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[Refactor] #37353 spells3.h と bldg.h の宣言を整理。
[hengband/hengband.git] / src / bldg.c
1 /*!
2     @file bldg.c
3     @brief 町の施設処理 / Building commands
4     @date 2013/12/23
5     @author
6     Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
7     -KMW-\n
8     \n
9     Rewritten for Kangband 2.8.3i using Kamband's version of\n
10     bldg.c as written by Ivan Tkatchev\n
11     \n
12     Changed for ZAngband by Robert Ruehlmann\n
13 */
14
15 #include "angband.h"
16 #include "util.h"
17
18 #include "floor.h"
19 #include "floor-events.h"
20 #include "floor-save.h"
21 #include "object-boost.h"
22 #include "object-flavor.h"
23 #include "object-hook.h"
24 #include "monster.h"
25 #include "monsterrace-hook.h"
26 #include "melee.h"
27 #include "wild.h"
28 #include "world.h"
29 #include "sort.h"
30
31 #include "avatar.h"
32 #include "bldg.h"
33 #include "mutation.h"
34 #include "quest.h"
35 #include "artifact.h"
36 #include "cmd-spell.h"
37 #include "rumor.h"
38 #include "player-status.h"
39 #include "spells.h"
40 #include "spells-status.h"
41 #include "realm-hex.h"
42 #include "dungeon-file.h"
43
44 #include "files.h"
45 #include "player-effects.h"
46 #include "scores.h"
47 #include "shoot.h"
48 #include "view-mainwindow.h"
49
50 /*!
51  * @brief 闘技場のモンスターID及び報酬アイテムテーブル
52  */
53 const arena_type arena_info[MAX_ARENA_MONS + 2] =
54 {
55         { MON_NOBORTA,       TV_AMULET, SV_AMULET_ADORNMENT           },
56         { MON_MORI_TROLL,    TV_FOOD,   SV_FOOD_PINT_OF_WINE          },
57         { MON_IMP,           TV_POTION, SV_POTION_SPEED               },
58         { MON_LION_HEART,    0,         0                             },
59         { MON_MASTER_YEEK,   TV_POTION, SV_POTION_CURING              },
60         { MON_SABRE_TIGER,   TV_WAND,   SV_WAND_STONE_TO_MUD          },
61         { MON_LIZARD_KING,   TV_WAND,   SV_WAND_TELEPORT_AWAY         },
62         { MON_WYVERN,        TV_POTION, SV_POTION_HEALING             },
63         { MON_ARCH_VILE,     TV_POTION, SV_POTION_RESISTANCE          },
64         { MON_ELF_LORD   ,   TV_POTION, SV_POTION_ENLIGHTENMENT       },
65         { MON_GHOUL_KING,    TV_FOOD,   SV_FOOD_RESTORING             },
66         { MON_COLBRAN,       TV_RING,   SV_RING_ELEC                  },
67         { MON_BICLOPS,       TV_WAND,   SV_WAND_ACID_BALL             },
68         { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE      },
69         { MON_GROO,          TV_SCROLL, SV_SCROLL_ACQUIREMENT         },
70         { MON_RAAL,          TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION    },
71         { MON_DREADMASTER,   TV_WAND,   SV_WAND_HYPODYNAMIA            },
72         { MON_ULTRA_PALADIN, TV_STAFF,  SV_STAFF_DISPEL_EVIL          },
73         { MON_BARNEY,        TV_RING,   SV_RING_RES_CHAOS             },
74         { MON_TROLL_KING,    TV_SCROLL, SV_SCROLL_MASS_GENOCIDE       },
75         { MON_BARON_HELL,    TV_POTION, SV_POTION_AUGMENTATION        },
76         { MON_F_ANGEL,       TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION  },
77         { MON_G_C_DRAKE,     TV_WAND,   SV_WAND_DRAGON_FIRE           },
78         { MON_IRON_LICH,     TV_STAFF,  SV_STAFF_DESTRUCTION          },
79         { MON_DROLEM,        TV_POTION, SV_POTION_STAR_HEALING        },
80         { MON_G_TITAN,       TV_WAND,   SV_WAND_GENOCIDE              },
81         { MON_G_BALROG,      TV_POTION, SV_POTION_EXPERIENCE          },
82         { MON_ELDER_VAMPIRE, TV_RING,   SV_RING_SUSTAIN               },
83         { MON_NIGHTWALKER,   TV_WAND,   SV_WAND_STRIKING              },
84         { MON_S_TYRANNO,     TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
85         { MON_G_MASTER_MYS,  TV_ROD,    SV_ROD_IDENTIFY               },
86         { MON_LORD_CHAOS,    TV_POTION, SV_POTION_LIFE                },
87         { MON_SHADOWLORD,    TV_POTION, SV_POTION_STAR_ENLIGHTENMENT  },
88         { MON_ULT_BEHOLDER,  TV_AMULET, SV_AMULET_REFLECTION          },
89         { MON_JABBERWOCK,    TV_ROD,    SV_ROD_HEALING                },
90         { MON_LOCKE_CLONE,   TV_WAND,   SV_WAND_DISINTEGRATE          },
91         { MON_WYRM_SPACE,    TV_ROD,    SV_ROD_RESTORATION            },
92         { MON_SHAMBLER,      TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT    },
93         { MON_BLACK_REAVER,  TV_RING,   SV_RING_LORDLY                },
94         { MON_FENGHUANG,     TV_STAFF,  SV_STAFF_THE_MAGI             },
95         { MON_WYRM_POWER,    TV_SCROLL, SV_SCROLL_ARTIFACT            },
96         { 0,                 0,         0                             }, /* Victory prizing */
97         { MON_HAGURE,        TV_SCROLL, SV_SCROLL_ARTIFACT            },
98 };
99
100
101 /*!
102  * ループ中で / hack as in leave_store in store.c
103  */
104 static bool leave_bldg = FALSE;
105
106 /*!
107  * @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。
108  * @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、
109  * 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。
110  * @param bldg 施設構造体の参照ポインタ
111  * @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。
112  */
113 static bool is_owner(building_type *bldg)
114 {
115         if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
116         {
117                 return (TRUE);
118         }
119
120         if (bldg->member_race[p_ptr->prace] == BUILDING_OWNER)
121         {
122                 return (TRUE);
123         }
124
125         if ((is_magic(p_ptr->realm1) && (bldg->member_realm[p_ptr->realm1] == BUILDING_OWNER)) ||
126                 (is_magic(p_ptr->realm2) && (bldg->member_realm[p_ptr->realm2] == BUILDING_OWNER)))
127         {
128                 return (TRUE);
129         }
130
131         return (FALSE);
132 }
133
134 /*!
135  * @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。
136  (スペルマスターの特別判定つき)
137  * @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、
138  * 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。
139  * @param bldg 施設構造体の参照ポインタ
140  * @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。
141  * @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。
142  */
143 static bool is_member(building_type *bldg)
144 {
145         if (bldg->member_class[p_ptr->pclass])
146         {
147                 return (TRUE);
148         }
149
150         if (bldg->member_race[p_ptr->prace])
151         {
152                 return (TRUE);
153         }
154
155         if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
156             (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
157         {
158                 return (TRUE);
159         }
160
161
162         if (p_ptr->pclass == CLASS_SORCERER)
163         {
164                 int i;
165                 bool OK = FALSE;
166                 for (i = 0; i < MAX_MAGIC; i++)
167                 {
168                         if (bldg->member_realm[i+1]) OK = TRUE;
169                 }
170                 return OK;
171         }
172         return (FALSE);
173 }
174
175 /*!
176  * @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
177  * @details 消去は行毎にヌル文字列で行われる。
178  * @param min_row 開始行番号
179  * @param max_row 末尾行番号
180  * @return なし
181  */
182 static void clear_bldg(int min_row, int max_row)
183 {
184         int   i;
185
186         for (i = min_row; i <= max_row; i++)
187                 prt("", i, 0);
188 }
189
190 /*!
191  * @brief 所持金を表示する。
192  * @return なし
193  */
194 static void building_prt_gold(void)
195 {
196         char tmp_str[80];
197         prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
198         sprintf(tmp_str, "%9ld", (long)p_ptr->au);
199         prt(tmp_str, 23, 68);
200 }
201
202 /*!
203  * @brief 施設のサービス一覧を表示する / Display a building.
204  * @param bldg 施設構造体の参照ポインタ
205  * @return なし
206  */
207 static void show_building(building_type* bldg)
208 {
209         char buff[20];
210         int i;
211         byte action_color;
212         char tmp_str[80];
213
214         Term_clear();
215         sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
216         prt(tmp_str, 2, 1);
217
218
219         for (i = 0; i < 8; i++)
220         {
221                 if (bldg->letters[i])
222                 {
223                         if (bldg->action_restr[i] == 0)
224                         {
225                                 if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
226                                         (!is_owner(bldg) && (bldg->other_costs[i] == 0)))
227                                 {
228                                         action_color = TERM_WHITE;
229                                         buff[0] = '\0';
230                                 }
231                                 else if (is_owner(bldg))
232                                 {
233                                         action_color = TERM_YELLOW;
234                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
235                                 }
236                                 else
237                                 {
238                                         action_color = TERM_YELLOW;
239                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);                          }
240                         }
241                         else if (bldg->action_restr[i] == 1)
242                         {
243                                 if (!is_member(bldg))
244                                 {
245                                         action_color = TERM_L_DARK;
246                                         strcpy(buff, _("(閉店)", "(closed)"));
247                                 }
248                                 else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
249                                         (is_member(bldg) && (bldg->other_costs[i] == 0)))
250                                 {
251                                         action_color = TERM_WHITE;
252                                         buff[0] = '\0';
253                                 }
254                                 else if (is_owner(bldg))
255                                 {
256                                         action_color = TERM_YELLOW;
257                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
258                                 }
259                                 else
260                                 {
261                                         action_color = TERM_YELLOW;
262                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
263                                 }
264                         }
265                         else
266                         {
267                                 if (!is_owner(bldg))
268                                 {
269                                         action_color = TERM_L_DARK;
270                                         strcpy(buff, _("(閉店)", "(closed)"));
271                                 }
272                                 else if (bldg->member_costs[i] != 0)
273                                 {
274                                         action_color = TERM_YELLOW;
275                                         sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
276                                 }
277                                 else
278                                 {
279                                         action_color = TERM_WHITE;
280                                         buff[0] = '\0';
281                                 }
282                         }
283
284                         sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
285                         c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
286                 }
287         }
288         prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
289 }
290
291 /*!
292  * @brief 闘技場に入るコマンドの処理 / arena commands
293  * @param cmd 闘技場処理のID
294  * @return なし
295  */
296 static void arena_comm(int cmd)
297 {
298         monster_race    *r_ptr;
299         concptr            name;
300
301
302         switch (cmd)
303         {
304                 case BACT_ARENA:
305                         if (p_ptr->arena_number == MAX_ARENA_MONS)
306                         {
307                                 clear_bldg(5, 19);
308                                 prt(_("アリーナの優勝者!", "               Arena Victor!"), 5, 0);
309                                 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);
310                                 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);
311
312                                 prt("", 10, 0);
313                                 prt("", 11, 0);
314                                 p_ptr->au += 1000000L;
315                                 msg_print(_("スペースキーで続行", "Press the space bar to continue"));
316                                 msg_print(NULL);
317                                 p_ptr->arena_number++;
318                         }
319                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
320                         {
321                                 if (p_ptr->arena_number < MAX_ARENA_MONS+2)
322                                 {
323                                         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."));
324                                         msg_print(NULL);
325                                         if (get_check(_("挑戦するかね?", "Do you fight? ")))
326                                         {       
327                                                 msg_print(_("死ぬがよい。", "Die, maggots."));
328                                                 msg_print(NULL);
329                                         
330                                                 p_ptr->exit_bldg = FALSE;
331                                                 reset_tim_flags();
332
333                                                 /* Save the surface floor as saved floor */
334                                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
335
336                                                 p_ptr->inside_arena = TRUE;
337                                                 p_ptr->leaving = TRUE;
338                                                 leave_bldg = TRUE;
339                                         }
340                                         else
341                                         {
342                                                 msg_print(_("残念だ。", "We are disappointed."));
343                                         }
344                                 }
345                                 else
346                                 {
347                                         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。",
348                                                                 "You enter the arena briefly and bask in your glory."));
349                                         msg_print(NULL);
350                                 }
351                         }
352                         else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
353                         {
354                                 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。",
355                                                         "You don't have permission to enter with pet."));
356                                 msg_print(NULL);
357                         }
358                         else
359                         {
360                                 p_ptr->exit_bldg = FALSE;
361                                 reset_tim_flags();
362
363                                 /* Save the surface floor as saved floor */
364                                 prepare_change_floor_mode(CFM_SAVE_FLOORS);
365
366                                 p_ptr->inside_arena = TRUE;
367                                 p_ptr->leaving = TRUE;
368                                 leave_bldg = TRUE;
369                         }
370                         break;
371                 case BACT_POSTER:
372                         if (p_ptr->arena_number == MAX_ARENA_MONS)
373                                 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。",
374                                                         "You are victorious. Enter the arena for the ceremony."));
375
376                         else if (p_ptr->arena_number > MAX_ARENA_MONS)
377                         {
378                                 msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
379                         }
380                         else
381                         {
382                                 r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
383                                 name = (r_name + r_ptr->name);
384                                 msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
385
386                                 p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
387                                 p_ptr->window |= (PW_MONSTER);
388                                 handle_stuff();
389
390                         }
391                         break;
392                 case BACT_ARENA_RULES:
393                         screen_save();
394
395                         /* Peruse the arena help file */
396                         (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
397                         screen_load();
398
399                         break;
400         }
401 }
402
403 /*!
404  * @brief カジノのスロットシンボルを表示する / display fruit for dice slots
405  * @param row シンボルを表示する行の上端
406  * @param col シンボルを表示する行の左端
407  * @param fruit 表示するシンボルID
408  * @return なし
409  */
410 static void display_fruit(int row, int col, int fruit)
411 {
412         switch (fruit)
413         {
414                 case 0: /* lemon */
415                         c_put_str(TERM_YELLOW, "   ####.", row, col);
416                         c_put_str(TERM_YELLOW, "  #    #", row + 1, col);
417                         c_put_str(TERM_YELLOW, " #     #", row + 2, col);
418                         c_put_str(TERM_YELLOW, "#      #", row + 3, col);
419                         c_put_str(TERM_YELLOW, "#      #", row + 4, col);
420                         c_put_str(TERM_YELLOW, "#     # ", row + 5, col);
421                         c_put_str(TERM_YELLOW, "#    #  ", row + 6, col);
422                         c_put_str(TERM_YELLOW, ".####   ", row + 7, col);
423                         prt(                 _(" レモン ",
424                                                            " Lemon  "), row + 8, col);
425                         break;
426                 case 1: /* orange */
427                         c_put_str(TERM_ORANGE, "   ##   ", row, col);
428                         c_put_str(TERM_ORANGE, "  #..#  ", row + 1, col);
429                         c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
430                         c_put_str(TERM_ORANGE, "#......#", row + 3, col);
431                         c_put_str(TERM_ORANGE, "#......#", row + 4, col);
432                         c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
433                         c_put_str(TERM_ORANGE, "  #..#  ", row + 6, col);
434                         c_put_str(TERM_ORANGE, "   ##   ", row + 7, col);
435                         prt(                 _("オレンジ",
436                                                                    " Orange "), row + 8, col);
437                         break;
438                 case 2: /* sword */
439                         c_put_str(TERM_SLATE, _("   Λ   ",  "   /\\   ") , row, col);
440                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 1, col);
441                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 2, col);
442                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 3, col);
443                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 4, col);
444                         c_put_str(TERM_SLATE, _("   ||   ", "   ##   ") , row + 5, col);
445                         c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
446                         c_put_str(TERM_UMBER, _("   目   ", "   ##   ") , row + 7, col);
447                         prt(                  _("   剣   ", " Sword  ") , row + 8, col);
448                         break;
449                 case 3: /* shield */
450                         c_put_str(TERM_SLATE, " ###### ", row, col);
451                         c_put_str(TERM_SLATE, "#      #", row + 1, col);
452                         c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
453                         c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
454                         c_put_str(TERM_SLATE, "#  ++  #", row + 4, col);
455                         c_put_str(TERM_SLATE, " #    # ", row + 5, col);
456                         c_put_str(TERM_SLATE, "  #  #  ", row + 6, col);
457                         c_put_str(TERM_SLATE, "   ##   ", row + 7, col);
458                         prt(                _("   盾   ",
459                                                                   " Shield "), row + 8, col);
460                         break;
461                 case 4: /* plum */
462                         c_put_str(TERM_VIOLET, "   ##   ", row, col);
463                         c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
464                         c_put_str(TERM_VIOLET, "########", row + 2, col);
465                         c_put_str(TERM_VIOLET, "########", row + 3, col);
466                         c_put_str(TERM_VIOLET, "########", row + 4, col);
467                         c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
468                         c_put_str(TERM_VIOLET, "  ####  ", row + 6, col);
469                         c_put_str(TERM_VIOLET, "   ##   ", row + 7, col);
470                         prt(                 _(" プラム ",
471                                                                    "  Plum  "), row + 8, col);
472                         break;
473                 case 5: /* cherry */
474                         c_put_str(TERM_RED, "      ##", row, col);
475                         c_put_str(TERM_RED, "   ###  ", row + 1, col);
476                         c_put_str(TERM_RED, "  #..#  ", row + 2, col);
477                         c_put_str(TERM_RED, "  #..#  ", row + 3, col);
478                         c_put_str(TERM_RED, " ###### ", row + 4, col);
479                         c_put_str(TERM_RED, "#..##..#", row + 5, col);
480                         c_put_str(TERM_RED, "#..##..#", row + 6, col);
481                         c_put_str(TERM_RED, " ##  ## ", row + 7, col);
482                         prt(              _("チェリー",
483                                                                 " Cherry "), row + 8, col);
484                         break;
485         }
486 }
487
488 /*! @note
489  * kpoker no (tyuto-hannpa na)pakuri desu...
