"
2944                 "何パーセント軽減するかを示します。\n"
2945                 "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"
2946                 "に対してのみ効果があります。\n \n"
2947                 "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"
2948                 "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"
2949                 "敵のレベルとあなたのACによって決定されます。\n \n"
2950                 "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"
2951                 "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";
2952 #else
2953         const char memo[] =
2954                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2955                 "Note that the Protection rate is effective only against normal "
2956                 "'attack' and 'shatter' type melee attacks, "
2957                 "and has no effect against any other types such as 'poison'.\n \n"
2958                 "'Dodge Rate' indicates the success rate on dodging the "
2959                 "monster's melee attacks.  "
2960                 "It is depend on the level of the monster and your AC.\n \n"
2961                 "'Average Damage' indicates the expected amount of damage "
2962                 "when you are attacked by normal melee attacks with power=100.";
2963 #endif
2964
2965         int protection;
2966         int col, row = 2;
2967         int lvl;
2968         char buf[80*20], *t;
2969
2970         /* AC lower than zero has no effect */
2971         if (iAC < 0) iAC = 0;
2972
2973         /* ダメージ軽減率を計算 */
2974         protection = 100 * MIN(iAC, 150) / 250;
2975
2976         screen_save();
2977         clear_bldg(0, 22);
2978
2979 #ifdef JP
2980         put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
2981         put_str(format("ダメージ軽減率  : %3d%%", protection), row++, 0);
2982         row++;
2983
2984         put_str("敵のレベル      :", row + 0, 0);
2985         put_str("回避率          :", row + 1, 0);
2986         put_str("ダメージ期待値  :", row + 2, 0);
2987 #else
2988         put_str(format("Your current AC : %3d", iAC), row++, 0);
2989         put_str(format("Protection rate : %3d%%", protection), row++, 0);
2990         row++;
2991
2992         put_str("Level of Monster:", row + 0, 0);
2993         put_str("Dodge Rate      :", row + 1, 0);
2994         put_str("Average Damage  :", row + 2, 0);
2995 #endif
2996     
2997         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2998         {
2999                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
3000                 int dodge;   /* 回避率(%) */
3001                 int average; /* ダメージ期待値 */
3002
3003                 put_str(format("%3d", lvl), row + 0, col);
3004
3005                 /* 回避率を計算 */
3006                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
3007                 put_str(format("%3d%%", dodge), row + 1, col);
3008
3009                 /* 100点の攻撃に対してのダメージ期待値を計算 */
3010                 average = (100 - dodge) * (100 - protection) / 100;
3011                 put_str(format("%3d", average), row + 2, col);
3012         }
3013
3014         /* Display note */
3015         roff_to_buf(memo, 70, buf, sizeof(buf));
3016         for (t = buf; t[0]; t += strlen(t) + 1)
3017                 put_str(t, (row++) + 4, 4);
3018
3019 #ifdef JP
3020         prt("現在のあなたの装備からすると、あなたの防御力は"
3021                    "これくらいです:", 0, 0);
3022 #else
3023         prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
3024 #endif
3025   
3026         flush();
3027         (void)inkey();
3028         screen_load();
3029
3030         /* Done */
3031         return (TRUE);
3032 }
3033
3034
3035 /*!
3036  * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
3037  * @param o_ptr オブジェクトの構造体の参照ポインタ。
3038  * @return 修復対象になるならTRUEを返す。
3039  */
3040 static bool item_tester_hook_broken_weapon(object_type *o_ptr)
3041 {
3042         if (o_ptr->tval != TV_SWORD) return FALSE;
3043
3044         switch (o_ptr->sval)
3045         {
3046         case SV_BROKEN_DAGGER:
3047         case SV_BROKEN_SWORD:
3048                 return TRUE;
3049         }
3050
3051         return FALSE;
3052 }
3053
3054 /*!
3055  * @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。
3056  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
3057  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
3058  * @return 修復対象になるならTRUEを返す。
3059  */
3060 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
3061 {
3062         int i, n = 0;
3063         int cand[TR_FLAG_MAX];
3064         u32b to_flgs[TR_FLAG_SIZE];
3065         u32b from_flgs[TR_FLAG_SIZE];
3066
3067         object_flags(to_ptr, to_flgs);
3068         object_flags(from_ptr, from_flgs);
3069
3070         for (i = 0; i < TR_FLAG_MAX; i++)
3071         {
3072                 switch (i)
3073                 {
3074                 case TR_IGNORE_ACID:
3075                 case TR_IGNORE_ELEC:
3076                 case TR_IGNORE_FIRE:
3077                 case TR_IGNORE_COLD:
3078                 case TR_ACTIVATE:
3079                 case TR_RIDING:
3080                 case TR_THROW:
3081                 case TR_SHOW_MODS:
3082                 case TR_HIDE_TYPE:
3083                 case TR_ES_ATTACK:
3084                 case TR_ES_AC:
3085                 case TR_FULL_NAME:
3086                 case TR_FIXED_FLAVOR:
3087                         break;
3088                 default:
3089                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
3090                         {
3091                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
3092                         }
3093                 }
3094         }
3095
3096         if (n > 0)
3097         {
3098                 int bmax;
3099                 int tr_idx = cand[randint0(n)];
3100                 add_flag(to_ptr->art_flags, tr_idx);
3101                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
3102                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
3103                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
3104                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
3105         }
3106
3107         return;
3108 }
3109
3110 /*!
