OSDN Git Service

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