490  * joker ha shineru node haitte masen.
491  *
492  * TODO: donataka! tsukutte!
493  *  - agatta yaku no kiroku (like DQ).
494  *  - kakkoii card no e.
495  *  - sousa-sei no koujyo.
496  *  - code wo wakariyasuku.
497  *  - double up.
498  *  - Joker... -- done.
499  *
500  * 9/13/2000 --Koka
501  * 9/15/2000 joker wo jissou. soreto, code wo sukosi kakikae. --Habu
502  */
503
504 #define SUIT_OF(card)  ((card) / 13) /*!< トランプカードのスートを返す */
505 #define NUM_OF(card)   ((card) % 13) /*!< トランプカードの番号を返す */
506 #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 */
507
508 static int cards[5]; /*!< ポーカーの現在の手札ID */
509
510 /*!
511  * @brief ポーカーの山札を切る。
512  * @param deck デッキの配列
513  * @return なし
514  */
515 static void reset_deck(int deck[])
516 {
517         int i;
518         for (i = 0; i < 53; i++) deck[i] = i;
519
520         /* shuffle cards */
521         for (i = 0; i < 53; i++){
522                 int tmp1 = randint0(53 - i) + i;
523                 int tmp2 = deck[i];
524                 deck[i] = deck[tmp1];
525                 deck[tmp1] = tmp2;
526         }
527 }
528
529 /*!
530  * @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。
531  * @return ジョーカーを持っているか。
532  */
533 static bool have_joker(void)
534 {
535         int i;
536
537         for (i = 0; i < 5; i++){
538           if(IS_JOKER(cards[i])) return TRUE;
539         }
540         return FALSE;
541 }
542
543 /*!
544  * @brief ポーカーの手札に該当の番号の札があるかを返す。
545  * @param num 探したいカードの番号。
546  * @return 該当の番号が手札にあるか。
547  */
548 static bool find_card_num(int num)
549 {
550         int i;
551         for (i = 0; i < 5; i++)
552                 if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
553         return FALSE;
554 }
555
556 /*!
557  * @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
558  * @return 役の判定結果
559  */
560 static bool yaku_check_flush(void)
561 {
562         int i, suit;
563         bool joker_is_used = FALSE;
564
565         suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
566         for (i = 0; i < 5; i++){
567                 if (SUIT_OF(cards[i]) != suit){
568                   if(have_joker() && !joker_is_used)
569                     joker_is_used = TRUE;
570                   else
571                     return FALSE;
572                 }
573         }
574
575         return TRUE;
576 }
577
578 /*!
579  * @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。
580  * @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
581  */
582 static int yaku_check_straight(void)
583 {
584         int i, lowest = 99;
585         bool joker_is_used = FALSE;
586         bool straight = FALSE;
587
588         /* get lowest */
589         for (i = 0; i < 5; i++)
590         {
591                 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
592                         lowest = NUM_OF(cards[i]);
593         }
594         
595         /* Check Royal Straight Flush */
596         if (yaku_check_flush())
597         {
598           if( lowest == 0 ){
599                 for (i = 0; i < 4; i++)
600                 {
601                         if (!find_card_num(9 + i)){
602                                 if( have_joker() && !joker_is_used )
603                                   joker_is_used = TRUE;
604                                 else
605                                   break;
606                         }
607                 }
608                 if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
609           }
610           if(lowest == 9){
611                 for (i = 0; i < 3; i++)
612                 {
613                         if (!find_card_num(10 + i))
614                                 break;
615                 }
616                 if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
617           }
618         }
619
620         joker_is_used = FALSE;
621
622         /* Straight Only Check */
623
624         if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
625                 for (i = 0; i < 4; i++)
626                 {
627                         if (!find_card_num(9 + i)) {
628                                 if (have_joker() && !joker_is_used)
629                                         joker_is_used = TRUE;
630                                 else
631                                         break; /* None */
632                         }
633                 }
634                 if(i == 4) straight = TRUE;
635         }
636
637         joker_is_used = FALSE;
638
639         for (i = 0; i < 5; i++)
640         {
641                 if(!find_card_num(lowest + i)){
642                         if( have_joker() && !joker_is_used )
643                                 joker_is_used = TRUE;
644                         else
645                                 break; /* None */
646                 }
647         }
648         if(i == 5) straight = TRUE;
649         
650         if (straight && yaku_check_flush()) return 2; /* Straight Flush */
651         else if(straight) return 1; /* Only Straight */
652         else return 0;
653 }
654
655 /*!
656  * @brief ポーカーのペア役の状態を返す。
657  * @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
658  */
659 static int yaku_check_pair(void)
660 {
661         int i, i2, matching = 0;
662
663         for (i = 0; i < 5; i++)
664         {
665                 for (i2 = i+1; i2 < 5; i2++)
666                 {
667                         if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
668                         if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
669                                 matching++;
670                 }
671         }
672
673         if(have_joker()){
674           switch(matching){
675           case 0:
676             matching = 1;
677             break;
678           case 1:
679             matching = 3;
680             break;
681           case 2:
682             matching = 4;
683             break;
684           case 3:
685             matching = 6;
686             break;
687           case 6:
688             matching = 7;
689             break;
690           default:
691             /* don't reach */
692             break;
693           }
694         }
695
696         return matching;
697 }
698
699 #define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
700 #define ODDS_5C 400 /*!< ファイブカードの役倍率 */
701 #define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
702 #define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
703 #define ODDS_4C 16 /*!< フォアカードの役倍率 */
704 #define ODDS_FH 12 /*!< フルハウスの役倍率 */
705 #define ODDS_FL 8 /*!< フラッシュの役倍率 */
706 #define ODDS_ST 4 /*!< ストレートの役倍率 */
707 #define ODDS_3C 1 /*!< スリーカードの役倍率 */
708 #define ODDS_2P 1 /*!< ツーペアの役倍率 */
709
710 /*!
711  * @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。
712  * @return 役のID
713  */
714 static int yaku_check(void)
715 {
716         prt("                            ", 4, 3);
717
718         switch(yaku_check_straight()){
719         case 3: /* RF! */
720                 c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"),  4,  3);
721                 return ODDS_RF;
722         case 2: /* SF! */
723                 c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"),  4,  3);
724                 return ODDS_SF;
725         case 1:
726                 c_put_str(TERM_YELLOW, _("ストレート", "Straight"),  4,  3);
727                 return ODDS_ST;
728         default:
729                 /* Not straight -- fall through */
730                 break;
731         }
732
733         if (yaku_check_flush())
734         {
735                 c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"),  4,  3);
736                 return ODDS_FL;
737         }
738
739         switch (yaku_check_pair())
740         {
741         case 1:
742                 c_put_str(TERM_YELLOW, _("ワンペア", "One pair"),  4,  3);
743                 return 0;
744         case 2:
745                 c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"),  4,  3);
746                 return ODDS_2P;
747         case 3:
748                 c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"),  4,  3);
749                 return ODDS_3C;
750         case 4:
751                 c_put_str(TERM_YELLOW, _("フルハウス", "Full house"),  4,  3);
752                 return ODDS_FH;
753         case 6:
754                 c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"),  4,  3);
755                 return ODDS_4C;
756         case 7:
757                 if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
758                 {
759                         c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"),  4,  3);
760                         return ODDS_5A;
761                 }
762                 else
763                 {
764                         c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"),  4,  3);
765                         return ODDS_5C;
766                 }
767         default:
768                 break;
769         }
770         return 0;
771 }
772
773 /*!
774  * @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。
775  * @param hoge カーソルの現在位置
776  * @param kaeruka カードの捨てる/残すフラグ配列
777  * @return なし
778  */
779 static void display_kaeruka(int hoge, int kaeruka[])
780 {
781         int i;
782         char col = TERM_WHITE;
783         for (i = 0; i < 5; i++)
784         {
785                 if (i == hoge) col = TERM_YELLOW;
786                 else if(kaeruka[i]) col = TERM_WHITE;
787                 else col = TERM_L_BLUE;
788                 
789                 if(kaeruka[i])
790                         c_put_str(col, _("かえる", "Change"), 14,  5+i*16);
791                 else
792                         c_put_str(col, _("のこす", " Stay "), 14,  5+i*16);
793         }
794         if (hoge > 4) col = TERM_YELLOW;
795         else col = TERM_WHITE;
796         c_put_str(col, _("決定", "Sure"), 16,  38);
797
798         /* Hilite current option */
799         if (hoge < 5) move_cursor(14, 5+hoge*16);
800         else move_cursor(16, 38);
801 }
802
803 /*!
804  * @brief ポーカーの手札を表示する。
805  * @return なし
806  */
807 static void display_cards(void)
808 {
809         int i, j;
810         char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
811 #ifdef JP
812         concptr suit[4] = {"★", "●", "¶", "†"};
813         concptr card_grph[13][7] = {{"A   %s     ",
814                                   "     変     ",
815                                   "     愚     ",
816                                   "     蛮     ",
817                                   "     怒     ",
818                                   "     %s     ",
819                                   "          A"},
820                                  {"2          ",
821                                   "     %s     ",
822                                   "            ",
823                                   "            ",
824                                   "            ",
825                                   "     %s     ",
826                                   "          2"},
827                                  {"3          ",
828                                   "     %s     ",
829                                   "            ",
830                                   "     %s     ",
831                                   "            ",
832                                   "     %s     ",
833                                   "          3"},
834                                  {"4          ",
835                                   "   %s  %s   ",
836                                   "            ",
837                                   "            ",
838                                   "            ",
839                                   "   %s  %s   ",
840                                   "          4"},
841                                  {"5          ",
842                                   "   %s  %s   ",
843                                   "            ",
844                                   "     %s     ",
845                                   "            ",
846                                   "   %s  %s   ",
847                                   "          5"},
848                                  {"6          ",
849                                   "   %s  %s   ",
850                                   "            ",
851                                   "   %s  %s   ",
852                                   "            ",
853                                   "   %s  %s   ",
854                                   "          6"},
855                                  {"7          ",
856                                   "   %s  %s   ",
857                                   "     %s     ",
858                                   "   %s  %s   ",
859                                   "            ",
860                                   "   %s  %s   ",
861                                   "          7"},
862                                  {"8          ",
863                                   "   %s  %s   ",
864                                   "     %s     ",
865                                   "   %s  %s   ",
866                                   "     %s     ",
867                                   "   %s  %s   ",
868                                   "          8"},
869                                  {"9 %s  %s   ",
870                                   "            ",
871                                   "   %s  %s   ",
872                                   "     %s     ",
873                                   "   %s  %s   ",
874                                   "            ",
875                                   "   %s  %s 9"},
876                                  {"10 %s  %s   ",
877                                   "     %s     ",
878                                   "   %s  %s   ",
879                                   "            ",
880                                   "   %s  %s   ",
881                                   "     %s     ",
882                                   "   %s  %s 10"},
883                                  {"J   Λ     ",
884                                   "%s   ||     ",
885                                   "     ||     ",
886                                   "     ||     ",
887                                   "     ||     ",
888                                   "   |=亜=| %s",
889                                   "     目   J"},
890                                  {"Q ######   ",
891                                   "%s#      #  ",
892                                   "  # ++++ #  ",
893                                   "  # +==+ #  ",
894                                   "   # ++ #   ",
895                                   "    #  #  %s",
896                                   "     ##   Q"},
897                                  {"K          ",
898                                   "%s `⌒´   ",
899                                   "  γγγλ  ",
900                                   "  ο ο ι  ",
901                                   "   υ    ∂ ",
902                                   "    σ ノ %s",
903                                   "          K"}};
904         concptr joker_grph[7] = {    "            ",
905                                   "     J     ",
906                                   "     O     ",
907                                   "     K     ",
908                                   "     E     ",
909                                   "     R     ",
910                                   "            "};
911
912 #else
913
914         concptr suit[4] = {"[]", "qp", "<>", "db"};
915         concptr card_grph[13][7] = {{"A    %s     ",
916                                   "     He     ",
917                                   "     ng     ",
918                                   "     ba     ",
919                                   "     nd     ",
920                                   "     %s     ",
921                                   "           A"},
922                                  {"2           ",
923                                   "     %s     ",
924                                   "            ",
925                                   "            ",
926                                   "            ",
927                                   "     %s     ",
928                                   "           2"},
929                                  {"3           ",
930                                   "     %s     ",
931                                   "            ",
932                                   "     %s     ",
933                                   "            ",
934                                   "     %s     ",
935                                   "           3"},
936                                  {"4           ",
937                                   "   %s  %s   ",
938                                   "            ",
939                                   "            ",
940                                   "            ",
941                                   "   %s  %s   ",
942                                   "           4"},
943                                  {"5           ",
944                                   "   %s  %s   ",
945                                   "            ",
946                                   "     %s     ",
947                                   "            ",
948                                   "   %s  %s   ",
949                                   "           5"},
950                                  {"6           ",
951                                   "   %s  %s   ",
952                                   "            ",
953                                   "   %s  %s   ",
954                                   "            ",
955                                   "   %s  %s   ",
956                                   "           6"},
957                                  {"7           ",
958                                   "   %s  %s   ",
959                                   "     %s     ",
960                                   "   %s  %s   ",
961                                   "            ",
962                                   "   %s  %s   ",
963                                   "           7"},
964                                  {"8           ",
965                                   "   %s  %s   ",
966                                   "     %s     ",
967                                   "   %s  %s   ",
968                                   "     %s     ",
969                                   "   %s  %s   ",
970                                   "           8"},
971                                  {"9  %s  %s   ",
972                                   "            ",
973                                   "   %s  %s   ",
974                                   "     %s     ",
975                                   "   %s  %s   ",
976                                   "            ",
977                                   "   %s  %s  9"},
978                                  {"10 %s  %s   ",
979                                   "     %s     ",
980                                   "   %s  %s   ",
981                                   "            ",
982                                   "   %s  %s   ",
983                                   "     %s     ",
984                                   "   %s  %s 10"},
985                                  {"J    /\\     ",
986                                   "%s   ||     ",
987                                   "     ||     ",
988                                   "     ||     ",
989                                   "     ||     ",
990                                   "   |=HH=| %s",
991                                   "     ][    J"},
992                                  {"Q  ######   ",
993                                   "%s#      #  ",
994                                   "  # ++++ #  ",
995                                   "  # +==+ #  ",
996                                   "   # ++ #   ",
997                                   "    #  #  %s",
998                                   "     ##    Q"},
999                                  {"K           ",
1000                                   "%s _'~~`_   ",
1001                                   "   jjjjj$&  ",
1002                                   "   q q uu   ",
1003                                   "   c    &   ",
1004                                   "    v__/  %s",
1005                                   "           K"}};
1006         concptr joker_grph[7] = {    "            ",
1007                                   "     J      ",
1008                                   "     O      ",
1009                                   "     K      ",
1010                                   "     E      ",
1011                                   "     R      ",
1012                                   "            "};
1013 #endif
1014
1015         for (i = 0; i < 5; i++)
1016         {
1017                 prt(_("┏━━━━━━┓", " +------------+ "),  5,  i*16);
1018         }
1019
1020         for (i = 0; i < 5; i++)
1021         {
1022                 for (j = 0; j < 7; j++)
1023                 {
1024                         prt(_("┃", " |"),  j+6,  i*16);
1025                         if(IS_JOKER(cards[i]))
1026                                 c_put_str(TERM_VIOLET, joker_grph[j],  j+6,  2+i*16);
1027                         else
1028                                 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);
1029                         prt(_("┃", "| "),  j+6,  i*16+14);
1030                 }
1031         }
1032         for (i = 0; i < 5; i++)
1033         {
1034                 prt(_("┗━━━━━━┛", " +------------+ "), 13,  i*16);
1035         }
1036 }
1037
1038 /*!