3111  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
3112  * @param bcost 基本鑑定費用
3113  * @return 実際にかかった費用
3114  */
3115 static int repair_broken_weapon_aux(int bcost)
3116 {
3117         s32b cost;
3118         int item, mater;
3119         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
3120         object_kind *k_ptr;
3121         int i, k_idx, dd_bonus, ds_bonus;
3122         char basenm[MAX_NLEN];
3123         cptr q, s; /* For get_item prompt */
3124         int row = 7;
3125
3126         /* Clear screen */
3127         clear_bldg(0, 22);
3128
3129         /* Notice */
3130         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);
3131         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);
3132
3133         /* Get an item */
3134         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
3135         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
3136
3137         /* Only forge broken weapons */
3138         item_tester_hook = item_tester_hook_broken_weapon;
3139
3140         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3141
3142         /* Get the item (in the pack) */
3143         o_ptr = &inventory[item];
3144
3145         /* It is worthless */
3146         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
3147         {
3148                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
3149                 return (0);
3150         }
3151
3152         /* They are too many */
3153         if (o_ptr->number > 1)
3154         {
3155                 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!"));
3156                 return (0);
3157         }
3158
3159         /* Display item name */
3160         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3161         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
3162
3163         /* Get an item */
3164         q = _("材料となる武器は?", "Which weapon for material? ");
3165         s = _("材料となる武器がありません。", "You have no material to repair.");
3166
3167         /* Only forge broken weapons */
3168         item_tester_hook = item_tester_hook_melee_weapon;
3169
3170         if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
3171         if (mater == item)
3172         {
3173                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
3174                 return (0);
3175         }
3176
3177         /* Get the item (in the pack) */
3178         mo_ptr = &inventory[mater];
3179
3180         /* Display item name */
3181         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
3182         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
3183
3184         /* Get the value of one of the items (except curses) */
3185         cost = bcost + object_value_real(o_ptr) * 2;
3186
3187         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);
3188
3189         /* Check if the player has enough money */
3190         if (p_ptr->au < cost)
3191         {
3192                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
3193                 msg_format(_("%sを修復するだけのゴールドがありません!",
3194                         "You do not have the gold to repair %s!"), basenm);
3195                 msg_print(NULL);
3196                 return (0);
3197         }
3198
3199         if (o_ptr->sval == SV_BROKEN_DAGGER)
3200         {
3201                 int j, n = 1;
3202
3203                 /* Suppress compiler warning */
3204                 k_idx = 0;
3205
3206                 for (j = 1; j < max_k_idx; j++)
3207                 {
3208                         object_kind *k_aux_ptr = &k_info[j];
3209
3210                         if (k_aux_ptr->tval != TV_SWORD) continue;
3211                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
3212                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
3213                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
3214                         if (k_aux_ptr->weight > 99) continue;
3215
3216                         if (one_in_(n)) 
3217                         {
3218                                 k_idx = j;
3219                                 n++;
3220                         }
3221                 }
3222         }
3223         else /* TV_BROKEN_SWORD */
3224         {
3225                 /* Repair to a sword or sometimes material's type weapon */
3226                 int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3227
3228                 while(1)
3229                 {
3230                         object_kind *ck_ptr;
3231
3232                         k_idx = lookup_kind(tval, SV_ANY);
3233                         ck_ptr = &k_info[k_idx];
3234
3235                         if (tval == TV_SWORD)
3236                         {
3237                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
3238                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3239                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3240                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3241                         }
3242                         if (tval == TV_POLEARM)
3243                         {
3244                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3245                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3246                         }
3247                         if (tval == TV_HAFTED)
3248                         {
3249                                 if ((ck_ptr->sval == SV_GROND) ||
3250                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3251                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3252                         }
3253
3254                         break;
3255                 }
3256         }
3257
3258         /* Calculate dice bonuses */
3259         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3260         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3261         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3262         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3263
3264         /* Change base object */
3265         k_ptr = &k_info[k_idx];
3266         o_ptr->k_idx = k_idx;
3267         o_ptr->weight = k_ptr->weight;
3268         o_ptr->tval = k_ptr->tval;
3269         o_ptr->sval = k_ptr->sval;
3270         o_ptr->dd = k_ptr->dd;
3271         o_ptr->ds = k_ptr->ds;
3272
3273         /* Copy base object's ability */
3274         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3275         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3276         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
3277
3278         /* Dice up */
3279         if (dd_bonus > 0)
3280         {
3281                 o_ptr->dd++;
3282                 for (i = 0; i < dd_bonus; i++)
3283                 {
3284                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3285                 }
3286         }
3287         if (ds_bonus > 0)
3288         {
3289                 o_ptr->ds++;
3290                 for (i = 0; i < ds_bonus; i++)
3291                 {
3292                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3293                 }
3294         }
3295
3296         /* */
3297         if (have_flag(k_ptr->flags, TR_BLOWS))
3298         {
3299                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3300                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3301         }
3302
3303         /* Add one random ability from material weapon */
3304         give_one_ability_of_object(o_ptr, mo_ptr);
3305
3306         /* Add to-dam, to-hit and to-ac from material weapon */
3307         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3308         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3309         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3310
3311         if ((o_ptr->name1 == ART_NARSIL) ||
3312                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3313                 (object_is_ego(o_ptr) && one_in_(7)))
3314         {
3315                 /* Forge it */
3316                 if (object_is_ego(o_ptr))
3317                 {
3318                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3319                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3320                 }
3321
3322                 /* Add one random ability from material weapon */
3323                 give_one_ability_of_object(o_ptr, mo_ptr);
3324
3325                 /* Add one random activation */
3326                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3327
3328                 /* Narsil */
3329                 if (o_ptr->name1 == ART_NARSIL)
3330                 {
3331                         one_high_resistance(o_ptr);
3332                         one_ability(o_ptr);
3333                 }
3334
3335                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3336         }
3337
3338         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3339 #ifdef JP
3340         msg_format("$%dで%sに修復しました。", cost, basenm);
3341 #else
3342         msg_format("Repaired into %s for %d gold.", basenm, cost);
3343 #endif
3344         msg_print(NULL);
3345
3346         /* Remove BROKEN flag */
3347         o_ptr->ident &= ~(IDENT_BROKEN);
3348
3349         /* Add repaired flag */
3350         o_ptr->discount = 99;
3351
3352         /* Decrease material object */
3353         inven_item_increase(mater, -1);
3354         inven_item_optimize(mater);
3355
3356         /* Copyback */
3357         p_ptr->update |= PU_BONUS;
3358         handle_stuff();
3359
3360         /* Something happened */
3361         return (cost);
3362 }
3363
3364 /*!
3365  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3366  * @param bcost 基本鑑定費用
3367  * @return 実際にかかった費用
3368  */
3369 static int repair_broken_weapon(int bcost)
3370 {
3371         int cost;
3372
3373         screen_save();
3374         cost = repair_broken_weapon_aux(bcost);
3375         screen_load();
3376         return cost;
3377 }
3378
3379
3380 /*!
