OSDN Git Service

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