1039  * @brief ポーカーの1プレイルーチン。
1040  * @return 1プレイの役の結果
1041  */
1042 static int do_poker(void)
1043 {
1044         int i, k = 2;
1045         char cmd;
1046         int deck[53]; /* yamafuda : 0...52 */
1047         int deck_ptr = 0;
1048         int kaeruka[5]; /* 0:kaenai 1:kaeru */
1049
1050         bool done = FALSE;
1051         bool kettei = TRUE;
1052         bool kakikae = TRUE;
1053
1054         reset_deck(deck);
1055
1056         for (i = 0; i < 5; i++)
1057         {
1058                 cards[i] = deck[deck_ptr++];
1059                 kaeruka[i] = 0; /* default:nokosu */
1060         }
1061
1062         /* suteruno wo kimeru */
1063         prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
1064
1065         display_cards();
1066         yaku_check();
1067
1068         while (!done)
1069         {
1070                 if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
1071                 kakikae = FALSE;
1072                 cmd = inkey();
1073                 switch (cmd)
1074                 {
1075                 case '6': case 'l': case 'L': case KTRL('F'):
1076                         if (!kettei) k = (k+1)%5;
1077                         else {k = 0;kettei = FALSE;}
1078                         kakikae = TRUE;
1079                         break;
1080                 case '4': case 'h': case 'H': case KTRL('B'):
1081                         if (!kettei) k = (k+4)%5;
1082                         else {k = 4;kettei = FALSE;}
1083                         kakikae = TRUE;
1084                         break;
1085                 case '2': case 'j': case 'J': case KTRL('N'):
1086                         if (!kettei) {kettei = TRUE;kakikae = TRUE;}
1087                         break;
1088                 case '8': case 'k': case 'K': case KTRL('P'):
1089                         if (kettei) {kettei = FALSE;kakikae = TRUE;}
1090                         break;
1091                 case ' ': case '\r':
1092                         if (kettei) done = TRUE;
1093                         else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
1094                         break;
1095                 default:
1096                         break;
1097                 }
1098         }
1099         
1100         prt("",0,0);
1101
1102         for (i = 0; i < 5; i++)
1103                 if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
1104
1105         display_cards();
1106         
1107         return yaku_check();
1108 }
1109 #undef SUIT_OF
1110 #undef NUM_OF
1111 #undef IS_JOKER
1112 /* end of poker codes --Koka */
1113
1114 /*!
1115  * @brief カジノ1プレイごとのメインルーチン / gamble_comm
1116  * @param cmd プレイするゲームID
1117  * @return なし
1118  */
1119 static bool gamble_comm(int cmd)
1120 {
1121         int i;
1122         int roll1, roll2, roll3, choice, odds, win;
1123         s32b wager;
1124         s32b maxbet;
1125         s32b oldgold;
1126
1127         char out_val[160], tmp_str[80], again;
1128         concptr p;
1129
1130         screen_save();
1131
1132         if (cmd == BACT_GAMBLE_RULES)
1133         {
1134                 /* Peruse the gambling help file */
1135                 (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
1136         }
1137         else
1138         {
1139                 /* No money */
1140                 if (p_ptr->au < 1)
1141                 {
1142                         msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", 
1143                                                 "Hey! You don't have gold - get out of here!"));
1144                         msg_print(NULL);
1145                         screen_load();
1146                         return FALSE;
1147                 }
1148
1149                 clear_bldg(5, 23);
1150
1151                 maxbet = p_ptr->lev * 200;
1152
1153                 /* We can't bet more than we have */
1154                 maxbet = MIN(maxbet, p_ptr->au);
1155
1156                 /* Get the wager */
1157                 strcpy(out_val, "");
1158                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1159
1160
1161                 /*
1162                  * Use get_string() because we may need more than
1163                  * the s16b value returned by get_quantity().
1164                  */
1165                 if (get_string(tmp_str, out_val, 32))
1166                 {
1167                         /* Strip spaces */
1168                         for (p = out_val; *p == ' '; p++);
1169
1170                         /* Get the wager */
1171                         wager = atol(p);
1172
1173                         if (wager > p_ptr->au)
1174                         {
1175                                 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!"));
1176                                 msg_print(NULL);
1177                                 screen_load();
1178                                 return (FALSE);
1179                         }
1180                         else if (wager > maxbet)
1181                         {
1182                                 msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
1183                                                          "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
1184                                 wager = maxbet;
1185                         }
1186                         else if (wager < 1)
1187                         {
1188                                 msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
1189                                 wager = 1;
1190                         }
1191                         msg_print(NULL);
1192                         win = FALSE;
1193                         odds = 0;
1194                         oldgold = p_ptr->au;
1195
1196                         sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
1197                         prt(tmp_str, 20, 2);
1198                         sprintf(tmp_str, _("現在の掛け金:     %9ld", "Current Wager:    %9ld"), (long int)wager);
1199                         prt(tmp_str, 21, 2);
1200
1201                         do
1202                         {
1203                                 p_ptr->au -= wager;
1204                                 switch (cmd)
1205                                 {
1206                                  case BACT_IN_BETWEEN: /* Game of In-Between */
1207                                         c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
1208
1209                                         odds = 4;
1210                                         win = FALSE;
1211                                         roll1 = randint1(10);
1212                                         roll2 = randint1(10);
1213                                         choice = randint1(10);
1214                                         sprintf(tmp_str, _("黒ダイス: %d        黒ダイス: %d", "Black die: %d       Black Die: %d"), roll1, roll2);
1215
1216                                         prt(tmp_str, 8, 3);
1217                                         sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
1218
1219                                         prt(tmp_str, 11, 14);
1220                                         if (((choice > roll1) && (choice < roll2)) ||
1221                                                 ((choice < roll1) && (choice > roll2)))
1222                                                 win = TRUE;
1223                                         break;
1224                                 case BACT_CRAPS:  /* Game of Craps */
1225                                         c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
1226
1227                                         win = 3;
1228                                         odds = 2;
1229                                         roll1 = randint1(6);
1230                                         roll2 = randint1(6);
1231                                         roll3 = roll1 +  roll2;
1232                                         choice = roll3;
1233                                         sprintf(tmp_str, _("1振りめ: %d %d      Total: %d", 
1234                                                                            "First roll: %d %d    Total: %d"), roll1, roll2, roll3);
1235                                         prt(tmp_str, 7, 5);
1236                                         if ((roll3 == 7) || (roll3 == 11))
1237                                                 win = TRUE;
1238                                         else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
1239                                                 win = FALSE;
1240                                         else
1241                                                 do
1242                                                 {
1243                                                         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"));
1244
1245                                                         msg_print(NULL);
1246                                                         roll1 = randint1(6);
1247                                                         roll2 = randint1(6);
1248                                                         roll3 = roll1 +  roll2;
1249                                                         sprintf(tmp_str, _("出目: %d %d          合計:      %d", 
1250                                                                                    "Roll result: %d %d   Total:     %d"), roll1, roll2, roll3);
1251                                                         prt(tmp_str, 8, 5);
1252                                                         if (roll3 == choice)
1253                                                                 win = TRUE;
1254                                                         else if (roll3 == 7)
1255                                                                 win = FALSE;
1256                                                 } while ((win != TRUE) && (win != FALSE));
1257                                         break;
1258
1259                                 case BACT_SPIN_WHEEL:  /* Spin the Wheel Game */
1260                                         win = FALSE;
1261                                         odds = 9;
1262                                         c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
1263
1264                                         prt("0  1  2  3  4  5  6  7  8  9", 7, 5);
1265                                         prt("--------------------------------", 8, 3);
1266                                         strcpy(out_val, "");
1267                                         get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
1268
1269                                         for (p = out_val; iswspace(*p); p++);
1270                                         choice = atol(p);
1271                                         if (choice < 0)
1272                                         {
1273                                                 msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
1274                                                 choice = 0;
1275                                         }
1276                                         else if (choice > 9)
1277                                         {
1278                                                 msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
1279                                                 choice = 9;
1280                                         }
1281                                         msg_print(NULL);
1282                                         roll1 = randint0(10);
1283                                         sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。", 
1284                                                                            "The wheel spins to a stop and the winner is %d"), roll1);
1285                                         prt(tmp_str, 13, 3);
1286                                         prt("", 9, 0);
1287                                         prt("*", 9, (3 * roll1 + 5));
1288                                         if (roll1 == choice)
1289                                                 win = TRUE;
1290                                         break;
1291
1292                                 case BACT_DICE_SLOTS: /* The Dice Slots */
1293                                         c_put_str(TERM_GREEN,  _("ダイス・スロット", "Dice Slots"), 5, 2);
1294                                         c_put_str(TERM_YELLOW, _("レモン   レモン            2", ""), 6, 37);
1295                                         c_put_str(TERM_YELLOW, _("レモン   レモン   レモン   5", ""), 7, 37);
1296                                         c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
1297                                         c_put_str(TERM_UMBER, _("剣       剣       剣       20", ""), 9, 37);
1298                                         c_put_str(TERM_SLATE, _("盾       盾       盾       50", ""), 10, 37);
1299                                         c_put_str(TERM_VIOLET, _("プラム   プラム   プラム   200", ""), 11, 37);
1300                                         c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
1301                                         
1302                                         win = FALSE;
1303                                         roll1 = randint1(21);
1304                                         for (i=6;i>0;i--)
1305                                         {
1306                                                 if ((roll1-i) < 1)
1307                                                 {
1308                                                         roll1 = 7-i;
1309                                                         break;
1310                                                 }
1311                                                 roll1 -= i;
1312                                         }
1313                                         roll2 = randint1(21);
1314                                         for (i=6;i>0;i--)
1315                                         {
1316                                                 if ((roll2-i) < 1)
1317                                                 {
1318                                                         roll2 = 7-i;
1319                                                         break;
1320                                                 }
1321                                                 roll2 -= i;
1322                                         }
1323                                         choice = randint1(21);
1324                                         for (i=6;i>0;i--)
1325                                         {
1326                                                 if ((choice-i) < 1)
1327                                                 {
1328                                                         choice = 7-i;
1329                                                         break;
1330                                                 }
1331                                                 choice -= i;
1332                                         }
1333                                         put_str("/--------------------------\\", 7, 2);
1334                                         prt("\\--------------------------/", 17, 2);
1335                                         display_fruit(8,  3, roll1 - 1);
1336                                         display_fruit(8, 12, roll2 - 1);
1337                                         display_fruit(8, 21, choice - 1);
1338                                         if ((roll1 == roll2) && (roll2 == choice))
1339                                         {
1340                                                 win = TRUE;
1341                                                 switch(roll1)
1342                                                 {
1343                                                 case 1:
1344                                                         odds = 5;break;
1345                                                 case 2:
1346                                                         odds = 10;break;
1347                                                 case 3:
1348                                                         odds = 20;break;
1349                                                 case 4:
1350                                                         odds = 50;break;
1351                                                 case 5:
1352                                                         odds = 200;break;
1353                                                 case 6:
1354                                                         odds = 1000;break;
1355                                                 }
1356                                         }
1357                                         else if ((roll1 == 1) && (roll2 == 1))
1358                                         {
1359                                                 win = TRUE;
1360                                                 odds = 2;
1361                                         }
1362                                         break;
1363                                 case BACT_POKER:
1364                                         win = FALSE;
1365                                         odds = do_poker();
1366                                         if (odds) win = TRUE;
1367                                         break;
1368                                 }
1369
1370                                 if (win)
1371                                 {
1372                                         prt(_("あなたの勝ち", "YOU WON"), 16, 37);
1373
1374                                         p_ptr->au += odds * wager;
1375                                         sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
1376
1377                                         prt(tmp_str, 17, 37);
1378                                 }
1379                                 else
1380                                 {
1381                                         prt(_("あなたの負け", "You Lost"), 16, 37);
1382                                         prt("", 17, 37);
1383                                 }
1384                                 sprintf(tmp_str, _("現在の所持金:     %9ld", "Current Gold:     %9ld"), (long int)p_ptr->au);
1385
1386                                 prt(tmp_str, 22, 2);
1387                                 prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
1388
1389                                 move_cursor(18, 52);
1390                                 again = inkey();
1391                                 prt("", 16, 37);
1392                                 prt("", 17, 37);
1393                                 prt("", 18, 37);
1394                                 if (wager > p_ptr->au)
1395                                 {
1396                                         msg_print(_("おい!金が足りないじゃないか!ここから出て行け!", 
1397                                                                 "Hey! You don't have the gold - get out of here!"));
1398                                         msg_print(NULL);
1399
1400                                         /* Get out here */
1401                                         break;
1402                                 }
1403                         } while ((again == 'y') || (again == 'Y'));
1404
1405                         prt("", 18, 37);
1406                         if (p_ptr->au >= oldgold)
1407                         {
1408                                 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!」",
1409                                                         "You came out a winner! We'll win next time, I'm sure."));
1410                                 chg_virtue(V_CHANCE, 3);
1411                         }
1412                         else
1413                         {
1414                                 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."));
1415                                 chg_virtue(V_CHANCE, -3);
1416                         }
1417                 }
1418                 msg_print(NULL);
1419         }
1420         screen_load();
1421         return (TRUE);
1422 }
1423
1424 /*!
1425  * @brief モンスター闘技場に参加するモンスターを更新する。
1426  * @return なし
1427  */
1428 void update_gambling_monsters(void)
1429 {
1430         int total, i;
1431         int max_dl = 0;
1432         int mon_level;
1433         int power[4];
1434         bool tekitou;
1435         bool old_inside_battle = p_ptr->inside_battle;
1436
1437         for (i = 0; i < max_d_idx; i++)
1438                 if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
1439
1440         mon_level = randint1(MIN(max_dl, 122)) + 5;
1441         if (randint0(100) < 60)
1442         {
1443                 i = randint1(MIN(max_dl, 122)) + 5;
1444                 mon_level = MAX(i, mon_level);
1445         }
1446         if (randint0(100) < 30)
1447         {
1448                 i = randint1(MIN(max_dl, 122)) + 5;
1449                 mon_level = MAX(i, mon_level);
1450         }
1451
1452         while (1)
1453         {
1454                 total = 0;
1455                 tekitou = FALSE;
1456                 for (i = 0; i < 4; i++)
1457                 {
1458                         MONRACE_IDX r_idx;
1459                         int j;
1460                         while (1)
1461                         {
1462                                 get_mon_num_prep(monster_can_entry_arena, NULL);
1463                                 p_ptr->inside_battle = TRUE;
1464                                 r_idx = get_mon_num(mon_level);
1465                                 p_ptr->inside_battle = old_inside_battle;
1466                                 if (!r_idx) continue;
1467
1468                                 if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
1469                                 {
1470                                         if ((r_info[r_idx].level + 10) > mon_level) continue;
1471                                 }
1472
1473                                 for (j = 0; j < i; j++)
1474                                         if (r_idx == battle_mon[j]) break;
1475                                 if (j < i) continue;
1476
1477                                 break;
1478                         }
1479                         battle_mon[i] = r_idx;
1480                         if (r_info[r_idx].level < 45) tekitou = TRUE;
1481                 }
1482
1483                 for (i = 0; i < 4; i++)
1484                 {
1485                         monster_race *r_ptr = &r_info[battle_mon[i]];
1486                         int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
1487
1488                         if (r_ptr->flags1 & RF1_FORCE_MAXHP)
1489                                 power[i] = r_ptr->hdice * r_ptr->hside * 2;
1490                         else
1491                                 power[i] = r_ptr->hdice * (r_ptr->hside + 1);
1492                         power[i] = power[i] * (100 + r_ptr->level) / 100;
1493                         if (r_ptr->speed > 110)
1494                                 power[i] = power[i] * (r_ptr->speed * 2 - 110) / 100;
1495                         if (r_ptr->speed < 110)
1496                                 power[i] = power[i] * (r_ptr->speed - 20) / 100;
1497                         if (num_taisei > 2)
1498                                 power[i] = power[i] * (num_taisei * 2 + 5) / 10;
1499                         else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
1500                                 power[i] = power[i] * 4 / 3;
1501                         else if (r_ptr->a_ability_flags2 & RF6_HEAL)
1502                                 power[i] = power[i] * 4 / 3;
1503                         else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
1504                                 power[i] = power[i] * 11 / 10;
1505                         if (r_ptr->flags1 & RF1_RAND_25)
1506                                 power[i] = power[i] * 9 / 10;
1507                         if (r_ptr->flags1 & RF1_RAND_50)
1508                                 power[i] = power[i] * 9 / 10;
1509                         if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
1510                         if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
1511
1512
1513                         total += power[i];
1514                 }
1515                 for (i = 0; i < 4; i++)
1516                 {
1517                         power[i] = total * 60 / power[i];
1518                         if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
1519                         if ((power[i] < 160) && randint0(20)) break;
1520                         if (power[i] < 101) power[i] = 100 + randint1(5);
1521                         mon_odds[i] = power[i];
1522                 }
1523                 if (i == 4) break;
1524         }
1525 }
1526
1527 /*!