3381  * @brief アイテムの強化を行う。 / Enchant item
3382  * @param cost 1回毎の費用
3383  * @param to_hit 命中をアップさせる量
3384  * @param to_dam ダメージをアップさせる量
3385  * @param to_ac ACをアップさせる量
3386  * @return 実際にかかった費用
3387  */
3388 static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
3389 {
3390         int         i, item;
3391         bool        okay = FALSE;
3392         object_type *o_ptr;
3393         cptr        q, s;
3394         int         maxenchant = (p_ptr->lev / 5);
3395         char        tmp_str[MAX_NLEN];
3396
3397         clear_bldg(4, 18);
3398 #ifdef JP
3399         prt(format("現在のあなたの技量だと、+%d まで改良できます。", maxenchant), 5, 0);
3400         prt(format(" 改良の料金は一個につき$%d です。", cost), 7, 0);
3401 #else
3402         prt(format("  Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
3403         prt(format("  The price for the service is %d gold per item.", cost), 7, 0);
3404 #endif
3405
3406         item_tester_no_ryoute = TRUE;
3407
3408         /* Get an item */
3409         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3410         s = _("改良できるものがありません。", "You have nothing to improve.");
3411
3412         if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
3413
3414         /* Get the item (in the pack) */
3415         o_ptr = &inventory[item];
3416
3417         /* Check if the player has enough money */
3418         if (p_ptr->au < (cost * o_ptr->number))
3419         {
3420                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3421                 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);
3422                 return (FALSE);
3423         }
3424
3425         /* Enchant to hit */
3426         for (i = 0; i < to_hit; i++)
3427         {
3428                 if (o_ptr->to_h < maxenchant)
3429                 {
3430                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3431                         {
3432                                 okay = TRUE;
3433                                 break;
3434                         }
3435                 }
3436         }
3437
3438         /* Enchant to damage */
3439         for (i = 0; i < to_dam; i++)
3440         {
3441                 if (o_ptr->to_d < maxenchant)
3442                 {
3443                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3444                         {
3445                                 okay = TRUE;
3446                                 break;
3447                         }
3448                 }
3449         }
3450
3451         /* Enchant to AC */
3452         for (i = 0; i < to_ac; i++)
3453         {
3454                 if (o_ptr->to_a < maxenchant)
3455                 {
3456                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3457                         {
3458                                 okay = TRUE;
3459                                 break;
3460                         }
3461                 }
3462         }
3463
3464         /* Failure */
3465         if (!okay)
3466         {
3467                 /* Flush */
3468                 if (flush_failure) flush();
3469
3470                 /* Message */
3471                 msg_print(_("改良に失敗した。", "The improvement failed."));
3472
3473                 return (FALSE);
3474         }
3475         else
3476         {
3477                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3478 #ifdef JP
3479                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3480 #else
3481                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3482 #endif
3483
3484                 /* Charge the money */
3485                 p_ptr->au -= (cost * o_ptr->number);
3486
3487                 if (item >= INVEN_RARM) calc_android_exp();
3488
3489                 /* Something happened */
3490                 return (TRUE);
3491         }
3492 }
3493
3494
3495 /*!
3496  * @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
3497  * @details
3498  * The player can select the number of charges to add\n
3499  * (up to a limit), and the recharge never fails.\n
3500  *\n
3501  * The cost for rods depends on the level of the rod. The prices\n
3502  * for recharging wands and staves are dependent on the cost of\n
3503  * the base-item.\n
3504  * @return なし
3505  */
3506 static void building_recharge(void)
3507 {
3508         int         item, lev;
3509         object_type *o_ptr;
3510         object_kind *k_ptr;
3511         cptr        q, s;
3512         int         price;
3513         int         charges;
3514         int         max_charges;
3515         char        tmp_str[MAX_NLEN];
3516
3517         msg_flag = FALSE;
3518
3519         /* Display some info */
3520         clear_bldg(4, 18);
3521         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);
3522
3523
3524         /* Only accept legal items */
3525         item_tester_hook = item_tester_hook_recharge;
3526
3527         /* Get an item */
3528         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3529         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3530         if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
3531
3532         /* Get the item (in the pack) */
3533         if (item >= 0)
3534         {
3535                 o_ptr = &inventory[item];
3536         }
3537
3538         /* Get the item (on the floor) */
3539         else
3540         {
3541                 o_ptr = &o_list[0 - item];
3542         }
3543
3544         k_ptr = &k_info[o_ptr->k_idx];
3545
3546         /*
3547          * We don't want to give the player free info about
3548          * the level of the item or the number of charges.
3549          */
3550         /* The item must be "known" */
3551         if (!object_is_known(o_ptr))
3552         {
3553                 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!"));
3554                 msg_print(NULL);
3555
3556                 if ((p_ptr->au >= 50) &&
3557                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3558
3559                 {
3560                         /* Pay the price */
3561                         p_ptr->au -= 50;
3562
3563                         /* Identify it */
3564                         identify_item(o_ptr);
3565
3566                         /* Description */
3567                         object_desc(tmp_str, o_ptr, 0);
3568                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3569
3570                         /* Auto-inscription */
3571                         autopick_alter_item(item, FALSE);
3572
3573                         /* Update the gold display */
3574                         building_prt_gold();
3575                 }
3576                 else
3577                 {
3578                         return;
3579                 }
3580         }
3581
3582         /* Extract the object "level" */
3583         lev = k_info[o_ptr->k_idx].level;
3584
3585         /* Price for a rod */
3586         if (o_ptr->tval == TV_ROD)
3587         {
3588                 if (o_ptr->timeout > 0)
3589                 {
3590                         /* Fully recharge */
3591                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3592                 }
3593                 else
3594                 {
3595                         /* No recharge necessary */
3596                         price = 0;
3597                         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."));
3598                         return;
3599                 }
3600         }
3601         else if (o_ptr->tval == TV_STAFF)
3602         {
3603                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3604                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3605
3606                 /* Pay at least 10 gold per charge */
3607                 price = MAX(10, price);
3608         }
3609         else
3610         {
3611                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3612                 price = (k_info[o_ptr->k_idx].cost / 10);
3613
3614                 /* Pay at least 10 gold per charge */
3615                 price = MAX(10, price);
3616         }
3617
3618         /* Limit the number of charges for wands and staffs */
3619         if (o_ptr->tval == TV_WAND
3620                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3621         {
3622                 if (o_ptr->number > 1)
3623                 {
3624                         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."));