1528  * @brief モンスター闘技場のメインルーチン
1529  * @return 賭けを開始したか否か
1530  */
1531 static bool kakutoujou(void)
1532 {
1533         PRICE maxbet;
1534         PRICE wager;
1535         char out_val[160], tmp_str[80];
1536         concptr p;
1537
1538         if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
1539         {
1540                 update_gambling_monsters();
1541                 old_battle = current_world_ptr->game_turn;
1542         }
1543
1544         screen_save();
1545
1546         /* No money */
1547         if (p_ptr->au < 1)
1548         {
1549                 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!"));
1550                 msg_print(NULL);
1551                 screen_load();
1552                 return FALSE;
1553         }
1554         else
1555         {
1556                 int i;
1557
1558                 clear_bldg(4, 10);
1559
1560                 prt(_("モンスター                                                     倍率",
1561                           "Monsters                                                       Odds"), 4, 4);
1562                 for (i=0;i<4;i++)
1563                 {
1564                         char buf[80];
1565                         monster_race *r_ptr = &r_info[battle_mon[i]];
1566
1567                         sprintf(buf, _("%d) %-58s  %4ld.%02ld倍", "%d) %-58s  %4ld.%02ld"), i+1, 
1568                                                  _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : "      "),
1569                                                    format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
1570                                                 (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
1571                         prt(buf, 5+i, 1);
1572                 }
1573                 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
1574                 while(1)
1575                 {
1576                         i = inkey();
1577
1578                         if (i == ESCAPE)
1579                         {
1580                                 screen_load();
1581                                 return FALSE;
1582                         }
1583                         if (i >= '1' && i <= '4')
1584                         {
1585                                 sel_monster = i-'1';
1586                                 battle_odds = mon_odds[sel_monster];
1587                                 break;
1588                         }
1589                         else bell();
1590                 }
1591
1592                 clear_bldg(4, 4);
1593                 for (i = 0; i < 4; i++)
1594                         if (i != sel_monster) clear_bldg(i + 5, i + 5);
1595
1596                 maxbet = p_ptr->lev * 200;
1597
1598                 /* We can't bet more than we have */
1599                 maxbet = MIN(maxbet, p_ptr->au);
1600
1601                 /* Get the wager */
1602                 strcpy(out_val, "");
1603                 sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
1604                 /*
1605                  * Use get_string() because we may need more than
1606                  * the s16b value returned by get_quantity().
1607                  */
1608                 if (get_string(tmp_str, out_val, 32))
1609                 {
1610                         /* Strip spaces */
1611                         for (p = out_val; *p == ' '; p++);
1612
1613                         /* Get the wager */
1614                         wager = atol(p);
1615
1616                         if (wager > p_ptr->au)
1617                         {
1618                                 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!"));
1619
1620                                 msg_print(NULL);
1621                                 screen_load();
1622                                 return (FALSE);
1623                         }
1624                         else if (wager > maxbet)
1625                         {
1626                                 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);
1627
1628                                 wager = maxbet;
1629                         }
1630                         else if (wager < 1)
1631                         {
1632                                 msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
1633                                 wager = 1;
1634                         }
1635                         msg_print(NULL);
1636                         battle_odds = MAX(wager+1, wager * battle_odds / 100);
1637                         kakekin = wager;
1638                         p_ptr->au -= wager;
1639                         reset_tim_flags();
1640
1641                         /* Save the surface floor as saved floor */
1642                         prepare_change_floor_mode(CFM_SAVE_FLOORS);
1643
1644                         p_ptr->inside_battle = TRUE;
1645                         p_ptr->leaving = TRUE;
1646
1647                         leave_bldg = TRUE;
1648                         screen_load();
1649
1650                         return (TRUE);
1651                 }
1652         }
1653         screen_load();
1654
1655         return (FALSE);
1656 }
1657
1658 /*!
1659  * @brief 本日の賞金首情報を表示する。
1660  * @return なし
1661  */
1662 static void today_target(void)
1663 {
1664         char buf[160];
1665         monster_race *r_ptr = &r_info[today_mon];
1666
1667         clear_bldg(4,18);
1668         c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
1669         sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
1670         c_put_str(TERM_YELLOW, buf, 6, 10);
1671         sprintf(buf,_("死体 ---- $%d", "corpse   ---- $%d"), (int)r_ptr->level * 50 + 100);
1672         prt(buf, 8, 10);
1673         sprintf(buf,_("骨   ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
1674         prt(buf, 9, 10);
1675         p_ptr->today_mon = today_mon;
1676 }
1677
1678 /*!
1679  * @brief ツチノコの賞金首情報を表示する。
1680  * @return なし
1681  */
1682 static void tsuchinoko(void)
1683 {
1684         clear_bldg(4,18);
1685         c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
1686         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);
1687         c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
1688         c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
1689         c_put_str(TERM_WHITE, _("骨       ----   $100,000", "bones       ----   $100,000"), 10, 10);
1690 }
1691
1692 /*!
1693  * @brief 通常の賞金首情報を表示する。
1694  * @return なし
1695  */
1696 static void shoukinkubi(void)
1697 {
1698         int i;
1699         TERM_LEN y = 0;
1700
1701         clear_bldg(4,18);
1702         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);
1703         c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
1704
1705         for (i = 0; i < MAX_KUBI; i++)
1706         {
1707                 byte color;
1708                 concptr done_mark;
1709                 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])];
1710
1711                 if (current_world_ptr->bounty_r_idx[i] > 10000)
1712                 {
1713                         color = TERM_RED;
1714                         done_mark = _("(済)", "(done)");
1715                 }
1716                 else
1717                 {
1718                         color = TERM_WHITE;
1719                         done_mark = "";
1720                 }
1721
1722                 c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
1723
1724                 y = (y+1) % 10;
1725                 if (!y && (i < MAX_KUBI -1))
1726                 {
1727                         prt(_("何かキーを押してください", "Hit any key."), 0, 0);
1728                         (void)inkey();
1729                         prt("", 0, 0);
1730                         clear_bldg(7,18);
1731                 }
1732         }
1733 }
1734
1735
1736
1737 /*!
1738  * 賞金首の報酬テーブル / List of prize object
1739  */
1740 static struct {
1741         OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
1742         OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
1743 } prize_list[MAX_KUBI] = 
1744 {
1745         {TV_POTION, SV_POTION_CURING},
1746         {TV_POTION, SV_POTION_SPEED},
1747         {TV_POTION, SV_POTION_SPEED},
1748         {TV_POTION, SV_POTION_RESISTANCE},
1749         {TV_POTION, SV_POTION_ENLIGHTENMENT},
1750
1751         {TV_POTION, SV_POTION_HEALING},
1752         {TV_POTION, SV_POTION_RESTORE_MANA},
1753         {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
1754         {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
1755         {TV_SCROLL, SV_SCROLL_SUMMON_PET},
1756
1757         {TV_SCROLL, SV_SCROLL_GENOCIDE},
1758         {TV_POTION, SV_POTION_STAR_HEALING},
1759         {TV_POTION, SV_POTION_STAR_HEALING},
1760         {TV_POTION, SV_POTION_NEW_LIFE},
1761         {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
1762
1763         {TV_POTION, SV_POTION_LIFE},
1764         {TV_POTION, SV_POTION_LIFE},
1765         {TV_POTION, SV_POTION_AUGMENTATION},
1766         {TV_POTION, SV_POTION_INVULNERABILITY},
1767         {TV_SCROLL, SV_SCROLL_ARTIFACT},
1768 };
1769
1770 /*!
1771  * @brief 賞金首の引き換え処理 / Get prize
1772  * @return 各種賞金首のいずれかでも換金が行われたか否か。
1773  */
1774 static bool kankin(void)
1775 {
1776         INVENTORY_IDX i;
1777         int j;
1778         bool change = FALSE;
1779         GAME_TEXT o_name[MAX_NLEN];
1780         object_type *o_ptr;
1781
1782         /* Loop for inventory and right/left arm */
1783         for (i = 0; i <= INVEN_LARM; i++)
1784         {
1785                 o_ptr = &inventory[i];
1786
1787                 /* Living Tsuchinoko worthes $1000000 */
1788                 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
1789                 {
1790                         char buf[MAX_NLEN+20];
1791                         object_desc(o_name, o_ptr, 0);
1792                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1793                         if (get_check(buf))
1794                         {
1795                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
1796                                 p_ptr->au += 1000000L * o_ptr->number;
1797                                 p_ptr->redraw |= (PR_GOLD);
1798                                 inven_item_increase(i, -o_ptr->number);
1799                                 inven_item_describe(i);
1800                                 inven_item_optimize(i);
1801                         }
1802                         change = TRUE;
1803                 }
1804         }
1805
1806         for (i = 0; i < INVEN_PACK; i++)
1807         {
1808                 o_ptr = &inventory[i];
1809
1810                 /* Corpse of Tsuchinoko worthes $200000 */
1811                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
1812                 {
1813                         char buf[MAX_NLEN+20];
1814                         object_desc(o_name, o_ptr, 0);
1815                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1816                         if (get_check(buf))
1817                         {
1818                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
1819                                 p_ptr->au += 200000L * o_ptr->number;
1820                                 p_ptr->redraw |= (PR_GOLD);
1821                                 inven_item_increase(i, -o_ptr->number);
1822                                 inven_item_describe(i);
1823                                 inven_item_optimize(i);
1824                         }
1825                         change = TRUE;
1826                 }
1827         }
1828
1829         for (i = 0; i < INVEN_PACK; i++)
1830         {
1831                 o_ptr = &inventory[i];
1832
1833                 /* Bones of Tsuchinoko worthes $100000 */
1834                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
1835                 {
1836                         char buf[MAX_NLEN+20];
1837                         object_desc(o_name, o_ptr, 0);
1838                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1839                         if (get_check(buf))
1840                         {
1841                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
1842                                 p_ptr->au += 100000L * o_ptr->number;
1843                                 p_ptr->redraw |= (PR_GOLD);
1844                                 inven_item_increase(i, -o_ptr->number);
1845                                 inven_item_describe(i);
1846                                 inven_item_optimize(i);
1847                         }
1848                         change = TRUE;
1849                 }
1850         }
1851
1852         for (i = 0; i < INVEN_PACK; i++)
1853         {
1854                 o_ptr = &inventory[i];
1855                 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)))
1856                 {
1857                         char buf[MAX_NLEN+20];
1858                         object_desc(o_name, o_ptr, 0);
1859                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1860                         if (get_check(buf))
1861                         {
1862                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
1863                                 p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
1864                                 p_ptr->redraw |= (PR_GOLD);
1865                                 inven_item_increase(i, -o_ptr->number);
1866                                 inven_item_describe(i);
1867                                 inven_item_optimize(i);
1868                         }
1869                         change = TRUE;
1870                 }
1871         }
1872
1873         for (i = 0; i < INVEN_PACK; i++)
1874         {
1875                 o_ptr = &inventory[i];
1876
1877                 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
1878                 {
1879                         char buf[MAX_NLEN+20];
1880                         object_desc(o_name, o_ptr, 0);
1881                         sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
1882                         if (get_check(buf))
1883                         {
1884                                 msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
1885                                 p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
1886                                 p_ptr->redraw |= (PR_GOLD);
1887                                 inven_item_increase(i, -o_ptr->number);
1888                                 inven_item_describe(i);
1889                                 inven_item_optimize(i);
1890                         }
1891                         change = TRUE;
1892                 }
1893         }
1894
1895         for (j = 0; j < MAX_KUBI; j++)
1896         {
1897                 /* Need reverse order --- Positions will be changed in the loop */
1898                 for (i = INVEN_PACK-1; i >= 0; i--)
1899                 {
1900                         o_ptr = &inventory[i];
1901                         if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
1902                         {
1903                                 char buf[MAX_NLEN+20];
1904                                 int num, k;
1905                                 INVENTORY_IDX item_new;
1906                                 object_type forge;
1907
1908                                 object_desc(o_name, o_ptr, 0);
1909                                 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
1910                                 if (!get_check(buf)) continue;
1911
1912 #if 0 /* Obsoleted */
1913                                 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);
1914                                 p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
1915                                 p_ptr->redraw |= (PR_GOLD);
1916                                 inven_item_increase(i, -o_ptr->number);
1917                                 inven_item_describe(i);
1918                                 inven_item_optimize(i);
1919                                 chg_virtue(V_JUSTICE, 5);
1920                                 current_world_ptr->bounty_r_idx[j] += 10000;
1921
1922                                 change = TRUE;
1923 #endif /* Obsoleted */
1924
1925                                 /* Hand it first */
1926                                 inven_item_increase(i, -o_ptr->number);
1927                                 inven_item_describe(i);
1928                                 inven_item_optimize(i);
1929
1930                                 chg_virtue(V_JUSTICE, 5);
1931                                 current_world_ptr->bounty_r_idx[j] += 10000;
1932
1933                                 /* Count number of unique corpses already handed */
1934                                 for (num = 0, k = 0; k < MAX_KUBI; k++)
1935                                 {
1936                                         if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
1937                                 }
1938                                 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" : ""));
1939
1940                                 /* Prepare to make a prize */
1941                                 object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
1942                                 apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
1943
1944                                 object_aware(&forge);
1945                                 object_known(&forge);
1946
1947                                 /*
1948                                  * Hand it --- Assume there is an empty slot.
1949                                  * Since a corpse is handed at first,
1950                                  * there is at least one empty slot.
1951                                  */
1952                                 item_new = inven_carry(&forge);
1953
1954                                 object_desc(o_name, &forge, 0);
1955                                 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
1956
1957                                 /* Auto-inscription */
1958                                 autopick_alter_item(item_new, FALSE);
1959                                 handle_stuff();
1960
1961                                 change = TRUE;
1962                         }
1963                 }
1964         }
1965
1966         if (!change)
1967         {
1968                 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."));
1969                 msg_print(NULL);
1970                 return FALSE;
1971         }
1972         return TRUE;
1973 }
1974
1975 /*!
1976  * @brief 宿屋の利用サブルーチン
1977  * @details inn commands\n
1978  * Note that resting for the night was a perfect way to avoid player\n
1979  * ghosts in the town *if* you could only make it to the inn in time (-:\n
1980  * Now that the ghosts are temporarily disabled in 2.8.X, this function\n
1981  * will not be that useful.  I will keep it in the hopes the player\n
1982  * ghost code does become a reality again. Does help to avoid filthy urchins.\n
1983  * Resting at night is also a quick way to restock stores -KMW-\n
1984  * @param cmd 宿屋の利用施設ID
1985  * @return 施設の利用が実際に行われたか否か。
1986  */
1987 static bool inn_comm(int cmd)
1988 {
1989         switch (cmd)
1990         {
1991                 case BACT_FOOD: /* Buy food & drink */
1992                         if (p_ptr->food >= PY_FOOD_FULL)
1993                         {
1994                                 msg_print(_("今は満腹だ。", "You are full now."));
1995                                 return FALSE;
1996                         }
1997                         msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
1998                         (void)set_food(PY_FOOD_MAX - 1);
1999                         break;
2000
2001                 case BACT_REST: /* Rest for the night */
2002                         if ((p_ptr->poisoned) || (p_ptr->cut))
2003                         {
2004                                 msg_print(_("あなたに必要なのは部屋ではなく、治療者です。", "You need a healer, not a room."));
2005                                 msg_print(NULL);
2006                                 msg_print(_("すみません、でもうちで誰かに死なれちゃ困りますんで。", "Sorry, but don't want anyone dying in here."));
2007                         }
2008                         else
2009                         {
2010                                 s32b oldturn = current_world_ptr->game_turn;
2011                                 int prev_day, prev_hour, prev_min;
2012
2013                                 extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
2014                                 if ((prev_hour >= 6) && (prev_hour <= 17)) 
2015                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
2016                                 else
2017                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
2018                                 
2019                                 current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
2020                                 if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
2021                                 {
2022                                         current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
2023                                         if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
2024                                 }
2025
2026                                 prevent_turn_overflow();
2027
2028                                 if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
2029                                 p_ptr->chp = p_ptr->mhp;
2030
2031                                 if (ironman_nightmare)
2032                                 {
2033                                         msg_print(_("眠りに就くと恐ろしい光景が心をよぎった。", "Horrible visions flit through your mind as you sleep."));
2034
2035                                         /* Have some nightmares */
2036                                         while(1)
2037                                         {
2038                                                 sanity_blast(NULL, FALSE);
2039                                                 if (!one_in_(3)) break;
2040                                         }
2041
2042                                         msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
2043                                         do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
2044                                 }
2045                                 else
2046                                 {
2047                                         set_blind(0);
2048                                         set_confused(0);
2049                                         p_ptr->stun = 0;
2050                                         p_ptr->chp = p_ptr->mhp;
2051                                         p_ptr->csp = p_ptr->msp;
2052                                         if (p_ptr->pclass == CLASS_MAGIC_EATER)
2053                                         {
2054                                                 int i;
2055                                                 for (i = 0; i < 72; i++)
2056                                                 {
2057                                                         p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
2058                                                 }
2059                                                 for (; i < 108; i++)
2060                                                 {
2061                                                         p_ptr->magic_num1[i] = 0;
2062                                                 }
2063                                         }
2064
2065                                         if ((prev_hour >= 6) && (prev_hour <= 17))
2066                                         {
2067                                                 msg_print(_("あなたはリフレッシュして目覚め、夕方を迎えた。", "You awake refreshed for the evening."));
2068                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
2069                                         }
2070                                         else
2071                                         {
2072                                                 msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
2073                                                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
2074                                         }
2075                                 }
2076                         }
2077                         break;
2078
2079                 case BACT_RUMORS: /* Listen for rumors */
2080                         {
2081                                 display_rumor(TRUE);
2082                                 break;
2083                         }
2084         }
2085
2086         return (TRUE);
2087 }
2088
2089
2090 /*!
2091  * @brief クエスト情報を表示しつつ処理する。/ Display quest information
2092  * @param questnum クエストのID
2093  * @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
2094  * @return なし
2095  */
2096 static void get_questinfo(IDX questnum, bool do_init)
2097 {
2098         int i;
2099         QUEST_IDX old_quest;
2100         GAME_TEXT tmp_str[80];
2101
2102         /* Clear the text */
2103         for (i = 0; i < 10; i++)
2104         {
2105                 quest_text[i][0] = '\0';
2106         }
2107
2108         quest_text_line = 0;
2109
2110         /* Set the quest number temporary */
2111         old_quest = p_ptr->inside_quest;
2112         p_ptr->inside_quest = questnum;
2113
2114         /* Get the quest text */
2115         init_flags = INIT_SHOW_TEXT;
2116         if (do_init) init_flags |= INIT_ASSIGN;
2117
2118         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2119
2120         /* Reset the old quest number */
2121         p_ptr->inside_quest = old_quest;
2122
2123         /* Print the quest info */
2124         sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
2125
2126         prt(tmp_str, 5, 0);
2127
2128         prt(quest[questnum].name, 7, 0);
2129
2130         for (i = 0; i < 10; i++)
2131         {
2132                 c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
2133         }
2134 }
2135
2136 /*!
2137  * @brief クエスト処理のメインルーチン / Request a quest from the Lord.
2138  * @return なし
2139  */
2140 static void castle_quest(void)
2141 {
2142         QUEST_IDX q_index = 0;
2143         monster_race *r_ptr;
2144         quest_type *q_ptr;
2145         concptr name;
2146
2147
2148         clear_bldg(4, 18);
2149
2150         /* Current quest of the building */
2151         q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
2152
2153         /* Is there a quest available at the building? */
2154         if (!q_index)
2155         {
2156                 put_str(_("今のところクエストはありません。", "I don't have a quest for you at the moment."), 8, 0);
2157                 return;
2158         }
2159
2160         q_ptr = &quest[q_index];
2161
2162         /* Quest is completed */
2163         if (q_ptr->status == QUEST_STATUS_COMPLETED)
2164         {
2165                 /* Rewarded quest */
2166                 q_ptr->status = QUEST_STATUS_REWARDED;
2167
2168                 get_questinfo(q_index, FALSE);
2169
2170                 reinit_wilderness = TRUE;
2171         }
2172         /* Failed quest */
2173         else if (q_ptr->status == QUEST_STATUS_FAILED)
2174         {
2175                 get_questinfo(q_index, FALSE);
2176
2177                 /* Mark quest as done (but failed) */
2178                 q_ptr->status = QUEST_STATUS_FAILED_DONE;
2179
2180                 reinit_wilderness = TRUE;
2181         }
2182         /* Quest is still unfinished */
2183         else if (q_ptr->status == QUEST_STATUS_TAKEN)
2184         {
2185                 put_str(_("あなたは現在のクエストを終了させていません!", "You have not completed your current quest yet!"), 8, 0);
2186                 put_str(_("CTRL-Qを使えばクエストの状態がチェックできます。", "Use CTRL-Q to check the status of your quest."), 9, 0);
2187                 put_str(_("クエストを終わらせたら戻って来て下さい。", "Return when you have completed your quest."), 12, 0);
2188         }
2189         /* No quest yet */
2190         else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
2191         {
2192                 q_ptr->status = QUEST_STATUS_TAKEN;
2193
2194                 reinit_wilderness = TRUE;
2195
2196                 /* Assign a new quest */
2197                 if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
2198                 {
2199                         if (q_ptr->r_idx == 0)
2200                         {
2201                                 /* Random monster at least 5 - 10 levels out of deep */
2202                                 q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
2203                         }
2204
2205                         r_ptr = &r_info[q_ptr->r_idx];
2206
2207                         while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
2208                         {
2209                                 q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
2210                                 r_ptr = &r_info[q_ptr->r_idx];
2211                         }
2212
2213                         if (q_ptr->max_num == 0)
2214                         {
2215                                 /* Random monster number */
2216                                 if (randint1(10) > 7)
2217                                         q_ptr->max_num = 1;
2218                                 else
2219                                         q_ptr->max_num = randint1(3) + 1;
2220                         }
2221
2222                         q_ptr->cur_num = 0;
2223                         name = (r_name + r_ptr->name);
2224                         msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
2225                 }
2226                 else
2227                 {
2228                         get_questinfo(q_index, TRUE);
2229                 }
2230         }
2231 }
2232
2233
2234 /*!
2235  * @brief 町に関するヘルプを表示する / Display town history
2236  * @return なし
2237  */
2238 static void town_history(void)
2239 {
2240         screen_save();
2241
2242         /* Peruse the building help file */
2243         (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
2244         screen_load();
2245 }
2246
2247 /*!
2248  * @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
2249  * @param dam 基本ダメージ
2250  * @param mult スレイ倍率(掛け算部分)
2251  * @param div スレイ倍率(割り算部分)
2252  * @param force 理力特別計算フラグ
2253  * @return ダメージ期待値
2254  */
2255 static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
2256 {
2257         int tmp;
2258         if(force)
2259         {
2260                 tmp = dam * 60;
2261                 tmp *= mult * 3;
2262                 tmp /= div * 2;
2263                 tmp += dam * 60 * 2;
2264                 tmp /= 60;
2265         }
2266         else
2267         {
2268                 tmp = dam * 60;
2269                 tmp *= mult; 
2270                 tmp /= div;
2271                 tmp /= 60;
2272         }
2273         return tmp;
2274 }
2275
2276 /*!
2277  * @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)
2278  * @param dam 基本ダメージ
2279  * @param mult スレイ倍率(掛け算部分)
2280  * @param div スレイ倍率(割り算部分)
2281  * @param force 理力特別計算フラグ
2282  * @param weight 重量
2283  * @param plus 武器ダメージ修正
2284  * @param meichuu 命中値
2285  * @param dokubari 毒針処理か否か
2286  * @param vorpal_mult 切れ味倍率(掛け算部分)
2287  * @param vorpal_div 切れ味倍率(割り算部分)
2288  * @return ダメージ期待値
2289  */
2290 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)
2291 {
2292         dam = calc_slaydam(dam, mult, div, force);
2293         dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
2294         dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
2295         return dam;
2296 }
2297
2298
2299 /*!
2300  * @brief 武器の各条件毎のダメージ期待値を表示する。
2301  * @param r 表示行
2302  * @param c 表示列
2303  * @param mindice ダイス部分最小値
2304  * @param maxdice ダイス部分最大値
2305  * @param blows 攻撃回数
2306  * @param dam_bonus ダメージ修正値
2307  * @param attr 条件内容
2308  * @param color 条件内容の表示色
2309  * @details
2310  * Display the damage figure of an object\n
2311  * (used by compare_weapon_aux)\n
2312  * \n
2313  * Only accurate for the current weapon, because it includes\n
2314  * the current +dam of the player.\n
2315  * @return なし
2316  */
2317 static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
2318 {
2319         GAME_TEXT tmp_str[80];
2320         int mindam, maxdam;
2321         
2322         mindam = blows * (mindice + dam_bonus);
2323         maxdam = blows * (maxdice + dam_bonus);
2324
2325         /* Print the intro text */
2326         c_put_str(color, attr, r, c);
2327
2328         /* Calculate the min and max damage figures */
2329         sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
2330         
2331         /* Print the damage */
2332         put_str(tmp_str, r, c + 8);
2333 }
2334
2335
2336 /*!
2337  * @brief 武器一つ毎のダメージ情報を表示する。
2338  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2339  * @param col 表示する行の上端
2340  * @param r 表示する列の左端
2341  * @details
2342  * Show the damage figures for the various monster types\n
2343  * \n
2344  * Only accurate for the current weapon, because it includes\n
2345  * the current number of blows for the player.\n
2346  * @return なし
2347  */
2348 static void compare_weapon_aux(object_type *o_ptr, int col, int r)
2349 {
2350         BIT_FLAGS flgs[TR_FLAG_SIZE];
2351         int blow = p_ptr->num_blow[0];
2352         bool force = FALSE;
2353         bool dokubari = FALSE;
2354         
2355         /* Effective dices */
2356         int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2357         int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2358         
2359         int mindice = eff_dd;
2360         int maxdice = eff_ds * eff_dd;
2361         int mindam = 0;
2362         int maxdam = 0;
2363         int vorpal_mult = 1;
2364         int vorpal_div = 1;
2365         int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
2366         
2367
2368         /* Get the flags of the weapon */
2369         object_flags(o_ptr, flgs);
2370         
2371         if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
2372         
2373         
2374         /* Show Critical Damage*/
2375         mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
2376         maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
2377         
2378         show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2379
2380         
2381         /* Vorpal Hit*/
2382         if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
2383         {
2384                 if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
2385                 {
2386                         vorpal_mult = 5;
2387                         vorpal_div = 3;
2388                 }
2389                 else
2390                 {
2391                         vorpal_mult = 11;
2392                         vorpal_div = 9;
2393                 }
2394                 
2395                 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);
2396                 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);         
2397                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
2398         }       
2399         
2400         if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
2401         {
2402                 force = TRUE;
2403                 
2404                 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);
2405                 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);
2406                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force  :"), TERM_L_BLUE);
2407         }
2408                 
2409         /* Print the relevant lines */
2410         if (have_flag(flgs, TR_KILL_ANIMAL))
2411         {
2412                 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);
2413                 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);         
2414                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2415         }
2416         else if (have_flag(flgs, TR_SLAY_ANIMAL)) 
2417         {
2418                 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);
2419                 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);
2420                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("動物:", "Animals:"), TERM_YELLOW);
2421         }
2422         if (have_flag(flgs, TR_KILL_EVIL))
2423         {       
2424                 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);
2425                 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);
2426                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2427         }
2428         else if (have_flag(flgs, TR_SLAY_EVIL))
2429         {       
2430                 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);
2431                 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);         
2432                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("邪悪:", "Evil:"), TERM_YELLOW);
2433         }
2434         if (have_flag(flgs, TR_KILL_HUMAN))
2435         {       
2436                 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);
2437                 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);
2438                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2439         }
2440         else if (have_flag(flgs, TR_SLAY_HUMAN))
2441         {       
2442                 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);
2443                 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);
2444                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("人間:", "Human:"), TERM_YELLOW);
2445         }
2446         if (have_flag(flgs, TR_KILL_UNDEAD))
2447         {
2448                 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);
2449                 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);
2450                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2451         }
2452         else if (have_flag(flgs, TR_SLAY_UNDEAD)) 
2453         {
2454                 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);
2455                 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);
2456                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("不死:", "Undead:"), TERM_YELLOW);
2457         }
2458         if (have_flag(flgs, TR_KILL_DEMON))
2459         {       
2460                 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);
2461                 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);
2462                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("悪魔:", "Demons:") , TERM_YELLOW);
2463         }
2464         else if (have_flag(flgs, TR_SLAY_DEMON))
2465         {       
2466                 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);
2467                 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);
2468                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
2469         }
2470         if (have_flag(flgs, TR_KILL_ORC))
2471         {
2472                 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);
2473                 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);
2474                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2475         }
2476         else if (have_flag(flgs, TR_SLAY_ORC))
2477         {
2478                 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);
2479                 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);
2480                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("オーク:", "Orcs:"), TERM_YELLOW);
2481         }
2482         if (have_flag(flgs, TR_KILL_TROLL))
2483         {
2484                 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);
2485                 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);
2486                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("トロル:", "Trolls:") , TERM_YELLOW);
2487         }
2488         else if (have_flag(flgs, TR_SLAY_TROLL))
2489         {
2490                 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);
2491                 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);
2492                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("トロル:", "Trolls:") , TERM_YELLOW);
2493         }
2494         if (have_flag(flgs, TR_KILL_GIANT))
2495         {
2496                 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);
2497                 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);
2498                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2499         }
2500         else if (have_flag(flgs, TR_SLAY_GIANT))
2501         {
2502                 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);
2503                 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);
2504                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("巨人:", "Giants:"), TERM_YELLOW);
2505         }
2506         if (have_flag(flgs, TR_KILL_DRAGON))
2507         {
2508                 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);
2509                 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);
2510                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("竜:", "Dragons:"), TERM_YELLOW);
2511         }
2512         else if (have_flag(flgs, TR_SLAY_DRAGON))
2513         {               
2514                 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);
2515                 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);
2516                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,   _("竜:", "Dragons:"), TERM_YELLOW);
2517         }
2518         if (have_flag(flgs, TR_BRAND_ACID))
2519         {
2520                 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);
2521                 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);
2522                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("酸属性:", "Acid:"), TERM_RED);
2523         }
2524         if (have_flag(flgs, TR_BRAND_ELEC))
2525         {
2526                 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);
2527                 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);
2528                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("電属性:", "Elec:"), TERM_RED);
2529         }
2530         if (have_flag(flgs, TR_BRAND_FIRE))
2531         {
2532                 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);
2533                 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);
2534                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("炎属性:", "Fire:"), TERM_RED);
2535         }
2536         if (have_flag(flgs, TR_BRAND_COLD))
2537         {
2538                 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);
2539                 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);
2540                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus,  _("冷属性:", "Cold:"), TERM_RED);
2541         }
2542         if (have_flag(flgs, TR_BRAND_POIS))
2543         {
2544                 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);
2545                 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);
2546                 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
2547         }
2548 }
2549
2550 /*!
2551  * @brief 武器匠における武器一つ毎の完全情報を表示する。
2552  * @param o_ptr オブジェクトの構造体の参照ポインタ。
2553  * @param row 表示する列の左端
2554  * @param col 表示する行の上端
2555  * @details
2556  * Displays all info about a weapon
2557  *
2558  * Only accurate for the current weapon, because it includes
2559  * various info about the player's +to_dam and number of blows.