3625                 }
3626                 else
3627                 {
3628                         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."));
3629                 }
3630                 return;
3631         }
3632         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3633         {
3634                 if (o_ptr->number > 1)
3635                 {
3636                         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."));
3637                 }
3638                 else
3639                 {
3640                         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."));
3641                 }
3642                 return;
3643         }
3644
3645         /* Check if the player has enough money */
3646         if (p_ptr->au < price)
3647         {
3648                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3649 #ifdef JP
3650                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3651 #else
3652                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3653 #endif
3654
3655                 return;
3656         }
3657
3658         if (o_ptr->tval == TV_ROD)
3659         {
3660 #ifdef JP
3661 if (get_check(format("そのロッドを$%d で再充填しますか?",
3662  price)))
3663 #else
3664                 if (get_check(format("Recharge the %s for %d gold? ",
3665                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3666 #endif
3667
3668                 {
3669                         /* Recharge fully */
3670                         o_ptr->timeout = 0;
3671                 }
3672                 else
3673                 {
3674                         return;
3675                 }
3676         }
3677         else
3678         {
3679                 if (o_ptr->tval == TV_STAFF)
3680                         max_charges = k_ptr->pval - o_ptr->pval;
3681                 else
3682                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3683
3684                 /* Get the quantity for staves and wands */
3685                 charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3686                                         MIN(p_ptr->au / price, max_charges));
3687
3688                 /* Do nothing */
3689                 if (charges < 1) return;
3690
3691                 /* Get the new price */
3692                 price *= charges;
3693
3694                 /* Recharge */
3695                 o_ptr->pval += charges;
3696
3697                 /* We no longer think the item is empty */
3698                 o_ptr->ident &= ~(IDENT_EMPTY);
3699         }
3700
3701         /* Give feedback */
3702         object_desc(tmp_str, o_ptr, 0);
3703 #ifdef JP
3704         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3705 #else
3706         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3707 #endif
3708
3709         /* Combine / Reorder the pack (later) */
3710         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3711
3712         /* Window stuff */
3713         p_ptr->window |= (PW_INVEN);
3714
3715         /* Pay the price */
3716         p_ptr->au -= price;
3717
3718         /* Finished */
3719         return;
3720 }
3721
3722
3723 /*!
3724  * @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
3725  * @details
3726  * The player can select the number of charges to add\n
3727  * (up to a limit), and the recharge never fails.\n
3728  *\n
3729  * The cost for rods depends on the level of the rod. The prices\n
3730  * for recharging wands and staves are dependent on the cost of\n
3731  * the base-item.\n
3732  * @return なし
3733  */
3734 static void building_recharge_all(void)
3735 {
3736         int         i;
3737         int         lev;
3738         object_type *o_ptr;
3739         object_kind *k_ptr;
3740         int         price = 0;
3741         int         total_cost = 0;
3742
3743
3744         /* Display some info */
3745         msg_flag = FALSE;
3746         clear_bldg(4, 18);
3747         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);
3748
3749         /* Calculate cost */
3750         for ( i = 0; i < INVEN_PACK; i++)
3751         {
3752                 o_ptr = &inventory[i];
3753                                 
3754                 /* skip non magic device */
3755                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3756
3757                 /* need identified */
3758                 if (!object_is_known(o_ptr)) total_cost += 50;
3759
3760                 /* Extract the object "level" */
3761                 lev = k_info[o_ptr->k_idx].level;
3762
3763                 k_ptr = &k_info[o_ptr->k_idx];
3764
3765                 switch (o_ptr->tval)
3766                 {
3767                 case TV_ROD:
3768                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3769                         break;
3770
3771                 case TV_STAFF:
3772                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3773                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3774
3775                         /* Pay at least 10 gold per charge */
3776                         price = MAX(10, price);
3777
3778                         /* Fully charge */
3779                         price = (k_ptr->pval - o_ptr->pval) * price;
3780                         break;
3781
3782                 case TV_WAND:
3783                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3784                         price = (k_info[o_ptr->k_idx].cost / 10);
3785
3786                         /* Pay at least 10 gold per charge */
3787                         price = MAX(10, price);
3788
3789                         /* Fully charge */
3790                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3791                         break;
3792                 }
3793
3794                 /* if price <= 0 then item have enough charge */
3795                 if (price > 0) total_cost += price;
3796         }
3797
3798         if (!total_cost)
3799         {
3800                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3801                 msg_print(NULL);
3802                 return;
3803         }
3804
3805         /* Check if the player has enough money */
3806         if (p_ptr->au < total_cost)
3807         {
3808                 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 );
3809                 msg_print(NULL);
3810                 return;
3811         }
3812         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3813         
3814         for (i = 0; i < INVEN_PACK; i++)
3815         {
3816                 o_ptr = &inventory[i];
3817                 k_ptr = &k_info[o_ptr->k_idx];
3818
3819                 /* skip non magic device */
3820                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3821
3822                 /* Identify it */
3823                 if (!object_is_known(o_ptr))
3824                 {
3825                         identify_item(o_ptr);
3826
3827                         /* Auto-inscription */
3828                         autopick_alter_item(i, FALSE);
3829                 }
3830
3831                 /* Recharge */
3832                 switch (o_ptr->tval)
3833                 {
3834                 case TV_ROD:
3835                         o_ptr->timeout = 0;
3836                         break;
3837                 case TV_STAFF:
3838                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3839                         /* We no longer think the item is empty */
3840                         o_ptr->ident &= ~(IDENT_EMPTY);
3841                         break;
3842                 case TV_WAND:
3843                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3844                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3845                         /* We no longer think the item is empty */
3846                         o_ptr->ident &= ~(IDENT_EMPTY);
3847                         break;
3848                 }
3849         }
3850
3851         /* Give feedback */
3852         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3853         msg_print(NULL);
3854
3855         /* Combine / Reorder the pack (later) */
3856         p_ptr->notice |= (PN_COMBINE | PN_REORDER);
3857
3858         /* Window stuff */
3859         p_ptr->window |= (PW_INVEN);
3860
3861         /* Pay the price */
3862         p_ptr->au -= total_cost;
3863
3864         /* Finished */
3865         return;
3866 }
3867
3868 /*!