2560  * @return なし
2561  */
2562 static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
2563 {
2564         GAME_TEXT o_name[MAX_NLEN];
2565         GAME_TEXT tmp_str[80];
2566
2567         DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
2568         DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
2569         HIT_RELIABILITY reli = p_ptr->skill_thn + (p_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
2570
2571         /* Print the weapon name */
2572         object_desc(o_name, o_ptr, OD_NAME_ONLY);
2573         c_put_str(TERM_YELLOW, o_name, row, col);
2574
2575         /* Print the player's number of blows */
2576         sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
2577         put_str(tmp_str, row+1, col);
2578
2579         /* Print to_hit and to_dam of the weapon */
2580         sprintf(tmp_str, _("命中率:  0  50 100 150 200 (敵のAC)", "To Hit:  0  50 100 150 200 (AC)"));
2581         put_str(tmp_str, row+2, col);
2582
2583         /* Print the weapons base damage dice */
2584         sprintf(tmp_str, "        %2d  %2d  %2d  %2d  %2d (%%)",
2585                 (int)hit_chance(reli, 0),
2586                 (int)hit_chance(reli, 50),
2587                 (int)hit_chance(reli, 100),
2588                 (int)hit_chance(reli, 150),
2589                 (int)hit_chance(reli, 200));
2590         put_str(tmp_str, row+3, col);
2591         c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
2592
2593         /* Damage for one blow (if it hits) */
2594         sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
2595             (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
2596                 (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
2597         put_str(tmp_str, row+6, col+1);
2598
2599         /* Damage for the complete attack (if all blows hit) */
2600         sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
2601                 (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
2602                         (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
2603         put_str(tmp_str, row+7, col+1);
2604 }
2605
2606 /*!
2607  * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
2608  * @details 
2609  * Copies the weapons to compare into the weapon-slot and\n
2610  * compares the values for both weapons.\n
2611  * 武器1つだけで比較をしないなら費用は半額になる。
2612  * @param bcost 基本鑑定費用
2613  * @return 最終的にかかった費用
2614  */
2615 static PRICE compare_weapons(PRICE bcost)
2616 {
2617         int i, n;
2618         OBJECT_IDX item, item2;
2619         object_type *o_ptr[2];
2620         object_type orig_weapon;
2621         object_type *i_ptr;
2622         concptr q, s;
2623         TERM_LEN row = 2;
2624         TERM_LEN wid = 38, mgn = 2;
2625         bool old_character_xtra = character_xtra;
2626         char ch;
2627         PRICE total = 0;
2628         PRICE cost = 0; /* First time no price */
2629
2630         screen_save();
2631         clear_bldg(0, 22);
2632
2633         /* Store copy of original wielded weapon */
2634         i_ptr = &inventory[INVEN_RARM];
2635         object_copy(&orig_weapon, i_ptr);
2636
2637         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2638
2639         /* Get the first weapon */
2640         q = _("第一の武器は?", "What is your first weapon? ");
2641         s = _("比べるものがありません。", "You have nothing to compare.");
2642
2643         o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2644         if (!o_ptr[0])
2645         {
2646                 screen_load();
2647                 return (0);
2648         }
2649
2650         n = 1;
2651         total = bcost;
2652
2653         while (TRUE)
2654         {
2655                 clear_bldg(0, 22);
2656
2657                 /* Only compare melee weapons */
2658                 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2659
2660                 /* Hack -- prevent "icky" message */
2661                 character_xtra = TRUE;
2662
2663                 /* Diaplay selected weapon's infomation */
2664                 for (i = 0; i < n; i++)
2665                 {
2666                         int col = (wid * i + mgn);
2667
2668                         /* Copy i-th weapon into the weapon slot (if it's not already there) */
2669                         if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
2670
2671                         p_ptr->update |= PU_BONUS;
2672                         handle_stuff();
2673
2674                         /* List the new values */
2675                         list_weapon(o_ptr[i], row, col);
2676                         compare_weapon_aux(o_ptr[i], col, row + 8);
2677
2678                         /* Copy back the original weapon into the weapon slot */
2679                         object_copy(i_ptr, &orig_weapon);
2680                 }
2681
2682                 /* Reset the values for the old weapon */
2683                 p_ptr->update |= PU_BONUS;
2684                 handle_stuff();
2685
2686                 character_xtra = old_character_xtra;
2687
2688 #ifdef JP
2689                 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
2690                 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);
2691                 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);
2692 #else
2693                 put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
2694                 put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
2695                 prt("Based on your current abilities, here is what your weapons will do", 0, 0);
2696 #endif
2697
2698                 flush();
2699                 ch = inkey();
2700
2701                 if (ch == 's')
2702                 {
2703                         if (total + cost > p_ptr->au)
2704                         {
2705                                 msg_print(_("お金が足りません!", "You don't have enough money!"));
2706                                 msg_print(NULL);
2707                                 continue;
2708                         }
2709
2710                         q = _("第二の武器は?", "What is your second weapon? ");
2711                         s = _("比べるものがありません。", "You have nothing to compare.");
2712
2713                         /* Get the second weapon */
2714                         o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
2715                         if (!o_ptr[1]) continue;
2716
2717                         total += cost;
2718                         cost = bcost / 2;
2719                         n = 2;
2720                 }
2721                 else
2722                 {
2723                         break;
2724                 }
2725         }
2726         screen_load();
2727
2728         return (total);
2729 }
2730
2731
2732 /*!
2733  * @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
2734  * @details 
2735  * Calculate and display the dodge-rate and the protection-rate
2736  * based on AC
2737  * @param iAC プレイヤーのAC。
2738  * @return 常にTRUEを返す。
2739  */
2740 static bool eval_ac(ARMOUR_CLASS iAC)
2741 {
2742 #ifdef JP
2743         const char memo[] =
2744                 "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"
2745                 "何パーセント軽減するかを示します。\n"
2746                 "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"
2747                 "に対してのみ効果があります。\n \n"
2748                 "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"
2749                 "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"
2750                 "敵のレベルとあなたのACによって決定されます。\n \n"
2751                 "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"
2752                 "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";
2753 #else
2754         const char memo[] =
2755                 "'Protection Rate' means how much damage is reduced by your armor.\n"
2756                 "Note that the Protection rate is effective only against normal "
2757                 "'attack' and 'shatter' type melee attacks, "
2758                 "and has no effect against any other types such as 'poison'.\n \n"
2759                 "'Dodge Rate' indicates the success rate on dodging the "
2760                 "monster's melee attacks.  "
2761                 "It is depend on the level of the monster and your AC.\n \n"
2762                 "'Average Damage' indicates the expected amount of damage "
2763                 "when you are attacked by normal melee attacks with power=100.";
2764 #endif
2765
2766         int protection;
2767         TERM_LEN col, row = 2;
2768         DEPTH lvl;
2769         char buf[80*20], *t;
2770
2771         /* AC lower than zero has no effect */
2772         if (iAC < 0) iAC = 0;
2773
2774         /* ダメージ軽減率を計算 */
2775         protection = 100 * MIN(iAC, 150) / 250;
2776
2777         screen_save();
2778         clear_bldg(0, 22);
2779
2780         put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
2781         put_str(format(_("ダメージ軽減率  : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
2782         row++;
2783
2784         put_str(_("敵のレベル      :", "Level of Monster:"), row + 0, 0);
2785         put_str(_("回避率          :", "Dodge Rate      :"), row + 1, 0);
2786         put_str(_("ダメージ期待値  :", "Average Damage  :"), row + 2, 0);
2787     
2788         for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
2789         {
2790                 int quality = 60 + lvl * 3; /* attack quality with power 60 */
2791                 int dodge;   /* 回避率(%) */
2792                 int average; /* ダメージ期待値 */
2793
2794                 put_str(format("%3d", lvl), row + 0, col);
2795
2796                 /* 回避率を計算 */
2797                 dodge = 5 + (MIN(100, 100 * (iAC * 3 / 4) / quality) * 9 + 5) / 10;
2798                 put_str(format("%3d%%", dodge), row + 1, col);
2799
2800                 /* 100点の攻撃に対してのダメージ期待値を計算 */
2801                 average = (100 - dodge) * (100 - protection) / 100;
2802                 put_str(format("%3d", average), row + 2, col);
2803         }
2804
2805         /* Display note */
2806         roff_to_buf(memo, 70, buf, sizeof(buf));
2807         for (t = buf; t[0]; t += strlen(t) + 1)
2808                 put_str(t, (row++) + 4, 4);
2809
2810         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);
2811   
2812         flush();
2813         (void)inkey();
2814         screen_load();
2815
2816         return (TRUE);
2817 }
2818
2819
2820
2821 /*!
2822  * @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。
2823  * @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
2824  * @param from_ptr 修復材料オブジェクトの構造体の参照ポインタ。
2825  * @return 修復対象になるならTRUEを返す。
2826  */
2827 static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
2828 {
2829         int i, n = 0;
2830         int cand[TR_FLAG_MAX];
2831         BIT_FLAGS to_flgs[TR_FLAG_SIZE];
2832         BIT_FLAGS from_flgs[TR_FLAG_SIZE];
2833
2834         object_flags(to_ptr, to_flgs);
2835         object_flags(from_ptr, from_flgs);
2836
2837         for (i = 0; i < TR_FLAG_MAX; i++)
2838         {
2839                 switch (i)
2840                 {
2841                 case TR_IGNORE_ACID:
2842                 case TR_IGNORE_ELEC:
2843                 case TR_IGNORE_FIRE:
2844                 case TR_IGNORE_COLD:
2845                 case TR_ACTIVATE:
2846                 case TR_RIDING:
2847                 case TR_THROW:
2848                 case TR_SHOW_MODS:
2849                 case TR_HIDE_TYPE:
2850                 case TR_ES_ATTACK:
2851                 case TR_ES_AC:
2852                 case TR_FULL_NAME:
2853                 case TR_FIXED_FLAVOR:
2854                         break;
2855                 default:
2856                         if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
2857                         {
2858                                 if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
2859                         }
2860                 }
2861         }
2862
2863         if (n > 0)
2864         {
2865                 int bmax;
2866                 int tr_idx = cand[randint0(n)];
2867                 add_flag(to_ptr->art_flags, tr_idx);
2868                 if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
2869                 bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
2870                 if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
2871                 if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
2872         }
2873
2874         return;
2875 }
2876
2877 /*!
2878  * @brief アイテム修復処理のメインルーチン / Repair broken weapon
2879  * @param bcost 基本修復費用
2880  * @return 実際にかかった費用
2881  */
2882 static PRICE repair_broken_weapon_aux(PRICE bcost)
2883 {
2884         PRICE cost;
2885         OBJECT_IDX item, mater;
2886         object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
2887         object_kind *k_ptr;
2888         int i, dd_bonus, ds_bonus;
2889         KIND_OBJECT_IDX k_idx;
2890         char basenm[MAX_NLEN];
2891         concptr q, s;
2892         int row = 7;
2893         clear_bldg(0, 22);
2894
2895         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);
2896         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);
2897
2898         q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
2899         s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
2900
2901         /* Only forge broken weapons */
2902         item_tester_hook = item_tester_hook_broken_weapon;
2903
2904         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
2905         if (!o_ptr) return (0);
2906
2907         /* It is worthless */
2908         if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
2909         {
2910                 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
2911                 return (0);
2912         }
2913
2914         /* They are too many */
2915         if (o_ptr->number > 1)
2916         {
2917                 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!"));
2918                 return (0);
2919         }
2920
2921         /* Display item name */
2922         object_desc(basenm, o_ptr, OD_NAME_ONLY);
2923         prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
2924
2925         q = _("材料となる武器は?", "Which weapon for material? ");
2926         s = _("材料となる武器がありません。", "You have no material to repair.");
2927
2928         /* Only forge broken weapons */
2929         item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2930
2931         mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
2932         if (!mo_ptr) return (0);
2933         if (mater == item)
2934         {
2935                 msg_print(_("クラインの壷じゃない!", "This is not a klein bottle!"));
2936                 return (0);
2937         }
2938
2939         /* Display item name */
2940         object_desc(basenm, mo_ptr, OD_NAME_ONLY);
2941         prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
2942
2943         /* Get the value of one of the items (except curses) */
2944         cost = bcost + object_value_real(o_ptr) * 2;
2945
2946         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);
2947
2948         /* Check if the player has enough money */
2949         if (p_ptr->au < cost)
2950         {
2951                 object_desc(basenm, o_ptr, OD_NAME_ONLY);
2952                 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);
2953                 msg_print(NULL);
2954                 return (0);
2955         }
2956
2957         p_ptr->total_weight -= o_ptr->weight;
2958
2959         if (o_ptr->sval == SV_BROKEN_DAGGER)
2960         {
2961                 KIND_OBJECT_IDX j;
2962                 int n = 1;
2963
2964                 /* Suppress compiler warning */
2965                 k_idx = 0;
2966
2967                 for (j = 1; j < max_k_idx; j++)
2968                 {
2969                         object_kind *k_aux_ptr = &k_info[j];
2970
2971                         if (k_aux_ptr->tval != TV_SWORD) continue;
2972                         if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
2973                                 (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
2974                                 (k_aux_ptr->sval == SV_DOKUBARI)) continue;
2975                         if (k_aux_ptr->weight > 99) continue;
2976
2977                         if (one_in_(n)) 
2978                         {
2979                                 k_idx = j;
2980                                 n++;
2981                         }
2982                 }
2983         }
2984         else /* TV_BROKEN_SWORD */
2985         {
2986                 /* Repair to a sword or sometimes material's type weapon */
2987                 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
2988
2989                 while(1)
2990                 {
2991                         object_kind *ck_ptr;
2992
2993                         k_idx = lookup_kind(tval, SV_ANY);
2994                         ck_ptr = &k_info[k_idx];
2995
2996                         if (tval == TV_SWORD)
2997                         {
2998                                 if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
2999                                         (ck_ptr->sval == SV_BROKEN_SWORD) ||
3000                                         (ck_ptr->sval == SV_DIAMOND_EDGE) ||
3001                                         (ck_ptr->sval == SV_DOKUBARI)) continue;
3002                         }
3003                         if (tval == TV_POLEARM)
3004                         {
3005                                 if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
3006                                         (ck_ptr->sval == SV_TSURIZAO)) continue;
3007                         }
3008                         if (tval == TV_HAFTED)
3009                         {
3010                                 if ((ck_ptr->sval == SV_GROND) ||
3011                                         (ck_ptr->sval == SV_WIZSTAFF) ||
3012                                         (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
3013                         }
3014
3015                         break;
3016                 }
3017         }
3018
3019         /* Calculate dice bonuses */
3020         dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
3021         ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
3022         dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
3023         ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
3024
3025         /* Change base object */
3026         k_ptr = &k_info[k_idx];
3027         o_ptr->k_idx = k_idx;
3028         o_ptr->weight = k_ptr->weight;
3029         o_ptr->tval = k_ptr->tval;
3030         o_ptr->sval = k_ptr->sval;
3031         o_ptr->dd = k_ptr->dd;
3032         o_ptr->ds = k_ptr->ds;
3033
3034         /* Copy base object's ability */
3035         for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
3036         if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
3037         if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
3038
3039         /* Dice up */
3040         if (dd_bonus > 0)
3041         {
3042                 o_ptr->dd++;
3043                 for (i = 1; i < dd_bonus; i++)
3044                 {
3045                         if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
3046                 }
3047         }
3048         if (ds_bonus > 0)
3049         {
3050                 o_ptr->ds++;
3051                 for (i = 1; i < ds_bonus; i++)
3052                 {
3053                         if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
3054                 }
3055         }
3056
3057         if (have_flag(k_ptr->flags, TR_BLOWS))
3058         {
3059                 int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
3060                 o_ptr->pval = MIN(o_ptr->pval, bmax);
3061         }
3062
3063         /* Add one random ability from material weapon */
3064         give_one_ability_of_object(o_ptr, mo_ptr);
3065
3066         /* Add to-dam, to-hit and to-ac from material weapon */
3067         o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
3068         o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
3069         o_ptr->to_a += MAX(0, (mo_ptr->to_a));
3070
3071         if ((o_ptr->name1 == ART_NARSIL) ||
3072                 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
3073                 (object_is_ego(o_ptr) && one_in_(7)))
3074         {
3075                 /* Forge it */
3076                 if (object_is_ego(o_ptr))
3077                 {
3078                         add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
3079                         add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
3080                 }
3081
3082                 /* Add one random ability from material weapon */
3083                 give_one_ability_of_object(o_ptr, mo_ptr);
3084
3085                 /* Add one random activation */
3086                 if (!activation_index(o_ptr)) one_activation(o_ptr);
3087
3088                 /* Narsil */
3089                 if (o_ptr->name1 == ART_NARSIL)
3090                 {
3091                         one_high_resistance(o_ptr);
3092                         one_ability(o_ptr);
3093                 }
3094
3095                 msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
3096         }
3097
3098         object_desc(basenm, o_ptr, OD_NAME_ONLY);
3099 #ifdef JP
3100         msg_format("$%dで%sに修復しました。", cost, basenm);
3101 #else
3102         msg_format("Repaired into %s for %d gold.", basenm, cost);
3103 #endif
3104         msg_print(NULL);
3105
3106         /* Remove BROKEN flag */
3107         o_ptr->ident &= ~(IDENT_BROKEN);
3108
3109         /* Add repaired flag */
3110         o_ptr->discount = 99;
3111
3112         p_ptr->total_weight += o_ptr->weight;
3113         calc_android_exp();
3114
3115         /* Decrease material object */
3116         inven_item_increase(mater, -1);
3117         inven_item_optimize(mater);
3118
3119         /* Copyback */
3120         p_ptr->update |= PU_BONUS;
3121         handle_stuff();
3122
3123         /* Something happened */
3124         return (cost);
3125 }
3126
3127 /*!