3869  * @brief 町間のテレポートを行うメインルーチン。
3870  * @return テレポート処理を決定したか否か
3871  */
3872 bool tele_town(void)
3873 {
3874         int i, x, y;
3875         int num = 0;
3876
3877         if (dun_level)
3878         {
3879                 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!"));
3880                 return FALSE;
3881         }
3882
3883         if (p_ptr->inside_arena || p_ptr->inside_battle)
3884         {
3885                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3886                 return FALSE;
3887         }
3888
3889         screen_save();
3890         clear_bldg(4, 10);
3891
3892         for (i=1;i<max_towns;i++)
3893         {
3894                 char buf[80];
3895
3896                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
3897
3898                 sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
3899                 prt(buf, 5+i, 5);
3900                 num++;
3901         }
3902
3903         if (!num)
3904         {
3905                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3906                 msg_print(NULL);
3907                 screen_load();
3908                 return FALSE;
3909         }
3910
3911         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3912         while(1)
3913         {
3914                 i = inkey();
3915
3916                 if (i == ESCAPE)
3917                 {
3918                         screen_load();
3919                         return FALSE;
3920                 }
3921                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3922                 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;
3923                 break;
3924         }
3925
3926         for (y = 0; y < max_wild_y; y++)
3927         {
3928                 for (x = 0; x < max_wild_x; x++)
3929                 {
3930                         if(wilderness[y][x].town == (i-'a'+1))
3931                         {
3932                                 p_ptr->wilderness_y = y;
3933                                 p_ptr->wilderness_x = x;
3934                         }
3935                 }
3936         }
3937
3938         p_ptr->leaving = TRUE;
3939         leave_bldg = TRUE;
3940         p_ptr->teleport_town = TRUE;
3941         screen_load();
3942         return TRUE;
3943 }
3944
3945 /*!
3946  * @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-
3947  * @return 常にTRUEを返す。
3948  * @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。
3949  */
3950 static bool research_mon(void)
3951 {
3952         int i, n, r_idx;
3953         char sym, query;
3954         char buf[128];
3955
3956         bool notpicked;
3957
3958         bool recall = FALSE;
3959
3960         u16b why = 0;
3961
3962         u16b    *who;
3963
3964         /* XTRA HACK WHATSEARCH */
3965         bool    all = FALSE;
3966         bool    uniq = FALSE;
3967         bool    norm = FALSE;
3968         char temp[80] = "";
3969
3970         /* XTRA HACK REMEMBER_IDX */
3971         static int old_sym = '\0';
3972         static int old_i = 0;
3973
3974
3975         /* Save the screen */
3976         screen_save();
3977
3978         /* Get a character, or abort */
3979         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):",
3980                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3981
3982         {
3983                 /* Restore */
3984                 screen_load();
3985
3986                 return (FALSE);
3987         }
3988
3989         /* Find that character info, and describe it */
3990         for (i = 0; ident_info[i]; ++i)
3991         {
3992                 if (sym == ident_info[i][0]) break;
3993         }
3994
3995                 /* XTRA HACK WHATSEARCH */
3996         if (sym == KTRL('A'))
3997         {
3998                 all = TRUE;
3999                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
4000         }
4001         else if (sym == KTRL('U'))
4002         {
4003                 all = uniq = TRUE;
4004                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
4005         }
4006         else if (sym == KTRL('N'))
4007         {
4008                 all = norm = TRUE;
4009                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
4010         }
4011         else if (sym == KTRL('M'))
4012         {
4013                 all = TRUE;
4014                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
4015                 {
4016                         temp[0]=0;
4017
4018                         /* Restore */
4019                         screen_load();
4020
4021                         return FALSE;
4022                 }
4023                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
4024         }
4025         else if (ident_info[i])
4026         {
4027                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
4028         }
4029         else
4030         {
4031                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
4032         }
4033
4034         /* Display the result */
4035         prt(buf, 16, 10);
4036
4037
4038         /* Allocate the "who" array */
4039         C_MAKE(who, max_r_idx, u16b);
4040
4041         /* Collect matching monsters */
4042         for (n = 0, i = 1; i < max_r_idx; i++)
4043         {
4044                 monster_race *r_ptr = &r_info[i];
4045
4046                 /* Empty monster */
4047                 if (!r_ptr->name) continue;
4048
4049                 /* XTRA HACK WHATSEARCH */
4050                 /* Require non-unique monsters if needed */
4051                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
4052
4053                 /* Require unique monsters if needed */
4054                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
4055
4056                 /* 名前検索 */
4057                 if (temp[0])
4058                 {
4059                         int xx;
4060                         char temp2[80];
4061
4062                         for (xx = 0; temp[xx] && xx < 80; xx++)
4063                         {
4064 #ifdef JP
4065                                 if (iskanji(temp[xx]))
4066                                 {
4067                                         xx++;
4068                                         continue;
4069                                 }
4070 #endif
4071                                 if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
4072                         }
4073   
4074 #ifdef JP
4075                         strcpy(temp2, r_name + r_ptr->E_name);
4076 #else
4077                         strcpy(temp2, r_name + r_ptr->name);
4078 #endif
4079                         for (xx = 0; temp2[xx] && xx < 80; xx++)
4080                                 if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
4081
4082 #ifdef JP
4083                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
4084 #else
4085                         if (my_strstr(temp2, temp))
4086 #endif
4087                                 who[n++] = i;
4088                 }
4089                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
4090         }
4091
4092         /* Nothing to recall */
4093         if (!n)
4094         {
4095                 /* Free the "who" array */
4096                 C_KILL(who, max_r_idx, u16b);
4097
4098                 /* Restore */
4099                 screen_load();
4100
4101                 return (FALSE);
4102         }
4103
4104         /* Sort by level */
4105         why = 2;
4106         query = 'y';
4107
4108         /* Sort if needed */
4109         if (why)
4110         {
4111                 /* Select the sort method */
4112                 ang_sort_comp = ang_sort_comp_hook;
4113                 ang_sort_swap = ang_sort_swap_hook;
4114
4115                 /* Sort the array */
4116                 ang_sort(who, &why, n);
4117         }
4118
4119
4120         /* Start at the end */
4121         /* XTRA HACK REMEMBER_IDX */
4122         if (old_sym == sym && old_i < n) i = old_i;
4123         else i = n - 1;
4124
4125         notpicked = TRUE;
4126
4127         /* Scan the monster memory */
4128         while (notpicked)
4129         {
4130                 /* Extract a race */
4131                 r_idx = who[i];
4132
4133                 /* Hack -- Begin the prompt */
4134                 roff_top(r_idx);
4135
4136                 /* Hack -- Complete the prompt */
4137                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
4138
4139                 /* Interact */
4140                 while (1)
4141                 {
4142                         /* Recall */
4143                         if (recall)
4144                         {
4145                                 /*** Recall on screen ***/
4146
4147                                 /* Get maximal info about this monster */
4148                                 lore_do_probe(r_idx);
4149
4150                                 /* Save this monster ID */
4151                                 monster_race_track(r_idx);
4152
4153                                 /* Hack -- Handle stuff */
4154                                 handle_stuff();
4155
4156                                 /* know every thing mode */
4157                                 screen_roff(r_idx, 0x01);
4158                                 notpicked = FALSE;
4159
4160                                 /* XTRA HACK REMEMBER_IDX */
4161                                 old_sym = sym;
4162                                 old_i = i;
4163                         }
4164
4165                         /* Command */
4166                         query = inkey();
4167
4168                         /* Normal commands */
4169                         if (query != 'r') break;
4170
4171                         /* Toggle recall */
4172                         recall = !recall;
4173                 }
4174
4175                 /* Stop scanning */
4176                 if (query == ESCAPE) break;
4177
4178                 /* Move to "prev" monster */
4179                 if (query == '-')
4180                 {
4181                         if (++i == n)
4182                         {
4183                                 i = 0;
4184                                 if (!expand_list) break;
4185                         }
4186                 }
4187
4188                 /* Move to "next" monster */
4189                 else
4190                 {
4191                         if (i-- == 0)
4192                         {
4193                                 i = n - 1;
4194                                 if (!expand_list) break;
4195                         }
4196                 }
4197         }
4198
4199
4200         /* Re-display the identity */
4201         /* prt(buf, 5, 5);*/
4202
4203         /* Free the "who" array */
4204         C_KILL(who, max_r_idx, u16b);
4205
4206         /* Restore */
4207         screen_load();
4208
4209         return (!notpicked);
4210 }
4211
4212
4213 /*!
4214  * @brief 施設の処理実行メインルーチン / Execute a building command
4215  * @param bldg 施設構造体の参照ポインタ
4216  * @param i 実行したい施設のサービステーブルの添字
4217  * @return なし
4218  */
4219 static void bldg_process_command(building_type *bldg, int i)
4220 {
4221         int bact = bldg->actions[i];
4222         int bcost;
4223         bool paid = FALSE;
4224         int amt;
4225
4226         /* Flush messages XXX XXX XXX */
4227         msg_flag = FALSE;
4228         msg_print(NULL);
4229
4230         if (is_owner(bldg))
4231                 bcost = bldg->member_costs[i];
4232         else
4233                 bcost = bldg->other_costs[i];
4234
4235         /* action restrictions */
4236         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
4237             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
4238         {
4239                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
4240                 return;
4241         }
4242
4243         /* check gold (HACK - Recharge uses variable costs) */
4244         if ((bact != BACT_RECHARGE) &&
4245             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
4246              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
4247         {
4248                 msg_print(_("お金が足りません!", "You do not have the gold!"));
4249                 return;
4250         }
4251
4252         switch (bact)
4253         {
4254         case BACT_NOTHING:
4255                 /* Do nothing */
4256                 break;
4257         case BACT_RESEARCH_ITEM:
4258                 paid = identify_fully(FALSE);
4259                 break;
4260         case BACT_TOWN_HISTORY:
4261                 town_history();
4262                 break;
4263         case BACT_RACE_LEGENDS:
4264                 race_legends();
4265                 break;
4266         case BACT_QUEST:
4267                 castle_quest();
4268                 break;
4269         case BACT_KING_LEGENDS:
4270         case BACT_ARENA_LEGENDS:
4271         case BACT_LEGENDS:
4272                 show_highclass();
4273                 break;
4274         case BACT_POSTER:
4275         case BACT_ARENA_RULES:
4276         case BACT_ARENA:
4277                 arena_comm(bact);
4278                 break;
4279         case BACT_IN_BETWEEN:
4280         case BACT_CRAPS:
4281         case BACT_SPIN_WHEEL:
4282         case BACT_DICE_SLOTS:
4283         case BACT_GAMBLE_RULES:
4284         case BACT_POKER:
4285                 gamble_comm(bact);
4286                 break;
4287         case BACT_REST:
4288         case BACT_RUMORS:
4289         case BACT_FOOD:
4290                 paid = inn_comm(bact);
4291                 break;
4292         case BACT_RESEARCH_MONSTER:
4293                 paid = research_mon();
4294                 break;
4295         case BACT_COMPARE_WEAPONS:
4296                 paid = TRUE;
4297                 bcost = compare_weapons(bcost);
4298                 break;
4299         case BACT_ENCHANT_WEAPON:
4300                 item_tester_hook = object_allow_enchant_melee_weapon;
4301                 enchant_item(bcost, 1, 1, 0);
4302                 break;
4303         case BACT_ENCHANT_ARMOR:
4304                 item_tester_hook = object_is_armour;
4305                 enchant_item(bcost, 0, 0, 1);
4306                 break;
4307         case BACT_RECHARGE:
4308                 building_recharge();
4309                 break;
4310         case BACT_RECHARGE_ALL:
4311                 building_recharge_all();