3128  * @brief アイテム修復処理の過渡ルーチン / Repair broken weapon
3129  * @param bcost 基本鑑定費用
3130  * @return 実際にかかった費用
3131  */
3132 static int repair_broken_weapon(PRICE bcost)
3133 {
3134         PRICE cost;
3135         screen_save();
3136         cost = repair_broken_weapon_aux(bcost);
3137         screen_load();
3138         return cost;
3139 }
3140
3141
3142 /*!
3143  * @brief アイテムの強化を行う。 / Enchant item
3144  * @param cost 1回毎の費用
3145  * @param to_hit 命中をアップさせる量
3146  * @param to_dam ダメージをアップさせる量
3147  * @param to_ac ACをアップさせる量
3148  * @return 実際に行ったらTRUE
3149  */
3150 static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
3151 {
3152         int i;
3153         OBJECT_IDX item;
3154         bool okay = FALSE;
3155         object_type *o_ptr;
3156         concptr q, s;
3157         int maxenchant = (p_ptr->lev / 5);
3158         char tmp_str[MAX_NLEN];
3159
3160         clear_bldg(4, 18);
3161         prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", "  Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
3162         prt(format(_(" 改良の料金は一個につき$%d です。", "  The price for the service is %d gold per item."), cost), 7, 0);
3163
3164         q = _("どのアイテムを改良しますか?", "Improve which item? ");
3165         s = _("改良できるものがありません。", "You have nothing to improve.");
3166
3167         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
3168         if (!o_ptr) return (FALSE);
3169
3170         /* Check if the player has enough money */
3171         if (p_ptr->au < (cost * o_ptr->number))
3172         {
3173                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3174                 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);
3175                 return (FALSE);
3176         }
3177
3178         /* Enchant to hit */
3179         for (i = 0; i < to_hit; i++)
3180         {
3181                 if (o_ptr->to_h < maxenchant)
3182                 {
3183                         if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
3184                         {
3185                                 okay = TRUE;
3186                                 break;
3187                         }
3188                 }
3189         }
3190
3191         /* Enchant to damage */
3192         for (i = 0; i < to_dam; i++)
3193         {
3194                 if (o_ptr->to_d < maxenchant)
3195                 {
3196                         if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
3197                         {
3198                                 okay = TRUE;
3199                                 break;
3200                         }
3201                 }
3202         }
3203
3204         /* Enchant to AC */
3205         for (i = 0; i < to_ac; i++)
3206         {
3207                 if (o_ptr->to_a < maxenchant)
3208                 {
3209                         if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
3210                         {
3211                                 okay = TRUE;
3212                                 break;
3213                         }
3214                 }
3215         }
3216
3217         /* Failure */
3218         if (!okay)
3219         {
3220                 if (flush_failure) flush();
3221                 msg_print(_("改良に失敗した。", "The improvement failed."));
3222                 return (FALSE);
3223         }
3224         else
3225         {
3226                 object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
3227 #ifdef JP
3228                 msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
3229 #else
3230                 msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
3231 #endif
3232
3233                 /* Charge the money */
3234                 p_ptr->au -= (cost * o_ptr->number);
3235
3236                 if (item >= INVEN_RARM) calc_android_exp();
3237
3238                 /* Something happened */
3239                 return (TRUE);
3240         }
3241 }
3242
3243
3244 /*!
3245  * @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staves
3246  * @details
3247  * The player can select the number of charges to add\n
3248  * (up to a limit), and the recharge never fails.\n
3249  *\n
3250  * The cost for rods depends on the level of the rod. The prices\n
3251  * for recharging wands and staves are dependent on the cost of\n
3252  * the base-item.\n
3253  * @return なし
3254  */
3255 static void building_recharge(void)
3256 {
3257         OBJECT_IDX  item;
3258         DEPTH       lev;
3259         object_type *o_ptr;
3260         object_kind *k_ptr;
3261         concptr        q, s;
3262         PRICE       price;
3263         PARAMETER_VALUE charges;
3264         int         max_charges;
3265         char        tmp_str[MAX_NLEN];
3266
3267         msg_flag = FALSE;
3268
3269         /* Display some info */
3270         clear_bldg(4, 18);
3271         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);
3272
3273
3274         /* Only accept legal items */
3275         item_tester_hook = item_tester_hook_recharge;
3276
3277         q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
3278         s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
3279
3280         o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
3281         if (!o_ptr) return;
3282
3283         k_ptr = &k_info[o_ptr->k_idx];
3284
3285         /*
3286          * We don't want to give the player free info about
3287          * the level of the item or the number of charges.
3288          */
3289         /* The item must be "known" */
3290         if (!object_is_known(o_ptr))
3291         {
3292                 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!"));
3293                 msg_print(NULL);
3294
3295                 if ((p_ptr->au >= 50) &&
3296                         get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
3297
3298                 {
3299                         p_ptr->au -= 50;
3300                         identify_item(o_ptr);
3301                         object_desc(tmp_str, o_ptr, 0);
3302                         msg_format(_("%s です。", "You have: %s."), tmp_str);
3303
3304                         /* Auto-inscription */
3305                         autopick_alter_item(item, FALSE);
3306
3307                         /* Update the gold display */
3308                         building_prt_gold();
3309                 }
3310                 else
3311                 {
3312                         return;
3313                 }
3314         }
3315
3316         /* Extract the object "level" */
3317         lev = k_info[o_ptr->k_idx].level;
3318
3319         /* Price for a rod */
3320         if (o_ptr->tval == TV_ROD)
3321         {
3322                 if (o_ptr->timeout > 0)
3323                 {
3324                         /* Fully recharge */
3325                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3326                 }
3327                 else
3328                 {
3329                         /* No recharge necessary */
3330                         price = 0;
3331                         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."));
3332                         return;
3333                 }
3334         }
3335         else if (o_ptr->tval == TV_STAFF)
3336         {
3337                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3338                 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3339
3340                 /* Pay at least 10 gold per charge */
3341                 price = MAX(10, price);
3342         }
3343         else
3344         {
3345                 /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3346                 price = (k_info[o_ptr->k_idx].cost / 10);
3347
3348                 /* Pay at least 10 gold per charge */
3349                 price = MAX(10, price);
3350         }
3351
3352         /* Limit the number of charges for wands and staffs */
3353         if (o_ptr->tval == TV_WAND
3354                 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
3355         {
3356                 if (o_ptr->number > 1)
3357                 {
3358                         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."));
3359                 }
3360                 else
3361                 {
3362                         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."));
3363                 }
3364                 return;
3365         }
3366         else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
3367         {
3368                 if (o_ptr->number > 1)
3369                 {
3370                         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."));
3371                 }
3372                 else
3373                 {
3374                         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."));
3375                 }
3376                 return;
3377         }
3378
3379         /* Check if the player has enough money */
3380         if (p_ptr->au < price)
3381         {
3382                 object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
3383 #ifdef JP
3384                 msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
3385 #else
3386                 msg_format("You need %d gold to recharge %s!", price, tmp_str);
3387 #endif
3388
3389                 return;
3390         }
3391
3392         if (o_ptr->tval == TV_ROD)
3393         {
3394 #ifdef JP
3395                 if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
3396 #else
3397                 if (get_check(format("Recharge the %s for %d gold? ",
3398                         ((o_ptr->number > 1) ? "rods" : "rod"), price)))
3399 #endif
3400
3401                 {
3402                         /* Recharge fully */
3403                         o_ptr->timeout = 0;
3404                 }
3405                 else
3406                 {
3407                         return;
3408                 }
3409         }
3410         else
3411         {
3412                 if (o_ptr->tval == TV_STAFF)
3413                         max_charges = k_ptr->pval - o_ptr->pval;
3414                 else
3415                         max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
3416
3417                 /* Get the quantity for staves and wands */
3418                 charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
3419                                         MIN(p_ptr->au / price, max_charges));
3420
3421                 /* Do nothing */
3422                 if (charges < 1) return;
3423
3424                 /* Get the new price */
3425                 price *= charges;
3426
3427                 /* Recharge */
3428                 o_ptr->pval += charges;
3429
3430                 /* We no longer think the item is empty */
3431                 o_ptr->ident &= ~(IDENT_EMPTY);
3432         }
3433
3434         /* Give feedback */
3435         object_desc(tmp_str, o_ptr, 0);
3436 #ifdef JP
3437         msg_format("%sを$%d で再充填しました。", tmp_str, price);
3438 #else
3439         msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
3440 #endif
3441         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3442
3443         p_ptr->window |= (PW_INVEN);
3444
3445         /* Pay the price */
3446         p_ptr->au -= price;
3447
3448         /* Finished */
3449         return;
3450 }
3451
3452
3453 /*!
3454  * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staves
3455  * @details
3456  * The player can select the number of charges to add\n
3457  * (up to a limit), and the recharge never fails.\n
3458  *\n
3459  * The cost for rods depends on the level of the rod. The prices\n
3460  * for recharging wands and staves are dependent on the cost of\n
3461  * the base-item.\n
3462  * @return なし
3463  */
3464 static void building_recharge_all(void)
3465 {
3466         INVENTORY_IDX i;
3467         DEPTH lev;
3468         object_type *o_ptr;
3469         object_kind *k_ptr;
3470         PRICE price = 0;
3471         PRICE total_cost = 0;
3472
3473
3474         /* Display some info */
3475         msg_flag = FALSE;
3476         clear_bldg(4, 18);
3477         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);
3478
3479         /* Calculate cost */
3480         for ( i = 0; i < INVEN_PACK; i++)
3481         {
3482                 o_ptr = &inventory[i];
3483                                 
3484                 /* skip non magic device */
3485                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3486
3487                 /* need identified */
3488                 if (!object_is_known(o_ptr)) total_cost += 50;
3489
3490                 /* Extract the object "level" */
3491                 lev = k_info[o_ptr->k_idx].level;
3492
3493                 k_ptr = &k_info[o_ptr->k_idx];
3494
3495                 switch (o_ptr->tval)
3496                 {
3497                 case TV_ROD:
3498                         price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
3499                         break;
3500
3501                 case TV_STAFF:
3502                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3503                         price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3504
3505                         /* Pay at least 10 gold per charge */
3506                         price = MAX(10, price);
3507
3508                         /* Fully charge */
3509                         price = (k_ptr->pval - o_ptr->pval) * price;
3510                         break;
3511
3512                 case TV_WAND:
3513                         /* Price per charge ( = double the price paid by shopkeepers for the charge) */
3514                         price = (k_info[o_ptr->k_idx].cost / 10);
3515
3516                         /* Pay at least 10 gold per charge */
3517                         price = MAX(10, price);
3518
3519                         /* Fully charge */
3520                         price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
3521                         break;
3522                 }
3523
3524                 /* if price <= 0 then item have enough charge */
3525                 if (price > 0) total_cost += price;
3526         }
3527
3528         if (!total_cost)
3529         {
3530                 msg_print(_("充填する必要はありません。", "No need to recharge."));
3531                 msg_print(NULL);
3532                 return;
3533         }
3534
3535         /* Check if the player has enough money */
3536         if (p_ptr->au < total_cost)
3537         {
3538                 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 );
3539                 msg_print(NULL);
3540                 return;
3541         }
3542         if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "),  total_cost))) return;
3543         
3544         for (i = 0; i < INVEN_PACK; i++)
3545         {
3546                 o_ptr = &inventory[i];
3547                 k_ptr = &k_info[o_ptr->k_idx];
3548
3549                 /* skip non magic device */
3550                 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3551
3552                 if (!object_is_known(o_ptr))
3553                 {
3554                         identify_item(o_ptr);
3555
3556                         /* Auto-inscription */
3557                         autopick_alter_item(i, FALSE);
3558                 }
3559
3560                 /* Recharge */
3561                 switch (o_ptr->tval)
3562                 {
3563                 case TV_ROD:
3564                         o_ptr->timeout = 0;
3565                         break;
3566                 case TV_STAFF:
3567                         if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3568                         /* We no longer think the item is empty */
3569                         o_ptr->ident &= ~(IDENT_EMPTY);
3570                         break;
3571                 case TV_WAND:
3572                         if (o_ptr->pval < o_ptr->number * k_ptr->pval)
3573                                 o_ptr->pval = o_ptr->number * k_ptr->pval;
3574                         /* We no longer think the item is empty */
3575                         o_ptr->ident &= ~(IDENT_EMPTY);
3576                         break;
3577                 }
3578         }
3579
3580         /* Give feedback */
3581         msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
3582         msg_print(NULL);
3583         p_ptr->update |= (PU_COMBINE | PU_REORDER);
3584
3585         p_ptr->window |= (PW_INVEN);
3586
3587         /* Pay the price */
3588         p_ptr->au -= total_cost;
3589
3590         /* Finished */
3591         return;
3592 }
3593
3594 /*!
3595  * @brief 町間のテレポートを行うメインルーチン。
3596  * @return テレポート処理を決定したか否か
3597  */
3598 bool tele_town(void)
3599 {
3600         int i;
3601         POSITION x, y;
3602         int num = 0;
3603
3604         if (current_floor_ptr->dun_level)
3605         {
3606                 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!"));
3607                 return FALSE;
3608         }
3609
3610         if (p_ptr->inside_arena || p_ptr->inside_battle)
3611         {
3612                 msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
3613                 return FALSE;
3614         }
3615
3616         screen_save();
3617         clear_bldg(4, 10);
3618
3619         for (i = 1; i < max_towns; i++)
3620         {
3621                 char buf[80];
3622
3623                 if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
3624
3625                 sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
3626                 prt(buf, 5 + i, 5);
3627                 num++;
3628         }
3629
3630         if (!num)
3631         {
3632                 msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
3633                 msg_print(NULL);
3634                 screen_load();
3635                 return FALSE;
3636         }
3637
3638         prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
3639         while(1)
3640         {
3641                 i = inkey();
3642
3643                 if (i == ESCAPE)
3644                 {
3645                         screen_load();
3646                         return FALSE;
3647                 }
3648                 else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
3649                 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;
3650                 break;
3651         }
3652
3653         for (y = 0; y < current_world_ptr->max_wild_y; y++)
3654         {
3655                 for (x = 0; x < current_world_ptr->max_wild_x; x++)
3656                 {
3657                         if(wilderness[y][x].town == (i-'a'+1))
3658                         {
3659                                 p_ptr->wilderness_y = y;
3660                                 p_ptr->wilderness_x = x;
3661                         }
3662                 }
3663         }
3664
3665         p_ptr->leaving = TRUE;
3666         leave_bldg = TRUE;
3667         p_ptr->teleport_town = TRUE;
3668         screen_load();
3669         return TRUE;
3670 }
3671
3672 /*!