4312                 break;
4313         case BACT_IDENTS: /* needs work */
4314 #ifdef JP
4315                 if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
4316                 identify_pack();
4317                 msg_print(" 持ち物全てが鑑定されました。");
4318 #else
4319                 if (!get_check("Do you pay for identify all your possession? ")) break;
4320                 identify_pack();
4321                 msg_print("Your possessions have been identified.");
4322 #endif
4323
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                 hp_player(200);
4334                 set_poisoned(0);
4335                 set_blind(0);
4336                 set_confused(0);
4337                 set_cut(0);
4338                 set_stun(0);
4339                 paid = TRUE;
4340                 break;
4341         case BACT_RESTORE: /* needs work */
4342                 if (do_res_stat(A_STR)) paid = TRUE;
4343                 if (do_res_stat(A_INT)) paid = TRUE;
4344                 if (do_res_stat(A_WIS)) paid = TRUE;
4345                 if (do_res_stat(A_DEX)) paid = TRUE;
4346                 if (do_res_stat(A_CON)) paid = TRUE;
4347                 if (do_res_stat(A_CHR)) paid = TRUE;
4348                 break;
4349         case BACT_ENCHANT_ARROWS:
4350                 item_tester_hook = item_tester_hook_ammo;
4351                 enchant_item(bcost, 1, 1, 0);
4352                 break;
4353         case BACT_ENCHANT_BOW:
4354                 item_tester_tval = TV_BOW;
4355                 enchant_item(bcost, 1, 1, 0);
4356                 break;
4357         case BACT_RECALL:
4358                 if (recall_player(1)) paid = TRUE;
4359                 break;
4360         case BACT_TELEPORT_LEVEL:
4361         {
4362                 int select_dungeon;
4363                 int max_depth;
4364
4365                 clear_bldg(4, 20);
4366                 select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
4367                 show_building(bldg);
4368                 if (!select_dungeon) return;
4369
4370                 max_depth = d_info[select_dungeon].maxdepth;
4371
4372                 /* Limit depth in Angband */
4373                 if (select_dungeon == DUNGEON_ANGBAND)
4374                 {
4375                         if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
4376                         else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
4377                 }
4378                 amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "), 
4379                                                         d_name + d_info[select_dungeon].name), max_depth);
4380
4381                 if (amt > 0)
4382                 {
4383                         p_ptr->word_recall = 1;
4384                         p_ptr->recall_dungeon = select_dungeon;
4385                         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));
4386                         if (record_maxdepth)
4387                                 do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
4388                                 
4389                         msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
4390
4391                         paid = TRUE;
4392                         p_ptr->redraw |= (PR_STATUS);
4393                 }
4394                 break;
4395         }
4396         case BACT_LOSE_MUTATION:
4397                 if (p_ptr->muta1 || p_ptr->muta2 ||
4398                     (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4399                     (p_ptr->pseikaku != SEIKAKU_LUCKY &&
4400                      (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4401                 {
4402                         while(!lose_mutation(0));
4403                         paid = TRUE;
4404                 }
4405                 else
4406                 {
4407                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4408                         msg_print(NULL);
4409                 }
4410                 break;
4411         case BACT_BATTLE:
4412                 kakutoujou();
4413                 break;
4414         case BACT_TSUCHINOKO:
4415                 tsuchinoko();
4416                 break;
4417         case BACT_KUBI:
4418                 shoukinkubi();
4419                 break;
4420         case BACT_TARGET:
4421                 today_target();
4422                 break;
4423         case BACT_KANKIN:
4424                 kankin();
4425                 break;
4426         case BACT_HEIKOUKA:
4427                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4428                 set_virtue(V_COMPASSION, 0);
4429                 set_virtue(V_HONOUR, 0);
4430                 set_virtue(V_JUSTICE, 0);
4431                 set_virtue(V_SACRIFICE, 0);
4432                 set_virtue(V_KNOWLEDGE, 0);
4433                 set_virtue(V_FAITH, 0);
4434                 set_virtue(V_ENLIGHTEN, 0);
4435                 set_virtue(V_ENCHANT, 0);
4436                 set_virtue(V_CHANCE, 0);
4437                 set_virtue(V_NATURE, 0);
4438                 set_virtue(V_HARMONY, 0);
4439                 set_virtue(V_VITALITY, 0);
4440                 set_virtue(V_UNLIFE, 0);
4441                 set_virtue(V_PATIENCE, 0);
4442                 set_virtue(V_TEMPERANCE, 0);
4443                 set_virtue(V_DILIGENCE, 0);
4444                 set_virtue(V_VALOUR, 0);
4445                 set_virtue(V_INDIVIDUALISM, 0);
4446                 get_virtues();
4447                 paid = TRUE;
4448                 break;
4449         case BACT_TELE_TOWN:
4450                 paid = tele_town();
4451                 break;
4452         case BACT_EVAL_AC:
4453                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4454                 break;
4455         case BACT_BROKEN_WEAPON:
4456                 paid = TRUE;
4457                 bcost = repair_broken_weapon(bcost);
4458                 break;
4459         }
4460
4461         if (paid)
4462         {
4463                 p_ptr->au -= bcost;
4464         }
4465 }
4466
4467 /*!
4468  * @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
4469  * @return なし
4470  */
4471 void do_cmd_quest(void)
4472 {
4473         p_ptr->energy_use = 100;
4474
4475         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
4476         {
4477                 msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
4478                 return;
4479         }
4480         else
4481         {
4482                 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."));
4483                 if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
4484                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
4485                         msg_print(_("『とにかく入ってみようぜぇ。』", ""));
4486
4487                 /* Player enters a new quest */
4488                 p_ptr->oldpy = 0;
4489                 p_ptr->oldpx = 0;
4490
4491                 leave_quest_check();
4492
4493                 if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
4494                 p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
4495
4496                 p_ptr->leaving = TRUE;
4497         }
4498 }
4499
4500
4501 /*!