3673  * @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-
3674  * @return 常にTRUEを返す。
3675  * @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。
3676  */
3677 static bool research_mon(void)
3678 {
3679         IDX i;
3680         int n;
3681         MONRACE_IDX r_idx;
3682         char sym, query;
3683         char buf[128];
3684         bool notpicked;
3685         bool recall = FALSE;
3686         u16b why = 0;
3687         MONSTER_IDX *who;
3688
3689         /* XTRA HACK WHATSEARCH */
3690         bool all = FALSE;
3691         bool uniq = FALSE;
3692         bool norm = FALSE;
3693         char temp[80] = "";
3694
3695         /* XTRA HACK REMEMBER_IDX */
3696         static int old_sym = '\0';
3697         static IDX old_i = 0;
3698
3699         screen_save();
3700
3701         /* Get a character, or abort */
3702         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):",
3703                                    "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) 
3704
3705         {
3706                 screen_load();
3707
3708                 return (FALSE);
3709         }
3710
3711         /* Find that character info, and describe it */
3712         for (i = 0; ident_info[i]; ++i)
3713         {
3714                 if (sym == ident_info[i][0]) break;
3715         }
3716
3717                 /* XTRA HACK WHATSEARCH */
3718         if (sym == KTRL('A'))
3719         {
3720                 all = TRUE;
3721                 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
3722         }
3723         else if (sym == KTRL('U'))
3724         {
3725                 all = uniq = TRUE;
3726                 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
3727         }
3728         else if (sym == KTRL('N'))
3729         {
3730                 all = norm = TRUE;
3731                 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
3732         }
3733         else if (sym == KTRL('M'))
3734         {
3735                 all = TRUE;
3736                 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
3737                 {
3738                         temp[0]=0;
3739                         screen_load();
3740
3741                         return FALSE;
3742                 }
3743                 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
3744         }
3745         else if (ident_info[i])
3746         {
3747                 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
3748         }
3749         else
3750         {
3751                 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
3752         }
3753
3754         /* Display the result */
3755         prt(buf, 16, 10);
3756
3757         /* Allocate the "who" array */
3758         C_MAKE(who, max_r_idx, MONRACE_IDX);
3759
3760         /* Collect matching monsters */
3761         for (n = 0, i = 1; i < max_r_idx; i++)
3762         {
3763                 monster_race *r_ptr = &r_info[i];
3764
3765                 /* Empty monster */
3766                 if (!r_ptr->name) continue;
3767
3768                 /* XTRA HACK WHATSEARCH */
3769                 /* Require non-unique monsters if needed */
3770                 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
3771
3772                 /* Require unique monsters if needed */
3773                 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
3774
3775                 /* 名前検索 */
3776                 if (temp[0])
3777                 {
3778                         int xx;
3779                         char temp2[80];
3780
3781                         for (xx = 0; temp[xx] && xx < 80; xx++)
3782                         {
3783 #ifdef JP
3784                                 if (iskanji(temp[xx]))
3785                                 {
3786                                         xx++;
3787                                         continue;
3788                                 }
3789 #endif
3790                                 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
3791                         }
3792   
3793 #ifdef JP
3794                         strcpy(temp2, r_name + r_ptr->E_name);
3795 #else
3796                         strcpy(temp2, r_name + r_ptr->name);
3797 #endif
3798                         for (xx = 0; temp2[xx] && xx < 80; xx++)
3799                                 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
3800
3801 #ifdef JP
3802                         if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
3803 #else
3804                         if (my_strstr(temp2, temp))
3805 #endif
3806                                 who[n++] = i;
3807                 }
3808                 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
3809         }
3810
3811         /* Nothing to recall */
3812         if (!n)
3813         {
3814                 /* Free the "who" array */
3815                 C_KILL(who, max_r_idx, MONRACE_IDX);
3816                 screen_load();
3817
3818                 return (FALSE);
3819         }
3820
3821         /* Sort by level */
3822         why = 2;
3823         query = 'y';
3824
3825         /* Sort if needed */
3826         if (why)
3827         {
3828                 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
3829         }
3830
3831
3832         /* Start at the end */
3833         /* XTRA HACK REMEMBER_IDX */
3834         if (old_sym == sym && old_i < n) i = old_i;
3835         else i = n - 1;
3836
3837         notpicked = TRUE;
3838
3839         /* Scan the monster memory */
3840         while (notpicked)
3841         {
3842                 /* Extract a race */
3843                 r_idx = who[i];
3844
3845                 /* Hack -- Begin the prompt */
3846                 roff_top(r_idx);
3847
3848                 /* Hack -- Complete the prompt */
3849                 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3850
3851                 /* Interact */
3852                 while (1)
3853                 {
3854                         /* Recall */
3855                         if (recall)
3856                         {
3857                                 /*** Recall on screen ***/
3858
3859                                 /* Get maximal info about this monster */
3860                                 lore_do_probe(r_idx);
3861
3862                                 /* Save this monster ID */
3863                                 monster_race_track(r_idx);
3864                                 handle_stuff();
3865
3866                                 /* know every thing mode */
3867                                 screen_roff(r_idx, 0x01);
3868                                 notpicked = FALSE;
3869
3870                                 /* XTRA HACK REMEMBER_IDX */
3871                                 old_sym = sym;
3872                                 old_i = i;
3873                         }
3874
3875                         /* Command */
3876                         query = inkey();
3877
3878                         /* Normal commands */
3879                         if (query != 'r') break;
3880
3881                         /* Toggle recall */
3882                         recall = !recall;
3883                 }
3884
3885                 /* Stop scanning */
3886                 if (query == ESCAPE) break;
3887
3888                 /* Move to "prev" monster */
3889                 if (query == '-')
3890                 {
3891                         if (++i == n)
3892                         {
3893                                 i = 0;
3894                                 if (!expand_list) break;
3895                         }
3896                 }
3897
3898                 /* Move to "next" monster */
3899                 else
3900                 {
3901                         if (i-- == 0)
3902                         {
3903                                 i = n - 1;
3904                                 if (!expand_list) break;
3905                         }
3906                 }
3907         }
3908
3909
3910         /* Re-display the identity */
3911         /* prt(buf, 5, 5);*/
3912
3913         /* Free the "who" array */
3914         C_KILL(who, max_r_idx, MONRACE_IDX);
3915         screen_load();
3916
3917         return (!notpicked);
3918 }
3919
3920
3921 /*!
3922  * @brief 施設の処理実行メインルーチン / Execute a building command
3923  * @param bldg 施設構造体の参照ポインタ
3924  * @param i 実行したい施設のサービステーブルの添字
3925  * @return なし
3926  */
3927 static void bldg_process_command(building_type *bldg, int i)
3928 {
3929         BACT_IDX bact = bldg->actions[i];
3930         PRICE bcost;
3931         bool paid = FALSE;
3932
3933         msg_flag = FALSE;
3934         msg_erase();
3935
3936         if (is_owner(bldg))
3937                 bcost = bldg->member_costs[i];
3938         else
3939                 bcost = bldg->other_costs[i];
3940
3941         /* action restrictions */
3942         if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
3943             ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
3944         {
3945                 msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
3946                 return;
3947         }
3948
3949         /* check gold (HACK - Recharge uses variable costs) */
3950         if ((bact != BACT_RECHARGE) &&
3951             (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
3952              ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
3953         {
3954                 msg_print(_("お金が足りません!", "You do not have the gold!"));
3955                 return;
3956         }
3957
3958         switch (bact)
3959         {
3960         case BACT_NOTHING:
3961                 /* Do nothing */
3962                 break;
3963         case BACT_RESEARCH_ITEM:
3964                 paid = identify_fully(FALSE);
3965                 break;
3966         case BACT_TOWN_HISTORY:
3967                 town_history();
3968                 break;
3969         case BACT_RACE_LEGENDS:
3970                 race_legends();
3971                 break;
3972         case BACT_QUEST:
3973                 castle_quest();
3974                 break;
3975         case BACT_KING_LEGENDS:
3976         case BACT_ARENA_LEGENDS:
3977         case BACT_LEGENDS:
3978                 show_highclass();
3979                 break;
3980         case BACT_POSTER:
3981         case BACT_ARENA_RULES:
3982         case BACT_ARENA:
3983                 arena_comm(bact);
3984                 break;
3985         case BACT_IN_BETWEEN:
3986         case BACT_CRAPS:
3987         case BACT_SPIN_WHEEL:
3988         case BACT_DICE_SLOTS:
3989         case BACT_GAMBLE_RULES:
3990         case BACT_POKER:
3991                 gamble_comm(bact);
3992                 break;
3993         case BACT_REST:
3994         case BACT_RUMORS:
3995         case BACT_FOOD:
3996                 paid = inn_comm(bact);
3997                 break;
3998         case BACT_RESEARCH_MONSTER:
3999                 paid = research_mon();
4000                 break;
4001         case BACT_COMPARE_WEAPONS:
4002                 paid = TRUE;
4003                 bcost = compare_weapons(bcost);
4004                 break;
4005         case BACT_ENCHANT_WEAPON:
4006                 item_tester_hook = object_allow_enchant_melee_weapon;
4007                 enchant_item(bcost, 1, 1, 0);
4008                 break;
4009         case BACT_ENCHANT_ARMOR:
4010                 item_tester_hook = object_is_armour;
4011                 enchant_item(bcost, 0, 0, 1);
4012                 break;
4013         case BACT_RECHARGE:
4014                 building_recharge();
4015                 break;
4016         case BACT_RECHARGE_ALL:
4017                 building_recharge_all();
4018                 break;
4019         case BACT_IDENTS: /* needs work */
4020                 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;
4021                 identify_pack();
4022                 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
4023                 paid = TRUE;
4024                 break;
4025         case BACT_IDENT_ONE: /* needs work */
4026                 paid = ident_spell(FALSE);
4027                 break;
4028         case BACT_LEARN:
4029                 do_cmd_study();
4030                 break;
4031         case BACT_HEALING: /* needs work */
4032                 paid = cure_critical_wounds(200);
4033                 break;
4034         case BACT_RESTORE: /* needs work */
4035                 paid = restore_all_status();
4036                 break;
4037         case BACT_ENCHANT_ARROWS:
4038                 item_tester_hook = item_tester_hook_ammo;
4039                 enchant_item(bcost, 1, 1, 0);
4040                 break;
4041         case BACT_ENCHANT_BOW:
4042                 item_tester_tval = TV_BOW;
4043                 enchant_item(bcost, 1, 1, 0);
4044                 break;
4045
4046         case BACT_RECALL:
4047                 if (recall_player(p_ptr, 1)) paid = TRUE;
4048                 break;
4049
4050         case BACT_TELEPORT_LEVEL:
4051                 clear_bldg(4, 20);
4052                 paid = free_level_recall(p_ptr);
4053                 break;
4054
4055         case BACT_LOSE_MUTATION:
4056                 if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
4057                         (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
4058                 {
4059                         while(!lose_mutation(0));
4060                         paid = TRUE;
4061                 }
4062                 else
4063                 {
4064                         msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
4065                         msg_print(NULL);
4066                 }
4067                 break;
4068
4069         case BACT_BATTLE:
4070                 kakutoujou();
4071                 break;
4072
4073         case BACT_TSUCHINOKO:
4074                 tsuchinoko();
4075                 break;
4076
4077         case BACT_KUBI:
4078                 shoukinkubi();
4079                 break;
4080
4081         case BACT_TARGET:
4082                 today_target();
4083                 break;
4084
4085         case BACT_KANKIN:
4086                 kankin();
4087                 break;
4088
4089         case BACT_HEIKOUKA:
4090                 msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
4091                 set_virtue(V_COMPASSION, 0);
4092                 set_virtue(V_HONOUR, 0);
4093                 set_virtue(V_JUSTICE, 0);
4094                 set_virtue(V_SACRIFICE, 0);
4095                 set_virtue(V_KNOWLEDGE, 0);
4096                 set_virtue(V_FAITH, 0);
4097                 set_virtue(V_ENLIGHTEN, 0);
4098                 set_virtue(V_ENCHANT, 0);
4099                 set_virtue(V_CHANCE, 0);
4100                 set_virtue(V_NATURE, 0);
4101                 set_virtue(V_HARMONY, 0);
4102                 set_virtue(V_VITALITY, 0);
4103                 set_virtue(V_UNLIFE, 0);
4104                 set_virtue(V_PATIENCE, 0);
4105                 set_virtue(V_TEMPERANCE, 0);
4106                 set_virtue(V_DILIGENCE, 0);
4107                 set_virtue(V_VALOUR, 0);
4108                 set_virtue(V_INDIVIDUALISM, 0);
4109                 get_virtues();
4110                 paid = TRUE;
4111                 break;
4112
4113         case BACT_TELE_TOWN:
4114                 paid = tele_town();
4115                 break;
4116
4117         case BACT_EVAL_AC:
4118                 paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
4119                 break;
4120
4121         case BACT_BROKEN_WEAPON:
4122                 paid = TRUE;
4123                 bcost = repair_broken_weapon(bcost);
4124                 break;
4125         }
4126
4127         if (paid)
4128         {
4129                 p_ptr->au -= bcost;
4130         }
4131 }
4132
4133 /*!
4134  * @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
4135  * @return なし
4136  */
4137 void do_cmd_bldg(void)
4138 {
4139         int             i, which;
4140         char            command;
4141         bool            validcmd;
4142         building_type   *bldg;
4143
4144         if(p_ptr->wild_mode) return;
4145
4146         take_turn(p_ptr, 100);
4147
4148         if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
4149         {
4150                 msg_print(_("ここには建物はない。", "You see no building here."));
4151                 return;
4152         }
4153
4154         which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
4155
4156         bldg = &building[which];
4157
4158         /* Don't re-init the wilderness */
4159         reinit_wilderness = FALSE;
4160
4161         if ((which == 2) && (p_ptr->arena_number < 0))
4162         {
4163                 msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
4164                 return;
4165         }
4166         else if ((which == 2) && p_ptr->inside_arena)
4167         {
4168                 if (!p_ptr->exit_bldg && m_cnt > 0)
4169                 {
4170                         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);
4171                 }
4172                 else
4173                 {
4174                         /* Don't save the arena as saved floor */
4175                         prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4176
4177                         p_ptr->inside_arena = FALSE;
4178                         p_ptr->leaving = TRUE;
4179
4180                         /* Re-enter the arena */
4181                         command_new = SPECIAL_KEY_BUILDING;
4182
4183                         /* No energy needed to re-enter the arena */
4184                         free_turn(p_ptr);
4185                 }
4186
4187                 return;
4188         }
4189         else if (p_ptr->inside_battle)
4190         {
4191                 /* Don't save the arena as saved floor */
4192                 prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
4193
4194                 p_ptr->leaving = TRUE;
4195                 p_ptr->inside_battle = FALSE;
4196
4197                 /* Re-enter the monster arena */
4198                 command_new = SPECIAL_KEY_BUILDING;
4199
4200                 /* No energy needed to re-enter the arena */
4201                 free_turn(p_ptr);
4202
4203                 return;
4204         }
4205         else
4206         {
4207                 p_ptr->oldpy = p_ptr->y;
4208                 p_ptr->oldpx = p_ptr->x;
4209         }
4210
4211         forget_lite();
4212         forget_view();
4213
4214         /* Hack -- Increase "icky" depth */
4215         character_icky++;
4216
4217         command_arg = 0;
4218         command_rep = 0;
4219         command_new = 0;
4220
4221         show_building(bldg);
4222         leave_bldg = FALSE;
4223
4224         play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
4225
4226         while (!leave_bldg)
4227         {
4228                 validcmd = FALSE;
4229                 prt("", 1, 0);
4230
4231                 building_prt_gold();
4232
4233                 command = inkey();
4234
4235                 if (command == ESCAPE)
4236                 {
4237                         leave_bldg = TRUE;
4238                         p_ptr->inside_arena = FALSE;
4239                         p_ptr->inside_battle = FALSE;
4240                         break;
4241                 }
4242
4243                 for (i = 0; i < 8; i++)
4244                 {
4245                         if (bldg->letters[i])
4246                         {
4247                                 if (bldg->letters[i] == command)
4248                                 {
4249                                         validcmd = TRUE;
4250                                         break;
4251                                 }
4252                         }
4253                 }
4254
4255                 if(validcmd) bldg_process_command(bldg, i);
4256
4257                 handle_stuff();
4258         }
4259
4260         select_floor_music();
4261
4262         msg_flag = FALSE;
4263         msg_erase();
4264
4265         /* Reinit wilderness to activate quests ... */
4266         if (reinit_wilderness)
4267         {
4268                 p_ptr->leaving = TRUE;
4269         }
4270
4271         /* Hack -- Decrease "icky" depth */
4272         character_icky--;
4273
4274         Term_clear();
4275
4276         p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
4277         p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
4278         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4279 }