4502  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4503  * @return なし
4504  */
4505 void do_cmd_bldg(void)
4506 {
4507         int             i, which;
4508         char            command;
4509         bool            validcmd;
4510         building_type   *bldg;
4511
4512
4513         p_ptr->energy_use = 100;
4514
4515         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4516         {
4517                 msg_print(_("ここには建物はない。", "You see no building here."));
4518                 return;
4519         }
4520
4521         which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
4522
4523         bldg = &building[which];
4524
4525         /* Don't re-init the wilderness */
4526         reinit_wilderness = FALSE;
4527
4528         if ((which == 2) && (p_ptr->arena_number < 0))
4529         {
4530                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4531                 return;
4532         }
4533         else if ((which == 2) && p_ptr->inside_arena)
4534         {
4535                 if (!p_ptr->exit_bldg && m_cnt > 0)
4536                 {
4537                         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);
4538                 }
4539                 else
4540                 {
4541                         /* Don't save the arena as saved floor */
4542                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4543
4544                         p_ptr->inside_arena = FALSE;
4545                         p_ptr->leaving = TRUE;
4546
4547                         /* Re-enter the arena */
4548                         command_new = SPECIAL_KEY_BUILDING;
4549
4550                         /* No energy needed to re-enter the arena */
4551                         p_ptr->energy_use = 0;
4552                 }
4553
4554                 return;
4555         }
4556         else if (p_ptr->inside_battle)
4557         {
4558                 /* Don't save the arena as saved floor */
4559                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4560
4561                 p_ptr->leaving = TRUE;
4562                 p_ptr->inside_battle = FALSE;
4563
4564                 /* Re-enter the monster arena */
4565                 command_new = SPECIAL_KEY_BUILDING;
4566
4567                 /* No energy needed to re-enter the arena */
4568                 p_ptr->energy_use = 0;
4569
4570                 return;
4571         }
4572         else
4573         {
4574                 p_ptr->oldpy = p_ptr->y;
4575                 p_ptr->oldpx = p_ptr->x;
4576         }
4577
4578         /* Forget the lite */
4579         forget_lite();
4580
4581         /* Forget the view */
4582         forget_view();
4583
4584         /* Hack -- Increase "icky" depth */
4585         character_icky++;
4586
4587         command_arg = 0;
4588         command_rep = 0;
4589         command_new = 0;
4590
4591         show_building(bldg);
4592         leave_bldg = FALSE;
4593
4594         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4595
4596         while (!leave_bldg)
4597         {
4598                 validcmd = FALSE;
4599                 prt("", 1, 0);
4600
4601                 building_prt_gold();
4602
4603                 command = inkey();
4604
4605                 if (command == ESCAPE)
4606                 {
4607                         leave_bldg = TRUE;
4608                         p_ptr->inside_arena = FALSE;
4609                         p_ptr->inside_battle = FALSE;
4610                         break;
4611                 }
4612
4613                 for (i = 0; i < 8; i++)
4614                 {
4615                         if (bldg->letters[i])
4616                         {
4617                                 if (bldg->letters[i] == command)
4618                                 {
4619                                         validcmd = TRUE;
4620                                         break;
4621                                 }
4622                         }
4623                 }
4624
4625                 if (validcmd)
4626                         bldg_process_command(bldg, i);
4627
4628                 /* Notice stuff */
4629                 notice_stuff();
4630
4631                 /* Handle stuff */
4632                 handle_stuff();
4633         }
4634
4635         select_floor_music();
4636
4637         /* Flush messages XXX XXX XXX */
4638         msg_flag = FALSE;
4639         msg_print(NULL);
4640
4641         /* Reinit wilderness to activate quests ... */
4642         if (reinit_wilderness)
4643         {
4644                 p_ptr->leaving = TRUE;
4645         }
4646
4647         /* Hack -- Decrease "icky" depth */
4648         character_icky--;
4649
4650         /* Clear the screen */
4651         Term_clear();
4652
4653         /* Update the visuals */
4654         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4655
4656         /* Redraw entire screen */
4657         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4658
4659         /* Window stuff */
4660         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4661 }
4662
4663
4664 /*!
4665  * @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
4666  */
4667 static cptr find_quest[] =
4668 {
4669         _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
4670         _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
4671         _("メッセージを見つけた:", "There is a sign saying"),
4672         _("何かが階段の上に書いてある:", "Something is written on the staircase"),
4673         _("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"),
4674 };
4675
4676
4677 /*!
4678  * @brief クエストの導入メッセージを表示する / Discover quest
4679  * @param q_idx 開始されたクエストのID
4680  */
4681 void quest_discovery(int q_idx)
4682 {
4683         quest_type      *q_ptr = &quest[q_idx];
4684         monster_race    *r_ptr = &r_info[q_ptr->r_idx];
4685         int             q_num = q_ptr->max_num;
4686         char            name[80];
4687
4688         /* No quest index */
4689         if (!q_idx) return;
4690
4691         strcpy(name, (r_name + r_ptr->name));
4692
4693         msg_print(find_quest[rand_range(0, 4)]);
4694         msg_print(NULL);
4695
4696         if (q_num == 1)
4697         {
4698                 /* Unique */
4699
4700                 /* Hack -- "unique" monsters must be "unique" */
4701                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
4702                     (0 == r_ptr->max_num))
4703                 {
4704                         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..."));
4705                         /* The unique is already dead */
4706                         quest[q_idx].status = QUEST_STATUS_FINISHED;
4707                         q_ptr->complev = 0;
4708                         update_playtime();
4709                         q_ptr->comptime = playtime;
4710                 }
4711                 else
4712                 {
4713                         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);
4714                 }
4715         }
4716         else
4717         {
4718                 /* Normal monsters */
4719 #ifndef JP
4720                 plural_aux(name);
4721 #endif
4722                 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);
4723
4724         }
4725 }
4726
4727
4728 /*!
4729  * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
4730  * / Hack -- Check if a level is a "quest" level
4731  * @param level 検索対象になる階
4732  * @return クエストIDを返す。該当がない場合0を返す。
4733  */
4734 int quest_number(int level)
4735 {
4736         int i;
4737
4738         /* Check quests */
4739         if (p_ptr->inside_quest)
4740                 return (p_ptr->inside_quest);
4741
4742         for (i = 0; i < max_quests; i++)
4743         {
4744                 if (quest[i].status != QUEST_STATUS_TAKEN) continue;
4745
4746                 if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
4747                         !(quest[i].flags & QUEST_FLAG_PRESET) &&
4748                     (quest[i].level == level) &&
4749                     (quest[i].dungeon == dungeon_type))
4750                         return (i);
4751         }
4752
4753         /* Check for random quest */
4754         return (random_quest_number(level));
4755 }
4756
4757 /*!
4758  * @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。
4759  * @param level 検索対象になる階
4760  * @return クエストIDを返す。該当がない場合0を返す。
4761  */
4762 int random_quest_number(int level)
4763 {
4764         int i;
4765
4766         if (dungeon_type != DUNGEON_ANGBAND) return 0;
4767
4768         for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
4769         {
4770                 if ((quest[i].type == QUEST_TYPE_RANDOM) &&
4771                     (quest[i].status == QUEST_STATUS_TAKEN) &&
4772                     (quest[i].level == level) &&
4773                     (quest[i].dungeon == DUNGEON_ANGBAND))
4774                 {
4775                         return i;
4776                 }
4777         }
4778
4779         /* Nope */
4780         return 0;
4781 }